Patch 1.6: "As You Like It" + Season 4
- a difficulty slider for the campaign,
- a ladder reset (Season 4),
- multiplayer balance changes,
- some fixes for multiplayer map gen issues,
- and a couple of smaller improvements & bug fixes.
Patch 1.5: Season 3 (26 June 2019)
Ladder Reset
Some players started to feel lonely on the top of the ranked ladder, some wanted to experience the thrill of fighting their way up, again - so we put everyone back to the bottom. Happy climbing!
If the ladder reset hits you just before you managed to complete the ranked achievements: No worries! We just happened to add alternative ways to get them…
Alternative Ways to Obtain Multiplayer Achievements
Some achievements required players to win (lots of) ranked games, which could make them very hard to get. Now there are alternative ways to unlock these achievements, all possible in unranked and offline matches against 1-2 CPU opponents.
- Agitator: Win a 1v1 against a medium CPU.
- Rabble Rouser: Win a 1v1 against a hard CPU.
- Militant: Win a 1v1 against a brutal CPU.
- Firebrand: Win a 2v1 against two medium CPUs.
- Hero of the Hungry: Win a 2v1 against two hard CPUs.
- The Great Provider: Win a 2v1 against two brutal CPUs.
- Fury of the Feast: Win a 2v1 against two ruthless CPUs.
- Deadbones: Win a 1v1 against a ruthless CPU in less than 5 minutes.
(You can only get these achievements on generated maps, not on editor/workshop maps!)
Multiplayer Balance Changes
As a result of mods made and tested by the community, a couple of multiplayer balance changes is coming with this patch. Probably the most important changes in a nutshell are: Toads, Moles and Landmines get nerfed; Chameleons, Boar and Drumfire Cannon get buffed; Snake poison wears off outside territory, but slows down enemies while it lasts.
Now, here are all the juicy details:
- Daze - Only slows down movement (slowed down the whole simulation, including attack speed, before). This change makes mines less crippling in fights.
- Focus Fire - Can be used for a structure (group), e.g. for letting only your Balloons focus the incoming Badger (not the pigeons) or making your Drumfire Cannon shoot directly at the opponents' Mill (not the Pigs).
- Mole - 2 DPS, 3x crit (from 3 DPS, 2x crit), same power against structures, less against units.
- Toad - 7 HP, 3 damage, 6x crit (from 8 HP, 4 damage, 4x crit); structure crit only affects one tile, in the center of the explosion (applied crit to all structures in the aoe, before); aggro 3 tiles from own position (has been 2 tiles from rally point). They lose some of their power, but now they go after Lizards even if they are unattended.
- Chameleon - 36 HP (from 30 HP); 0.25s stealth entry time (from 0.5s)
- Skunk - 28 HP (from 32 HP); cannot target Commander (could target Commander, before)
- Snake - poison is cured 5s after last attack regardless of territory (used to be cured only inside own territory and lasted forever outside territory); poison slows down movement (Daze)
- Boar - 6x damage against structures (from 2x damage against structures)
- Badger - 60 HP (from 65 HP)
- Fox - 24 HP (from 25 HP)
- Barbed Wire - slows down movement speed by 80% (from 75%)
- Landmine - 4 HP (from 8 HP); 3s Daze duration (from 2s Daze duration), but only slows down movement, not attack speed
- Balloon - does not target Commander if enemy units are nearby (within a radius of 8 tiles)
- Artillery - 28 DPS (from 20 DPS)
Tooth and Tail :: Patch 1.4: Swine's Workshop (6 December 2018)
Save some room after your holiday meals, you'll need it for all the meat in this patch! Sweeping balance changes, as designed and requested by the community -- including Moles that are built from warrens (instead of individually) and Landmines that apply a Daze effect. The Level Editor is now live and custom maps are playable online and offline. And new multiplayer features like Neutral Cabins guarding the campfires and healing water for those nasty multiplayer burns. Incoming!
Editor
The Level editor we used to create the Story Mode hubs is now available for making multiplayer maps! Custom maps can be played online via Steam Workshop (Steam only) or offline (all platforms except PS4).
Build the balanced map you've always dreamed of and say goodbye to the whims of RNGesus!
Gameplay
Massive changes to some core design incoming! High level players have long complained about Campfires creating too much imbalance and reducing player choice. So we made them into cabins that have a neutral defender that must be killed before claiming!
Campfires are now Cabins
When I originally designed the campfires, this is always what I intended for them to be: civilian pigs holed up in cabins out in the wilderness that you kill and cook on a spit. The cabin resident has a gun that shoots once per second for 3 damage. Once the cabin is destroyed, you must still spend 60 food to light the campfire. Campfires can be extinguished and re-lit just as before.
