Another big "thank you!" to all people who have participated in the Beta for Warparty. We couldn't have reached this point without you. Below follows a summary of important updates and changes since the last Beta build. What follows is a full detail list of changes so far for those interested.
Kind Regards,
- The Warcave Team
Early Access Summary
Ranked 1v1 Matchmaking with Leaderboards and Divisions.
Dedicated Servers for Ranked Matches.
Significant Networking Changes for more stable gameplay.
Optimization Enhancements.
Improved Keybind Customization.
Better Fog of War, with scouted Buildings and Resources remaining visible.
Visualization of queued commands.
Visual and Structural overhaul of various beta maps.
New 1v1 map, the Overlook!
Various balancing tweaks both Military and Economically.
Brand new Upgrades to invest in!
New Music and Sound Effects.
Various in-game Wiki improvements.
A large amount of Bugfixes.
WARPARTY Early Access Detailed Patch Notes
Controls
You can now bind extra Mouse Buttons.
The “Commands” tab in “Controls” now features a dropdown menu for “General”, “Wildlanders” and “Necromas” to filter global and faction specific keybinds.
Keybinds are no longer shared between the two factions (e.g. Building a Farm can be rebound to a different key for the Necromas and the Wildlanders).
The “Gameplay” tab also features the same dropdown for selecting units and powers unique to each faction.
The setting for “Camera Panning Speed” has been renamed to “Mouse Sensitivity” in the Settings window.
The “Ping” tool functionality now also works when clicking the ground instead of just the minimap.
Double tapping the “Select Chieftain” hotkey will now move the camera to the Chieftain location.
A “Repair” button and corresponding hotkey are now available for Worker units in the action panel and hotkey settings respectively.
The Escape key can now be used to exit prompts from menus.
“Show Interactor Indicators” has been renamed to “Show Villager Slots” in the Game Settings to be more clear about its functionality.
“Select Unit All Type” has been renamed in the Controls Settings to “Select All Visible Entities of Type” to be more clear about its functionality.
“Ping Minimap” has been renamed to “Flare Minimap” to be consistent with the “Flare” button in-game.
“Kill Unit” has been renamed to “Kill Entity” to clarify it also works on buildings.
“Smart Queue” has been renamed to “Queue Multiple” to better show its functionality.
The default key for “Cancel Command” and “Cancel Queue Item” have been set to ‘V’ for consistency.
The “Idle Villagers” button in the HUD has been given a visual button to be more clear. This button also carries an explaining tooltip.
The “Idle Villagers” count can now surpass 9.
Double Tapping a control group with only units will now snap to the largest group of units rather than the closest unit.
Upgrades and units in progress will now display a tooltip when hovered over.
Tooltips will now appear near the object they’re referring to rather than a set position.
Gameplay
General
Buildings, Crystals, Berry Bushes and Shrines will now persist through the Fog of War once revealed, and will show a snapshot of the last time they were visible.
Crystals, Berry Bushes and Shrines are now revealed at the start of the game.
Crystals and Berry Bush groups will now display a single icon for their position instead of multiple to avoid minimap clutter.
Placement of white building blueprints is always possible now, preventing players from “scanning” positions with a building blueprint. Invalid placement will result in the blueprint disappearing when the worker unit arrives.
You can now right click the white building blueprints with any villager to start the construction of the building.
The reveal mechanic has been refined. Losing your last settlement will start a one minute timer. After this timer reaches 0, all buildings for the affected player will be revealed for opponents, with the exception of Settlements. Building a Settlement will undo this revealing effect. Units will not be revealed.
Losing all your buildings will now mark you as defeated.
Worker units have received a separate repair command to give more control when assigning them to damaged buildings.
Right clicking an allied or owned building with a military unit will make the unit move to that building.
Right clicking a friendly unit will now make your units follow that unit until they get close enough.
Visualization for queued commands has been added! Different coloured lines represent different queued commands.
Visualization for rally points from buildings has also been added to better highlight where units will move to upon spawn. This line will also move along units carrying the rally point. It is also possible to shift queue rally points.
Unit upgrades that increase stats are now shown separate from their original stats and coloured to show their effects more clearly.
Lobby Settings that are standard for Ranked matches have been renamed to “Standard”.
Standard Resources for a game is now 250 Food and 50 Crystal.
Added a “Deathmatch” setting which starts players with 10,000 Food, 5000 Crystal and 1000 Power.
The base movement speed of all Military units has been increased by 1.
Maps
Winter Canyon 1v1 has received a rework! More open space and rebalanced ressources are major parts of the overhaul.
The Ring 1v1 has received a rework! Significantly more space was added, as well as more Shrines and paths to each base. More Wild Dinos have also been added.
Winter 2v2 has received a rework! More space was added to each base. Various cliffs were reduced in size to allow easier vision as well. More Wild Dinos have also been added.
Powers
Powers have been reworked. Previously global effects have been made targeted Area of Effect powers. We wanted to increase the amount of thought and management that goes into the use of powers. Additionally, the cost of powers was so high in conjunction with important building also costing power that players weren’t able to use them as often. As such we’ve als reduced the cooldown and costs to make up for the reduced effectiveness.
Thunder now costs 75 Power with a cooldown of 10 Seconds.
Vision now costs 50 Power with a cooldown of 5 Seconds.
Harvest now costs 125 Power with a cooldown of 20 Seconds.
Bulwark now costs 150 Power with a cooldown of 15 Seconds.
Meteor now costs 200 Power with a cooldown of 20 Seconds.
Ancestors now costs 75 Power with a cooldown of 10 Seconds.
Rally now costs 100 Power with a Cooldown of 15 Seconds.
Cannibalize now costs 125 Power with a cooldown of 15 Seconds.
Warcry now costs 150 Power with a cooldown of 15 Seconds.
Death Claws now costs 175 Power with a cooldown of 20 Seconds.
Thunder’s effect has been altered. It is now an Area of Effect spell that splits 125 points of damage to all enemies in the target circle. Stacking your units together is the best way to counter this power, while users want to target enemies that are singled out.
Meteor will now deal 75 points of damage to enemies within the radius after a short delay. This power can be countered by spreading out your units.
Casting the “Ancestors” power on an obstacle will simply spawn the zombies around the obstacles rather than not at all.
Death Claws has been rebalanced. The Damage over time effect will start at 5 Damage per tick and increase by 5 for every subsequent tick to a maximum of 25.
Death Claws effectiveness against Worker units halved.
Meteor effectiveness against Worker units halved.
Lift Fog will instantly show all units instead of one by one.
Meteor delay reduced from 4 seconds to 2 seconds.
Bulwark effect duration reduced from 15 seconds to 10 seconds.
Warcry effect duration reduced from 15 seconds to 10 seconds.
Warcry damage increase effect reduced from +20% to +10%.
Rally effect duration increased from 10 seconds to 15 seconds.
Rally Radius Increased from 5 to 10.
Harvest Radius increased from 7.5 to 10.
Multiplayer
Ranked Multiplayer is now available! Playing and winning 1v1 matches in this mode will earn you points. Losing will deduct points. Climb the ranks and make it to the top of the Leaderboards!
Ranked matches will now work through our own Dedicated Servers.
