Literally every part of the game has been improved for this one. Significant improvements to polish, balancing, bugfixing, difficulty, and more. The game is now cleaner and easier to get "onboarded" onto than ever before, with changes like "no half-AP ever" and the "slow start" for Campaigns. The game is easier at the easy-end, and harder at the harder end. The Business Demons and the Neverending Party in particular have gotten big upgrades with this patch, with both of their kits becoming more interesting and viable.
I'm excited to hear how the HILL tiletype changes how people play. This, plus reducing the Omni-mob health values, is an attempt to make "attacking" a bit more viable as part of your strategic kit. The Fire Mage and the pyro desperately needed a little love, so I put "melt armor" into the Fireball and Flamethrower skills, and gave the Fire Mage a completely new ability. Excited to see how that goes!
I have two more Business Demon changes planned for the future, but they're in a better spot than ever now. Enjoy!
Version 1.40
CAMPAIGN MODE
- Campaign Mode now starts you with just four units, which will help new players onboarding but also will create more of an RPG power growth curve to the game.
DIFFICULTY
- There are now a unique number of flags required for each mission at each campaign difficulty level. This will make
the difference between each campaign much more significant!
- Apprentice difficulty made even easier.
TERRAIN
We've gotten rid of the pesky .5 movement cost stuff again. It wasn't really pulling its weight, and it lead to a lot of annoying situations where you couldn't use an ability because you only had .5 AP left.
- Forest move cost reverted to 1
- New tile-type: Hill! +2 Attack. Appears on all maps except Desert.
- Bunny Builder Bridge movement cost 0.5 > 1
THE OMNIMOB
Tweaked some health of enemy units a bit, to make attacking a bit more valuable overall.
- Omni Drill Sgt. Health 10 > 8
- Omni Reaper health 10 > 8
- Omni Fire Mage Health 10 > 8
- Omni Ice Mage health 8 > 6
- Omni Fire Mage now only has fireball
- Omni Fire Mage is now fire-immune
NEVERENDING PARTY IMPROVEMENTS
The Gem economy for this faction was all messed up, and Riot wasn't really working as a good part of the faction's kit.
- "Rise From your Grave" spell GP cost 1 > 3
- Eve "Riot" Skill GP cost 4 > 3. Range reduced by 1, and now gives +1 AP.
- Death Bolt cost 1 > 0
- Gaze of Terror cost 0 > 1
BUSINESS DEMON IMPROVEMENTS
- Fire Mage Fireball Melt Armor ability removed.
- Fire Mage has a new ability: Wildfire. Within 2 tiles, all flames spread to adjacent tiles that contain an enemy, dealing 2 Fire Damage.
- Fire Mage Fireball ability now applies the Melt Armor Buff.
- Melted Armor buff no longer increases damage from fire
- Melted Armor defense reduction 1 > 2
- Flamethrower now hits 3 tiles, dealing 3 damage to the first tile hit and 1 to the rest. Also applies
- Bill's Debt buff now gives +1 Attack (no defense loss). Fixed tooltip.
BUGFIXES
- Re-wrote the code for the moves-left indicator, which wasn't working properly before.
- Fixed a bug where the Omni Golem was casting spells on the enemy team
- Fixed a bug where the RESTART button was missing from the Escape menu for Custom games.
- Flames had been damaging units twice as much as they should have. Flames now only hit you at the end of your turn (this goes for enemies too), or when you step into them.
- Fixed an issue where units who had > 10 HP's actions were getting covered up by health.
MISC
- Minor improvements to the Battle Report screen.
- You can now use right click to drag the camera.
- Knight's Charge ability now stops *before* forests (now more similar to Reaper Pull)
