v0.25
[h3]New Hero for the Undead Team![/h3]
[h3]UI Changes:[/h3]
[h3]Survival Mode:[/h3]
[h3]Monster Tag:[/h3]
[h3]Bug Fixes / Optimizations:[/h3]
[h3]Stat changes:[/h3]
- 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
[h3]UI Changes:[/h3]
- 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
[h3]Survival Mode:[/h3]
- 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.
[h3]Monster Tag:[/h3]
- 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
[h3]Bug Fixes / Optimizations:[/h3]
- 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
[h3]Stat changes:[/h3]
- 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