A small patch to fix a couple issues with the game. Some of the changes may have an impact on performance. Please let us know if it is significant.
Changes:
- Machicolations - Increased the spread on the activated attack so it covers a wider area.
- Murder Holes Tech - Decreased the speed the keep will throw rocks at enemies as it was a little too powerful.
- Desert Dunes Level - Reduced campaign difficulty for this level a bit since the level modifier on it is particularly challenging.
- Campaign - Set all size 10 levels to be 10 waves. Previously 2 of the levels were set to 9 instead.
- Turret Block - Minor adjustment to decrease its firing angle so arrows wouldn't go as high and would reach enemies sooner.
- Music - Slightly reduced the music volume
- Tech Tree - Made locked techs slightly darker to better distinguish them from techs that are unlocked by which the player doesn't have enough currency for.
- Targetting - Adjusted how blocks target siege weapons to make them more likely to hit the armor instead of bypassing it so often.
- Player Hand - During the build phase, cards which cant be played in that phase will be slightly lowered to make it clearer which can be used.
Fixes:
- Fixed an issue with the demo campaign where an error would prevent saving progress.
- Fixed an issue with camera rotation where it would slow down and get jittery when the game was slowed for aiming a block or volley.
- Removed the Changing paths modifier from Mountain Lakes as it was not supposed to be on that level.
- Fixed an issue that caused the chest shown on the victory screen to shake faster on higher game speeds instead of being consistent.
- Fixed cards granted by the Resupply level modifier not being improved by the player's techs.
- Made a couple changes to hopefully fix issues with rendering on webgl.