ORX Patch Notes — December 25, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
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.