Harvested Story Chapter 3 is now live! This update brings four new story missions, a new use of the Teleporter building, and massive balance changes. Learn about it below!
New Missions
Chapter 2 concluded with a group of Multis coming to the rescue of the human survivors in a hopeless siege at Aurawatch Monastery. After some negotiations, the human survivors have decided to ally themselves with this group of Multis to fight back against the demon army.
Chapter 3, Mission 1 - East We March
This mission introduces "Portal Disablers," a building that can be placed to prevent demon portals from opening in a certain area. They can be upgraded to cover an even larger area. These buildings have been a part of the game since the start of early access, but they have not as of yet appeared in story missions.
Your goal here is to build and defend four waypoints along a mountain path to help refugees escape from Aurawatch Monastery down the mountain to a Multis city. You must place portal defenders and defenses along the way.
This mission also includes a few bonus objectives and hidden areas. Advanced players will learn how to use Teleporters to quickly travel between waypoints.

Chapter 3, Mission 2 - An Unlikely Alliance
This mission requires you to defend a Multis city. You will start out in a small force with a few allies and abundant resources. You must quickly build up defenses while continuing to expand the base to secure important resources.
If all four Multis buildings are destroyed, you lose.
This map is similar to Chapter 2 Mission 1 in size, set in a much smaller area with intense action.

Chapter 3, Mission 3 - The Way Is Blocked
As the pact between humans and some of the Multis attempt to cross the mountains to the desert, they are blocked by a large Multis base. The pact must break through quickly to continue their march to the ancient ruins!
This map is a pretty typical RTS offensive mission. You start out in a small base with a few heroes and buildings. You must protect your base from enemy attacks while you build up your forces.
During the day, you'll have to protect your front from hordes of Multis charging across the river into your base. At night, you will need to protect yourself on all sides as Demon portals open and attempt to destroy your camp! This is a good time to make use of the portal disablers introduced in Chapter 3, Mission 1!
Eventually, when you are strong enough, head across the enemy and destroy the base! The Multis base is defended by troops, turrets, and walls. Destroying it will be no easy task!

Chapter 3, Mission 4 - Something Far Older Than We Are
With their original plan to cross the mountain foiled, the pact has no choice but to mine through an old cave system to reach the desert.
This mission was one of the first ones we designed for the campaign and are very excited to finally have it in the game!
You find yourself in a small defensive base backed up against a mineable mountain. Resources, and expansion, is limited. The demons are aggressively hunting the pact and attacks will be extra challenging from the first night. Your only option is to slowly mine out, and retreat, into the cave system where you can build a more easily defended base.
The challenge here is to properly balance your construction - should you be focused on mining through the mountain as quickly as possible, and re-establish a base inside it, or do you want to reinforce the base you already have, holding out for as long as you can?
Be wary - a dark secret lies in the heart of the mountain!

New Feature - Teleporters As A Transport Network!
Teleporters can now be used to quickly travel across the map!
Previously, teleporters served as an important tool to help players escape from bad situations. When health was low, you are teleported back into your base.
Now, you can set teleporters to one of three colors. Walking up to a teleporter and right-clicking on it will teleport you to a teleporter of a matching color, if it exists.
This makes it possible for you to maintain larger bases, as well as split your forces and travel quickly across the map!

