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- >0.5.4d
- #Start
- * Slightly tweaked start buildings, units and gold to be more fair in the zombie side.
- - Starting free peasants per front reduced to 1 from 2/3.
- - Starting gold for zombies increased to 800 from 300.
- - Starting pile of flesh increased to 3 from 2.
- - Starting level 1 zombies increased to 8/9 for all zm players. One will purposely suicide on walls to alert new players.
- - Sweden starts with 3 lumbermills instead of 4 now. The extra market was already enough smooth out the start.
- - Further reworked initial walls and towers positionment to be more intuitive, reducing some feed when zombies get inside europe as well.
- #Events
- * Zombie events now play a sound when the timer starts.
- #Units
- * Stone Walls - Base HP: 6600 -> 6400.
- >0.5.4c
- * Fix retard hours II.
- >0.5.4b
- * Fix retard hours.
- >0.5.4a
- #Bugfixes
- * Fixed some capitals being unable to train upgraded peasants.
- * Fixed doors not closing if there is a dead unit above them.
- * Fixed War Frenzy Hotkey not working.
- * Satellite Strike actually works now.
- * Fixed checking income returning wrong values in hero mode.
- * Fixed traitor units not being infectable.
- #Human Units
- * Walls - will not close if there's a building above them anymore.
- * Viking Axeman - Base damage: 250 -> 300.
- #Human Abilities
- * Satellite Strike - Cooldown: 120s -> 150s.
- #Other
- * Switched loadscreen to blp to reduce filesize.
- * Zombie events now should ping for zombies as well.
- * Some buildings that previously didn't have a death animation are now animated.
- >0.5.4
- #Bugfixes
- * Fixed Missile Defense System being able to target non-ward air units.
- * Fixed Medieval Peasant & Scientist not having Repair auto-casting on upon being trained.
- #Human Units
- * Missile Defense System - Build Time: 65 -> 70.
- * Medieval Peasant - Base Hitpoints: 220 -> 260.
- * Industrial Peasant:
- - Gold Cost: 80g -> 90g
- - Base Armor: 1 -> 2
- * Scientist:
- - Cost: 100g -> 200g
- - Base Hitpoints: 220 -> 500
- - Base Armor: 0 -> 1
- - Level 5 -> 4
- * Winged Hussar:
- - Base Attack: 790 -> 860
- - Attack Cooldown: 3.5s -> 3s (Old change but wasn't applied)
- - Cost: 825g, 175w -> 350g, 100w
- - Level: 4 -> 3
- * Catapult:
- - Level: 5 -> 4
- - Base Damage: 1400 -> 900
- * Trebuchet:
- - Level 6 -> 5
- - Base Damage: 1750 -> 1450
- - Cost: 360g, 800w -> 400g, 900w
- * Cannon:
- - Level: 8 -> 5
- - Movement Speed: 135 -> 170
- * Light AT Gun
- - Level 5 -> 6
- - Movement Speed: 130 -> 170
- * Ship Transport - Movement Speed 160 -> 200.
- * Crossbowman - Damage Upgrade: 65 -> 50.
- * Heavy Crossbowman - Base Damage: 650 -> 700.
- * Spanish Skirmisher - Attack Cooldown: 0.8s -> 1s.
- * Fire Trooper:
- - Base Damage: 90 -> 200
- - Upgrade Damage: 18 -> 20
- #Human Buildings
- * Foundation - Build Time 6 -> 5.
- #Zombie Units
- * Sneezer:
- - Cost: 40g -> 30g
- - Range: 400 -> 500
- * Zombie Level 5 - Cost: 25g -> 40g
- #Upgrades
- * Bow Technologies - Wood Cost Increment: 1000w -> 1200w.
- #Spells
- * Call Upon the Militia - Cooldown: 30s -> 60s.
- * Finger of Death - Normalized CD (45s).
- * Frenzy - Additional lifesteal per level upgrade: 5% -> 7%.
- * Unsummon - Salvaged gold: 0.5 -> 0.3.