Having an ally disconnect or marked as defeated will now destroy their buildings and workers and pass Military units to the last remaining human player on their team.
Being the last remaining human player against AI opponents will prompt you to keep playing or quit to the Main Menu.
Units and Buildings
The delay between attacking and moving for the War T-Rex and Triceratops Rider units has been reduced to make them more viable.
Building Construction Sites now have a small Line of Sight to grant some vision when the constructing unit dies.
Villager and Minion Damage reduced from 7 to 5.
Medic and Shaman Population cost increased from 1 to 2.
Witch Doctor Population cost increased from 2 to 3.
Witch Doctor Area of Effect range reduced from 3 to 2.
Bone Adept Health reduced from 125 to 110.
Lacerating Bone Adept Health Reduced from 200 to 175.
Caravan units no longer have collision and will walk through other units.
Caravan units will start moving to the closest Settlement when right clicking a Trade Post / Mining Camp.
Right clicking a building that isn’t a Settlement or Trade Post / Mining Camp will make Caravan units move to that building rather than do nothing.
Caravan Units will now only count distance when assigned to a Settlement.
Crystal Burdened will now only show the pot on their back when they carry crystal to be more visually clear when they carry Crystal.
Increased the amount of Crystal that Caravan units generate for long distances.
Reduced the maximum amount of Crystal that Caravan units can carry from 250 to 150.
Sabertooth Archer will now only benefit from Beast upgrades instead of Ranged.
Reduced the range of the Frost Elemental’s movement speed reduction aura to be exactly as the visual effect.
Zombies are no longer marked as Infantry units and no longer benefit from these type upgrades.
Repair rate for worker units adjusted from 30 Health / 5 Food to 15 Health / 10 Food.
Workers will now take a minor offset when gathering from Berry Bushes and Crystals to make them stand out more.
Settlement Construction Time increased from 30 Seconds to 45 Seconds.
Go’n Smithery Construction Time increased from 15 Seconds to 30 Seconds.
The Patrol command will now move units closer to each point than before.
Wild T-Rex damage decreased from 80 to 40.
Wild Triceratops Health decreased from 400 to 300.
Wild Raptor Health reduced from 200 to 150.
Psittacosaurus Health reduced from 150 to 100.
Economy
Berry Bushes now contain 500 Food instead of 300.
Amount of Berry Bushes on the map have been reduced to allow more space.
Settlements with Rally Points on resources will reassign it to a nearby resource of the same type if the current one runs out.
The Trade Post and Crystal Mine will now allow Resource trading. Exchange rate starts at 100 for 50, with the returns decreasing by 5 for each trade. Caps at a minimum of 100 for 10.
Upgrades
Char no longer has access to upgrades that affect Beast type units.
Infantry and Ranged Upgrades for Char now have increased cost to make up for the lack of Beast units.
Cheaper and unique upgrades for Zombies have been added to Char’s Go’n Smithery.
The “Absorption” upgrade is now available at the Go’n Totem with a Tier 3 Settlement. Increases the power generation speed of all Go’n Totems by 10%.
The “Prosperity” upgrade is now available at the Trade Post / Mining Camp. Increases the Movement Speed of all Caravan units by 1.
The “Militia” upgrade is available at the Settlement at Tier 2, giving workers +1 Damage and +5 Armour.
The “Fortification” upgrade is available at the Settlement at Tier 3, giving Settlements and Towers +10 Damage and +10 Armour Penetration.
Settlement Upgrade II research time increased from 45 seconds to 60 seconds.
Tier 1 Go’n Smithery upgrades Research Time increased from 30 Seconds to 40 Seconds.
Tier 2 Go’n Smithery upgrades Research Time increased for 30 Seconds to 50 Seconds.
Tier 3 Go’n Smithery upgrades Research Time increased for 30 Seconds to 60 Seconds.
Worker Efficiency Boost Research Time increased from 30 Seconds to 45 Seconds.
Worker Food Boost I Research Time increased from 20 Seconds to 30 Seconds.
Worker Crystal Boost I Research Time increased from 20 Seconds to 30 Seconds.
Worker Food Boost II Research Time increased from 20 Seconds to 45 Seconds.
Worker Crystal Boost II Research Time increased from 20 Seconds to 45 Seconds.
Fire Weapons Research Time increased from 30 Seconds to 60 Seconds.
Poison Arrows Research Time increased from 30 Seconds to 60 Seconds.
Sharpened Weapons Research Time increased from 30 Seconds to 60 Seconds.
Toxins Research Time increased from 30 Seconds to 60 Seconds.
The “Big Game Hunting” talent for Mika has been adjusted. All units will now deal 50% bonus damage against Wild Dinos instead of 25%. Barracks are 10% cheaper instead of 25%.
The “Frenzy” and “Bloodthirst” talents will now only affect Military units. Caravans Units and workers are no longer affected.
Safeguard Power Cost Reduction decreased from 25% to 10%.
Bugs
Fixed a shader issue in the Tutorial where Campfires and Nests appeared brighter than other objects through the Fog of War.
Fixed an issue where Food drops and various PFX were visible through the Fog of War.
Fixed an issue where building blueprints would obstruct vision for units.
Fixed a shader issue on “The Ring” map where metal would appear darker due to lack of reflection.
Destroyed buildings will now have the owners player colour instead of always being red.
Fixed an alignment issue for dialogue boxes in the Tutorial.
Fixed an issue where the Shaman did not have SFX for the Healing animation.
Fixed an issue where there was no visual feedback for using the Rally power on certain buildings.
The wiki description for Chieftain Bonuses now have the same font size.
Canceling an upgrade will immediately make it reappear in the Action Panel again.
Fixed an issue where you could place a rally point on the building itself, causing units to spawn inside it.
Fixed a bug where Rally points could end up underneath the map, causing units to fall through the world.
Fixed an issue where the alert for reaching Maximum Population did not always trigger if the value was lower or exceeded the population cap.
Fixed an issue where reaching the maximum amount of buildings of a type would prompt the player with an incorrect error message when trying to build more.
Fixed a bug that broke functionality for Shrines changing colours on the minimap when revealed.
Restarting a match will now reset the minimap filters back to default.
Berry Bushes will now show on the minimap when changing filters to “economic” or “default”.
Shrines will now also display on the “Military” filter for the minimap.
Fixed an issue where toggling the “Text Chat” function in the Settings would not work.
Fixed a keybinding issue that prevented queueing commands when the SHIFT key was pressed down before executing the first action.
Removed a keybind in the menu that didn’t get removed along with others of a similar type.
Tabbing through different unit types is now possible even with certain modifier keys held down.
Assigning workers to Crystals with Medics or Shamans in the selection will no longer make them move towards the Crystals as well.
Fixed an issue where the “Select all Military Units” hotkey would also select Mika’s Stegosaurus Caravan units.
Caravan units were wrongly marked as military units. This has been corrected.
Fixed an issue where the “Select all visible Units” hotkey would select all buildings if no units were visible.
Fixed a bug where caravans would stop working when upgrading the Settlement from Tier 2 to Tier 3.
Fixed a pathing issue where villagers would take strange and inefficient routes to a drop-off point for resources.
