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Gods Against Machines News

Hotfix 1.22

[h2]Bugfixes[/h2]

  • Fixed wrong property description in the Glacial Rupture spell
  • Spells and blessings are now correctly unlocked when playing on HARD or BRUTAL difficulty when NORMAL has not beed yet completed with the given god
  • Map generator now tries even harder to not place player base too close to the enemy base
  • Fixed the hitbox of Corruption tanks (they should now be much easier to target properly)
  • Fixed the scaling of some properties on Ice Shard and Call of the Deep


[h2]Balance changes[/h2]

  • Slightly reduced the speed at which enemy builders spawn
  • Antimatter converter will no longer spread corruption if it was disrupted at least once
  • Antimatter converter loses all matter when disrupted and thus needs to start creating it again (this means it will not create resources so fast)
  • The damage reduction on unifinished builings has been reduced to 66% (was 90%)
  • It is now possible to use Marks of Fate (reward reroll tokens) on Gaia Powers and Twists Of Fate - we felt that these are so crucial that allowing rerolls leads to better player experience
  • The amount of Essences of Life rewarded for completing the campaign (and Void Realm) on HARD or BRUTAL has been increased
  • The amount of Marks of Fate rewarded for completing the campaign (and Void Realm) on HARD or BRUTAL has been increased

Hotfix 1.21

  • Fixed an issue with spell targeting where sometimes friendly units would block valid targets
  • Fixed some controllers not working in difficulty selection screen
  • Fixed an issue where disabling controller in settings did not reenable the mouse cursor
  • Sacrifice will now correctly cause EARTH damage (instead of WIND)
  • Bosses can no longer be confused causing them to fight for you instead of against you

Hotfix 1.20a

Small fixes:

  • Passives for spell cost and damage will now be offered based on players currently used spells, meaning they will always be relevant (for example you won't get a Wind spell cost reduction if you have no Wind spells etc.)
  • Slightly reduced enemy power in Void Realm on Hard and Brutal difficulty (the increase in difficulty was too big compared to regular campaign)
  • Increased the amount of essences gained in Hard difficulty somewhat
  • Increased the amount of essences gained in Brutal difficulty a lot
  • Fixed an issue where getting Marks of Fate as reward for winning a region caused no Essences to be given as additional rewards


Update 1.2: Fate

[h2]Hello divine beings,[/h2]

Today we are releasing the first major update to Gods Against Machines nicknamed "Fate".

As promised in our roadmap, we will be doing regular updates during the next couple of months. In the "Fate" update, you can look forward to a ton of new content, including new difficulty settings, new mechanics and currencies as well as several quality of life improvements and balance changes.

[h2]New difficulty settings[/h2]



We want to make sure that everyone can play Gods Against Machines and have a balanced and enjoyable experience. We have seen some players breeze through the Void Realm on their second or third try, as well as players who have struggled with some of the mechanics and found it difficult to complete the regular campaign. While we made many balance changes to address issues such as weak (or too strong) spells or added more ways to overcome some mechanics, we saw that a much more complex solution was needed to ensure a fun experience for everyone. In the "Fate" update, when you start a new game, you will have the option to choose one of four difficulty settings:

[h2]Difficulty: Normal[/h2]



This is the regular gameplay experience you know and it is also the default difficulty of the game.

[h2]Difficulty: Easy[/h2]



In this difficulty (nicknamed "Sandbox mode") we aim to give players much more freedom to have fun and experiment with weird builds. The most important changes compared to Normal difficulty are the following:

  • Players can reroll rewards an unlimited number of times
  • Enemy strength is reduced (~20% reduction)
  • Amount of Power shards is increased


To preserve the value of achievements we decided to disable earning them in this difficulty. This also means that it is not possible to earn Essences of Life or use Transmutation.

[h2]Difficulty: Hard[/h2]



This difficulty features greatly increased challenge. You will have to beat level 40 in Normal difficulty to access Hard. The major changes compared to Normal difficulty are:

  • Enemy strength is increased (~40% increase)
  • Number of rewards is slightly reduced
  • Amount of Essences of life gained is increased


To make things more interesting, additional machine-strenghtening curses are active. Additionally, new features are available: Marks of Fate and Twists of Fate (more on those bellow)

[h2]Difficulty: Brutal[/h2]



This is for players who want an extreme challenge. You will have to beat level 40 in Hard difficulty to access Brutal. This difficulty is very similar to Hard just taken to yet another level:

  • Enemy strength is increased further (~80% increase)
  • Amount of rewards is greatly reduced
  • Amount of Essences of life gained is greatly increased


Of course, both Marks of Fate and Twists of Fate are available in this difficulty too.

[h2]New currency: Mark of Fate[/h2]



When playing in Hard or Brutal difficulty, you will be able to earn a new currency: Marks Of Fate.

