Recreate all maps 2-1, 2-2, 2-3, 3-1, 3-2, and 3-3, which unintentionally became difficult after unit balance adjustments. (4-1, 5-1, 6-1 are not yet. ːsteamsadː)
and have been recreated.
Balance:
Adjusted the number of weapons produced in the because the unit was weakened overall.
removed from construction conditions for , , , and . You can now construct these buildings even if no have been built.
Fixed:
Early descriptions from the campaign stage will now stop when the game is paused.
Fixed an issue where moving units would not stop when resuming from a pause.
Fixed an issue where the X button in the , , , , and windows did not work.
정규 패치
Features:
Introduced optional objectives to the map. You don't have to achieve it, but doing it will give you extra points! I plan to continue to introduce them to other maps sequentially.
Now the play is over and the result screen shows the score.
Balance:
Previously readjusted the stages of the campaign that were unintentionally unbalanced after the major unit balance changes. (2-1, 2-2, 2-3, 3-1, 3-2, 3-3, 4-1, 5-1, 6-1)
정규 패치
Features:
A difficulty selection function has been added to the single/multiplayer maps. The maps other than and have not been worked on yet, so all difficulty levels are the same as the previous ones.
You can easily perform worker/combatant conversion for each Mill.
Improvements:
The research icon in has been slightly improved, and the lines are separated to distinguish the research types.
Item level and description, monster description, etc. have been modified to suit the changed balance. (I missed it last week... ːsteamsadː)
Item replacement cooldown has been greatly reduced. Items can now be replaced even if the skill cooldown is on, and the cooldown when first equipping the item has been reduced from 10 seconds to 1.5 seconds.
Changed the attack sound of Orc Rider to be slightly different from the normal Orc attack.
When the production of higher-level item is completed, the item of the unit of the same category is automatically changed. (If there is a unit without any item, that has priority!)
All retreatable units (which are usually all except Shieldmen) will now briefly retreat when their HP is not at the highest in the squad. (Previously, they only retreated when their HP was the lowest)
Balance:
Auto-mining upgrades that could be done at each mill are now the same and can only be done once. (Existing: Wood/Iron/Hide 3 times, Fiber/Coal/Stone 2 times, Sulfur 1 time)
Slightly increased the cost of auto-mining upgrades.
Fixed:
All structural problems on the stat calculation side have been resolved.
Fixed an issue where healers would sometimes fail to heal distant units after combat.
I planned to complete the singleplayer difficulty balancing this week, but the existing maps were randomly created, so they looked sloppy and were not suitable for balancing, so I decided to create a new one for the remaining 4 singleplayer maps... so I couldn't do the balancing this week ːsteamsadː
Removing the cooldown for replacing items is more risky than I thought and there are a lot of things to think about in the future, but I decided to commit it and fix it. The original intention of the item replacement cooldown was that the bugs would be produced indefinitely if the system was not equipped to make a replacement, and if it was replaced at random. (ex: stat system, this problem is fine now.) Since it is a fairly heavy operation, there is also a problem that if an infinite number of packets are fired per second, the load on the user's computer acting as a server is greatly increased.
See you next week with a new content feature ːsteamhappyː
Update
Features:
Added the single player map .
Improvements:
The single player map selection screen has been changed to be the same as in multiplayer.
Unit's size now scale slightly according to the weapon's grade.
Balance:
The stats of all units have been readjusted.
Adjusted the 1-1 difficulty level, which became more difficult as a result, to be similar to the previous one.
Fixed:
Fixed an issue that caused units to move strangely when equipped as soon as they are spawned.
Fixed an issue where campaign stages would not start. Thank you so much for reporting. ːsteamsadː
While editing the data to adjust the difficulty and expand the content in earnest,
I realized that the existing ARMOR stat balance played a role in defense so much that it either didn't break at all, or that once it did, the game would be lost. (Of course, it wasn't intended this way in the first place)
Therefore, if I lowered the armor stat, I had to readjust all the monsters that were set accordingly. (Otherwise you will end up with a terrible difficulty)
It was confirmed that the difficulty change was not significantly felt in the previous 1-1 ~ 1-5 campaign stages,
Starting with the 2-1 campaign, each singleplayer / multiplayer map may have a difficulty effect. (sorry I haven't checked all of them yet ːsteamsadː)
As a result, difficulty balancing work + improvement work will be done until next week.
Also two big bugs fixed this week are due to the addition of multiplayer. (Sorry for this too ːsteamsadː)
Therefore, I ask for your understanding for not being able to work on a lot of content this week.