Dear Players,
It's been a while since our last update but that just means that this one is even bigger.
As we've hinted in our last update we're introducing a new Spellcaster for the Colony faction.
The Beerwagon

It's a totally new, unique unit that we're excited to finally introduce to all of you.
This vehicle unit is a spellcaster that is supposed to act as a supportive factor on the battlefield.
The Molotov Cocktail ability throws a projectile to a target location, lighting the ground on fire and dealing moderate damage to everything within.
This ability is supposed to be used as a zoning tool, but you can tell us what uses you've come up with after testing it yourself.
The Refill Flasks ability throws a projectile as well. It slows friendly units but makes them take less damage from all sources (even abilities) if they are below half health.
We're really happy with the design of this ability because it offers a strong stat boost but makes affected units more vulnerable to spells at the same time since they can't dodge as well.
Additionally, it allows the opponent to disengage more easily if the fight seems disadvantageous.
Finally, the mode changes. The Beerwagon has two modes that it can freely change between. The stationary "Serving Mode" and the mobile "Mobile Mode". While stationary the Beerwagon can't use any abilities or attack but heals units in a radius.
Of course, in addition to the unit we've added a new structure as well. The Brewery.
We've also added a new challenge map where you can test out the synergies between the Beerwagon and Saboteur.
The Beerwagon isn't coming empty handed however. In addition to a full barrel in the back it's bringing an entire spellcaster overhaul with it.
So hop on and check out what else we've been brewing up.
Faction specific changes:
Colony
The Cleric was removed as we found its design to be pretty bland.
Blaster/Saboteur
The Blaster was renamed to Saboteur and received multiple changes in abilities.
This is the unit that changed the most, the identity of the Blaster of old remains however.
The Place Barrel and Detonate abilities were removed.
The new Timed Charge ability places an explosive on the ground that explodes after a delay dealing damage in a small radius with a huge bonus damage to structures.
The new Tar Trap ability hides a barrel that can be triggered manually (by selecting the barrel on the ground) or by enemy units getting too close.
If the trap triggers it spreads tar that remains for a short duration and applies a debuff to units in its radius.
Debuffed units are slowed for some time and can be ignited by either the Saboteur's basic attack, Timed Charge, Kick Barrel or the Beerwagon's Molotov Cocktail.
Burning units take damage over time.
The Kick Barrel ability deals less damage but applies a debuff that makes subsequent barrels deal more damage.
Army
Cannon
The High Impact Shot ability now deals less damage but applies a debuff that reduces armor of enemy units, making them take more damage from regular attacks.
We didn't like the way army played in versus before since the combination of Concussive Shot followed by multiple High Impact Shots on stunned Targets wasn't really all that interesting to play or fun to play against.
With both the Cannon and the Standard Bearer taking on a supportive role now we're placing the spotlight on the "army", which we really like.
Tribe
We've liked the way the Tribe played before the overhaul so the Tribe didn't receive the most impactful changes gameplay wise but we've added some identity to the spellcasters.
Medicine Man
The Spike Trap ability now spawns an effect after triggering that only damages units that move in its radius.
Shaman
The Bird Trap ability now deals more damage and has increased throwing range. We wanted this ability to be usable mid combat as well.
In addition to Design changes, we've tweaked some numbers to balance the three Factions better.
Balance Changes:
Colony
The Huntsman's Lasso was way too strong so we've decreased the range and increased the cost.
As a compensation the lassoed unit now can't attack while it is caught.
Army
The Cannon's Concussive Shot was practically undodgeable before so we've decreased the range and slightly decreased the impact radius.
The Sniper was slightly too weak in our opinion so we've removed the negative damage multiplier on cavalry units and vehicles and increased the range that has to be reached so that the snipe ability cancels.
Tribe
Medicine Man
The Poison Cloud ability now deals additional damage to cavalry units. Since fast units should outrun the ability easily anyway we wanted to reward players for hitting the spell on those hard to hit units.
Shaman
The Shroud ability reaches its max spread faster, making it more impactful in combat.
Our design philosophy for this overhaul was to reduce the raw power of spellcasters without reducing their impact in the game.
We've tried achieving that by introducing various debuffs and effects.
Spellcasters should now take more of a supportive role in the army rather than making up the core of the army.
Please tell us your thoughts about the changes.
If you want to test out the changes for yourself you can either fight the AI or join us in our Discord and play with the community or us devs.
Find the full patch notes below
Full Patch Notes:
Spellcaster Design Changes::
Gameplay:
- Introduced Beerwagon, a new Spellcaster for the Colony faction
- New Challenge Map for Colony
Beerwagon:
- Molotov Cocktail ability that lights target location on fire and deals damage to everything within it
- Refill Flasks ability that slows friendly units in exchange for shielding them from all damage if they are low health
- Can enter into a stationary mode that heals friendly units in a radius
Blaster/Saboteur:
- Renamed to Saboteur
- Place Barrel and Detonate abilities removed, replaced with Timed Charge and Tar Trap
- Timed Charge ability that triggers delayed explosion dealing damage in a small radius with bonus damage to structures
- Tar Trap ability that slows enemies. Affected enemies can be ignited
- Kick Barrel damage reduced but now applies a debuff that makes subsequent barrels deal more damage
Cleric:
- Removed, replaced with Beerwagon
Cannon:
- High Impact Shot ability now deals reduced damage but applies a debuff that reduces armor, making affected units take more damage from attacks
Medicine Man:
- Spike Trap ability now only deals minimal initial damage but deals damage to all units that move in the trap's radius
Shaman:
- Bird Trap ability is now more usable mid combat as both range and damage were increased
Balance Changes:
Huntsman:
- Lasso range decreased
- Lasso cost increased
- Lasso now stops affected units from attacking
Cannon:
- Concussive Shot ability impact radius decreased
- Concussive Shot ability range decreased
Sniper:
- Snipe ability outrun range increased
- Snipe ability now deals equal damage to all unit types
Medicine Man:
- Poison Cloud now deals additional damage to cavalry units
Shaman:
- Shroud ability reaches its max spread faster