Another big "thank you!" to all people who have participated in the Beta for Warparty. We couldn't have reached this point without you. Below follows a summary of important updates and changes since the last Beta build. What follows is a full detail list of changes so far for those interested.
Kind Regards,
- The Warcave Team
Early Access Summary
- Ranked 1v1 Matchmaking with Leaderboards and Divisions.
- Dedicated Servers for Ranked Matches.
- Significant Networking Changes for more stable gameplay.
- Optimization Enhancements.
- Improved Keybind Customization.
- Better Fog of War, with scouted Buildings and Resources remaining visible.
- Visualization of queued commands.
- Visual and Structural overhaul of various beta maps.
- New 1v1 map, the Overlook!
- Various balancing tweaks both Military and Economically.
- Brand new Upgrades to invest in!
- New Music and Sound Effects.
- Various in-game Wiki improvements.
- A large amount of Bugfixes.
WARPARTY Early Access Detailed Patch Notes
Controls
- You can now bind extra Mouse Buttons.
- The “Commands” tab in “Controls” now features a dropdown menu for “General”, “Wildlanders” and “Necromas” to filter global and faction specific keybinds.
- Keybinds are no longer shared between the two factions (e.g. Building a Farm can be rebound to a different key for the Necromas and the Wildlanders).
- The “Gameplay” tab also features the same dropdown for selecting units and powers unique to each faction.
- The setting for “Camera Panning Speed” has been renamed to “Mouse Sensitivity” in the Settings window.
- The “Ping” tool functionality now also works when clicking the ground instead of just the minimap.
- Double tapping the “Select Chieftain” hotkey will now move the camera to the Chieftain location.
- A “Repair” button and corresponding hotkey are now available for Worker units in the action panel and hotkey settings respectively.
- The Escape key can now be used to exit prompts from menus.
- “Show Interactor Indicators” has been renamed to “Show Villager Slots” in the Game Settings to be more clear about its functionality.
- “Select Unit All Type” has been renamed in the Controls Settings to “Select All Visible Entities of Type” to be more clear about its functionality.
- “Ping Minimap” has been renamed to “Flare Minimap” to be consistent with the “Flare” button in-game.
- “Kill Unit” has been renamed to “Kill Entity” to clarify it also works on buildings.
- “Smart Queue” has been renamed to “Queue Multiple” to better show its functionality.
- The default key for “Cancel Command” and “Cancel Queue Item” have been set to ‘V’ for consistency.
- The “Idle Villagers” button in the HUD has been given a visual button to be more clear. This button also carries an explaining tooltip.
- The “Idle Villagers” count can now surpass 9.
- Double Tapping a control group with only units will now snap to the largest group of units rather than the closest unit.
- Upgrades and units in progress will now display a tooltip when hovered over.
- Tooltips will now appear near the object they’re referring to rather than a set position.
Gameplay
General
- Buildings, Crystals, Berry Bushes and Shrines will now persist through the Fog of War once revealed, and will show a snapshot of the last time they were visible.
- Crystals, Berry Bushes and Shrines are now revealed at the start of the game.
- Crystals and Berry Bush groups will now display a single icon for their position instead of multiple to avoid minimap clutter.
- Placement of white building blueprints is always possible now, preventing players from “scanning” positions with a building blueprint. Invalid placement will result in the blueprint disappearing when the worker unit arrives.
- You can now right click the white building blueprints with any villager to start the construction of the building.
- The reveal mechanic has been refined. Losing your last settlement will start a one minute timer. After this timer reaches 0, all buildings for the affected player will be revealed for opponents, with the exception of Settlements. Building a Settlement will undo this revealing effect. Units will not be revealed.
- Losing all your buildings will now mark you as defeated.
- Worker units have received a separate repair command to give more control when assigning them to damaged buildings.
- Right clicking an allied or owned building with a military unit will make the unit move to that building.
