Fast Box dragging has been improved for a more responsive feel.
The hotkeys to select buildings will now go through all owned buildings of this type instead of just the first one.
Changed the default hotkey for Attack Move from ‘A’ to ‘Q’ so it no longer conflicts with the camera.
Having multiple buildings of the same type selected when training units will queue one unit as it cycles through the buildings rather than one unit for each.
Buildings can now be grouped.
Tapping a group key now focuses the camera on that group.
Units can now be assigned to more than 1 group.
Ctrl + Click now selects all units of a type.
Gameplay
Farms, Barracks, Stables, (Go’n) Watchtower, Medic Hut and the Witchdoctor Hut now cost crystal to construct.
Fire Warrior and Poison Archer upgrades now cost crystal to research.
Triceratops Rider, Sabertooth Rider, Fire Elemental, Frost Elemental, Witchdoctor, Medic, Sage now cost crystals to train.
Reduced the amount of crystals near Player bases from 600 to 300.
Increased the amount of crystals found outside bases (guarded by wild Dinos).
Farms now produce infinite food.
Bugs
Scores should now reset when restarting a Skirmish vs AI match.
Team Score and Player Score now update simultaneously.
Sages now have a circle indicator to display their AoE healing range.
Deleting a building that was training units now refunds the resources for these units.
Fixed some issues that occurred when tabbing out of the game
Fixed a crash when using the Thunder Power.
Fixed a bug where attacks were performed repeatedly when spamming the Attack Move command.
Fixed a wall on the “Winter Canyon” map that units could walk through.
Fixed a bug where the game froze when trying to start a lobby through Quick Match.
Fixed an issue when creating an AI player in a lobby.
Fixed some bugs regarding AI Behaviour.
Units are no longer removed from a group when upgrading.
Fixed a bug occurring when grouping units together.
Fixed a Steam matchmaking bug.
Linked the description for Go’n Towers in Localization.
Miscellaneous Improvements
Improved the camera on the “Desert Flower” and “Land Bridge” maps to use anti-aliasing properly. No more overly shiny crystals.
The “Winter Canyon” map’s western base is now more accessible as the northern entrance has been widened.
Increased the size for the rally point flag.
The HUD font for descriptions of buildings, upgrades and units has been adjusted to be more readable.
“Fullscreen Windowed” is now available in the Video settings of the game.
Added a key to highlight Farms and Crystals indicators showing how many villagers are assigned to them.
Upcoming features
We’re preparing a building dedicated to more military upgrades. As such, the Storehouse got a new model while we’re decorating the old one for this new purpose.
We’ve also planned a way to generate crystals after all resource points on the map are depleted. This way, when the “unstoppable force” meets the “immovable object” in a PVP scenario, it doesn’t end on units that can be bought with just Food.
We’re looking into offering more control over unit behaviour.
We’ve also received a lot of feedback regarding hotkeys and controls and are working on various improvements.
The economic buff “Villager Boost” will get hit with a nerf hammer into smaller bits later once we’re done preparing the villager gather logic for this purpose.
Fog of War hides a bit too much at the moment, so we’re looking to make it more open for various purposes (e.g. Crystals being visible).
We’re still researching Elephant DNA to see if it can be altered to recreate Mammoths.
Certain maps were considered to have too many choke points and not enough space. We’ll look into creating more dynamic maps for harassing your fellow player from multiple directions, but not rule out maps specific for people who like to turtle every now and then.
The in-game chat system will get some improvements so players can give each other words of encouragement when they’re adversaries, or discuss the game after it is over. Or you can just drop a “GG EZ” at the end.