FrostBound : FrostBound v1.1 – Patch-Note, the Workshop is coming!
FrostBound v1.1 – Patch-Note, the Workshop is coming!
Dear Lords:
In this update, we have brought new event types, a new merchant system, a new difficulty, cards with brand-new playstyle ideas, and most importantly — the Workshop!
New Event Type: Hero Events
• The new event type will change dynamically based on the hero you currently play.
• What is the relationship between Aetheria and Anduril? What kind of leader is Gold Stone? What past events are recorded in Vitelin’s ledger?

• At the same time, these events will offer choices with costs, bringing new cards, buildings, and runes to further strengthen or completely change the current hero’s playstyle.

• Yes, you can even abandon Aila to bring back Aetheria.
• Currently, only a limited number of lords are available. The rest will be updated simultaneously when the Workshop goes live two weeks after testing concludes.
New Merchant System: Better Stock
• Starting from Difficulty 3 and above, merchants will have brand-new stocking event options. You can even ask merchants to directly bring you cards that already have entries granted. This will create some truly unexpected and powerful combinations.

New Difficulty: The Final Battle
• Considering that mods will soon be available, and even Farain might wonder who the true final boss is, we have prepared a new difficulty for everyone to challenge. This is also a difficulty where you can reliably confront Farain without needing to fulfill restrictive preconditions.
• Changes in this difficulty:As the days progress, enemies become increasingly powerful, gradually increasing all their attributes.Farain will always appear on the final day.Every Catastrophe will include additional powerful enemies.
• Note: This difficulty will only unlock after you have defeated Farain.

