It’s been a while, hasn’t it? We’ve got a major update for you today, featuring reworks to melee combat, new ship units, and a revamped tutorial.
A New Way To Beat Your Foes
Tired of taking return damage every time you engage an enemy in melee combat? Frustrated that a faster enemy can simply slip away before you can land a blow on them when they’re right next to you? Worry no more! All units now have two new abilities, Assault and Charge. Assault allows any unit to strike at another unit in melee range without taking return damage automatically, although be warned that any enemy can simply choose to assault you back! Charge on the other hand, is a melee attack meant to force you into the tile the enemy is standing on. Should you defeat them, you will occupy their tile before the movement phase even begins. Perfect for securing important buildings in a heated battle!
Rule the Waters of Kothia
Take to the water with our brand new ship units, which can hold multiple other units inside them at once and give them a ride across the rivers and seas of the continent. Use them to move your armies across waterways, open up new avenues of attack, and assault the enemy’s beachfront property with their powerful cannons.
Goblins VS Robots
It’s the most unlikely matchup of Kothia’s history as Goblins go to war with the mysterious Constructs in these all-new tutorial levels.
Join Warmaster Thistlebloom, the survivor of an Infected attack, as she explores unfamiliar territory teeming with war machines from time out of mind. With only mere stragglers and a human called Tristan to call her forces, she must find her way out of No Man’s Land before she and all her men are crushed under the Constructs’ steel.
Patch Notes (October 21, 2019)
1.) Reworked how melee works by introducing the concept of Assault and Clash. Assault is a new power that happens after Ranged Combat phase but before Movement phase. Old melee attacks are now known as Clash and happen during Movement phase.
2.) Charge has been reworked to use the same mechanic as Assault but with the added benefit of moving to the target’s hex if it dies.
3.) Embark and Disembark has been removed from the game.
4.) Units can now board Ships by standing adjacent to them and using the Board power. Boarding/Unboarding happens before Movement phase.
5.) Floating Menu now appears when performing an adjacent movement drag to ask the player if they want to Assault, Charge, or Move.
1.) Added a Prologue chapter with three Missions.
2.) Updated tutorials to incorporate the changes to Melee and Embark/Disembark.
1.) Added new units – Infantry Officer, Grenadier, Gryffon Dragoon, Elk Cavalry, Clockwork Enforcer, Clockwork Footman, Buzzsaw Construct, Orc Gunboat, Goblin River Traders.
2.) Adjusted Unit Cost tiers to 10/20/40/60 from 15/25/40/60/90.
3.) Adjusted Unit stats across the board to better reflect the cost changes and melee changes.
1.) Furious Brawl and Bloodbath now only affect Assault and Charge.
2.) Removed Upgrade power from all Units. An Elite unit can now only be made by playing a unit card on top of an existing unit.
3.) Engineering passive now works for all damage types.
4.) Standardized costs for Transform powers to 10 gold or 2 mana.
5.) Standardized costs for Non-Elite and Elite powers instead of Elite Powers costing a bit more.
6.) Updated damage ranges for Ranged powers to be more consistent.
7.) Updated heal ranges for Healing powers to be more consistent.
1.) Updated Left click and Right click behavior on Regiment Select UI. Left click now adds/removes a card from your Regiment slot and Right click now shows the larger version of the card where you can hover icons to get more information.
2.) Updated fonts for the game.
3.) Updated card art.
4.) Updated necessary UIs for Melee and Boarding changes.
5.) Achievement popups now automatically go away after a few seconds or when closed down.
1.) Fixed an issue with Ports that didn’t allow them to be upgraded up to 3-stars.
2.) Fixed an issue about damage not getting doubled when a unit that is using Billeted Rest gets hit.
3.) Fixed the double stacking visual issue for Rage.
4.) Fixed visual issue where Bloodbath or Furious Brawl updating the Unit’s attack even after the effects have worn off.
5.) Potentially fixed the issue in Multiplayer where 2 players can have the same color.
6.) Fixed an issue when highlighting a Structure power in Building UI that showed extra information.
7.) Miscellaneous bug fixes.
Excited to play our new changes? Want to tell us how great (or terrible) a job we did? Planning to break out the monkey we chained to a typewriter to make these posts? Our Steam Forums and Discord server are always ready to hear you out and beg you to leave the monkey alone.
It cost us so much to train him.