Now it's already March, the multiplayer release is coming closer and closer. And here are the highlights for this update.
Highlights:
As we're still busy with the multiplayer and the work on the map editor will be started for 0.9.10, there is not much for singleplayer right now. But of course we have some stuff for you and the usual multiplayer update.
Alliance Flags
As leader of an alliance you're now able to create an own flag for your alliance. We added a few different patterns and emblems you can combine and of course you can adjust the colors for background, pattern and emblem. Your flag is shown in your alliance and in the leaderboards next to your alliance members. We might add it also in-game in the future.
Balancing
So far it was the best tactic to sell all towers right before loosing a game to get a higher gold score for your game. Of course that's a little stupid, so we now added the value of the built towers to the gold value, so you don't need to do this anymore.
Multiplayer
In multiplayer now everything is synchronized. We had some first test sessions with a lot of bugs you can be happy to never see. The good thing is that they're fixed. So besides small features and optimization the focus now lies on gameplay testing and improvements.
Full changelog:
Enhancements:
the leader of an alliance now can create a flag for the alliance that is shown in the alliance and the leaderboard
added functionality to use maps loaded from Steam Workshop
added more monster sounds
Balancing:
value of towers now is count into the gold value for the highscores
Fixes:
Tornados now are smaller to improve the sight
loading Classic Mode game works properly again
fixed typo in a tooltip
fixed another bug that caused player to be able to try to summon a fourth element when third one of a kind was still on the map
hint on profile page now is only displayed when not already logged in
Savegame creation now is more robust
fixed bug that caused tooltip not always being high enough
fixed bug in the condition of the Gold Fever quest
several untreated exceptions in code now are handled properly
What's next?
As mentioned above, the next multiplayer steps are adding new small features, improving the existing functionality (especially the synchronisation) and testing and improving the gameplay. Furthermore we'll add the first skills. For each match in multiplayer you'll get some experience points that will increase your level. For each level you'll be able to spend a skill point. The skills are meant to specialize on play style and improve your tactics there.
For mod support the next step is to create the map editor. I'm not sure if it will be done for 0.9.10, so maybe it will be part of 0.9.11 in four weeks. We'll see. So far it's possible to play maps downloaded via Steam Workshop, but uploading them to the Workshop will only be possible when the editor is done, so currently this feature is useless. But when the editor is done you can freely create new paths or edit existing ones.
For singleplayer I would like to further improve the balancing. I have the feeling some towers aren't as good as others. If you have opinions on that, feel free to give us feedback via the discussions, in-game or in our Discord.
Elemental War 0.9.8
Another two weeks have passed, so it's update time again!
Highlights:
We're still very busy with the multiplayer, but here are the most important changes in this version.
Mod Support
It is possible now to save every map in the game. Those saved maps can be edited (if you like to change paths), loaded and be played again. The editing has to be done in the map file with some text editor for now, but I think we'll add a small path editor in the next updates. You can switch between the official maps and the mods in the level selection menu and each mod also has support for a complete leaderboard as the official maps have. In the next update(s) we're going to add a map sharing feature, so you can just upload your map and everybody else can play it as well. The best maps might even make it into the official map pool.
Tower Overlays
Sometimes it was annoying in the higher waves to find the tower that contained a specific item you wanted to give to another tower or to see which towers you haven't upgraded yet. These informations now are displayed above each tower. Also the full utilization of status towers is displayed there. Additionally when hovering a tower or pressing left alt key, you'll see the level of the tower.
Multiplayer
The multiplayer again made some really great progress. It's now possible to synchronize upgrades, selecting target and (little spoiler for the game mode we're working on) send monsters to the other team. It needs to be tested more and there are a lot of small things left to do, but I think we can start testing and improving the gameplay with 0.9.9.
