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Releases: jlfarris91/TheLastStand

v0.9.3

28 Aug 03:38
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v0.9.3 Pre-release
Pre-release

Gameplay

  • All tier armor items are buildable in the Tannery
  • Reduced attack bonus per primary attribute stat from 5 -> 3
  • Decreased tower range from 800/1200/1600 -> 800/1000/1200
  • Removed Shelter, added Survivor HP research
  • Survivors and all jobs have 6 inventory slots
  • Apoc 1 and 2 difficulty levels are enabled in test builds
  • Crypt Fiends are spell immune, their hp is halved

Bug Fixes

  • Fixed a bug where the player difficulty wasn't properly taken into account when creating spawn directors
  • Potentially fixed cause of lag with tinker's rocket barrage
  • Guard and Cannon towers range increases per level as expected
  • Fixed tentacle spawning for forgotten one
  • Fixed a bug where rescued survivors wouldn't get the proper harvest ability level
  • Fixed a bug where Captain's Blink ability cost 0 mana and had no cooldown
  • Fixed a bug where a wisp would spawn for a player if they died during the grace period
  • Forgotten Ones no longer spawn on top of eachother
  • Fixed a bug where Archimonde wouldn't spawn if a Forgotten One was still alive
  • Fixed a bug where Archimonde's Tier 2 and Tier 3 Rain of Chaos ability would spawn default infernals
  • Fixed a bug where researching Builder Novice Training would turn off repair as the active ability
  • Fixed a bug where Call to Arms and Back to Work would trigger on combat units inside of a workstation
  • Level 2 and 3 towers once again require an operator to attack
  • Fixed a bug in the spawn region generator that resulted in a few invalid spawn locations

Archimonde

  • Archimonde, Doom Guard, Infernal and Fel Hound all get 3 tiers now
  • All Archimonde abilities cost 50 mana to cast
  • Archimonde max mana -> 100
  • Archimonde initial mana -> 50/75/100
  • Archimonde mana regen -> 2/3.5/5 per sec
  • Doom Guard abilities by tier:
  • Rain of Fire
  • Rain of Fire, Cripple
  • Rain of Fire, Cripple, Dispel Magic
  • Infernal starts with immolation, gets resistant skin at tier 2/3
  • Increased Fel Hound movement speed -> 300/350/400
  • Fel Hounds can cast Mana Burn at tier 2/3

Bosses

  • Casual/Easy: 1x tier 1 boss
  • Hard: 2x tier 1 bosses
  • Insane: 1x tier 2 boss
  • Apoc 1: 2x tier 2 bosses
  • Apoc 2: 1x tier 3 boss

v0.9.2

16 Jul 05:02
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v0.9.2 Pre-release
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Gameplay
· Increased Wisp movement speed to max
· Barricade item removed from the game
· Day 15 tod speed decreased from 125% to 75% (longer last day before Archimonde)
· Reduced crypt fiend armor and health by 50%
· Reduced meat wagon stats by 50%
· Tombstones only spawn skellies during the night
· Increased all hero attack bonus from primary att point from 2 -> 5 (hero attack scales better with level)
· Reduced the number of zombies looted from buildings and now spawns more/less based on player difficulty
· Reduced orc skeleton health by 50%
· Reduced tombstone health by 25%
· Increased Scout's sight range 900 -> 1200 during the day, 500 -> 800 during the night
· Increased Scout's attack range from 800 -> 1600 (same with Focused Shot)
· Decreased Focused Shot duration from 3/2.25/1.5 -> 3/2/1
· Removing gold cost for shelter 3
· Reduced gold cost of spike stun research from 4/8/12 -> 2/3/4
· Camp defense upgrade no longer costs gold
· Reduced gargoyle stats by 25%

Bug Fixes
· Heroes can be revived in HQ 4 and HQ 5
· Undead should no longer occasionally get stuck standing around
· Undead should spawn at night even after looting zombies
· Lumber harvest research applies to survivors again
· The "remaining enemies" UI should no longer disappear 🤞
· Call to Arms works again
· Marksman Stimshot ability no longer requires mana
· Fixed soldier ability cooldowns to match tooltips
· Doom guards attack again
· Doomguards can be killed by wisdom knuckle
· Fixed a bug where sometimes a wall/gate would become invincible when broken by enemies
· Fixing loading screen

Archimonde:
· Reduced health by 25%
· Reduced mana regen from 10/s -> 2/s
· Reduced max mana from 100 -> 60 (2 ability per minute in normal)
· Rain Of Chaos, Inferno and Dark Portal all cost 60 · tier * 15 mana to cast
· Reduced potency of all his abilities
· Each ability tweaked to be stronger based on tier

0.9.0

02 May 06:18
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0.9.0 Pre-release
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New Heroes
· You can now choose between 3 heroes to play as, each having different strengths and abilities.