Balance Changes
We've taken a large, thorough, look at the costs of player structures and made many of them much cheaper! This makes the game much faster-paced. We've also reduced the cost of weapons from the armory, making a top-down shooter assault more viable for players who choose that strategy!
In addition to making many structures cheaper, we've also made some changes to how some of them function. You will now move much faster on roads. Portal disablers have a much larger radius of effect. Fountains now heal much faster.
Full Price Changes
Wall Upgrade: 50 wood -> 30 wood
Dirt Road: 10 wood -> 5 wood
Grass: 10 wood -> 5 wood
Dirt: 10 wood -> 5 wood
Flowers: 10 wood -> 5 wood
Stone Road: 25 wood 10 gold -> 10 wood 5 gold
Water: 100 wood 100 gold -> 50 wood 50 gold
Bonus Paths: 50 wood 25 gold -> 25 wood 25 gold
Small Light: 50 wood 5 gold -> 15 wood 5 gold
Large Light: 100 wood 10 gold -> 30 wood 10 gold
Tree: 50 wood 100 gold -> 50 wood 10 gold
Bush: 100 gold -> 25 wood 25 gold
Fish: 100 gold -> 25 wood 25 gold
Pulsers: 150 wood 25 gold -> 100 wood 20 gold
Hidden Spikes: 300 wood 20 gold -> 100 wood 20 gold
Fountain: 500 wood 500 gold -> 300 wood 200 gold
Armory Upgrade: 100 wood 600 gold -> 500 wood 500 gold
Assault Rifle: 150 gold for 75 ammo -> 100 gold for 100 ammo
Med kit: 300 gold -> 150 wood 150 gold
Sniper Rifle: 100 gold for 15 ammo -> 150 gold for 20 ammo
Shotgun: 100 gold for 15 ammo -> 150 gold for 20 ammo
Immobilize Turret: 500 wood 300 gold -> 300 wood 100 gold
Repair turret: 500 wood 300 gold -> 300 wood 100 gold
Turret upgrade: 500 wood 100 gold -> 400 wood 100 gold
Shelter: 500 wood 25 gold -> 400 wood 25 gold
What's Next?
The good news is we're already making great progress on story chapter 4, which adds three new story missions in a desert setting! We hope to have this released in the coming months. As always, let us know what you think below! And follow us for the latest updates on Harvested.
Full Patch Notes
- Four new story missions
- Teleporters can now be used to create a transit network across the map
- Fountains now heal faster
- Increased speed boost on paths
- Increased effective radius of Portal Disablers
- Buttons to change light color now have a proper icon
- Stone can now be harvested more quickly
- Fixed issue where all drops were appearing as pistols on load.
- Fixed issue where resources were loading with the incorrect sprite.
- Fixed issue where bush images did not change upon regrowing
- Fixed issue where upgrade costs on the “upgrade” always reflected the cost of Tier 2 upgrades
- Price changes:
- Wall Upgrade: 50 wood -> 30 wood
- Dirt Road: 10 wood -> 5 wood
- Grass: 10 wood -> 5 wood
- Dirt: 10 wood -> 5 wood
- Flowers: 10 wood -> 5 wood
- Stone Road: 25 wood 10 gold -> 10 wood 5 gold
- Water: 100 wood 100 gold -> 50 wood 50 gold
- Bonus Paths: 50 wood 25 gold -> 25 wood 25 gold
- Small Light: 50 wood 5 gold -> 15 wood 5 gold
- Large Light: 100 wood 10 gold -> 30 wood 10 gold
- Tree: 50 wood 100 gold -> 50 wood 10 gold
- Bush: 100 gold -> 25 wood 25 gold
- Fish: 100 gold -> 25 wood 25 gold
- Pulsers: 150 wood 25 gold -> 100 wood 20 gold
- Hidden Spikes: 300 wood 20 gold -> 100 wood 20 gold
- Fountain: 500 wood 500 gold -> 300 wood 200 gold
- Armory Upgrade: 100 wood 600 gold -> 500 wood 500 gold
- Assault Rifle: 150 gold for 75 ammo -> 100 gold for 100 ammo
- Med kit: 300 gold -> 150 wood 150 gold
- Sniper Rifle: 100 gold for 15 ammo -> 150 gold for 20 ammo
- Shotgun: 100 gold for 15 ammo -> 150 gold for 20 ammo
- Immobilize Turret: 500 wood 300 gold -> 300 wood 100 gold
- Repair turret: 500 wood 300 gold -> 300 wood 100 gold
- Turret upgrade: 500 wood 100 gold -> 400 wood 100 gold
- Shelter: 500 wood 25 gold -> 400 wood 25 gold