- Right clicking a friendly unit will now make your units follow that unit until they get close enough.
- Visualization for queued commands has been added! Different coloured lines represent different queued commands.
- Visualization for rally points from buildings has also been added to better highlight where units will move to upon spawn. This line will also move along units carrying the rally point. It is also possible to shift queue rally points.
- Unit upgrades that increase stats are now shown separate from their original stats and coloured to show their effects more clearly.
- Lobby Settings that are standard for Ranked matches have been renamed to “Standard”.
- Standard Resources for a game is now 250 Food and 50 Crystal.
- Added a “Deathmatch” setting which starts players with 10,000 Food, 5000 Crystal and 1000 Power.
- The base movement speed of all Military units has been increased by 1.
Maps
- Winter Canyon 1v1 has received a rework! More open space and rebalanced ressources are major parts of the overhaul.
- The Ring 1v1 has received a rework! Significantly more space was added, as well as more Shrines and paths to each base. More Wild Dinos have also been added.
- Winter 2v2 has received a rework! More space was added to each base. Various cliffs were reduced in size to allow easier vision as well. More Wild Dinos have also been added.
Powers
Powers have been reworked. Previously global effects have been made targeted Area of Effect powers. We wanted to increase the amount of thought and management that goes into the use of powers. Additionally, the cost of powers was so high in conjunction with important building also costing power that players weren’t able to use them as often. As such we’ve als reduced the cooldown and costs to make up for the reduced effectiveness.
- Thunder now costs 75 Power with a cooldown of 10 Seconds.
- Vision now costs 50 Power with a cooldown of 5 Seconds.
- Harvest now costs 125 Power with a cooldown of 20 Seconds.
- Bulwark now costs 150 Power with a cooldown of 15 Seconds.
- Meteor now costs 200 Power with a cooldown of 20 Seconds.
- Ancestors now costs 75 Power with a cooldown of 10 Seconds.
- Rally now costs 100 Power with a Cooldown of 15 Seconds.
- Cannibalize now costs 125 Power with a cooldown of 15 Seconds.
- Warcry now costs 150 Power with a cooldown of 15 Seconds.
- Death Claws now costs 175 Power with a cooldown of 20 Seconds.
- Thunder’s effect has been altered. It is now an Area of Effect spell that splits 125 points of damage to all enemies in the target circle. Stacking your units together is the best way to counter this power, while users want to target enemies that are singled out.
- Meteor will now deal 75 points of damage to enemies within the radius after a short delay. This power can be countered by spreading out your units.
- Casting the “Ancestors” power on an obstacle will simply spawn the zombies around the obstacles rather than not at all.
- Death Claws has been rebalanced. The Damage over time effect will start at 5 Damage per tick and increase by 5 for every subsequent tick to a maximum of 25.
- Death Claws effectiveness against Worker units halved.
- Meteor effectiveness against Worker units halved.
- Lift Fog will instantly show all units instead of one by one.
- Meteor delay reduced from 4 seconds to 2 seconds.
- Bulwark effect duration reduced from 15 seconds to 10 seconds.
- Warcry effect duration reduced from 15 seconds to 10 seconds.
- Warcry damage increase effect reduced from +20% to +10%.
- Rally effect duration increased from 10 seconds to 15 seconds.
- Rally Radius Increased from 5 to 10.
- Harvest Radius increased from 7.5 to 10.
Multiplayer
- Ranked Multiplayer is now available! Playing and winning 1v1 matches in this mode will earn you points. Losing will deduct points. Climb the ranks and make it to the top of the Leaderboards!
- Ranked matches will now work through our own Dedicated Servers.
- Having an ally disconnect or marked as defeated will now destroy their buildings and workers and pass Military units to the last remaining human player on their team.
- Being the last remaining human player against AI opponents will prompt you to keep playing or quit to the Main Menu.
Units and Buildings
- The delay between attacking and moving for the War T-Rex and Triceratops Rider units has been reduced to make them more viable.
