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Steam News1 June 20179y ago

Patch 1

The first patch for Defend the Highlands: World Tour has just been released, with the following changes: In campaign, you will now earn some money for upgrades, even if you lose the level (amount earned is proportional

Full notes

Full Defend the Highlands: World Tour update

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What changed

6 fixes0 additions4 changes1 removal
  • Gameplay
  • Fixes
  • UI and audio
  • Maps
  • Balance
changedIn campaign, you will now earn some money for upgrades, even if you lose the level (amount earned is proportional to how many enemies you killed).
fixedFixed issue where ranged enemies would sometimes get stuck if they ran into a tower.
fixedFixed issue where friendly units behind barricades would attack the barricade if ordered to attack an enemy that was out of range.
fixedFixed enemies occasionally getting stuck in a loop of constantly playing their taunt audio clip.
fixedFixed navmesh issue on French Alps level that caused difficulty in pathfinding around the sides of the Haggis Factory.
changedReduced frequency of some enemy audio clips.

The first patch for Defend the Highlands: World Tour has just been released, with the following changes:

  • In campaign, you will now earn some money for upgrades, even if you lose the level (amount earned is proportional to how many enemies you killed).

  • Fixed issue where ranged enemies would sometimes get stuck if they ran into a tower.

  • Fixed issue where friendly units behind barricades would attack the barricade if ordered to attack an enemy that was out of range.

  • Fixed enemies occasionally getting stuck in a loop of constantly playing their taunt audio clip.

  • Fixed navmesh issue on French Alps level that caused difficulty in pathfinding around the sides of the Haggis Factory.

  • Reduced frequency of some enemy audio clips.

  • Fixed incorrect counting on melee kills.

  • Donald Bradman's kills are now being counted towards his kill count stat and achievement.

  • Fixed issue where new Scotsmen wouldn't move to the rally point if no enemies were present on the map when they spawned.

  • Improved navmesh cutting for haggis catapults, to prevent Scotsmen getting stuck on them.

  • Haggis catapults now check for obstructions when choosing their target, so they shouldn't fire into walls now.

  • Haggis catapults now favour choosing targets that are in tight groups over individuals, to make better use of their splash damage.

  • Starting units no longer run on the spot for a second when they spawn.

I'm making good progress on the co-op multiplayer mode, so it shouldn't be too long before that will be available too. As always, if you run into any bugs, or have any suggestions on improving the game, please post them in the community forum or use the contact form at http://kiltedcamel.com/contact/

Source

Steam News / 1 June 2017

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