Change your Deck size
You can now battle with up to 9 unit types, or as few as 1! Try out vs battles with the original 3 units we designed the game around: squirrel, ferret, and bullet hive.
Also:
Water heals in multiplayer - 1 HP per second, even outside territory.
Super Random Decks - Random decks now choose 1 tier 1 unit and then fill the remaining slots with entirely random selections.
Balance Changes
Some sweeping changes to unit balance, as researched and tested by our community! Aside from the headline Mole and Landmine changes, one subtle but interesting change is that short range units now also have a slightly shorter aggro range, preventing them from getting pulled and sniped quite so easily.
- Mole- Now spawns from a single tile warren, which can be built anywhere. Up to 3 moles can spawn from the warren, like any other Tier 1 unit. Mole Warren has 25 HP. Mole now has 14 HP, 3 DMG, 6 DMG to structures (was 21/2/5). Aggro range is 3 (was 4).
- Lizard- 8 HP (was 7). Aggro range of 3 (was 4)
- Squirrel- 0 second cast time, 1 second cooldown (was 0.25, 0.75). Removed movement freeze (was 0.25 seconds)
- Toad- 8 HP, 3 DMG to all affected units, 12 DMG to structures (was 7HP, 12 DMG to target, 3 DMG to AOE, no structure crit). Aggro range of 3 (was 4)
- Chameleon- 8 DMG/32 HP (was 6/40). Stealth Entry/Exit time is now 0.5/0 seconds (was 0.25/0.25). Aggro range of 2 (was 4)
- Skunk- 32 HP (was 29)
- Snake- 0 second movement freeze after attacking (was 0.25)
- Boar- 110 HP (was 100)
- Fox- 20 DMG per shot (was 24)
- Balloon- 14 DMG/20 HP (was 15/30). Visibility of 12 tiles (was 10). Fires every 2 seconds (was 3)
- Landmine- 8 HP, 18 Single target DMG, 2 DMG AOE (was 5 HP, 12 AOE DMG). Explosion radius 2 tiles (was 1.75). Activation time is 0.25 seconds (was 0.4) Applies a 1 second daze to all affected units that reduces attack/movement speed to 60%.
Patch 1.3.0 (27 July 2018)
Balance Changes
- Squirrel - 0.25 second movement freeze after shooting (was 0.4)
- Toad - 7 HP (was 8). Primary and AOE damage is now centered on closest tile when targeting 2x2 structures
- Chameleon - 40 HP (was 38)
- Snake 28 HP (was 30)
- Falcon - 1.2 seconds of firing, 0.8 second cooldown (was 1.5 seconds and 0.5 seconds)
- Owl - 40 HP (was 50), no longer stop moving over enemies
- Barbed Wire can now hit stealthed Chameleons
- Landmines can now hit stealthed Chameleons
- Structures no longer heal if they are not in your territory
- Territory now symmetrical on all sides of mills and fires, resulting in larger territory
New Features
- Story Mode Standard and Random Seeds.
- Standard Story Leaderboards
- Map generation now adds ramps around spawn to prevent high ground within 3 tiles of spawn farms
- Map generation now takes water into account when assessing fairness
- Map generation now compares natural expansion distances when assessing fairness
- Map generation changed to create more organic shapes around bases instead of fortress-like topography
- Map fairness variables added to map generation xmls
- Single Player Balance updated to current multiplayer stats
Bug Fixes
- Story Mode - Meat will no longer spawn inside rocks
- Repeating sound bug fixed
Patch 1.2.1: Calm Before the Storm (11 June 2018)
With a big patch in the rearview and a couple of big patches on the horizon, it was time for a small balance patch with a few quality of life improvements and bug fixes.
Balance Changes
- Gristmill starting health reduced to 7.5 HP (was 22.5). Added a 1 second sell timer
- Campfires must now be stood upon to build them. This allows you to build moles and landmines next to them without having to build them.
- Unit collision radius reduced to 0.4 tile radius (was 0.5) - this was done to improve retreating -- units in the rear don't get pushed back quite so much. You may notice units will tend to bunch up a little more!
