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  1. >0.5.3a
  2. #Bugfixes
  3. * Fixed Satellite Artillery Strike not being re-usable if the unit casting the skill was removed from the game before the cooldown passed.
  4. * Fixed Gatling Gunner damaging themselves when attacking.
  5. * Fixed checking income returning wrong values under certain conditions.
  6. #Units
  7. * Gatling gunner:
  8. - Projectile Speed: 2400 -> 3000.
  9. - Upgrade Damage: 30 -> 32.
  10. * Zombuilder - Now benefits from Improved Strength & Improved Regeneration.
  11. * Industrial Peasant:
  12. - Now benefits from Infantry Discipline.
  13. - Base Hitpoints: 510 -> 330.
  14. * Renaissance Peasant:
  15. - Now benefits from Infantry Discipline.
  16. - Base Hitpoints: 330 -> 220.
  17. * Peasant (Hero summon):
  18. - Now benefits from Infantry Discipline.
  19. - Base Hitpoints: 220 -> 270.
  20. * Sneezer - Upgrade Damage: 5 -> 7.
  21. #Upgrades
  22. * Sneezers - Cost: 22500g -> 25000g.
  23. #Income
  24. * 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.
  25. * Dead units won't count for given income anymore.
  26. >0.5.3
  27. #Bugfixes
  28. * Some building animations shouldn't get stuck upon upgrading under certain conditions anymore.
  29. * Daytime will now properly kill revived zombies.
  30. * Upgrading Workers will now properly upgrade Industrial Era workers.
  31. * Fixed upgrading Equipment Center into Advanced Equipment Center not changing the shop list.
  32. * Italy now properly begins the game with a lumberjack.
  33. #Units
  34. * Arquebusier:
  35. - Base Damage: 1000 -> 1100.
  36. - Upgrade Damage: 90 -> 110.
  37. - Attack cooldown: 4s -> 3.6s.
  38. * Musketeer:
  39. - Base Damage: 1300 -> 1430.
  40. - Attack cooldown: 3.6s -> 3.2s.
  41. - Gold Cost: 650 -> 600.
  42. * Early Rifleman:
  43. - Base Damage: 1400 -> 1520.
  44. - Upgrade Damage: 100 -> 125.
  45. - Attack cooldown: 2.6s -> 2.4s.
  46. * Jannisary - Cost: 400g, 250w -> 550g, 300w.
  47. * Highlander - Cost: 800g, 400w -> 700, 300w.
  48. * Conquistador - Attack cooldown: 3.5s -> 3.1s.
  49. * Blunderbuss, Fire Troop, Eradicator & Toxic Trooper: AoE attack properties don't apply against flying units anymore. Reverted.
  50. * Blunderbuss:
  51. - Damage loss factor per new target: 0.60 -> 0.70.
  52. - Spill distance: 90 -> 100.
  53. - Spill radius: 140 -> 150.
  54. - Base Defense: 7 -> 5.
  55. * Gatling Gunner:
  56. - Removed spill missile damage type.
  57. - Base Damage: 20(whoops) -> 550.
  58. - Upgrade Damage: 32 -> 30.
  59. * Stone Walls
  60. - Repair gold cost: 20g -> 10g
  61. * Concrete Walls
  62. - Repair gold cost: 40g -> 20g
  63. - Repair wood cost: 120w -> 80w
  64. * Brain Extractors - Normalized given income, upgrading shouldn't be less cost effective over spamming new brain extractors.
  65. * Gorecrows - Base Movement Speed: 260 -> 300.
  66. #Items Changes
  67. * Orb of Fire:
  68. - Orb effect won't apply against air units anymore. Reverted.
  69. - Area of effect: 340 -> 280.
  70. #Other
  71. - Slightly reduced England's zombie infection event difficulty.
  72. - Impending Doom will now reduce income each 20 minutes, up to a maximum of 3 times.
  73. - Added hotkeys to Heroes revival.
  74.  
  75. >0.5.2a
  76. #Known Issues
  77. * AI might break at some point in the game.
  78. * AI might not train special units with the exception of gore crows.
  79. #Bugfixes
  80. * New Market - Corrected base damage.
  81. * Fixed auto zombie release killing all targeted units instead of 20.
  82. #Spells
  83. * Burning Oil:
  84. - Upgrade Cost: 2600g, 3600w -> 2000g, 3600w
  85. - Duration: 7s -> 1.01s
  86. - Full Damage Dealt: 40 -> 120.