· [Ranger] Scout: Long attack range, excels at looting. Good at resource acquisition.
· [Q] Procurist [Passive] - Increases looting effectiveness (WIP)
· [W] Sprint [Toggle] - Increase movement speed while active
· [E] Smoke Grenade [Active] - AOE causes enemies to miss
· [R] Focused Shot [Active] - Single-target, high damage ability (WIP)

· [Soldier] Captain: Tanky, strong against hordes. Good synergy with soldier jobs.
· [Q] Cleave [Passive] - Deals damage to enemies nearby attack target
· [W] Taunt [Active] - Forces nearby enemies to target the hero
· [E] Blink [Active] - Single-target teleport, heals allies, damages enemies
· [R] Spear [Active] - Throws a spear to a target enemy.

· [Engineer] Tinkerer: Strong base defense. Improves effectiveness of workstations.
· [Q] Structure Armor Aura [Passive] - Increases the armor of nearby buildings.
· [W] Instant Repair [Active] - Instantly repairs a structure to full health, or completes a construction
· [E] Operator Boost [Active] - Increases the Operator level of a Workstation for a limited time
· [R] Rocket Barrage [Active] - Fires rockets dealing ranged AOE damage

Survivor Job Rework
· Survivors are no longer heroes with levels, no longer have names 😦
· Survivors can only be assigned 1 job at a time
· Each job has new abilities that are unlocked and upgraded through research
· All kills give your hero XP

Builder
· [R] Skilled Repair [Active] - Repairs structures faster than regular Survivors
· [W] Impact Bracing [Passive] - Repaired structures gain armor for a limited time after repair ends
· [E] Spiked Defenses Aura [Passive] - Nearby structures reflect melee damage back on attackers
· Replaced multiple Builder build menus with new Foundation buildings
· Doubled the distance that tunnels can be dug

Militia
· [Q] Defend [Toggle] - Blocks/deflects ranged piercing/magic attacks
· [W] Parry [Passive] - Reflect melee damage back to enemies
· [E] Cleave [Passive] - Deals damage to enemies nearby attack target

Spearman
· [Q] Ensnare [Active] - Force air units to the ground, roots ground enemies
· [W] Envenomed Spears [Passive] - Attacks apply a DOT
· [E] Hawkeye [Active] - Reduce a target enemy's armor and gives vision

Priest
· [Q] Heal [Active] - Heals a friendly unit
· [W] Slow [Active] - Slows a target enemy unit
· [E] Inner Fire [Active] - Increase ally damage and armor

Marksman
· [Q] Critical Strike [Passive] - Chance to deal bonus damage
· [W] Cripple [Active] - Reduces move speed, attack rate and damage of an enemy
· [E] Stimshot [Active] - Increase ally attack rate and movement speed

Camp Fire
· Camp Fire no longer requires wood and does not extinguish
· Camp Fire only restores mana, must cook food to gain healing aura
· Cooking no longer creates an item
· Frogs and chickens spawn around the map for more food options
· Camp fire unit is easier to select
· Added Bleu Cheese Steak recipe that adds hp regen and attack boost aura to camp fire

Lootables
· Lootables can have 1/2/3 loots inside, generates 1 per day
· Loot operation rewards loot over time instead of all at the end
· Adjusted loot chances and amounts across the board, needs balancing
· Looting grants 5xp per loot operation
· Show an 'X" under lootables that have no loot
· Lootable buildings have mana equal to the number of loot rewards within
· Tweaked loot reward chances:
· Lumber chance: 28.5% -> 30%
· Item chance: 28.5% -> 30%
· Gold chance: 14.2% -> 15.2%
· Survivor chance: 14.2% -> 15.2%
· Undead chance: 14.2% -> 9.1%