Fixed a bug in the UI where villagers weren’t counted as Food workers when hovering over the Food banner in the top right corner of the UI.
Fixed a bug where patrol commands would stop working when assigned to large groups of units.
Fixed a bug where the Toxic Blowdart Gunner’s effect would not have any effect.
Fixed a bug where Settlements did not use their full range.
Fixed a bug where workers would stop constructing a Settlement and start gathering nearby resources when the Settlement upgrade was researched.
Fixed a wrong setting where Farms and Berry Bushes were equally fast when gathered from by Villagers.
Fixed an animation issue for Char’s Minions where their gathering animation would snap for one frame on loop.
Fixed an issue where the Healing Particle Effects for standing near a Shaman Cave or Medic Hut would stay permanently once a unit was fully healed.
The “Join us on Discord” button did not always work. It will now open the link in your default browser.
The prompt for restoring the default Game settings wrongly referred to audio settings. This has been fixed.
Enabling Vertical Sync in the Video Settings will now hide the slider for “Max FPS”.
Headers in the “Controls” window of the Settings menu will no longer overlap the text from the Keybinds.
Fixed an issue where repeatedly selecting the “Controls” menu in settings and switching between categories repeatedly could cause a crash.
Fixed a wiki bug where some buildings in the preview appeared underground.
Fixed a bug where your population would jump 1 further then return to the actual value when a unit is created.
Fixed a bug where the selection circle under units would not disappear when changing selections and a tooltip is active.
Fixed a bug where restarting the game would remove the functionality of the “Toggle Player Names” button above the minimap.
Fixed a bug where opening the Pause Menu during the Tutorial would close any open dialog boxes.
The wooden construction frame around various building sites has been resized to fit better.
Fixed a bug where restarting a game would stop the power cooldown sweep timer from working.
Fixed a bug where the Power sounds would not play after restarting a game.
Using a power on a building will no longer select de building due to the left click.
Restarting the game with the talent flags open will now properly reset them.
Arrows fired from Towers and Settlements now have Sound Effects.
Fixed a minor icon inconsistency where the Damage icon was different in-game and the wiki.
Miscellaneous Improvements
Significant network optimization has been performed to increase the stability of Multiplayer Games.
Functionality has been added for Lobby Passwords.
The minimap of the selected map is now visible in the lobby.
Creating a camera location will now leave a subtle marker on the minimap.
The buttons for stances and canceling commands have been altered to more easily distinguish them from production buttons.
Stance buttons no longer show for units and buildings where these are not relevant, such as Worker units or buildings that only produce upgrades.
Buildings that cannot produce units can no longer place a Rally point.
Items in the construction queue will now show their relevant tooltips when hovered over with the cursor.
Tooltips will now also display the assigned Hotkey for the action.
New Particle Effects have been added to various powers.
Various unit and building icons for Mika have been remastered to sharper versions.
Various units have been given improved and refined animations.
The Frost Elemental’s Slowdown effect on units has been recoloured to Blue to separate from the “poison” theme of other effects.
Villagers will now face the player camera at the start of a game.
The size of the player username in the Main Menu has been increased to improve readability.
The “Under Attack” flare on the minimap has been animated to draw more attention and differentiate it from other flares.
Part of the unit behaviour logic has been moved from Server side to Client side to reduce the amount of data that is sent over the network.
The code for movement has been further optimized for improved quality and performance.
The way silhouettes of units through objects are rendered has been optimized for increased performance.
The dropdown text has a different colour for better readability.
Resetting the video settings will now give a countdown prompt to confirm the changes.
The wiki page will now show the unit / building construction time.
The wiki now also shows the Line of Sight for units.
Neutral entities (Wild Dinos, Berries, Crystals, Shrines) have been given a tab on the wiki page.
the Wiki page grid has been adjusted to account for the new upgrades that have been added.
Text in the wiki has been slightly altered to better fit different language fonts.
Wiki will now show Healing values and Healing range for Medics and Shamans.
Various tooltips have been updated to give numerical info regarding certain effects like the regeneration rate for Lacerating Bone Adepts.
The black circle containing the keybind for the action will no longer show when the action doesn’t have a keybind.
Arrow Projectiles now have feathers in the player’s colours instead of the default red.
Audio will now be muted when you alt-tab out of the game.
New Sound effects were added.
New music tracks have been added.
Fonts have been adjusted for Western, Eastern European and Asian Languages.
Warparty Early Access!
Hey Guys! First of all, thank you for your support over the last months, be it just general interest in our game or actively participating in the Beta and providing us with valuable feedback. We have been working very hard since our last update and the time has finally come to let the Mammoth out of the bag. WARPARTY will release in Early Access on Steam on October 12th 2018 at a price of €17.99 with an additional discount of 10% for the first week.
The Early Access version contains the following exciting features:
Ranked Multiplayer and Leaderboards. Battle it out against other players, earn points for victories and reach new heights on the Leaderboards!
Dedicated Servers. Ranked matches are played on our own dedicated servers to ensure fairness in every match.
In-Game Wiki and Tutorial Level. Learn the ropes interactively or study up on all the units at your own leisure with the in-game wiki.
Skirmish against AI. Battle on a variety of themed maps against the AI. Solo or with friends, you choose the difficulty!
Two Unique Factions! Play as the proud “Wildlanders” or the menacing “Necromas”, each with unique units, buildings, talents and playstyle.
A roadmap of upcoming planned features can be found on our Steam page and will be updated with every patch! Here is a quick summary:
A Third Faction. Play as the mysterious Sage with a fast and dynamic playstyle.
Single Player Campaign. Play through a variety of scenario missions and unravel the mysteries surrounding an ancient civilization!
Maps, features, unit abilities and more! We still have plenty of ideas to make the game even better and won’t hesitate to implement them along the way!
We hope to see you all next Friday!
Warparty Early Access Announcement
Warparty enters Early Access Early October 2018
We started sending the Beta keys for our game back in May. What started as sending e-mails to those who were interested quickly transformed into a Discord server that passionate RTS players could join to request a key and start playing.
Over the past few months we received a constant stream of feedback which we constantly discussed and tried to apply with weekly patches whenever possible. At the same time, we still planned and implemented new features of our own to further enhance the game, such as a complete User Interface overhault to offer more control for players and properly support some of the requested features.
It is our absolute pleasure to announce that the Warparty Early Access will be available in early October 2018! The Early Access version will be cheaper than the price at full release, and allows players to send continuous feedback to the Developers as we continue working on the game!
The steps we’ve taken…
Throughout the Beta and even before, we’ve set ourselves a good amount of goals we wanted to reach. So far we’ve completed the following, but there’s much more to come.
And old-school RTS with a few modern twists and Quality of Life features, set in a magical Stone Age era.
Capture Shrines and hold them to receive power and unleash a variety of magical spells!
2 Unique factions led by a Chieftain. Upgrade your Settlement, acquire new talents to improve your troops and lead your War Party to victory!
AI Skirmish: Practice your skills against an AI or test new strategies!
Online Multiplayer through Steam. Play against each other or co-op against an AI opponent on a variety of maps. Team settings are unrestricted, allowing both balanced competitive games as well as hard challenges.