  87. - Half Damage Dealt: 40 -> 80.
  88. - Visual AoE effect has been removed.
  89. #Zombie
  90. * Auto zombie release:
  91. - The amount of units killed now will be based on used food instead of unit quantity.
  92. - Zombies will be released twice as fast provided food is still kept above 105.
  93. - The amount released will be brought down to 8/9 food from 20 units.
  94. * Zombie level 2 - Base hit points: 9500 -> 9000.
  95. #Other
  96. * Added some neutral hostile militia axeman in Africa.
  97. * Removed some leftover debug game message.
  98.  
  99. >0.5.2
  100. #Known Issues
  101. * AI might break at some point in the game.
  102. * AI might not train special units with the exception of gore crows.
  103. #Bugfixes
  104. * Removed incorrect upgrade from Uber Dark Brain Extractor
  105. * Fixed zombie level research requirements. It might be for real this time.
  106. #Human Units
  107. * Militia Swordman & Spearman - Removed from production.
  108. * Peasant:
  109. - Now advances through some ages, changing its stats slighty, looks and cost.
  110. - Can now be converted to Militia Axeman for 15g, a slighty stronger version of Militia Swordman.
  111. * Workbot - It's now unlocked upon constructing a Robot Assembly, it's not needed to keep the building alive afterwards.
  112. * 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.
  113. * Ballista:
  114. - Level: 5 -> 4
  115. - Projectile speed: 1100 -> 2100
  116. * Workshop - Added. Hosts Medieval and renaissance siege unit production. Can be upgraded to Artillery Depot.
  117. * Catapult - Added.
  118. * Trebuchet - Added.
  119. * Artillery Depot:
  120. - Cost: 200g, 650w -> 200g -> 600w
  121. - Base hitpoints: 2400 -> 4600
  122. - Now requires Cannon Techs 3 to be built. Does not require Technology Center anymore
  123. * Ore Extractors - Renamed to Factory.
  124. #Upgrades
  125. * Robotics - Renamed to Industrial Mechanization.
  126. * Bow Technology:
  127. - Base cost: 500g, 500w -> 460g, 1000w
  128. - Increment cost: 500g, 1500w -> 500g, 1000w
  129. * Zombie Killer - Base cost: 1500g, 1500w -> 1200g, 1200w.
  130. * [New]Incendiary Arrows - Added.
  131. * [New]Burning Oil - Added.
  132. #Others
  133. * Cancelling a foundation upgrade to a unit producing building won't leave rally learned in the unit anymore.
  134. * Humans now start with a lumberjack in addition to 300g.
  135.  
  136. >0.5.1
  137. #Known Issues
  138. * AI might break at some point in the game.
  139. * AI might not train special units with the exception of gore crows.
  140. #Bugfixes
  141. * Fixed Doomed Choice Tooltip wrongly stating that income will drop down to 50% instead of 60%.
  142. * Fixed Infected overseer's tooltip wrongly stating how long it lasted.
  143. * Fixed opening gates failing to check for units around.
  144. * Removed leftover zombie evolution research message.
  145. * Possibly fix zombie evolution sometimes not being researchable (0.5.0b).
  146. * Fixed BM timer votation breaking income timer (0.5.0a).
  147. #Units
  148. * Shipyard & Artillery Depot - Hit points: 2100 -> 2300.
  149. * Technology Center - Level: 0 -> 2.
  150. * Zombuilder - Can now unsummon buildings.
  151. * Ancient Tomb - Cost: 250g -> 300g.
  152. * Equipment Center - Cost: 500g, 1000w -> 400g, 800w.
  153. #Items
  154. * Scroll of Healing - Stock replenish interval: 120s -> 140s.
  155. #Others
  156. * Culling the Weak is now usable from the beginning of the game.
  157. * Wall gates:
  158. - Added missing icons when pausing the game.
  159. - Increased selection size to better match unit radius check when the model is covered by terrain.
  160. - Lowered projectile impact height.
  161. - Will not project a shadow anymore.
  162. #Zombie
  163. * Brown player now starts with an Ancient Tomb.
  164.  
  165. >0.5.0
  166. #Bugfixes
  167. * Nukes - Fixed cooldown being much lower than intended.
  168. * SRBM - Fixed range being longer than intended.
  169. * Fixed Missile Defense System wrong hotkey.