- >0.5.3a
- #Bugfixes
- * Fixed Satellite Artillery Strike not being re-usable if the unit casting the skill was removed from the game before the cooldown passed.
- * Fixed Gatling Gunner damaging themselves when attacking.
- * Fixed checking income returning wrong values under certain conditions.
- #Units
- * Gatling gunner:
- - Projectile Speed: 2400 -> 3000
- - Upgrade Damage: 30 -> 32
- * Zombuilder - Now benefits from Improved Strength & Improved Regeneration.
- * Industrial Peasant, Renaissance Peasant & Peasant (Hero Summon) - Now benefit from Infantry Discipline.
- * Peasant (Hero summon) - Base Hitpoints: 220 -> 270.
- * Sneezer - Upgrade Damage: 5 -> 7.
- #Upgrades
- * Sneezers - Cost: 22500g -> 25000g.
- #Income
- * A small diminising return applies to the income given by capitals when possesing 5 or more of them that slowly grows larger based on the quantity.
- * Dead units won't count for given income anymore.
- >0.5.3
- #Bugfixes
- * Some building animations shouldn't get stuck upon upgrading under certain conditions anymore.
- * Daytime will now properly kill revived zombies.
- * Upgrading Workers will now properly upgrade Industrial Era workers.
- * Fixed upgrading Equipment Center into Advanced Equipment Center not changing the shop list.
- * Italy now properly begins the game with a lumberjack.
- #Units
- * Arquebusier:
- - Base Damage: 1000 -> 1100
- - Upgrade Damage: 90 -> 110
- - Attack cooldown: 4s -> 3.6s
- * Musketeer:
- - Base Damage: 1300 -> 1430
- - Attack cooldown: 3.6s -> 3.2s
- - Gold Cost: 650 -> 600
- * Early Rifleman:
- - Base Damage: 1400 -> 1520
- - Upgrade Damage: 100 -> 125
- - Attack cooldown: 2.6s -> 2.4s
- * Janissary - Cost: 400g, 250w -> 550g, 300w
- * Highlander - Cost: 800g, 400w -> 700, 300w
- * Conquistador - Attack cooldown: 3.5s -> 3.1s
- * Blunderbuss, Fire Troop, Eradicator & Toxic Trooper: AoE attack properties don't apply against flying units anymore. Reverted.
- * Blunderbuss:
- - Damage loss factor per new target: 0.60 -> 0.70
- - Spill distance: 90 -> 100
- - Spill radius: 140 -> 150
- - Base Defense: 7 -> 5
- * Gatling Gunner:
- - Removed spill missile damage type
- - Base Damage: 20(whoops) -> 550
- - Upgrade Damage: 32 -> 30
- * Stone Walls - Repair cost: 20g -> 10g.
- * Concrete Walls - Repair cost: 40g, 120w -> 20g, 80w.
- * Brain Extractors - Normalized given income, upgrading shouldn't be less cost effective over spamming new brain extractors.
- * Gorecrows - Base Movement Speed: 260 -> 300.
- #Items Changes
- * Orb of Fire:
- - Orb effect won't apply against air units anymore. Reverted
- - Area of effect: 340 -> 280
- #Other
- - Slightly reduced England's zombie infection event difficulty.
- - Impending Doom will now reduce income each 20 minutes, up to a maximum of 3 times.
- - Added hotkeys to Heroes revival.
- >0.5.2a
- #Known Issues
- * AI might break at some point in the game.
- * AI might not train special units with the exception of gore crows.
- #Bugfixes
- * New Market - Corrected base damage.
- * Fixed auto zombie release killing all targeted units instead of 20.
- #Spells
- * Burning Oil:
- - Upgrade Cost: 2600g, 3600w -> 2000g, 3600w
- - Duration: 7s -> 1.01s
- - Full Damage Dealt: 40 -> 120.
- - Half Damage Dealt: 40 -> 80.
- - Visual AoE effect has been removed.
- #Zombie
- * Auto zombie release:
- - The amount of units killed now will be based on used food instead of unit quantity.