These tokens will allow you to reroll most types of rewards. The most important exceptions are Gaia powers and Twists of Fate. In cases where there are rerolls allowed normally (such as when picking your first non-basic spell) these rerolls will be used first and only after you use all of them up the marks of fate will be used next.



[h2]New mechanic: Twist of Fate[/h2]

When playing in Hard or Brutal difficulty, additional machine strenghtening curses are active. To combat them, you will be able to choose one Twist of Fate at the beginning of the game, and one more after you defeat level 30 or higher for the first time. This blessing will fully negate one of the machine strenghtening curses. It is not possible to reroll these, so choose wisely! Bellow is a list of all the curses. In Brutal difficulty, most (but not all!) curses are even stronger.



[h2]New feature: Machine strenghtening curses[/h2]

(Only active in Hard or Brutal difficulty)



  • Fractured crystals - The presence of the machines causes Gaia's mana crystals to fracture. This reduces their mana output
  • Self-destruct drones - Evacuation drones have a chance of self-destructing and when that happens you will not receive anything from them
  • Disrupted atmosphere - Machines are disrupting the world's atmosphere, causing more extreme weather
  • Hardened protocol - Spirits will be able to lure out machine commanders less often
  • Tactical ambush - There is a chance machines will send an additional commander against you after 60 seconds in a region
  • Advanced targeting - Machines use advanced targeting protocols and their attacks can now crit
  • Narrow choices - You are not in tune with the threads of fate. The number of reward choices is reduced to 2


[h2]More achievements[/h2]

We have added 19 new achievements for you to earn! There are now 5 new achievements for progressing through Normal, Hard and Brutal difficulties as well as 4 new achievements for beating additional challenges in Hard and Brutal difficulties.



[h2]New spell abilities[/h2]

Many spells got additional abilities:

  • Vortex - Added the fact that it can be used in antimagic zones.
  • Meteor Storm - Added the ability to summon Fire Trolls when cast (needs to be unlocked).
  • Molten Core - Added the ability to be cast in antimagic zones (needs to be unlocked).
  • Fire Eater - added the ability to cleanse corruption (needs to be unlocked)
  • Water Shield - added the ability to cleanse corruption (needs to be unlocked)
  • Call spirit - added the ability to summon additional units (Crocodiles), needs to be unlocked
  • Vortex, Healing Waters and Furnace - added the ability to instantly kill lesser units (needs to be unlocked)
  • Shatter - mana cost increased to 400 (was 300) and reduced the number of units summoned
  • Call of the sea - added the ability for reducing the cooldown of the spell further (needs to be unlocked)
  • Nature's call and Sacred hammer - added the ability to heal friendly units and buildings (needs to be unlocked)
  • Combustion - added the ability to summon Immortal Phoenix (needs to be unlocked)
  • Rain of fire - added the ability to remove resources from the enemy (needs to be unlocked)


[h2]New blessings[/h2]

To give more depth to the passive abilities of Azzinoth and Nadea, we added additional blessings:

  • Burning Hell - Your Eternal Flame burning damage can now crit. At level two, it is also affected by fire damage modifiers
  • Tsunami - Your Rising tide drowning damage can now crit. At level two, it is affected by water damage modifiers


[h2]Zafira overhaul[/h2]

We heard your complains about Zafira. Her powers felt weak sometimes and her AOE damage was lacking. To address these issues we decided to change her passive power a bit and introduce a completely new mechanic for her to help with AOE damage:

Passive power update:

Eye of the storm - Your critical strike chance is increased by {0}% when below 50% mana and by half that amount when above 50% mana

New mechanic that is now baseline for many Lightning strike and unlockable for several other wind element spells:

Unstable current - Unstable current hits nearby random targets for a large amount of cast spell damage. This effect has a chance to trigger equal to your current critical strike chance (at most 70%)



[h2]More reward types[/h2]

To give players more choices when picking rewards, passive rewards have been split by element and had diminishing returns added.

[h2]Quality of life[/h2]

  • It is now possible to open the spellbook/blessings/menu and queue spells for casting during pause (time freeze)
  • Added setting to disable automatic camera pan during boss fights and tutorials.
  • Added setting to completely disable joystick/controller.
  • Added setting to disable autocast for basic spell
  • Added the ability to automatically cast your basic spell (Fireball etc.) on a spot on the ground or unit/building




[h2]Bugfixes[/h2]

The amount of small fixes is way too large to list them all, but here is a brief list of the most important ones:

  • Reward distribution has been improved to offer new spells and blessings even much deeper into the campaign
  • Improved controller handling and fixing some controller-specific bugs like lingering Info panel
  • Spell autocast settings is now properly saved between play sessions
  • Improved the targeting of spells around Antimagic zones or for targets under water
  • Fixed several cases of spells not scaling summoned units properly


[h2]Conclusion[/h2]

Hopefully you will enjoy this update! We have more things in store for future. Please keep the feedback coming, we read our forums regularly and take everything you say seriously!

