v7.2 changelog:
- Wisps and Celesta now have a new spell each which can disable towers and regrow trees:
New spell: Spirit Dew Mist
New spell: Spirit Dew Cloud
- Decreased the collision sizes of most units and some buildings, and increased the collision size of Pocket Factory
- Fixed some of the icons/names for the buffs/effects that weren't the same as the icons/names of the corresponding spells
- Various textual changes
v7.1 changelog:
- New unit: Celesta - the spirit roams the forest and players can get control of it
- New optional quest: Celesta
- New spell: Spirit of Vengeance
- New spell: Lunar Ray - it replaces Solar Ray during the night
- New icons: Solar Ray, Lunar Ray, Tranquility, Endurance Aura, Command Aura, Cripple, Unholy Frenzy, Firebolt, Ensnare (both the ability and the upgrade), War Drum, Thundering War Drums, Bloodlust
- Fixed a bug where the Eat Tree ability of Offspring of Krh'krc was making the weather clearer
- Tranquility now activates Rays of Moonlight during the night, instead of Rays of Light
- Placed more of the varied terrain tiles
- Various tooltip, quest text and map description changes and clarifications
- Changed and edited the map image
- Goblin Blasters can now attack trees normally
- Renamed Solar Ray Generator and Solar Power Plant to Solunar Ray Generator and Solunar Power Plant
- Changed the colour of the water to better fit in into the environment
- More fixes and updates to the AI
- The AI will now also use Orc Zeppelins to launch attacks
- The AI won't stop attacking after some time
- Orc Zeppelin now requires Logging Camp and Recruitment Post
- Renamed War Drums Damage Increase to Thundering War Drums
- Wisps can now Renew ancients
- The Renew icon doesn't look as if disabled when it's set on auto-cast anymore
- Doubled the damage of Mutant Warlock's Firebolt to 200
- Doubled the initial mana of Mutant Warlock to 150
- Clockwerk Goblins can now be loaded onto a zeppelin
- Mutant Agents with Invisibility Cloak have Ultravision now and the switching ability is called Switch to Invisibility Cloak and Ultravision Goggles
- All ancients have Ultravision now
- Increased the sight radius of Mutant Agents with Invisibility Cloak to 1800
- Reduced the duration of the Plague Treants spawned by Corruption of Nature by 10 seconds
v7.0 changelog:
New units, buildings, upgrades and abilities:
- New unit: Orc Zeppelin
- New unit - tank: Repeater
- New unit - tank: Destroyer
- New unit: Wisp
- New unit: Plague Treant
- New building: Steel Beastiary
- New building: Corrupted Ancient of Lore
- New upgrade: Black Gunpowder
- New upgrade: Iron Plating
- New spell: Corruption of Nature
- Other new abilities which are old but are added to the map now
- Goblin Zeppelin model and name changed: it's now Goblin War Zeppelin and it can shoot air units
The game pace is faster now:
- Reduced the cost of everything by 20%
- Reduced the build time of everything by 20%
- Increased the movement speed of all units by 30
- Further reduced the build time of Logging Camps/Logging Madhouses by 10 seconds
- Further increased the movement speed of Goblin War Zeppelins by 60
- Other alterations in the costs, build times, movement speeds
- Reduced the starting lumber to 80
Map changes:
- Four creeks are running in the four corners of the map now
- Placed more varied terrain tiles
- The playable map area is now a little bit bigger
- Increased the scale of the northern, southern and eastern plateaus
- Relocated some of the starting units
- Added some trees at Krh'krc
- Raised/lowered some parts of the terrain
- Moved some trees and doodads
UI and models:
- Units/buildings with new custom models: Wisp, Steel Beastiary, Orc Zeppelin, Goblin War Zeppelin, Repeater, Destroyer
- Abilities/units/buildings with new custom icons: Entangling Roots, Disease Cloud, Detonate, Gather, Harvest, Wisp, Steel Beastiary, Goblin War Zeppelin, Repeater, Destroyer, Corrupted Ancient of Lore, Iron Plating (all 3 tiers), Nature's Blessing, Renew, Corrosive Breath (both the upgrade and the ability)
- Reduced the size of Clockwerk Goblin a little bit to match the size of a normal goblin
AI:
- Added the new units/buildings/upgrades to the AI building queue
- Modified the building queue to fit the new units/buildings/upgrades
