Marshals,
Update 0.8.2 is now available for Crown Marshal. This update introduces Rating-gap and win-streak RP bonuses, new combat and match-result effects, adjustments to Marshal damage calculation, several fixes, and performance improvements for dense late-game battles.
New Features
Rating-Gap and Win-Streak RP Bonuses for Official Human 1v1 Matches
Official human 1v1 matches now provide additional RP rewards.
- Defeating an equally or more highly rated opponent grants the full additional 5 RP.
- The bonus is reduced by approximately 1 RP for every 100 Rating points the winner led by before the match, down to a minimum of 0.
- The losing player still loses only the original base RP. The additional reward does not increase the loser's RP loss.
- Starting with the second consecutive win, the winner receives a win-streak bonus based on that match's base RP.
Win-streak bonus rates:
- Two consecutive wins: 20%
- Three consecutive wins: 30%
- Each following win adds another 10 percentage points
- Ten consecutive wins or more: 100%
The maximum RP gain from a single match is 85 RP.
Losses, draws, surrenders, departures, and reconnect timeouts reset the streak.
Play vs AI, custom matches, and matches voided because of a server error neither build nor clear a ranked win streak. A win worth zero base RP provides no additional reward and does not increase the streak.
Matches played before this update do not grant retroactive streak progress. All accounts begin with a zero-win streak in version 0.8.2. The final combined RP change will continue to be displayed after each match.
New Round-Result Impact Feedback
After a round winner is determined, a blade strike now travels toward the losing Marshal's Health bar, accompanied by:
- An impact flash
- A dedicated sound
- Smoothly animated Health loss
- A damage number
- Light or heavy strike effects based on the damage dealt
On a draw, two blades clash between the players' Health bars and produce sparks. This does not deal Marshal damage or play the victory strike sound.
A lethal strike now drains the losing Marshal's Health to zero and moves directly to the final match result without briefly displaying a redundant round result.
New Final Match-Result Effects
Winning a match now triggers four waves of golden fireworks behind the settlement panel.
After a defeat, sparse embers drift downward and gradually fade away.
Both effects use dedicated sounds, play only once, and stop automatically after finishing. No fireworks or embers are shown for a drawn or server-aborted match.
Balance Changes
Marshal Damage Calculation
Damage dealt to the opposing Marshal after winning a round now depends on both the base cost and remaining Health percentage of each surviving unit group.
- Badly injured units deal less Marshal damage.
- Any group with at least one surviving member still deals a minimum of 1 damage.
- Health granted by modifications, Technology, and Strategy is included in the remaining-Health calculation.
- A modification's Energy cost no longer directly increases Marshal damage.
- Modifications can still affect the result through combat strength, Health, and survival.
- Buildings remain excluded from Marshal damage calculation.
- When a battle times out, both remaining armies are also valued according to their remaining Health.
Fixes and Improvements
- Fixed enemy ghost details omitting revealed Strategy bonuses or incorrectly using the current deployment.
- Ghost Health, Attack, and Healing now correctly reflect the opponent's revealed Strategy and actual formation from the previous round.
- Bonuses that depend on nearby groups, modifications, or group size are now displayed correctly without exposing unrevealed opponent information.
- Fixed World Chat occasionally rejecting legitimate English messages.
- Normal English words are no longer blocked simply because they contain a shorter blocked fragment.
- Deliberately disguised blocked terms and illegal URLs are still detected.
- Fixed the ongoing-match list in the Play panel leaving unusable blank space below its scroll area.
- Loading, empty, unavailable, and populated states continue to keep the panel at a stable size.
- Reduced CPU usage during dense late-game battles, high-unit-count rounds, simultaneous match settlements, mechanical-opponent deployment, and long replay processing.
- Reduced repeated calculations in battlefield rendering and mechanical-opponent decisions, improving stability during crowded battles.
- These performance improvements do not change battle results or replay contents.
Thank you for your continued support and feedback.
See you on the battlefield, Marshals!