- Building Construction Sites now have a small Line of Sight to grant some vision when the constructing unit dies.
- Villager and Minion Damage reduced from 7 to 5.
- Medic and Shaman Population cost increased from 1 to 2.
- Witch Doctor Population cost increased from 2 to 3.
- Witch Doctor Area of Effect range reduced from 3 to 2.
- Bone Adept Health reduced from 125 to 110.
- Lacerating Bone Adept Health Reduced from 200 to 175.
- Caravan units no longer have collision and will walk through other units.
- Caravan units will start moving to the closest Settlement when right clicking a Trade Post / Mining Camp.
- Right clicking a building that isn’t a Settlement or Trade Post / Mining Camp will make Caravan units move to that building rather than do nothing.
- Caravan Units will now only count distance when assigned to a Settlement.
- Crystal Burdened will now only show the pot on their back when they carry crystal to be more visually clear when they carry Crystal.
- Increased the amount of Crystal that Caravan units generate for long distances.
- Reduced the maximum amount of Crystal that Caravan units can carry from 250 to 150.
- Sabertooth Archer will now only benefit from Beast upgrades instead of Ranged.
- Reduced the range of the Frost Elemental’s movement speed reduction aura to be exactly as the visual effect.
- Zombies are no longer marked as Infantry units and no longer benefit from these type upgrades.
- Repair rate for worker units adjusted from 30 Health / 5 Food to 15 Health / 10 Food.
- Workers will now take a minor offset when gathering from Berry Bushes and Crystals to make them stand out more.
- Settlement Construction Time increased from 30 Seconds to 45 Seconds.
- Go’n Smithery Construction Time increased from 15 Seconds to 30 Seconds.
- The Patrol command will now move units closer to each point than before.
- Wild T-Rex damage decreased from 80 to 40.
- Wild Triceratops Health decreased from 400 to 300.
- Wild Raptor Health reduced from 200 to 150.
- Psittacosaurus Health reduced from 150 to 100.
Economy
- Berry Bushes now contain 500 Food instead of 300.
- Amount of Berry Bushes on the map have been reduced to allow more space.
- Settlements with Rally Points on resources will reassign it to a nearby resource of the same type if the current one runs out.
- The Trade Post and Crystal Mine will now allow Resource trading. Exchange rate starts at 100 for 50, with the returns decreasing by 5 for each trade. Caps at a minimum of 100 for 10.
Upgrades
- Char no longer has access to upgrades that affect Beast type units.
- Infantry and Ranged Upgrades for Char now have increased cost to make up for the lack of Beast units.
- Cheaper and unique upgrades for Zombies have been added to Char’s Go’n Smithery.
- The “Absorption” upgrade is now available at the Go’n Totem with a Tier 3 Settlement. Increases the power generation speed of all Go’n Totems by 10%.
- The “Prosperity” upgrade is now available at the Trade Post / Mining Camp. Increases the Movement Speed of all Caravan units by 1.
- The “Militia” upgrade is available at the Settlement at Tier 2, giving workers +1 Damage and +5 Armour.
- The “Fortification” upgrade is available at the Settlement at Tier 3, giving Settlements and Towers +10 Damage and +10 Armour Penetration.
- Settlement Upgrade II research time increased from 45 seconds to 60 seconds.
- Tier 1 Go’n Smithery upgrades Research Time increased from 30 Seconds to 40 Seconds.
- Tier 2 Go’n Smithery upgrades Research Time increased for 30 Seconds to 50 Seconds.
- Tier 3 Go’n Smithery upgrades Research Time increased for 30 Seconds to 60 Seconds.
- Worker Efficiency Boost Research Time increased from 30 Seconds to 45 Seconds.
- Worker Food Boost I Research Time increased from 20 Seconds to 30 Seconds.
- Worker Crystal Boost I Research Time increased from 20 Seconds to 30 Seconds.
