Far Far West New Update — Elite Enemies, Battle Cries, and Nightmare Just Got Brutal

Far Far West patch breakdown: new elite enemies (Prowlers, Liches, Slingers, Bombers), battle cries lobby system, kamikaze jump attacks, bow XP fixes, Portal stacking changes, Corruption+Drain synergy, and Hoarder joker correction.
What's up everybody. Far Far West just dropped a new update and there's a lot to unpack — new elite enemies that genuinely make nightmare scary again, kamikazes that now jump at you, weapon tweaks, joker adjustments, and the most important addition of all: battle cries. Let's run through everything that changed.

Battle Cries (The Real MVP)
Not a gameplay change, but easily my favorite thing in this update. They added a new system in the lobby called battle cries — equip different hats and you can throw them with the B button to play different sounds.

Some of my picks:
- Stinky Rotten (laughter) — currently equipped, it's incredible
- Revenant
- The Undertaker
Pure cosmetic chaos. I'm here for it.
New Elite Enemies — Nightmare Just Got Brutal
This is the headline change. Elite enemies now spawn in nightmare difficulty, and they are no joke.

Elite enemies have a 75% chance to spawn when you trigger a storm — except boss storms.
Elite Prowlers

- Always invisible now — no more partial visibility, every prowler in nightmare is fully cloaked
- Bigger, stronger, bolder
- Run faster, spam attacks, lots of HP
- Real stalkers
The "always invisible" change is the big one. You can't see them coming, period.
Elite Liches

- Spawn 3 shockwaves instead of 1
- Summon semi-homing projectiles
- Lots of HP
These were already rough. Now they're even worse. And here's the kicker — even regular liches seem to have homing projectiles baseline now, not just elites.
Elite Slingers

- Rapid fire
- Lots of HP
- Teleport while attacking
The teleport-while-attacking is wild. They mid-combat dodge.
Elite Bombers
- Rapid fire with barrage capability
- Tons of HP
Easily the worst on paper. Genuinely dreading these.
Kamikaze Changes — They Jump at You Now

If you've watched any of my Far Far West videos before, you know I do not like kamikazes. Now in nightmare, they will jump up at you when you go airborne.
This is specifically a counter to mobility builds — which were the meta way to handle nightmare. The dev's exact reasoning: keep players from staying above everything.

The good news: kamikazes blow up when they hit the ground, so they can't infinitely chain jumps at you. The bad news: it really does feel like spawn rates are higher, too. Not only are they more annoying, they buffed how often they appear.
Weapon Changes
Quad Cylinder
One adjustment to the Quad Cylinder this patch (specifics not detailed in the patch notes overview).
Bow
Two changes:
- Explosions now count for XP — previously, kills from bow explosions weren't being credited
- Other adjustments rolled in
If you're running a bow build, you're getting more progression now.
Joker Adjustments
A few jokers got tweaks. The most important note from the community:
Hoarder Joker correction: It does NOT double the proc rate. If you have one at 15% chance, a second one only takes you to about 26% chance, not 30%.
I previously assumed it doubled up until ~70% before falling off. That was wrong — apologies. Thank you to the commenter who set the record straight.
Good news: the Infinite Joker build still works fine. This correction doesn't break it.
Spell & Mechanic Updates
Portal — 8 on the Map
Each player can now place 2 portals. With a 4-player squad, you can have 8 portals active simultaneously.
This is huge for projectile-duplication setups (Bandido, Pistol, Rain). The ceiling on portal-stacked builds just exploded.
Corruption + Drain Synergy
Corruption and Drain now work together. Voodoo builds just got significantly stronger — these two were previously somewhat redundant, now they combine.
Gameplay Impressions

I ran through full nightmare to test everything. Here's the honest take:
| Change | Impact |
|---|---|
| Elite enemies | Nightmare went from "kind of trivial" to "genuinely scary" |
| Always-invisible Prowlers | You will get jumped — plan accordingly |
| Kamikaze jump | Mobility builds need a rethink, can't just hover anymore |
| Lich homing projectiles | Cover is more important than ever |
| Bandito | Starting to feel must-have for nightmare |

If you were struggling with nightmare before, it's going to be a really rough time now. The learning curve is significantly higher. The good news is that nightmare was a little too easy at times — more often than not, actually — so the difficulty bump is welcome.
But my goodness, it feels like they went completely and totally ruthless.
Extraction Is Scary Again

I died twice on my run and almost lost it near the end. Nightmare extraction now feels like an actual gauntlet — between elite spawns, kamikaze waves jumping at you, and dead eyes that can still snipe through portals (more on that in a sec)... it's intense.
My Wish-List Tweak
Dead eyes shouldn't track you through portals. Right now they can snipe you from across the map after you've teleported. It's the one thing in this patch that feels genuinely unfair — most enemies I'm okay with, but dead eye tracking through portals is a little dumb.
Quick Patch Recap

| Category | Change |
|---|---|
| New: Battle Cries | Hat-based sound system in lobby |
| New: Elite Prowlers | Always invisible, faster, more HP |
| New: Elite Liches | 3 shockwaves, semi-homing projectiles |
| New: Elite Slingers | Rapid fire, teleport while attacking |
| New: Elite Bombers | Rapid fire, barrage, lots of HP |
| Elite spawn rate | 75% chance on storm trigger (not boss storms) |
| Kamikaze | Jump at airborne players in nightmare |
| Lich projectiles | Now homing baseline |
| Bow | Explosions count for XP + adjustments |
| Quad Cylinder | One change |
| Portal | Now 2 per player (8 in 4-player squad) |
| Corruption + Drain | Now work together |
| Hoarder Joker | Stack rate corrected — not double, ~26% from 15% |
Final Thoughts
I like what they've done. Nightmare needed this. The skill ceiling is higher, the encounters are more memorable, and it feels like the developer is committing to keeping endgame engaging instead of letting it stagnate.
That said — bring Bandido, prepare for kamikazes, and don't trust your portal as a panic button when a dead eye is around.
Let me know what you think of the new elite system in the comments. For the full live gameplay reactions, check out the original video.