- - Zombies will be released twice as fast provided food is still kept above 105.
- - The amount released will be brought down to 8/9 food from 20 units.
- * Zombie level 2 - Base hit points: 9500 -> 9000.
- #Other
- * Added some neutral hostile militia axeman in Africa.
- * Removed some leftover debug game message.
- >0.5.2
- #Known Issues
- * AI might break at some point in the game.
- * AI might not train special units with the exception of gore crows.
- #Bugfixes
- * Removed incorrect upgrade from Uber Dark Brain Extractor
- * Fixed zombie level research requirements. It might be for real this time.
- #Human Units
- * Militia Swordman & Spearman - Removed from production.
- * Peasant:
- - Now advances through some ages, changing its stats slighty, looks and cost.
- - Can now be converted to Militia Axeman for 15g, a slighty stronger version of Militia Swordman.
- * Workbot - It's now unlocked upon constructing a Robot Assembly, it's not needed to keep the building alive afterwards.
- * Robot Assembly now requires Advanced Technologies and Science 1. Workers repair ratios have been adjusted slightly to make up for the extra delay on getting Workbots.
- * Ballista:
- - Level: 5 -> 4
- - Projectile speed: 1100 -> 2100
- * Workshop - Added. Hosts Medieval and renaissance siege unit production. Can be upgraded to Artillery Depot.
- * Catapult - Added.
- * Trebuchet - Added.
- * Artillery Depot:
- - Cost: 200g, 650w -> 200g -> 600w
- - Base hitpoints: 2400 -> 4600
- - Now requires Cannon Techs 3 to be built. Does not require Technology Center anymore
- * Ore Extractors - Renamed to Factory.
- #Upgrades
- * Robotics - Renamed to Industrial Mechanization.
- * Bow Technology:
- - Base cost: 500g, 500w -> 460g, 1000w
- - Increment cost: 500g, 1500w -> 500g, 1000w
- * Zombie Killer - Base cost: 1500g, 1500w -> 1200g, 1200w.
- * Incendiary Arrows - Added.
- * Burning Oil - Added.
- #Others
- * Cancelling a foundation upgrade to a unit producing building won't leave rally learned in the unit anymore.
- * Humans now start with a lumberjack in addition to 300g.
- >0.5.1
- #Known Issues
- * AI might break at some point in the game.
- * AI might not train special units with the exception of gore crows.
- #Bugfixes
- * Fixed Doomed Choice Tooltip wrongly stating that income will drop down to 50% instead of 60%.
- * Fixed Infected overseer's tooltip wrongly stating how long it lasted.
- * Fixed opening gates failing to check for units around.
- * Removed leftover zombie evolution research message.
- * Possibly fix zombie evolution sometimes not being researchable (0.5.0b).
- * Fixed BM timer votation breaking income timer (0.5.0a).
- #Units
- * Shipyard & Artillery Depot - Hit points: 2100 -> 2300.
- * Technology Center - Level: 0 -> 2.
- * Zombuilder - Can now unsummon buildings.
- * Ancient Tomb - Cost: 250g -> 300g.
- * Equipment Center - Cost: 500g, 1000w -> 400g, 800w.
- #Items
- * Scroll of Healing - Stock replenish interval: 120s -> 140s.
- #Others
- * Culling the Weak is now usable from the beginning of the game.
- * Wall gates:
- - Added missing icons when pausing the game.
- - Increased selection size to better match unit radius check when the model is covered by terrain.
- - Lowered projectile impact height.
- - Will not project a shadow anymore.
- #Zombie
- * Brown player now starts with an Ancient Tomb.
- >0.5.0
- #Bugfixes
- * Nukes - Fixed cooldown being much lower than intended.
- * SRBM - Fixed range being longer than intended.
- * Fixed Missile Defense System wrong hotkey.
- * Fixed regular human units in hero mode wrongly stating that they granted wood on zombie kill.
- * Fixed Missile Defense System being unable to target Missiles.
