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Build InDev 19 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 19 Unstable 3 has just been released, this patch is the first to introduce the new golem system, as well a a whole slew of AI tweaks and bugfixes! We're inching pretty close to a stable release, so be sure to run this update into the ground and report any issues you find!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 19 Unstable 3b HOTFIX Change Log

Golems

  • Golems now correctly target hostile monsters not in range of the golem, but in the village attacking villagers or buildings.

Bug Fixes

  • Fixed a minor bug that caused builders harvesting behavior to think the top priority building was in range, when it actually wasn't.

InDev 19 Unstable 3 Change Log

Golems

  • New Mob; The Stone Golem. They will defend your village to their death, and if your Golem Combobulator is powered, will be resurrected.
  • New building; The Stone Golem Combobulator. This building will take in essence and resources, converting them into energy to create or resurrect Golems to defend your village.

Roads

  • Roads that become blocked under other terrain now decay slowly.
  • Road workers will no longer attempt to repair blocked roads.
  • You can no longer select road construction outside of the village.
  • Assigned road work will automatically become unassigned if the tile becomes blocked.
  • Road workers are more willing to work on roads right at the pickup/dropoff point for very active buildings.

Bug Fixes

  • Fixed a very rare save corruption when a tower was destroyed, but it's projectiles were still active on the map when the game was last saved.
  • Fixed a "resource floating on head" bug when a villager was starving while carrying a resource.
  • Fixed a minor bug that would sometimes cause the village's range map to generate slowly after starting a new game or reloading.
  • Fixed a bug that would cause builders to no longer harvest anything if the top priority building required unharvestable resources.
  • Fixed a bug that allowed farmers to plant and harvest farmland in paused buildings.
  • Fixed a bug that would sometimes cause object and mob bounding boxes to not be properly update, causing the player to be able to click on off screen objects and mobs.

AI Changes

  • Builders can now harvest crystals.
  • Improved combat targeting, now mobs will target the nearest mob that isn't being attacked first, if none exist, it'll help other mobs. This helps reduce the frequency a group of mobs will focus on only one target at a time, rather than the entire group.
  • Corrected some awkward behavior in the new builder harvesting AI that would cause them to stop working until all resources are exhausted.

Miscellaneous Changes

  • New Map: Applemeadow.
  • Corrected a typo in the "Overheat" tip.
  • Heroes, Guards and Guard buildings have been completely removed from the game.
  • Updated maps to the new layer system and removed the abandoned guard buildings from them.
  • Slightly increased tower missile accuracy.
  • All mobs are now worth slightly more essence when killed.
  • Added sparkles to the construction outlines.
  • Added a "low energy" message to essence based buildings.
  • Changed how stat points are given during level up.
  • Fire Elementals now uses the new Golem's animation.
  • When the game is paused, the GUI will now freeze in place rather than closing all the tabs.
  • Optimized the range map generation slightly.

Known Issues that will be resolved before the stable build

  • Storage buildings currently will not accept any refined resources (Ammo, stones, boards, etc)