Mechanics: -New AI: "Pharao" (Very defensive) -Changed the loading screen, please tell me if you like it or not!
Full notes
Full Voxel Crusade update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions2 changes0 removals
Gameplay
UI and audio
addedNew AI: "Pharao" (Very defensive)
changedChanged the loading screen, please tell me if you like it or not!
changedChanged the order in which "The Herse" recruits his units to make him more agressive -"The Herse" does now recruit a healer unit and places it at the stockpile to counter the plague -AIs do now respawn at the graveyard instead of the main building
addedThe game always thought you won, even if you lost -When you destroyed all spawners the game was over, even if there where AIs left to kill -In the menu to add AI the ogre slayer was always highlighted, even if you selected an other AI -When leaving the campaign menu and coming back to it, and starting a mission with the openend mission UI, the game crashed -Changed some code around the campaign with hopefully fixes some problems with maps not loading -Some buildings where a lot brighter then others -The button for "Show Statistics" overlapped with the menu button -When being dead and having the "death cam" the mouse was locked and invisible -The attack range multiplicator on top of walls did not work correctly -Earned gold and killed spawners where added to the player even if the AI did it -The water from the wells where still there after defeating an AI
Voxel Crusade changes
addedNew AI: "Pharao" (Very defensive)
changedChanged the loading screen, please tell me if you like it or not!
changedChanged the order in which "The Herse" recruits his units to make him more agressive -"The Herse" does now recruit a healer unit and places it at the stockpile to counter the plague -AIs do now respawn at the graveyard instead of the main building
addedThe game always thought you won, even if you lost -When you destroyed all spawners the game was over, even if there where AIs left to kill -In the menu to add AI the ogre slayer was always highlighted, even if you selected an other AI -When leaving the campaign menu and coming back to it, and starting a mission with the openend mission UI, the game crashed -Changed some code around the campaign with hopefully fixes some problems with maps not loading -Some buildings where a lot brighter then others -The button for "Show Statistics" overlapped with the menu button -When being dead and having the "death cam" the mouse was locked and invisible -The attack range multiplicator on top of walls did not work correctly -Earned gold and killed spawners where added to the player even if the AI did it -The water from the wells where still there after defeating an AI
Mechanics:
-New AI: "Pharao" (Very defensive)
-Changed the loading screen, please tell me if you like it or not!
Balancing:
-Changed the order in which "The Herse" recruits his units to make him more agressive -"The Herse" does now recruit a healer unit and places it at the stockpile to counter the plague -AIs do now respawn at the graveyard instead of the main building
Bugfixes:
-The game always thought you won, even if you lost -When you destroyed all spawners the game was over, even if there where AIs left to kill -In the menu to add AI the ogre slayer was always highlighted, even if you selected an other AI -When leaving the campaign menu and coming back to it, and starting a mission with the openend mission UI, the game crashed -Changed some code around the campaign with hopefully fixes some problems with maps not loading -Some buildings where a lot brighter then others -The button for "Show Statistics" overlapped with the menu button -When being dead and having the "death cam" the mouse was locked and invisible -The attack range multiplicator on top of walls did not work correctly -Earned gold and killed spawners where added to the player even if the AI did it -The water from the wells where still there after defeating an AI