Greetings Captains!
Balancing is a huge part of game development. This week we took a long hard look at every unit and gave them each the attention they deserved. We believe this new set of changes has made battles a lot more enjoyable for all!
With this balance came a great deal of new features and improvements that will also help with the quality of life while playing the game.
New Features
- You can now group mass selections of units by pressing Ctrl + 1 (or any number between 1 - 0)
- You can recall a mass unit selection by pressing the appropriate number key
- First story mission was updated to have a more streamlined teaching process
- Archangel max health reduced from 240 to 160
- Archangel radiant light damage reduced from 300 to 50
- Chanter max health reduced from 80 to 40
- Chanter invocation buff defense reduced from 2 to 1
- Cherub max health reduced from 150 to 60
- Cherub max damage reduced from 3 to 1
- Demigod min damage reduced from 30 to 25
- Demigod max damage reduced from 40 to 30
- Demigod no longer gets 50% damage boost from being hit, instead it now gains 25%
- Exorcist max health reduced from 90 to 60
- Hunter defense reduced from 2 to 0
- Hunter max health reduced from 100 to 45
- Martyr min damage increased from 7 to 9
- Martyr max damage increased from 9 to 11
- Martyr max health reduced from 175 to 100
- Paladin min damage reduced from 12 to 8
- Paladin max damage reduced from 15 to 10
- Paladin max health reduced from 145 to 100
- Spirit min damage increased from 3 to 4
- Spirit max damage increased from 5 to 7
- Placing units now snap inside the placeable areas
- Placeable spawn areas now make the unit templates face the proper direction
- Missions 1 through 3 no longer have placeholder images on the campaign map
Fixes
- Fixed a bug where the next wave timer was blocking input when trying to place units through it
- Fixed a bug with the codex cutting off on some resolutions
- Fixed a bug with passive items not taking up the proper space in the actions panel
- Fixed a camera problem which would make it stuck in some angles after being rotated
- Fixed a problem with cannons targeting being rotated on the ground
Feedback
What do you think of the unit balance now? Which one is your favorite?