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Circle Empires: Apex MonstersEventsUpdate 1.1.7 - LIVE NOW! New content, balance tweaks and much, much more
Community

Update 1.1.7 - LIVE NOW! New content, balance tweaks and much, much more

Circle Empires: Apex Monsters · published 12 Sep 2018, 13:00 UTC

All eventsPlayers around this dateRead on Steam

New units, balance tweaks, Korean localisation and many, many bug fixes.

We hope you’re ready for this because we have a major update for you! Aside from the copious bug fixes, balance tweaks and usability improvements, we have new content coming your way in this update. The new units include the Hammerman (scary looking gents wielding hammers), various new workers, new biomes and new spawners. And version 1.1.7 includes Korean, which can now be selected from the language settings.

Of course, we also have a full changelog for you below, with a breakdown of all changes. We won’t blame you for not reading all of it, because it’s a lot. Sorry.

Thanks a million for your continued support! <3

New Stuff!

  • New language added! Korean localisation is now available from the language select menu.
  • New unit called Hammerman added. These units deal extra damage to armoured units and buildings. The more armour the target has, the more damage it deals.
  • Added spawners for Dragons and Wizards.
  • Leaders will now have their own workers: Goblin Workers, Pumpkin Workers, Frog Workers, Barbarian Workers.
  • Zombies can now also perform worker tasks! Create a horde of zombies and use them for both fighting and collecting resources.
  • New rare biome variations with a large army of hostile units but no spawners. It's like a discoverable circle of DEATH!!!
  • New biome variations with Dragon Lairs and Wizard Studies.
  • Added priest hideout biome variation.

Balance tweaks

  • Overall game balance:
    • Easy and normal game difficulty now have more monsters to fight.
    • Highest AI difficulty is less powerful at the start of a game.
    • Neutral and AI creatures use attack move more effectively which means they will finalize their conquest of nearby circles. Previously they used to shoot some fireballs and then leave it be often times.
    • Spawners now spawn a new wave of creatures when the old wave has left the original circle. This is the case for all types of units except the goblins. This prevents the spawners from being easily killed after the defending army has left. Goblins are a special case because of the Goblin King, who pulls nearby goblins to himself.
    • Unlocking most leaders now have more requirements.
    • Reworked the way neutral units and buildings level up. Now stronger ones are more likely to level up. Previously the XP was spread more equally.

  • The Area of Effect damage is reworked. More distant targets take less damage and the damage is split between targets if there are more than 6 of them. This greatly reduces the damage output of wizards, dragons, undead towers and axe throwers in case of large armies. If there's more than 6 targets then the formula is: damage=originalDamage * (0.5 + 0.5 * 6/numberOfTargets). For example, if you deal 100 splash damage to 12 targets then each gets 75 damage, not 100. This is further reduced by a distance from the centre of an explosion. Damage from burning and poison are still fully applied.
  • Melee units are easier to level up and much better at high levels to make late-game melee more feasible compared to splash-burn-shoot armies. This also allows for an easier re-creation of high-level melee army after losing everything. Changes that are applied:

    • Guard level 1 XP requirement 120 => 100
    • Guard level 2 XP requirement 450 => 180
    • Guard level 3 HP 800 => 1200, damage 30 => 50, XP requirement 900 => 300
    • Guard level 4 HP 1300 => 2000, damage 50 => 120
    • Knight level 1 XP requirement 300 => 180, knockback resistance 60% => 80%
    • Knight level 2 HP 750 => 1000, knockback resistance 60% => 80%
    • Knight level 3 HP 1100 => 1600, knockback resistance 70% => 80%, damage 40 => 80 (note that knights attack faster than guards)
    • Goblin level 1 XP requirement 120 => 30, price 150 food => 80 food
    • Goblin level 2 HP 260 => 320, XP requirement 250 => 80
    • Goblin level 3 HP 380 => 700, XP requirement 400 => 240, knockback resistance 0% => 30%
    • Goblin level 4 HP 480 => 1200, damage 90 => 100, knockback resistance 0% => 50%
    • Ghost level 1 XP requirement 400 => 300, freeze resistance 40% => 90%, price: 0 wood, 500 food, 800 gold => 400 wood, 200 food, 0 gold
    • Ghost level 2 XP requirement 1000 => 600, freeze resistance 60% => 90%
    • Ghost level 3 HP 1000 => 1400, knockback resistance 40% => 70%, freeze resistance 60% => 90%

