Gridlords · public · first seen
Update 0.6.1 brings Ranked mode to Gridlords, along with High-Risk stages, Endless runs, leaderboards, and a big round of balance changes.
We've also reworked several Lord abilities, structures, and equipment pieces, added post-combat castle inspection, and improved shop interactions and saving before battles. Below you can find the full update notes!
Save compatibility: In-progress runs saved before 0.6.1 cannot be continued in this version. Your unlocked Lords are kept.
Choose between Casual and Ranked from the main menu. Ranked unlocks after completing the tutorial.
Begin your Ranked journey at the bottom of the ranked ladder and climb up to Master rank!
Win streaks: Runs ending with at least 6 trophies advance your streak. Finishing with 5 preserves it, while 0-4 resets it. Your third and fourth qualifying runs earn 1 bonus star each; your fifth and later runs earn 2 bonus stars each.
The initial victory target is now 10 trophies, down from 12. The tutorial's victory-goal text has been updated to match.
In Ranked, reaching 10 trophies lets you finish your run or continue into High-Risk I, aiming for 15 trophies.
At 15 trophies, you can finish or enter High-Risk II, aiming for 20 trophies.
Endless: Continue beyond 20 trophies in Ranked or beyond 10 in Casual. Endless has no trophy limit and does not change your rank.
Added a Top 50 Ranked leaderboard.
The leaderboard opens once 50 players have climbed above Bronze IV.
Casual and Ranked now use separate opponent pools, with opponents drawn from the same game version. Endless uses the pool of the mode your run started in.
Casual matchmaking: Low remaining lives do not automatically move the search to an earlier day. Casual and Casual-origin Endless still prioritize opponents from your current day.
Aurex - Royal Collection: Replaces Regalia of Power. At the start of each day, gain 10 Gold for every level 3 structure placed in your castle.
Caelia - Ingenuity: Replaces Patient Patronage. Upgrading a structure to level 2 grants 1 free blueprint reroll; upgrading to level 3 grants 2. Merging owned blueprints into a higher-level structure also earns these rerolls. Upgrading an offer in the shop or creating a Mirror Draft copy does not.
Bromdir - Reclamation: Now destroys the selected friendly structure or hotbar blueprint to grant 3 random blueprints of the same rarity, up from 2. Gold cost increased from 30 to 80, and cooldown increased from 1 to 3 days.
Bromdir - Junk Delivery: Replaces Proper Compensation. Receive a random Apprentice blueprint every 2 days. The previous full-value selling benefit has been removed.
Base blueprint reroll cost increased from 5 to 10 Gold. The first 10 rerolls in each shop visit use this base cost; subsequent rerolls increase by 5 Gold each: 15, 20, 25, and so on.
Standard structure sale returns reduced from 75% to 60% of their price, with the existing level multiplier applied.
The daily Gold income bonus from upgrading to Castle Tier 5 reduced from 100 to 50 Gold.
Daily Silver income bonuses from upgrading to Castle Tiers 2 / 3 / 4 / 5 reduced from 15 at each upgrade to 5 / 5 / 10 / 10 Silver.
Slightly adjusted the chances for each structure rarity in the shop.
Base structure health per occupied tile at Castle Tiers 4 and 5 increased from 300 / 400 to 350 / 500.
Divine Passage: Reworked into a Recruit structure. Every 12 / 10 / 8 seconds, its portal spawns a random Human unit at the structure's level. Recruits emerge at ground level beneath the Passage. Extra-recruit bonuses can produce additional units, with each recruit's Human unit type rolled separately.
Stoneworks: Reworked into a growing defensive structure with 2x / 3x / 4x base health. Every 5 seconds, it gains 20 / 35 / 50 maximum health for the rest of combat.
Bounty Cache: Now stores 2 / 4 / 6 Gold whenever an enemy structure is destroyed while the Cache is alive. Sell it to collect all stored Gold in addition to its normal sale value. Each surviving Cache earns its full reward from an eligible enemy structure's destruction, regardless of which friendly structure caused it. Gold already earned carries between battles, even if the Cache is later destroyed during combat, and is combined when merging Caches. Earthquake destructions do not grant Gold.
Tar Spitter: Reworked into a Support structure that fires at random enemy structures with active recurring cooldowns. Each hit permanently increases the target's cooldown by 0.5 / 1 / 1.5 seconds for that combat. Tar projectiles pass intervening structures to reach their selected target. The penalty stacks across hits and affects subsequent cooldown cycles without pushing back the countdown already in progress.
Dawnpiercer: Damage reduced from 100 / 120 / 150 to 75 / 100 / 100. Its beam now affects 2 / 2 / 4 rows, with updated beam visuals.