- Worker Food Boost II Research Time increased from 20 Seconds to 45 Seconds.
- Worker Crystal Boost II Research Time increased from 20 Seconds to 45 Seconds.
- Fire Weapons Research Time increased from 30 Seconds to 60 Seconds.
- Poison Arrows Research Time increased from 30 Seconds to 60 Seconds.
- Sharpened Weapons Research Time increased from 30 Seconds to 60 Seconds.
- Toxins Research Time increased from 30 Seconds to 60 Seconds.
- The “Big Game Hunting” talent for Mika has been adjusted. All units will now deal 50% bonus damage against Wild Dinos instead of 25%. Barracks are 10% cheaper instead of 25%.
- The “Frenzy” and “Bloodthirst” talents will now only affect Military units. Caravans Units and workers are no longer affected.
- Safeguard Power Cost Reduction decreased from 25% to 10%.
Bugs
- Fixed a shader issue in the Tutorial where Campfires and Nests appeared brighter than other objects through the Fog of War.
- Fixed an issue where Food drops and various PFX were visible through the Fog of War.
- Fixed an issue where building blueprints would obstruct vision for units.
- Fixed a shader issue on “The Ring” map where metal would appear darker due to lack of reflection.
- Destroyed buildings will now have the owners player colour instead of always being red.
- Fixed an alignment issue for dialogue boxes in the Tutorial.
- Fixed an issue where the Shaman did not have SFX for the Healing animation.
- Fixed an issue where there was no visual feedback for using the Rally power on certain buildings.
- The wiki description for Chieftain Bonuses now have the same font size.
- Canceling an upgrade will immediately make it reappear in the Action Panel again.
- Fixed an issue where you could place a rally point on the building itself, causing units to spawn inside it.
- Fixed a bug where Rally points could end up underneath the map, causing units to fall through the world.
- Fixed an issue where the alert for reaching Maximum Population did not always trigger if the value was lower or exceeded the population cap.
- Fixed an issue where reaching the maximum amount of buildings of a type would prompt the player with an incorrect error message when trying to build more.
- Fixed a bug that broke functionality for Shrines changing colours on the minimap when revealed.
- Restarting a match will now reset the minimap filters back to default.
- Berry Bushes will now show on the minimap when changing filters to “economic” or “default”.
- Shrines will now also display on the “Military” filter for the minimap.
- Fixed an issue where toggling the “Text Chat” function in the Settings would not work.
- Fixed a keybinding issue that prevented queueing commands when the SHIFT key was pressed down before executing the first action.
- Removed a keybind in the menu that didn’t get removed along with others of a similar type.
- Tabbing through different unit types is now possible even with certain modifier keys held down.
- Assigning workers to Crystals with Medics or Shamans in the selection will no longer make them move towards the Crystals as well.
- Fixed an issue where the “Select all Military Units” hotkey would also select Mika’s Stegosaurus Caravan units.
- Caravan units were wrongly marked as military units. This has been corrected.
- Fixed an issue where the “Select all visible Units” hotkey would select all buildings if no units were visible.
- Fixed a bug where caravans would stop working when upgrading the Settlement from Tier 2 to Tier 3.
- Fixed a pathing issue where villagers would take strange and inefficient routes to a drop-off point for resources.
- Fixed a bug in the UI where villagers weren’t counted as Food workers when hovering over the Food banner in the top right corner of the UI.
- Fixed a bug where patrol commands would stop working when assigned to large groups of units.
- Fixed a bug where the Toxic Blowdart Gunner’s effect would not have any effect.
- Fixed a bug where Settlements did not use their full range.
- Fixed a bug where workers would stop constructing a Settlement and start gathering nearby resources when the Settlement upgrade was researched.
- Fixed a wrong setting where Farms and Berry Bushes were equally fast when gathered from by Villagers.
- Fixed an animation issue for Char’s Minions where their gathering animation would snap for one frame on loop.