  • Frenzy Mages and Druids give a bigger bonus but massing them is less effective

    • Frenzy mage and druid bonuses to all units in a circle have diminishing returns now. Each additional bonus has less effect.
    • The base bonus for frenzy mage is increased from +4% attack speed to +10% attack speed. 10 frenzy mages will give about 50% attack speed boost. Maximum attack speed increase is 10x. It takes about 75 frenzy mages to achieve that (compared to 23 in previous versions). However, the benefit of having a few frenzy mages is greatly increased.
    • The druid hit points regen bonus is increased from +30% to +50%. 10 druids will give about +150% health regen speed. It takes 78 druids to reach 10x faster health regen (compared to 18 in previous versions). However, the benefit from having a couple druids is greatly increased.

  • Holding on to your bank-circles becomes more important as they now level up slower. HP increased to help with keeping them alive. Max level bank profit increased.

    • Level 1 bank HP 300 => 600
    • Level 2 bank HP 600 => 1200, XP requirement from 300 => 500
    • Level 3 bank HP 900 => 2000, income from 10 => 12

  • Multiple storehouses now makes sense:

    • Workers will use the closest storehouse to bring their resources to
    • Workers harvest the closest resource if there are more than one available of the same type (e.g. the tree closest to the storehouse, in case there are multiple trees on the circle)
    • Storehouse price increased from 50 => 200 wood (note that almost all leaders get free storehouse in a circle they conquer)
    • Starting resource of wood is increased by 150 to cover the price of the first storehouse
    • Storehouse level 2 resource bonus increased from 10% => 20%, HP from 1000 => 2000, XP requirement from 1000 => 2500
    • Storehouse level 3 resource bonus from 30% => 50%. HP from 1300 => 3000.

  • Unit and leader balance

    • Undead leader can no longer recruit regular workers because zombies can work
    • Undead leader no longer recruits mermen
    • Wyona the watery queen has more mermaid-oriented recruit list and frogs
    • Tenebria the Tribal King can recruit all living worker types
    • The Barbarian, Builder and Demian the Dragon can now recruit hammermen.
    • Ghosts and frost ghosts have no movement penalty on water biomes
    • Golem wood cost 10 => 100
    • Pumpkin necromancers are no longer slower than regular units
    • Barracks now spawns Hammermen
    • Price for upgrading wall increased from 1000 wood => 2000 wood
    • Giant Poison Frog damage 5 => 30
    • Void Queen strength rating is reduced from 3000 to 1800 so it spawns more easily and in greater numbers
    • Evil Mermaid price decreased from 150 food to 90 food
    • Mermaid Archer price from 100 food, 100 wood to 150 food, 150 wood
    • Mermaid Spearman price went from 100 wood, 500 food to 100 gold, 500 food
    • Mermaid Lord attack speed bonus increased from 5% to 20%
    • Mermaid Lord price decreased from 5000 wood and gold to 2000 wood and gold

Usability Improvements

  • When buying new units and buildings the tooltip shows which resource types are missing, eg. wood.
  • When building units and buildings, you can hold down left click to multi-spawn! For some buildings, multi-spawn is not enabled by default. Hold down SHIFT, in this case, to prevent the building type from being de-selected (e.g. storehouse).
  • Advanced build options menu has units from Life Control and Camp buildings (Extra life, Frenzy Mage, Druid, goblins, ghosts, mushrooms). They become available once you get the respective building.
  • The bank is using multi-build now so it's not necessary to re-select it from the menu when building multiple banks.

Bug fixes

  • Fixed an issue where changing the in-game languages would not update some menu texts until re-opening of the same menu.
  • Fixed visual discrepancy in which units appeared in different sizes on the UI buttons.
  • Fixed: units were sometimes unresponsive to move/attack orders after loading a save game.
  • Fixed issue with saving sound and other settings.
  • Fixed AI difficulty unlock criteria texts.
  • Fixed localization issue with burning damage stats.
  • Added validation for finding common typos with unit stats, e.g. damage is smaller than 1 gives an error now.
  • Fixed: circles not playing ambient sounds after loading a game.
  • Fixed an issue in which your units would aggro nearby circles unintentionally.
  • Fixed the flickering health bar when a lot of damage was dealt to a single target.
  • Fixed the unintentionally small damage done by mermaid priests.
  • Fixed: Swift the scavenger lord gets a storehouse in each circle.
  • Fixed a localization issue with Czech and Polish languages in the settings menu.
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