Treasury: Gold earned after surviving combat increased from 20 / 35 to 25 / 40 at levels 1 and 2. Level 3 remains at 50 Gold and 15 Silver.
Barricade: Price increased from 60 to 65 Gold.
Cannon: Price increased from 65 to 70 Gold.
Blast Mortar: Price reduced from 70 to 60 Gold.
Sanctum of Light: Price reduced from 70 to 60 Gold.
Ring of Giants: Every 5 seconds, increases your structures' maximum health by 5% / 8% / 15% and their cooldowns by 3% / 5% / 5%.
Lucky Charm: At the start of combat, upgrades 1 / 2 / 3 random friendly structures by one level for that combat. These upgrades resolve before structures activate their start-of-combat abilities, so those abilities use the upgraded level.
Rallying Medallion: Melee units gain 20% / 30% / 40% movement speed until their first successful attack, which deals 50% / 75% / 120% bonus damage. Replaces the previous timed speed bonuses.
Giant Sword: Unit damage bonuses reduced from 80% / 100% / 150% to 50% / 75% / 100%. Its attack-speed penalty has been replaced by a 20% / 15% / 10% movement-speed penalty.
Heavy Forged Mail: Reworked to reduce damage taken by your structures by a flat 4 / 6 / 12 per hit, regardless of structure size. Its old maximum-health bonus for structures occupying at least 3 tiles has been removed.
Cursed Necklace: Reduces your structures' cooldowns by 20% / 30% / 40%, but every activation costs the triggering structure 3% / 4% / 5% of its maximum health. No longer sacrifices your highest-placed structure at the start of combat or grants the old maximum-health bonus to matching structure types. The new cooldown bonus applies across your structures.
Ring of Regrowth: Heals all surviving friendly structures for 5 / 8 / 15 health every second. Each friendly structure destroyed increases that healing by 2 / 3 / 5 for the rest of combat.
Frenzy Cascade: Every 6 / 5 / 3 activations of friendly Projectile structures triggers 2 / 3 / 3 different random friendly Projectile structures.
Lone Wolf's Signet: Now benefits Projectile structures with no other friendly Projectile structure in the same row. Damage bonuses changed from 50% / 75% / 100% to 25% / 40% / 60%, and flat cooldown reductions changed from 1 / 1.5 / 2 to 0.5 / 1 / 1.5 seconds. Eligibility updates as structures are destroyed.
Druid's Ring: Activation delayed from 10 / 6 / 6 to 15 / 10 / 10 seconds. Level 3 shielding increased from 200 to 300.
Inspect castles after combat: Use the new inspection option on the results screen to examine both castles as they were at the start of battle, including structures that were destroyed.
Hold Shift + Ctrl while viewing a structure or equipment tooltip to preview level 3 directly. Shift continues to preview the next level.
Fixed drag-to-sell interactions missing a release or trying to sell the same structure more than once. Selling areas now finish appearing and disappearing reliably.
Fixed cooldown reductions resetting progress or delaying an activation that was already about to happen. Temporary reductions to the current countdown no longer incorrectly replace the recurring cooldown.
Siphon Generator: Now correctly shields 1 / 2 / 4 different friendly structures at levels 1 / 2 / 3, instead of only one. Its health cost is paid once per activation.
Magic Wand: Multiple copies now avoid wasting enchantments on structures that already have a 100% double-activation chance.
Echo Plate: Now correctly repeats Hyper Core's level-specific starting activations without stacking its passive cooldown bonus again. Echo Plate also repeats Lucky Charm's upgrade effect before replaying the other start-of-combat effects.
Fixed structure maximum-health buffs applying their current-health increase more than once.
Fixed recruited units ignoring negative flat damage and health modifiers from their recruiting structure.
Adjusted the Mercenary's hitbox size and position.
Your shop state is now saved before a battle upload begins, helping preserve it if the connection fails during battle entry. Continue can retry that saved battle entry.
Improved login-session timing so an incorrect system clock does not determine whether a refreshed login token is still valid.
Improved connection error handling to distinguish local saving failures and required client updates from general server errors.
Updated equipment progress bars for Ring of Giants, Ring of Regrowth, and Frenzy Cascade to follow their actual timers or activation counts.
Updated menu buttons, rank artwork, Lord ability icons, and health icons. Adjusted Consecrated Chapel's activation sound.
Disabled menu buttons now consistently display greyed-out text, making unavailable actions easier to recognize.
Thanks for playing Gridlords! We can't wait to see your Ranked climbs!!!
| Depot | New manifest | Previous manifest |
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| 3768401 | 2683168415220255982 | 7582453705256235869 |