Hotkey Customization. We want to offer nearly full control over every action you can take, and our extensive hotkey customization will allow just that.
In-Game wiki that updates every time we rebalance.
Windows and Mac OSX support!
The road ahead…
Early Access allows us to improve the game through the feedback and support of its players. This support will go directly towards implementing new features that we believe players will expect of an RTS upon full release.
A Third Faction We have designs in the work for a brand new faction, with new units, talents, powers and mechanics!
Dedicated Servers and Online Matchmaking For the Multiplayer scene of Warparty, we wish to offer dedicated servers and match players according to a score based system. No fear of disconnecting hosts or cheaters in a competitive scene.
Ladder System The RTS crowd is a varied, but passionate one. This feature is for the competitive ones. With proper matchmaking and dedicated servers, we want to offer a Leaderboard that can be climbed by the dedicated players who aim for the top!
The Ladder system will also serve as means to access a variety of tournaments hosted by the Developers as an incentive to fight for those top spots.
Campaign For those who prefer rocking it solo, we intend to have a full campaign available for play at release. These campaign missions will offer more variety, mechanics and Challenges than your standard Skirmish vs. AI.
Our goal is to offer enough hours of playtime for experienced players, while simultaneously teaching new players the ropes so at the very end, they understand the game well enough to jump into the Multiplayer.
Observer Mode This feature has been requested multiple times and we want to make sure it is there on full release. Spectate your friends’ games as they do battle, either to learn new tactics or simply for entertainment.
Save and Load Some games can take longer than expected, and against an AI, we want to offer the option to finish what you started at any point in time.
Optimal Support Throughout development we will occasionally review various aspects of the game and optimize wherever we can so you’re never hindered by performance. This also includes bugfixes and netcode optimization., as well as balancing based on player feedback.
Music and SFX We still have a lot of room for improving the audio so it supplements the gameplay perfectly through new audio effects and music.
New Maps and Game Modes We still have plenty ideas left for both serious and fun game modes on new Maps playable both against other players and the AI.
More Upgrades Part of the feedback we’ve received involved a desire for more upgrades. While the basic type upgrades have already been implemented, people requested upgrades that changed the way units played. We’ve decided to listen to this request and fulfil that desire.
As always, a big thank you from the Warcave Team for your continuous support!
If there’s any trouble with hotkeys, please reset them to default as we usually suggest here.
New hotkeys have been added for the upgrades in the Go’n Smithery.
New hotkey was added to select the Go’n Smithery.
New hotkey was added to select the Storage Hut / Storage Pit.
“Queue Multiple” has been reworked to use the same key as “Queue Command” (Default: Shift). All extra keybinds have been removed.
Default Keybind for opening the menu has been set to Escape. People who prefer F10 can rebind it through the hotkey customization.
Default Hotkey for “Cancel Queue Item” has been set to ‘V’.
The cursor is no longer locked to the center of the screen when a loading screen is active.
Gameplay
The Go’n Extractor has been renamed to Go’n Smithery.
The Fertility Totem has been renamed to Go’n Totem.
Upgrades to increase the Damage and Armour for the 3 main unit types (Infantry, Ranged and Beast) have been added to the Go’n Smithy.
Functionality of the old Go’n Extractor has been moved to the Go’n Totem.
Go’n Totem cost adjusted from 200 power each to 200 Food and 50 Crystal Each.
You can now build 6 Go'n Totems instead of 3.
Houses can now provide a total of 120 population divided among 12 Houses.
The Trade Post / Mining Camp is now available on Settlement Tier 2 instead of Tier 3.
Berry Bushes have been added! These bushes are limited but workers gather 25% faster than Farms.
You no longer start with a Farm but Berry Bushes are placed near every base instead.
Cost of farms increased from 50 Food and 25 Crystal to 75 Food and 25 Crystal.
A new mechanic was added that reveals a player if they don’t own a Settlement for over a minute. This is to prevent both players and AI from dragging out games by hiding single units.
Settlement damage increased for each tier from 10/15/20 Damage to 20/25/30 Damage.
Watchtower / Bone Tower cost adjusted from 250 Food and 100 Crystal to 200 Food and 50 Crystal.
Watchtower / Bone Tower Armour Penetration increased from 0 to 10.
Triceratops Rider Health decreased from 500 to 400.
Triceratops Rider movement speed decreased from 7 to 6.
Triceratops Rider population cost increased from 2 to 3.
Sabertooth Archer movement speed decreased from 7 to 6.
Sabertooth Archer population cost increased from 2 to 3.
War T-Rex Health reduced from 1000 to 800.
War T-Rex movement speed decreased from 5 to 4.5.
War T-Rex population cost increased from 3 to 5.
Berserker Health reduced from 520 to 400.
Berserker population cost increased from 2 to 3.
Axe Thrower damage increased from 14 to 18.
Axe Thrower Health decreased from 430 to 320.
Axe Thrower population cost increased from 2 to 3.
Bone Adept Armour Penetration decreased from 5 to 0.
Lacerating Bone Adept Health decreased from 200 to 175.
Frost Elemental Health reduced from 500 to 375.
Frost Elemental population cost increased from 2 to 3.
Fire Elemental Health reduced from 250 to 225.
FIre Elemental Population cost increased from 2 to 3.
Golem Health decreased from 900 to 700.
Golem population cost increased from 3 to 5.
Mika’s “Natural Selection” Talent effect reduced from +5 Damage and +5 Penetration to +2 Damage and +5 Penetration.
Char’s “Bloodthirst” Talent effect reduced from +5 Damage and +1 Movement Speed to +2 Damage and +1 Movement Speed.
The “Train Chieftain” button now appears permanently and is disabled when your Chieftain is alive. This should help newer players train their Chieftain again should they lose it in battle.
Chieftain training time reduced from 60 seconds to 30 seconds.
Chieftain training cost increased from 100 Food and 50 Crystal to 200 Food and 100 Crystal.
Small Crystal Clusters yield increased from 300 to 500 each.
Medium Crystal Clusters yield increased from 1000 to 2000 each.
Large Crystal Clusters yield increased from 2500 to 3500 each.
The tutorial has received an update to play faster, and has been given extra prevention functionality so players are less likely to get stuck when they don’t follow the instructions.
The targeter for aimed powers no longer appears when the player hasn’t clicked yet.
Bugs
Fixed various bugs that caused the AI to get stuck.
Fixed an issue where holding down shift would prevent the hotkeys for placing buildings from working.
You can no longer click enemy entities that are invisible through the Fog of War.
Fog of War has been tweaked so entities show properly inside the range rather than slightly outside.
Double tapping a control group or building key will now also snap to the nearest building / unit for entities other than Settlements.
Mika and Char’s entries in the wiki no longer displays their description twice.
The “Can Build” feature in the wiki now works properly for all upgrades in buildings.
Various upgrades in the wiki still used placeholder icons. These have been updated to new icons.
Fixed an incorrect setting where Medics and Sages were marked as Ranged units.
Fixed an incorrect value for Watchtowers for Char.
Fixed a bug where the unit production timer for Clients was not accurate.
Fixed a bug where the player’s colour was permanently set to Purple after playing the Tutorial.
