The changes are based on feedback from all of your over the past month and a bit. There were 3 main things we wanted to do:
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Make the starting area more clear, as some players had negative experience because of confusion. We wanted to add more visual cues to help bring clarity.
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Defending settlements was difficult. At earlier levels because of the fast pace at which the player levels up and at higher level the difficulty arises from not being able to train units to sufficiently high level, making newly recruited garrison quite weak
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Add more variety, both visually and in terms of gameplay.
Gameplay
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Vicerine received a minor rework, making it more useful at higher levels as well as making it contribute more towards the garrison's strength
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Unit training level cap formula was changed. You will be able to train your units to a higher level than before as the game goes now, this caps at (HERO_LEVEL - 5)
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Most of the available starting bonuses have been given to various enemy groups throughout the world to spice up the gameplay a bit. Overall challenge level has remained largely the same, to compensate for this slight increase in power, these groups now provide proportionately more experience
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Final boss received a minor buff making the encounter about 8% harder
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"Random Finds" occur ~25% less frequently
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Revival of units from the Altar costs 50% less
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Minor rework of the 2 elite enemy groups just west of the starting location
Visuals
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Reworked the areas near starting location to better hint at the strength of certain enemy groups
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Added sand particle effect to the northern desert
Localization
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Improved English texts (big thank you to Stubbie!)
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Improved Chinese localization
Clickbait
- Increased by 100%
Changed files in this update