Card Adjustments: New Ideas and Balance
• Since players can now easily adjust card values through the Workshop, we decided to focus this time on opening up as many new playstyle possibilities as possible.
Cards
• Mana Recycling / Mana Recycling+
• For every 4/3 of your cards destroyed, choose 1 card from your deck and permanently grant it Recycle after the battle ends. (Original: For every 4/3 of your cards destroyed, choose 1 card from the Draw pile and grant it Recycle.)
• Star Convergence / Star Convergence+
• Discard all hand cards. For every card in the deck that carries Recycle, draw 1 card. For every 2 cards in the deck that carry Recycle, +1 Supply. (Original: Choose 2 hand cards and grant them Recycle, +2 max hand size.)
• Flame Spirit Guard / Flame Spirit Guard+
• When leaving the field: Choose 1 Defense card from your deck and permanently grant it Martyrdom after the battle ends. Cost 1/0. Add tag [Steadfast], remove tag [Void]. (Original: When leaving the field: Choose 1 Defense card from hand and grant it Martyrdom. Cost 1/1.)
• Reinforcement Volley / Reinforcement Volley+
• For every card in the deck that carries Combo, a random one of your cards on the field performs 1 fixed Ranged Attack. (Original: Target 1 column of your cards, the target triggers Combo once and performs 1 fixed Ranged Attack.)
• Command / Command+
• Choose 2 hand cards and grant them Combo. Add tag [Void], remove tag [Exhaust]. (Original: Choose 1 card from the deck and permanently grant it Combo after the battle ends.)
• Lord’s Decree / Lord’s Decree+
• Target all your cards. For each Hegemony item in the item bag, the target performs 1 fixed Ranged Attack. Cost 0. (Original: Target 1 column of your cards. For each Hegemony item in the item bag, the target performs 1 fixed Ranged Attack. Cost 2.)
• Sentinel / Sentinel+
• After Combo is triggered: +1 Supply, all your cards on the field gain +2 Ranged Attack and perform 1 Ranged Attack. (Original: Every 5 cards played, choose 1 hand card and grant it Combo.)
• Cycle / Cycle+
• If the kill fails: Add 1 Cycle+ to the Discard pile. All Loop / Cycle+ in the deck increase attack damage by 2/3 times Armament. On kill: Exhaust this card. (Original: For every Cycle+ in Draw pile / hand / Discard pile, deal +6/10 damage. If the kill fails: Add 1 Cycle+ to the Discard pile. On kill: Exhaust this card.)
• Born to Die / Born to Die+
• Target 1 column of your cards. Set the target’s HP to 2 and grant +24/36 Defense, +24/36 Ranged Attack, and +2/3 On-Field Time. (Original: Target 1 column of your cards. Set the target’s HP to 2 and grant +24/32 Defense, and inflict 2 Confine on monsters in the right adjacent column.)
• Will of Desperation / Will of Desperation+
• Target 1 column of cards, add Fearless, grant +12/18 HP, +12/18 Defense, then advance 2/3 times. Cost 2. (Original: Target 1 column of cards, add Fearless, then advance 2/3 times. Cost 0.)
• Aftershock / Aftershock+
• Can only be used on your cards. The target pays 16/12 HP: All monsters gain +2 Fragility. (Original: Can only be used on your cards. The target pays 16/12 HP: All monsters gain +4 Fragility.)
• Charge+
• Target gains +5 Fragility. (Original: Target gains +4 Fragility.)
• Centurion / Centurion+
• After an Attack card kills a monster: All Attack cards in the deck permanently gain +1 Attack Damage. (Original: After an Attack card kills a monster: Draw 1 card.)
• Plunder / Plunder+
• Can only target monsters. Perform 4/5 attacks. If the kill fails: This card loses 1 Attack Damage. On kill: All Plunder / Plunder+ permanently gain +1 Attack Damage. (Original: Perform 4/5 attacks. If the kill fails: This card loses 1 Attack Damage.)
• Initiation / Initiation+
• After killing a monster: Choose 1 card from your deck and grant it Good Karma after the battle ends. Remove tag [Inspire], add tag [Transient]. Damage 4/12.(Original: After killing a monster: Trigger Good Karma once. Damage 4/10.)
• Blade of the Late King / Blade of the Late King+
• All Attack cards permanently gain +1/2 Attack Damage. (Original: Choose 1 Attack card from the Draw pile and add it to your hand, +2 Next Attack Power.)
• Karma / Karma+
• All Defense cards in the deck permanently gain +2 HP. (Original: Choose 1 Defense card from the Draw pile and grant it Good Karma.)
• Eye of the Death God
• This card gains +2 Attack Damage. (Original: After being played, return to hand.)
• Extermination Order / Extermination Order+
• After killing a monster: Choose 1 card from your deck and grant it Summon after the battle ends. Add tag [Transient]. (Original: Target 1 column of cards. On kill: Draw 1 card and +1 Supply.)
• Truthseeker / Truthseeker+
• Choose 1 card from your deck and permanently grant it Analyze after the battle ends. Add tag [Transient]. (Original: Choose 1 hand card and grant it Analyze.)
• Pharaean Code / Pharaean Code+
• When playing an Attack card: All Attack cards gain +2 Attack Damage. Cost 2/2. (Original: At the start of your turn: All Attack cards in hand gain +2 Attack Damage. Cost 3/2.)
• Spirit Conductor / Spirit Conductor+
• When placed onto the field: For every Curse card in Draw pile / hand / Discard pile, all cards in the same column gain +2/3 Ranged Attack. Cost 1/1. (Original: When placed onto the field: For every Curse card in Draw pile / hand / Discard pile, all cards in the same column gain +1 Ranged Attack. Cost 1/0.)
• Inspiration Burst / Inspiration Burst+
• Choose 1 card from your deck and permanently grant it Refinement after the battle ends. Cost 3/2. (Original: Choose 1 hand card and grant it Refinement. Cost 3/3.)