Gameplay
· Implemented Call to Arms in Headquarters that toggles combat Survivor jobs and fills towers with jobless Survivors
· Removed acolyte and altar, revive heroes from the Headquarters instead
· Operations manual is now a tower item
· Can now combine Operation Manual items in the Forge
· New deck-based system for spawning undead and for choosing loot, needs balancing
· Undead targetting adjusted: defenses > non-defenses
· Heroes share XP with allied heroes
· Reduced cost of Forge from 600L -> 300L
· Buildings are stunned for 3s when broken
· Removed Charm ability from Forgotten one
· Scroll of Town portal initial charges reduced from 3 -> 1
· Players start with 4 survivors instead of 3
· Survivors only spawn during the day
· Cutting down trees awards more lumber
· Decreased the cost of workshop and blacksmith
· Increased zombie xp award from 2xp to 4xp
· Renamed Captain survivor to Knight
· Cooking time reduced from 180s to 60s
· Nerfd undead damage -25%
· Ranged elites no longer focus organic units over buildings
· Increased zombie gold drop rate 20 -> 25
· Dawn gold reward: 1g in casual/easy, 0g hard+
· Days before a boss night are 60% longer
· Increased the crypt fiend burrow cooldown time from 10/10/10s -> 15/12.5/10s
· TP scrolls start with 1 charge instead of 3
· Removed Builders Tools from the Trader
· Renamed Normal to Easy
· Further Study researches cost 2G and 1200L regardless of research level
· Walls, gates and barricades enter a "broken" state when their hp reaches zero, similar to spikes
· Restored building day/night sight (no longer requires lamp post to see base)
· Adjusted undead target priorities: walls/barricades/gates > organic units > everything else
· Undead will target organic units that are outside of your camp
· Crypt Fiend now casts Fear when unburrowing
· Lumber Mill is a Workstation that generates lumber more efficiently than harvesting
· Survivors and builders have 0 collision
· Made build/repair times consistent across structures based on size (S/M/L)
· Grant bonus hero xp and loot quality scaling based on difficulty selection
· Priest gets armor upgrade from tannery, base armor increased from 0 -> 10
· Marksman range increased from 600 -> 1000
· Added tier 4 armor and attack speed items

UI
· Custom UI to show which enemies have spawned

Bug Fixes
· Fixed bad percentage strings in tooltips (e.g. "30.0%" -> "30%")
· Fixed a bug where summoned units were not getting stat modifiers
· Fixed the pathing map of forge and chapel
· Fixed a bug that caused hero xp sharing to not work
· Fixed a bug where lumber harvest research did not apply to Survivors
· Way gate minimap icons are back
· Zombies spawned from looting should no longer have the gold carry fx
· Lootables that have no loot at the start of the game should reflect so visually (transparent) and not be interactable
· Fixed bugs with Spearman Hawkeye and Marksman Stimshot
· Marksmen have armor and benefit from leather research
· Looting zombies shows notification again
· "No item could be found in loot item library" bug finally fixed
· Fixed "Found 0 gold" bug when looting
· Fixed a bug where nether drakes could attack broken buildings
· Fixed the length of the first 2 days being too short
· Fixed a bug where 2 bosses could spawn in a single night in normal
· Fixed a bug where the trader wouldn't spawn in the correct spot
· Fixed a bug where undead would try to target dead heroes
· Fixed a bug where summoned units were weak
· Cannon towers no longer deal splash damage to allies
· Fixed a bug where attack bonuses were lost when switching jobs

0.8.2

25 Aug 04:06
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0.8.2 Pre-release
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Balance
· Ceremonial Dagger no longer sells for any amount of gold/lumber

UX
· Reintroduced tip messages (turn on/off with "-tips")
· Changed the hotkey to toggle selected survivors' assigned job from 'Z' to 'Ctrl+Z' to avoid collisions

Bug Fixes
· Hero now stops looting when he is ordered to drop an item
· Opening the Quest dialog no longer crashes the game
· Survivors will no longer spawn far away from your camp when you build your HQ tent too quickly

0.8.1

21 Aug 22:21
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0.8.1 Pre-release
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Gameplay
· Implemented Item Find Quality which increases a player's chance to find higher quality items. A value of 100% means no adjustment to loot quality while a value of 200% means highest chances to find highest quality loot.
· Treasure Hunter's Pendant increases a player's Item Find Quality property by 20% and can't be stacked
· Each difficulty after Normal increases Item Find Quality by 10%
· Trader will no longer sell Shelters

