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Full Kurukshetra: Ascension update
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What changed
- Gameplay
- UI and audio
- Balance
- Maps
Kurukshetra: Ascension changes
Greetings Yodhas!
The Heroes: Rediscovery update is upon us! Get ready for significant early-game impact, improved synergy between Heroes and Units, a superior Hero levelling experience and Legendary cards that truly impress.
Hero-Balancing And Passives
It was fun while it lasted, but Hero damage previously allowed players to ramp up to extraordinary values, reducing the effectiveness of Unit Cards, including coveted Legendary units. Battles were often reduced to a Hero brawl, and the strategic depth of Kurukshetra: Ascension often fell by the wayside. We have now lowered Hero damage across the board while also removing the Soma cost for hero weapon attacks. Passives like ‘Rising Storm’ that buffed damage without a cap have been altered. Weapons, Cards, and Powers that provide damage buffs still exist but are now harder to obtain. While this may sound unpleasant at first glance, our testing has shown significantly greater Hero-Unit synergy and card impact. Your decks are powerful now and rightly so. We cannot wait to see what our players cook up.
The Early-Game Impact
“1-cost units are useless!”. We heard that feedback a lot and we agree! Hero damage and armour were too strong previously, and that brave Warrior’s damage was often blocked entirely. This was further backed by a lack of variety in low-cost units. Heroes were also able to ramp up damage very quickly in the early rounds, leaving starting Units in the dust.
Our solution is to remove Armour from Heroes, though some like Duryodhana and Surpanakha can still receive armour buffs from different cards in the mid-game. We’ve also significantly reduced Armour gain potential from our Ranged Heroes, as Row Protection was always meant to be a key strategic element in keeping them safe.
Finally, the starting player now begins with 2 Soma! Something our player base has been waiting to hear for a while. This opens up strategic depth right from round one, while also allowing low-cost units to influence the battle!
Hero Levelling
Hero cards weren’t being used to their full potential, with player feedback pointing to a difficulty in obtaining them being the root cause. Getting locked out of grabbing a specific Hero card just wasn't fun and limiting a Hero's true potential.
Hero Cards are back on the heroes individual progression track, with a few new ones being added along the way! These cards have also been removed from card packs, making it easier for you to snag the units you’ve been looking for. When you check your Hero track, you’ll also notice new avatars for these Hero-specific cards that you can proudly wear as a badge of honour.
Legendary Cards
Legendary Cards were powerful but often lacked utility or synergy with other units. Some were exceedingly dominant, while others saw far less use. We want players to be able to build decks around any Legendary in their inventory, instead of having to wait endlessly for that specific card.
To tackle this, we have completely overhauled Legendary Cards. They now synergize with far more properties and factions than before, along with the addition of new properties that bring depth to gameplay. We’ve been playtesting these changes and having a blast! The late-game possibilities are endless, and we’re waiting for players to break the game with their unique decks and builds.
Now, let’s move on to discussing each hero and how we’re innovating their gameplay to new heights!
Arjuna
Arjuna’s might and prowess on the battlefield came from his bow, and of course the many Astras in his arsenal, we want our hero to reflect that. Along with other adjustments, Arjuna has a new passive, Gifted.
New Passive, Gifted
Draw a card when you cast a spell.
Base Stats
1 Damage, 0 Armour, 20 Health New Cards:
Brihannala
New Spell Card, Charm an enemy with 3 Health or less.
Ulupi
New Legendary Unit, Passive: All poison attacks reduce damage by 3.
Cards reworked:
Shock Archer
Is now a neutral card. Health increased to 3 from 2.
Savyasachi
Damage reduced to 2 from 3.
Snipe
Soma Cost increased to 4 from 3.
Gandiva
Now increases Heroes base damage by +2. No longer makes Arjuna Counter-Immune.
Execute
Soma cost reduced to 2 from 3.
Lightning Bolt
Damage reduced to 4 from 5.
Satyaki
Now gives Guard to all Legendary Units.