- Fixed an issue where the Healing Particle Effects for standing near a Shaman Cave or Medic Hut would stay permanently once a unit was fully healed.
- The “Join us on Discord” button did not always work. It will now open the link in your default browser.
- The prompt for restoring the default Game settings wrongly referred to audio settings. This has been fixed.
- Enabling Vertical Sync in the Video Settings will now hide the slider for “Max FPS”.
- Headers in the “Controls” window of the Settings menu will no longer overlap the text from the Keybinds.
- Fixed an issue where repeatedly selecting the “Controls” menu in settings and switching between categories repeatedly could cause a crash.
- Fixed a wiki bug where some buildings in the preview appeared underground.
- Fixed a bug where your population would jump 1 further then return to the actual value when a unit is created.
- Fixed a bug where the selection circle under units would not disappear when changing selections and a tooltip is active.
- Fixed a bug where restarting the game would remove the functionality of the “Toggle Player Names” button above the minimap.
- Fixed a bug where opening the Pause Menu during the Tutorial would close any open dialog boxes.
- The wooden construction frame around various building sites has been resized to fit better.
- Fixed a bug where restarting a game would stop the power cooldown sweep timer from working.
- Fixed a bug where the Power sounds would not play after restarting a game.
- Using a power on a building will no longer select de building due to the left click.
- Restarting the game with the talent flags open will now properly reset them.
- Arrows fired from Towers and Settlements now have Sound Effects.
- Fixed a minor icon inconsistency where the Damage icon was different in-game and the wiki.
Miscellaneous Improvements
- Significant network optimization has been performed to increase the stability of Multiplayer Games.
- Functionality has been added for Lobby Passwords.
- The minimap of the selected map is now visible in the lobby.
- Creating a camera location will now leave a subtle marker on the minimap.
- The buttons for stances and canceling commands have been altered to more easily distinguish them from production buttons.
- Stance buttons no longer show for units and buildings where these are not relevant, such as Worker units or buildings that only produce upgrades.
- Buildings that cannot produce units can no longer place a Rally point.
- Items in the construction queue will now show their relevant tooltips when hovered over with the cursor.
- Tooltips will now also display the assigned Hotkey for the action.
- New Particle Effects have been added to various powers.
- Various unit and building icons for Mika have been remastered to sharper versions.
- Various units have been given improved and refined animations.
- The Frost Elemental’s Slowdown effect on units has been recoloured to Blue to separate from the “poison” theme of other effects.
- Villagers will now face the player camera at the start of a game.
- The size of the player username in the Main Menu has been increased to improve readability.
- The “Under Attack” flare on the minimap has been animated to draw more attention and differentiate it from other flares.
- Part of the unit behaviour logic has been moved from Server side to Client side to reduce the amount of data that is sent over the network.
- The code for movement has been further optimized for improved quality and performance.
- The way silhouettes of units through objects are rendered has been optimized for increased performance.
- The dropdown text has a different colour for better readability.
- Resetting the video settings will now give a countdown prompt to confirm the changes.
- The wiki page will now show the unit / building construction time.
- The wiki now also shows the Line of Sight for units.
- Neutral entities (Wild Dinos, Berries, Crystals, Shrines) have been given a tab on the wiki page.
- the Wiki page grid has been adjusted to account for the new upgrades that have been added.
- Text in the wiki has been slightly altered to better fit different language fonts.
- Wiki will now show Healing values and Healing range for Medics and Shamans.
- Various tooltips have been updated to give numerical info regarding certain effects like the regeneration rate for Lacerating Bone Adepts.
- The black circle containing the keybind for the action will no longer show when the action doesn’t have a keybind.
- Arrow Projectiles now have feathers in the player’s colours instead of the default red.
- Audio will now be muted when you alt-tab out of the game.
- New Sound effects were added.
- New music tracks have been added.
- Fonts have been adjusted for Western, Eastern European and Asian Languages.