Balance:
With this patch we aimed to slightly increase the anti-building damage potential of both teams.
- Behemoth health increased moderately. This guy wasn't tough enough.
- K.O.N.G. health increased slightly, firing range increased slightly, but AoE radius moderately reduced - should be more effective against buildings but less effective against players.
- Increased the anti-building effectiveness of anti-building weapons slightly (Ember, Fireball, Rocket Launcher, Grenade Launcher). These are intended to be viable alternatives to Siege units when used en-mass or by a sneaky strike force.
- Boom Buggy's damage when attacking other siege class units was moderately reduced. This offensive unit was too effective in defense.
Optimization:
- Boom Buggy draw optimization.
- Gadget movement optimization.
Fixes:
- Fixed a crash in predicted projectiles.
- Fixed broken time based stats.
- Made "click to request" label more obvious.
- Fixed savage resurrect anim not playing.
- Fixed double clicking units as commander.
- Fixed some duplicating voice lines.
- Fixed some AI Commander + worker glitches.
- Fixed Spire collision.
- Fixed post-processing on Bunker and Morning.
- Fixed revive decals showing up on map origin.
- Fixed collision on a few rocks.
- Fixed position of some RTS UI elements.
- Fixed mana label separator on FPS UI.
- Made building death animations more reliable.
- Fixed your emblem when in a party.
- Filter in-game news to official patch notes.
What are we doing next?:
- We're always working on performance, bugs, and balance.
- We're making the endgame sequence more exciting. That stronghold needs to explode!
- We're improving situational feedback / gameplay awareness feedback.
- We're working on Crossroads, the next map.
As always, tell us what you think on the Steam community forums!