  170. * Fixed regular human units in hero mode wrongly stating that they granted wood on zombie kill.
  171. * Fixed Missile Defense System being unable to target Missiles.
  172. * Fixed Scream of Pain wrongly stating how much damage it reduced.
  173. * Fixed buildings with tooltip dummy passives damaging themselves when attacking.
  174. * Fixed Brain Extractors tooltips displaying wrong values.
  175. * Fixed Tutorial fuckery from -help.
  176. #Non-gameplay Relevant
  177. * Spearmans & Ballista - Bettered visual fidelity when attacking.
  178. * Ballista will now use its correct projectile art and classic model.
  179. * Added some missing portraits.
  180. * Added icons.
  181. * Added some decoration (WIP).
  182. * Income, value & event messages were tweaked somewhat.
  183. * Grenadier, Medic, Zombuilder - Changed model (Zombuilder model might get changed back if readability isn't good enough).
  184. * Optimized imported models where possible - MDXM3 Optimizer pass.
  185. * Checking value will now display value sources of the triggering player. It may not work until first income is received.
  186. #General
  187. * Receiving income will now play a cue sound.
  188. * Terrain:
  189. - Added a water entrance northeast of Rusia and cleared trees
  190. - The cliff north of Romania is now accesible through foot
  191. - Tree blockade was modified particulary on zombie ground to avoid unloading units over "tree walls"
  192. * Enlarged Russia Noob Protect region (shouldn't be avoidable anymore).
  193. * 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.
  194. * Take Over Capital will now only announce capture to allies instead of all players.
  195. * Checking value will not be possible for humans on Betrayer Mode anymore.
  196. * Turkey Noob Protect event will trigger a bit more on point.
  197. * Shortened and modified help given when accesing -help.
  198. * AI only mode zombies will access main evolutions faster.
  199. * Humans areas around capitals will now be explored from the start to aid with tree targeting.
  200. #Zombie Units
  201. * Dark Mage - Will not be able to attack structures anymore.
  202. * Necrovolver - Gold cost: 150g -> 500g.
  203. * Necrocrypt - Gold cost: 150g -> 400g.
  204. * Gore Crow - Max HP: 100 -> 110.
  205. * Blood Cultist - Attack range: 650 -> 700.
  206. * Brain Extractors, Pile of Flesh & Ancient Tomb - Sight Radius (day): 1600 -> 1450.
  207. * The following units had their Movement Speed modified:
  208. - Zombie level 1: 130 -> 135
  209. - Zombie level 3: 185 -> 180
  210. - Zombie level 5: 220 -> 200
  211. - Mauler: 220 -> 210
  212. - Gore Crow: 400 -> 260 / 450 -> 400 (summ)
  213. - Sneezer: 200 -> 190
  214. - Blood Cultist: 220 -> 210
  215. * Keep in mind that movement speed is capped at 522, thus many movement speed upgrades were doing virtually nothing past that (and still are).
  216. #Zombie Upgrades
  217. * Improved Movement Speed:
  218. - Cost Increment: 300g -> 280g
  219. - Value: 10% -> 9%
  220. - Will also improve Zombuilders & Heroes movement speed by 1% per level
  221. * Sneezers - Cost: 27500g -> 22500g.
  222. * Blood Cultist - Cost 90000g -> 95000g.
  223. #Human Units
  224. * Melee - Adquisition Range: 125/150 -> 220 (300 for summs).
  225. * Blunderbuss, Fire Troop, Eradicator & Toxic Trooper: AoE attack properties don't apply against flying units anymore.
  226. * SRBM - Cast range: 2750 -> 3000.
  227. * Medic:
  228. - Initial MP: -> 200 -> 400
  229. - Max MP: 700 -> 1000
  230. - MP Regen/s: 4 -> 3.5
  231. * First Aid:
  232. - Mana cost: 5 -> 20
  233. - Casting time: 0.9s -> 0.1s
  234. - Cooldown: 1s -> 1.8s
  235. * Sniper - Cannot critically hit non-organic units anymore.
  236. * Tanks & Toxic Trooper - Loading size: 1 -> 2.
  237. * Transport - Build time: 25 -> 22.
  238. * Frigate - Build time: 80 -> 71.
  239. * Battleship - Build time: 80 -> 74.
  240. * Light Cruiser - Build time: 80 -> 77.