Fixed a bug where units would not continue movement after fighting during an Attack Move.
Fixed a bug where Mika could perform really fast animation skips on her first attack.
The wild Triceratops used the Triceratops Rider icon. This has been changed to a new icon.
Fixed a clipping issue with a shader on the snowy Go’n Smithy where the cloth would clip through the snow.
Various PFX were toned down to be less overwhelming.
Fixed a bug where Medics and Shamans could heal buildings.
Fixed a bug where Medics and Shamans would heal units at full health or ignore wounded units.
Fixed a UI bug where tooltips and unit info would display from a previously selected building when switching.
Fixed a bug where the unit death sound effect would play when upgrading them.
Fixed a bug where quitting the Tutorial during a dialog would cause the dialog to appear in the Main Menu.
Fixed a bug where the score screen would not show up after winning a restarted match.
Linked a missing namecode for Typegroups in the UI.
Miscellaneous Improvements
Optimized the way vision code works to be significantly more performant.
Attack Move code has been optimized to better work with ranged units and their detection.
Various netcode tweaks have been made to improve performance and reduce traffic.
The Line Renderer has been removed in the minimap as it had several issues and was a remaining feature from an early prototype.
The unit selection circle will no longer warp across mountain terrain and stretch.
An AI is automatically added in the player list when starting a Skirmish against AI.
Default AI difficulty is set to normal.
The icons for Upgrades have been changed from Orange to Blue to better signify their difference.
Icons for stats in the bottom bar and wiki have been altered to look less like buttons to prevent confusion for newer players.
A new icon was created for Mika’s Trade Post building.
The walk animation speed for Zombies has been slowed down to look more consistent.
The Attack animation for zombies was slightly sped up to look more consistent.
Various unit animations have been tweaked to look better.
Char’s buildings now have a small rotation for added aesthetic effects.
Char’s zombie spawn mechanic now also plays the PFX from his Ancestors power.
The Go’n Smithery Model shader has been adjusted to no longer show the ugly moss on the metalwork as the shader had strange behaviour when the model was rotated.
All unit sizes have been increased by 10% for better visibility.
The component that handles avoidance has been altered so units spread out more.
Beta Patch 0.9.25
Controls
Selection Modifiers now also work when clicking on units in the Bottom Bar rather than only the Group Buttons.
Having the cursor outside the window will no longer move the camera.
Double tapping the control group button will now snap to the nearest unit / building.
Gameplay
A Tutorial scenario has been added! This is aimed for new players to learn the ropes of playing Warparty.
Starting Farms have been moved closer to the Settlement.
Starting Villagers are now positioned away from the Chieftain for easier initial selection.
The delay between a movement and idle animation to an Attack animation for the Triceratops Rider has been reduced by 25%.
Building a Storage Hut / Storage Pit will assign the Villagers to work the resource it was built closest to rather than just find Crystals.
Villagers will no longer attack nearby enemies unless provoked.
Selecting a Health related Talent that affects units will no longer fully heal those units.
You can now send Trade Caravans to your Allies’ Settlements.
Bugs
Fixed a bug where Medics would not find new targets to Heal.
Fixed a bug where T-Rexes would attack dead units.
Fixed a bug where the “Worker Food Boost” and “Worker Crystal Boost” upgrades did not always increase the gathering speed.
Fixed a bug where Damage over Time Effects wouldn't always be applied.
Fixed a bug where the Harvest Power would not increase the gather speed of Villagers.
Fixed a bug where Chieftains did not receive a Health Bonus when selecting a Tier 2 and Tier 3 Talent.
Fixed a bug where Trade Caravans would not completely drop off their Crystals.
Fixed a bug where the Frost Elemental slowdown effect would stay permanent if it was killed and belonged to the client.
Fixed an issue where Crtl + Click to select all units wouldn’t work when the unit was already selected.
Fixed an issue where you couldn’t tab through different unit types in your selection.
Fixed a bug on the client where upgrading units to new types would not properly update them in te queue to their upgraded versions.
Fixed a bug where the amount of villagers assigned to a resource would not update in the tooltip for Clients.
Fixed a bug where units would rotate 180 degrees when arriving at their location.
Fixed a bug where some units would continue to circle each other.
Fixed a formatting issue that incorrectly displayed the effect of the “Thunder” power for Mika.
Fixed an incorrectly linked entity in the Wiki that caused Char’s Minions to have Mika’s Villager’s tooltips.
Tooltips in the Wiki should now update their localization properly.
Fixed a bug where Ping in the Lobby would not update properly.
You can no longer change teams or factions when the countdown is initiated in the Lobby.
Fixed an issue where meshes of Crystal would not be rendered properly.
Fixed a rendering issue where feathers on certain buildings would appear as white planes.
Fixed a bug where the camera would freeze.
Corrected an incorrect tooltip for the Fire Warrior.
Miscellaneous Improvements
All units are now 10% larger.
Crystal nodes are now 25% larger. They still contain the same amount of Crystals.
The Move Command sound effect isn’t as loud anymore, plays slightly faster and has a delay when spammed.
The Attack Command sound effect isn’t as loud anymore and has a delay when spammed.
The Gather Crystal Command sound effect isn’t as loud anymore.
The Building sound effect will now play when placing a building rather than just when repairing.
A sound effect has been added for placing a Rally Flag.
Placing a Rally Flag on a Crystal or Farm will play the Gather sound effect for that resource as extra confirmation that it is placed on that object.
Placing a Rally flag on a unit or building will now flash the entity with a highlight.
Giving an Attack Move command will now also play the Attack Command sound effect.
New PFX were added for some of the new Powers.
New icons were created for the “Sharpened Weapons” and “Toxins” upgrades.
The Main Menu has been updated and divided in “Single Player” and “Multiplayer”.
The wiki has been updated to properly show the difference between Movement Speed and Attack Speed.
Wiki now shows the Power cost for the Chieftain Powers.
The text in the dropdown for AI difficulty has been enlarged for better readability.
The Kick button in the Lobby has been replaced with a red cross for better Localization.
The snow and grass textures have been updated to show less tiling.
Various animations for Char’s characters have been polished.
More units have improved Team colour masks.
Units now rotate slightly more smoothly.
The AI has been improved to make better decisions on which Crystals to try and gather first.
AI has been improved for 2v2 situations.
Beta Patch 0.9.24
Gameplay
The amount of obstacles and cliffs has been altered in “The Ring” map to allow more build and movement space.
The amount of obstacles and cliffs has been altered in the “Winter Canyon” map to allow more build and movement space.
The “Land Bridge” map has been completely reworked. Better access to bases has been implemented, along with two extra bridges connecting the two parts of the island. More space has been created for buildings.
Houses and Mausoleums will now provide up to 100 population. Going beyond this limit is possible through Fertility Totems and additional Settlements.
Settlements population capacity increased from 15 to 20.
Villager and Minion training time increased from 10 seconds to 12 seconds.
Settlement construction cost altered from 200 Food and 100 Crystal to 400 Food.
Fire Warrior cost altered from 80 Food and 15 Crystal to 75 Food.
Poison Archer cost reduced from 70 Food and 15 Crystal to 75 Food.