• Winry / Winry+
• When placed onto the field: Pay 16/12 Gold. When leaving the field: Choose 1 Defense card from your deck and permanently grant it Melt after the battle ends. (Original: When placed onto the field: Pay 8 Gold, cards in the same and adjacent columns gain +1 On-Field Time.)
• Twin Shield Warrior
• Redesigned as Wenli.
• Full Strike / Full Strike+
• After killing a monster: This card’s Supply cost is reduced by 1. Full Strike / Full Strike+ permanently gain +4/6 Attack Damage. (Original: When played: Attempt to destroy your 2 cards with the lowest HP and gain +1 Armament.)
• Blaze
• Choose 1 card from your deck and permanently grant it Ignite after the battle ends. (Original: All monsters gain +8 Burn.)
• Riemann
• Initial Cost: 5. (Original: Initial Cost: 4.)
• Obsession / Obsession+
• Add tag [Karma].
• Devour / Devour+
• Cost 2/1. (Original: Cost 3/2.)
• Desecration / Desecration+
• Cost 1. (Original: Cost 2.)
• Anger Transfer / Anger Transfer+
• Cost 1/1. (Original: Cost 2/2.)
• Banned Summoning Codex / Banned Summoning Codex+
• Cost 0. (Original: Cost 1.)
• Blade Assault / Blade Assault+ A
• fter killing a monster: Choose 1 Attack card from your deck and permanently grant it Raid after the battle ends. (Original: On kill: Choose 1 Attack card from hand and grant it Raid.)
• Starcaller
• Remove tag Exhaust.
• Breakthrough / Breakthrough+
• Add Bulwark to the target. Cost 2-1. (Original: Can only be used on your cards. Destroy the target, choose 1 Defense card from hand and grant it Bulwark. Cost 1-0.)
• Fate / Fate+
• All Defense cards in the deck permanently gain +3/5 HP. Add tag [Exhaust]. (Original: All Defense cards in the deck permanently gain +2 HP.)
• Mind Enlightenment / Mind Enlightenment+
• When leaving the field: Choose 1 Defense card from your hand and grant it +18/24 HP. (Original: When leaving the field: Choose 1 Defense card from your hand and grant it +9/15 HP.)
Elites
• Praetorian
• Add tag [Immortal], remove tag [Tenacity], Cost 1. When Combo is triggered: +1 Reputation and knock back all monsters in the right column, for every 1 Reputation, +5 HP. (Original: Cost 3. At the start of your turn: Knock back all monsters in the right adjacent column, advance 1 time, for every 1 Reputation, +5 HP.)
• Seraphina
• Cost 2. (Original: Cost 3.)
• Thorin
• When taking damage: Perform 1 Ranged Attack. (Original: When hit by a Melee Attack: Perform 1 Ranged Attack.)
• Hilbert When obtaining Gold: This unit performs 1 Ranged Attack. Add tags [Heroic] [Meteor Strike], initial cost 1. (Original: When obtaining Gold: For each Reputation this unit has, a random monster loses 1 Defense. Initial cost 0.)
• Envoy of Wisdom King
• When your card’s HP increases: This unit gains +1 Ranged Attack. When a monster moves: This unit performs 1 Ranged Attack. (Original: At the start of your turn: For each Reputation this unit has, monsters in adjacent columns lose 3 Defense and are knocked back.)
• Eric
• When another card triggers Martyrdom: All cards in the same column perform 1 fixed Ranged Attack. When placed onto the field: Choose 1 Defense card from hand and grant it Martyrdom. While on the field: Martyrdom effect triggers one additional time. (Original: When placed onto the field: Choose 1 Defense card from hand and grant it Martyrdom. While on the field: Martyrdom effect triggers one additional time. When another card triggers Martyrdom: All cards in the same column perform 1 fixed Ranged Attack.)
Terrain
• Barrier Ward
• All cards in the column gain +15 Defense. (Original: All cards in the column gain +8 Defense.)
• Pursuit Ward
• When a card in the column takes damage: That card loses 3 Defense. (Original: When a card in the column takes damage: That card loses 1 Defense.)
• Forge Workshop
• All cards in the column gain +4 Ranged Attack and +4 Defense. At the start of your turn: For every 1 Armament, your cards in the column gain +2 Ranged Attack and +2 Defense. (Original: At the start of your turn: Your cards in the column gain +2 Ranged Attack and +2 Defense.)
Buildings
• Bell of the Corrupt Age
• When playing / exhausting a Curse card: Deal 12 damage. (Original: When playing / exhausting a Curse card: Deal 2 damage.)
Tags / Buffs
• Confinement
• The carrier cannot move. Damage from Attack cards is doubled. At the start of your turn: -1 Confinement. (Original: The carrier cannot move. At the start of your turn: -1 Confinement.)
• Solid Cause
• When taking damage: For every 1 Armament, the carrier gains +2 HP. (Original: When taking damage: For every 1 Armament, the carrier gains +1 HP.)
Other Adjustments and Fixes:
• The price required for the Merchant to refresh each time is no longer continuously accumulated, but is now capped at a maximum of 60 Gold.
• Fixed the issue where large map buildings occasionally did not update with game progress. Under normal circumstances, as buildings and cards increase, the city will gradually become more prosperous.
• Fixed the target selection issue with Energy Scheduling.
• Fixed the incorrect damage calculation problem with Vicious Cycle.
• Fixed some errors in English localization.
• Fixed the issue where Epic cards would almost never appear in certain situations.
• Added several special UIs to support new card packs added via the Steam Workshop.
• Fixed some crash issues when launching with Dx11 under specific circumstances.
• Adjusted the logic of the Culprit to adapt to the Calamity of the new difficulty.
Steam Workshop is Coming Soon
• Modify in-game effects or create your own cards/card packs using a simple logic node connection system.