Peter

Update to version 1.10

Update to version 1.10


[h2]Bug fixes[/h2]

  • Fixed a bug that could cause players to lose essence gained at the end of a campaign or Void Realm if they quit the game immediately afterwards
  • Fixed a bug that caused Fury of the Earth to be triggered forever when no mana crystal was active and auto-casting was enabled for spells that trigger Fury of the Earth
  • Fixed a bug where Shards of Fortune would not trigger when a mana crystal was destroyed with the Shatter spell
  • Fixed a bug that could cause the game to stop sending reinforcements to either side under rare circumstances
  • Confuse spell will now correctly confuse all flying units in range instead of just those near where it was cast
  • Spell perks that trigger the Sacred Hammer (free cast) will now show how the chance to trigger improves when upgraded
  • Timeshift spell now uses the correct icons for the Manipulate Reality and Accelerate Time perks (previously they were switched)
  • Sacred Hammer can no longer be cast with the Sacred Hammer buff (free cast)
  • Fixed a bug that caused Fury of the Earth autocasts from summoning buildings to occur at the current player position instead of the summoned building position


[h2]Balance[/h2]

  • Reduced the damage of small enemy tanks and fighter jets by 13% (the damage increase in the previous patch punished minion-based builds too much)
  • Reduced the buff duration of Power Amplifier (the satellite building) on friendly units and buildings by 30%, so it makes sense to destroy it first before unleashing more spells on enemy bases
  • Cleansing Rain has had its maximum stats reduced slightly due to the fact that it scales extremely well in the late game; to compensate for this change, the base stats have been increased to make the spell more useful even with small upgrades
  • The mana cost of Cleansing Rain has been increased significantly
  • Increased late-game scaling of Power Conduit's hit points, range, and damage properties
  • Reduced the cooldown and mana cost of Rock Giant by 20%, and squashed its speed and durability stats to provide larger upgrades for fewer shards
  • Reduced Rock Giant's attack cooldown by 30% and increased its damage by 20%
  • Snake Pit has had its starting unit value increased to 2 (was 1) and its spawn frequency squashed to give more upgrades per shard
  • Increased movement speed of most player units by 10-15%
  • Powerful Spirits damage and hit points increased by 20%
  • Added more upgrade steps to Confusion duration
  • The chance for Treants to spawn from Shards Of Fortune (Gaia Power) has been greatly increased
  • Increased chance of free cast (Sacred Hammer) from Shards Of Fortune (Gaia Power)
  • Gaia has increased her hit points and damage by 10% and summons 15% more spirits
  • Removed the requirement that mana be below 80% to trigger Howl of the Wolf (Gaia Power)
  • Timekeeper blessing has been changed to affect any non-basic spell (even one that is not on a cooldown), and its effect has been reduced slightly to prevent endless chain casts of long cooldown spells
  • It is no longer possible to gain Sacred Hammer buffs from spells cast with this buff
  • Increased the hit points of enemy Terraforming and Destruction Sattelites by 20%
  • Stargate hit points increased by 20%
  • Slightly reduced the damage Fire and Storm Troll Novas cast when spawning or dying.
  • Upgraded version of Fury Of the Earth now summons bigger exploding sheep (more damage and range) instead of Crystal golems
  • Fury Of The Earth summon chance is now influences by Swarming hive blessing
  • To offset the above change the explosion range of exploding sheep has been reduced slightly
  • Very slightly reduced the chance for Sacred Hammer blessing to proc across all spells that have it


[h2]Blessings[/h2]

  • Reworked the Persistence blessing - it now increases minion hitpoints and lifetime by 15/30/45/60/80/100%
  • New blessing: Ferocity- increases minion damage by 20/40/60/75/90/100%
  • New blessing: Leader of the pack - increases minion damage, hitpoints and lifetime by 10/20/30/38/45/50%


Note: The bonuses of the above blessings stack additively, not multiplicatively

[h2]Other[/h2]

  • Renamed the spell "Rock spike field" to "Stone shard field" to emphasize it has nothing in common with "Rock spike"
  • When the Cast Spell perk casts a different spell than the original one the perk icon now shows that spell instead of the default "cast spell" icon
  • All unit summoning buildings will now show the maximum amount of units active at once in the building info panel (Added this information to: Spectral Pond, Lava Nest, Snake Pit, Advanced factory, Star gate, Large star gate)
  • Spiders summoned from Webbed Menace are now spread around the crystal a bit further to prevent them all dying to a single lucky hit from enemies


This update focused on bug fixes and bringing Urus' power up to par with Azzinoth and Nadea. The next patch will focus on doing the same for Zafira.

Peter