Warrior Health reduced from 150 to 125.
Fire Warrior Health reduced from 200 to 150.
Bone Adept Health reduced from 150 to 125.
Lacerating Bone Adept Health reduced from 250 to 200.
Sabertooth Archer Health reduced from 250 to 175.
Sabertooth Archer damage increased from 12 to 15.
Lacerating Bone Adept upgrade cost increased from 100 Food and 10 Crystal to 200 Food and 100 Crystal. This original value was not intentional and is now conform with the other upgrades.
The AI has been reworked to make better use of the new mechanics that has been created over the past months. Behind the scenes, more behaviour is now accessible for tweaking. Future adjustments will be made according to the feedback we receive.
“Very Easy” and “Very Hard” AI difficulties have been added.
Char’s Rally power effectiveness increased from +50% production speed to +100% production speed.
Bugs
Fixed a bug where healing particles weren’t visible for client.
Fixed an issue where units could get stuck inside objects. These objects still had small bits of NavMesh underneath them, allowing the unit to be snapped to them. These extra navmeshes have been removed, forcing the units back on the main one.
Fixed a wrong value for the “Lacerating Bone Adepts” upgrade.
Fixed a bug where using the “Rally” power as a client would cause production speed to be negative after the effect ends.
Fixed a bug where you couldn’t place rally points on Settlements with the Trade Post / Crystal Mine.
Miscellaneous Improvements
An in-game wiki has been added! This allows players to check out all the units, technologies, buildings and talents comfortably outside of a match. You can find the button in the bottom left of the Main Menu screen.
Various fonts have been altered to allow for proper localization.
Localization has been added for the following languages: German, Spanish, French, Italian, Korean, Portugues, Polish, Russian, Turkish and Simplified Chinese. Note that not all translations are fully done, in which case, the game will fall back on English.
Char and Mika have both been given Faction names. Mika’s tribe has been named “Wildlanders”. Char’s tribe has been named “Necromas”.
Various Commands have been given audio effects for additional feedback.
The selection sound for the Settlement has been shortened to be less obnoxious when played multiple times in a row.
Various new Sound effects were added for Char’s Buildings and units.
A large amount of units have been retextured to show more vibrant colours and contrast on most maps.
New particle effects have been added to the “Medic” and “Shaman” units to better show off their healing effects.
The navigation mesh on various maps has been further refined to allow better placement of buildings.
More improvements and optimization in both AI and Movement code.
New animations have been added or enhanced for various units.
Grass textures have been improved to tile better on jungle maps
Beta Patch 0.9.23
Controls
AS ALWAYS WE HIGHLY RECOMMEND RESETTING THE KEYS TO DEFAULT AFTER A PATCH.
A hotkey has been added to cancel units from buildings (Default: Esc)
Hotkeys have been added to Storage buildings to research Villager upgrades.
Hiding Game UI Elements will now continue to show vital info like the amount of units your Population covers and Talent Descriptions
Player Colour and AI difficulty can now be selected via dropdown menus.
AI numbers are only displayed in-game now and not in the Lobby.
“Smart Queue” has been renamed to “Queue Multiple” to be more clear.
You now open the score panel again after a match with the ESC key.
Gameplay
A “Cancel Queue” button has been added for buildings. Holding (default: Shift) will cancel one item in all selected buildings or 5 in 1 selected.
“Villager Boost” and “Villager Boost II” have been removed.
“Worker Efficiency Boost” is now available at the Tier 2 Settlement. Researching it increases the Movement Speed of all worker units by 1 and increases their maximum resource carrying capacity by 5.
“Worker Food Boost” and “Worker Food Boost II” are available in the Storage Hut / Storage Pit with a Tier 2 Settlement and Tier 3 Settlement respectively. Researching them will increase the Food gathering speed of all worker units by 10% and 15% respectively.
“Worker Crystal Boost” and “Worker Crystal Boost II” are available in the Storage Hut / Storage Pit with a Tier 2 Settlement and Tier 3 Settlement respectively. Researching them will increase the Crystal gathering speed of all worker units by 10% and 15% respectively.
The population tooltip when hovering over the tab will now accurately display how many Villager, Military and Trade units you have.
Hovering over the Food and Crystal tabs in the top right will show how many Workers or Trade units have been assigned to generate these resources.
The transition time between the Movement and Attack animations has been reduced from 0.33s to 0.1s, resulting in faster initial attacks. This also enables more control for Ranged units in regards to “Stutter Stepping”.
Ranged units have been given a faster initial attack animation when transitioning from movement to attacking so the projectile is triggered sooner. This is also in accordance to allow proper “Stutter Stepping”.
Building blueprints are now taken into account for the maximum limit, meaning you cannot place more blueprints beyond the limit and have the villagers stop when reaching the one above the limit.
Bugs
Fixed a bug where queueing actions after building a Settlement would not make the Villagers perform the next action.
Fixed an issue where Medics would appear with a blue colour even though the owner is playing as Purple.
Fixed a bug where language for the Selection Colour dropdown menu would not update unless switching windows in the Settings Menu.
Fixed an issue where the Cost Reduction and Training Speed bonuses of the “Master of Beasts” talent was not applied to the “War T-Rex” unit.
Players can only see Meteors in vision instead of all of them when one is visible.
The crystals in the “Crystal Burdened” jar on his back will now display only when that unit is actually carrying Crystal.
Fixed a bug where pressing a “control group” hotkey and a “create unit” hotkey simultaneously would queue 2 of that unit.
Fixed an animation bug for the Bone Adept and Lacerating Bone Adept.
Fixed an animation bug for the Blowdart Gunner and Toxic Blowdart Gunner.
An extra Crystal node was missing on the Ice Lake map.
Fixed a bug where Movespeed bonuses weren’t always applied properly.
Fixed an issue where newly spawned units could get blocked by newly constructed buildings instead of avoiding them.
Fixed an issue with camera locations not saving properly and being slightly off mark when created.
Fixed a bug where healing particles from standing near a Shaman Cave or Medic Hut would not display for client players.
Miscellaneous Improvements
A flash highlight effect has been added when ordering commands on entities to enhance input feedback.
New PFX have been added to the “Ancestors” power when used.
Zombies have been given a Spawning animation.
Movement code for units has been optimized for better performance.
Netcode for workers gathering resources has been optimized for better traffic.
“Toggle Scores” has been renamed to “Toggle Player Names”.
AI will now stop issuing commands to units when the game is over.
Beta Patch 0.9.22
Gameplay
A new 2v2 map has been added! Battle it out in the Frozen Wastes, with large open spaces towards the center and small passages at the sides, both granting access to the starting bases for various attacks!
T-Rex population cost adjusted from 2 population to 3 population.
The range of the “Death Claws” power has been increased from 5 to 7.
Bugs
Fixed a bug where cycling backwards through the Player Colours in the lobby would crash the game.
Fixed a bug where the colours for Shrine Minimap Icons on would not update for Clients until the host saw them.
Fixed a bug where the camera would flip upside down when attempting to select Idle Villagers through hotkeys.
Fixed a bug where Teams were always shown as ‘0’ in the post-game screen.