- Squirrel - 0.4 second movement freeze after shooting (was 0.25), 0.25 second cast time, 0.75 second cooldown (was 0 second cast, 1 second cooldown)
- Mole - 21 HP (was 20)
- Chameleon - 38 HP (was 36)
- Falcon - 16 HP (was 15)
- Snake - 30 HP (was 28)
- Balloon - 3 second reload, 15 damage per shot (was 2 second reload, 14 damage per shot)
New Features
- Streamer Mode option removes the button hints from the bottom of the screen while spectating or watching replays, and hides the match progress bar behind the match time
- Holding the analog stick in a direction during menu navigation will scroll more quickly
Bug Fixes
- Targeting highlight in 2v2 fixed
- Increased frequency of stormy and hail weather types in multiplayer
- Discord Rich Presence fixed on Mac
- Decreased VRAM usage
- Looping campfire/machine gun sound after match end fixed
Patch 1.2.1.0 (7 June 2018)
Balance Changes
- Gristmill starting health reduced to 7.5 HP (was 22.5). Added a 1 second sell timer
- Campfires must now be stood upon to build them. This allows you to build moles and landmines next to them without having to build them.
- Unit collision radius reduced to 0.4 tile radius (was 0.5) - this was done to improve retreating -- units in the rear don't get pushed back quite so much. You may notice units will tend to bunch up a little more!
- Squirrel - 0.4 second movement freeze after shooting (was 0.25), 0.25 second cast time, 0.75 second cooldown (was 0 second cast, 1 second cooldown)
- Mole - 21 HP (was 21)
- Chameleon - 38 HP (was 36)
- Falcon - 16 HP (was 15)
- Snake - 30 HP (was 28)
- Balloon - 3 second reload, 15 damage per shot (was 2 second reload, 14 damage per shot)
New Features
- Streamer Mode option removes the button hints from the bottom of the screen while spectating or watching replays, and hides the match progress bar behind the match time
- Holding the analog stick in a direction during menu navigation will scroll more quickly
Bug Fixes
- Targeting highlight in 2v2 fixed
- Increased frequency of stormy and hail weather types in multiplayer
- Discord Rich Presence fixed on Mac
- Decreased VRAM usage
- Looping campfire/machine gun sound after match end fixed
Patch 1.2.0 (17 May 2018)
PS4 Crossplay
- The long-awaited PS4/PC crossplay is now live, which means PS4 players can play against Steam and GOG players and vice versa. Note that the leaderboards are still segregated by platform.
New Discord Game - Pocketworld (Beta)
- Head to the Pocketworld channel in Discord and type ’!team red’ (or green, blue, yellow) to declare yourself a member of a particular faction. When you play ranked matches, you’ll advance that faction’s territory on the map! Help your faction conquer Vyeshal and feast on your enemies!
New Languages
- German
- Brazilian Portuguese
- Turkish
- Russian
Balance Changes
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If a structure takes damage while building, it will stop earning health for 1 second (but it will continue to build). No more mill/mg tanking!
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Commander burrow time 2 seconds (was 2.5)
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Reptiles and Amphibians heal 3x as fast in friendly territory (1.5 HP per second after not taking damage for 5 seconds)
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Enemies can see what type of unit is building from all Tier 3 warrens
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Lizard: 7 HP (was 8)
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Mole: 20 HP (was 22), 2.5x damage to structures (was 2)
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Chameleon: 36 HP (was 38)
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Falcon: 15 HP (was 17)
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Skunk: 29 HP (was 32)
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Snake: 28 HP (was 27)
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Boar: 100 HP (was 120)
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Barbed Wire: 28 HP (from 24)
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Machine Gun Turret 5 Damage (was 6)
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Artillery: Range 10, Bullet time 2 seconds, Build time 50 seconds
Bug Fixes
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(PC) Fixed Mission Hint in Archimedes mission 3
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(PS4) Fixed Audio-related crash
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(PS4) Fixed online gameplay crash
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Increased Redplug timeout to 60 seconds to account for longer load times on PS4
Patch 1.1.4.1 (10 April 2018)
- Reduced Artillery range back to 8 (from 10) - bullet lifetime attenuation buff from the latest patch retained
Patch 1.1.4.0 (09 April 2018)
New languages
Balance Changes
- Lizard - Reverted Diamond range to standard 2 range, 8HP (from 7HP), reduced Swift to 1.75x speed (from 2x)
