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Steam News7 June 20215y ago

Major Update - Patch 0.6.13

Greetings Knights, this time around we have prepared a big update for you. We have heard your feedback and smoothened the learning curve along all the difficulties.

Full notes

Full Vedelem: The Golden Horde update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings Knights, this time around we have prepared a big update for you. We have heard your feedback and smoothened the learning curve along all the difficulties. These changes include more balanced wave systems, the addition of unit counters for a more strategic combat, an improved map that grants you more space to expand, additional unit upgrades and many other quality of life features. We also made several improvements to a lot of UI elements - from specific descriptions to a plethora of icons. On top of that, many rounds of balance have been applied to all the units.

What changed

4 fixes20 additions29 changes0 removals
  • UI and audio
  • Gameplay
  • Maps
  • Balance
  • Fixes
changedGreetings Knights , this time around we have prepared a big update for you. We have heard your feedback and smoothened the learning curve along all the difficulties. These changes include more balanced wave systems, the addition of unit counters for a more strategic combat, an improved map that grants you more space to expand, additional unit upgrades and many other quality of life features. We also made several improvements to a lot of UI elements - from specific descriptions to a plethora of icons. On top of that, many rounds of balance have been applied to all the units.
changedAdjusted the difficulty in all of the Skirmish levels;
changedReworked Skirmish map from the ground up;
changedImproved pathfinding & combat AI.
changedUser Interface & User Experience:
addedAdded Scoreboard at the end of each Skirmish game;
cost of tiles - ring512cost of tiles - ring increased, buffAdded tile ring1320Added tile ring increased, buff

Vedelem: The Golden Horde changes

changedGreetings Knights , this time around we have prepared a big update for you. We have heard your feedback and smoothened the learning curve along all the difficulties. These changes include more balanced wave systems, the addition of unit counters for a more strategic combat, an improved map that grants you more space to expand, additional unit upgrades and many other quality of life features. We also made several improvements to a lot of UI elements - from specific descriptions to a plethora of icons. On top of that, many rounds of balance have been applied to all the units.
changedAdjusted the difficulty in all of the Skirmish levels;
changedReworked Skirmish map from the ground up;
changedImproved pathfinding & combat AI.
changedUser Interface & User Experience:

For the bravest ones, here is the full patch notes, including all the major changes:

PATCH NOTES:

Skirmish mode:

  • Adjusted the difficulty in all of the Skirmish levels;

  • Reworked Skirmish map from the ground up;

  • Assigned different starting positions to the Keep based on the difficulty level selected.

Combat System:

  • Combat multipliers implemented for all the units;

  • Improved pathfinding & combat AI.

User Interface & User Experience:

  • Added Scoreboard at the end of each Skirmish game;

  • Reworked Level Selection screen visuals;

  • Locked all the difficulties behind Tutorial's completion;

  • Reworked Level Selection window layout;

  • Reworked Level Selection window descriptions to match the actual gameplay;

  • Reworked Tutorial screens into a Védelemopedia;

  • Added backgrounds on sub-menus for Military, Economic and Keep buttons;

  • Reworked layout for the Keep sub-menu;

  • Added context window for units;

  • Added multiselection window to the unit context window;

  • Reworked Buildings' context window;

  • Added mini production queue inside the Military Camp context window;

  • Tutorial now starts with a Védelemopedia open;

  • Added context to the timer;

  • Added "Extra" window to the Game Selection Screen (disabled).

Buildings:

  • Replaced Military Building model with a new one;

  • Added animations on all the economic buildings;

  • Added wheatfield to the Farm upon completion.

Balance changes - Upgrades:

  • Elite Archers Upgrade now available to unlock from Keep Level 2 instead of Keep Level 3;

  • Adjusted and rebalanced cost of the Elite upgrade for all the units;

  • Increased cost of Spear mastery upgrade;

  • Added Sword Mastery Upgrade to the Keep;

  • Added Arrow Mastery Upgrade to the Keep;

  • Added Spear Mastery Upgrade to the Keep;

  • Added Shield Upgrade to the Keep;

  • Added Bow Upgrade to the Keep;

  • Added Spear Upgrade to the Keep;

  • Rebalanced and reduced costs required to unlock Keep Level 2 and Keep Level 3;

  • Moved all Elite Units upgrades from the Keep to the Military Camp.

Balance Changes - Combat:

  • Archer - decreased attack damage & attack speed;

  • Elite archer - decreased attack damage;

  • Men at arms - decreased health;

  • Spearmen - increased health & decreased cost;

  • Garrison of archers on the wallsdecreased health & attack damage;
  • Elite spearmen - added base values;

  • Mongolian Cavalry - increased health, attack damage & attack speed;

  • Mongolian Melee Cavalry - increased health & attack damage;

  • Mongolian Infantry Unity - increased health & attack damage.

Balance Changes - Economy:

  • Increased cost of tiles - ring 5 to 12;

  • Added tile ring 13 to 20.

Audio:

  • Added Main Menu theme.

Fixes:

  • FIXED a bug where players were able to reach enemies' spawning points;

  • FIXED an error when selecting the wall & house at the same time by using a separate context window instance for both;

  • FIXED an issue when with selection & dragging while placing buildings;

  • FIXED an issue

Source

Steam News / 7 June 2021

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