  241. * Gatling Gunner:
  242. - AoE damage properties now apply against flying units
  243. - Damage spill radius: 60 -> 70
  244. * Grenadier - Attack type: Piercing -> Siege.
  245. * Blunderbuss - Base armor: 5 -> 7.
  246. * Early Chopper can now load up to 2 units.
  247. * Cobra Assault Copter can now load up to 4 units.
  248. * Heroes, workers and tanks cannot be loaded into air transports.
  249. * Loading an unit into an air transport will forbid the loaded unit from being targeted by teleportation spells.
  250. * Stationary Fortress Defender & Fortress Gun:
  251. - Added Spell/Explosion Immunity
  252. - Unit death when a wall or tower has fallen should be more consistent
  253. - Shouldn't be movable anymore
  254. * Mortar Emplacement:
  255. - Cannon Techs required level: 3 -> 2
  256. - Attack Damage upgrade: 350 -> 360
  257. * Winged Hussar - Attack Cooldown: 3.5s -> 3s.
  258. * [Hero Mode]Non-Hero units killing a zombie will now grant wood as the floating text was already wrongly implying.
  259. * Recovered Foundation - Removed.
  260. #Human Upgrades
  261. * Robotics - Research time: 12s -> 20s.
  262. * Bow Techs. - Levels: 10 -> 6.
  263. * Modern Age - Does not require Gun, Cannon and Ship technologies anymore.
  264. #Items Changes
  265. * Orb of Fire - Orb effect won't apply against air units anymore.
  266. #Experience
  267. * Base Hero exp gained for killing a normal unit: 20 -> 15.
  268. * Units level change:
  269. - Peasant: 1 -> 0
  270. - Militia Swordman/Spearman: -> 1 -> 0
  271. - Polish Barbarian: 3 -> 1
  272. - Reborn Spartan: 3 -> 2
  273. - Handgunner, Musketeer & Arquebusier: 5 -> 4
  274. - Medic: 2 -> 5
  275. - Sniper: 5 -> 6
  276. * Buildings level change:
  277. - Capitals: 0 -> 3
  278. - Long Walls: 1 -> 2
  279. - Concrete Blocks: 1 -> 2
  280. - Long Concrete Walls & Fortress Walls/Towers 1 -> 3
  281. - Market/Lumbermill(5-6): 0 -> 1
  282. - Market/Lumbermill(7-8): 0 -> 2
  283. - Market/Lumbermill(9): 0 -> 3
  284. - Town: 0 -> 1
  285. - Plasma Launcher: 1 -> 2
  286. - Necrovolver & Necrocrypt: 0 -> 3
  287. #Nuclear Missiles & Missile Defense System
  288. * Nuclear Launch Facility - Cost: 8000g, 6000w -> 10000g, 7000w
  289. * Nuclear Missile:
  290. - HP: 500 -> 1000
  291. - Defense: 0 -> 40
  292. - Armor type: Heavy -> Fortified
  293. - Will be generated as a neutral unit
  294. - Can be targeted manually
  295. * Missile Defense System:
  296. - Projectile speed 3800 -> 2000
  297. - Targeting range: 3500 -> 2000
  298. - It actually works now
  299. #Heroes
  300. * Hero Armor:
  301. - Damage taken against piercing: 90% -> 60%
  302. - Damage taken against siege: 90% -> 75%
  303. * Fallen Knight - Base armor: 10 -> 5
  304. * Vampire Lord - Base armor: 13 -> 9
  305. * The Punished:
  306. - Base armor: 13 -> 8
  307. - Scream of Pain:
  308. - Base damage reduction: 40% -> 25% (+5% per level)
  309. - Armor reduction per level(5-10): 3 -> 2
  310.  
  311. >0.4.1a
  312. #Bugfixes
  313. * Fixed Mortar Unit production not unlocking upon researching Gun Techs.
  314. * Fixed Medic requirements for reforged.
  315. * Fixed Gatling gunner using the wrong projectile art.
  316. * Fixed Lumpy food cost not being 2 as intended. Whoops.
  317. #Non-gameplay Changes
  318. * Added new loading screen.
  319. * Lumber Mills & Markets from level 1 to 6 were renamed.
  320. * Crossbowman & Spanish Skirmisher - Changed model.
  321. * Spearman, Spanish Skirmisher, Crossbowman, Heavy Crossbowman - Bettered visual fidelity when attacking.
  322. * Workbots will now cast a more properly sized shadow.