Full changelog:
Enhancements:
it is possible now to save maps
added sound for Mole Tunnel event
unofficial maps now can be played again
unofficial maps now have a leaderboard
added tower overlay showing some important infos to make finding relevant towers easier
added hint why login/register button is greyed out
added icons for monster element resistances
added hint when auto save was performed
added new quest
Balancing:
Sacrificer now can no longer Sacrifice monsters with higher tier
optimized status limits
Healer ability now uses the maximum HP of the Healer instead of the target for the healing effect, to decrease effect on elementals
reduced damage of Spike tower
Fixes:
reduced size of savegame when Sphere of Sphere tower are on the map
interval between two sacrifices now really increases
if Leviathan is on the map in Hero Mode while player restarts the game, rain effect is properly removed now
hut of Money tower now is part of the preview image
fixed bug that caused an exception when loading invalid savegame
fixed bug that caused player to be able to try to summon a fourth element when third one of a kind was still on the map
small improvements on CPU performance
game configuration now is stored in correct section in the ini file
when loading a savegame score now is always saved for the correct map
towers built in benchmark don't count for tower statistics and achievement Collector anymore
fixed bug that caused input settings not to open from running game
region button on highscore box now has hover effect
reduced UI updates when an active item is in cooldown
hopefully fixed error that caused tooltips sometimes not to be removed
camera movement now is disabled while hovering Quest button
fixed pink monsters when they get killed while being fossilized
What's next?
For multiplayer the next steps are to synchronize some last stuff like some abilities (Hiker, Rainbow, rotation of Money tower...), lives (currently both teams share the same lives) and others.
Besides that we'll start working on the prorgess system. Each multiplayer match will give you some experience points that will increase your level at some point and for each level you can buy a skill to improve your offense or defense and individualize your tactics.
For singleplayer we'll improve the mod support by adding a map sharing functionality. This will work via our server and via Steam Workshop. I'm not used to the Workshop yet, so I can't estimate if it will work until 0.9.9, but at least it's planned to get it into that update.
And for those of you that are alliance leaders we will introduce alliance flags that are somehow customizable. So you can select some patterns and colors. The flag will be shown in the leaderboards and maybe also ingame, at least in challenges. But the ingame part is a future step and won't make it into 0.9.9.
We hope you enjoy the new update and are looking forward to get your feedback, either here in the discussions or in our Discord at https://discord.gg/bwnuXq9.
Elemental War 0.9.7
Wow, already reached the second month of the year. Time passes really fast, so here we go with a new update for Elemental War.
Highlights:
As usual we have some version highlights we want to present you besides the full changelog. Besides a status update on the multiplayer progress, we have the following for you.
Achievements
This update contains the first 10 achievements. We added some that are not too hard to achieve, but others will really hard to reach. We hope you enjoy them. There will be more in future updates, but they have no top priority at the moment.
Balancing
This update's big balancing change affects all towers with status changes. Each of these towers now has a maximum of targets that can get the status. This maximum counts per tower type, so e.g. all Stun towers together can only Stun x enemies at once. This change it meant to stop players from permanently slow/stop all enemies and be able to stay alive forever in Survival and Hero Mode. The limits aren't too low to affect normal games though. If you still encounter issues with that, please let us know.
Multiplayer
Multiplayer made good progress too. We're now able to load multiple fields (one for each team) and synchronize tower building and most tower abilities. Still a lot to do though, see below for details.
Full changelog:
Enhancements:
added the first 10 achievements
added new input setting to configure whether mouse shall be locked to window or not
inventory position now is stored/restored
Money tower can be rotated now
cooldown for some towers is now visible in tower info screen
utilization now is visible in tower info screen
added and improved some monster sounds
added new quest
quest for Water of Life now shows the progress
with multiselect when towers have different target or status modes it is marked now and changing it will properly reset to default mode first
Balancing:
towers with status changes now have a maximum number of enemies they can give their status at once
Fixes:
fixed pooling of monster minimap markers
fixed bug displaying wrong background texture for the path preview when opening level select menu after tutorial menu
fixed sound of Rage tower not being hearable
fixed bug that caused input menu being invisible when opening it ingame
upgrade of Money tower doesn't change its orientation anymore
fixed bug that could delete monster camera when a monster was selected when finishing the game
added missing special event icon
Shadow Golem now doesn't show a level anymore in its name
hovering of Gas Bubble and Frozen Treasure works now
projectile of Black Hole tower is visible now
highlighted Black Hole looks a little better now
fixed bug that caused towers with multiple targets not always to attack their maximum amount of possible targets
it's not possible anymore to sell towers multiple times using multiselect
fixed null pointer access when Ritual Site is removed while Shadow Golem is on the map
fixed small performance problem with Sun towers
fixed problem when loading a saved game
Tab to jump between input fields works again
damage of Arcane Shield Generator works better now
slightly improved CPU performance
monsters caught by Griffon now drop gold
fixed bug that caused player to get too less gold for monsters respawned by Hydra ability
fixed English tooltip for Root Nexus
fixed rotation of Elf Archer projectile
the first monsters in Survival Mode don't spawn at once anymore
What's next?
