Hydra - can be built as AP or tank. Can push enemies around with it's massive size and water spells.
Evolution Path: Evil Turnip -> Lizion -> Lizel -> Liziant -> Warrior of the Deep -> Hydra -> Hydra UU
Bug Fixes / Optimizations:
Reworked and optimized AI for creeps that actively hunt enemies. Affects both classic and survival mode.
Fixed bug where enemies with slow animations would occasionally cancel their attacks/spells midcast when hunting.
Fixed bug where ghosting could walk through buildings/trees
Fixed a bug where unit could get stuck if ability cancelled manually
Fixed bug where projectiles and dying units were preventing building
Improved accuracy of building placement (which tiles you can build on)
2x2 buildings collision now 7% smaller
Lowered volume of level up
Increased damage text size
Made a few optimizations especially in edge case scenarios but building may feel a bit more buggy. May revert this later.
Fixed bug where wind archer rapid fire ability would fire from the wrong location when knocked back
Fixed bug for "on next attack" spells where evolving or dying while spell is active would cause SFX to not appear again
Fixed bug where damage number text would not show properly if too many attacks hit the target at same time.
Fixed bug where using hold position could allow units to attack over cliffs
Fixed bug where ranged auto attacks and homing projectiles would target underneath buildings
Fixed bug where deflecting certain projectiles would make the projectiles invisible
Fixed bug where projectiles were affecting navigation
Various minor optimization
Fixed navigation issues around ring of trees/rocks at beginning for classic mode
Stat changes:
Disabled movement acceleration for most units so changing direction will not slow you down
Wraith now has permanent ghosting (can move through units)
Buffed black hole spell slightly and reduced cooldown
Slightly buffed Gust ability
UI Changes:
You can now still control your main character while selecting an enemy or ally. The other unit's stats/inventory will be displayed while the main character's abilities and evolution options will remain shown.
Main character will now automatically be selected in addition to any enemy or ally selection.
Shop menu can now be toggled with "P" hotkey
Esc hotkey now also closes the shop if it is currently open.
Updated default camera zoom to max
Survival Mode:
Lowered giant bear armor and HP
Goat Damage reduced 2->1 and attack speed increased sightly
Turtle thorns armor damage reduced 3->2 and armor reduced by 10
Wraith (Level 20) can now cast black hole and CDR changed from 40% -> 50%. Cast frequency increased by approx 25%
Added slight HP regeneration to human base towards the later levels
Added 3 additional levels. These should be much more challenging and require 2+ people.
Starting from levels 20+, levels award much more lumber for perks and next level only starts when the boss is defeated.
Monster Tag:
Note: this map currently seems to have fps issues :(
EXPERIMENTAL: Navigation tile size reduced from 19->5 so it might have a pretty bad impact on performance
The reason for above change is at higher tile sizes, the building grid doesn't quite match up
Completely reworked the custom monster tag AI.
When monsters can't reach you, they will now attack whatever is closest instead of trying to get closer to you first
While above isn't ideal, monsters no longer get stuck/jitter and pathing is much smoother
Removed cage at beginning of game
First monsters now spawn after 30 seconds
Scaled down dwarf warrior, walls, and grumb slightly. Scaled up basic tower slightly.
