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Full Here Comes The Swarm update
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Repeated intro
Hello Reapers,
What changed
- Gameplay
- Balance
- UI and audio
- Maps
- Fixes
Here Comes The Swarm changes
Today we bring you a patch full of fixes and balancing updates. In between our content updates, we are dedicated to keeping the game stable and the build opportunities varied.
We listened to the feedback given, and we have stats available to see which essences and talents are used a lot and which are underperforming. In the notes below, you can see which essences got a pass this time.
Next to that, we noticed knights underperforming in the early game, and Priests not yet hitting their intended strength in the mid and late game. To improve this, we have buffed the Knight's survivability, which is mostly felt early on, and buffed the Priest's healing power.
Meanwhile, we are working on the Garrison update and the Campaign. Work is progressing nicely, and we will share more when the time is right.
Check out all the other changes, keep sharing your feedback, and carry on eradicating the Swarm!
Changes and Additions
Added AutoCast support for abilities.
Stonewall now AutoCasts when the Knight drops below 20% health.
Stomp now AutoCasts when the Knight is below 50% health and in combat with a Guardian or Brute.
Units now continue their previous action after manually casting abilities that do not require a target (such as Knight Stomp).
Units spawning from Barracks now spawn on the closest Core-connected road tile to the waypoint, reducing cases where units get stuck in blocked-off areas.
The Cheaper Research talent now also affects building and unit unlock research (Ballista, Storage, Trebuchet, Pyromaniac, and Stone Tier).
The Core is now invulnerable as soon as the Eradication animation starts.
The Out of Combat condition has been removed from the Scout essence, as it was not shown in the tooltip.
Chilled effects from all sources now share a snowflake icon instead of using the Arbalist Frost Arrows icon.
Buy/Sell Jade keybindings have been disabled.
Spitters can no longer spawn within 60 tiles of the base.
Boss biomes can no longer spawn close to the base.
Idle Scorpling spawn distance from the base increased from 50 to 75 to reduce cases where they wander into the initial build-radius aggro range.
The Tunnelers Detected notification can no longer be clicked to reveal Tunnelers when the Sneak Attack burden is active.
Improved pathfinding by adding a backward pass to our flowfield system. This ensures that units pushed outside their generated path can quickly recover and continue along a more optimal route.
In-game tooltips now support higher precision and display multiple decimal values where relevant.
Arcanum-related tooltip values now display up to two decimal places.
Wild Recovery tooltip now correctly shows its effect outside of settlements.
Balacing
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Essences
- Ricochet Boltsdamage loss per bounce reduced from 30% to 25%.
- Economic Baselineruby income reduced from 75 to 60, wood income reduced from 10 to 8.
- Wild Recoveryhealth regen changed from flat 4 to 2.5% of max health.
- Paralyzing Shotstun chance increased from 25% to 50%.
- DevoutArcana per shrine increased from 2 to 4.
- Steady Aimattack speed penalty reduced from -30% to -20%, damage bonus increased from 30% to 50%.
- Cheat Deathcooldown reduced from 90s to 60s.
- Weak Spotdamage taken bonus increased from 10% to 20%.
- Spotterrange increased from 2 to 3.
Adaptive: now also grants +5% attack speed per veterancy level.
- Closewatchsettlement size damage penalty reduced from -1% to -0.6% per size.
- Arcana Infused Unitsdamage per Arcana reduced from 0.5% to 0.35%.
- Increased Wave Arcanabonus increased from +1 to +2.
- Increased Shrine Arcanabonus increased from +2 to +3.
- Prismatic Beamtargets per second increased from 1 to 10.
- Army Biasunit maintenance reduction increased from -50% to -80%.
- Fortified Wallsarmor increased from 2 to 4.
- Weak Spot (Arcanist)damage taken per stack reduced from 20% to 15% (was previously 10%).
- Mark Targetduration increased from 2s to 10s.
- Sacred Explosionduration increased from 1.5s to 5s.
- Prismatic Beamduration increased from 3s to 15s.
