Circle Empires is a fresh take on the RTS genre, featuring a fast-paced approach to conquering the world.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33019783/c0e8d1651f33078ebd99df459b37cc4bdc3e6ab3.jpg[/img]
Hello circle conquistadores!
We have just pushed out a humongous update that some of you might know from the beta branch. It contains a lot of new content, changes, upgrades and fixes.
Without further ado, here's the mighty list:
[h1]Apex Monsters DLC only[/h1]
[list]
[*]Added 2 rare biome variations with special armies.
[*]Elder Pumpkin Wizard: decreased damage from 50 to 30. This also helps to reduce the number of pumpkin warriors they can spawn as they get less last-hits when combined with other units.
[/list]
[h1]Circle Empires base game new content[/h1]
[list]
[*]Added 4 rare biome variations with special armies.
[/list]
[h1]Towers are better and have different attacks[/h1]
[*]Towers rebalanced to make defending specific key locations with them more feasible.
[*]Basic tower price 200 wood, 300 food => 250 wood, 100 food.
[*]Poison tower hp 300 => 600. Attack type is now line attack (think dragon, axe thrower)! Price 200 wood, 500 food => 200 wood, 600 food. Attack cooldown 0.6s => 1.6s. Strength rating 150 => 250.
[*]Fire tower hp 400 => 600.
[*]Frost tower: line attack, slow projectile. Cooldown increased from 0.6s to 2s. Hp increased from 300 to 600. Increased freeze duration from 2s to 4s and slowdown from 40% to 60%. AI value from 110 to 220.
[/list]
[h1]Many leaders got buffed to be on par with the best ones[/h1]
[list]
[*]Wolfram start bonus wood increased from +300 to +700.
[*]Laura the life-giver bonus gold for each new circle increased from 1 pile to 2 piles.
[*]Puck the pumpkin king: increased start wood bonus from 1000 to 1500. [*]Each claimed circle now gets +3 trees.
[*]Darius the druid: increased claimed circle bonus from +3 trees to +5 trees. [*]Removed start bonus +300 wood. Added start bonus +2 frog workers (4 in total with 2 human workers).
[*]Mindy the Mushroom Mage: claimed circle healing mushrooms count increased from +1 to +3. Removed claimed circles getting explosive mushroom. Starts now with +600 food.
[*]Demian the Dragon worker bonus for each circle increased from +2 workers to +3 workers.
[*]Wyona the watery queen now starts with +500 wood and in Fishy Lake biome.
[*]Swift the Scavenger Lord's resource bonus increased from 2x to 3x.
[/list]
[h1]Long term economy gives bigger bonuses[/h1]
[list]
[*]Bank rebalanced to get more instant benefits and give greater rewards for keeping them alive.
[*]Price increased from 200 wood, 500 food => 500 wood, 500 food.
[*]Gold production on 3 levels increased from 4, 6, 12 => 8, 12, 25.
[*]Xp requirement increased: Level 1 from 240 to 300. Level 2 from 500 to 1000.
[*]Increased high level storehouse resource bonuses: Level 2 from +20% to +50%. Level 3 from 50% to +100%.
[*]Decreased pumpkin growth time: Level 1 from 240s => 160s. Level 2 from 300s => 180s. Increased harvesting speed from Level 2 pumpkins by 33% and from level 3 pumpkins by 66%.
[/list]
[h1]Resources gained from creatures is more consistent[/h1]
[list]
[*]All things that can be fought have 25% chance to give resources when destroyed. If it's a building or it's strength rating is 500+ then this chance is 100%. It used to be a thing always, now it's more predictable and gives more resources so you can build a strategy around it.
[*]Buildings and ranged creatures give wood.
[*]Melee creatures give food.
[*]Any creature that deals splash damage or has line-attack gives gold (that overrides previous points).
[*]Resource amount is 50% of the strength rating of the creature. If it gives gold then the amount is halved.
[/list]
[h1]Balance changes[/h1]
[list]
[*]Knight armor increased: Level 1 from 3 to 6. Level 2 from 5 to 8. Level 3 from 7 to 9. Damage increased: Level 1 from 12 to 15. Level 2 from 25 to 30.
Hammer-man level 1: decreased hp from 280 to 220 and damage from 7 to 6.
Frogman XP requirement decreased from 300 to 150. Price changed from 120 wood, 50 food => 150 wood, 25 gold. Raw strength wise they were always closer to knight than to guard.
[*]Archer XP requirements for getting from level 2 to 3 increased from 500 to 800.
[*]Ranged mermaids are 16% faster. Melee mermaids are 33% faster.
[*]Increased golem cost from 100 wood, 200 food to 250 wood and food.
[*]Monster hunts now have more varied terrains for boss circle.
[*]Made lakes a bit less prominent.
[/list]
[h1]Fixes[/h1]
[list]
[*]Healers no longer seek martyrdom in battle.
[*]Player can now move creatures to land and water regardless of movement limitations. Notably mermaids. AI mermaids will not come to attack you on ground if they are in "drinkable" water.
[*]Units no longer forget about their attack move when levelling up.
[*]Frog workers no longer level up to human workers.
[*]Fixed an issue with loading localisations before the game content was created.
[*]Fixed an issue where saving certain terrain types created anomalies, e.g. player had to build +1 storehouse to be able to build units.
[*]Pumpkin necromancer attack sound upgraded.
[*]Fixed an issue where tooltips showed incorrect freeze stats when looking at units to buy.
[*]Mermaid spearman has more visual cues to distinguish it from other mermaids.
[*]Reworked the logic how units choose what to do. Fixed multiple issues. [*]Smarter behaviour expected. Let me know if seeing anything weird.
[*]Fixed an issue that caused units to gain too much XP when multiple units killed the enemy at same moment. No more levelling up entire army of archers from 1 kill. This happened in case of huge ranged armies and low fps.