Crown Marshal · published · build 24667553

Marshals,
Update 0.12.0 is now available for Crown Marshal.
This major update introduces full four-player 2v2 battles, including solo matchmaking, two-player premade parties, custom rooms, live spectating, replays, and reconnection support.
Map pings and the new Earthquake battlefield skill have also been added, alongside balance changes to Strength in Numbers and Windward Wings.
Crown Marshal now supports four-player 2v2 battles.
Two teammates fight together on the same shared battlefield.
Each team shares 5,000 Health.
Health bars and battle statistics are combined for the entire team.
During deployment, teammates can see and inspect each other's:
This information is available through read-only inspection.
The following private information remains hidden from teammates:
The current 2v2 main HUD focuses on you and your fixed opposing player.
Four-player matches fully support:
2v2 currently supports human players only. There is no versus-AI mode and no bot backfill.
2v2 currently supports three ways to play:
Four-Seat Custom Rooms
Once all four players have joined and completed the room ready process, the game randomly divides them into two teams.
Custom matches do not affect Rating or official match records.
Solo Matchmaking
Four matched players are divided into two teams while attempting to keep the teams' average Ratings as balanced as possible.
All four players must individually pass the Ready Check before the match begins.
Two-Player Premade Parties
The 2v2 tab now allows players to create a two-seat party.
The host can invite a teammate using the party's room code.
Once the guest is ready, the host can begin matchmaking.
The system:
Canceling matchmaking does not disband the party.
After a match, teammates who remain online return to the same party room together.
Official 1v1 and 2v2 share the same public:
However, 1v1 and 2v2 win streaks are tracked separately.
Added map pings during both deployment and battle in live matches.
Open the ping menu beside Quick Chat and choose:
Then click the battlefield to place a marker that lasts for 2.4 seconds and includes:
Pings remain available even after your formation has been locked.
In 2v2:
In 1v1, the same ping menu remains available, but its markers are local-only and are not sent to the opponent.
Each player can send at most one ping per second.
A new ping from the same player replaces their previous marker.
Added Earthquake.
Choose a target point during deployment. The Earthquake begins 2 seconds after battle starts.
The zone has:
Every second, enemy ordinary buildings inside the area take damage equal to 5% of their maximum Health.
Enemy non-building units inside the area have their movement speed reduced by 50%.
Earthquake does not directly damage troops.
Strongholds also take no Earthquake damage.
Allies are completely unaffected.
Enemy units immediately recover their full movement speed after leaving the area.
Overlapping Earthquakes do not stack their movement-speed reduction.
Psionic Ward blocks both:
Earthquake can occupy:
When placed in reserve, the corresponding Ritual: Earthquake card unlocks it during the match.
The skill includes:
The AI can also use Earthquake and considers both enemy troops and ordinary buildings when choosing its target location.
Reduced the in-battle installation cost of Strength in Numbers:
100 → 50 Energy
Its effect remains unchanged.
Within 6 m, each nearby Militia group using the same modification still grants:
up to 10 stacks.
Increased Windward Wings damage reduction against ordinary attack projectile:
from:
30% → 50%
Its in-battle installation cost remains 100 Energy.
The following remain unaffected:
Fixed live spectators being able to click groups left on the battlefield from deployment and reopen deployment details after combat had already begun.
Now:
The following remain fully available during combat:
Thank you for your continued support and feedback.
See you on the battlefield, Marshals!