Abhimanyu
Now buffs the health of all other Humans by +3.
Shivas Doom
Soma cost reduced to 8 from 10.
Chakra
Now increases Heroes base damage by +1. No longer has Concealed Weapon. Soma cost reduced to 2 from 3.
Airavat
Soma cost increased to 9 from 8. Health increased to 9 from 7. Now gains +1 damage for each enemy Stunned during the game and is Spell Immune.
Elite Army
Soma cost reduced to 2. Now draws a Legendary card from your deck and reduces its cost by 2.
Indra's Shot
Soma cost reduced to 1 from 3.
Focused Shot
Damage reduced to 3 from 4. Soma cost reduced to 2 from 4. Can now only attack the enemy Hero.
Divine Student
Increased Soma cost reduction of spells from 1 to 2.
Divine Double
Changed to Rapid Assault: If a Spell kills an enemy, create a free copy in hand Devadatta Conch: Now gives +2 damage to all Ranged Units for one turn.
Eager Students
Changed to Flawless: Arjuna becomes counter-immune.
Guard Me Changed to Piercing Attacks
All allies have Pierces.
Removed Cards:
Lightning Tips, Discharge, Piercing Arrows, Manavastra and Vritra’s Bane.
Sugriva
Sugriva was perhaps capable of the highest damage ramp-up, with the Shikari Gada and Tribe making his playstyle very one-dimensional and focused only on Hero to Hero attacks, we’re tackling that by adjusting his passive along with a few other tweaks.
New Passive, Flanks: Sugriva now Flanks.
Base Stats: 2 Attack, 0 Armour, 30 Health.
Cards reworked:
Angada
Now deals 4 damage and has 4 Health. Soma cost reduced by 1 per Vaanar deployed.
Nila
Gains +2 dmg/ +2 Health when opponent casts a spell. Damage and Health increased by 1.
Nala
Weapons cost -2 Soma.
Golden Vaanar
Soma cost increased to 5 from 4.
Sushena
Soma cost increased to 8 from 7. Now Silences all enemy Units on Deploy.
Sanjeevani changed to
Grant a Unit +3 Health. Soma cost increased to 2 from 1.
Hanuman's Aid
Heal all friendly Units fully; Vaanars and Beasts gain Self-Revive.
Frenzied Tail
Damage reduced to 2 from 3.
Rama's Shot
Now deals piercing damage equal to your current Soma.
Forest Cover
Now also has draws a card.
Shikari Gada
Now increases Heroes base damage by +1. Ability removed. Now Poisons.
Kaumodaki
Now increases Heroes base damage by +2.
Flaming Sabotage renamed to Sabotage
Now has Draw 2 cards.
Forest Mantra
Cost reduction increased to -2 from -1.
Camouflage changed to Healer's Grove
All healing increased by 2.
Removed Cards: Leap, Mighty Leap and Surya’s Blessing.
Bhishma
Bhishma, in his previous avatar, was too dependent on the opponent deploying units to build damage, not just limiting his own playstyle, but also the opponents. His new passive allows him freedom to attack anyone on the battlefield without fear of retaliation!
New Passive, Pitamah: Bhishma is now counter immune.
Base Stats: 1 Damage, 0 Armour, 20 Health
New Cards:
Ganga's Disciple
New Legendary Unit, +2 to all healing effects.
Sarala
New Legendary Unit, On Deploy: Charm any Unit till death; Charms last 1 turn longer.
Sentinel
New Legendary Unit, Guards and Spell-Immune.
Pauravi
New Legendary Unit, Ranged units cost -2 Soma.
Cards reworked
Kankastra
Now only smashes 1 armour.
Bhishma's Boon
Soma cost reduced to 2. Health buff increased from 4 to 5.
Cheat Death
Soma cost reduced to 6 from 7.
Apsara
Renamed to Court Apsasra: Charm threshold increased to 5 health from 4. Health increased to 6 from 5.
Gangaputra
Soma cost increased to 6 from 5.
