HUGE Story Mode patch – we’ve now got a Standard, non-random campaign and leaderboards! Players can choose to play Standard, Random, or with a Custom Seed.

When playing Standard, you can compete on leaderboards for time and score! Rank on the leaderboard is determined by your time in hundredths of seconds, plus the total food value lost over the course of the mission, minus your net worth at the end of the mission. Scores where your final net worth exceeds the total food value lost are displayed with a “+” before them. Leaderboards didn’t make it to the PS4 build this patch, sorry!

If Story Mode isn’t what floats your boat, there’s also some balance changes and a major revision to map generation. Have fun!

Balance Changes

Squirrel - 0.25 second movement freeze after shooting (was 0.4)

Toad - 7 HP (was 8). Primary and AOE damage is now centered on closest tile when targeting 2x2 structures

Chameleon - 40 HP (was 38)

Snake 28 HP (was 30)

Falcon - 1.2 seconds of firing, 0.8 second cooldown (was 1.5 seconds and 0.5 seconds)

Owl - 40 HP (was 50), no longer stop moving over enemies

Barbed Wire can now hit stealthed Chameleons

Landmines can now hit stealthed Chameleons

Structures no longer heal if they are not in your territory

Territory now symmetrical on all sides of mills and fires, resulting in larger territory

New Features

Story Mode Standard and Random Seeds.

Standard Story Leaderboards

Map generation now adds ramps around spawn to prevent high ground within 3 tiles of spawn farms

Map generation now takes water into account when assessing fairness

Map generation now compares natural expansion distances when assessing fairness

Map generation changed to create more organic shapes around bases instead of fortress-like topography

Map fairness variables added to map generation xmls

Single Player Balance updated to current multiplayer stats

Bug Fixes