Update log
Full Arcane Wilds update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
- Balance
- Maps
Dear Players,
It's been a while since our last update but that just means that this one is even bigger. As we've hinted in our last update we're introducing a new Spellcaster for the Colony faction.
The Beerwagon It's a totally new, unique unit that we're excited to finally introduce to all of you. This vehicle unit is a spellcaster that is supposed to act as a supportive factor on the battlefield.
The Molotov Cocktail ability throws a projectile to a target location, lighting the ground on fire and dealing moderate damage to everything within. This ability is supposed to be used as a zoning tool, but you can tell us what uses you've come up with after testing it yourself.
The Refill Flasks ability throws a projectile as well. It slows friendly units but makes them take less damage from all sources (even abilities) if they are below half health. We're really happy with the design of this ability because it offers a strong stat boost but makes affected units more vulnerable to spells at the same time since they can't dodge as well. Additionally, it allows the opponent to disengage more easily if the fight seems disadvantageous.
Finally, the mode changes. The Beerwagon has two modes that it can freely change between. The stationary "Serving Mode" and the mobile "Mobile Mode". While stationary the Beerwagon can't use any abilities or attack but heals units in a radius.
Of course, in addition to the unit we've added a new structure as well. The Brewery.
We've also added a new challenge map where you can test out the synergies between the Beerwagon and Saboteur.
The Beerwagon isn't coming empty handed however. In addition to a full barrel in the back it's bringing an entire spellcaster overhaul with it. So hop on and check out what else we've been brewing up.
Faction specific changes:
Colony
The Cleric was removed as we found its design to be pretty bland.
Blaster/Saboteur
The Blaster was renamed to Saboteur and received multiple changes in abilities. This is the unit that changed the most, the identity of the Blaster of old remains however.
The Place Barrel and Detonate abilities were removed.
The new Timed Charge ability places an explosive on the ground that explodes after a delay dealing damage in a small radius with a huge bonus damage to structures.
The new Tar Trap ability hides a barrel that can be triggered manually (by selecting the barrel on the ground) or by enemy units getting too close. If the trap triggers it spreads tar that remains for a short duration and applies a debuff to units in its radius. Debuffed units are slowed for some time and can be ignited by either the Saboteur's basic attack, Timed Charge, Kick Barrel or the Beerwagon's Molotov Cocktail. Burning units take damage over time.
The Kick Barrel ability deals less damage but applies a debuff that makes subsequent barrels deal more damage.
Army
Cannon
The High Impact Shot ability now deals less damage but applies a debuff that reduces armor of enemy units, making them take more damage from regular attacks. We didn't like the way army played in versus before since the combination of Concussive Shot followed by multiple High Impact Shots on stunned Targets wasn't really all that interesting to play or fun to play against. With both the Cannon and the Standard Bearer taking on a supportive role now we're placing the spotlight on the "army", which we really like.
Tribe
Source