• Anything that doesn’t involve coding can be created through the editor. By using our preset 64 effect modules and up to 233 additional branches, you can freely create a wide variety of custom cards. Ultimately, players will be able to fully configure almost all game content on their own — including Attack Cards, Defense Cards/Elites, Skill Cards, Buildings, Items, Runes, Enemies, Encounters, and Events.

• During this current testing phase, we have only enabled the creation of Attack Cards, Defense Cards/Elites, and Skill Cards. The remaining features will be gradually released after sufficient testing.
• In the future, we will add card pack management functionality, allowing you to add, remove, or replace card packs in the game and create your own custom factions in FrostBound.
• In the editor, there will be a centralized location to configure essential settings such as game version and Steam upload destination.

QA: Why haven’t we heard from you for so long?
• Over the past period, we’ve been fully dedicated to developing the Steam Workshop feature. However, due to our limited program capabilities, we ran into quite a few challenges. We didn’t even dare to promise we could complete it until we had overcome all the major difficulties.
• At the same time, we really wanted to make mod creation as easy and enjoyable as possible for players. We hope you don’t have to deal with complicated code, endless lines of text, or a mountain of documents and text editors. Our goal was to let everyone create their own cards with ease and joy. That’s why we built a dedicated mod editor and adjusted a lot of the game’s underlying systems to better support modding.
• We’d like to give a huge thank you to one very passionate player who helped us tremendously. Without his support, we couldn’t have completed this editor. We’ve added his name to our staff credits, and we look forward to continuing our collaboration with him in the future.
QA: The current player base probably isn’t big enough to support a Workshop, and most games of similar sales don’t have one. Why did you still decide to do it?
• From a purely financial perspective, many players in the community actually suggested we focus on DLCs or a sequel instead. However, we feel that the game won’t feel truly complete until the Workshop is finished.
• Besides, we’ve received so many heartfelt messages from players who want to create their own content. The previous card design contest also brought us tons of creative and interesting cards. We plan to release some of the winning entries as official mods on the Workshop to serve as examples and inspiration for everyone.
QA: What are your plans going forward?
• We will continue focusing on both the Workshop and new game content. The Workshop will finish its testing phase in the next one to two weeks and move from beta to the official version. After that, we’ll gradually roll out more Workshop features and special events.
• Thank you all for your continued support and patience.
We hope you’re having a great time playing!
Lyra Studio
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