- * Fixed Scream of Pain wrongly stating how much damage it reduced.
- * Fixed buildings with tooltip dummy passives damaging themselves when attacking.
- * Fixed Brain Extractors tooltips displaying wrong values.
- * Fixed Tutorial fuckery from -help.
- #Non-gameplay Relevant
- * Spearmans & Ballista - Bettered visual fidelity when attacking.
- * Ballista will now use its correct projectile art and classic model.
- * Added some missing portraits.
- * Added icons.
- * Added some decoration (WIP).
- * Income, value & event messages were tweaked somewhat.
- * Grenadier, Medic, Zombuilder - Changed model (Zombuilder model might get changed back if readability isn't good enough).
- * Optimized imported models where possible - MDXM3 Optimizer pass.
- * Checking value will now display value sources of the triggering player. It may not work until first income is received.
- #General
- * Receiving income will now play a cue sound.
- * Terrain:
- - Added a water entrance northeast of Rusia and cleared trees
- - The cliff north of Romania is now accesible through foot
- - Tree blockade was modified particulary on zombie ground to avoid unloading units over "tree walls"
- * Enlarged Russia Noob Protect region (shouldn't be avoidable anymore).
- * Zombies can now take full control of AI or players that have left the game (-ctrl ai). IIRC leaving players might have their buildings donated, might fix later idk.
- * Take Over Capital will now only announce capture to allies instead of all players.
- * Checking value will not be possible for humans on Betrayer Mode anymore.
- * Turkey Noob Protect event will trigger a bit more on point.
- * Shortened and modified help given when accesing -help.
- * AI only mode zombies will access main evolutions faster.
- * Humans areas around capitals will now be explored from the start to aid with tree targeting.
- #Zombie Units
- * Dark Mage - Will not be able to attack structures anymore.
- * Necrovolver - Gold cost: 150g -> 500g.
- * Necrocrypt - Gold cost: 150g -> 400g.
- * Gore Crow - Max HP: 100 -> 110.
- * Blood Cultist - Attack range: 650 -> 700.
- * Brain Extractors, Pile of Flesh & Ancient Tomb - Sight Radius (day): 1600 -> 1450.
- * The following units had their Movement Speed modified:
- - Zombie level 1: 130 -> 135
- - Zombie level 3: 185 -> 180
- - Zombie level 5: 220 -> 200
- - Mauler: 220 -> 210
- - Gore Crow: 400 -> 260 / 450 -> 400 (summ)
- - Sneezer: 200 -> 190
- - Blood Cultist: 220 -> 210
- * Keep in mind that movement speed is capped at 522, thus many movement speed upgrades were doing virtually nothing past that (and still are).
- #Zombie Upgrades
- * Improved Movement Speed:
- - Cost Increment: 300g -> 280g
- - Value: 10% -> 9%
- - Will also improve Zombuilders & Heroes movement speed by 1% per level
- * Sneezers - Cost: 27500g -> 22500g.
- * Blood Cultist - Cost 90000g -> 95000g.
- #Human Units
- * Melee - Adquisition Range: 125/150 -> 220 (300 for summs).
- * Blunderbuss, Fire Troop, Eradicator & Toxic Trooper: AoE attack properties don't apply against flying units anymore.
- * SRBM - Cast range: 2750 -> 3000.
- * Medic:
- - Initial MP: -> 200 -> 400
- - Max MP: 700 -> 1000
- - MP Regen/s: 4 -> 3.5
- * First Aid:
- - Mana cost: 5 -> 20
- - Casting time: 0.9s -> 0.1s
- - Cooldown: 1s -> 1.8s
- * Sniper - Cannot critically hit non-organic units anymore.
- * Tanks & Toxic Trooper - Loading size: 1 -> 2.
- * Transport - Build time: 25 -> 22.
- * Frigate - Build time: 80 -> 71.
- * Battleship - Build time: 80 -> 74.
- * Light Cruiser - Build time: 80 -> 77.