River of Arrows
Soma cost increased to 8 from 7.
Pushpa Dhanu
Now increases Heroes base damage by +1.
On attack
Reduces enemy damage by 2.
Kaundinya
Now increases Heroes base damage by +2. Is no longer counter-immune. Soma cost reduced from 7 to 6.
Freezing Arrow
Renamed to Ice Arrow.
Ganga's Embrace
Health buff reduced from 5 to 3. Soma cost reduced to 2 from 3.
Commander
Unit cost reduction is now -1 per turn instead of -2.
Healing Waters
Healing reduced to 2 from 4.
Deep Freeze
No longer increases damage on frozen enemies. Now frozen enemies are stunned when damaged.
White Warrior changed to Spirit Warrior
Bhishma gains lifesteal.
Cleanse changed to Daze
Target has -2 Damage this turn.
Ranged Dominance
Damage increase reduced to +2 damage from +4 damage.
Note
With this passive players won't be able to deploy melee Units as was intended earlier. (This might be changed in the upcoming balance patch.)
Pitamaha changed to Devavrata
Bhishma becomes Spell-Immune.
Removed Cards
Scarlet Streams, Praswapastra, Divine Light, Ayurveda, Resolve, Flash Flood, Ice Weapons and Icy Breath.
Duryodhana
With lower soma cost units receiving significant tweaks, Duryodhana’s current passive puts him in a great place as we’ve balanced the Balachita as well. Previously Balachita’s damage bonus when an ally died lasted the entire match, we’ve adjusted this to only last during the turn the unit dies. This balance change still adds value to the playstyle of sacrificing units to buff Duryodhana, while also keeping him in tune with the new update.
Base Stats: 2 Damage, 0 Armour, 25 Health
New Cards:
Mir: New Unit, Assassinates.
Cards Reworked:
Balarama's Rage
Does not break armour anymore. Now causes your opponent to discard all Spell cards in their hand.
Blitz
Damage reduced to 2 from 3.
Durmukha
Health increased to 5 from 4.
Dushasana
Armour increased to 2 from 1. Health increased to 6 from 5. Soma cost increased to 6 from 5. No longer gains health when an ally dies.
Envy
Soma cost increased to 2 from 1.
Vikarna
Damage increased to 4 from 3. No longer gains damage on losing health. Now has Commands.
Laxman
Now has Poisons.
Vengeful Archer
Damage increased to 6 from 4.
Ekasha
Now increases Heroes base damage by +2. No longer has Smashes 2.
Balachita
Now increases Heroes base damage by +1. Damage gained when an ally dies now lasts only for that turn.
Susharma
Is now a neutral card. Damage increased to 5 from 4. Health increased to 6 from 5.
Gandhari's Blessing
Armour gain reduced to +1 from +2.
Royal Armoury
Is now a neutral card. Soma cost reduced to 2 from 3.
Protection
Is now a neutral card. Soma cost reduced to 2 from 5. Health gain increased to +5 from +4.
Alambusha
Now has 4 Damage, 2 Armour and 3 Health. Soma cost reduced to 5 from 7. No longer has Guards. Now has Disruptor.
Revenge
Soma cost increased to 5. Can now damage any target. Costs 1 less soma for each ally that died this turn.
Kaurava Numbers changed to Reinforcements
Deploy 1 Kaurava Brothers end of turn.
Blitzkrieg
Now First Strike applies to units costing 5 or less.
Battle-Ready
Armour grant reduced to 1 from 2.
Reinforced Steel changed to Supply Lines
When you draw a card, gain 3 health.
Turtle Formation
Now grants all Units +1 Armour on Deploy.
Vengeance changed to Ethereal Army
Deployed units gain Ephemeral for 2 turns, but lose other properties.
Removed Cards:
Whirlwind, Bodyguard, and Scavenger.
Bheem
Bheem’s units and army now reflect his “savage” nature a little better. His spells and units have been balanced and tweaked to focus on buffing and building better synergy between the Rakshasa and Beast factions when playing Bheem. So now is the time to go wild on the battlefield!
