Source: Steam Community (opens in a new tab)
Difficulty Levels Explanation
- Easy: Player starts with more health and mana. Health, mana, and damage grow faster as the player levels up. Reduced friendly fire.
- Medium: The default as currently found in the game
- Hard: Enemies grow in power by days passed, instead of progression through the campaign. Dying has a small chance to lose equipment. You don't recover health at the end of missions. Fewer allies are willing to help you on optional solo missions. Slightly increased friendly fire.
- Impossible: All the challenges of hard difficulty, but with a greater magnitude. The player has less health and mana. Roaming enemies are more likely to attack villages and the player's castle as time goes on.
Updated Items
- Avatar unit orders to select melee / ranged units by type now accounts for actually equipped weapon, not just the recruitment category
- Scale tower spellbook research from 1 to 2 times from campaign start to campaign end
- End of level screen expanded to show more items.
- Goblin dodge back animation now takes full damage if the player hits during the dodge
- Wandering Mania: Units that die from physics damage are now credited to the player, to account for push and fall kills
- Wandering Mania: Setup preliminary difficulty levels.
- Orgasinator: Increase black enemy castle pathfinding region and add missing enemies