- Toad - 8 HP, 12 Dmg + 3 AOE Dmg, no structure crit (was 9 HP, 6 Dmg, 3 AOE, double damage to structures)
- Mole - 22 HP (from 25)
- Pigeon - 1 DPS heal, 4 range (was 2 DPS heal, 1 range)
- Skunk - 32 HP (from 35)
- Fox - Reduced Swift to 1.75x speed (from 2x)
- Mouse - Reduced Swift to 1.75x speed (from 2x), 8 HP, 3 DMG (was 7 HP, 2 DMG)
- Boar - 4 DPS, removed structure crit (from 3 DPS + structure crit). Boar can move at 50% speed while firing. Boar bomb reduced to 3x3 (from 9x9) and boar bomb DMG is 20 (was 5 to units, 10 to structures), no longer targets commander
- Badger - No longer targets commander
- Artillery - 10 Range, Bullet lifetime 2 seconds, scales by range (was 8 range, bullet lifetime of 1.5 seconds at all ranges)
Patch 1.1.3: Diamonds (are a Lizard's Best Friend) (13 March 2018)
New Features
- Players can now burrow to allied bases in 2v2
Balance Changes
- Lizard - 7 HP (from 8); 2 range only covers a diamond shape rather than a circle shape (slight reduction in attack range coverage at 2 range)
- Chameleon - 38 HP (from 40)
- Boar - Flamethrower Coverage of 6 tiles (from 10); Boar bomb 5 dmg (10 to structures), no longer hits air (was 7/14, hits air)
- Owl - 1 mouse per second up to 3, 7 second reload, leading to 3 mice every 10 seconds (was 1 mouse per 5 seconds), they live for 30 seconds (was 60), mice have 7 HP (was 10)
- Barbed Wire - 24 HP (from 30)
- Landmine - 12 Damage, 6 AOE (from 18/6); 0.4 second trigger (from 0.5 seconds); Can target cloaked Chameleons
- Machine Gun Turret - 28 HP (from 32)
- Artillery - 60 HP (from 50)
Bug Fixes
- Campfires no longer push back gristmill territory as if they had gristmill-sized range
- Artillery shots no longer remove decor objects (like trees) when they miss
- Lizard no longer hang out in back, waiting for a reservation position to open up
Story Mode
- Moved all single player unit stats over to Story Mode
- Snikaree Liberation (Hopper 1) - Start with Chameleons not Lizards
- Scrapetown Racket (Hopper 5) - Increase number of merchants by 2
- Frozen in Noe (Quartermaster 1) - Enemy spawn rate ramps up more slowly
- Howling Vell (Quartermaster 2) - Player starts with an additional mill
- Defense of the Cold Mark Lows (Quartermaster 3) - Archimedes starts with an additional mill, one fewer campfire on map
- Betrayal at Vacancee (Quartermaster 4) - Player starts with 2 additional farms
- The War For Meat (Quartermaster 5) - Player can build skunks, not pigeons, Campfires have Skunks not Pigeons, number of enemy on enemy kills required for Heroic reduced from 150 to 60, Enemies start with 1 mill with 4 farms instead of 2 mills with 3 farms
- What Might Be (Quartermaster 6) - Player can recruit falcon, boar and wolf instead of falcon, pigeon, skunk
- Awash in Solawa (Archimedes 2) - 50% fewer enemy landmines
- Vacancee Downfall (Archimedes 3) - Player can build mole instead of snake
Hotfix 1.1.2.1 (5th February 2018)
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A quick hotfix for all yout Midweek Madness customers. The game was being a bit of a hog with VRAM, which was producing some of the Black Screen, White Screen, and "SharpDX" errors on lower spec machines. I've reduced the Graphics Memory footprint when playing in Medium and Low Graphics Quality settings.
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Don't forget, you may also improve VRAM usage by disabling the cinematic under Graphics Options.
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I also replaced the Galaxy libraries to fix a crash upon leaving a lobby.
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Annnd, if you fail to join a lobby, it won't try to join that lobby again until you leave the Ranked screen. So for those instances where you kept trying to play ranked and it kept failing out, this problem should be fixed.
Patch 1.1.2
Balance Changes
- Snake - HP 27 (from 35). Can now poison structures again. Ever since we removed structure tagging, snakes have felt very flat. And since structure play is now much more viable, there needed to be more options for dealing with things like MG Turrets, Balloons, and Artillery.
- Artillery - Cost 180 (from 120), Build time 30 seconds (from 20), HP 50 (from 45). The Tier 2 Artillery was stupidly strong, and was even unbeatable in rush scenarios. Unfortunately, bumping it to the Tier 3 timing, which is now 50 seconds), meant that I suspect the unit would never get used. So I broke down and made an exception to the strict timing consistency that I've maintained for other units. It feels pretty good now, and I think will still get used quite often.
Bug Fixes
- Winning multiple stars in a match in ranked will now display the correct star animations.
- Multiple crashes and disconnects in Ranked games fixed.
Crash on starting matches fixed.
Patch 1.1.1.3 (18th January 2018)
- A little hotfix for y'all that makes a more appropriate statline for the Tier 2 Drumfire Cannon. There's also a significant Mole nerf and some fixes for the new crossplay code. Yay!
