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Update notes via Steam Community
This is actually a much "bigger" patch than it might seem like, because we iterated on a BUNCH of different rules over on the beta branch over the past week to try to fix some gameplay dynamics. Ultimately we landed on this scary guy: the OMNI GOLEM.



Omni Golems are INVINCIBLE and UNBUMPABLE, and they spawn at the player's spawn point every 5 turns. The good news is, they're slow and they don't have a ranged attack. But if they do catch you, they do 7 damage and knock you back, so watch out.

In our playtesting, as long as you keep moving forward, you should be alright - it's just meant to combat the worst kind of turtling play.

There's also a huge change to towers: when you capture one, all of your units heal for 5. I'm feeling really good about this one! Check out the full notes below.

Oh, and next up... is a whole new faction! GET READY!!

Version 1.24
- Gem Economy has some significant changes: Many abilities no longer cost Gem Power, and you also don't get Gems from killing enemies anymore.

- There is a new invincible OMNI-GOLEM monster that spawns from the player start every 5 turns in ranks 10+. As long as you keep moving, he shouldn't cause a problem.
- Slight reduction of enemies total, esp. at high ranks
- Slight reduction in the amount of enemy levelups.
- When you capture a tower now, it heals ALL your units for 5 and delays enemy incoming units by 1 turn.
- DRILL ability now costs 1 gem but produces 1 additional Oil. Doesn't produce gems anymore.
- Replacement for Heart tower is Earthquake Tower - Deals 2 damage and stuns all enemies within 3 tiles.
- New Gale spell visual effect
- Non-squad enemies now spawn around castles.
- Enemy squads 3 and 5 have flags, instead of 2 and 4.
- Fixed some bugs with Reckless Charge.
- Fixed some bugs with Bill Milton's Portfolio.
- Fixed a small movement bug.
Gem Wizards Tactics Content Depot 1360271
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