Hi all,

Shortly after launch Tiy mentioned in a blog post that we were working on a quality of life patch, combining some community feedback we received and adjustments we wanted to make. Well good news –Wargroove Patch 1.2.0 is out this Wednesday 6th March (tomorrow!) at 13.00 GMT / 14.00 CET / 05.00 PST / 08.00 EST across PC, Nintendo Switch and Xbox One.

A quick PSA, in-progress online matches will be incompatible at the time the patch goes live, so we’d recommend not starting any strategic showdowns around then! You may also find yourself needing to update to the latest version in order to access the game’s online features after the patch, so do make sure you’re up to date if you have any issues.

Following the patch going live, if you do by chance find any bugs please do report them to the support section in the Wargroove Forums. If you’d like to chat to the developers and share your thoughts, you can also find us lurking in the Wargroove Discord server!

Check below for the full patch notes:

Checkpoint system:

While playing in campaign mode, you can set a checkpoint in a mission

If you are defeated, you can retry from the checkpoint

You can set a checkpoint whenever you want, but you can only have one active at a time (the previous gets overwritten)

Difficulty system overhaul:

Five difficulty presets, Story, Easy, Medium, Hard (Default) and Custom

Hard difficulty is the default, and is the standard rules of the game. It’s the only mode where you can obtain S-ranks

Medium difficulty is a bit easier and still lets you obtain up to 3 stars

Easy limits you at 2 stars

Story limits you at 1 star, and is VERY easy

Multiplayer:

You can now add CPU players to online games

There’s now a message clarifying that you must join a match if you don’t have any in progress

A number of fixes to Quick Play timers

You can no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be realtime

9 maps designed specifically for co-op have been added

Fix issue where user’s couldn’t get into Online multiplayer



Fix issue were main menu could not be invoked during opponent’s/AI turn

General Quality of Life

The effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative

Skipping battles, captures and cutscenes is now much faster

Display the S rank requirements on the overview screen for a mission

“Exit” has been renamed to “Suspend” to avoid confusion

You can now see teams on the Overview screen

Fix international text input on Switch

Display the Controller Select Applet on Switch less often

Add Korean font

Resigning will now destroy all units simultaneously instead of one at a time

New options:

Add “Movement Speed” option that allow you to set all units to move faster

Add “Confirm End Turn” option to avoid accidental end of turn

Add “Damage Range” option to display minimum and maximum damage on previews, instead of average damage

Fog of War:

Allies now share vision

Eliminated players can still see their team vision; eliminated teams become spectators

Spectators can view the current team’s vision

Hide enemy income and funds

Don’t spawn effects or show building colours inside fog of war

Don’t show battle and capture animations unless at least one of the units is visible to the current player

Fog of War now updates faster

Fix “sonar” bug that allowed you to obtain extra information within fog of war

Fix allies being able to move units into each other and becoming stuck

Fixes and tweaks: