About the upcoming patch - please read!
Okay, the bad news first! But I hope you read more than the first paragraph because I think there are some better news further down.
First of all an apology: once the game is patched, your saved files won't work. The game will problary crash if you try to load them. I'm really sorry about this. I'm letting you know in advance (the patch should be released some day next week) so perhaps you don't update the game 30 minutes before you defeated the last boss.
Once again - really sorry! But I hope this stuff makes up for it atleast somewhat. This is what I've got so far:
Quality of Life fixes:
- Ctrl-group 1 -> 0 (Assign units to groups with CTRL + Number, then finding and selecting them with that number)
- Zoom-to-news button. Each line of news that pop up will have a button next to it, allow you to instantly jump the screen to the relevant part of the map. This includes dropped potions and resources.
- Some quick keys:
'H' to jump screen to your starting tavern.
'B' To equip/unequip torched on workers.
'N' To place torches (Yes, workers will be able to that.)
You can also use the mouse wheel to zoom.
(Should I add Delete for destruction of single units and buildings as well? I was worried that this would cause people to delete units by accident, but maybe not? Please let me know in the comments!)
More content:
- Two new buildings: Elite Barracks and Market. The barracks lets you train two new units (see below). The market lets you trade 24/7, (not magic seeds and the rate is worse than the trader, so will still have to use him strategically), buy decoration (see further below), and you can station workers at the market to generate gold.
- Two new units. Longbowman, which has extreme range and if given fire arrows they have semi-exploding arrows which cause really good dot-damage if the hit clean. Mainly used to 'thin out' large clusters of undead. Knight, which has really good armor (starting at 10), lots of HP and good damage as well, but short range. A much needed melee unit.
- Decoration. Hanging banners and standing banners - you can change the color. Street lights - you can change the color of the light (Super cosy! Image link: https://imgur.com/ZpxaB6Q ).
- At village level II your houses can be upgraded to get animals on the roof, which auto-produce a small amount of food.
- At village level III you can upgrade your wooden spikes to be stronger and slow down the undead more.
- Two new enemies. Those you will have to find out for yourselves, I think that is part of the fun :) (Might add a third one as well, still not sure though)
- Two new maps. It will still be the same senario: undead coming from the right side of the map. But the layout will be different, allowing for other tactical options and the style very different: lush-leafy-forest-map and a spooky-dead-trees-barren-map.
- More variation and randomness to all maps: resouces on the surface won't be exactly the same all the time and the distance of key points (high grounds you can use and the tomb for example) will differ somewhat.
- Treasure chest which can be found underground. Will give better loot (potions and resources) the further down you go.
Bug fixes and minor stuff
- Fixed a bug where tomb-undead got stuck underground.
- Mogha will not aggro as long she has atleast "eaten" one worker. Spikes will no longer cause her to aggro.
- Fixed a bug where units used ladders even though you send them otherwise.
- Underground ladders target-area is smaller, making it easier to move around underground without constantly using ladders by accident.
- Undead giant no longer attack spikes.
- You can now have 9 houses instead of a maximum of 8.
- The light effects are more toned and more realistic and cosy. (Coziness is everything)
- When units starve to death the news-message will say so.
- Necrobats, Dread Knights and Mergle have all been made slightly easier.
- Lots of other mini-fixes which I just can't remeber right now. Sorry!
I am working on fixing two more bugs: guard towers having the wrong number of units in them and ranged units shooting at underground units. Everything you read so far is done and I will really tro to fix these two as well, but I didn't want to write them in the list until I know for sure I have a good, stable solution.
Last but not least: I will also try to get some Steam achievments working.
I might have missed something but I think that is it. Anyways: your comments and input are so awesome, kind and useful. It really helps me improve this game, so please continue! As I've said before, MANY thanks. The comments in my last post were so loving and heart warming I must have read all of them 4-5 times. It really motivates me to make the best of this I can, so once again: huge thanks!
NOTE: I did miss something! As the game is right now, you can sort of play it an Endless Mode: once you defeat the last boss on day 13, you can chose to continue the game and it will simple continue and get a little more difficult each and every night until you eventually lose. I will make this clear in the patch and also give a big reward after defeating the last boss (and some new villagers will arrive), so you will have a fair chance to recover.