The post-game screen should now show the same statistics for both client and host.
Fixed a bug where your selection would get stuck on a crystal when it became revealed.
Fixed an issue where touchpads on laptops would cause the mouse to be unresponsive.
Fixed a softlock bug that occurred when typing as message as the game ended.
Fixed an issue on the Land Bridge map where units could go out of bounds to a separate Navigation Mesh.
Fixed an issue where chat messages didn’t show the most recent ones.
Fixed a bug where the cargo for Stegosaurus Caravans was visible through the Fog of War.
Fixed a bug where the “Death Claws” power was visible through the Fog of War.
Miscellaneous Improvements
The targeting circle for powers has been stylized to look better.
Optimized the code for handling score during the game.
The rubble mesh for the Medic Hut has been rescaled to better fit.
New Pfx have been added to the “Death Claws” power for Char.
Beta Patch 0.9.21
Gameplay
Increased the cost for Fire Warriors from 80 Food to 80 Food and 25 Crystal.
Increased the cost for Poison Archers from 70 Food to 70 Food and 25 Crystal.
Increased the cost for Berserkers from 95 Food and 25 Crystal to 150 Food and 100 Crystal.
Increased the cost for Axe Throwers from 80 Food and 35 Crystal to 125 Food and 50 Crystal.
Increased the cost for Triceratops Riders from 100 Food and 20 Crystal to 125 Food and 50 Crystal.
Increased the cost for Sabertooth Archers from 80 Food and 15 Crystal to 100 Food and 50 Crystal.
Increased the cost for War T-Rex from 330 Food and 40 Crystal to 350 Food and 150 Crystal.
Increased the cost for Medics from 50 Food and 15 Crystal to 50 Food and 25 Crystal.
Increased the cost for Lacerating Bone Adepts from 80 Food to 80 Food and 25 Crystal.
Increased the cost for Toxic Blowgunners from 70 Food to 70 Food and 25 Crystal.
Increased the cost for Witch Doctors from 80 food and 20 Crystal to 120 Food and 50 Crystal.
Increased the cost for Fire Elementals from 75 Food and 10 Crystal to 100 Food and 30 Crystal.
Increased the cost for Frost Elementals from 125 Food to 125 Food and 50 Crystals.
Increased the cost for Golems from 320 Food and 60 Crystal to 300 Food and 200 Crystal.
Increased the cost for Shamans from 50 Food and 15 Crystal to 50 Food and 25 Crystal.
Increased Berserker damage from 14 to 16.
Increased Axe Thrower damage from 12 to 14.
Increased Sabertooth Archer damage from 10 to 12.
Increased Frost Elemental damage from 10 to 12.
Increased Witch Doctor damage from 7 to 10.
Increased the cost for Barracks from 100 Food and 25 Crystal to 100 Food and 50 Crystal.
Increased the cost for Medic Huts from 150 Food and 25 Crystal to 150 Food and 50 Crystal.
Increased the cost for Stables from 200 Food and 50 Crystal to 250 Food and 100 Crystal.
Increased the cost for Berserker Huts from 150 Food and 60 Crystal to 300 Food and 150 Crystal.
Increased the cost for Watchtowers from 150 Food and 30 Crystal to 250 Food and 100 Crystal.
Increased the cost for Burial Grounds from 100 Food and 25 Crystal to 100 Food and 50 Crystal.
Increased the cost for Shaman Caves from 150 Food and 25 Crystal to 150 Food and 50 Crystal.
Increased the cost for Witchdoctor Huts from 200 Food and 50 Crystal to 250 Food and 100 Crystal.
Increased the cost for Go’n Forges from 150 Food and 60 Crystal to 300 Food and 150 Crystal.
Increased the cost for Bone Towers from 150 Food and 30 Crystal to 250 Food and 100 Crystal.
Increased the cost for upgrading to Settlement II from 350 Food and 100 Crystal to 350 Food and 200 Crystal.
Increased the cost for researching Fire Warriors from 100 Food and 25 Crystal to 200 Food and 100 Crystal.
increased the cost for researching Poison Archers from 100 Food and 25 Crystal to 200 Food and 100 Crystal.
Increased the cost for researching Lacerating Warriors from 100 Food and 25 Crystal to 200 Food and 100 Crystal.
Increased the cost for researching Toxic Blowgunners from 100 Food and 25 Crystal to 200 Food and 100 Crystal.
increased the cost for Villager Boost I from 100 Food and 50 Crystal to 100 Food and 100 Crystal.
Increased the cost for Villager Boost II from 100 Food and 50 Crystal to 200 Food and 200 Crystal.
Bugs
Villagers will now properly scatter again when they’re done gathering.
Units are now fixed to the navigation mesh, preventing them from going out of bounds.
Fixed a bug on Clients where the Zombie counter for Char would remain stuck at 30/30.
Fixed a bug where sending your 4 initial Villagers to a Farm would not set the 4th one to idle.
Fixed a bug where Healers would not ignore enemies when given a regular Move Command.
Fixed a bug where rebinding “Select All Idle Villagers” would only select 1 Villager.
Spamming an attack Move command will no longer cancel the attack animation for Military units.
Fixed a bug where ranged units would not utilise their full range when performing an Attack Move.
Miscellaneous Improvements
Fixed a typo in the Hotkeys menu.
Optimized some netcode to send less data overall while still granting the same online experience.
Removed a rock obstructing view to a passage on the Land Bridge map.
Units will now rotate instantly when ordered to move in a different direction.
Beta Patch 0.9.20: The new Char! A 2nd Faction!
Char: Big, Bad and Better
Char has been completely reworked, with new buildings, talents, powers and abilities!
NOTE: Animations are a work in progress.
Chieftain Bonus: Necromancy
When one of your units dies or kills an enemy unit, a Zombie spawns near Char. These Zombies are weak but do not take up population space. Limited to 10 Zombies.
Talents
Tier 1
Power Hungry: Slowly generate Power Points. All units receive +1 Regeneration.
Unholy Allegiance: Units train 10% faster. Receive a free Zombie every 30 seconds.
Tier 2
Overpower: All units receive +5 Armour Penetration. All units deal 25% extra damage against Buildings.
Master of Death: Increases the maximum amount of Zombies you can have to 15. Zombies receive +1 Regeneration.
Tier 3
Bloodthirst: All units gain +5 Damage and +1 Movement Speed.
Go’n Teachings: Golems are 25% cheaper. Zombies receive +50 Health.
Powers
Ancestors: Instantly receive 3 zombies at the target location. Can exceed maximum capacity.
Cannibalize: All units heal for 5% of their maximum Health when they attack.
Rally: Doubles production speed for all buildings for 10 seconds.
Warcry: All units gain 25% extra damage and move 10% faster for 10 seconds.
Death Claws: Creates a small area of grasping hands, dealing 20 damage every second and slowing enemy units within. Lasts 10 seconds.
Buildings
Settlement: Your home base. Provides population and increase your maximum population cap. The Chieftain can be trained here. Minions can be trained here, which construct buildings and gather resources. Serves as a drop-off point for resources.
Mausoleum: Provides +10 population.
Storage Pit: Drop-off point for resources.
Farm: Can be worked by Minions to produce Food.