  323. #Gameplay Changes
  324. * Scientist - Gold cost: 40g -> 100g.
  325. * Cannon & Light AT Gun - Damage loss factor per new target: none -> 0.95.
  326. * Garrison, Modern Barrack & Barracks - Reorganized units placement and their respective hotkeys.
  327. * Betrayer Mode:
  328. - Allying with the zombies:
  329. Now it's done with a skill granted to every workbot and peasant
  330. Unallying back will no longer be possible
  331. - 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
  332. - Fullsharing as a zombie will now be possible in Betrayer Mode
  333.  
  334. >0.4.1
  335. #Bugfixes
  336. * Fixed some variants of Sneezers, Blood Cultists and Gore Crows being able to infect.
  337. * Fixed Amphibious Zombie tech failing to update units.
  338. * Fixed a couple of mem leaks.
  339. * Fixed Income and Zombie lose condition not accounting for late Zombie AI activation (late activation seems to be broken anyways).
  340. * Fixed AI failing to communicate its activation on game initialization properly.
  341. * Fixed early timed events sometimes advancing to the wrong event.
  342. * Restored Edinburgh's event.
  343. * England's event will now always be the fourth zombie event to occur.
  344. * Fixed American Zombies event spawning in undesirable places.
  345. * Fixed Flesh Giant's HP missing a digit.
  346. * Fixed zombie units not auto-decaying when exceeding 105 pop.
  347. #Changes
  348. * Most zombie events were toughened up a little bit.
  349. * America zombie events will start 40s later.
  350. * Enlarged Russia noob protect activation region.
  351. * France event - Removed.
  352. * Melee human heroe base armor - +2.
  353. * Ranged human heroe base armor - +1.
  354. * Russian Warrior & Byzantine Berserker - HP regen: 15 -> 14.
  355. * Town - Repair time: 75 -> 100.
  356. * Stone Walls
  357. - Repair gold cost: 5g -> 20g
  358. - Repair wood cost: 50w -> 60w
  359. * Concrete Walls
  360. - Repair gold cost: 5g -> 40g
  361. - Repair wood cost: 50w -> 120w
  362. * Human economy
  363. - Human Heroes - Additional revival cost per level: 30g -> 10g
  364. - Base hero income: 500 -> 400
  365. - Zombie kill bounty
  366. Zombie Level 4: 100g -> 150g
  367. Zombie Level 5: 150g -> 250g
  368. Lumpy: 75g -> 250g
  369. Flesh Giant: 250g -> 500g
  370. * Zombie heroes - Base armor: +1.
  371. * Zombie economy (sort of placeholder change for now)
  372. - Pillaged gold: 1g -> 3g (4g for full Zombie AI force)
  373. - Human kill bounty: 25g -> 20g
  374. * Zombie level 1 - Damage upgrade: 12 -> 13.
  375. * Lumpy
  376. - Base hitpoints: 90000 -> 80000
  377. - Food cost: 1 -> 2 (summoned Lumpy food cost remains at 1)
  378. * Flesh Giant - Food cost: 1 -> 2 (summoned Flesh Giant food cost remains at 1)
  379. * Mauler
  380. - Now Requires Level 3 Zombies to be researched
  381. - Level: 5 -> 4
  382. * Blood Cultist - Now Requires Level 3 Zombies to be researched.
  383. * Level 3 Zombies Research - Research time: 150s -> 160s.
  384.  
  385. >0.4.0
  386. * Some upgrades & units - Don't "require" Robotics anymore (this is still gated by their required building or builder).
  387. * Robotics now requires Gun Techologies[1].
  388. * Slight trees change to make camping north of Quebec a little harder.
  389. * Shortened Technologies to Techs. for most technologies to workaround char limit on requirements.
  390. * Italy - Now starts with a shipyard.
  391. * Restored old military building upgrading behaviour.
  392. * Workbot - Increased scaling size. Yes.
  393. * Peasant & Scientist - Cannot attack trees anymore. Use Lumberjacks, Workbots.
  394. * Fixed Turkey noob protect.
  395. * Fixed some inconsistencies on requirement tooltips.
  396. * Fixed double zombie level research protection.
  397. * Fixed Brown zombie AI failing to further expand through Europe.
  398. * Fixed zombie AI being able to order some hidden units.
  399. * Fixed some hidden zombie units providing vision.
  400. * Fixed bunch of mem leaks.
