Pre-Alpha 12

We are back from PAX East with a HUGE amount of features to show off. The whole team has been cranking to bring the game up to it’s highest quality, and here’s what we have to show for it. Please enjoy!

This latest patch is now live to all Alpha testers. If you want to participate in the Tooth and Tail Alpha, please jump into our chatroom and talk directly with us HERE.

New Environmental Effects

A weather scripting system for new weather effects has been added

Wind System: Gusts of wind now randomly generate in the world

Grass will now sway when walked through

Grass will now react to wind as it blows through the world

Emissive particles added

Lighting weather effects added

Rain weather effects added

Gameplay

New Game Mode: Free For All

You can now play 3 player and 4 player Free for All!

Swimming

Players and units can now swim!

Water slows players and units by 50% movement speed

Swimming particle effects added

Splash effects added

Reflections to water added

Swimming animations added

Players cannot burrow home through water

Balance

A 0.25 second cast time on all units has been removed for faster player response times

There was a built in quarter second delay in all combat that has just been removed. This should improve the response times for all combat

Many units have had their cooldowns reduced from 2.5 seconds, to 2 seconds

When we used to be a Damage Over 5 Seconds system, we had all “burst” units operate at 1 shot every 2.5 seconds, to make the math “easier”. Since then, we have converted to a Damage Per 1 Second system, and as a result, we have converted all long cooldowns to 2 seconds The affected units are: Ferret, Pigeon, Falcon, Chameleon, Fox, Sniper Balloon, Artillery Cannon

Artillery Cannon now fires 3 total shots over 1.5 seconds, then reloads for 4.5 seconds. Each bullet will do 2x its ATK value.

Sniper Balloon and Fox now fire 1 shot every 2 seconds. Each bullet is now 2x its ATK value.

Chameleons now Hammer once every 2 seconds. Each hit is now 2x its ATK value.

Ferrets now fire once every 2 seconds. Each bullet is now 2x its ATK value.

Pigeons now heal once every 2 seconds. The heal effect lasts 2 seconds.

Artillery Cannon is now 5 ATK, down from 12

Wolf now add +5 ATK on buff, up from +4

Mice from Owls are now now 3/15, down from 4/15

Units can no longer have 0 health, it is rounded up to 1 for fractional damage

Chameleons now have 30 DEF. up from 20

Toads now have 10 DEF, down from 15

Skunks now have 30 DEF, up from 25

Ferrets now have 20 DEF, up from 15

Snakes now have 30 DEF, up from 25

Landmines now have 10 ATK, up from 5

Falcons are now 3 ATK, down from 4

While this seems like a nerf, we also just reduced their reload cooldown time by 0.5 seconds, which should offset this change.

New Feature

Controller rumble has been added

HUD

Trait descriptions updated

Commander selection HUD art updated

Green commander is now The Quartermaster

Dead farms now appear in red

Removed rally marker

Commander hint system added

Commanders will now say “Hold your fire” and “Fire at will” when issuing orders, as well as when you should expand

Art

Updated particle effects on Artillery Cannon

Added stairs and stone walls to the environment

Improved the art for Cobblestone and Ramps

Farmland looks less fertile when dead

Improved the Windmill smoke stack particle effects

Audio

Ambient audio for new weather effects added

New audio for UI added

Thunder sound effects added

Temporary music for Bellafide added

Water splash sound effects added

Base ambience sound effects added

Performance

Pigs will no longer leave farms

Landmines no longer uncloak instantly near enemies

More variation has been added to cliff sides

Farms will no longer generate on cliffs

Now that all the trade shows are done, we can now resume our regularly scheduled patch system. However, there is still E3 in the horizon…

-AndyN.