UX
· Added help window with tips for new players
· Added QR code to loading screen and under Discord link in-game
· Added a user friendly error message when trying to cast smoke grenade on invalid places such as cliffs and water

Bug Fixes
· Fixed a crash at startup caused by a Wurst compiler bug
· Fixing a bug where the builder build menu page navigation UI was in the wrong place starting with patch 1.33
· Throttling the 'Z' key to avoid a bug that caused two events to happen immediately one after another
· Fixed a bug where heroes weren't getting xp after being revived
· Fixed a bug where a hero revived at a lower level would have incorrect abilities and ability levels
· Fixed the phoenix
· Removed tornado effect under units when they are near enemies
· Fixed a bug where the difficulty dialog ready button stopped working after a period of time
· Fixed undead visibility so they cant see over walls
· Undead only target organic units if they are within attack range
· Fixed a null ref ex when spawning deer for a player who left
· Fixed a bug that caused players to have to wait in the difficulty selection screen if a player left the game before then
· Fixed a null ref when accessing player save data for a player who left
· Tunnels no longer have collision

0.8.0

31 Jul 23:47
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0.8.0 Pre-release
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Hero Abilities
· Sprint [W] - Increases movement speed by 20/30/40% at the cost of mana lost while moving
· Blundershot [Q] - Fires a spread of projectiles that deal 600/1200/1800% of your base damage to targets in their path. Targets receive less damage the further away they are.
· Smoke Grenade [E] - Throws a smoke grenade at a target area causing all enemies within to have a 30/75/100% chance to miss attacks and have 10/20/30% reduced attack speed for 15 seconds.
· Looting Specialist [R] [Passive] - This survivor is profficient at looting and loots 10/20/30% faster.

Difficulty Selection
· The game now has multiple levels of difficulty: Casual, Normal, Hard, and Insane
· Each player chooses their own difficulty that affects only their spawns
· Added the difficulty selection dialog at the start of the game
· Selected difficulty is saved with your profile

Elites Reworked
· New types of elites and additional tiers of each elite.
· Each elite spawned has a difficulty-adjusted chance to be promoted to a higher elite tier.
· Each elite tier is a more dangerous variation of the previous tier, some with added abilities.
· Because each promotion is per spawn, not per wave, you can have different tiers spawning in the same wave.

For example, "Skeleton Archers":
· Tier I Skeleton Archer - Normal ranged attacks, nothing special
· Tier II Burning Archer - Attacks burn DOT, chance to stun
· Tier III Skeletal Marksman - Attacks slow movement and attack speed, chance to stun

Gold Distribution Reworked
· Elites no longer have a random chance of dropping gold
· Players still receive a fixed amount of gold at the end of each night but now it is based on their difficulty. Surviving on this gold alone should be difficult.
· Every Nth elite spawned in one night is guaranteed to drop gold. For example, in one night there may be a max of 3 elites allowed to be alive at any given time and a total of 9 spawning for the night. After 9 spawns no more will spawn. In this case every 3rd elite drops gold. The faster you kill elites the faster they will spawn and the more likely it will be that you will get all 3 gold drops.
· Every 50th zombie spawned in one night is guaranteed to drop gold
· The amount of gold dropped is affected by the player's difficulty
· Enemies carrying gold have a visible shimmering effect on their model
· Decreased the amount of gold found from looting

The Trader
· The Trader spawns at a random location on day 2 and relocates to a new random spot the day after each boss fight (day 6, 11, 16)
· He sells random items (4 common, 3 rare, 2 epic, 1 legendary) and his stock changes each time he relocates
· His general location can be spotted from an operated Scout Tower between 10am and 4pm in game.
· Look out for the "Survivor has spotted signs of the Trader" and an icon that appears on your minimap
· Once a player discovers the Trader (he is no longer hidden by fog of war or black mask) he has been considered "found" and the player will no longer receive alerts about his position until he moves again
· Gold can be exchanged for lumber via the Trader's horse, Redart.