As mentioned in the highlights, the multiplayer made good progress. Until the next update we're going to synchronize also monsters, tower upgrades and some other minor stuff. When that's done we should have a working base and we just need to improve, test and fix a lot.
While testing today's update I found some interesting CPU activities in the profiler. Most of them are related to the UI, which is updated way too often (or too much is updated too often). I'll try to reduce these updates to save CPU time and so increase the framerate. There are also some small improvements already contained in this update, but I don't think that they'll have a noticable effect.
As there was the wish to support saving and loading of randomly generated maps we're going to add support for that in the next update. In the first step you will be able to save, load and play maps and have an official leaderboard for each of them. You also can share them with each other by sending the level file to someone else, but there'll be better ways for that in future updates. You can also modify the paths in the level files afterwards, if you like. Some kind of level editor will follow in the future, too, so you can see how your path will look like as the format is very simple.
We hope you enjoy the new update and are looking forward to get your feedback, either here in the discussions or in our Discord at https://discord.gg/bwnuXq9.
Elemental War 0.9.6
The second update this year and of course it includes again a lot of fixes and improvements.
Highlights:
As currently the focus is on integrating multiplayer, the singleplayer won't get so many new features. But of course you'll still get some new stuff with every update. So here are the highlights for this update.
New Quests
Hero Mode got two new quests to unlock new powerful items that will help you to defeat the monsters. Furthermore version 0.9.6 contains a fix for a bug that prevented an already implemented quest to start. So in total you can play three new quests now.
Monster Sounds
Did you ever play Elemental War and thought it would be nice if you could also hear the monsters? Well, 0.9.6 introduces monster sounds. Not every monster has a sound yet, but there already are a lot with sound and in my opinion it's a really nice addition.
Balancing
This time there were just small adjustments for the balancing, 0.9.7 will do more on this end. The biggest change is that Death tower is weaker now. Pre 0.9.6 he could even one-hit monsters in the end game. Now it's damage is limited to 2000000. That's still enough to one-hit until around wave 50, but it's not the best tower in endgame anymore. Also its damage bonus will only take effect when the target has <= 50% of its HP.
Multiplayer
Well, you can't play it yet, but of course we made some progress with multiplayer too. Besides a meeting regarding what kind of mode we start with first we now are able to start a game on all clients at once with the same map. Still a lot to do though.
