In this update6
Full notes
Full Gridlords update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Performance
- Security
- Fixes
- Balance
Gridlords changes
Hey everyone!
Thank you so much for all the support and feedback since the release of the Gridlords demo. We really appreciate it, and we’re very happy with how the demo is going so far.
This patch focuses on many of the UI, UX, and quality-of-life pain points you mentioned in your feedback. We also made a number of balance changes and fixed several bugs and issues.
We hope you enjoy the update, and once again, thank you for your support!
General Changes
Buildings can now be swapped around.
Taking a building from the hotbar now forces it into position, moving other buildings to the hotbar if needed.
Added an option to buy additional Castle expansion points after reaching Tier V. These become progressively more expensive.
Reworked the destruction system and added new destruction assets.
Added resolution selection to the Options menu.
Added a Borderless Fullscreen option to the Options menu.
Options are now saved between sessions.
Combat speed is now saved between combats.
Added various VFX improvements across the game.
Significantly reduced game launch time. Scenes and assets are now loaded in the background on launch.
Updated Heaven’s Gate unit art and behavior.
Right-clicking an item now buys it and automatically equips it. This also works in inventory slots.
Action numbers now use icons instead of text wherever possible.
Added a small popup showing the number of expansion points gained.
Improved the connection check after returning to the Main Menu.
Bug Fixes
Fixed a crash on some devices caused by heavy resource loading.
Fixed an exploit that allowed multiple buildings to be placed on the same tile.
Added additional protection to prevent buildings from being placed on the same tile in the future.
Fixed tooltips remaining visible while dragging a single building.
Fixed an error that caused the Tilemap to print multiple warnings.
Fixed the opponent health bar sliding across the screen. Yes, really.
Fixed many stutters when changing scenes.
Fixed the Signal Tower tooltip tower size indicator.
Fixed Victory and Defeat end screen desync.
Fixed an interaction between Blessed Blaster and Brick Maestro that could destroy the entire castle.
Balance Changes
Buildings and Units
Tactician’s Table cooldown reduction reduced from 2s → 1s.
Blessed Blaster no longer scales with projectile count.
Mercenary Post stacking damage buff reduced from 2 → 1.
Mercenary Post stacking health buff reduced from 4 → 2.
Inventor’s Lab cost increased from 45 → 60.
Foundry cost increased from 40 → 55.
Militia Camp recruit cooldown increased from 4s → 4.5s.
Halberdier recruit cooldown reduced from 8s → 7s.
Sanctum of Light recruit cooldown reduced from 10s → 9s.
Holy Cleric Sanctum cooldown reduced from 10s → 8s.
Longbow Hideout unit base damage increased from 8 → 12.
Archer’s Post cooldown reduced from 3.5s → 2.5s.
Mage Spire cooldown reduced from 6s → 4.5s.
Tar Spitter cost reduced from 70 → 60.
Radiant Spire base damage increased from 8 → 10.
Holy Refractor base damage increased from 8 → 10.
Heaven’s Gate unit base damage reduced from 35 → 25.
Heaven’s Gate unit health reduced from 120 → 100.
Heaven’s Gate unit attack cooldown increased from 2s → 3s.
Miner’s Guild gold gain from Gold Mines increased from 100% → 150%.
Items
Rally Medallion initial movement speed reduced from 50% → 30%.
Lust Bow cooldown recovery rate reduced from 200% → 150%.
Magic Wand chance to trigger a projectile building twice increased from 50% → 100%.
Architect’s Armor health gained from buildings increased from 5 → 10.
Wizard Hat damage reduction increased from -30% → -40%.
Ghost Sword damage reduction decreased from -60% → -50%.
Thief Sword unit damage bonus increased from 20% → 30%.
Source
Changelog.gg summarizes and formats this update. How we read updates.
