The new build (V5) is now live on the public branch. It brings QoL improvements, difficulty settings and improvements to late game slog.
Content
Added difficulty system. Three difficulties: Easy, Normal and Hard.
Added trails to arrows.
Added new "skip" logic for units. When pressing spacebar or double clicking the requires order button, it automatically idles the unit.
Added automated worker harvest actions. Workers will now automatically select another resource node to harvest if their previous one is depleted as long as the new node is within a one turn range.
Added Castle HP scaling. To combat late game slow down and slog, the Castle now scales in HP based on how many units and buildings you have. When you or the AI lose their armies destroying the Castle is much quicker.
Changes
Changed trajectory calculation for arrows. Instead of going straight to the target, arrows fire in a parabolic arc over units to reach their target.
Changed and improved combat sound effects.
Bug Fixes
Fixed header bars in the UI being misaligned.
Fixed the hover path for a military unit attacking a building showing the destination tile inside the target building.
Fixed building being targeted for an attack not always showing a red outline.
Fixed hover path for worker travelling to building being incorrect.
Fixed workers sometimes continue to construct a building for one turn even after it is already completed.
Fixed low framerate of white see through material.