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Full The Rebellion update
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What changed
- Performance
- Balance
- Gameplay
The Rebellion changes
Changes
We've been working hard this week on fixing as many of the frustrating crashes as possible. We've made good progress on this before, but there were a few lingering ones, such as the defeat crashes, that persisted until now. We still have more to do, but the game is becoming a lot more stable as a result of our work!
Wave Defense Rebalance
A tough fight to the end...
With the change in pacing in regards to the Wave Defense mode, we've noticed that the game became a lot more difficult; bordering on impossible on the higher difficulties. We've changed it so that enemy equipment is more dependent on the Battalion number, with the difficulty factored in. Basically, on all difficulties it will be easier early on; while later on enemies will always equip stronger equipment, varied with difficulty.
Poise Break Changes
We've decided to implement a change to the poise break system that should make gameplay flow a little better. Beforehand, units could get kind of locked into a knock down state when surrounded; they'd take small amounts of damage, then they'd be knocked back over until death. This was a tedious mechanic which we've been itching to change. Before when in a recovery state units would take double damage and force, but would get knocked over again and then put back into invincibility frames.
The old poise break mechanic
With the new system, units will no longer be knocked over when recovering, but will take the Damage of the weapon plus the Force of the weapon to their health directly. This change will make it so knocking over opponents provides an opportunity to deal massive amounts of damage, as opposed to creating a stun lock that just frustratingly extends the life of the knocked over.
The new poise break system
Hero Revive Changes
The new way to revive your hero
We've changed the Hero revive system completely; beforehand the Hero would automatically respawn after a certain amount of time at the town hall. With the new system, the player must revive the hero by spending food at their location of choice. We feel this will make losing your Hero a more punishing mistake, as well as providing the player the ability to revive their Hero at outposts instead of exclusively at the town hall.
Armor Changes
We've made some adjustments to how strength interacts with Armor and deflection. We felt armor, especially the basic iron set, was very underwhelming in regards to defense. In order to account for this, Strength will now give about half as much armor penetration to units. To make up for this change, the basic iron weaponry will now have a bit more force across the board.
Crash Fixes
We've fixed some of the more persistent crashes in the game; particularly the Wave Defense defeat crash. We've also identified and fixed a crash with training units while being defeated. Generally speaking, the game build is a lot more stable as a result of this work.
Other Changes
-We've buffed Bromnium and Agacite armor slightly -FIxed some bugs with the Lobby; specifically regarding the client -Guardsman has 50% more Health -Small pathing fixes on Cinderpeak -Outpost now has a proper remnant file; more to come on this though -Instanced many of the static meshes, particularly bricks, in order to improve performance -More I'm sure I've forgotten about -Added in a few Easter Eggs ;)
Source
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