Happy June! For June let’s talk about the Mud Golem and our design philosophy for units.
Full notes
Full Monstrous Realms update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes0 additions2 changes0 removals
Balance
Gameplay
changedEach unit can evolve into multiple classes, but those classes will generally fall into four categories: Frontline, support, damage or flanking. Damage can fall under range, melee, or magic-user. -Flanking units are strong fast units that can attack the backline and run away. -Damage units have high damage and either low hp or high control cost. -Support covers healers or buff/debuffers. -Frontline units can sustain more damage and try to prevent weaker units from taking damage.
changedThey achieve this by disrupting enemy movement and ranged attacks. They start with mudsling, which blinds an enemy, making them more likely to miss attacks and reducing the range of their attacks. They are also able to unlock a crippling attack, push attacks and projectile defenses. The Mud Golem’s evolution unlocks abilities ranging from mud walls to unit restraints/initiative delays.
Monstrous Realms changes
changedEach unit can evolve into multiple classes, but those classes will generally fall into four categories: Frontline, support, damage or flanking. Damage can fall under range, melee, or magic-user. -Flanking units are strong fast units that can attack the backline and run away. -Damage units have high damage and either low hp or high control cost. -Support covers healers or buff/debuffers. -Frontline units can sustain more damage and try to prevent weaker units from taking damage.
changedThey achieve this by disrupting enemy movement and ranged attacks. They start with mudsling, which blinds an enemy, making them more likely to miss attacks and reducing the range of their attacks. They are also able to unlock a crippling attack, push attacks and projectile defenses. The Mud Golem’s evolution unlocks abilities ranging from mud walls to unit restraints/initiative delays.
Happy June!
For June let’s talk about the Mud Golem and our design philosophy for units.
Each unit can evolve into multiple classes, but those classes will generally fall into four categories: Frontline, support, damage or flanking. Damage can fall under range, melee, or magic-user. -Flanking units are strong fast units that can attack the backline and run away. -Damage units have high damage and either low hp or high control cost. -Support covers healers or buff/debuffers. -Frontline units can sustain more damage and try to prevent weaker units from taking damage.
The Mud Golem is a frontline, defensive monster so its focus is on stopping enemy units from hurting the backline.
They achieve this by disrupting enemy movement and ranged attacks. They start with mudsling, which blinds an enemy, making them more likely to miss attacks and reducing the range of their attacks. They are also able to unlock a crippling attack, push attacks and projectile defenses. The Mud Golem’s evolution unlocks abilities ranging from mud walls to unit restraints/initiative delays.
Overall the game is progressing well! We hope you all have a great June.