Version 1.43
This is another version that includes a LOT of polish, bug-fixing, and balancing. We've also reverted somewhat on a big change that was in 1.42, so heads up that Gem Power is BACK! Overall I've been playtesting a lot and really enjoying the game, but please come by the Discord or Steam Forums if you have any thoughts!
- Scorch has been a bit too harsh of a penalty to movement. Each turn, Scorch tiles have a 40% chance to turn back into grass.
- Reverted some of the recent changes to how abilities work: it now is a bit of a hybrid of the way the game has worked for a long time, and the new cooldown ideas. Gem Power is brought back: some abilities, most particularly your Wizard's, need Gem Power to cast. Most abilities do not have cooldowns, but a handful do.
- Gems no longer heal you.
- Summon Amp, Rocket Jump, Wildfire, Chill Step, and Siege Attack have 2 turn CDs.
- Returned to the normal pre 1.42 generation of Gems on a map
- Minor change to how fog works: once you reveal a unit, you permanently see them.
- Finally fixed a couple of issues with Castle Guards. They should wake up when pushed or bounced now.
- Fog of War vision radius increased from 3 => 4
- New fog artwork completely covers tiles.
- Reap now deals 0 damage to adjacent units unless there are 3 or more adjacent enemies, in which case it deals 2 damage to all adjacent enemies.
- Reap no longer reaps Deathberry Bushes.
- Splashmaster's Water Tank buffs brought back (and he lost his Aquatic buff!)
- Knight Charge no longer has a cooldown.
- Knight now needs CARROTS to do his Charge ability. Gain 1 Carrot for ending your turn on a grass tile.
- Roadie's PULL ability is now HEAVE: Bounce an adjacent unit backwards over your head 3 tiles.
- Roadie no longer has summon amp. Instead, SHE has the Amplify ability.
- Roadie AP 4=>3
- Roadie Attack 3=>2
- Amplify ONLY targets adjacent friendly units, and doesn't bump adjacent units.
- A system wide rule that didn't really matter until now: it used to be that secondary bounces would bounce the same amount as the original bounce. Now, secondary bounces are always 2.
- Siege Attack now creates Scorch on ALL tiles.
- Siege Attack base damage 3=>4
- Siege Attack splash damage was 1-2, now is 1-3
- Knight Charge now breaks enemy armor (-2 armor).
- In Ranked/Custom games you now start with 1 fewer unit (chosen at random). There are also 3 rescues (up from 1) and one of them is guaranteed to be your faction's missing unit.
- Skelly Archer's Aimed Shot now does 2/5 damage, up from 1/4. Also there's a sound now for the arrow hitting.
- Max range of the Omni Catapult is now 3 (down from 4)
- Enemies moving in fog now move quickly, and make a subtler sound.
- Omni Unit Health changes: Longbow 8 => 6, Lich 10 => 8, Royal Guard 10=>8
- The Farmer's "Rake" ability is removed; instead, he now has the Turtlepult's launch ability, renamed Toss.
- The Turtlepult is now "Snapping Turtle", has new art, and no longer has Launch.
- Band Together now gives the defensive bonus to both involved units.
