If you're not currently participating in this optional beta and would like to, see the previous post for details on how to join it. The password is balanceandchanges.
Additions & Changes
- New custom game feature: custom colonies
- Allows colonies to contain virtually any ant or termite in the game
- Can be selected in colony setup
- Colony will adopt the feeding habits of the selected queen
- Workers will match the queen
- Some combinations are disallowed for technical reasons (eg: Matabele medics cannot be included in a leafcutter colony)
- Allows colonies to contain virtually any ant or termite in the game
- Black ants in custom games now have armour (0/1/2, up from 0/0/0)
- 3 lignocellulose nodes per landmark will spawn at a time instead of 1
- Limited lignocellulose nodes per landmark to 15
- Increased time between termite spawns on the lignocellulose landmark (now every 6-30s, up from 4-20s)
- If a lignocellulose landmark has no mulch, termites spawned to harvest from it will despawn
- Big-headed ant major Adrenaline ability duration reduced to 20s (down from 40)
- Adrenaline ability now uses the same visuals as the fire ant Vigorous ability
- Fire ant Vigorous ability damage reduction buff is now 15% (down from 25%) in custom games
Fixes
- Loading screen corrected for several extra levels
- Undergrounds of The Culling and Hibernation now use the rotting log environment
- Fixed lighting on multiple extra and demo levels
- Victory music for the Festive Spider seasonal level now works
- Fixed tunnel exit textures in Hibernation extra level
- Creature stats in the build menu will now use the ones currently in use, not just the story ones
- Moved some unharvestable leaves in 3.2 to be reachable
- Fixed an issue where saving and loading would cause the wrong egg type to appear on some termite tiles
- Attempted to fix a Cold Blood crash - please report if you are still getting crashes on this level
Changed depots in alpha branch