- * Gatling Gunner:
- - AoE damage properties now apply against flying units
- - Damage spill radius: 60 -> 70
- * Grenadier - Attack type: Piercing -> Siege.
- * Blunderbuss - Base armor: 5 -> 7.
- * Early Chopper can now load up to 2 units.
- * Cobra Assault Copter can now load up to 4 units.
- * Heroes, workers and tanks cannot be loaded into air transports.
- * Loading an unit into an air transport will forbid the loaded unit from being targeted by teleportation spells.
- * Stationary Fortress Defender & Fortress Gun:
- - Added Spell/Explosion Immunity
- - Unit death when a wall or tower has fallen should be more consistent
- - Shouldn't be movable anymore
- * Mortar Emplacement:
- - Cannon Techs required level: 3 -> 2
- - Attack Damage upgrade: 350 -> 360
- * Winged Hussar - Attack Cooldown: 3.5s -> 3s.
- * [Hero Mode]Non-Hero units killing a zombie will now grant wood as the floating text was already wrongly implying.
- * Recovered Foundation - Removed.
- #Human Upgrades
- * Robotics - Research time: 12s -> 20s.
- * Bow Techs. - Levels: 10 -> 6.
- * Modern Age - Does not require Gun, Cannon and Ship technologies anymore.
- #Items Changes
- * Orb of Fire - Orb effect won't apply against air units anymore.
- #Experience
- * Base Hero exp gained for killing a normal unit: 20 -> 15.
- * Units level change:
- - Peasant: 1 -> 0
- - Militia Swordman/Spearman: 1 -> 0
- - Polish Barbarian: 3 -> 1
- - Reborn Spartan: 3 -> 2
- - Handgunner, Musketeer & Arquebusier: 5 -> 4
- - Medic: 2 -> 5
- - Sniper: 5 -> 6
- * Buildings level change:
- - Capitals: 0 -> 3
- - Long Walls: 1 -> 2
- - Concrete Blocks: 1 -> 2
- - Long Concrete Walls & Fortress Walls/Towers 1 -> 3
- - Market/Lumbermill(5-6): 0 -> 1
- - Market/Lumbermill(7-8): 0 -> 2
- - Market/Lumbermill(9): 0 -> 3
- - Town: 0 -> 1
- - Plasma Launcher: 1 -> 2
- - Necrovolver & Necrocrypt: 0 -> 3
- #Nuclear Missiles & Missile Defense System
- * Nuclear Launch Facility - Cost: 8000g, 6000w -> 10000g, 7000w
- * Nuclear Missile:
- - HP: 500 -> 1000
- - Defense: 0 -> 40
- - Armor type: Heavy -> Fortified
- - Will be generated as a neutral unit
- - Can be targeted manually
- * Missile Defense System:
- - Projectile speed 3800 -> 2000
- - Targeting range: 3500 -> 2000
- - It actually works now
- #Heroes
- * Hero Armor:
- - Damage taken against piercing: 90% -> 60%
- - Damage taken against siege: 90% -> 75%
- * Fallen Knight - Base armor: 10 -> 5
- * Vampire Lord - Base armor: 13 -> 9
- * The Punished:
- - Base armor: 13 -> 8
- - Scream of Pain:
- - Base damage reduction: 40% -> 25% (+5% per level)
- - Armor reduction per level(5-10): 3 -> 2
- >0.4.1a
- #Bugfixes
- * Fixed Mortar Unit production not unlocking upon researching Gun Techs.
- * Fixed Medic requirements for reforged.
- * Fixed Gatling gunner using the wrong projectile art.
- * Fixed Lumpy food cost not being 2 as intended. Whoops.
- #Non-gameplay Changes
- * Added new loading screen.
- * Lumber Mills & Markets from level 1 to 6 were renamed.
- * Crossbowman & Spanish Skirmisher - Changed model.
- * Spearman, Spanish Skirmisher, Crossbowman, Heavy Crossbowman - Bettered visual fidelity when attacking.
- * Workbots will now cast a more properly sized shadow.
