Update log
Full Here Comes The Swarm update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Settlement Leaders!
Extracted changes
- Gameplay
- Events
- Balance
- Fixes
- Maps
We are thrilled to announce the first of our major updates: The Arcanum Update. This update introduces the new Arcanum Loadout System, allowing players to create custom loadouts and share and import them into their game. We have also made changes to roads, Tunnelers, balancing, and more! Check out all the changes in this massive update below, and enjoy!
Arcanum
Added the Arcanum Loadout System: create, share, and import custom loadouts.
Locked Essences can now be unlocked using 20 Fragments.
Removed auto-fill prompt when for loadouts with empty slots.
Right-clicking an Essence now automatically inserts it into your loadout.
Updated various tooltips for clarity.
Road System Improvements
You can now build over roads by holding the modifier key (default: Alt).
Roads can now be removed while placing roads using the modifier key (default: Alt).
Roads are now highlighted during building placement and removal.
Roads not connected to the Core are now shown in red.
Increased the radius at which road connectivity is displayed while building.
Tunneler Changes
Tunneler spawn locations are now seed-based.
Increased time before Tunnelers start spawning units to 50s (all difficulties)
Increased time between Tunneler unit spawns from 35s -> 45s on Normal (scales with difficulty)
Reduced frequency of Tunneler spawns from 480s -> 540s on Normal (scales with difficulty)
Reduced maximum Tunnelers per spawn from 4 -> 3.
Reduced the spawn distance scaling:
Distance increase per event: 15 -> 10
Max random distance: 40% -> 20%
Tunnelers now level based on the Swarm level, not independently. This solves an issue where Tunnelers could outscale the Swarm if they spawned more often.
Updated the Tunneler unit composition to better match current wave composition.
Increased Tunneler level from which Brutes can start spawning from 4 -> 8
Other
Modifier keys (Alt, Ctrl, Shift) can now be assigned as keybinds.
Added full match details to the Escape menu.
Increased selection radius of Brutes and Scorpions for easier targeting.
Increased Scorpions collision size and height for better visibility in waves.
Updated visuals for world-building tokens.
Marketplace auto-sell now performs a full sell action when a resource reaches its cap.
Balancing
Reduced Field Hospital build time: 30 -> 10 sec.
Reduced Field Hospital costs:
Ruby 50 -> 40
Gas 5 -> 2
Wood 15 -> 10
Increased Field Hospital range: 6 -> 8.
Reduced War Camp build time: 15 -> 5 sec.
Redcued War Camp costs:
Ruby 80 -> 60
Gas 4 -> 3
Wood 12 -> 10
Increased War Camp range: 7 -> 8.
Removed Claustrophobia attack range debuff.
Reduced Stone Tier research time: 200 -> 170sec.
Reduced repair costs of the Core.
Fixes
Fixed missing Dark Prayer ability keybindings.
Fixed issue where the aggro range didn’t update when the unit attack range was changed.
Fixed Six Pool burden to actually spawn 90 seconds sooner instead of later.
Fixed issue where only the first placed Marketplace could trigger auto-sell.
Fixed various localization issues.
Fixed pressure spawning not restoring after loading a save
Fixed Tunnelers remaining visible during the Sneak Attack burden.
Fixed issue where a boss wouldn't spawn as it was generated on the map edge.
Fixed issue where fewer Shrines were available in the final Skirmish of the Expedition.
Fixed multiple issues that could cause islands to be generated in the maps.
Fixed visual glitch on the empowerment fx when opening an Arcanum loadout.
With the Arcanum Update done, our complete focus is now on regular updates and, of course, our
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