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Circle Empires: Apex MonstersEventsUpdate 1.0.9: Attack move, fixes, balance tweaks and more!
Community

Update 1.0.9: Attack move, fixes, balance tweaks and more!

Circle Empires: Apex Monsters · published 14 Aug 2018, 12:25 UTC

All eventsPlayers around this dateRead on Steam

We wanted to make the first update a chunky one, with a lot of small little additions, fixes and balance tweaks that improve the game. One of the most notable changes is the addition of an attack move, that allows you to direct your selected units to attack anything that comes in their way. Thank you all for your feedback and support, and keep reaching out if you have something to share. We’ll be sure to listen.

Without further ado, check out the full changelog below.

Changelog update 1.0.9

Improvements

  • Added an attack move! Press ‘Q’ or click the attack move-button in the lower right corner. Then left-click the target location to perform an attack move. Alternatively, hold down ‘Ctrl’ or ‘Alt’ when right-clicking the target location. Units will attack any enemy that they encounter on the way. The regular moving ignores targets on the way to enable escaping from battle
  • Double click selects only one unit type, e.g. guards. It used to be that it selected all units in the circle by category (like melee or ranged)
  • Added keyboard controls overview in the settings menu
  • Added hotkey ‘E’ to switch between simple and advanced build menus
  • Going from advanced build menu to regular build menu, no longer deselects the selected units
  • Units prefer to fight closer targets more intelligently. This also reduces the risk of losing your back-row troops to ranged opponents
  • Display of strength and number of selected units is more visible now. It's in the bottom-middle of the screen.

Balance tweaks

  • Huntable boss monsters got large HP and damage boosts
  • Horse archer level 1 is now less powerful and more expensive: HP reduced from 250 to 180, damage reduced from 10 to 8, price increased from 120 food, 75 gold => 120 food and 120 gold
  • Monster Mushrooms are more likely to spawn Vampires and Ghosts. Used to spawn mostly Zombies
  • Removed personal bonuses from camps, storehouses and mystery boxes.
  • The Goblin King got +10 armor
  • Vampire level 6 got +10 armor
  • Most buildings received armor and had their HP adjusted accordingly to to adjust for this balance tweak. Sunken Ruins and Sinister Towers have a bit less HP, while stables have a bit more
  • Ron the Rebel King (the Knight Boss) got more resistance to knockback and additional armor
  • The Goblin King got more resistance to knockback and damage 15 => 35, which will be further boosted if it's a huntable boss monster
  • Giant Frogman and Giant Poison Frog now have increased poison resistance
  • Giant Frogman got stronger poison attack, which does less direct damage
  • Pumpkin Warrior got a damage boost from 5 to 10, and more knockback
  • Axe Thrower boss gets a large knockback boost
  • Decreased the Frog Witch’s attack speed, and gave the attack a tiny area of effect splash

bug fixes

  • Fixed an issue where vampires lifesteal ability was 1000 times better than intended (meant to be 50%, was 50000% of damage dealt)
  • Fixed the issue that caused the sound settings to be reset after each match. This should not happen anymore. However, if it does still occur, be sure to reach out on the forum in the ‘bug reports’-section.
  • Fixed an issue where AI in Imperial Conflict stopped expanding
  • Display of strength and number of selected units is more visible now. It's in the bottom-middle of the screen
  • Fixed a bug that caused units to ignore certain enemies in a circle
  • Fixed a bug that caused that Druid tooltip to not show
  • Fixed a bug where some projectile sounds were playing in circles that are not discovered, most notably when playing vs AI
  • Sleeping NPC’s can no longer move around while sleeping

Cheers,
KevWatch

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