Added a stone block base under each building to look better on ramps
Rotated tower to show door
Hero's attacks now deal damage instantly instead of waiting for animation to finish
Added 2 new monsters: Zilzork, Cyclope
Added 3 new buildings: stone block, poison tower, lightning tower, base
Adjusted spawn times for each monster and removed periodic creep level up
Added 3 new abilities for dwarf warrior. Can get R ability at level 3
Fixed bug if monster has very slightly more movement speed than builder it can't attack
Further increased movement speed of all units
Disabled periodic gold income for monster tag
Fixed bug where navigating to edge of map may not have circle of vision centered over the unit properly
v0.24
General Changes:
Increased effectiveness of movement speed so all units now move 10% faster
Using a targeted ability or attack order on a specific unit now briefly flashes the selection circle to indicate which target
Paladin ultimate upgrades now have different skins
Wind Archer rapid fire spell can now crit for 40% of crit damage per arrow
UU Wind archer rapid fire spell AD scaling increased 25% -> 28%
Increased building range from 50->90 to make spamming buildings more smooth
Increased precision of navigation slightly for 1x1 units
Fixed bug where certain invisible objects (regions) were affecting pathing and causing units to walk in weird paths
Started work on new hydra hero which will be for undead team / extra survival mode boss level
Slightly increased size of return resources text
Survival Mode Dragon fireball damage 350 -> 200. Breath of Fire base damage 90 -> 50
Monster Tag Changes:
Added intial testing map with trees and cliffs (will be replaced by much bigger map later on)
Increased all units move speed by atleast 15% (+10% from move speed effectiveness buff)
Move speed of monsters now varies by +/- 15%
Spawned monsters now passively get stronger/faster every 3 minutes
Adjusted unit stats to be more reasonable
Added support for mining from goldmines
Updated model for arrow tower
Added new placeholder for base building which can train workers
Added new placeholder for tiny monsters which spawn every 5 minutes
Added win condition
Monsters now respawn after a while once killed
Monsters now spawn every minute
Fixed material for hero
v0.23
Fixed bug where undead main base could not attack Can now build stuff when multiple units are selected in addition to builder Made some experimental changes to pathing Started work on a new game mode
0.22c
Minor updates to survival mode:
Made alot of enemies weaker especially in early game.
Each additional player will now also increase creep XP bounty by about 55%.
Extreme difficulty mode will also give more XP bounty.
Increased time in between certain mid-game waves to allow more time for shopping, reading abilities, and building a base.
v0.22
Ultimate Upgrades:
All final evolutions can now evolve even further one more time called an ultimate upgrade. Each hero has at least 2 different ultimate upgrades to choose from. While ideally the ultimate evolution would give you a different hero, for now most of them just give bonus stats, enhanced abilities, or additional abilities.
Item Updates:
5 new items, 2 of which are temporary
Boots of haste dodge and CD removed. Move speed increased slightly and gold cost reduced by 150
Pre-alpha orbs (t2 items) now have required item components
Increased Ambers Bow burn chance 12% -> 14%
Reduced effectiveness of dark sword (t4) but made it slightly cheaper
Staff of focus cost reduced slightly
Unit Changes:
Cryomancer Ultimate Ice Defense Spell is now not cancellable since it can be confusing whether the spell is beginning to be cast
Re-enabled collision for wraith due to being able to move through walls
Reduced Paladin HP per level from 75 to 60
Reduced AD scaling on paladin Q spell
Reduced HP per level from shield master from 150 to 100
Made Undead Berserker R spell animation faster and fixed issue where berserker could not do anything until animation fully completes
Wraith W spell now only silences for the first 2.35 seconds instead up to 5 seconds while inside the circle
Wave 20 Wraith (Survival Mode) now summons a giant skeleton captain with more HP and ghosting.
Bug Fixes:
Fixed issue where certain projectiles disappear if passing through a unit or object (visual bug)
Known Issues (new):
Certain projectiles go invisible when they are deflected
Undead Citadel does not seem to attack anymore
Game Servers Online!
Game Servers Now Online! (Event Over) Will be leaving servers online until April 30 unless any game breaking bugs are discovered. The servers being used are low-tier servers costing up to $2 a day in total. Any help testing would be greatly appreciated! The goal is to see how good the performance of the servers are so I can decide whether server capacity can be increased or if server tier needs to be upgraded.
Current Server Capacity Limits: Lobby Server - supports up to 30 concurrent players Game Server - supports up to 2 concurrent games and is located in US WEST
Note: Pressing play button and then cancel matchmaking will take up one game session which will take about 1-2 minutes to terminate. So if possible it would be ideal to not cancel matchmaking once it has started.