Patch Notes
Here comes another minor patch,
It has some balances, fixes some issues and adds a new mechanic (a minor step towards higher replay-value).
Game mechanics
- Enemy will now spawn a mix of "fixed count" and a bonus amount, e.g. a initial camp always spawn at least 2x infantry and 1x javelineer, but can now spawn extra units to make it more random, over time so will you know roughly what to face, but will open up more "surprises'' like +20 more wolves, or +5 more giants from a camp could be a big difference in group composition, which I think will more enjoyable, instead of buildings spawns fixed amount of units, every time. So do I prefer randomness within limits.
Content
- New visuals on Empire's Tower
Balancing
- Blacksmith upgrades reduced from +5 -> +3
- Will now spawn more giants end-game for the barbarian-tundra faction.
- Dire Warg (white wolves) are half as tanky but deal ~2x more damage.
- Empire-Mages (those you recruit), now have 40% less health (they are meant to be glass-cannons)
- Mage Tower now trains 50% slower.
- Enemies structures now have more damage, and later gain piercing ballista bolts.
Bug fixes
- Treasure chests were buggy.
- Magic circle did not disappear.
- Some upgrades like Melee-weapon upgrade, didn't show values
- Barracks didn't produce troops (a nasty Unity "problem", when you have code attached to GameObject, and modify the code, so can the values "reset", for those interested)