Full changelog:
Enhancements:
added hint when reaching 100000 gold because at this point you won't get interest anymore
gold display of monsters now fades out in a nice way
added icons for Gas Bubble, Ghostlight and Frozen Treasure
added new quests
added sounds for some monsters
added icon for special event message
added icons for the modifiers
Balancing:
skeleton spawned in Graveyard environment is weaker now
increased time until an elemental spawns in Survival Mode (2 minutes => 3 minutes)
weakened Death tower (instant kill => 2000000 damage)
Death tower now can only use its bonus when target has less than 50% of its HP
Fixes:
it's not possible anymore to interact with the game while ingame menu is opened
if the target of the griffon is killed while he's already sinking and he can't find another target he doesn't fly into the ground anymore
mole tunnel tower destruction now also takes place when game is paused
when a hovered monster dies the info screen above it will be disabled now
reduced bloom effect of Resurrection particle
Joker doesn't fly anymore after position change
small performance improvements when showing a lot of earned gold
fixed script bug in Desert environment in Hero Mode
fixed memory leak in Desert environment in Hero Mode
attack speed and monster speed should also be translated correctly from number to text when it's really close to the next threshold
accepting a challenge now directly enables the button to buy a modifier
while quitting the game news aren't displayed anymore
fixed corrupt shader with Hide and Fossilize
clicking on "Play Challenge" now also visually updates the map game configuration
when clicking on an item to equip it on a tower the next item on this slot is no longer highlighted
it's easier to solve quest Fastening Technique now (requires just 100 monsters at once instead of 200)
moving item to a slot moves it now really to that slot and not always to slot 0
fixed saving/loading of game in Hero Mode when quest is active
Ghostlight in swamp can't be sacrificed by Sacrificer anymore
quest description now is below dialogs
in case Earthquake tower is blocked while the block reaches the top it stays visible now
quest 'Risky Trip' now can be received
calling first wave in Survival mode now works again
when a tower was selected when finishing a game the next game works now correctly
target mode button is hidden now when ability of Rainbow tower is activated
What's next?
The multiplayer will get basic synchronisation including towers and monsters. Therefor we have to get rid off some random events. This might be a lot of work, but I think I can do it in two weeks besides the other stuff.
For singleplayer we'll get more quests, some UI improvements, balancing, (hopefully) LOD as mentioned two weeks ago and first achievements.
We hope you enjoy the new update and are looking forward to get your feedback, either here in the discussions or in our Discord at https://discord.gg/bwnuXq9.
Elemental War 0.9.5
The new year has begun and we were busy to get the new update finished.
Highlights:
For version 0.9.5 we started working on the multiplayer. But as it will take a while to reach a point where we can release something playable we are also working on improvements for the singleplayer/alliances. So, as usual, here are the version hightlights.
Challenge Modifier
For those of you that already founded or joined an alliance that wondered what the alliance chest is for: Well, now you can spend your gold for challenge modifiers. When creating a challenge or accepting one, you can buy a modifier. This modifier will be applied to the game of all enemy alliances in the challenge and make their game even harder. You can e.g. reduce the start live count, increase the HP of the monsters or block some random fields on the map. That's really mean and so it will be a lot of fun!
Balancing
The balancing improvements continue. This time we changed the spawn amounts in Classic and Hero Mode. The monsters now are grouped by strength. Stronger monster types spawn less monsters, but each of them is stronger now, while weaker monsters spawn more, but weaker monsters. Example:
Dragons are strong monsters, so there will be less spawns of them, but each Dragon has more HP. A Giant Rat is a weak monster. When they spawn there will be plenty of them, but each with less HP than the average monster on this wave.
Full changelog:
Enhancements:
for challenges now modifier can be purchased with the gold in the alliance chest
items in inventory now can be reordered
Balancing:
spawn amount of each wave now depends on the kind of monster (Hero and Classic Mode)
start of Survival Mode is slightly more difficult now
drastically nerfed Money tower: monsters have to pay their fee just once now instead for every Money tower
Fixes:
it's not possible anymore to create empty names for users or alliances (also not just using spaces)
target mode buttons aren't visible anymore in upgrade menu
target mode now can also be changed in multiselect mode for all selected towers
fixed long tooltip titles not being shown
fixed scrolling in help menus
Gulp should work again properly when there are multiple of it
after first sacrifice the sacrifice button shouldn't be greyed out anymore
sacrificing a tower now frees the build slot again
added tooltip for sacrifice button
fixed orientation of Death projectile
after an upgrade tower effects aren't highlighted anymore
fixed bug with status changes when a savegame was loaded
fixed bug that caused monsters to become much faster than they were allowed to
notification to choose region now only comes up when really the profile was opened
monster element tooltip is context sensitive again and now shows their resistance
fixed script error when finishing a game
water for Water of Life quest shouldn't float above the ground anymore
with multiselect selected towers now are directly highlighted again after upgrade
spawns display in Survival score slot machine shows correct formatting now
effect of Shock Wave looks more powerful now
maybe fixed error that caused tooltips to be not removed
fixed bug during path generation that caused wall standing on the path in a certain combination
a restarted game now doesn't break anymore when using an active item
restarting a level now removes the path preview
What's next?