Burial Grounds: Char’s primary unit production building. Allows training of Bone Adepts and Blowdart Gunners, as well as upgrades to Lacerating Bone Adepts and Toxic Blowdart Gunners.
Shaman Cave: Building that produces Shamans. Also heals nearby units.
Witch Doctor Hut: Cursed tree that produces Fire and Frost Elementals. Also allows you to train Witch Doctors at Tier 3 Settlement.
Go’n Forge: Ancient forge where Golems are produced.
Bone Tower: Defensive structure that fires arrows at nearby enemies.
Go’n Generator: Slowly provides Power Points.
Fertility Totem: Gives +10 population.
Crystal Camp: Allows you to train Crystal Burdened to send to your Settlement to generate crystal.
Units
Minion: Char’s workers. Gathers resources and constructs buildings.
Bone Adept: Fanatical Infantry unit. No Armour but starts with higher Damage and Armour Penetration. Good against Beast units.
Blowdart Gunner: Tribal Ranged unit. Good against Infantry units.
Lacerating Bone Adept: Upgraded Bone Adept. Heals for 2% of their maximum Health when they attack.
Toxic Blowgunner: Upgraded Blowdart Gunner. Afflicts targets with Toxins, which reduce incoming Healing and Regeneration.
Shaman: Healer unit. Heals wounded units with a splash effect that also slightly heals nearby allies.
Fire Elemental: Ranged unit with very long range. Good against Infantry and other Ranged units.
Ice Elemental: Tough Infantry unit that slows down nearby enemies. Good against Cavalry units.
Witchdoctor: Powerful Ranged unit that deals Area of Effect damage. Good against Infantry units and large groups of enemies, but vulnerable.
Golem: Powerful siege unit. Good against Buildings and Armoured Units.
Zombie: Weak unit that does not take up population space. Spawns when Char’s “Necromancy” bonus is triggered.
Crystal Burdened: Undead unit that walks between the Crystal Mine and the Settlement to produce crystal.
Mika: We ride together!
Mika also received some changes with the new Talent system and Chieftain bonuses!
Chieftain Bonus: Council of the Wise Mika’s excellent leadership skills makes Villagers 25% cheaper and construct buildings 25% faster.
Talents Tier 1
Big Game Hunting: All units deal 25% extra damage to Wild Dinos. Barracks are 25% cheaper to construct.
Mystic Healing: All units receive +2 Regeneration. Medics are 25% cheaper.
Tier 2
Safeguard: All units receive +5 Armour. Cost of Powers is reduced by 25%
Master of Beasts: Units in the Stables are 25% cheaper and train 10% faster.
Tier 3
Natural Selection: All units gain +5 Damage and +5 Armour Penetration.
Frenzy: All units receive +1 Movement Speed and return 3 Damage on hit.
Powers
Vision: Reveals an area of the map for 10 seconds.
Lightning Bolt: Deals 250 damage to a unit and stuns them for 3 seconds.
Harvest: Villagers gather and build 25% faster for 15 seconds.
Bulwark: All units receive +10 Armour and +1 Regeneration for 10 seconds.
Meteor: Showers an area with meteors, dealing 33% of their maximum health in Damage after a 2 second delay.
Buildings
Settlement: Your home base. Provides population and increase your maximum population cap. The Chieftain can be trained here. Villagers can be trained here, which construct buildings and gather resources. Serves as a drop-off point for resources.
House: Provides +10 population.
Storage Hut: Drop-off point for resources.
Farm: Can be worked by Villagers to produce Food.
Barracks: Mika’s primary unit production building. Allows training of Warriors and Archers, as well as upgrades to Fire Warriors and Poison Archers.
Medic Hut: Building that produces Medics. Also heals nearby units.
Stables: Training ground for Beast units. Allows training of Triceratops Rider and Sabertooth Archers. Also allows you to train War T-Rexes at Tier 3 Settlement.
Berserker Hut: Allows training of powerful Berserkers and Axe Throwers.
Watchtower: Defensive structure that fires arrows at nearby enemies.
Go’n Generator: Slowly provides Power Points.
Fertility Totem: Gives +10 population.
Trade post: Allows you to train Stegosaurus Caravans to send to your Settlement to generate crystal.
Units
Villager: Mika’s workers. Gathers resources and constructs buildings.
Warrior: Armoured Infantry unit. Good against Beast units.
Archer: Ranged unit. Good against Infantry units.
Fire Warrior: Upgraded Warrior. Inflicts damage over time to enemies they hit.
Poison Archer: Upgraded Archer. Inflicts damage over time to enemies they hit.
Healer unit that heals wounded units. Cannot attack.
Triceratops Rider: Armoured, tough Beast unit. Good against Ranged units.
Sabertooth Archer: Ranged unit mounted on a Beast. Good against both Infantry and Ranged units.
War T-Rex: Powerful unit that excels against buildings and Armoured enemies.
Berserker: Powerful Infantry unit. Good against Beast units.
Axe Thrower: Powerful Ranged unit. Less range than Archers but higher Damage and Armour Penetration. Good against Infantry units.
Stegosaurus Caravan: Unit that can be sent to the Settlement to generate Crystal.
Controls
AS ALWAYS, WE HIGHLY RECOMMEND RESETTING THE DEFAULT KEYBINDS AFTER EACH PATCH.
New hotkeys have been added for the new buildings and units.
Default key for “Zoom In” and “Zoom Out” has been reverted to the “Scroll Wheel”.
Selection box dragging will now select buildings if the selection only contains buildings. Otherwise it will only select units.
Gameplay
Fire Warriors only deal extra Damage over Time to a unit they’re attacking.
Zombies health reduced from 100 to 50.
Zombie damage reduced from 10 to 7.
Zombies no longer take up population space.
Zombies can no longer be trained at the Settlement.
Fog of War settings have been added to the lobby.
Bugs
Fixed an issue where Ranged units would not use their maximum attack range to find targets during an attack move.
Fixed a localization error where “Upper HUD” and “lower HUD” were swapped in the Dutch translation.
Fixed a bug where upgrading the Settlement would remove the white Blueprints and caused Villagers to stop when they arrived.
Fixed a bug where Villagers would attempt to drop off resources even if they had none after completing a farm.
Fixed a bug where villagers could occasionally get stuck on each other.
The stop command will now remove building blueprints from Villagers and refund the resources.
Miscellaneous Improvements
We’ve revamped the priority system again to use basic values rather than unit types. This gives more performance and flexibility. We will closely monitor this system as production continues.
Various performance improvements have been implemented.
Various Units have been retextured to show the team colours more clearly.
The Ice Elemental has received a new particle effect for their slowing aura.
The Medic behaviour has been tweaked to better react to Attack commands.
Stegosaurus Caravans have a slightly faster animation for movement. Their movement speed has been unchanged.
Developer Message
With the new faction in place, we can once again focus on requested features and fixes. We also want a lot of feedback regarding balancing of the new faction. Rest assured that we have not forgotten the feedback we received previously and we will still implement these improvements along the way.
We're working on polishing the animations as we decided to push this faction forward so we can gather feedback more quickly and spent a lot of time of getting the mechnics and features working.