- Removed the Expansion Town from the queue, cos the AI won't build it on this map anyway
Text:
- Changed the map version number
- Changed the map description
- Changed the suggested players number
- Various tooltip updates, fixes, clarifications and changes
- Various quest text updates, fixes, clarifications and changes
Unit/building changes/balance:
- Increased the damage of Mutant Agent, Mutant Warchief, Corrupted Ancient Protector, Clockwerk Goblin, Brainwashing Mutant Cyborg Twin and Time-warping Mutant Cyborg Twin
- Reduced the attack speed of Mutant Warchief and Corrupted Ancient Protector and increased the attack speed of Mutant Agent and Clockwerk Goblin
- Increased the cost of Mutant Warchief to 160
- Moved the upgrades from Offspring of Krh'krc to Corrupted Ancient of Lore
- Increased the training time of Mutant Warchief to 56 seconds
- Reduced the health of Recruitment Agency and Goblin Laboratory by 100
- Increased the health of Corrupted Ancient Protectors by 100
- Increased the armour Corrupted Ancient Protectors receive from upgrades by 1 for each upgrade
- Reduced the movement speed of Raiders by 20
- Changed/fixed the repair costs and repair times of some units/buildings to fit their costs and build times
Upgrade changes:
- Changed the cost of the 3-tier damage and armour upgrades or left them unaffected by the overall 20% cost reduction
- Some of the old upgrades are expanded to affect some of the new units
...and other updates, alterations, modifications, fixes, changes, improvements, etc. I forgot to mention here.
v6.3 changelog:
- Fixed 2 empty fields in the AI building queue, preventing the further building
- The AI should now be able to plant Offspring of Krh'krc if it has the seed
- Reduced the damage of Fired Firefighters by 4
- Fixed a bunch of unit group and dynamic location trigger leaks - the map should run much smoother now
- Various tooltip and quest text fixes and clarifications
v6.2 changelog:
- AI won't flee and thus get stuck in the woods anymore
- AI won't get stuck at certain point and stop building anymore
- AI will now send a new attack wave each 30 seconds, up from 20
- Other AI fixes and tweaks
- Various tooltip fixes
v6.1 changelog:
- Increased the width of the ramps leading to the plateaus
- Increased the size of the northern plateau
- Moved some units and trees accordingly
v6.0.1 changelog:
- Substituted the starting locations of the purple and teal players for more balance in 1v1 situations
- Removed the map version number from the map image
v6.0 changelog:
- The map now supports up to 8 players
- Increased the playable map area a little bit
- Added a respawn countdown timer for Krh'krc
- Changed the skins of the sellection circle and health bars
- Mutant Agent can now switch between the Teleportation Device and Invisibility Cloak
- Switching between Goblin Blaster and Goblin Shredder now has 3 second cast time and 10 second cooldown
- Increased the mana cost of Twins' abilities to 80 and cooldown to 30
- The rain should stop falling and rays of light appear properly now when Tranquility is cast
- Reduced the movement speed of Mutant Agents (with the Invisibilty Cloak), Fired Firefighters and Mutant Warlocks by 30
- Various terrain and doodad alterations
- Changed the Idle Workers button
- The map name shown in-game is now colored
- Edited the map image
- The Wanted: Krh'krc quest has been moved to Main Quests
- Various tooltip and quest text changes
- Compressed, optimized and protected the map file
- Other minor changes, bug fixes and improvements
v5.0 changelog in short:
- Many new units, buildings, abilities and upgrades:
New unit: Mutant Warlock
New unit: Mutant Agent
New unit: Mutant Warchief
New unit: Mutant Grunt
New unit: Mutant Raider
New unit: Mutant Woodcutter
New unit: Goblin Blaster
New unit: Corrupted Ancient Protector
New building: Logging Madhouse
New building: Mutant Training Facility
New building: Brainwashing Mutant Cyborg Twin
New building: Time-warping Mutant Cyborg Twin
New ability: Invulnerability Potion
New ability: Switch to Goblin Blaster
New ability: Plant Land Mine
New ability: Space-warping Web
New ability: Manipulate
And other abilities which are old, but added to the map now.
