Greetings, Warriors!
We are back from our break and now feeling stronger than ever. Future updates won't take as long, and they'll contain lots of exciting stuff. More details on that will be provided later...
The time has come for us to release another update for the game. With this one we're building a foundation for a serious rebalance of the existing systems in the game, which we will in the future polish up and see the new concepts come to fruition. Prepare for some good stuff ahead!
This is being looked into as the highest priority right now, but might take a while as it affects only a certain part of Windows users. We have no way of reproducing this and only have to rely on more crash reports to be sent to us so we can pinpoint what exactly goes wrong there.
If you are a player who is struggling with the game on Windows 11, please contact us over at the BR Discord by submitting a bug-report. We will take it from there. Thanks!
Without further ado, let's get to the 1.58.3 changes...

To put it short, all units that used to have 'Fire' as their base damage type. now have it switched to 'Explosive'. Fire is not removed as a whole, but is rather remade into what Piercing used to be (nobody resists it e.g. everybody takes 100% damage from it), with a little remark - no units deal fire damage anymore. Fire damage is now only dealt by embers launched from burning buildings.
These two redesigns we consider to be rather significant, and that's done for the easier understanding of the game. These changes, as always, are not final and are bound to be improved in the future.

The Serpent Cannoneer is back
You heard it right. We have reverted the concept of Stoneball introduced with 1.58.2 as it felt rather wrong and not fitting the tone of the unit, we believe the majority agrees on that.
This leaves us in a limbo regarding the "Steel Cannonballs" technique, which is now remade into an honest placeholder called "Ammo Pouches" that increases the amount of Smoke Bombs one Cannoneer can carry by two. We wanted to have it affect Mines as well, but once again the game decides to limit us technically, so that will take some time to figure out.
It's a placeholder until better times, and it's better than having a technique that does absolutely nothing (how it has been since the original release all the way to Winter of the Wolf, and even earlier BR:ZE versions built on the latter).
With that being said, maybe you, our player base, have a better suggestion for this Cannoneer technique (upgrade)? We'd like to hear your thoughts, send them our way!

The Everchanging Kabuki Stardust
Dragon Kabuki's Stardust has undergone yet another change, and hopefully this will be the final one in terms of its mechanics. Stardust will now be a sustainable ability similar to Dark Canopy of the Lotus Staff Adept.
Kabuki will still have to throw the Star Dust projectile, but will be immobilized once it takes effect, effectively having his stamina drained while he's sustaining the ability.
The VFX have also been remade for improved visual clarity.

This would conclude the changelog for this update. It might feel rather short especially after so many months but trust us - we have a lot for BR:ZE in store this year, and we are eager to prove it soon. For more details on that, keep your eyes peeled for the next announcement regarding the future of BR. :)
https://i.imgur.com/DsEykPn.mp4
(this is a video, if you can't click it, open the announcement in a separate page, if you have no sound, click on the speaker icon)

Join the official server for the game, the universe, and the community if you haven't. Discord has proven to be a very helpful and fun program to use for us (as developers), so we're quite keen on maintaining our server.
Populated by more than 4000 warriors, it is a solid communication bridge between us and all of you.
If you're having issues, planning to report a bug, or just want to learn something new about the game and communicate with other fans or even developers -- we'd like to see you there, come around!