1. Update v1.0.1.4:
  2. Balance Changes
  3. VIZARGO
  4. Vizargo has needed some love! Even before Armour, he was tricky to use, and post-1.0, it was clear he needed attention. We hope you enjoy his buffs to Serenity, Veiled Coil, and Claw Dash.
  5. Veiled Coil range now scales more dramatically over levels to account for larger melee armies nearby.
  6. Adjusted Veiled Coil maximum heal percentage per unit slain from 3/5% to 30%.
  7. Serenity damage has been significantly increased to match other heroes' damage output.
  8. Reduced Serenity base cooldown by almost 50%.
  9. Claw Dash now has scaling charges from 2 up to 4, allowing Vizargo to move in and out of combat or aggressively clear enemies.
  10.  
  11. SOLDIER
  12. The Soldier has been underperforming as newer units and systems have been introduced. Meanwhile, Pikemen have taken the crown as the best all-around melee unit. To make Soldiers a more viable choice, we’ve improved their survivability.
  13. Reduced Soldier upkeep from 2g to 1g.
  14. Added 25 armour.
  15. Increased base Health from 150 to 200.
  16. Increased base damage from 7 to 9.
  17. Increased knockback from 0 to 0.3.
  18.  
  19. PIKEMEN
  20. As mentioned, Pikemen have become the strongest value melee unit. To help diversify unit choices, we’ve made slight adjustments but will monitor these values closely.
  21. Adjusted base damage from 13 to 12.
  22. Added 1 food cost.
  23. Adjusted knockback from 0.35 to 0.2.
  24. Adjusted shred from 5 to 4.
  25.  
  26. ARCHER
  27. Archers were once a powerhouse, but as other units have gained benefits, their effectiveness has declined. To address this, we’ve improved their shred effectiveness and increased their tower attack speed.
  28. Tower attack speed improved from 2.5s to 1.8 cooldown.
  29. Increased Tower Shred increased from 2 to 5.
  30. Increased base Shred from 0 to 1.
  31.  
  32. ORDER KNIGHT
  33. The Order Knight desperately needed additional shred, and we’ve delivered!
  34. Order Knight Shred increased from 2 to 7.
  35.  
  36. HARBINGER
  37. The Harbinger was falling behind in the ranged department, making them feel awkward to play. We’ve given them a small boost to their tower and general range effectiveness, and reduced the frustration of needing to recast Dark Prophecy by increasing its range and duration.
  38. Tower attack range improved from 5 to 6.5.
  39. Normal attack range improved from 2 to 3.5.
  40. Dark Prophecy range doubled.
  41. Increased Dark Prophecy duration from 25s to 80s,
  42. Increased Dark Prophecy cooldown from 60s to 140s.
  43.  
  44. ROGUE
  45. Rogues had a slightly higher damage per hit than intended, making them a DPS powerhouse when paired with attack speed and charge melee perks. We’ve adjusted their base damage while keeping their gold-steal and stealth utility intact.
  46. Base damage adjusted from 7 to 3.
  47.  
  48. AELIS LOYAL GUARD
  49. The Loyal Guard plays a crucial role in Aelis’ clear speed and survival, but she has fallen behind recently. We’ve increased their HP, damage, and shred to keep them competitive.
  50. Base HP increased from 65 to 120.
  51. Damage increased from 10 to 13.
  52. Shred increased from 0 to 3.
  53.  
  54. CO-OP DEATHNIGHT DURATION
  55. While we’d love to provide more customization options, for now, we’ve slightly increased Deathnight 3's duration and made significant increases to easier difficulties. This should allow players to create custom games with Forgiving Duration as a temporary workaround.
  56.  
  57. Update v1.0.1.3:
  58. General Fixes & Improvements
  59. Removed the ability to transfer Watch Towers to the other player in Multiplayer.
  60. Fixed being able to transfer non-transferrable buildings to the other player in Multiplayer by shift-selecting multiple building types.
  61. Fix for issues that prevented saving from working with some Windows settings in Survival and Campaign.
  62. Fixed an issue where players could get negative Map Seeds that weren't properly re-loadable.
  63. Added more player-facing messaging to some Multiplayer disconnect pop-ups and error pop-ups for lobby issues.
  64. Fixed some situations where Multiplayer saves aren't available to load.
  65.  
  66. Crash Fixes
  67. Fixed a rare crash that could be triggered by some campaign scripting.
  68. Fixed a crash that could occur in situations where units are removed from a Triage Tent.
  69. Fixed a crash when entering a Multiplayer match with high latency.
  70. Fixed a rare crash related to the hover info UI.
  71. Fixed a camera-related crash.
  72. Fixed a crash when utilizing the cinematic system in-game.
  73.  
