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[h1]Nomad golems join the battle![/h1]
Hexworld is slowly getting in shape in terms of content and lore, and this update brings a lot in this regard. First of all, we bring the different golem building styles.
[list]
[*] Life style is based on the essence of living creatures and nature, those are your favorite chunky bois made of clay and dirt. Sturdy, reliable, and really persistent.
[*] Radiant style require hot and sunny places to gather essence, their nomad golems are made of dust and hot air, covered by exquisite canvas. They are swift, can dodge, but a little bit on a frail side.
[*] Death style, well.. let's not yet talk about the Death lords and how they make their battle abominations.
[/list]
Second, the kingdoms now have proper identity, each of them will reside in a specific region and have preferred golem style buildings.
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[list]
[*] Azuria Kingdom and Redplaine Duchy inhabit the Green Continent, and of course, with their grassfields and forests their schools follow a Life style golembuilding
[*] Califate Emeralis and the Empire of Tang occupy the Desert continent, and their artificers build golems using Radiant school teachings
[*] Mortum.. is Mortum, nothing to see here, let's move on.
[/list]
You can now start your adventure in any of the regions (well, we just have 2 for now :), so if you already played a lot of Green continent, feel free to start from the Desert.
We also made some QoL updates like a better camera pan. And last, but not least, the music got a massive update, we finally made a proper dynamic music engine and a killer track for it, so check out the Green continent music! Now hopefully it's a bit less annoying to play on repeat for several levels :) Desert one is coming along a bit later, too.
[h3]Full Patch Notes[/h3]
- [New] Dynamic Music Engine and new dynamic track in Green region
- [New] Screen - Regions Map
- [New] Desert structures - Chakram Palace, Dagger Palace, Scarab Lair
- [New] Mortum structures - Bone Archery, Bone Barracks
- [New] Azuri structure - Hound Stable
- [New] Desert golems - Chakram Nomad, Dagger Nomad, Scarab
- [New] Mortum golems - Crossboner, Bonewarrior
- [New] Azuri golem - Hound
- [New] Azuri tiles - Meadow, Steppe
- [New] Mortum tile - Dead Forest
- [New] Art for Boulderswag Pit and Giant Pit structures
- [New] pan camera control, more precise and feels much better than the old one
- Camera pan sensitivity setting added to settings menu
- Slide camera pan option is disabled. We may or may not bring it back at some point
[h3]Locales[/h3]
- Simplified Chinese locale added
- Ru-ru locale added
- We are not enabling official "supported languages" in Steam yet for these locales
- You can switch locale in settings menu
- Locales are stored in \StreamingAssets\Locales folder of the game
[h3]Balance[/h3]
- HexDamage is reduced for Giants and Boulderswags to 10 (was 25) means they will less likely destroy your hexagons
- Giants and Boulderswags spawn pattern is now 2 units max at T3 (was 3 units max at T3)
- Better splash damage control. Now limited by x2 max in the hit epicenter
- Forge: ArmorAdd 5 (was 10), SpeedMod 0.7 (was 0.6), AttackSpeed 1.3 (was 1.5)
- Global MinDamage is now 1.0 (was 0.1) to counter extremely high armor values in some cases
- Few tweaks to desert tiles (e.g. Oasis +3Ra/+3Li, Savannah +2Ra/+2Li)
- Red Pillars tiles give same amount of Iron as Mountain tiles
- Oasis tile has a passive healing aura (+3 hp per second)
- Mortum units now ignore necro tile slowdown effect
[h3]Performance[/h3]
- Introduced LODs for tiles and units. When you zoom out - less details will be shown consuming less GPU resources.
- Introduces Pooling for projectiles and visual effects. Means they will be recycled instead of allocated/deallocated spending CPU cycles.
[h3]Other Fixes[/h3]
- [Editor] Fix for weird offset when dragging a hexagon in some cases.
- [Fireball Wizard Boss] Now you can not kill the boss by destroying the hexagon he is staying on
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