Base Stats: 2 Damage, 0 Armour, 20 Health.
New Cards:
War Paint
New Spell, Grant a Unit +2 Damage.
Beastmaster
New Unit, When you cast a spell, summon a 1-4 cost Beast.
Hidimbi
New Unit, When a friendly Rakshasa dies, spawn a copy.
Cards reworked:
Mace Throw
Now smashes only 1 armour.
Battle Stomp
Now damages all Units. Soma cost reduced to 2 from 4.
Vrigodharam
Now increases Heroes base damage by +3.
Roar
Soma cost increased to 9 from 8. Now All enemy units return to deck and Bheem gains +1 Health per enemy.
Sutasoma
Damage increased to 5 from 4. No longer has Smash.
New passive
Allies with Charge also gain Living Shield.
Ghatotkacha
Damage increased to 8 from 7. Health increased to 9 from 8. Ability has been removed. Now costs -1 for each dead Unit this turn.
Modaki
Now increases Heroes base damage by +1. No longer gains +2 Health on a kill. Soma cost reduced to 3 from 4.
Two-handed Stance
Soma cost reduced to 5 from 6.
Unfettered
Removed the weapon cost component as it is now redundant. Soma cost reduced to 5 from 7.
Call of the Wild
Now Summons a random Beast or Rakshasa unit. Soma cost increased to 5 from 4.
Paundra Conch
Now all Rakshasas and Beasts gain +3 Health. Soma cost reduced to 3 from 5.
Hard Punch changed to Energise
Power Upgrade: Gain +2 Health.
Savage changed to Passive
Bheem gains +1 Health when a friendly dies.
Bhimasena changed to Passive
Spawned units gain Living Shield.
Death March changed to Passive
All friendly units gain Swift.
Removed Cards:
Charge and Alpha.
Surpanakha
Surpanakha’s ability to ramp up her damage was truly a terror on the battlefield, but integral to her core playstyle. To combat this we’ve made a few adjustments to when she can increase her damage, without lowering the numbers significantly. We’ve also worked on making strategic player choices during Night Mode integral to unlocking her full potential.
Base Stats: 1 Damage, 0 Armour, 25 Health.
Cards Reworked:
Dushana
Now gives your Hero Feeds.
Scale Armour
Soma cost increased to 3 from 1.
Demonic Shriek
Damage increased to 3 from 2.
Blood Sacrifice
Soma cost reduced to 0 from 2.
Blood Feast
Soma cost reduced to 5 from 6.
Minor Charm renamed to Quick Charm
Soma cost increased to 3 from 2.
Betrayal changed to
A random card from the opponent's hand is discarded. Soma cost increased to 2 from 0.
Charm
Soma cost increased to 6 from 5.
Subahu
Now Grants Mirage to all Allied Units. No longer has Feeds. Soma cost reduced to 7 from 8.
Lash Out
Soma cost reduced to 5 from 6.
Assassinate
Kill any enemy unit; If you have an assassin, costs -3 soma. Soma cost increased to 7 from 5.
Blood Rain
Now also Buffs the health of rakshasa Units by 2. Soma cost reduced to 3 from 4.
Art of Seduction changed to Trickery
A random card is discarded from the opponent's hand Stay A While: Charms now last one turn longer.
Meenakshi
Units with Mirage have Charge.
Selfish Drain
Drain amount reduced to 1 from 2. Soma cost reduced to 1 from 2.
Removed Cards:
Lover’s Spat, Convert, Claws and Experiment.
We will put out a full changelog for neutral cards soon. We are also monitoring feedback extensively over the next two weeks, and balancing further to keep the game fresh and fun! We thank you for your patience in waiting for this large update, and the insights we’ve received to help us make these changes.
If you’d like to get involved with our community and look for early updates, here are our links: Discord, Instagram, and YouTube.
See you on the battlefield! Studio Sirah
Source
Changelog.gg summarizes and formats this update. How we read updates.