On the multiplayer side the next goal is to start the game and build the basic architecture to synchronize everything while playing. Also we'll decide what the first game mode(s) will be (I guess we'll start with a coop mode, but let's see).
Besides that we'll continue improving the balancing. If you think any towers are too strong/weak, please let us know.
On the content side we'll add more quests now. We received no feedback whether you like the idea of unlocking items through quests, but I do. And we have so many more cool items!
The last big bullet point is to get back to improving performance. We're going to start to add proper LOD variations for the monster models. For those that don't know what LOD means: LOD = Level of detail. Doing so we'll decerease the amount of triangles used per monster, especially when they're far away from the camera and it doesn't matter if there are additional details or not as you won't be able to see them anyway. This will help to get better performance with many monsters on the map. Besides that we'll profile the game and see what else can be improved.
All these things will be ongoing processes, so each of the next updates will contain stuff for them. If you have any other wishes or ideas, let us know.
We hope you enjoy the new update and are looking forward to get your feedback, either here in the discussions or in our Discord at https://discord.gg/bwnuXq9.
Happy New Year!
Happy new year from Clockwork Origins to all of you!
2018 was a great year for us with the early access release of Elemental War, a project I personally worked on for several years now, first released as Gothic 2 modification in 2010, and now the standalone version. We got good feedback and released a lot of new stuff already. But what are the plans for 2019? Here's a short list of the most important things we're going to work on during the next months:
Multiplayer: the lobby system was done for version 0.9.5 (won't be accessible though because it makes no sense), now it's time to start working on the synchronisation stuff while playing. It's a big feature and also a big challenge and we're really looking forward to it. It will take some weeks until we can release it, but I hope we get at least a first game mode done in late Q1.
Balancing: We already started to try some changes for the balancing. 0.9.5 continues that with changing the spawn amounts depending on the monsters that will be spawned. That means a wave consisting of e.g. Giant Rats will spawn more monsters than a wave of Dragons. Therefor the dragons will be stronger now. Besides that we'll have a look on the abilities and towers because some might be too weak compared to others and vice versa.
Performance Optimizations: While the performance already improved compared to the initial release, there's still potential left. We're going to improve that during the next months so the game will run better on all machines and also powerful graphic cards really benefit from their power. We'll start improving performance again with 0.9.6.
Bugfixing: A thing that we'll never stop is bugfixing. When you find bugs, please report them either here in the discussions, in Discord or ingame via the feedback functionality. If it's a blocker we'll release a hotfix as soon as possible, almost everything else will be fixed in the next patch (except it's a big issue that might take longer)
More Content: We didn't get much feedback yet what you like most and what we should improve/add more content for first. The last updates added a lot of stuff for the alliance system and we hope you like it. Now we're first going to add more quests so you can unlock more items in Hero Mode. So let us know what you like most and for what you would wish more content and we might give it a higher priority.
We hope you enjoyed your year 2018 and you'll accompany us in 2019 and help us with feedback, reviews and - most important - playing and enjoying Elemental War.
Elemental War 0.9.4
Just a few days left until christmas and of course we have some presents for you!
Highlights:
While version 0.9.4 doesn't introduce new big features like the previous releases it focusses on improving the existing features and adding some requested new ones.
Christmas Gift
As christmas gift all of you that play until the next update in two weeks will get the treasure map as an exclusive item for Hero Mode. This item won't be unlockable outside christmas time.
Target Modes
The target modes are a feature that was often requested so far. Previously the behavior for normal towers (those without any status change) was locked, so they always chose the target closest them when their previous target was killed/out of range. Now you also have the option to change that behavior and prefer the enemy in range that is closest to the end portal.
