In this update6
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Full They're Gonna Get In update
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What changed
- UI and audio
- Gameplay
- Balance
They're Gonna Get In changes
v0.0.6.0
A new hub town between the title screen and your castle, a livelier title screen with music and a working Credits screen, audio and display settings polish, and a more patient computer opponent.
New: The Hub Town
Hitting Play on the title screen now drops you into a hub town instead of straight into a match. Head over to the castle to march off to battle — there's also a beggar hanging around town who you can look at for now, with more to come there later.
Whichever one you're looking at brightens up while everything else in town — including the background — dims down slightly, so it's easy to tell what you're about to interact with.
The Title Screen Has Come Alive
The title screen now has music playing in the background.
The menu options get a subtle rippling shimmer the moment you hover over them.
The Credits button now actually opens a Credits screen, listing out the team behind the game.
Settings, Audio & Display
The Music volume slider now actually changes the music's volume in real time, and the whole range feels more natural to adjust — quiet settings sound quiet instead of everything being crammed into the first few notches of the slider.
Master volume dropped its separate mute checkbox — just pull the slider down to silence everything.
Borderless Fullscreen now uses a proper, more reliable borderless mode under the hood instead of an approximation.
The hover-delay sliders (how long you have to linger over the blueprint tray or world objects before their info pops up) now go up to 5 seconds instead of 2, and snap to clean half-second steps as you drag them.
The Computer Opponent
During the earliest age, the computer opponent now focuses its defenses on protecting its resource production first, rather than spreading itself thin across every building it owns.
If the computer opponent ever finds itself with no units out on the field while under attack, it will recall units from its garrison and start training reinforcements to respond — and it now keeps a small reserve of gold on hand specifically for this.
Once the computer opponent's army is full, it will start sending its extra units to attack your other buildings once it's confident it can afford to rebuild what it commits, instead of just sitting idle.
The computer opponent now earns blueprints as it gains experience, the same way a player would from the Fate Engine.
The computer opponent now takes noticeably longer to commit to new construction and unit training, giving you a bit more breathing room to get established. Its reflexes when it comes to actually defending itself are untouched — it's just as quick to react to an attack as before.
Also
Early groundwork is going in behind the scenes for in-game conversation scenes — nothing to see yet, but keep an eye out.
Numerous smaller fixes and interface polish.
Source
Changelog.gg summarizes and formats this update. How we read updates.