Workstations
· Workstations are a new type of building that require Survivors to operate them. Without an "operator" the building does not function.
· A Workstation may have abilities and stats that scale based on the level of the Survivor operating them (ie the "operator level")
· Some items (ie Operation Manuals) will benefit Workstations by increasing the carrier's operator level

New Building: Guard Tower [Workstation]
· Deals single target piercing damage when operated
· Attack damage and attack range is boosted by operator level
· Built by the Builder in the Defenses menu

New Building: Cannon Tower [Workstation]
· Deals aoe siege damage when operated
· Attack damage and attack range is boosted by operator level
· Built by the Builder in the Defenses menu

New Building: Scout Tower [Workstation]
· Grants visibility in a large radius and can mark enemy targets to take bonus damage from attackers when operated
· May reveal points of interest around the map when operated during the day
· Built by the Builder in the Defenses menu

New Building: Tunnel
· Build 2 Tunnel Entrences and connect them together to safely transport units a short distance underground
· Built by the Builder in the Defenses menu

New Building: The Forge
· Place items into the Forge and combine them into higher tier items
· If an item placed into the Forge is part of a recipe then the recipe appears as a disabled button in the command area showing you the rest of the items needed for the recipe
· If a recipe is fully satisfied then the button is enabled and you can press it to build the recipe

Current recipes:
· Leather Armor (Common) x2 -> Reinforced Armor (Rare)
· Reinforced Armor (Rare) x2 -> Dragonhide Armor (Epic)
· Gloves of Haste (Common) x2 -> Gloves of Greater Haste (Rare)
· Gloves of Greater Haste (Rare) x2 -> Gloves of the Greatest Haste (Epic)
· Claws of Attack +10 (Common) x2 -> Claws of Attack +30 (Rare)
· Claws of Attack +30 (Rare) x2 -> Claws of Attack +60 (Epic)
· Claws of Attack +60 (Epic) x2 -> Claws of Attack +120 (Legendary)
· Small Stamina Potion (Common) x2 -> Stamina Potion (Rare)
· Stamina Potion (Rare) x2 -> Big Stamina Potion (Epic)

Camp Fire Reworked
· Camp Fire no longer automatically consumes Raw Meat to boost health and mana regen
· Camp Fire is now a crafting station (like the Forge) and Raw Meat is an ingredient required to craft the Cooked Meat item
· Crafting a Cooked Meat item in a Camp Fire changes the Camp Fire to a Cooking Camp Fire
· Health and mana regen and aoe range is boosted while the camp fire is cooking (or crafting) the item
· Mana is drained from the Cooking Camp Fire each second
· Once the Cooking Camp Fire is "done cooking" (its mana reaches zero) it switches back to a regular Camp Fire, the cooked item is created and placed in its inventory
· The cooked Cooked Meat item can be consumed by a unit to restore a decent amount of health over time (like Cheese or Bandages)
· The Camp Fire can support any number of item recipes (again, like the Forge) and more can be added over time
· The Camp Fire can only cook one thing at a time

Shelters
· Shelters now provide a bonus to all Survivor max HP
· Each Shelter adds 50/100/200 to the max hp of all survivors
· Upgrading the Shelters provides better bonuses than building many shelters
· Keep them alive or your Survivors will lose max HP

Gates and Walls
· Must be rotated prior to placement! Press Ctrl+R to rotate them clockwise.

Unit and Item Classifications
· Units are tagged with appropriate classifications; Human, Building, Melee, Ranged, Magic, Workstation, etc.
· Items can be tagged with a classification requirement so that their effects are only applied to certain classifications of units, based on who's holding the item.
· Now, some items can only be used by certain classes of unit.

New Enemy: Tombstones
· Tombstones are a new search-and-destroy type of elite that spawn outside your base and continiously spawn Dark Minions until they are destroyed.
· They don't despawn during the day so make sure to prioritize them!

New Enemy: Fallen Bandits (Raiders)
· A new type of elite unit that attacks in groups. If you hear a horn sound during the day STAY INDOORS! Raiders are coming to attack your base!
· 1st time Raiders attack there is 1 wave, 2nd time is 2 waves, 3rd time is 3 ways and a mini-boss.
· Must kill all raiders in a day to receive rewards.

New Enemy: Forbidden One
· A new boss search-and-destroy type of boss that spawns outside of your base and continuously spawns Tentacles until it is destroyed.
· They don't despawn during the day so make sure to prioritize them!