For towers with status changes the behavior was different. They always ignore the target you set in first place and try to give their status to every enemy that doesn't have it yet. While this should make sense in most cases, you are now also able to disable this behavior. By doing so, the first two target modes are always respected.
Balancing
With this update we changed some first parts of the balancing. This will be a steady process of tweaking here and there. The main change in 0.9.4 is that the time between two spawns of a wave isn't fixed to two seconds anymore. Instead the time is reduced with every spawn. This will make also the first waves a little harder as you can't rely anymore on your old tactics.
As you will have to spend some more gold in the base towers we also slightly reduced the price of the first element tower and increased the damage of the Ballista.
Feel free to leave your opinions on these changes and what else might be necessary to change.
Full changelog:
Enhancements:
shortcut for accepting to sell a tower now has the same shortcut as triggering the sell process
gold for sold towers is shown above them now like for killed monsters
benchmark now is in the video settings menu (just in the main menu)
drastically improved optics of element tooltips
drastically improved optics of tower upgrade tooltips
for towers with a target it's now configurable whether they shall attack the monster closest to the tower (that's how it actually is) or the one closest to the end portal
towers with status changes now can be configured to behave like normal towers instead of spreading their status on as many monsters as possible
added hint for players that are logged in but not in alliance so far, that there is the possibility to found/join alliances
added hint for players that are logged in but don't have chosen a region yet that it's possible to do so now
new item is exclusively unlocked during the Christmas version
added visualization of Mole tunnel event
added visualization of Phoenix respawn
added visualization of Resurrection ability
added visualization of Earth Golem respawn
added visualization of Hydra respawn
water orb now looks more like water
by Hydra respawned monsters now are smaller than the original
added more interesting background to character portraits
added better highlighting of hovered/selected monsters/towers
improved tooltips
Balancing:
reduced price of first element tower (155 => 90)
in Classic and Hero Mode the time between spawns is reduced with every spawn per wave (reset to two seconds when the next wave starts)
in Survival Mode the time between two spawns is decreased with every spawn
reduced speed of very fast monsters (> 3) to 3
increased cooldown of Sacrificer ability (15 => 25 seconds)
speed bonus of Flight Instinct now is limited
Teleport and Crasc now also have a minimum distance to the end portal they have to respect
reduced bonus of Gregarious Animal (3% => 2%)
reduced bonus of Double Time (5% => 2%)
monsters respawned by Hydra or Resurrection now always give a minimum of 1 gold
"Start challenge" text is now not longer anymore than the button is wide
Newsticker isn't shown anymore when trying to exit the game
rank per game mode in alliance tooltip isn't displayed anymore when at least one player already played the game mode
Elementals and special monsters now are ignored by Quicksand event in Desert environment in Hero Mode
tooltip for play challenge button in Play menu now also shows the current challenge ranking
accepting/declining entry request now correctly reduces the markers
when trying to join the same alliance multiple times news for it isn't generated multiple times anymore
alliances that accepted a challenge but didn't play then now are respected for the scoring in the end
unified score calculation so display and sometimes upload error of scores should be history now
game now can not be paused anymore while highscore is displayed
fixed monsters sometimes being stuck in their animation or not being removed anymore
Creating challenges should work for all languages now properly
set threshold for rotation with right click now is ignored when selecting target for a tower
restarting game from highscore panel now works also when message box is used for something
tower placement marker now has the same color as tower hover/selection marker
founding an alliance now works again
tree in Forest event only blocks enemies when falling down
after finishing/aborting the quest for the Life Essense the flask now is removed
after leaving Forest level the falling tree now is correctly removed
portals now fade in and out smoother again
slightly improved The Maze
improved selection of towers and monsters
UI now also works for ultra wide resolutions like 3840x1080
it's not possible anymore to give alliance an empty display name
fixed animation of mine spawn
selling multiple towers at once works now properly
sold towers shouldn't pop up anymore after their animation
if elemental spawn is triggered during shutdown of a game elemental won't spawn now afterwards anymore
when equipping an item with a single mouse click while in the next inventory slot an active item is placed, the active item isn't triggered anymore
when hovering monsters in a group elementals are always preferred
in case a button is enabled directly underneath the mouse it gets hovered now
map list now can be scrolled with mouse wheel
added scrollbar (readonly) to level select menu do indicate that there are more levels than visible at first glance
We hope you enjoy the new update and are looking forward to get your feedback, either here in the discussions or in our Discord at https://discord.gg/bwnuXq9.
