Changelog #46 - Legendary


The most important feature added in this list is a battle engagement effect. Now when you place a movement order, it will immediately display that battle is about to happen. Because now all battles are visible in advance, it became much easier and convenient to play. I’ll show the effect soon in a video.

I won some reddits again with a simple low-effort post about item rarity colors. I always loved feelings item rarities gave in ARPGs and I was intended to do a similar thing here from the beginning. Now finally here it is.

Item rarities will be as: Common (white) < Uncommon (blue) < Rare (gold) < Legendary (red, animated)

Here is a changelog. Not so big as previous ones, though.

  • rebalanced all effects number generation
  • cool item rarity highlights in popups
  • resource popups now display categories too (“wood, crystal, fuel”)
  • now you can continue the previous game right from the main menu
  • new content
    • 5 wood types (they were here before, now they’re interactible)
    • 2 new creep types
  • enchantment efficiency now scales effects from crystal resource too
  • defense now displays percentages
  • beast productions now take more food
  • cool new battle engagement notification on turn prediction (if you right click and battle is about to happen, red animation will play)
  • pierce damage crit doesn’t apply bleeding anymore
  • pierce damage crit now ignores armor
  • house popup now displays who works or who lives there :3
  • new descriptions for houses
  • second map in demo version
  • lowered overall difficulty
  • bugfixes
    • improved movement algorithm and fixed prediction bugs
    • when there are no free workers, there is a hint now
  • new bugs