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Is that clear? Yes! | No!
Most of the changes in this patch are rather subtle or even behind the scenes. Especially the balance changes are mostly about timing, e.g. allowing surprisingly quick Mole attacks and making it easier to get tier 3 units on the board. It should also lower the efficiency of the popular mass Falcon + Chameleon combo in the late game.
On top of that:
some details have been improved (or fixed) about rally commands and map generation,
the difficulty slider now has a bigger impact on the Civilized missions in the Story Mode,
and some new possibilities have been added for modders.
The community also keeps organizing one event after the other: on top of the new monthly tournament on custom maps, a league for new and experienced players alike is about to start on March 13!
See more details below!
Balance
Mole: the first Mole of each warren spawns as soon as the warren is finished and the Mole is paid
Skunk: gas canisters hit within 0.4s (from 0.5s), even faster if the target is nearby
Chameleon: 0.5s recloak time (from 0.25s)
Falcon: shoots 12 bullets over 1.2s, then reloads for 1.8s (from: 10 bullets over 1s, reload for 1s), damage per bullet is still 1, DPS reduced to 4 (from 5)
Boar: 100 HP (from 110 HP)
Tier 3 & Artillery: 45s build/production time (from 50s)
Flying over Gristmills: air units can no longer stay on top of a Gristmill, that means they can still move over it, but no longer rest or shoot there
Commander Inputs
easier targeting against ground & air units: if a ground unit and an air unit are on the same tile, you can target the air unit in the upper half of the tile, and the ground unit in the lower half
fix a rare bug that caused some units to ignore the retreat command (hold rally without target)
Map Generation
improved fairness calculations
inaccessible high ground cannot be as close to a player's spawn base as before
Difficulty Slider (Story Mode)
I got feedback that the 3rd and 4th Civilized missions (Vacancee Downfall & Sage Marro Speaks) were not sufficiently affected by the difficulty slider - very hard for new players, same old strategy for veterans. With this patch, the difficulty setting will get a much bigger impact on these two missions. That means they will be a lot easier on low difficulty, but also more challenging on higher difficulty.
Modding Possibilities
Some players already started working on Mods, but they want more power... and I'm experimenting with new units/balance, as well.
That's why I added support for a couple of mechanics that have not been used in the game, before:
fixed Food Crates placed in the Editor (they disappear when collected, but do not respawn automatically)
added action to set production progress (Type="SetProductionProgress", Value of 0 means no progress, Value of 1 means production finished; used when a new Mole warren has been built)
structures can have the property "AirBlocking": if true, air units cannot stay on top of that structure (see the balance change "Flying over Gristmills")
structures can have the property "BurrowTarget": if true, Commanders can burrow there like they can to Gristmills and Campfires
added action "SpawnStructure" (used like the Owl's SpawnUnit; warning: will only happen when a structure can be spawned at that position and the owner has at least as much as the structure's cost of food in stock, even though the cost will not be automatically substracted from the food stock)
if a structure that provides territory is destroyed, the territory bounds will be adjusted immediately (previously this only worked for Gristmills and Campfires; warning: does not (yet) work when the structure is sold!)
heal/stim behavior can be applied to structures
new status effect "status_blinded" reduces the vision and attack range of affected units/structures to a certain value ("MaxBlindedRange" in balance.xml)
"OutsideTerritory" condition can be used to define the Scope of Events (= effectively the opposite of "InTerritory", but used the same way)
improved display of negative food generation (warning: if you reach negative food stocks, you won't see a minus sign; instead, the displayed number will simply turn red)
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