Fixed multiplayer game menu, "surrender" button works correctly Added more tooltips to buttons Graphics improvements Bug fixes
Balance and graphics patch
Improved UI in the global map window Multiplayer game speed has been increased Singleplayer upgrades prices have been changed Singleplayer levels balance have been slightly changed (earlier levels got easier) Prices of building mines have been decreased Frabbit gold price has been decreased: 32 -> 28 Some in-level spells got slightly cheaper Low level castle upgrades got cheaper
Rather big update
Mine prices in gold grow slower with every mine built Same for upgrades, higher upgrades got cheaper than they were Castle poison now damages higher hp monsters much more Castle poison upgrades got slightly more expensive Researcheable units' gold prices has been reduced by about 10% Permanent gold income gained by sending units have been increased slightly Spider orange send metal price has been reduced 5 -> 4 Researching new units in the campaign got cheaper Spell cards in the campaign's cards shop got cheaper Castle upgrades UI is remade 1v1 map size has been shrinked, amount of resources and rocks have been reduced Various bug fixes
Big patch
Singleplayer and multiplayer waves spawn closer to player's army (so, the battle starts sooner) Game speed range in options changed [0.8 - 1.2] -> [1.0 - 1.5] Default game speed changed 1.0 -> 1.25 Bug fix: camera movement speed not anymore affected by game speed Singplayer campaign levels 5 and 6 has been made slightly easier (more wave end gold rewards) Troll upgrade price reduced: 79 -> 78 Freeze spell buffed: it freezes bosses for 3 -> 4 sec, other units for 10 -> 11 sec Leaks in multiplayer and first level of the campaign are slightly less punishable Bug fix: hp bars doesn't anymore cast shadows Global map mine upgrade gold cost decreased: 10 -> 9 Upgrade related mine radius bonus has been increased by 6% (easier to reach distant resources by upgrading mines) 1v1 arena has been made smaller Weak arms spell slows down attack rate even more: -33% -> -40% Poison spell works stronger on units with higher hp (lategame poison is now more practical) Visual indicators added to rocks when aiming drill beam In single player campaign the number of initial spell/artifact slots has beein increased: 1->2 Spells got cheaper in the campaign's spell shop between levels ...and some other minor bug fixes and little technical improvements
Technical update
There were a plethora of little things fixed.
But the most important change is replacement of Unity physics with my own custom physics.
This brings two important benefits:
1. There won't be any risk of breaking determinism due to Unity physics. So, network game will be more stable, with much less cases of desynchronization.
2. Now I can create a system that will make sure the game doesn't end in case of network related desynchronization, but would rather quietly pick up synchronized state from a few moments later, and fast forward to the current state maintaining synchronization this time. This will remove any desync case except when a player had completely disconnected. This system will be added with the next patch.
This patch also includes a few small balance patches. For example, "freeze" and "weak arms" spells have become stronger.
Minor update
Small balance changes Small visual changes
Some bugs fixed
UI issues fixed in singleplayer campaign Spells from cards taken from global map to level now work correctly
New graphics are shining
The new graphics have been optimized to work with high fps.
Other changes: - multiplayer balance changes - singleplayer balance changes - some hotkeys are introduced - various little bug fixes - small UI changes - multiplayer game made slightly faster