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Full Master of Piece update
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Repeated intro
Hello, Commanders. This is I M GAME.
What changed
- Gameplay
- Balance
- Maps
- Events
Master of Piece changes
Today, we’d like to share a preview of four new bosses, one of our Early Access Q3 milestones.
A new boss will appear in each region to stand in the way of your expedition. With mechanics and battle patterns that differ from existing bosses, we hope they will bring new challenges and fresh ways to enjoy the game.
Hill of Sunshine: Dragon Cult Siege Captain
Heavy Ballista
At the end of each round, designate 1 random column. When attacking, fires an arrow along the designated column, dealing damage to the first allied or enemy target hit along its path.
Bullseye
If the arrow hits the enemy Commander, Heavy Ballista designates 1 additional column next round.
Minions
Dragon Cult Watcher:
Leap: Before the allied Boss is attacked through an empty lane, moves in front of the enemy piece attacking the Boss and gains Dodge for 1 round. Activates once per battle.
Dragon Cult Sentinel:
Readiness: Upon surviving a hit, gains Attack +1 and moves to a random adjacent tile if possible.
Unlike the Dragon Cult Leader, who unleashes wide-area attacks, the Siege Captain loads and fires a fearsome heavy ballista to strike a single target with precision within a narrow range. The ballista fires along the designated column and hits the first target in its path. Even if one of his own minions fails to move out of the way, the Siege Captain will fire without hesitation.
Since enemy pieces can also be hit, you might think, “Then I can just keep making enemies take the shot instead.” However, the Siege Captain’s minions move sideways when they are hit. Even if you place an allied piece behind an enemy piece to avoid the ballista, once combat begins, that enemy may slip to the side and leave your ally exposed to the shot.
If the Siege Captain’s ballista hits the Commander, one more arrow will be loaded for the next round. Taking one hit just because the Commander has enough HP may lead to a much stronger attack that cuts down your mercenaries like fallen leaves.
The Blazing Sands: Mesmerist of the Sun
Sand Illusion
Upon surviving a hit, summons 2 allied pieces on random tiles. The summoned pieces gain additional HP equal to the damage taken by the boss.
Solar Gaze
At the end of each round, designates the enemy Commander as the attack target. The designation is removed upon taking damage.
The Mesmerist of the Sun has no separate minions. But be careful. If you underestimate him because he stands alone, your mercenaries may be worn down by countless Sand Specters and fall one by one.
When you attack the Mesmerist, he summons Sand Specters on empty tiles. These Sand Specters gain additional HP equal to the damage dealt to the boss. You may feel satisfied after raising an ace mercenary and landing a powerful blow, but soon after, Sand Specters just as sturdy as that attack was powerful will appear and form a wall in front of the Mesmerist. If the attack was a critical hit, the situation becomes even more terrifying.
Once these Sand Specters become a shield, it becomes increasingly difficult for the player to damage the Mesmerist. Meanwhile, while the expedition is distracted by the illusions, the Mesmerist directly attacks the Commander. If you cannot deal with the illusions quickly, the Commander may fall before your mercenaries do.
Duskwind Plains: Orc Warlock
Mind Control
At the end of each round, takes control of the enemy piece that attacked this unit most recently during the previous round, turning it into an ally. If the controlled piece is defeated, it returns to the enemy reserves.
Synchronization
If there is a controlled piece on the battlefield, attack the enemy Commander directly.
Minions
Orc Fanatic
Follower: While on the battlefield, gains Attack +1 and Speed +1 for each piece controlled by the Boss.
Orc Disruptor
Distortion: While on the battlefield, pieces that attack this unit attack the Boss instead. Activates once per battle.
The familiar mechanic seen in many films, comics, and animations — controlling allies and turning them against you — is coming to Master of Piece. The Orc Warlock enchants the mercenary that attacked him and turns that piece to his side. Your allied mercenary becomes the Warlock’s puppet, raising their blade toward the Commander against their own will.
The Orc Warlock absorbs power from the pieces under his control and prepares a powerful attack. If one of your allies is controlled, you will need to deal with them quickly. If there are allies being controlled, the Orc Warlock gathers the absorbed power and directly strikes the Commander, making the battle even more difficult.
Fortunately, controlled allies do not permanently die when defeated. Instead, they return to your reserves. There is no need to hesitate. Keep your strongest, most developed key pieces from falling under his control, and suppress any controlled allies as quickly as possible.
Ember Chasm
A new boss has appeared in Ember Chasm as well.
However, this being does not reveal itself easily. Commanders confident enough to venture deep into Ember Chasm are encouraged to seek it out and face the challenge directly.
That said, this boss fights with an extremely aggressive combat style, so even a small mistake can lead to heavy damage. Stay alert, and do not let your guard down.
The four new bosses introduced today are not simply enemies with high HP and Attack. They are being designed to reshape the battle experience of each region.
Please note that everything introduced today is still in development, and some details, values, or effects may change by the time the update goes live. We will continue to introduce the new content included in the Q3 update step by step.
We look forward to your interest and feedback.
Thank you.
Source
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