- #Gameplay Changes
- * Scientist - Gold cost: 40g -> 100g.
- * Cannon & Light AT Gun - Damage loss factor per new target: none -> 0.95.
- * Garrison, Modern Barrack & Barracks - Reorganized units placement and their respective hotkeys.
- * Betrayer Mode:
- - Allying with the zombies:
- Now it's done with a skill granted to every workbot and peasant
- Unallying back will no longer be possible
- - Doomed Choice - Income of any kind will drop based on game time for the Traitor. For each 10 passing minutes the traitor's income will drop by 10%, capping at 60% received income
- - Fullsharing as a zombie will now be possible in Betrayer Mode
- >0.4.1
- #Bugfixes
- * Fixed some variants of Sneezers, Blood Cultists and Gore Crows being able to infect.
- * Fixed Amphibious Zombie tech failing to update units.
- * Fixed a couple of mem leaks.
- * Fixed Income and Zombie lose condition not accounting for late Zombie AI activation (late activation seems to be broken anyways).
- * Fixed AI failing to communicate its activation on game initialization properly.
- * Fixed early timed events sometimes advancing to the wrong event.
- * Restored Edinburgh's event.
- * England's event will now always be the fourth zombie event to occur.
- * Fixed American Zombies event spawning in undesirable places.
- * Fixed Flesh Giant's HP missing a digit.
- * Fixed zombie units not auto-decaying when exceeding 105 pop.
- #Changes
- * Most zombie events were toughened up a little bit.
- * America zombie events will start 40s later.
- * Enlarged Russia noob protect activation region.
- * France event - Removed.
- * Melee human heroe base armor - +2.
- * Ranged human heroe base armor - +1.
- * Russian Warrior & Byzantine Berserker - HP regen: 15 -> 14.
- * Town - Repair time: 75 -> 100.
- * Stone Walls
- - Repair gold cost: 5g -> 20g
- - Repair wood cost: 50w -> 60w
- * Concrete Walls
- - Repair gold cost: 5g -> 40g
- - Repair wood cost: 50w -> 120w
- * Human economy
- - Human Heroes - Additional revival cost per level: 30g -> 10g
- - Base hero income: 500 -> 400
- - Zombie kill bounty
- Zombie Level 4: 100g -> 150g
- Zombie Level 5: 150g -> 250g
- Lumpy: 75g -> 250g
- Flesh Giant: 250g -> 500g
- * Zombie heroes - Base armor: +1.
- * Zombie economy (sort of placeholder change for now)
- - Pillaged gold: 1g -> 3g (4g for full Zombie AI force)
- - Human kill bounty: 25g -> 20g
- * Zombie level 1 - Damage upgrade: 12 -> 13.
- * Lumpy
- - Base hitpoints: 90000 -> 80000
- - Food cost: 1 -> 2 (summoned Lumpy food cost remains at 1)
- * Flesh Giant - Food cost: 1 -> 2 (summoned Flesh Giant food cost remains at 1)
- * Mauler
- - Now Requires Level 3 Zombies to be researched
- - Level: 5 -> 4
- * Blood Cultist - Now Requires Level 3 Zombies to be researched.
- * Level 3 Zombies Research - Research time: 150s -> 160s.
- >0.4.0
- * Some upgrades & units - Don't "require" Robotics anymore (this is still gated by their required building or builder).
- * Robotics now requires Gun Techologies[1].
- * Slight trees change to make camping north of Quebec a little harder.
- * Shortened Technologies to Techs. for most technologies to workaround char limit on requirements.
- * Italy - Now starts with a shipyard.
- * Restored old military building upgrading behaviour.
- * Workbot - Increased scaling size. Yes.
- * Peasant & Scientist - Cannot attack trees anymore. Use Lumberjacks, Workbots.
- * Fixed Turkey noob protect.
- * Fixed some inconsistencies on requirement tooltips.
- * Fixed double zombie level research protection.
- * Fixed Brown zombie AI failing to further expand through Europe.
- * Fixed zombie AI being able to order some hidden units.