Items
· Added Flint and Tinder item that lets you build a Camp Fire anywhere, hero starts with one
· Brass Contraption and Wisdom Knuckle can target elites as well as zombies now
· Fixed the Night Scope item FINALLY

Gameplay
· Bosses no longer have the possibility to drop less desirable items such as Ceremonial Daggers or Stamina Potions
· Aboms drop a random rare item, Crypt Fiends drop a random epic item, Forgotton One drops a random legendary item
· Gates can be upgraded while open and stay open during the upgrade
· Now any friendly unit can pick up a hero's heart, not just Acolytes
· Players start with a Ceremonial Dagger (for now, might rework hero revival in the future)
· Decreased the amount of gold found by looting
· Meat Wagons attack 10% slower
· Removed the 6th HQ Tent level
· Players must research the ability to cut down trees, costs 250L
· New spawn controller system that makes sure not to spawn too many units at once

Balance
· Relocating your HQ Tent now costs gold
· Increased spike XP distribution range from 320 -> 512
· Increased cost of Holy Book from 150L -> 300L
· Decreased cost of Hunting Rifle from 5G/1000L -> 4G/860L
· Increased Hero attack type damage against Fortified armor type from 50% -> 100%
· Increased Orc Skeleton max alive count from 2 -> 3 on normal difficulty
· Increased hero attack range from 600 -> 800
· Increased Crypt Fiend hp and armor
· Increased Builder base armor from 1 to 10
· Reduced Cultist damage by 40%
· Some Cheese is renamed to Bleu Cheese and is worth more
· Camp Fire has more health and armor and scales with Camp Defense research
· Item sell rate increased from 60% to 75%
· Increased collision size of raiders
· Attack type vs armor type adjustments across the board (game might feel harder now, more adjustments will be necessary before ship)
· Elite damage reduced by 25% across the board
· Reduced air elite stats by 25%
· Meat Wagons: attack 2x slower
· Wyrms: attack 1.5x slower, ...

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0.7.2

03 Oct 04:04
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Gameplay

  • Implemented new custom animations for aboms in order to improve readability when holding and throwing zombies
  • Zombies teleport to a closer spawn point when they are out of range of their target
  • Builder can also harvest lumber and gets boost from research like jobless survivor
  • On average zombies should spawn closer to players
  • Survivors spawn in at different levels based on the game's progress
  • Survivors spawned from tents will no longer randomly start with jobs but survivors rescued while looting may
  • Structures built outside of your camp will now be targeted by undead
  • Improvements to the undead targeting system should make undead appear a bit smarter and feel less buggy
  • Added -givegold and -givelumber commands

Balance

  • Adjusted day length for the first 3 days 100%/57%/40% and all other days are 40% (based on the length of the first day)
  • Increased abom throw range from 600 to 800
  • Max number of zombies alive per player changed from a fixed number 20 to a value that interpolates over the length of the game (12->32) to be a bit easier on new players in the beginning and a bit harder for folks who can reach the end of the game
  • Reduced end game zombie health from 2000 to 1600 so they feel less bullet-spongey
  • Reduced the max number of elites that spawn for Burning Archers, Skeleton Marksmen, Ghosts, Ghouls and Mutants
  • Reduced the Mutant life drain hp/s by 50%

UX

  • New progress bar UI for looting
  • Removed the small item button (bottom left) used to unlearn jobs and added ctrl+click UX instead
  • Players can press 'Z' while one or more survivors are selected to quickly toggle between no job and the last active job
  • Greatly simplified code for changing survivor jobs in the hopes of fixing a bug where occasionally survivors would get stuck in one job

Map

  • Made many improvementes to many inferior bases around the map and added new bases (see 📷map-gallery)
  • Reduced the sizes of the entrances of many bases to avoid needing to build a gate + barricade

Bug Fixes

  • Fixed a bug where looting the building you were already looting would cause the looting operation to break
  • Fixed a bug where Shapeshifting Key, Lucky Horseshoe and Treasure Hunters Pendant did nothing
  • Fixed a long-standing bug with opening and closing gates that caused units to occasionally get stuck and not walk through them
  • Fixed a bug that caused Marksmen to have significantly reduced stats
  • Fixed several pathing map holes in the terrain
  • Fixed a bug where zombies and survivors wouldn't spawn for a player while their hero was dead
  • Fixed a bug that caused all survivors to be able to harvest
  • Fixed a bug where spikes would become repairable during the night when upgraded
  • Fixed a bug where zombies would occasionally get stuck at their spawn point
  • Fixed a bug where the abom target indicator would stick around permanently
  • Fixed a bug where the survivor job change ui panel would get stuck
  • Fixed a bug where moving your HQ tent would break spawn points
  • Fixed a bug where undead would get stuck in a cycle of acquiring targets
  • Fixed a bug where occasionally zombies would just stand at walls/gates and never attack
  • Burrowers should work better and get stuck less (still might not be completely fixed yet)