  401. * Fixed Tech tree multi level requirements bug for refunded.
  402. * Optimized Give income function.
  403. * Nuclear Launch Facility
  404. - Changed building model
  405. - Reorganized relevant hotkeys
  406. - Altered some icons to portray their functionality better
  407. * Russian Warrior - Blizzard Level 2 damage per wave: 2000 -> 2500.
  408. * Poland Ranger
  409. - Painful Arrows
  410. Level 7 damage: 700 -> 800
  411. Level 8 damage: 800 -> 1000
  412. Level 9 damage: 900 -> 1200
  413. Level 10 damage: 1000 -> 1500
  414.  
  415. >0.3.4b
  416. * Disabled some debug messages. Yeah...
  417. >0.3.4a
  418. * Triggers & Variables clean-up II.
  419.  
  420. >0.3.4
  421. * Human Heroes - Additional revival cost per level: 10g -> 30g.
  422. * Take Over Capital - Now displays a progress bar when casting.
  423. * Summoned Zombie Units - Bounty on kill: 100% -> 80% (relative to non-summ units).
  424. * Gore Crow - Bounty on kill: 50 -> 25 (0.3.2 change that wasn't applied).
  425. * Sneezer - Bounty on kill: 50 -> 30.
  426. * Triggers & Variables clean-up.
  427. * Improved some tooltips.
  428. * Hell Keeper - Level: 1 -> 5.
  429. * Updated discord link since the last server closed down.
  430. * Compressed loading screen files.
  431. * The following events now display in-game information as floating text
  432. - Zombie Pillage (+1g) (25% chance upon hitting a building)
  433. - Zombie Bounty for killing a regular unit (+25g)(from 0.3.4a)
  434. - Zombie Bounty for killing a human heroe (+100g)
  435. - Zombie Bounty for killing a mechanical unit (+100g)
  436. - Zombie Bounty for killing a structure (+100g)
  437. * Stalker
  438. - Turn rate: 0.7 -> 0.8
  439. - Scaling value: 1.5 -> 1.4
  440. * Flesh Giant - Fixed wrong cost value.
  441. * Renaissance Era - Does not require Ship Techs[2] anymore.
  442. * Artillery Depot - hit points: 1750 -> 2100.
  443.  
  444. >0.3.3
  445. * Spiked Walls - Removed.
  446. * Few tooltip corrections.
  447. * Markets & Lumber mills
  448. - Base defense: 11 -> 10 (1-6)(base defense remains unchanged for levels 7-9)
  449. - Level 1 hit points: 2100 (unchanged)
  450. - Level 2 hit points: 2100 -> 2200
  451. - Level 3 hit points: 4500 -> 2400
  452. - Level 4 hit points: 4500/7000 -> 2700
  453. - Level 5 hit points: 4500/7000 -> 3000
  454. - Level 6 hit points: 4500/7000 -> 3400
  455. - Level 7 hit points: 4500 (unchanged)
  456. - Level 8 hit points: 7500 (unchanged)
  457. - Level 9 hit points: 10500 (unchanged)
  458. * Technology Centre - Hit points: 2100 -> 2400
  459. * German Teutonic Knight
  460. - Battle Cry
  461. Cooldown: 45 -> 60
  462. Defense granted per skill level: 5 -> 4
  463. * Changed Max Heroe level from 250 to 40.
  464. * Templar Exemplar: fixed Holy Touch II cooldown being 40s instead of 0.4s. Changed to 0.5s.
  465.  
  466. >0.3.2
  467. * "Fixed" Widgetizer completely fucking up customkeys. Some minor issues still persist outside the use of it.
  468. * Slightly increased Workbot scale.
  469. * Changed extra income and pillage for IA to only be active on IA only mode.
  470. * Banner of the Empire will no longer drop on death (whoops).
  471. * Couple of tooltip fixes.
  472. * Fixed Lumber Mill and Markets using the wrong projectile art.
  473. * Lowered Gore Crow Base income per kill to 25.
  474.  
  475. >0.3.1
  476. * -fullshare is now disabled upon entering Betrayer Mode.
  477. * Slightly reduced Board size, plstelifdiscauseissue.
  478. * Added more colors to messages and to a few income related descriptions.
  479. * French's Paladin Aura of Health now only affects organic units.
  480. * Fixed a few descriptions giving wrong information about the amount of income the respective unit provides.
  481. * Corrected some player colors not using the exact color.
