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Version 2.1.1.5 (gameplay changes for chaos levels and more!)

Updated to version 2.1.1.5 on November 24th, 2018.

  • Chaos levels now trigger every 2 minutes after the initial level
  • When players capture a rift, they now own those invaders!
  • Invaders are always Toxic Slimes until the Apocalypse phase, when they change to troop types of players (1 slime replaced each new chaos level)
  • Slimes can attack zealots when they are within range (so protect your zealot lines!)
  • Invaders are destroyed at the end of each chaos level (watch out for exploding slimes!)
  • Zealot connections pulse more progress as portals gain tiers
  • Upgrading fortresses requires more pulses to compensate (puts additional emphasis on connections)
  • Apocalpyse phase negates 1 progress pulse per level (makes it harder to rebuild so the game will come to a decisive end)
  • All structures now have a summoning time before they become active
  • New troop artwork for Venomblood Conquerors and Toxic Slimes
  • Path-finding can use up to 4 processor cores after improvements to code

This update focuses on the chaos levels, rifts, and invaders. It sets up the main gameplay loop and helps prepare for the remaining changes. The next update will focus on tweaking power and prestige to smooth them out.

Then the leader abilities will get a major overhaul to fit within the improved game structure. For example, Shadow Knights will gain an ability that can destroy invaders and raise them from the dead into skeletons. Those skeleton troops can be controlled until the end of the chaos level, when they will be destroyed like the other invaders.

There will be lots of cool mechanics added for each leader class. I have some different ideas that I'm excited to implement too. I'll go over that stuff after I get these next changes into the game. Expect updates each month until the game is released during 2019. Please feel free to ask any questions!