Greetings, Brokers!

Welcome to the Patch Notes for 1.9.4.3. This patch is absolutely huge for us, as we’re releasing the Agent class system, expanding all Agents to 36 skills, implementing a number of new types of skills, and fixing several longstanding bugs.

The Agent Class System

The Agent class system changes the game in several fundamental ways. First, where previously each Agent had access to six individual Elements, each Agent will now have access to a set of three classes. Deploys in either of the two Elements associated with the class will contribute XP to a shared pool that can be used to purchase skills within that class. We’re very excited about how this feels, as it’s resulting in many additional interesting skill purchase decisions over the course of a match.

Classes have fixed Elemental pairs which you can check out below.

New skill types

With 1.9.4.3 we’re releasing a number of new types of skills available. While this is a huge drop of skills, nearly tripling the number of skills that we have, this isn’t the full set of skills we have planned. We’ll be releasing additional skills over the next several releases. The new archetypes of skills in 1.9.4.3 are:

- On Round Start: These skills provide small bonuses that stack up incrementally, increasing at the start of each round.
- On KO: These skills reward combat, stacking up strong bonuses that snowball on KOs, in addition to the +3 Elements you already receive for KOs
- On Shard collect: These skills reward Shard collection, giving small bonuses in addition to the +1 Element you already receive for Shard collection
- On Survive: These skills are active when your agent is in Survive mode

Shardstorm Changes

We got a lot of feedback about the Shardstorm causing less exciting final rounds of play. We took that feedback and Richard had an idea that he’s got an exciting new experience. Philosophically we want Agents to be taking risks at the end of the match but we also need the match to end. We want high risk and high reward. While we will continue to iterate on the Shardstorm over the next few patches, for this release, we’re making the following global changes to the Shardstorm:

- Starting in round 20, Agents will become empowered by the Shardstorm, gaining bonus attack damage every few seconds
- Starting in round 25, Agents will start receiving global damage, which will be unaffected by evasion or armor

Switching from damage to an attack boost will make it more fun for you to have those yolo moments. Rather than ending up always running away, you may want to take that chance to snipe down the nearby shard collector, or wishing for those crits to compound your damage and snatch a KO from the jaws of defeat.

We expect these changes to result in significantly more Agents being KO’d by other Agents and a reduction in the tendency to turtle over the last few rounds of the match.

As always, let us know what you think on discord!

The Classes and their associated skills

Skills are now associated with classes instead of being associated with Elements. Please note that many past skills have changed or been adjusted for balance reasons.

As part of the 1.9.4.3 update, all Agents have been adjusted and updated in a number of steps:
- First, Agents are mapped to their closest-match set of three classes. For all Agents in generation 3+, this was a clean mapping, resulting in the same set of Elements. For some Agents in generation 1-2, we have also had to adjust one or more of their Elements in order for them to map cleanly to a trio of classes
- Next, after class assignment, we remapped skills. For example, Freshman was previously available to all Agents with Brain. However, after the introduction of classes, Freshman is only accessible by Trapmasters, not Engineers (the two classes with access to Brain). If your Agent is a Trapmaster, no change is necessary. However, if your Agent had access to Freshman and is now an Engineer, we reassigned it to a valid Engineer skill (in this case, Forbidden Knowledge)
- After skill reassignment, all Agents received an additional 8 skills from each class. Agents now have 36 skills (12 in each of their 3 classes)
- Finally, skills are sorted vertically by cost within the class buckets, with 5-cost skills on top and 20-cost on the bottom

Here’s a full list of the universe of skills available to Agents in the 1.9.4.3 release. At this time, Agents are restricted to a maximum of one Boost skill per Element.


Assassin – Dark / Chaos

5 XP
- Blood Sport: On KO: +4 Ranged Damage
- Blur: Boost Dark: +5 Evasion (Temporary)
- Chaos Diver: Boost Chaos: +0.25x Critical Strike Multiplier (Temporary)
- Chaos Surfer: Boost Chaos: +5 Critical Chance (Temporary)
- Shadow of Darkness: +5 Evasion
- Twilight Blade: +5 Critical Chance, +2 Damage
- Vanishing Act: On KO: +4 Evasion

10 XP
- Bedlam: +5 Critical Chance, +5 Evasion
- Leg Day: On Round Start: +1 Speed
- Lethal Focus: On Round Start: +2 Critical Chance
- Meditation: On Shard Collect: +1 Critical Chance
- Night Edge: +4 Damage, +5 Evasion
- Shadow of the Bat: +5 Evasion, -10% Shard Collection Cooldown
- Shadow of the Moon: +5 Evasion, +7 Critical Chance
- Sidestep: +5 Evasion, +3 Speed