Balance Changes
- Mole - Dmg 2 + structure crit (was 4 + crit), HP 25 (was 15). High level players have essentially stopped using Mole because it's nigh unbeatable, so we've nerfed its statline again. Mr. Mole will still get a significant redesign at some point, while hopefully retaining his character.
- Fox - Cast time and Post-shot Root time changed from 0.3/0.3 seconds to 0.2/0.4 seconds. The fox still is rooted for 0.6 seconds but has a shorter cast time to make the animation look right.
- Artillery - HP 60 (was 45). 10 Dmg per shot with random 1 tile scatter to shots - NO AOE (was 6 + 1 AOE). Fires 4 times in 1 second, takes 1 second cooldown. (was firing 3 times in a second with 2 second cooldown). This is more fitting with the t2 pricing/timing while still accomplishing the feeling of an anti-t1 AOE.
Bug Fixes
- Galaxy/Steam crossplay crashing issues fixed, works correctly on Windows 7.
Patch 1.1.1 (16th January 2018)
Patch 1.1.1 is out, and with it, crossplay between Steam and GOG players is now live. There's also a number of stability fixes for Mac players, a ton of balance changes, and a revamp in the MMR points for winning in Ranked matches.
Features
- GOG players and Steam players can now play together! You will notice that you need to select your region before playing online, which you can always change via the options menu.
- Global Pick and Win Rates now represent last 2 weeks of data rather than all time
- Ranked Bottom tier no longer loses points upon loss
- Sneaky hidden option for saving out minimaps (figure it out or ask me in discord!)
Balance Changes
All the balance changes in this match were based on the Global Pick and Win Rates in the last two weeks of Ranked play. I nerfed Falcon, which had a very high pick rate, and over 50% win rate, and I buffed some Tier 3 and a bunch of defensive structures. Here are the stats:
- Toad: 6 DMG, 3 AOE; 12/6 vs structures (was 9/3, no structure crit) - This is just fixing a mistake from the last patch, the new numbers were the intended design.
- Falcon: 5 DMG 17 HP (was 6 DMG 15 HP)
- Boar: 10 tile flamethrower coverage (was 8), Death bomb does 7 DMG, 14 vs structures (was 6/12)
- Fox: 0.3 second cast time, 0.3 second movement cooldown (was 0.25+0.5 seconds) - Fox now is rooted for a total of 0.6 seconds instead of 0.75. Back when everyone thought she was overpowered, she was at 0.25. Hopefully players can still counter her.
- Owl: Mice have 10 HP (was 12)
- Wolf: 50 HP (was 60)
- Landmine: 18 DMG, 6 AOE (was 15/5); Vision increased to 4 tiles (was 1 tile), trigger time returned to 0.5 seconds (was 0.25)
- Barbed Wire: Vision increased to 4 tiles (was 1 tile)
- Artillery: Tier 2! Costs 120, build time is 20 seconds. 45 HP (was 60). 3 shots fired over 1 second, with a 2 second cooldown before next volley. Each shot does 6 DMG, 3 AOE. (Was 5 shots over 2 seconds with 3 second cooldown, each shot was, oh hell, the math was weird, I have no idea).
- Tier 3 build and production time increased to 50 seconds (was 45)
- Warren health 50 HP for all tiers (was 50/65/80)
MMR Changes
Points for winning vs players with the following tier differentials are now:
- 6: 80 (was 100)
- 5: 78 (was 90)
- 4: 74 (was 80)
- 3: 68 (was 60)
- 2: 60 (was 45)
- 1: 50 (was 30)
- 0: 40 (was 20)
- -1: 30 (was 10)
- -2: 16 (was 5)
- -3: 8 (was 4)
- -4: 5 (was 3)
- -5: 2 (was 2)
- -6: 1 (was 1)
Bug fixes
- Wolf buffed toads no longer fizzle
- Crash when using boar fixed
- Random Mac crashes fixed
- Mouse position on weird Mac resolutions now lines up to buttons correctly
- Duplicate flag design for Hopper mission 6 fixed
Patch 1.0.8 (7th December 2017)
New languages
- Traditional Chinese
- Spanish
Balance Changes
- Starting Farms are always next to each other
- Boar: 120 HP (from 100), death bomb does 6 damage to units, 12 to structures, no longer in a checkerboard, and can hit air.
- Badger: 25 max Damage, 65 HP (from 20/60). Weapon spindown takes 2 seconds (was 1 second).
