Beta patched
Hi,
i've released another small patch for Beta mainly addressing rough difficulty in Tier 1 and some smaller issues. This is now the promising candidate for live release. If all goes well I'll publish 0.10 to broad world on monday
i've released another small patch for Beta mainly addressing rough difficulty in Tier 1 and some smaller issues. This is now the promising candidate for live release. If all goes well I'll publish 0.10 to broad world on monday
0.10.5 Patch
- Rebalanced Tier 1 crises to match v0.9 health - they now have roughly 50-20% less health depending on Rarity and Era. There's still minor difference thanks to new mechanisms being more affected by hero choice, but the overall experience should be much closer to previous version.
- Crisis health in Tier 2 lowered a bit as well.
- Heavy unit damage range has been shrunk to about half the range.
- Heavy unit damage now deals same minimum damage as light unit and twice the maximum damage as the light unit.
- Heavy unit now has a general 5x damage multiplier on both minimum and maximum damage (instead of applying only on max damage previously)
- Ferocity, Bolster and Reflection ability damage scaling rebalanced to match hero level.
- Hero loadout buttons now stay available permanently after attaining more than 4 heroes (you can dismantle as many as you like, you can still switch builds now)
- Autocombat no longer uses lumbermill or quarry charges in combat as this caused some complicated bugs. This will need a broader update with separate test session, so I decided to temporarily disable this sub-feature.
- Unit cost efficiency traits on some Red Belief heroes now correctly decrease unit cost, not increase it.
- Conqueror achievement should be now possible in Babel Tower scenario (it is now considered a Tier 1 game)