20 XP
- Midnight Whisper: +5 Damage, +5 Critical Chance, +5 Evasion
- Pandemonium: +7 Critical Chance, +7 Evasion
- Shadow of the Imp: +5 Evasion, +4 Ranged Damage



Berserker – Force / Chaos

5 XP
- Anarchy: +5 Critical Chance
- Battle Roar: +2 Damage, +3 Critical Chance
- Chaos Diver: Boost Chaos: +0.25x Critical Strike Multiplier (Temporary)
- Chaos Surfer: Boost Chaos: +5 Critical Chance (Temporary)
- Durasteel Haft: Boost Force: +20% Melee Attack Range (Temporary)
- Enhanced Strength: +3 Damage
- Frenzy: Boost Force: -15% Melee Attack Cooldown (Temporary)

10 XP
- Drums of War: On Round Start: +2 Critical Chance
- Kabooooom!: +7 Ranged Damage
- Madhouse: +7 Critical Chance
- Micro Explosives: +5 Critical Chance, +0.4x Critical Strike Multiplier
- Seethe: On Round Start: +1 Damage
- Thrill of Battle: On KO: +4 Damage
- Titan’s Force: +4 Damage, +2 Ranged Damage
- War Cry: +4 Damage, +5 Critical Chance

20 XP
- Brute: +7 Damage
- Gym, Tan, Laundry: +5 Damage, +3 Evasion, +3 Armor
- Heavy Hands: On Shard Collect: +1 Damage
- Primal Scream: +5 Damage, +7 Critical Chance



Biosculptor – Life / Time

5 XP
- Bioreloader: -15% Ranged Attack Cooldown
- Breath I: Regen 0.5 HP / sec
- Extract Essence: On KO: +3 Actions this Phase
- Flux: Boost Time: +1 Impulse
- Fortified Muscles: -15% Melee Attack Cooldown
- Harmonic Inferon: Boost Life: +4 Max HP
- Mitosis: +1 Impulse per Turn, +25 Max HP
- Picomedics: Boost Life: Regen 0.5 HP / sec (Temporary)
- Podiatric Nanobots: +2 Speed

10 XP
- Breath III: Regen 0.5 HP / sec, +30 Health
- Consume: On KO: Heal 50
- Extra Phalanges: -7% Shard Collection Cooldown, +2 Speed
- Harvesting Augment: +1 Impulse per Turn, -7% Shard Collection Cooldown
- Harvesting Sensors: +15% Shard Collection Range, -7% Shard Collection Cooldown
- Health Augment: On Shard Collect: +3 Max HP
- Metamorphosis: +1 Impulse per Turn, +50 Max HP
- Nanomedics: Boost Life: Regen 1 HP / sec (Temporary)
- Reactive Healing: On Survive: Regen 0.75 HP / sec
- Regenerative Plates: On Round Start: +5 Max HP, +5 Health

20 XP
- Accelerate: +1 Action per Turn, +1 Action this Phase
- Apotheosis: +1 Action per Turn, +75 Max HP
- Breath IV: Regen 0.5 HP / sec, +45 Health
- Lightspeed: +1 Action per Turn, -25% Melee Attack Cooldown, -25% Ranged Attack Cooldown
- Rapid Regeneration: On Survive: Regen 1.5 HP / sec



Engineer – Brain / Shield

5 XP
- Fortify: On KO: +4 Armor
- Immovable: Boost Shield: +3 Armor (Temporary)
- Mainframe: +1 Impulse per Turn, +1 Armor
- Muse: +1 Impulse per Turn
- Scent of Weakness: On KO: +20% Vision Radius
- Sightsee: +25% Vision Radius

10 XP
- Aegis: +5 Armor
- Deep Insights: Draw 4 Elements
- Forbidden Knowledge: On KO: +1 Impulse per Turn
- Overclock: +1 Impulse per Turn, +3 Armor
- Quick Thinker: Boost Brain: Draw 1 Element
- Shardstorm Accelerant: On Shard Collect: +1 Impulse

20 XP
- Blast Armor: +10 Armor
- Brain Drain: On KO: +1 Max Hand Size
- Quantum Core: +1 Max Hand Size, +6 Armor
- Reinforcing Plates: Boost Shield: +1 Armor
- Revelation: +2 Impulse per Turn, +20% Ranged Attack Range
- Senior: +1 Max Hand Size, +1 Element per Turn



