Hello Lords,
Update 0.7.0 introduces many changes and new features. The game has been visually refreshed with new vegetation that can be seen in various compositions on each map. The color and texture of the standard grass have also been changed. Additionally, we can now admire the new look of the sky. The color palette has been adjusted — the game is less vivid, and the colors are more subdued, which makes it look even better.
Staying with the visual changes, the player model has been redesigned. The tools and weapons used by the player have been replaced with new ones that better fit the rest of the objects in the game.
Two new structures have been added to the game: a mine and a stone watchtower. These structures can be seen in the new eighth mission, as well as in previous missions where some of them have been slightly modified.
Another important change is the new system that informs the player about incoming waves of enemies. Thanks to this system, the player can better prepare for the attack by seeing the quantity and types of enemy units, as well as information about the number of groups that will make up the attack.
A new tutorial has been added to the game, which has been completely redesigned visually and mechanically. I hope that this new tutorial will help players better grasp the basic mechanics of the game.
The rest of the changes and new features are listed below, along with a more detailed description of the aforementioned changes and new features.



The mine appears in 3 variants (stone mine, iron mine, and gold mine).
By taking control of the mine, the player can send 2 workers who will passively produce resources (stone, iron, and gold) depending on the type of mine captured.
Stone watchtowers appear in 3 variants (with a small flag, with a large flag, with both small and large flags).
By taking control of the stone watchtower, the player gains control over a group of units imprisoned in the tower, which from that moment on become part of their army. Importantly, these units do not consume food, do not count towards the total population, and wear yellow colors.

From now on, during each mission, the player sees information about incoming enemy waves in the upper left corner of the screen. The player can see how many units and of what type will make up the enemy groups, and the number of skulls indicates the number of unit groups in each wave.
This solution makes the gameplay much more enjoyable because the player no longer needs to guess how well prepared they need to be for enemy attacks.

The tutorial has been completely redesigned visually and mechanically.
Now, a high-quality short video will be available demonstrating the discussed game mechanics.
The tutorial has also been divided into more parts to make learning the game mechanics over a longer period easier.

In the next major update, I plan to improve the overall look and functionality of the interface (GUI), and focus on enhancing existing mechanics and visual and sound effects. Of course, I don't rule out the possibility of introducing other new features.
As for more distant plans, I intend to try implementing network cooperation, allowing two players to complete missions together. This is currently just a concept, and I'm not sure if I'll be able to add it, but I'll definitely try. In addition, I plan to add a new game mode without time pressure, as mentioned in the last update.