- Inspiredduration increased from 1s to 5s.
- Briarplatethorns per armor reduced from 2500% to 1500% (adjusted for higher armor on upgraded Knights).
- Iron Momentumarmor per stack increased from 0.2 to 0.3.
- Reflect Damagethorns increased from 75 to 100.
- Defensive Formationarmor increased from 2 to 3.
- Hedgehogthorns per stack increased from 5 to 6.
- Bloodthirstmissing health healing reduced from 8% to 6%.
- Stonewallchanged from 8 armor, +100% max health, and -50% damage to 15 armor, -50% damage, and a heal for 15% of max health.
Knight
Base out-of-combat health regen increased from 1 to 15.
Base armor increased from 5 to 8.
- Chainmail Armorarmor increased from 1 to 3.
- Vanguardarmor increased from 1 to 3.
- Bulwarkarmor increased from 2 to 3.
Priest
Base Healing Power increased from 2 to 3.
Field Hospital
Cost reduced from 40/2/10 to 30/2/6.
Maintenance reduced from 4 to 1.
Required population reduced from 2 to 1.
Heal radius increased from 8 to 12.
Healing increased from 10/s to 24/s.
Talents
- Unit Maintenancereduction increased from -50% to -75%.
- Wall Healthbonus reduced from 100 to 80.
- Faster Towersbonus reduced from 30% to 25%.
- Tower Maintenancereduction increased from -50% to -75%.
Buildings
Vision Tower cost reduced from 40/4/12 to 30/2/4.
Conduit build time reduced from 240 to 120.
Conduit maintenance reduced from 50 to 10.
- Infuse Rubies abilitybonus reduced from 100% to 25%.
Expedition Blessings
- Loot Goblinextra chests increased from 100% to 250%.
Career Boost: now also increases the Damage Taken of Units by 10% per veterancy level.
- Overdriveblood ruby bonus reduced from 100% to 25% (gas bonus unchanged at 200%).
Expedition Burdens
Hived Up: now also increases outposts by 25% in addition to 50% more hives.
Enemy Spawning
- Scorpling minimum spawn distance from the base reduced from 75 to 65. (Notethis distance setting was bugged and Scorplings spawned too close, now it is fixed and we adjusted the distance to a better value).
Fixes
Fixed Dark Prayer not costing health.
Fixed pathfinding edge cases where units would take a different path than expected.
Fixed a bug where the first tick of health regen could grant infinite health.
Fixed a bug where pausing on the same frame as a win or loss could soft-lock the game.
Fixed a bug where hive buildings could fail to spawn when a neutral prop blocked the path between hive parts.
Fixed an issue when loading a save with a unit order targeting a dead unit.
Fixed issues where auras would not be removed correctly when they were lost during pause. This could happen when dropping a relic or destroying a field hospital during pause.
Fixed missing in-game name for the Wild Recovery essence.
Fixed red blocking tiles from Butchers remaining visible after upgrading to Advanced Butchers.
Fixed Knights failing to aggro units out of attack range when targeting highest HP or Armor.
Fixed enemies sometimes wandering along extremely long paths.
Fixed the expedition map not being centered correctly when UI scale was not 1 (especially at resolutions above 1080p).
Fixed an issue that prevented Hived Up from spawning additional hives.
Fixed Deity level not being correctly reflected in level-up achievements.
Fixed an issue where upgraded dwellings would fail to register missing cravings when a supplier was removed during the upgrade process.
Fixed a bug where road connection income modifiers would not update correctly if a building was connected or disconnected while another production error was active.
Fixed Barracks spawning units on any road tile instead of only core-connected road tiles.
Fixed Career Boost not properly reducing damage.
Fixed Scorplings spawning too close to the base.
Fixed AutoCast triggering for abilities that had not yet been unlocked.
As always, thank you all for your feedback and bug reports. If you run into a bug or have feedback, please let us know on Discord or by using the bug report button in-game.
Good luck in Ulora Reapers,
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Source
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