First of all an apology: once the game is patched, your saved files won't work. The game will problary crash if you try to load them. I'm really sorry about this. I'm letting you know in advance (the patch should be released some day next week) so perhaps you don't update the game 30 minutes before you defeated the last boss.
Once again - really sorry! But I hope this stuff makes up for it atleast somewhat. This is what I've got so far:
Quality of Life fixes:
- Ctrl-group 1 -> 0 (Assign units to groups with CTRL + Number, then finding and selecting them with that number)
- Zoom-to-news button. Each line of news that pop up will have a button next to it, allow you to instantly jump the screen to the relevant part of the map. This includes dropped potions and resources.
- Some quick keys:
'H' to jump screen to your starting tavern.
'B' To equip/unequip torched on workers.
'N' To place torches (Yes, workers will be able to that.)
You can also use the mouse wheel to zoom.
(Should I add Delete for destruction of single units and buildings as well? I was worried that this would cause people to delete units by accident, but maybe not? Please let me know in the comments!)
More content:
- Two new buildings: Elite Barracks and Market. The barracks lets you train two new units (see below). The market lets you trade 24/7, (not magic seeds and the rate is worse than the trader, so will still have to use him strategically), buy decoration (see further below), and you can station workers at the market to generate gold.
- Two new units. Longbowman, which has extreme range and if given fire arrows they have semi-exploding arrows which cause really good dot-damage if the hit clean. Mainly used to 'thin out' large clusters of undead. Knight, which has really good armor (starting at 10), lots of HP and good damage as well, but short range. A much needed melee unit.
- Decoration. Hanging banners and standing banners - you can change the color. Street lights - you can change the color of the light (Super cosy! Image link: https://imgur.com/ZpxaB6Q ).
- At village level II your houses can be upgraded to get animals on the roof, which auto-produce a small amount of food.
- At village level III you can upgrade your wooden spikes to be stronger and slow down the undead more.
- Two new enemies. Those you will have to find out for yourselves, I think that is part of the fun :) (Might add a third one as well, still not sure though)
- Two new maps. It will still be the same senario: undead coming from the right side of the map. But the layout will be different, allowing for other tactical options and the style very different: lush-leafy-forest-map and a spooky-dead-trees-barren-map.
- More variation and randomness to all maps: resouces on the surface won't be exactly the same all the time and the distance of key points (high grounds you can use and the tomb for example) will differ somewhat.
- Treasure chest which can be found underground. Will give better loot (potions and resources) the further down you go.
Bug fixes and minor stuff
- Fixed a bug where tomb-undead got stuck underground.
- Mogha will not aggro as long she has atleast "eaten" one worker. Spikes will no longer cause her to aggro.
- Fixed a bug where units used ladders even though you send them otherwise.
- Underground ladders target-area is smaller, making it easier to move around underground without constantly using ladders by accident.
- Undead giant no longer attack spikes.
- You can now have 9 houses instead of a maximum of 8.
- The light effects are more toned and more realistic and cosy. (Coziness is everything)
- When units starve to death the news-message will say so.
- Necrobats, Dread Knights and Mergle have all been made slightly easier.
- Lots of other mini-fixes which I just can't remeber right now. Sorry!
I am working on fixing two more bugs: guard towers having the wrong number of units in them and ranged units shooting at underground units. Everything you read so far is done and I will really tro to fix these two as well, but I didn't want to write them in the list until I know for sure I have a good, stable solution.
Last but not least: I will also try to get some Steam achievments working.
I might have missed something but I think that is it. Anyways: your comments and input are so awesome, kind and useful. It really helps me improve this game, so please continue! As I've said before, MANY thanks. The comments in my last post were so loving and heart warming I must have read all of them 4-5 times. It really motivates me to make the best of this I can, so once again: huge thanks!
NOTE: I did miss something! As the game is right now, you can sort of play it an Endless Mode: once you defeat the last boss on day 13, you can chose to continue the game and it will simple continue and get a little more difficult each and every night until you eventually lose. I will make this clear in the patch and also give a big reward after defeating the last boss (and some new villagers will arrive), so you will have a fair chance to recover.