Explorer – Time / Space

5 XP
- Fast Travel: +1 Impulse per Turn, +1 Speed
- Flux: Boost Time: +1 Impulse
- Haste: +2 Speed
- Sharder Mk I: +15% Shard Collection Range, -5% Shard Collection Cooldown

10 XP
- Cover Expert: Boost Space: +5 Evasion (Temporary)
- Dimension Shift: +2 Speed, -10% Shard Collection Cooldown
- Fast Feet: Boost Space: +2 Speed (Temporary)
- Home Field Advantage: On Round Start: -2% Shard Collection Cooldown
- Improved Extraction: Boost Space: -15% Shard Collection Cooldown (Temporary)
- Moment: -20% Shard Collection Cooldown, +2 Actions this Phase
- Nimble: +2 Speed, +5 Evasion
- Opportunity Window: On KO: -15% Shard Collection Cooldown
- Pulsar: +1 Impulse per Turn, -10% Shard Collection Cooldown
- Repositioning: On KO: +3 Speed
- Shard Research: On Shard Collect: -2% Shard Collection Cooldown
- Sharder Mk II: +15% Shard Collection Range, -10% Shard Collection Cooldown
- Speedrun: +1 Impulse per Turn, +2 Speed
- Time Dilation: Boost Time: -15% Shard Collection Cooldown (Temporary)
- Time Warp: +15 Speed (Temporary)

20 XP
- Accelerate: +1 Action per Turn, +1 Action this Phase
- Cheat Code: +1 Action per Turn, +4 Speed
- Creighton, AI Advisor: Boost Time: +1 Action this Phase
- Marathoner: Boost Space: +1 Speed
- Matrix Building: On Shard Collect: Draw +1 Element
- Shard Frenzy: On Shard Collect: -15% Shard Collection Cooldown (Temporary)



Paladin – Honor / Life

5 XP
- Breath I: Regen 0.5 HP / sec
- Cleansing Fire: On KO: +4 Melee Damage
- Flex: +3 Melee Damage
- Light’s Touch: +25 Max HP, +4 Melee Damage
- Order Armor: +2 Armor
- Picomedics: Boost Life: Regen 0.5 HP / sec (Temporary)
- Powered Weapon: +6 Melee Damage
- Refreshing Jog: On Survive: Regen 0.5 HP / sec, +2 Armor
- The Guilty Flee: On KO: +20% Melee Range

10 XP
- Arm of Justice: On Round Start: +3% Melee Attack Range
- Battle School Faculty: Boost Honor: +8 Max HP
- Breath II: Regen 0.5 HP / sec, +15 Health
- Exercise Regimen: On Shard Collect: +1 Melee Damage
- Gift of the Shards: On Shard Collect: +15 Health
- Healthy Habits: On Round Start: +7 Max HP
- Light’s Embrace: +50 Max HP, +8 Melee Damage
- Nanomedics: Boost Life: Regen 1 HP / sec (Temporary)
- Respect the Fallen: On KO: Draw +3 Elements
- Second Wind: On Survive: Regen 0.75 HP / sec
- Titan Blood: +25 Max HP, +25 Health, +5 Armor
- Valor’s Reward: On KO: +35 Max HP
- Vow of Revenge: On Round Start: +1 Melee Damage
- Whirlwind: +3 Melee Damage, +15% Melee Attack Range

20 XP
- Breath IV: Regen 0.5 HP / sec, +45 Health
- Hunter: +7 Damage
- Indomitable: On Survive: Regen 1.5 HP / sec
- Light’s Avatar: +75 Max HP, +10 Melee Damage
- Room to Grow: +50 Max HP, +50 Health
- Steel Tornado: +5 Melee Damage, +15% Melee Attack Range



Sentinel – Shield / Honor

5 XP
- Armored Backpack: On Survive: +3 Armor
- Beef: +25 Max HP, +25 Health
- Combat Training: Boost Honor: +1 Melee Damage
- Fortify: On KO: +4 Armor
- Honor Guard: +1 Armor, +3 Melee Damage
- Immovable: Boost Shield: +3 Armor (Temporary)
- Momentum: On KO: +4 Melee Damage
- Order Armor: +2 Armor