0.7.1

16 Jul 04:42
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Balancing

  • Reduced the size of the Camp Fire and Lamp Post based on player feedback
  • Camp fire and lamp post are vulnerable again
  • Ranged units will always prefer organic targets over structure targets
  • Undead will switch targets from structures to organic units when possible
  • Reduced the duration of the Abom's Disease Cloud debug from 120s to 30s
  • Increased Mutant life drain hit points drained total from 55 to 250
  • Aboms now drop a Ceremonial Dagger along with 10g
  • Ghosts now fade in and out of combat every 10s and can fly over trees/terrain/walls/etc
  • Reduced Ghost hp by 50%
  • Increased Lamp Post sight to 600
  • Reduced Hero night sight to 500
  • Reduced Hero's strength scaling to compensate for revive, increased agi scaling for damage
  • Reduced Hero collision size from 16.0 to 8.0
  • Reduced Medic's Heal cooldown by 50%

Bug Fixes

  • Fixed a bug where Zombies thrown by an Abom would have Disease Cloud when they were recycled
  • Fixed a bug that made Mutants melee

0.7.0

23 Jun 05:53
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Gameplay

  • Lose condition has been changed from the player’s hero dying to the player’s HQ tent being destroyed
  • When killed the hero drops the Heart of a Hero item which can be used at an Altar to be revived
  • Replaced Marksman’s attack damage research with attack speed research
  • Decreased the collision size of many elites to reduce chance of blocking zombies
  • Added tier 4 attack damage item

Looting

  • Reduced lootable retrigger chances for all lootable tiers
  • Reduced lootable gold range for all lootable tiers
  • Made reward trigger changes more consistent across lootable tiers
  • Looted zombies now also award lumber equal to a typical lumber reward

Acolytes and Altars

  • Added the Acolyte job which can be assigned using the Ceremonial Dagger job item
  • The Acolyte can build the Altar building which is used to revive dead heroes
  • To revive your hero you must place the Heart of a Hero item in an Altar and choose an Acolyte to sacrifice in his place
  • When revived your hero takes the XP of the sacrificed Acolyte
  • The Acolyte’s XP is the sum of all other job XP, so choose carefully
  • You can get the Ceremonial Dagger item by killing Aboms (adding more ways to get Ceremonial Daggers soon)

Survivor Job Refactor & New UI

  • Survivors now equip job items and can equip more than one at a time
  • Job items no longer take up an inventory slot once equipped
    -The new Survivor job UI panel lets the player quickly assign jobs to selected Survivors

Balancing

  • Reduced Archimonde rain of chaos cooldown from 60s to 30s
  • Aboms have disease cloud that deals 10hp/s to nearby units
  • Ghosts can cast curse
  • Ghouls have unholy aura
  • Skeleton champions have command aura
  • Mutants can cast life drain once every 30s
  • Fire archers can cast fire bolt
  • Frost archers can cast frost bolt
  • Doubled infernal damage but attacks 2x slower
  • Doubled crypt fiend damage
  • Increased Archimonde health by 3.5x
  • Increased Archimonde damage from 166 to 220
  • Medic heals now scale according to level of 10 + (level * 5)
  • Medic heal mana cost changed to 30 (fixed)
  • Reduced total int on medic but increase base damage (Reducing total mana pool)
  • Nerfed campfire mana regen, but buffed AoE to 500 (To adjust based on the value of thunderlizard and medic heals)
  • Changed damage type of Dark Minion from Pierce to Normal
  • Changed damage type of SkeleOrc from Normal to Siege
  • Changed Marksmen Agi nerf towards attackcooldowntime instead.
  • Grenade buffed to x2, stun duration reduced to 2 from 3.
  • Reduced thunderlizard damage by half
  • Reduced mark start agil from 30 to 20
  • Reduced mark agil per level from 5 to 4
  • Changed crypt fiend attack type from magic to pierce
  • Reduced crypt fiend collision size from 16 to 12
  • Reduced wirts leg stack max from 5 to 3

0.6.1

09 May 04:18
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0.6.1 Pre-release
Pre-release

Bug Fixes

  • Fixed a bug where researching the final level of Lumber Harvesting would cause Survivors to be unable to harvest lumber anymore