  482. * Improved Trading messages.
  483. * Doubled Zombie AI pillage return.
  484. * Increased Zombie AI buildings income from 1 to 1~1.5 based on difficulty.
  485. * Added new icons.
  486. * Added new model to T-34.
  487. * Income buildings will now display how much resources they're providing per income.
  488. * Little fixes.
  489.  
  490. >0.3
  491. >Exemplar Templar
  492. * Mana regen reduced from 2 to 1
  493. * Initial mana increased from 100 to 150
  494. * Cleric: reduced manage regen from 2 to 1.
  495. * Summoned units exp rate changed to 0.3 from 0.5.
  496. * Gore Crow and Sneezer's level changed from 2 to 1.
  497. * Sneezer build time changed to 4 from 6.
  498. * Lumpy build time changed to 5 from 4.
  499. * Take over capital now has a 3m cooldown.
  500. * Barcelona can no longer train Conquistador.
  501. * Reorganized Zombie buildings hotkeys.
  502. * Fixed underground activity zombie event which is now a France event.
  503. >Blunderbuss - Rebalanced so it fits with cost and tecnology power
  504. * Base damage reverted back to 910 from 510
  505. * Added damage loss factor set at 0.6 per each new target
  506. * Wood cost increased to 250 from 225
  507. * Arquebusier: Lowered Attack CD to 3.8 from 4.
  508. * Visual changes on human units.
  509. * Russian Warrior: increased Blizzard CD from 1m to 1m30s at all levels.
  510. * Gatling Gunner - Reworked to be useful.
  511. * Firetrooper - Changed to look more kewl.
  512. * Visual changes.
  513.  
  514. >0.2.1
  515. * UI was improved slightly by making armor elements match with default UI.
  516. * Fixed missing model on an unit.
  517. * Fixed a couple hotkeys.
  518. * Fixed a few shadows.
  519. * Slightly increased Workbot's size scaling.
  520. * Slightly reduced Garrison's size scaling.
  521. * Cannon now requires Cannon technologies [1] instead of Gun techs. For real this time.
  522.  
  523. >0.2
  524. * Viking axeman's base defense was increased from 1 to 2.
  525. * Viking axeman's base damage was increased from 225 to 250.
  526. * Viking axeman's base regen rate was increased from 2 to 3.
  527. * Polish Barbarian's cost was increased from 50g to 60g.
  528. * Polish Barbarian's base regen rate was lowered from 15 to 10.
  529. * Polish Barbarian's base movespeed was lowered from 325 to 300.
  530. * Blunderbuss's base damage was lowered to 510.
  531. * Blunderbuss's attack CD increased to 3.8.
  532. * Cannon now requires Cannon technology [1] instead of Gun technologies.
  533. * Mortar Emplacement now requires Cannon technologies [3] instead of [1].
  534. * Mortar Emplacement's base damage was lowered from 5000 to 4800.
  535. * Mortar Emplacement's damage per upgrade increased from 300 to 350.
  536. * Zombie level 1 HP's was increased from 2000 to 2200.
  537. * Lumpy's cost was increased from 75g to 90g.
  538. * Flesh Giant's cost was increased from 150g to 180g.
  539. * Sneezer's cost was lowered from 50g to 40g.
  540. * Sneezer's HP was increased from 2000 to 2600.
  541. * Stalker's HP was increased from 11000 to 12000.
  542. * Gore Crows now have a whopping 1% chance to dodge an attack.
  543. * Some Human units received visual changes to reflect better how they should move and interact.
  544. * Fixed a few hotkeys. Added more hotkeys.
  545. * Zombie buildings received different unit sound sets.
  546. * Tons of minor visual changes to zombie units were applied.
  547. * Changed a few icons.
  548. * Other stuff i consider minor.
  549.  
  550. >0.1
  551. * Reorganized most hotkeys.
  552. * Added ground tiles to most human buildings.
  553. * Tweaked some human buildings soundsets, scaling and shadow textures.
  554. * Changed Spiked Walls icon
  555. * Tweaked a few unique units cost and creation time.
  556. * Tweaked some skills icons and tooltips.
  557. * Increased Foundation build time from 3 to 6.
  558. * Removed the ability to upgrade to the next tier on military buildings.
  559. * Added the ability to regress to a foundation for a small cost (200g, 150w) to military buildings.
  560. * Changed Mortar Emplacement's model.
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