- * Fixed some hidden zombie units providing vision.
- * Fixed bunch of mem leaks.
- * Fixed Tech tree multi level requirements bug for refunded.
- * Optimized Give income function.
- * Nuclear Launch Facility
- - Changed building model
- - Reorganized relevant hotkeys
- - Altered some icons to portray their functionality better
- * Russian Warrior - Blizzard Level 2 damage per wave: 2000 -> 2500.
- * Poland Ranger
- - Painful Arrows
- Level 7 damage: 700 -> 800
- Level 8 damage: 800 -> 1000
- Level 9 damage: 900 -> 1200
- Level 10 damage: 1000 -> 1500
- >0.3.4b
- * Disabled some debug messages. Yeah...
- >0.3.4a
- * Triggers & Variables clean-up II.
- >0.3.4
- * Human Heroes - Additional revival cost per level: 10g -> 30g.
- * Take Over Capital - Now displays a progress bar when casting.
- * Summoned Zombie Units - Bounty on kill: 100% -> 80% (relative to non-summ units).
- * Gore Crow - Bounty on kill: 50 -> 25 (0.3.2 change that wasn't applied).
- * Sneezer - Bounty on kill: 50 -> 30.
- * Triggers & Variables clean-up.
- * Improved some tooltips.
- * Hell Keeper - Level: 1 -> 5.
- * Updated discord link since the last server closed down.
- * Compressed loading screen files.
- * The following events now display in-game information as floating text
- - Zombie Pillage (+1g) (25% chance upon hitting a building)
- - Bounty for killing a regular human unit (+25g)(from 0.3.4a)
- - Bounty for killing a human heroe (+100g)
- - Bounty for killing a human mechanical unit (+100g)
- - Bounty for killing a human structure (+100g)
- * Stalker
- - Turn rate: 0.7 -> 0.8
- - Scaling value: 1.5 -> 1.4
- * Flesh Giant - Fixed wrong cost value.
- * Renaissance Era - Does not require Ship Techs[2] anymore.
- * Artillery Depot - hit points: 1750 -> 2100.
- >0.3.3
- * Spiked Walls - Removed.
- * Few tooltip corrections.
- * Markets & Lumber mills
- - Base defense: 11 -> 10 (1-6)(base defense remains unchanged for levels 7-9)
- - Level 1 hit points: 2100 (unchanged)
- - Level 2 hit points: 2100 -> 2200
- - Level 3 hit points: 4500 -> 2400
- - Level 4 hit points: 4500/7000 -> 2700
- - Level 5 hit points: 4500/7000 -> 3000
- - Level 6 hit points: 4500/7000 -> 3400
- - Level 7 hit points: 4500 (unchanged)
- - Level 8 hit points: 7500 (unchanged)
- - Level 9 hit points: 10500 (unchanged)
- * Technology Centre - Hit points: 2100 -> 2400
- * German Teutonic Knight
- - Battle Cry
- Cooldown: 45 -> 60
- Defense granted per skill level: 5 -> 4
- * Changed Max Heroe level from 250 to 40.
- * Templar Exemplar: fixed Holy Touch II cooldown being 40s instead of 0.4s. Changed to 0.5s.
- >0.3.2
- * "Fixed" Widgetizer completely fucking up customkeys. Some minor issues still persist outside the use of it.
- * Slightly increased Workbot scale.
- * Changed extra income and pillage for IA to only be active on IA only mode.
- * Banner of the Empire will no longer drop on death (whoops).
- * Couple of tooltip fixes.
- * Fixed Lumber Mill and Markets using the wrong projectile art.
- * Lowered Gore Crow Base income per kill to 25.
- >0.3.1
- * -fullshare is now disabled upon entering Betrayer Mode.
- * Slightly reduced Board size, plstelifdiscauseissue.
- * Added more colors to messages and to a few income related descriptions.
- * French's Paladin Aura of Health now only affects organic units.
- * Fixed a few descriptions giving wrong information about the amount of income the respective unit provides.
