[b]As I mentioned recently, today's update focuses on improving the combat system, primarily enhancing visual elements, making the fighting experience more satisfying. The game has become more dynamic in many aspects, and I hope it's a good step towards its development.[/b]
[img]{STEAM_CLAN_IMAGE}/43830968/f0b6ae86c7ce53afe523ddf210bbe757b5ab0a49.png[/img]
[b][h1]Combat System and New Unit Appearance[/h1][/b]
[list]
[*] Units now have facial elements (nose, eyebrows, and eyes).
[*] Units blink their eyes.
[*] The maceman's weapon model has been changed.
[*] The color of some parts of the units' weapons has been changed to the color of their faction.
[*] Units bend when taking damage.
[*] Attacks create blood particles.
[*] After death, the head of a unit may detach from the body.
[*] Upon death, a unit drops the weapon it was holding.
[*] The head of a unit can detach from the body after death.
[*] Arrows remain in the bodies of units and shields.
[*] An arrow hitting the ground creates particles of falling earth.
[*] Shooting an enemy unit in the head deals 100% more damage.
[*] Increased sword attack range for the player.
[/list]
[h3]Gaining Combat Experience[/h3]
[list]
[*] Combat experience is now earned when a player or allied unit kills an enemy unit.
[*] The amount of experience gained depends on the type of the killed unit.
[*] An icon indicating the amount of gained experience appears above the killed unit after the kill.
[/list]
[img]{STEAM_CLAN_IMAGE}/43830968/f96d89564d276c058bb75320c0ce260731da12b5.png[/img]
[img]{STEAM_CLAN_IMAGE}/43830968/9e205d3626bb909463d30fbabd84ad2184343ddd.png[/img]
[b][h1]Tutorial Update[/h1][/b]
[list]
[*] Some parts of the tutorial received additional information.
[*] All tutorial images have been replaced with gifs, making the tutorial easier to understand.
[/list]
[b][h1]Animations[/h1][/b]
[list]
[*] The player's sword attack animation is smoother.
[*] The animation for loading the next arrow is faster and smoother.
[*] Accelerated animations for drawing and sheathing weapons.
[*] Increased base sword attack speed and bow drawing speed.
[*] Sped up animations for drawing and sheathing tools.
[*] Accelerated and smoothed animations for resource gathering.
[*] The building construction animations have been sped up.
[*] Changed tree-cutting animation for the player.
[*] Accelerated attack animations for units.
[/list]
[b][h1]Languages[/h1][/b]
[list]
[*] English: Unit name changed from 'Peasant' to 'Maceman'
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[b][h1]Optimization[/h1][/b]
[list]
[*] The game has been slightly optimized by reducing the quality of models for resources far from the player.
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[b][h1]Missions[/h1][/b]
[h2]Mission 1[/h2]
[list]
[*] Mission duration has been shortened.
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[h2]Mission 2[/h2]
[list]
[*] Mission duration has been shortened.
[*] Enemy camps have been added to the map.
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[h2]Mission 3[/h2]
[list]
[*] Modified the map.
[*] Changed the quantity and placement of structures and resources.
[*] The mission has been shortened.
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[h2]Mission 4[/h2]
[list]
[*] Modified the map.
[*] Changed the quantity and placement of structures and resources.
[*] The mission has been shortened.
[/list]
[h2]Mission 5[/h2]
[list]
[*] Modified the map.
[*] Changed the quantity and placement of structures and resources.
[*] The mission has been shortened.
[/list]
[h2]Mission 6[/h2]
[list]
[*] Modified the map.
[*] Changed the quantity and placement of structures and resources.
[*] The mission has been shortened.
[*] The mission's progression has been changed.
[/list]
[h1]Sounds and Music[/h1]
[list]
[*] Added a sound when the player is hit by an arrow.
[*] Lowered the sound of berry picking.
[*] Added a sound when upgrading the Berry Farm and observation tower.
[/list]
[h1]Other Changes and New Features[/h1]
[list]
[*] The shovel icon appearing above a dug-up bush now loads over time as the bush is excavated.
[*] Adjusted the strength of some player effects during movement.
[*] Slightly changed particle effects during player resource extraction.
[*] Increased the limit required to build a building on uneven terrain.
[*] The target point in barracks is now flagged, similar to the town hall.
[*] The color of particles when hitting a tree is more brown.
