Balance Patch 1.2

Warpips

Warpips is the ultimate quick to learn but amazingly deep tug-of-war strategy game. Deploy the right composition of soldiers, tanks, helicopters and planes in this tight, streamlined strategy-focused war game. Compose the best army, research the right tech; overwhelm your enemy!

Greetings Pips! We've been hard at work on a balance patch to address many of the issues that have been reported through the our in-game feedback forum, Steam forums and Discord. Thank you all so much for reporting bugs, giving feedback and helping us to improve the game. We read all the feedback and appreciate it all! This is a balance patch and will represent one of a two-patch alternating cycle. A balance patch is intended fix bugs, remove overall annoyances and balance the game but not introduce new features. The next patch will be a content patch; that's where we'll add new units, maps and game modes. Stay tuned for that! This balance patch aims to address a couple core issues: First is the split in our player base from players who found the game too easy and those who found it too hard. This patch includes new difficulty modes that will vastly change the game experience and allow users to cater it much more to their play style. Second is the meta of overpowered units, namely the mercenaries who have become almost comical in their usability. The goal with this unit was always to have them as a filler unit between core units such as Warpips and Heavy Gunners. We believe the nerf introduced to the Mercenaries as well as the changes to the other units will help to align these units back to their intended position. [h2]GENERAL[/h2] [list] [*] Added an option in Game Settings to let the game run in the background if unfocused [*] Added easy mode to campaign [*] Hardcore campaign difficulty is now harder [/list] [h2]UI[/h2] [list] [*] Mission hazzards (mines, barbed wire, guard towers) are displayed on the enemy roster [*] Fixed helper controller overlay icon for emergency button [*] You can now inspect a unit door before it opens [*] Territory selection persist between rounds [*] Made the cash/supply cost in the console hotbar a bit easier to read [*] Added a small scroll animation to show there are more upgrades in the upgrades screen [/list] [h2]AUDIO[/h2] [list] [*] Lowered vehicle sounds so they're not so intense [/list] [h2]MUSIC[/h2] [list] [*] Added new music for fast intro sequence [/list] [h2]BALANCE[/h2] [list] [*] Arms dealer will have more unit variety in slot 1 [*] If the Enemy Army Strength bar gets to full it will spawn super enemy units [*] Changed campaign starting units to reflect merc changes [*] Rank 2 cost increased from 4 combat points to 5 [*] Destroyed vehicle frames won't block bullets nearly as often [*] Puma TOW launcher will now target enemy turrets and towers [*] Shield Pip no longer has a door open delay [*] Warpip health raised by 1 [*] Warpip accuracy increased from 2 to 2.5 [*] Pip Pup Rank 1 extra pup reduced from 3 to 2 [*] Pip Pup Rank 2 extra pup reduced from 6 to 4 [*] Mercenary is now gated behind a 3 use stack that refills after 20 seconds [*] Mercenary range lowered to 22 [*] Mercenary decreased DPS [*] Mercenary rank 3 gives 3rd unit again [*] Mercenary accuracy lowered from 3 to 2 [*] Mercenary health increased from 3 to 4 [*] Heavy gunner HP reduced from 70 to 65 [*] Heavy gunner reduced accuracy from 3 to 2.5 [*] Heavy gunner reduced range by 1 [*] Heavy gunner damage bonus no longer affects vehicles [*] Sniper Rank 1 now reduces hitbox size instead of increaes range [*] Sniper Rank 2 now reduces hitbox size instead of increaes range [*] Sniper max ammo lowered from 6 to 5 [*] Sniper base weapon range increased from 44 to 50 [*] Sniper AI rework to sit more in the backline [*] Oil Derrick HP Reduced from 125 to 100 [*] Oil Derrick Cost increased from 100 to 125 [*] Warmule accuracy reduced from 3 to 2 [*] Warmule time between shots increased from 0.5s to 1s [*] Warmule reduced range from 30 to 28 [*] Overall increase of enemy objective health pools [*] Raised shotgunner range by 2 [*] Sharpshooter range increased by 5 [*] Sharpshooter bullets go through obstacles [*] M7 HP Reduced from 600 to 500 [*] T92 HP Increased from 280 to 350 [*] Airstrike can no longer attack the enemy base [*] Reduced landmine cost from 20 to 15 [*] Smoke Grenades now debuff the enemy's accuracy in addition to the friendly cover bonus [/list] [h2]BUGS[/h2] [list] [*] Destroyed guard towers will no longer block units/bullets for the entire round [*] Vehicles should get stuck far less often [*] Fixed: Targeting mode remains active even when the round is over [*] Fixed: Pumas will stop targeting enemies when in defense mode [*] Fixed: Sometimes units cannot connect their shots with the objective [*] Fixed: Getting a +1 life would secretly add an extra life to the 3 you already have [*] Fixed: Pressing the left arrow on the insignia button would skip the first flag [/list] [i]Please note: Chinese (Simplified), Chinese (Traditional) and Japanese languages have some missing terms and some words will be presented in English. We should have a fix for this in the next couple days. Though you still have your old save game it is recommended you start a new campaign as these balance changes are substantial.[/i] Thanks again for all your wonderful feedback. These changes are by no means final or exhaustive, but we believe a step forward in the direction for the game. Pip Commander Klegran - [i]Over and out![/i]