- Chameleon: 7 Damage, 40 HP (from 8/35)
- Toad: 11 HP (from 9)
- Pigeon: No longer targets commander, no longer rallies to commander while focus firing (attack moves unless the commander has no focus fire target, then retreats)
- Balloon: 14 Damage per shot (from 16), 10 Vision (from 8)
- Warren health per tier: 50/65/80 (was 50/75/100)
Patch 1.0.7.1 (4th December 2017)
Languages
Two new languages were adding to the game this patch! You can now play the entire game in:
- Korean!
- Simplified Chinese!
Gameplay
- Focus firing units on top of warrens is much easier now
- Melee units surround enemies much better
- Toads no longer derp out on their way to their targets
- Ranked matchmaking now goes through the entire search once with the "Far" filter, and then if no matches are found, it runs through it again with the "Worldwide" filter. This will result in longer queue times but fewer bad connections, which was necessary as we expect an influx of Chinese and Korean players.
Balance Changes
- Lizard - 2 Range, 8 HP (from 1 Range, 11 HP). No longer hit barbed wire. Yes, I finally relented. Everyone’s favorite range 2 lizard is back. FML
- Mole - The headliner of the event. They are now 15 HP, 4 DMG + x2 DMG to structures (from 25 HP, 2 DMG, no crit). This makes them less effective at killing early game pigs and far less effective as mid-game tanks, but they are now a constant threat vs your structures. Players can sell off their structures and invest in moles at a moment’s notice and push in on your stuff. They will go from being an early game threat to being an ALL game threat!
- Toad - Dmg reduced to 8+2AOE (from 9+3AOE)
- Pigeon - They were listed as healing 2 HP per second, but were only healing 1 per second. This is fixed. They now heal 2 per second.
- Chameleon - 35 HP from 40 HP
- Snake - Last week I accidentally nerfed them to 30 HP, they are back to their intended 35 HP.
Patch 1.0.6 (13th November 2017)
Balance
As for balance changes, we’ve scaled back some of the more drastic changes from previous patches, trying to bring things closer to a balanced meta. And there’s a 1 HP lizard buff that we’re hoping makes all the difference in the world to high level lizard players!
- Tier 3 units now take 45 seconds to build the warren and unit production (up from 40)
- Lizard: 11 HP (was 10)
- Toad: 9 damage to single tile, 3 damage to 3x3 aoe, 9 health. Still has double damage to structures. Once initiating their 0.25 second self-destruct, the explosion is guaranteed, and will be centered on the tile where their target was standing when they initiated the self-destruct countdown. Primary damage is limited to 1 unit and 1 structure. (Toad was a flat 7 dmg in a 3x3, centered on their own tile, they had 10 health and structure crit)
- Mole: 2 dmg, 25 HP with double damage to structures. Selling has returned, but there is now a 1 second sell timer, if they take damage during that countdown it is cancelled. This brings moles back close to what they were when mole rushes were dominant, but with the nerf of the sell timer.
- Fox: 0.5 second movement freeze post shot (from 0.75). Since they still have a 0.25 second cast time, they are now rooted for a total of 0.75 seconds instead of a full second.
- Boar: Butter still has a bomb, but it’s less dominant and his stats are largely returned to what they were before the bomb. He’s now 100 health (from 80), with double damage to structures. He is no longer slow. His bomb now explodes in a checkerboard pattern covering his entire range. Each tile in the bomb creates a single flame, doing the same damage as his primary flamethrower, for 0.8 seconds. This does not hit air. Tile offsets are specifically: (-4, -2), (-4, 0), (-4, 2), (-3, -3), (-3, -1), (-3, 1), (-3, 3), (-2, -4), (-2, -2), (-2, 0)… etc
- Barbed Wire: Health 30 (was 25). Now takes damage for ALL damage that it deals, as opposed to just a single target at a time.
World Gen changes
- Several map types have fewer forests and decor, leading to fewer linear maps.
- A couple of map types that had nearly zero decor have had some added to make them slightly more dense.
- A couple of map types that had TONS of water have had their max lake and river size reduced.
- Many map types had more random ramps added across the board.
Story Mode
- Howling Vell stationary defenses reduced
- The War For Meat stationary defenses reduced
- Sage Marro Speaks: swapped one lizard warren for squirrels, reducing the intensity of the nightly raids
Bug fixes
- Platinum Achievement (actually) fixed
- Holding rally near to structures with units that can’t target structures (fox, snake) will allow those units to find alternate focus fire targets, or allow them to retreat. Fox will no longer get hung up when the player is trying to retreat through warrens.
Patch 1.0.5.0 (25 October 2017)
Flag Customization
- Adorn your flag with a variety of symbols! Every Achievement you unlock will grant you new ways to look like you just walked out of Hot Topic. Go to Customization under Extras & Options.
