If there’s any trouble with hotkeys, please reset them to default as we usually suggest here.
New hotkeys have been added for the upgrades in the Go’n Smithery.
New hotkey was added to select the Go’n Smithery.
New hotkey was added to select the Storage Hut / Storage Pit.
“Queue Multiple” has been reworked to use the same key as “Queue Command” (Default: Shift). All extra keybinds have been removed.
Default Keybind for opening the menu has been set to Escape. People who prefer F10 can rebind it through the hotkey customization.
Default Hotkey for “Cancel Queue Item” has been set to ‘V’.
The cursor is no longer locked to the center of the screen when a loading screen is active.
Gameplay
The Go’n Extractor has been renamed to Go’n Smithery.
The Fertility Totem has been renamed to Go’n Totem.
Upgrades to increase the Damage and Armour for the 3 main unit types (Infantry, Ranged and Beast) have been added to the Go’n Smithy.
Functionality of the old Go’n Extractor has been moved to the Go’n Totem.
Go’n Totem cost adjusted from 200 power each to 200 Food and 50 Crystal Each.
You can now build 6 Go'n Totems instead of 3.
Houses can now provide a total of 120 population divided among 12 Houses.
The Trade Post / Mining Camp is now available on Settlement Tier 2 instead of Tier 3.
Berry Bushes have been added! These bushes are limited but workers gather 25% faster than Farms.
You no longer start with a Farm but Berry Bushes are placed near every base instead.
Cost of farms increased from 50 Food and 25 Crystal to 75 Food and 25 Crystal.
A new mechanic was added that reveals a player if they don’t own a Settlement for over a minute. This is to prevent both players and AI from dragging out games by hiding single units.
Settlement damage increased for each tier from 10/15/20 Damage to 20/25/30 Damage.
Watchtower / Bone Tower cost adjusted from 250 Food and 100 Crystal to 200 Food and 50 Crystal.
Watchtower / Bone Tower Armour Penetration increased from 0 to 10.
Triceratops Rider Health decreased from 500 to 400.
Triceratops Rider movement speed decreased from 7 to 6.
Triceratops Rider population cost increased from 2 to 3.
Sabertooth Archer movement speed decreased from 7 to 6.
Sabertooth Archer population cost increased from 2 to 3.
War T-Rex Health reduced from 1000 to 800.
War T-Rex movement speed decreased from 5 to 4.5.
War T-Rex population cost increased from 3 to 5.
Berserker Health reduced from 520 to 400.
Berserker population cost increased from 2 to 3.
Axe Thrower damage increased from 14 to 18.
Axe Thrower Health decreased from 430 to 320.
Axe Thrower population cost increased from 2 to 3.
Bone Adept Armour Penetration decreased from 5 to 0.
Lacerating Bone Adept Health decreased from 200 to 175.
Frost Elemental Health reduced from 500 to 375.
Frost Elemental population cost increased from 2 to 3.
Fire Elemental Health reduced from 250 to 225.
FIre Elemental Population cost increased from 2 to 3.
Golem Health decreased from 900 to 700.
Golem population cost increased from 3 to 5.
Mika’s “Natural Selection” Talent effect reduced from +5 Damage and +5 Penetration to +2 Damage and +5 Penetration.
Char’s “Bloodthirst” Talent effect reduced from +5 Damage and +1 Movement Speed to +2 Damage and +1 Movement Speed.
The “Train Chieftain” button now appears permanently and is disabled when your Chieftain is alive. This should help newer players train their Chieftain again should they lose it in battle.
Chieftain training time reduced from 60 seconds to 30 seconds.
Chieftain training cost increased from 100 Food and 50 Crystal to 200 Food and 100 Crystal.
Small Crystal Clusters yield increased from 300 to 500 each.
Medium Crystal Clusters yield increased from 1000 to 2000 each.
Large Crystal Clusters yield increased from 2500 to 3500 each.
The tutorial has received an update to play faster, and has been given extra prevention functionality so players are less likely to get stuck when they don’t follow the instructions.
The targeter for aimed powers no longer appears when the player hasn’t clicked yet.
Bugs
Fixed various bugs that caused the AI to get stuck.
Fixed an issue where holding down shift would prevent the hotkeys for placing buildings from working.
You can no longer click enemy entities that are invisible through the Fog of War.
Fog of War has been tweaked so entities show properly inside the range rather than slightly outside.
Double tapping a control group or building key will now also snap to the nearest building / unit for entities other than Settlements.
Mika and Char’s entries in the wiki no longer displays their description twice.
The “Can Build” feature in the wiki now works properly for all upgrades in buildings.
Various upgrades in the wiki still used placeholder icons. These have been updated to new icons.
Fixed an incorrect setting where Medics and Sages were marked as Ranged units.
Fixed an incorrect value for Watchtowers for Char.
Fixed a bug where the unit production timer for Clients was not accurate.
Fixed a bug where the player’s colour was permanently set to Purple after playing the Tutorial.
Fixed a bug where units would not continue movement after fighting during an Attack Move.
Fixed a bug where Mika could perform really fast animation skips on her first attack.
The wild Triceratops used the Triceratops Rider icon. This has been changed to a new icon.
Fixed a clipping issue with a shader on the snowy Go’n Smithy where the cloth would clip through the snow.
Various PFX were toned down to be less overwhelming.
Fixed a bug where Medics and Shamans could heal buildings.
Fixed a bug where Medics and Shamans would heal units at full health or ignore wounded units.
Fixed a UI bug where tooltips and unit info would display from a previously selected building when switching.
Fixed a bug where the unit death sound effect would play when upgrading them.
Fixed a bug where quitting the Tutorial during a dialog would cause the dialog to appear in the Main Menu.
Fixed a bug where the score screen would not show up after winning a restarted match.
Linked a missing namecode for Typegroups in the UI.
Miscellaneous Improvements
Optimized the way vision code works to be significantly more performant.
Attack Move code has been optimized to better work with ranged units and their detection.
Various netcode tweaks have been made to improve performance and reduce traffic.
The Line Renderer has been removed in the minimap as it had several issues and was a remaining feature from an early prototype.
The unit selection circle will no longer warp across mountain terrain and stretch.
An AI is automatically added in the player list when starting a Skirmish against AI.
Default AI difficulty is set to normal.
The icons for Upgrades have been changed from Orange to Blue to better signify their difference.
Icons for stats in the bottom bar and wiki have been altered to look less like buttons to prevent confusion for newer players.
A new icon was created for Mika’s Trade Post building.
The walk animation speed for Zombies has been slowed down to look more consistent.
The Attack animation for zombies was slightly sped up to look more consistent.
Various unit animations have been tweaked to look better.
Char’s buildings now have a small rotation for added aesthetic effects.
Char’s zombie spawn mechanic now also plays the PFX from his Ancestors power.
The Go’n Smithery Model shader has been adjusted to no longer show the ugly moss on the metalwork as the shader had strange behaviour when the model was rotated.
All unit sizes have been increased by 10% for better visibility.
The component that handles avoidance has been altered so units spread out more.