v1.1 Changes
Rats in general are more of a pain in the arse and will launch attacks on houses, but it helps your economy. Because guards have more health and dps, you can use them more strategically near sewers and pipes to help control the rat infestation. Bears were a minor problem, so I increased their strength and speed to be more menacing. Graveyard spawn also have been increased, but at later times and will help heroes gain levels a bit more quickly by placing a defense flag on it. Zombies are more of a threat and can spawn up to 9. They focus on heroes and peasants.
For the Rat King scenario, I recommend building a tower as your first step then a ranger guild or two to help.
AI
- Zombies will prioritize heroes -> peasants -> guards
- Skeletons will prioritize heroes -> guards -> peasants
- Ratman focuses attacks on towers -> market -> tax collector
- Rats focus attacks on houses -> taxer -> guard
Enemy Spawn
- Bears are slightly faster (2 -> 3)
- Bears have more health (180 -> 210)
- Greater bear is faster (2.5 -> 3.5)
- Rats spawn later (50 -> 70), but more rats spawn (1 - 3 -> 1 - 5)
- Ratman spawn later (70 -> 90)
- Skeleton from graveyard spawn graveyard will now spawn up to 3 (from 1), but spawn later (1 -> 2)
- Zombies from graveyard spawn increased up to 9 (from 1), but spawn later (8 -> 12)
- Imp Skellies spawn later (5 -> 9) and spawn up to 3
- Imp Zombies spawn later (15 -> 20) and spawn up to 5
- Achers from graveyward spawn later (5 -> 7) and spawn up to 3
- Minotaurs move faster (4 -> 5)
- Black Minotaurs move faster (4 -> 5)
- Ogres spawn time decreased (270 -> 300)
- Serpents have reduced defense from range (5 -> 0), and more defense from melee (0 -> 2)
- Dragons have reduced defense from range (50 -> 40)
Hero Balancing
- Warriors attack increased by 1
- Rangers see a lot further (25 -> 30)
- Elves see even further (25 -> 40)
- Warriors see less distance (17 -> 15)
- Dwarves see less distance (17 -> 12)
- Rogues will now explore slightly more (8, 12 -> 10, 14)
- Increased tower guard attack (6 -> 7) and (12 -> 13)
- Increased tower guard health increased (200 -> 250) and (300 -> 350) for royal guards
TL;DR: Your heroes will likely struggle more early on in the game now, but will also have a better fighting chance later in the game as they gain EXP a bit more quickly. Tower placement is a lot more strategic now since guards are actually useful, but not overpowered. Each enemy spawn attacks different things.
v1.2 Changes
Balancing:
- Bear has speed slightly reduced (3 -> 2.5)
- Greater Bear has speed slightly reduced (3.5 -> 3)
- Reduced cost of Wizard (400 -> 350). This is due to graveyard costs, which are hardcoded
AI:
- Bears will now focus on Inns -> Houses -> other buildings. Bears like food.
- Wolves will now generate up to 12 (a pack) wolves between every 2-6 minutes
- Wolves will focus on attacking Guards -> Towers -> Other buildings
- Rats will now generate every 1 - 3 minutes (from 70 seconds)
- Dragons will now target Towers -> Trade Posts -> Market/Blacksmith (from equally Tradepost, Market, and Blacksmith)
- Minotaurs will now target Smithy -> Inn -> Other buildings
Buildings:
- Blacksmith now generates gold (25 per day) for "repair" costs
- Inn now generates gold (30 per day) for "alcohol tax", but costs more (100 -> 250)
- Peasants will now enter the Inn - hey, they need beer too!
v1.3 Changes
- Ogre spawns between 300-500 seconds (from 300)
- Ogre is slower (4 -> 3)
- Ogre has magic defense lowered (50 -> 30)
- Wolfman (Werewolf) has sword defense lowered (50 -> 30)
- Wolves have increased defense against sword and magic (0 -> 5)
v1.4 Changes
- Addressed bug with black Minotaur creation that caused the game to crash
- Serpents have increased protection against range (0 -> 10), but decreased protection from magic (10 -> 0)
- Dragons have increased protection against range (50 -> 100), but decreased protection from warriors (100 -> 50).
- Dragons are weaker against magic (40 -> 30)
- Dragons have a new perk called "Dragon Armor" where they're more resistant to melee (+10) and range (+20), but weaker against magic (-10) for 30 seconds
- Rats and Greater Rats have slightly better protection against range and magic (0 -> 1). It should be hard to hit little critters from range! Ratman are unchanged (20 melee defense and 0 range/magic)
- Rats and Greater Rats can now be poisoned again. I disagree with the OG change on this. Fight me.
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If someone can help me figure out the glitch with loading saved games where all the spawns happen at once, that would be awesome.