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Patch 1.21 - "Early Beta" - is live!

We are excited to present the first "Early Beta" Build of Kingdom Wars 2: Battles. And while we still have a lot of work ahead, and the big final set of features will only be included in the next update - it is a huge milestone on the way to making KW2B the great Strategy title that we wanted it to become.

In today`s patch 1.21 we took some time away from working on final content, in order to fix and improve everything about the game - from performance and pathfinding, to dozens of little bugs and fixes, and minor features.

Once again - big thank you to our player community - your feedback helped a lot in creation of this patch, and KW2B hitting the Early Beta milestone.

========Major Fixes and Additions=======
-Archers targeting AI greatly improved. Archers will continuously shoot where ordered
-Pathfinding Update: arches will not block friendly units in combat
-Fixed exploit with saving singleplayer with reloading to capture same flag again
-First steps for mouse cursor changing depending on unit selected and task
-Added Difficulty to singleplayer campaign
-Archers and Ranged Siege now hit and damage buildings
-Fixed lag spike when using some Cards, or training certain units
-Major AI balance changes - difficulty now determines tech level and unit composition
-First batch of improved Zombie animations
-Major FX updates for Elven race
-Lag with controlling units improved in multiplayer
-Fixed one last potential source of out of sync in multiplayer
-Mouse over unit portrait GUI updated - icon shows type of attack, and main type of armour

========Minor Fixes and Additions=======
-On winning singleplayer game Continue button is disabled
-Diversified AI use of Cards
-Units will no longer continue attacking destroyed buildings
-Fixed Saved game bug where gates would appear closed even though they are open
-Orc Transformation Changes - only Impaler and Slayer can transform into Berserkers
-Changed the way Elven Bolt-Thrower fires
-Fixed Elven Rootant construction
-Chapter 3 Elves will now aggressively attack player base
-Chapter 3 Dragon is now Aggressive
-Chapter 3 fixed issues with being unable to attack Zombies
-Chapter 3 fixed bug preventing from finishing the chapter
-Chapter 3 now has aggressive Elven AI
-Units pushing human siege weapons will now properly die
-Dragons are now aggressive and attack anything in sight
-Zombies will no longer attack construction in progress
-Fixed bug with walls getting stuck half way if Zombies destroyed wall construction
-Improved fire arrows, fiery arrows and ranged siege projectile FX
-Blood Moon and Daybreak cards now have fade in and out effect
-New art and FX for Symbiosis Resources Plot
-Fixed melee units and AI not attacking Human Palisade Gate
-Fixed Rams sometimes ignoring order to attack palisade gate
-Elven and Orcish palisade gates now get Besieged status
-Updated Ranged Siege GUI icons
-Easy and Medium AI are easier to beat now
-New art for looting button, Added Loot button to Female Warden
-Fix exploit with population go over 80 on reloading saved game
-Units will only Auto attack Palisade gate if they are closed
-Better Elven Rootant moving FX - easier to notice
-Fixed human gatehouse upgrade looking bad, and having holes that let units in
-Fixed problem with single units not moving on to attack the next building
-Archers can now easily target ladders
-Fixed bug with units not climbing large Orc walls
-Fixed bug with units walking between walls for large Orc walls
-Can no longer skip intro cinematic on the levels
-Human Tech Reinforced Gates, now also effect Palisade Gates
-Fixed Disabling Spawn in Orc Tent and Orc Warg Pen
-Main Menu polished how Campaign button text looks
-Archers hit targets better from all Towers and Large Human Gatehouse
-Improved intro cinematic on all levels not drawing terrain right
-Medium and low draw distance settings look better, lost 1 FPS average
-Fixed bug with GrapeShot killing walls in one shot
-Fixed Stone Wall upgrade removing NPC Fort palisade wall
-Added cinematic on capturing player flag location
-Dwarven Cannon will no longer be able to target player assets
-On victory or defeat the game switches music and players audio line
-Fix for some players not being able to login on the first try
-Fixed visual glitches when returning to the main menu
-AI will attach ladders to walls more efficiently
-Fixed problem with peasants or horse cart walking into palisade wall
-Fixed Zombies textures without arms
-Greatly improved Dragon Breath FX effects
-Fixed issue with Labourers walking across the map to construct buildings
-Elven Gatehouse can now build Sunstone and Hoarding

=======Balance Changes======
-Twice as many bodies in one area is now required to spawn Zombies
-Mounted Ranged Siege no longer damages allied and player units or buildings
-All units on walls, gain +20% pierce armour
-Elves get less resources in Symbiosis plots - 30-50% less
-Men Crossbowman huge 50% attack increase, and additional 20% pierce armour
-Ranged Siege with Fire Projectiles damages all player units
-Trebuchets, Catapults, Bolt Thrower accuracy greatly increased
-Various building prices increased and rebalanced
-Elven siege weapons take longer to construct
-Mounted Ranged removed Acceleration and Fire Storm abilities
-Major re-balancing of Elven units - Expensive but Deadly
-30% to 50% increase in the cost of most Elven units
-All Elven units stats increase by up to 40%
-Bladestorm rebalanced: Deadly, quick, sneaky, but easily killed by arrows
-Grand Master rebalanced: Slow moving Tank, toughest infantry in-game
-Enchanter rebalanced: High Crush damage, easily kills high armored units
-Tower plots take longer to build, around 20 seconds
-Flamed and Fiery arrows damage decreased from 150 to 120
-Flamed and Fiery arrows accuracy greatly decreased
-Cavalier will no longer defeat impaler units
-Reduced Archer and Ranger unit attack by 15%
-Symbiosis building creates only 3 resources plots
-Elves - Deer Income +30%
-Orc Berserker, Impaler - 15% boost
-Orc Slayer - 8% nurf
-Elven Rootant moves slower
-Rebalanced Cavalry for all races - tougher, more even to each other
-Reduced Goblin battalions from 30 to 24 members, stats boosted to compensate
-Expanded mounted Slayer and Impaler battalion size from 10 to 15 members
-Halberdier and Impaler no longer useful against high armored units
-Boosted effects of Healing Potions by 18%
-Elven Ruin Vine kills walls 5 times faster
-Can place buildings on previous locations of Berry, Gold or Stone mine
-Minotaur Armour, Health and Attack nurfed by 15-20%
-Hydra boosted various starts 10-15%