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The Kill Cam - Alpha 0.9.2 (1660) - New Build!

For this update I’ve decided to add some context around the new changes, so you can get an idea of our thought process. Maybe it can even help if you one day end up making your own games!

Features/Improvements:

  • Added progress bars for Minionette, King, and Uncle commander powers (Thanks Wizact, Arsemountain for this idea)!
  • First pass on a kill cam, every time a structure is destroyed, everything pauses in the game for a few seconds and the camera zooms in on the destruction. This functions as a reward for doing well, gives both players a few seconds to ‘rest’ and catch their breath, and it also provides valuable information about what's been destroyed (which is easy to miss otherwise).

Fixes:

  • Fixed crash when moving the window between two monitors while loading
  • Fixed bug where AI would get in a loop building territory balloons trying to reach a mine blocked by enemy territory

Tuning:

  • Minionette can freeze a maximum of two buidings instead of three. Minionette is by far the dominant pilot, so this still makes her effective, but not as over powered.
  • Prince now heals buildings in area around him, instead of just the nearest. This should allow him to be more relevant in the end game.
  • Increased Frost Level 2 cost to 55 from 50.
  • Increased Drill Level 3 cost to 100 from 95. Drills are super powerful at level 3. This is a baby step towards balancing that out.
  • Increased Uncle’s ramming power to 7 damage from 5. Uncle didn’t feel very powerful, and he’ll now be able to one hit enemy mines, which makes more of a difference. Warheads can be hard to judge their effectiveness because when they are shot down, they do half damage. In order to make their battlefield performance more consistent:
  • Warheads now explode at full damage regardless of how much life is left
  • Increased level 3 warhead costs to 30 from 25
  • Slightly reduced warhead travel speed The alternatives to the territory balloon as just not viable in battle because their higher cost causes you to have a much slower start (as I learned the hard way in Wizact’s tournament). I’ve reduced their costs and slightly buffed the building platform as a first step towards making them viable in higher level play:
  • Reduced Accelerator cost from 25 to 30
  • Reduced building platform cost to 25 from 30
  • Building platforms can’t be damaged until the building placed on them is destroyed Thanks as always for all the feedback!