While working on the next update we'll also start to work on the multiplayer part of Elemental War! It will take a while until you can play it and we will provide other features/fixes/improvements during that time, but that's the new big feature coming in 2019.
Merry christmas from Clockwork Origins!
Hotfix 0.9.3 rev2863
Sadly we found a bug today that blocked players from founding new alliances. That's of course a blocker as the new alliance features were the main features of the latest update. This bug now is fixed, so feel free to found alliances and challenge us!
Elemental War 0.9.3
It's time for another update and we have some really cool stuff for you again!
Highlights:
Version 0.9.3 introduces some really new cool features focussing on the alliances and community features in general.
Alliance Challenges
In 0.9.2 we already introduced alliances and a few alliances already have been founded. Now, in 0.9.3, we added challenges for the alliances. The leader of an alliance can configure a game configuration (game mode, difficulty, element mode and map) and a time frame for the challenge. Every other alliance can participate in this challenge. While the challenge is running all score for this configuration are not added to the normal leaderboard, but instead collected for this challenge. When the challenge is over the alliance with the highest score wins and earns some points in the new alliance leaderboard and some gold for the alliance chest. The gold is not relevant yet, but will become relevant in one of the next updates. The challenges will be a lot of fun, so try it out and send us your feedback!
News Feed
In the main menu of Elemental War we added a news section in 0.9.3. On top you'll always see the version highlights, explained by one of the characters in Elemental War. So even when not reading the changelog in the update news or the readme file in the download folder you will be able to see at least the hightlights.
Below that you can see a new news feed with the last events happening in the game, e.g. new alliances, changes in the top 3 of the leaderboard, new challenges and more. That way you will always be able to directly see what's happening in general and also things that are interesting for you or your alliance.
Full changelog:
Enhancements:
for the country settings the corresponding national flag now is displayed
added news section in main menu
added an alliance leaderboard
it is possible now to select a monster and set it as global target for all towers
improved look of quest view
alliances now can create challenges and participate in them
restarting a game is now also possible from highscore panel at the end of a game
restructured alliance menu and moved it to main menu
moved statistics button to profile
added new score ranks showing a new rank based on the sum of the scores over all maps
enabled new quests in Hero Mode
Fixes:
fixed empty map when choosing random map
it is not possible anymore to sell same tower multiple times
names in the member list of alliances now are displayed correctly
one can now get the last crystal for the last element in Hero Mode
when clicking on cancel on the hint for login on first startup login menu now really isn't opened
now there are also visually only three item slots
fixed several display errors here and there
ability "Sacrificer" now ignores ghost lights, frozen treasures and gas bubbles
path texture in iceworld now is correct
restarting a game now properly stops special events in settings
fixed selection marker for frozen treasure for Lichlord quest
fixed bug that sometimes caused invisible enemies to be displayed incorrectly
scrolling in dropdowns is much faster now
We hope you'll enjoy the new update and are looking forward to get feedback on the new features! So let us know what you think, either in the forums or in our new Discord channel at https://discord.gg/bwnuXq9
The next update will be released in three weeks (December 21st) instead of the usual two weeks as I'm on business trip for my day job for the next 10 days. I'll try to look into the forums and discord as often as possible. The update will focus on improving the existing features and add some new quality of life stuff like the new target modes for towers.
Hotfix 0.9.2 rev2745
Due to two bug reports we received around an hour ago we decided to fix them and upload a hotfix.
Thanks for reporting these two bugs.
Changelog:
fixed empty map when choosing random map
it is not possible anymore to sell same tower multiple times