Mantis Mech Specialist and Tutorials - Early Access Update #4
[h2]TUTORIALS[/h2]
SMART TUTORIALS:
Our tutorial system is designed to be as unobtrusive as possible. Almost every action that has a tutorial will automatically be marked as done and not pop up, if you have already performed it. This way we hope newcomers will not get stuck trying to figure out the basics of RTS controls, while more seasoned players should not be bombarded with tutorials for things they already know.
The system is not perfect yet but it should be a big step towards making the game more approachable for new players and we would love your feedback on it.
[h2]NEW SPECIALIST - MANTIS MECH:[/h2]
The Mantis enters the battle as our first new specialist.
Devour your own units to focus combat power on your specialists and overrun the enemy with raw melee power.
The specialist hacks allow you to stack even more ridiculous effects on the feeding. We can't wait to see the builds you come up with for this one.

[h3]BETA UPDATES[/h3]
If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.
Read the full patch notes below:
[h2]Version 0.6.18[/h2]
[h3]GENERAL CHANGES:[/h3]
[h3]BALANCE CHANGES[/h3]
[h3]BUG FIXES:[/h3]
SMART TUTORIALS:
Our tutorial system is designed to be as unobtrusive as possible. Almost every action that has a tutorial will automatically be marked as done and not pop up, if you have already performed it. This way we hope newcomers will not get stuck trying to figure out the basics of RTS controls, while more seasoned players should not be bombarded with tutorials for things they already know.
The system is not perfect yet but it should be a big step towards making the game more approachable for new players and we would love your feedback on it.
[h2]NEW SPECIALIST - MANTIS MECH:[/h2]
The Mantis enters the battle as our first new specialist.
Devour your own units to focus combat power on your specialists and overrun the enemy with raw melee power.
The specialist hacks allow you to stack even more ridiculous effects on the feeding. We can't wait to see the builds you come up with for this one.

[h3]BETA UPDATES[/h3]
If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.
Read the full patch notes below:
[h2]Version 0.6.18[/h2]
[h3]GENERAL CHANGES:[/h3]
- TUTORIALS! - Still a bit rough, but in general a pretty cool system, that we will iterate on as needed.
- New specialist: Mantis Mech
- Ascensions called ascensions everywhere instead of sometimes being called mutation.
- Crystals on the map gain +100 HP for every second Ascension, so +100 in A2, A4, A6 etc.
- Added Skill Description to CF2 Firebomb
- Ancient Crystal Altar visual changes
- Added PCX Voicelines when attacking
- Starter Blueprints can only appear in the first blueprint selection
- Teleport Spire now shows the range for the teleport radius when selected.
- changed some names for more clarity or preventing mix ups.
- build-unit-tutorial now also auto-finishes
[h3]BALANCE CHANGES[/h3]
- Reduced player and PCX harvest rates.
- Ascension 10: PCX build time reduction 5% instead of 20%
- Rocket Marine: Skill range and Area size increased. Attack cooldown reduced.
- Robo Marine Skill range increased, attack cooldown reduced.
- PCX Big Hunter: more powerful but takes a lot longer to build.
- PCX has slightly raised build times for cf05, cf1, Nano Hunter.
- removed some starting factories for later ascension enemy bases
- CF2 slightly higher damage and lower fire rate, reduced duration of Firebomb.
- PCX SiegeTower Fire spawns duration halved.
- Monster Mode Ray slightly changed to make stacking less exponential.
- Drops: Precision Strike and XXL Bomb damage increased.
- RoboZombos attack damage increased to 3,5, attack cooldown reduced to 1.8
- Crystal mill now always spawns with 5 robo harvesters and 3 small crystals when there is no other Crystal mill in sight. The idea was for this refinery to be the one that rewards expansion, which this should reward more.
- Factory Charger starts with MP only half charged.
- Robo Recycler now reduces cost and HP of units.
- Core Harvester rate reduced, price and production duration increased.
- Accelerated growth now applies a percentage change.
- Crystal Fields slightly less frequent.
- Kill Charge upgrade MP charge reduced to 2 from 3.
- Vampirism heal effect decreased.
[h3]BUG FIXES:[/h3]
- Typos in Resilient Hacks and PCX Missile Launcher
- BladeBot skill type correct
- Crystal field increase via Ascension do not all trigger at A2.
- Core Harvester Deployment can no longer be abused to infinitely heal the crystals
- Capitalized some upgrade names
- Prohibit the rare event of spawning an object outside the map (which led to an exception)