Source: Steam Community (opens in a new tab)
Controls
- AS ALWAYS, WE HIGHLY RECOMMEND RESETTING THE DEFAULT KEYBINDS AFTER EACH PATCH.
- Shift clicking on the unit grid will now remove the unit from the selection.
- Right clicking a unit with a building selected will place the rally point on the unit.
- Dragging a box over units while holding SHIFT will only add units to the selection, unless all the units inside the box were already selected, in which case, they will be removed from the selection.
- The controls settings window has been reorganized for a better overview of conflicting keys and finding various commands.
- The default hotkeys for units and buildings has been temporarily shifted one key to the right to allow “Attack Move” to be on ‘A’ without conflicting with building commands for Villagers. With the UI update this will be addressed so ‘A’ can be used both for buildings and using “Attack Move” with Villagers.
- Submenus in the Keybindings menu have been added. They can be collapsed and expanded by clicking them.
- New camera settings are available, allowing you to create Camera Locations and instantly move the camera there.
Gameplay
- A new 1 vs 1 map is available for play! Fight a battle on two fronts on the beautiful beaches of “The Ring”!
- The Fog of War has received an overhaul! We got rid of the unexplored black territory and vision now has a much sharper and clearer edge.
- The contrast between the Fog of War and vision on the minimap has been increased.
- The minimap is fully revealed at the start of the game.
- Melee units now have a minimum and maximum range. They can only start their attacks if the target is within the minimum range, but will continue them until the target leaves their maximum range. We will make adjustments later for individual units if needed.
- You no longer start with a Watchtower near your Settlement.
- The amount of Watchtowers or Go’n Towers you can build has been limited to a maximum of 5.
- Watchtowers and Go’n Towers no longer take up population.
- Settlements have been given an ranged attack that scales up with every Settlement Upgrade.
- Settlements now increase your maximum population cap by 45, up to 180, and provide 15 population capacity.
- Houses now provide 10 population capacity instead of 12.
- The Fertility Totem increases your maximum population capacity from 180 to 200 instead of from 100 to 110.
- The maximum population cap is now 200. We will aim to improve performance along the way of development.
- The aggro range for wild Dinosaurs has been increased to make them more dangerous in groups and prevent long range units from killing them without retaliation.
- To better accommodate these changes, the AI will now train slightly larger groups before setting out to hunt.
- Shrines can now only be captured when the nearby dinosaurs have been killed.
- The vision range of all buildings has been increased.
- Villager Boost I and Villager Boost II now cost 100 Food and 50 Crystal instead of only 100 Food.
- A player / AI is now automatically marked as defeated if he/she does not have any units left and isn’t in the possession of any buildings capable of producing units.
- The movement speeds of the War Raptor and Panther have been reduced by 1.
- Villagers are now able to attack and fight back, but are not aggressive by default unless given an Attack command or Attack Move command.
- Archers are only available in the Barracks when the Settlement has been upgraded to Tier 2. This is to prevent them from dominating so early on as their main counters are unlocked at the second Settlement tier. We may adjust this later with improved design.
- Poison Archers no longer have 10 penetration.
- Reduced Poison Archer Health from 150 to 120.
- Poison Archers cost increased from 65 Food to 80 Food.
- Fire Warrior cost reduced from 85 Food to 80 Food.
- Axe Throwers now take up 2 population instead of 1.
- Axe Thrower cost increased from 80 Food and 20 Crystal to 80 Food 35 Crystal.
- Fire Elemental will now also counter other Ranged units, dealing 50% bonus damage to them.
- Reduced Fire Elemental Penetration from 10 to 5.
- Wild Triceratops are no longer aggressive. They will still fight back when provoked however, and must be defeated if they protect a shrine in order to capture it.
- Wild Triceratops will alert nearby friends to help fight when provoked now.
Bugs
- Fixed a bug where Medics would exhibit strange behaviour when issued Attack Move commands.
- Fixed a bug where selecting all units through clicking (default: ctrl + click) would not work if you already had units selected.
- Fixed a bug where the camera would jump if you tried to select an unassigned Control Group.
- Fixed a bug where the construction marker would remain stuck to the cursor.
- Fixed a bug where Medics would be unresponsive to commands.
- Fixed a bug where Medics would heal units that were already at full health.
- Fixed a bug where Medics would not heal units until they defeated their enemies.
- Fixed a bug where Watchtowers and Go’n Towers would not attack.
- The “Show Full Healthbars” setting will now save properly.
- Fixed a bug where units would not move onto a Shrine properly.
- Fixed a bug where Villagers would stop building a Settlement when you upgrade to the next tier.
Miscellaneous Improvements
- The Navigation Mesh quality has been increased slightly on all maps to allow better building placement and pathfinding.
- The lobby chat box will remain selected after entering a message.
- In a 1vs1 situation, the game will now end when the client disconnects.
- The AI will now notice Medics healing and Villagers repairing buildings, and switch targets when possible.
- The chieftain will always spawn towards the center of the map instead of the north-east corner.
[*}Right clicking with a villager selected will ignore friendly units, making it easier to assign them to farms and crystals.
- There has been feedback regarding unit types being unclear. For example, Cavalry units aren’t always mounted humans, but simply involved some sort of Beast. As such, we’ve renamed the previous “Melee” units to “Infantry” units and “Cavalry” units to “Beasts”. The combat triangle (Infantry -> Beasts -> Ranged -> Infantry) remains unchanged.
- The size of HP bars of all entities has been significantly reduced in size to give a better overview.
- The logic for dragging selection boxes around units has been improved to be more responsive.
- The camera on all maps has been limited to hide the large “void” areas.
- Char has been given some coloured highlights to make it easier to tell his team’s colours.