Editor Preview
- We're including access to the world editor in this build. NOTE: We are not currently fixing bugs or adding features to the editor. Please log requests with our discord community and we will eventually address things. What do we say to the god of level editor bug fixes? Not Today.
Balance Changes
- Mole HP -5 (25)
- Toad DMG +1 (7)
- Landmine DMG +3 (15/5)
Bug Fixes
- Boar explosions that trigger boar explosions no longer trigger boar explosions which trigger boar explosions which trigger boar explosions.
- Black screen on starting some replays, or zooming out as an observer is fixed.
Patch 1.0.4.4 (18 October 2017)
Given that 1.0.4.0 was a controversial patch with some big new features, it’s not surprising that we’d need to hotfix some bugs and fix some imbalance. Here’s all the stuff we’ve fixed since the Butterbomb arrived!
- Badger Windup wasn’t completing all the way. Fixed. Also reduced her max DMG to 20 (from 30).
- Boar DMG was listed at 3 dps but was actually 4. It is now actually 3. Also, the flame coverage was reduced from 10 tiels to 8 tiles.
- Fox cast time and movement freeze was supposed to total 0.75 seconds, but actually only froze for 0.6 seconds. This is fixed, and may affect other units with a movement cooldown as well (squirrel, etc)
- Warren health was listed as 50/75/100 but was still 60/60/60. Fixed.
- Roads in Monastic Gardens now give speed buff
- Lobby creation crash on mac fixed
- Ranked match auto-disconnect fixed
Patch 1.0.4 Butterbomb (16 October 2017)
I hope you're wearing your flame retardant undies, the Butterbomb is here.
Massive changes in this patch both from a feature perspective and balance adjustments.
Campfires
First up: campfires have made their way to multiplayer! Campfires are like a mini-mill/farm combo. They cost 60 food, take 30 seconds to build, and they produce 1 food per second for 300 seconds. They do stave off starvation and they do have to be destroyed to win.
Map Customization
Not just campfires though, desert, snow, and other environments are now mixed into multiplayer matches!
On the world selection screen in unranked play, you'll see this list of options for world generation. You can add more gristmills, make larger maps, or play in a variety of environments featured in the Single Player campaign. Now you can make your opponent fear Howling Vell as if it was their first time all over again.
Massive Balance Changes
Our goal with the balance in this patch was both to mix things up and provide more incentive to tech up out of tier 1 play. So many matches were ending in the first 3 minutes that we had to make some major changes to Lizards, Toads, Moles, and Pigeons.
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Boar - Get ready for the Butterbomb! Slower movement (67%). HP-20 (80) His flamethrower No longer does 4x damage to large structures like warrens and gristmills, instead does 2x damage to ALL structures. Upon death, he explodes in a 9x9 tile massive explosion that does 10 damage to units and 20 damage to structures. We made this change so as to make Uncle Butter’s gameplay have a little more texture and decision making. He’s a lit fuse, kill him before he gets to your base!
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Barbed Wire - HP+5 (30), any damage it deals out it also takes. Will no longer damage commanders. We made this change because there was no real way to clear Barbed Wire from the field with certain unit compositions. Now you can just tank the damage to make a path. Barbed Wire should see lots more play because of the follow two unit nerfs.
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Mole - No longer does double damage to structures. Cannot be sold after they have fully spawned. Damage -1 (2) HP +5 (30). This is admittedly underpowered now, but Moles were such a huge problem in high level play last patch that we had to nerf them. Expect them to get a buff next patch.
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Lizard - Range-1 (1). HP+1 (10) Having a ‘melee’ unit with 2 range never made any sense, and significantly reduced barbed wire usage. Making lizards range 1 makes barbed wire more effective against them and reduces their viability in large numbers. To go along with this nerf, though, we made a fix for targeting and patchfinding that will allow lizards to surround their targets more effectively in large numbers. They can still hit air units.
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Pigeon - Range -1 (1), HP -1 (4). Reducing pigeon range means that the max number of heal stacks is 9 rather than 25, which should reduce the Tier3+Pigeon Spam strategies we were seeing (while still leaving that somewhat viable).
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Toad - Apply equal damage to all in AOE (6 to all instead of 18 to single target, 3 to others). HP + 3 (10). Double damage to structures. Explode on own tile rather than target’s. While the previous meta had toad as the third element of a tier 1 rock paper scissors, this change is intended to make toad be viable versus squirrels, and to force your opponent to tech up. Exploding in their own tile means that they are more likely to hit 3 units rather than 6, so they should be marginally weaker versus lizards even though the lizard range was reduced.