- * Corrected some player colors not using the exact color.
- * Improved Trading messages.
- * Doubled Zombie AI pillage return.
- * Increased Zombie AI buildings income from 1 to 1~1.5 based on difficulty.
- * Added new icons.
- * Added new model to T-34.
- * Income buildings will now display how much resources they're providing per income.
- * Little fixes.
- >0.3
- >Exemplar Templar
- * Mana regen reduced from 2 to 1
- * Initial mana increased from 100 to 150
- * Cleric: reduced manage regen from 2 to 1.
- * Summoned units exp rate changed to 0.3 from 0.5.
- * Gore Crow and Sneezer's level changed from 2 to 1.
- * Sneezer build time changed to 4 from 6.
- * Lumpy build time changed to 5 from 4.
- * Take over capital now has a 3m cooldown.
- * Barcelona can no longer train Conquistador.
- * Reorganized Zombie buildings hotkeys.
- * Fixed underground activity zombie event which is now a France event.
- >Blunderbuss - Rebalanced so it fits with cost and tecnology power
- * Base damage reverted back to 910 from 510
- * Added damage loss factor set at 0.6 per each new target
- * Wood cost increased to 250 from 225
- * Arquebusier: Lowered Attack CD to 3.8 from 4.
- * Visual changes on human units.
- * Russian Warrior: increased Blizzard CD from 1m to 1m30s at all levels.
- * Gatling Gunner - Reworked to be useful.
- * Firetrooper - Changed to look more kewl.
- * Visual changes.
- >0.2.1
- * UI was improved slightly by making armor elements match with default UI.
- * Fixed missing model on an unit.
- * Fixed a couple hotkeys.
- * Fixed a few shadows.
- * Slightly increased Workbot's size scaling.
- * Slightly reduced Garrison's size scaling.
- * Cannon now requires Cannon technologies [1] instead of Gun techs. For real this time.
- >0.2
- * Viking axeman's base defense was increased from 1 to 2.
- * Viking axeman's base damage was increased from 225 to 250.
- * Viking axeman's base regen rate was increased from 2 to 3.
- * Polish Barbarian's cost was increased from 50g to 60g.
- * Polish Barbarian's base regen rate was lowered from 15 to 10.
- * Polish Barbarian's base movespeed was lowered from 325 to 300.
- * Blunderbuss's base damage was lowered to 510.
- * Blunderbuss's attack CD increased to 3.8.
- * Cannon now requires Cannon technology [1] instead of Gun technologies.
- * Mortar Emplacement now requires Cannon technologies [3] instead of [1].
- * Mortar Emplacement's base damage was lowered from 5000 to 4800.
- * Mortar Emplacement's damage per upgrade increased from 300 to 350.
- * Zombie level 1 HP's was increased from 2000 to 2200.
- * Lumpy's cost was increased from 75g to 90g.
- * Flesh Giant's cost was increased from 150g to 180g.
- * Sneezer's cost was lowered from 50g to 40g.
- * Sneezer's HP was increased from 2000 to 2600.
- * Stalker's HP was increased from 11000 to 12000.
- * Gore Crows now have a whopping 1% chance to dodge an attack.
- * Some Human units received visual changes to reflect better how they should move and interact.
- * Fixed a few hotkeys. Added more hotkeys.
- * Zombie buildings received different unit sound sets.
- * Tons of minor visual changes to zombie units were applied.
- * Changed a few icons.
- * Other stuff i consider minor.
- >0.1
- * Reorganized most hotkeys.
- * Added ground tiles to most human buildings.
- * Tweaked some human buildings soundsets, scaling and shadow textures.
- * Changed Spiked Walls icon
- * Tweaked a few unique units cost and creation time.
- * Tweaked some skills icons and tooltips.
- * Increased Foundation build time from 3 to 6.
- * Removed the ability to upgrade to the next tier on military buildings.
- * Added the ability to regress to a foundation for a small cost (200g, 150w) to military buildings.
- * Changed Mortar Emplacement's model.
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