Hey again everyone,
Sorry for the bumpy patch, but I suppose that is exactly what this new branch should catch. And thanks everyone for all the super-fast feedback! This should solve most of the reported issues.
And as always, let me know if you want anything changed, added or removed!
// Kimpo
Balancing
- Changed (testing if its better) to have upgrades be minimal time, not based on RTS-games (3-20 sec down from 30-540 sec default)
- Enemy region 5 (the island-based camp) will now spawn Tier 1 units (test if that will lower the "push-strength" from 1x Tier 1 -> 2x Tier 2 bases activating.
- Plus Enemy region 6 (the second big one that awakens at the same time as the one on an island west) have a longer preparation-time before their first attack arrives.
- Chain-lightning Balance: now reach further, but don't jump/bounces as far
- Market: Testing with removing that silly +5 gold it generated, let me know if it should come back, but be larger. Initial thought was "it should produce income without selling surplus", but maybe reduce how much gold per resource, at the moment 1:1 ratio per resource instead.
- Mage Tower price fixed (was debugging-values)
- Made enemies static defence shoot a little bit harder
- Reduced the amount of armour on chest-piece equipment (Wizard was too tanky, which is not intended now when it per default isn't balanced for hardcore)
- Reduced Trained mages damage of their fireball (area effect spell). And reduced their mana-regen from 5.0 -> 2.5
Bug fixes
- Game crash on startup fixed (the one related to move/delete your settings/save folder in app-data
- Allies will now (again) set aside units as guards.
- Market now works again with selling excess food
- Fixed an equipment stats issue.