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Snake - Remove ability to poison structures. It was always dumb. It's gone now. They are still good.
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Chameleon - Will not unstealth to attack the enemy commander.
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Owl - Removed death-bomb. Mice last 60 seconds rather than 30 (so they can build up to a maximum of 12 mice). HP +10 (50). Mice no longer aggro to enemy commander. Mouse damage -1 (2). Might be a sleeper hit here.
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Fox - Damage +6 (24). HP -10 (25). Cast time +0.25 secs (0.25), post shot movement freeze +0.25 secs (0.5). Another day another fox change. Hopefully she's easier to catch now that she has to stand still for a full 3/4 second around each shot.
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Badger - Fixed bug where her weapon spindown was taking as long as the weapon spin up. Minigun now spins down in 1 second, rather than 6.
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Machine Gun Turret - HP -3 (32)
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Landmine - Damage +3 (12, 4 to AOE).
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Warrens - Health per tier: 50, 75, 100 (was 60 for all tiers)
Other Stuff
- Version number now visible on main menu
- Players no longer spawn quite so close together
- Passworded lobbies fixed
- Crash in audio code fixed
- Fixed issue that would cause the match to end when a spectator leaves a match in progress
- Still hard at work on GOG crossplay, no news yet
- These changes will all be coming to the next PS4 patch, no schedule on that yet
Patch 1.3.0.4 (2nd October 2017)
- Top scores on the leaderboard are no longer missing or blank
- Improved lag handling that was introduced in cross-play patch.
Patch 1.0.3 (28 September 2017)
Online
- GOG Crossplay - At long last, GOG and Steam players can now play together!
- Ranked Matchmaking searches with “worldwide” filter to solve people not finding matches
- Added a player list to the post match screen
- Passworded lobbies - When you create an Unranked lobby, you can optionally enter a password. This lobby will only show up for users that search with that password.
- Friend Invites temporarily disabled to support crossplay (we hope to re-enable invites next patch). For now, use passworded lobbies.
Balance
- Warren Health now 60 (was 50)
- Wolf now stims for 12 seconds (meaning they stim up to 6 units), but their stim does not affect other wolves’ stimming ability
- Skunk Health now 32 (was 30)
- Badger Health now 60 (was 50), Warm up time now 6 secs, warm down time 1 sec (was 4, 2)
- Fox Damage per shot now 18 (was 24), vision reduced to 5 (was 8)
- Artillery Damage to single target now 12, damage to surrounding tiles now 2 (was 4 on all tiles)
- Balloon Damage per shot now 16 (was 12)
- Barbed Wire Health now 25 (was 20)
- Landmine Damage to single target now 9, damage to surrounding tiles now 3, range reduced to 3x3 square (was 3 to all tiles, range was 5x5)
Story Mode
- Victors Will Feast - Heroic fixed
- Sage Marro Speaks - Primary Objective no longer requires you to recruit neutrals
Other stuff
- UI Audio cleaned up
- Added ambience to post-match feast screen
- Game now allows for us to balance single player and multiplayer independently
- Implemented an option called “ModDir” (in your options.xml) that allows the game to load data xmls from a user defined folder.
Patch 1.0.2 (20 September 2017)
Multiplayer
- Ranked Matchmaking searches with "far" filter to solve people not finding matches
- Fixed Ranked Cheating problems: Increased redplug timeout (which results in a draw) to be longer than the Steam lobby timeout (which results in a loss). Players should timeout of their lobbies first. Increased to 30 seconds rather than 9 seconds.
- Ranked - Reduced queue times for higher tolerances: Changed to 5, 10, 20, 30, 40, 50, 60 from 5, 15, 30, 45, 60, 75, 90
Story Mode
- Snikaree Liberation - Removed time requirement on Heroic
- The Sand Kiln at Levacaloo - Removed time requirement on Heroic
- Scrapetown Cutpurse Changes - Removed skunk patrollers, Revised mission hint
- The Hungry Face a Stiff Wind - Removed 2 artillery cannons, several machine gun turrets, and 25% of the barbed wire.
- Howling Vell - Reduced enemy mills from 3 to 2, Spaced out mills better to prevent enemy pigs from spawning in range of player pigs
Bug Fixes
- Added option to disable video (for people that crash on video playback)
- Fixed problem where game would crash on start because it couldn't load the audio - now it just disables audio :-/ If you are experiencing this bug, you may need to update your drivers for one of your external devices, like headphones.
Patch 1.0.1 (20 September 2017)
- Accepting an invite from inside the game will no longer result in game disconnections.