Salutations, Colonisers!
The new patch is ready for playtesters. Servers are reset and progress is wiped after fixing major issues that you reported and introducing some new stuff. We have some neat improvements and bug fixes. Please check it out:
War Hound unit has a new model with cool animations and a new icon. Who is the best boy? Mounted units - beware!
Two New Oaths have been added to the Oath Board - Oath of the Serf (Destroy 5 enemy units with your Colonists) and Oath of Security (Have 10 towers active). More to come!
River Crossing map received some adjustments to its topology and improvements to textures. We’ll continue improving it.
You can now hover on researched technologies within your units to see what they represent.
If you direct a unit / group of units to attack an enemy unit, after that unit dies they will continue attacking enemy units based on their proximity.
If you direct a unit / group of units to attack an enemy building, they will continue attacking that enemy building until it is destroyed. Once that specific building is destroyed the units go into automatic behavior.
Each unit has a default priority of either ‘Unit’ or ‘Building’ when attacking. Currently, only the Wall-Breaker has the default ‘Building’ priority.
While in automatic behavior, units with the ‘Unit’ priority will target enemy units in their aggression range and only target buildings if there are no other units. Units with the 'Building' priority target enemy buildings, and only attack units if there are no buildings within their aggression range.
A unit can break their target immediately while in automatic behavior if something of their priority enters their aggression range.
Major Audio rework - We’ve created tons of new unique sound-effects (foley work and genuine voice-overs). As well as new music and better track crossfading. The various new SFX are tied to UI, unit Voice Over and Combat. We’ll be adding even more!
Major Audio rework - We’ve created tons of new unique sound-effects (foley work and genuine voice-overs). As well as new music and better track crossfading. The various new SFX are tied to UI, unit Voice Over and Combat. We’ll be adding even more!
Fixed the issue where, if you attacked enemy units and there were enemy buildings nearby, upon killing a unit, your army would prioritize attacking buildings rather than remaining units.
Fixed the issue that blocked orders in some playthroughs, preventing players from collecting resources, garrisoning units, attacking, etc. If this issue happens again, do let us know.
Fixed the issue where garrisoned units would somehow end up fighting with garrisoned units of other players.
Fixed the issue where fire effects would float around the Gampha nest when damaged.
Fixed the issue where corpses of dead units would resurface after some time.
Fixed the issue where technologies unavailable due to lack of resources remain greyed out even after you reached the resource requirements when the building was still selected.
Fixed the issue where icon tooltips would frenetically blink in some cases.
Fixed the issue where the diplomacy state wouldn’t reset after one of the members was defeated.
Fixed the issue where colonist attack animations and holy mason death animations weren't triggered properly.
Let us know how it goes and share your impressions in the comments and join our Discord server for the additional feedback, opportunity to talk other players, and a chance to talk to the devs.
We’ll have more improvements next week, so stay tuned! Cantos Games