The Citadel Must Hold Playtest · published · build 26350460
Hey everyone!
0.5.2 is here! I didn't write separate notes for 0.5.1, so this update covers the changes from both versions.
The biggest additions are Endless Mode, new Challenges and Records, another major tutorial rework, economy and building changes, and new control options.
Walls doesn't have an upkeep anymore, but they have a larger upfront cost. You can construct cheaper walls up to a certain amount of walls based on your citadel level.
Troops now require Wood as part of their training cost:
Archers, Pikemen and Shield Bearers cost 20 Wood
Lancers cost 30 Wood
At the same time, Wood upkeep has been removed from buildings, and several passive Place of Power rewards have been increased.
Ballistae now require you to keep a Siege Workshop standing in order to train them.
Building placement has changed too. A normal click places a single building, while holding Shift lets you continue placing more.
Production buildings now also tell you how good a location is before you build, from Very little here to Great spot, along with the expected production percentage.
Winning a run no longer has to be the end.
After surviving the final Tide, you can now choose to continue into Endless Mode, where Tides keep getting stronger for as long as you can hold the Citadel.
Endless runs have their own records, separate from normal victories and Oath records, and can be saved and loaded normally.
There are now new Challenges and Records to give you more goals across runs and track what you've managed to achieve.
Hero progression also has a new Demi-god milestone.
The tutorial has been reworked again, with the goal of getting you into the interesting parts of the game faster.
The opening is now much more Hero-led, with collecting supplies and your first battle happening earlier. Instructions are shorter, construction and training are faster, and the tutorial gives you better resource rewards so there's less waiting around.
You'll prepare for the first Tide, get a choice of reinforcements, and use Meteor against the attackers.
After that, the exploration and raid lessons are optional, so you can continue into the game once you feel ready.
Hero recovery is also immediate and free during the tutorial.
There are now two control layouts:
WASD Camera, which is close to the controls the game used until now
Classic RTS
One important difference is Attack-Move:
X with the WASD Camera layout
A with the Classic RTS layout
You can still rebind controls however you want in Settings.
There are also keyboard shortcuts for more building, training and research actions.
The camera can now rotate freely around the battlefield, has a rotation reset, and the minimap has a compass to help keep track of direction.
There's also a new Screen Shake setting.
Claimed Places of Power should now feel much more like something you actually control.
Working sites display your banner and are marked Yours, while landmarks that have given everything they can either fade away or crumble.
Reward previews and some reward pools have also been improved, including the Crypt, and early landmarks better explain the Imps guarding them.
There are also new Hero spell augments available as Place of Power rewards, including Meteor Shower, Storm Call and Ward.
Lancer charges have been improved, especially when using groups of Lancers. They should distribute themselves across enemies better and charge more cleanly into crowded fights.
Tide attackers also do a better job spreading across walls and breaches instead of crowding or taking unnecessary detours.
There are also improvements to frost fields, Hero Nova effects, auras and several combat impacts.
The Corrupted Ent also has a completely new model.
Important notifications should now be harder to miss.
Raid alerts have better priority, Locate actions and minimap pings, while notification overflow is handled more cleanly.
Wall sealing and breaches also have clearer feedback, making it easier to notice when your Citadel is no longer fully protected.
Medium and Large games now last a little longer:
Medium: 7 Tides
Large: 9 Tides
This gives longer games more time for your Hero build, army, Decrees and defenses to develop before the final Tide.
Tree rendering has been optimized, reducing draw calls and improving performance, especially on larger maps.
There are also fixes for units disappearing at maximum zoom, guardian cleanup and kill counts, save/load issues, Hero level-ups, settings persistence, tutorial text, pathfinding and several other smaller problems.
As always, thank you to everyone who's been playing and sending feedback :)