Due to some bad numbering, the Barracks actually cost 50 Gold instead of 60. That's fixed now. Also, the rotational symmetry was broken, which made about half the maps unplayable! Also (x2), the Tutorials broke at some point along the way, so that's fixed too.
1.2.1 Patch
This is a quick one!
Barracks Cost 80 -> 60 Should make it easier to actually play the game. No more long pre-barracks phases, or heavy punishes when Barracks gets destroyed!
Also, bugfixes & Editor Symmetry improvements.
Base Wars 1.2 - The Lobby & Replay Update
SALE
To celebrate this huge update, Base Wars will be 50% OFF! This only lasts until the end of the month, so be sure to get it quick!
UPDATE
GAME REPLAYS
After an epic battle, what could be better than saving it away for review? Saving a Replay lets you go step-by-step through the action. Pause, rewind, skip to the end, it's all there!
PUBLIC LOBBIES
Unranked is great for jumping in to the mainstream maps, but sometimes you just want to play a 2v1 map with friends. Now you can! From the main menu, go to Online Games and notice the new tabs set up for just that! Spectate your friends and watch the action unfold :)
HISTORY VIEWER
Similar to the Replay system, you can now pause and review previous actions ingame. This minor addition makes sure that you won't have to remember anything necessary for playing with precision!
BALANCE
The meta's in a great place right now! There were only a few elements proving to be just a bit too centralizing. Let's take a look...
CARRIER
Units cannot act the same turn they are deployed
HP 50 -> 40
Cost 60 -> 45
Carrier's been overcentralizing both offensively and defensively. This significant nerf should greatly reduce its overbearing field presence while retaining its role in combat support.
FORT
Heal Range 8 -> 6
Attack Range 8 -> 5
Sight Range 12 -> 10
As the main building to defend, Fort did too good of a job defending itself. These changes make it much easier to approach and threaten safely, while still providing it with basic tools for self-defense.
CASTLE
Castle unlock Cost 100 -> 120
Castle units have surprisingly good reward for low risk. This raises the requirement to reach them, making the Castle upgrade riskier and more meaningful long term.
PLANNED FEATURES
This is not a final, definitive list! If you see something you really want, let us know and we'll prioritize it :) We're aiming to get them all done eventually, but there's a lot on this plate!
Balance First and foremost, we'll keep playing! The meta's got years ahead of it, and there's always some new strategies to balance check. Expect balance updates as needed, roughly once every couple months.
Full Campaign Intro The only thing actually missing from the game right now is a complete tutorial. Once that's in, the game's more or less complete!
Achievements Does anybody want Steam Achievements? Those are possible! We can do those.
Unranked Spectating Spectating is limited to Friendly Lobbies right now. If there's interest, we can add a mode to spectate other game modes as well!
Ranked Mode Ranked mode is Ready. It's waiting on an active community to call upon it from the heavens and support regular ranked games!
Steam Workshop For the mapmakers and replay enthusiasts out there, quickly share with your friends through Workshop Integration! (Is what it will say once this is done...)
Campaign Mode A singleplayer mode would be incredible in this game. The only reason it hasn't been done yet, is because of how many other important features there are. Even if it's far away right now, we have plans for this!
Map of the Month: Pinwheel
OVERVIEW
This is the smallest, fastest map in the game! Want a quick and bloody fight? This is the place! It's got 2 lanes, no space, and plenty of resources to fight over.
Serious combat starts as early as Turn 2. Some games end in minutes, while others display incredible tactical sequences! Can your Fort survive on a knife's edge while you counter-rush the opponent?
STRATEGY
Rich Resources are surprisingly hard to grab due to how easily they're punished. It's all about space denial and letting your opponent make the first mistake here. I recommend scouting both lanes and putting up Barracks ASAP- economy builds are much riskier to play here.
Optimal play is to fight both lanes and ensure the opponent doesn't get the space advantage. However, as the games go on, Orange usually wins one lane while Cyan wins the other- resulting in a base rush! The winner is whoever can weather the other's attack just 1 Turn longer.
BUILDS
P1) T1 Barracks | T2 Swordsman Outpost P2) T1 Barracks 2 Scout | T2 Swordsman Ol' reliable. Get right into combat and be ready to punish them for extending. Be ready to base rush and keep them honest if they go for an econ build. Draw a diagonal line through the map and kill anything that crosses it!
SUMMARY
Not much time? Like messy fights? Quick combat is what it's all about! Pressure both lanes or commit to one- either way, the fate of the game rests on how your units trade blows.
Map Editor Fixes
Fixed some reported bugs with saving & reloading custom alliances in the map editor.