  74. Update v1.0.1.2:
  75. Improvements made to reduce crashes occurring in relation to cutscenes and abilities usage
  76. Improvements made to reduce crashes occurring in relation to analytics and network issues
  77. Tweaks made to particle and lighting effects in order to reduce crashes
  78. Fix for the Hero Completion Achievements not unlocking properly in Multiplayer
  79. Tweaks made to improve formation spacing
  80.  
  81. Update v1.0.1.1:
  82. Fixed a crash when launching the game and failing to access steam cloud save.
  83.  
  84. Update v1.0.1:
  85. Balance Adjustments
  86. Increased melee range for the Order Knight auto-attack by 0.4.
  87. Lightbearer attack range increased, now attack from a short distance.
  88. Increased the Lightbearer’s base Health from 90 to 125.
  89. Added Armour to the Lightbearer from 0 to 25.
  90. Added Armour Regeneration to the Lightbearer from 0 to 0.02.
  91. Changed the Rogue’s basic attack to now be a multi-hit cone attack.
  92. Increased the Rogue’s Attack Rate from 0.25 to 0.15.
  93. Reduced the Rogue’s Gold Steal on kill from 3 to 2.
  94. Reduced the Rogue’s base Damage from 15 to 7.
  95. Increased the Rogue’s production Gold cost from 160 to 175.
  96. Increased the Rogue’s production Stone cost from 2 to 5.
  97. In Multiplayer T2 and T3 POI Camps reward slightly more Units/Siege Units.
  98.  
  99. General Fixes & Improvements
  100. General improvements to load times and performance across the game.
  101. Fixed a situation where unlocked Survival Difficulties wouldn’t save correctly.
  102. Fixed a situation where Cloud Saves wouldn’t sync.
  103. Fix for buildings that aren't impacted by the treasury getting icons as if they are impacted after paying off a debt.
  104. Fixed Aelis's royal guards displaying a visual flicker under certain conditions.
  105. Fixed a selection bug caused by holding shift and selecting buildings.
  106. Fixed the objectives UI not updating correctly when you change the language.
  107. Fixed UI not displaying correctly on the action grid when canceling research.
  108. Fix for some situations in which some units wouldn't animate correctly.
  109. Improved Audio balancing across all three game modes.
  110. Fixed Audio timing issues present with Crushers.
  111. Added audio to various buttons that were missing audio feedback.
  112.  
  113. Campaign Specific
  114. Fixed a situation where Campaign progression wouldn’t save correctly.
  115. Improved overall Cutscene audio within the Campaign.
  116. Fixed an issue where Nightmares could get stuck during Mission 3.
  117. Fixed audio timing related to Ritual Crystals in Campaign.
  118. Fixed Vizargo's shield in Mission 10 not displaying during combat.
  119. Fix for the wrong audio playing during cutscenes in Campaign Mission 10.
  120.  
  121. Multiplayer Specific
  122. Fixed a crash that can occur when pressing the Multiplayer Button.
  123. Added a pop-up when you’re not logged into Steam and try to access Multiplayer.
  124. Fix for the host sometimes not properly loading into matches.
  125. Fix for being able to select the other player's team color button in the multiplayer lobby.
  126. Greyed out the "send" button in the trading window if no resources are going to be sent to the other player.
  127. Fixed an issue where Units gained from captured POI camps spawned in a single point.
  128. Removed the ability to transfer ownership of the Fishing Port in Multiplayer.
  129. Fixed an issue where for Death Nights that break two Crystals only one would drop Dark Essence.
  130. Disabled “+ buttons” in the trade menu when there are no more resources to send.
  131.  
  132. Balance Adjustments Deep Dive
  133.  
  134. As noted above, we've made a number of changes to balance Heroes, Units, and Buildings. The goal here is to improve early-game survivability, smooth out some frustrating aspects, and give a few underperforming characters a much-needed boost. Here’s a closer look at the v1.0.1 as well as 1.0 balance adjustments, and how your gameplay experience will change.
  135.  
  136. Heroes
  137.  
  138. Merek
  139. Merek has always had great potential but struggled with low survivability and clear speed, especially early in the game. We've made a few tweaks to ensure he can shine as a tank-healer hybrid, excelling alongside an army that benefits from his presence.
  140. Improved base HP from 170 to 320 (this change reflects across all levels)
  141. Improved base damage to 17 from 14
  142. Increased damage of Crushing Weight across all levels
  143.  