10 XP
- Aegis: +5 Armor
- Beefup: +2 Armor, +25 Max HP, +25 Health
- Bulwark: +4 Armor
- Guardian: +2 Armor, +2 Melee Damage
- Planned Retreat: On Survive: +6 Armor
- Resolute: +25 Max HP, +25 Health, +3 Melee Damage
- Royal Guard: +3 Armor, +6 Melee Damage

20 XP
- Praetorian: +6 Armor, +12 Melee Damage
- Reinforcing Plates: Boost Shield: +1 Armor
- Turtle Up: +8 Armor
- Warden: +6 Armor, +3 Melee Damage



Sniper – Force / Space

5 XP
- Charged Ammo: +2 Ranged Damage
- Deadeye: Boost Force: +1 Ranged Damage
- Eagle Eye: Boost Force: +5 Ranged Damage (Temporary)
- Exposed Weaknesses: On KO: +4 Ranged Damage
- Fragmenting Ammo: +5 Critical Chance, +0.2x Critical Strike Multiplier
- Hyper Ammo: +4 Ranged Damage
- Hyper Propulsion: +15% Ranged Range
- Hypersonic Payload: Boost Space: +25% Ranged Range (Temporary)
- Marksman: +1 Speed, +2 Ranged Damage
- Sprinting Burst: Boost Space: +3 Speed for 10 Seconds

10 XP
- Barbed Ammo: +3 Ranged Damage
- Boots of the Dervish: +2 Speed, -20% Melee Attack Cooldown
- Concealment: On Round Start: +2 Evasion
- Fast Feet: Boost Space: +2 Speed (Temporary)
- High Velocity Shells: +2 Ranged Damage, +20% Ranged Attack Range
- Leg Day: On Round Start: +1 Speed
- Repositioning: On KO: +3 Speed
- Resourceful: On Shard Collect: +1 Ranged Damage
- Sharpshooter: +2 Speed, +4 Ranged Damage
- Speed Loader: +2 Speed, -20% Ranged Attack Cooldown

20 XP
- Ascertain Weakness: Boost Force: +0.35x Critical Strike Multiplier (Temporary)
- Deadshot: +4 Speed, +8 Ranged Damage
- Skedaddle: On Survive: +5 Speed



Trapmaster – Brain / Dark

5 XP
- Blur: Boost Dark: +5 Evasion (Temporary)
- Cloaking Drone: +5 Evasion
- Elemental Velocity: On Shard Collect: +2 Speed for 20 Seconds
- Shadow of Darkness: +5 Evasion
- Vanishing Act: On KO: +4 Evasion

10 XP
- Decoy: +5 Evasion, +1 Element per Turn
- Fade Into The Night: On Shard Collect: +1 Evasion
- Fog Trap: On Round Start: +2 Evasion
- Freshman: +1 Element per Turn, +25% Vision Radius
- Quick Thinker: Boost Brain: Draw 1 Element
- Scouting Drones: On Round Start: +5% Vision Radius
- Sidestep: +5 Evasion, +3 Speed
- Sophomore: +50% Vision, +20% Ranged Attack Range, Draw 5 Elements

20 XP
- Blurring Movement: Boost Dark: +20 Evasion for 5 Seconds
- Brain Drain: On KO: +1 Max Hand Size
- Elemental Extraction: On Shard Collect: Draw +1 Element
- Junior: +7 Critical Chance, Draw 5 Elements
- Now You See Me…: +7 Evasion, +1 Max Hand Size
- Revelation: +2 Impulse per Turn, +20% Ranged Attack Range



1.9.4.3 Smaller Features

  • {AccordName} Titles created and awarded as Broker level rewards
  • Leaderboard look/feel improved - contract value added as sortable column
  • Rehauled match lobby for the Agent class world
  • Display Agent ranks in match lobby
  • Various notification improvements (time/date, mark all as read, time zone fixes)
  • “Mute audio out of game” now selectable
  • Clicking on your Agent’s portrait in a match will now bring up your powerup screen
  • Agent contract value increase now shown in Agent rank up notifications
  • Display skill cost on Agent Index
  • Improved many in-game notifications

1.9.4.3 Bugfixes

  • Improve processing speed of end-match rewards / missions API call
  • Visual fix for loaned Agents taking up Vault slots
  • In-match cooldown icons now display tenths of seconds
  • Flavor messages now come through during Prep Phase as well
  • Improved leaderboard calculations API call
  • Agents on Survive now recalculate their destination every 1s - this should result in more responsive survival pathing in all spots except along the edge of the map. We still have work to do on this front.

1.9.4.3 Known Bugs

  • Tutorial 1 calls out the incorrect Elements of Titus