[*] Player resource delivery is faster and has an additional visual effect.
[*] Object selection is canceled upon a single left mouse button click.
[*] Resource marking does not disappear if the player releases the button (similar to building selection).
[*] Drawing a bow by the player is triggered by the left mouse button.
[*] The player initially has a full arrow stock.
[*] Unit selection disables building marking.
[*] Added an effect when delivering a berry bush to the Berry Farm.
[*] Added a shaking effect when shooting an arrow.
[*] Added visual effects when changing the target point (inside a building) for units.
[*] Added falling leaf effects when hitting a tree.
[*] Strengthened the scale change effect when extracting resources and building structures.
[*] Added camera shake during resource extraction and building.
[*] The player can move while extracting resources.
[*] Improved player wall detection.
[*] The shield loading bar always hides if the player exits combat mode.
[*] The shield loading bar appears if we enter combat mode and if the shield is loading.
[*] Several other minor fixes/changes were introduced.
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[h1]Gameplay Balance[/h1]
[h2][b]Player[/b][/h2]
[list]
[*] Running speed: 6.85 => 7.15
[*] Maximum stored wood: 60 => 50
[*] Maximum percentage of reduced speed after taking damage: 70% => 60%
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[h2][b]Upgrades[/b][/h2]
[h3]Town Hall Upgrade[/h3]
[list]
[*] Bonus to berry production: 2% => 1.5%
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[h2][b]Units[/b][/h2]
[h3]Hunter[/h3]
[list]
[*] Shot strength: 10 => 13.5
[*] Shot accuracy: 4 => 3 (less = better)
[*] Shooting speed: 4.5s => 4s
[/list]
[h3]Archer[/h3]
[list]
[*] Shot strength: 11 => 14.5
[*] Shot accuracy: 3 => 2.5 (less = better)
[*] Shooting speed: 4s => 3.5s
[*] Creation time: 1:25s => 0:25s
[/list]
[h2][b]Buildings[/b][/h2]
[h3]Changed the construction time of all buildings:[/h3]
[list]
[*] Town Hall: 3:00 => 2:00
[*] Storage: 1:00 => 0:30
[*] Berry Farm: 1:30 => 1:00
[*] Barracks: 2:00 => 1:30
[*] Smithy: 1:30 => 1:00
[*] Archery Workshop: 1:30 => 1:00
[*] Workshop: 2:00 => 1:30
[*] Observatory Tower: 1:00 => 0:30
[*] Guard Tower: 1:30 => 1:00
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[h3]Observatory Tower[/h3]
[list]
[*] New - Shooting speed: +20%
[*] Shooting range: 10% => 15%
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[h3]Guard Tower[/h3]
[list]
[*] New - Shooting speed: +35%
[*] Shooting range: 20% => 25%
[/list]
[h1]Bug Fixes[/h1]
[list]
[*] Fixed incorrectly displayed texts in languages other than Polish and English.
[*] Fixed a bug that sometimes occurred when the tower tried to select a new unit from an enemy unit – it could lead to various errors.
[*] Fixed: The game bugged out when the player tried to select a bush from a destroyed berry farm.
[*] Fixed: Sometimes the management window did not close after switching to another mode.
[*] Fixed: Arrows fired from close range to the target could pass through it.
[*] Fixed: The script responsible for moving the hands during walking and running stopped working when the game was paused at least once.
[*] Fixed: After digging up a bush from a group, errors occurred when expanding the rest of the bushes in that group.
[*] Fixed: The worker did not react when the command was changed from digging up the bush to collecting berries from it.
[*] Fixed: The worker could dig up a bush when he already had one in his inventory.
[*] Fixed: The player could enter free mode if they had the shield raised.
[*] Fixed: If the shield was being renewed, and the player wanted to switch to another mode, the shield did not retract.
[*] Fixed: In very specific cases, the player could have a constantly reduced movement speed.
[*] Fixed: The unit's health bar sometimes did not appear when shooting with a bow.
[/list]
[h1]Dangerous Land Demo[/h1]
[b]The game has been updated to the latest version.[/b]
[h1]What's Next?[/h1]
[b]As you may have noticed from the update title, this was its first part, so the next update will also focus on the development of the combat system, but with a focus on different elements. I mean expanding the artificial intelligence system of units and revitalizing enemy camps. There may be other changes to the combat system as well, but no promises.[/b]