  144. Vizargo
  145. Vizargo was a bit too frustrating early on, especially for new players, though his potential was clear. We've given him a boost to his survivability and skills, especially during those early stages, to make him more approachable and effective.
  146. Improved HP across all levels, ie:
  147. Level 1: 165 from 145
  148. Level 10: 905 from 880
  149. Added small amount of armour per level after level 3
  150. Claw Dash cooldown reduced by approximately 7 seconds across each level
  151. Small boost to Claw Dash damage DASH and VORTEX (swipe at the end)
  152. Moderate boost to Impaling Wrath damage across all levels
  153. Small boost to move speed from 1.6 to 1.65
  154.  
  155. Aelis
  156. We’re planning to revisit Aelis soon for some further improvements, particularly for the late game, but for now, she’ll receive a small armoUr boost at early levels to help new players get more out of her.
  157. Added small amount of armour per level after level 2
  158.  
  159. Units
  160. Rogue
  161. Rogues have gotten a rework! They now perform more like an aggressive soldier-pikemen hybrid. While they’re still squishy and gold-hungry, Rogues now clear more effectively but remain risky to use!
  162. Added splash to attack instead of single target
  163. Reduced gold gain to 2 again (to account for faster clearing)
  164. Adjusted purchase price to reflect effectiveness
  165. 175G, 5 stone, 5 wood
  166. Lowered base damage to 7 from 15
  167. Increased attack count to 2
  168.  
  169. Lightbearer
  170. Lightbearers still need time to figure out their place but for now, they’ve received a range boost, allowing them to support from behind melee units instead of dying up front. They also get some bonuses to their survival.
  171. HP increased to 125 from 90
  172. Added Armour 25 from 0
  173. Starting Engage range pushed forward from 0 to 0.65
  174.  
  175. Order Knight
  176. The Order Knight is still solid, but we’ve increased their attack spread so they can now hit more enemies at once, making them more effective in large fights.
  177. Increased attack range to 0.4
  178.  
  179. Harbinger
  180. Harbingers still need further attention, but we’ve made a few changes to help their survivability and give them a slight edge in mobility.
  181. Starting HP increased from 120 to 250
  182. Move speed increased from 1.2 to 1.35
  183.  
  184. Flamer
  185. Flamers now have better survivability and a slight improvement to their knockback ability.
  186. Added Armour to 16 from 0
  187. Added Knockback 0.1 from ~0
  188.  
  189. Hunter
  190. The Hunter has been performing well, but we’ve given the Hunter Trap a small upgrade to improve its effectiveness.
  191. Trap duration increased to 5s from 3.5s
  192. Trap size increased to 2.5 from 1.5
  193.  
  194. Buildings and Research
  195. Triage Tent
  196. We’ve reduced the cost of researching the Triage Tent, making it more accessible for players in the early game.
  197. Research cost reduced to 300 from 750
  198.  
  199. Trade Bazaar
  200. The Trade Bazaar has had its purchase cost reduced, making it more affordable for players looking to expand their economy.
  201. Purchase cost reduced to 650 from 850
  202.  
  203. Grand Bellow Tower
  204. We've given the Grand Bellow Tower a bit of a buff, especially in its range, attack rate, and damage, making it a stronger defensive option- We’ll be keeping an eye on this and other attack towers in the future.
  205. Attack range increased to 15 from 12
  206. Attack rate increased to 5 from 8
  207. Base damage increased to 10 from 8
  208.  
  209. Advanced Farm
  210. The Advanced Farm was a little too pricey, so we’ve reduced its cost. We’ll keep an eye out for other later game research in the future.
  211. Research cost reduced to 1200g from 1500g
  212.  
  213. Hotfix:
  214. Fixed a crash related to incorrect Light Radius calculation.
  215. Fixed a crash related to audio that could occur in all game modes.
  216. Fixed a crash related to Aurelia’s Crimson Lightning when it hit buildings.
  217. Fixed a crash related to trying to load incompatible saves.
  218. Fixed an issue where the player's resolution would change repeatedly after swapping monitors.
  219. Fixed an issue where the player’s mouse could be offset from what’s in-game.
  220. Fixed an issue where resolution could be set to something lower than the max resolution when Display settings was set to Borderless Windowed.
  221. Fixed an issue where the game could start on the wrong monitor.
  222. Disabled resolution drop down when playing in Borderless Windowed.
  223. Pre-V1.0 Saves that are incompatible with the current game will now be marked as such.
  224. Fixed a situation where the game failed to save. Backup saves will now be created in App Data > Local & App Data > LocalLow Folders.
  225. Fix not being able to rebind controls to mouse thumb buttons.