Patch 0.0.6.11327a #18
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<@&800777444029628427> Happy Holidays! For Christmas/Hanukkah/[Insert Holiday Here] , we present!:
================================== Patch 0.0.6.11327a ==================================
Gameplay:
General Changes
We wanted to make the very early game a bit more interesting so your scouts can now try to deny your opponent from scouting, and you can also try to hide early tech close to the Bastion:
We've noticed that each game stage (early-game, mid-game and late-game) is progressing too rapidly, we often see the mid-game skipped entirely, so we're trying to stretch out the tech tree by increasing upgrade and research structures' build time. We've also added one new research structure for each faction
Structure build time changes:
Q’rath:
Aru:
Research Time Changes:
Aru:
Q’rath:
Aru changes:
General:
We wanted to make Ichor a more generalized Harrier, and not super specifically focused on anti-light. We also wanted it to have a proper place in the early game.
Ichor burrow was useless, so we replaced it with something that hopefully allows the ichor to scale and do it's job through the mid and late game, with a hope that it will be able to pick off units from enemy armies.
We wanted to make the Bloodwell a more competitive option compared to the other spells Aru has available to them.
Mala:
Xol:
Having Bone Stalkers break both the “Ranged units have less movement speed than Melee units” rule and the “Alloy T1 does less damage vs heavy” rule was a bit too much, even for a vanguard. As such, we’re nerfing bone stalker dps vs heavy by around 10%.
We didn’t like hunting grounds being dumped aggressively on enemy bases, so we changed it to hopefully play more like setting up traps. We also added the ability to collect trophies with it such that it’s not at odds with the Prophet of the Hunt ability.
No permanently invisible worker lines allowed. We also figured that being able to counter hunting grounds with hugs would be nice.
Q’rath:
Whoops! We failed to implement the Absolver Deploy time part of the deploy time upgrade last patch. Should be fixed now. In addition, we’re making small changes to help Q’rath be a tad more active early on.
We decided Orzum wasn’t defensive enough so we added this ability:
Zephyr changes! We didn’t like how Q’rath had to choose between anti-air and teching up, so we combined zephyr tech into the main tech path. In addition, this means that you can get Zentari and Zephyr upgrades simultaneously in the early game, hopefully enabling Q’rath’s early game composition to come together more quickly and effectively.
Ajari:
Trying to make the Saoshin a decent support unit again!
Coop Mission 2 changes
Map layout
Foundry activation
Power Core escort
Objective changes
Objective panel
Bugfixes