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Steam News25 December 20256mo ago

ORX v0.14.0.26

CAMPAIGN & DIFFICULTY Mission scaling adjusted from Act 3 onward. Later-campaign waves will be slightly harder. Reduced the aggressiveness of ORX Zeppelin spawns from forests and destroyed buildings.

Full notes

Full ORX update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes2 additions5 changes2 removals
  • Gameplay
  • Balance
  • Maps
  • Fixes
changedMission scaling adjusted from Act 3 onward. Later-campaign waves will be slightly harder.
changedReduced the aggressiveness of ORX Zeppelin spawns from forests and destroyed buildings.
changedWind/Water/Fire/Earth ORX Villages reintroduced in Act 4 in low quantity. Elemental ORX have been rebalanced, each gaining their own passive abilities.
removedWizdomiac boss: when forced to retreat between waves, it now destroys its own totems (should remove several stupid softlocks that happened occasionally due to random map generation).
addedFull card cost rebalance; cooldowns added to a number of cards.
changedUpdated many card descriptions that did not match real behavior.

ORX changes

changedMission scaling adjusted from Act 3 onward. Later-campaign waves will be slightly harder.
changedReduced the aggressiveness of ORX Zeppelin spawns from forests and destroyed buildings.
changedWind/Water/Fire/Earth ORX Villages reintroduced in Act 4 in low quantity. Elemental ORX have been rebalanced, each gaining their own passive abilities.
removedWizdomiac boss: when forced to retreat between waves, it now destroys its own totems (should remove several stupid softlocks that happened occasionally due to random map generation).
addedFull card cost rebalance; cooldowns added to a number of cards.

CAMPAIGN & DIFFICULTY

  • Mission scaling adjusted from Act 3 onward. Later-campaign waves will be slightly harder.

  • Reduced the aggressiveness of ORX Zeppelin spawns from forests and destroyed buildings.

  • Wind/Water/Fire/Earth ORX Villages reintroduced in Act 4 in low quantity. Elemental ORX have been rebalanced, each gaining their own passive abilities.

  • Wizdomiac boss: when forced to retreat between waves, it now destroys its own totems (should remove several stupid softlocks that happened occasionally due to random map generation).

DUNE REAVERS

  • Full card cost rebalance; cooldowns added to a number of cards.

  • Updated many card descriptions that did not match real behavior.

  • Cards are now correctly distributed across 3 rarities.

  • Fixed a visual issue where Dictates were not carrying over when moving a unit.

  • Archers damage behavior changed to reduce lag (less attack speed, more damage + Multistrike).

  • Warriors should no longer spawn outside of map bounds.

  • Expanded/fixed behavior for multiple cards and effects, including: Dictates, Geology, Well, Road Lamp, Orator, Weapon Craftsman, Mystic Crypt, Fight Club.

    Dune Reavers warning: this is by no means the final iteration of Dune Reavers, but this update makes them playable in terms of balance on the current patch.

BOREAL NOMADS WARNING

  • Added a prominent in-game warning that Boreal Nomads are currently not balanced and may be broken. The faction remains available to play, but expect issues.

Source

Steam News / 25 December 2025

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