New upgrade: Invulnerability Potion
And other upgrades which are old, but added to the map now and adapted.
- Many new icons, models and a new UI look
- Rebalanced the old units/buildings/abilities/upgrades/costs
- Reduced the health of all the trees on the map from 50 to 30, making them cuttable/clearable faster
- Various terrain changes and doodad additions
- Some of the building upgrades are now divided into separate buildings
- Increased the food limit to 120
- Upkeep rates, levels and names changed
- The Krh'krc event altered and rebalanced
- Various tooltip and quest text updates
- Other changes, improvements and bug fixes
v4.0 changelog:
- The map has AI and can be played with or versus computer players
- There are tunnels at the map-edge plateaus between the allied parts of the map
- If a player leaves the game, their ally will get control of their units
- The map can be played in Free Play mode if only one player slot is occupied
- Only one Offspring of Krh'krc can be planted at a time by a player, and it isn't shown in the menu until at least one seed is collected
- Krh'krc also has Ultravision and corrected his damage to 149
- Fixed a bug preventing Krh'krc from respawning
- Removed the gold upkeep tax rates and updated Krh'krc's bounty, sides per die and number of dice so he always drops 1 seed
- Added lumber upkeep tax rates - they are similar to those for gold in normal melee games
- Doubled the Pillage resource steal
- It is possible to get the seed by attacking enemy players' Offsprings of Krh'krc with your units upgraded with Pillage
- Increased the cost of Pillage to 65 and War Drums Damage Increase to 115
- Reduced the armor of Recruitment Post and Pocket Factory by 1
- Removed the requirements for some buildings and upgrades:
Boulder Tower doesn't require Reinforced Defenses
Burning Oil added to Boulder Towers and it doesn't require Reinforced Defenses also anymore
Pocket Factory doesn't require Recruitment Post
Goblin Laboratory doesn't require Recruitment Agency
Watch Tower doesn't require Logging Camp
Solar Power Plant building upgrades and War Drums Damage Increase no longer require Lumber Mill
- Spiked Barricades apply to all buildings, except Offspring of Krh'krc
- The Goblin Zeppelin cargo hold has been increased from 4 to 6
- Reduced the damage of Fired Firefighter by 2
- Explosive Fuel is a caster upgrade for Fired Firefighter, and shows the upgrade icon and text in his info screen
- Replaced the rally point model with a new, custom one
- Replaced some button icons with new ones: command buttons, weapon and armor upgrade buttons, harvest buttons and the rally point button
- Updated the Upkeep text, Quests are called Quest Log, Quest Log quest is called Logging In
- Added General Info into the quest log containing the most vital information about the map
- Updated the Strategies & Tips in the quest log
- Various tooltip fixes
- Added some wind onto the plateaus, and some fog around the tunnels
- Added/removed/moved some trees
- Other minor improvements, bug fixes and changes
v3.1.1 changelog:
- Fixed and updated the Strategies & Tips in the quest log
v3.1 changelog:
- Starting Woodcutters and lumber have been increased to 5 and 100 respectively
- Increased the damage of Krh'krc and the Offspring of Krh'krc to 149 and 109 respectively and granted them the Pulverize ability in their rooted form
- Ultravision doesn't need to be researched any more, it is there passively
- Reduced the cost of the Recruitment Agency upgrade to 125 and Goblin Laboratory upgrade to 150
- Changed the repair times and costs of some units so they match the build times and costs
- Reduced the size of the Offspring of Krh'krc and Solar Power Plant and its upgrades
- Various tooltip fixes
- Other bug fixes and changes
v3.0 changelog:
- Krh'krc (the middle creep camp) now has a purpose - you can kill him to get a Seed of Krh'krc which is used to build a new building - Offspring of Krh'krc
- Offspring of Krh'krc can call Chimaeras and research weapon and armor upgrades for them and Corrosive Breath, Nature's Blessing and Ultravision
- Added a quest to kill Krh'krc and text notifications when he dies and respawns
- Krh'krc respawns every 5 minutes and while he is alive Chimaeras cannot be called nor controlled
- Krh'krc now has Nature's Blessing upgrade researched
- Changed the gold, lumber and food icons and renamed gold to Seeds of Krh'krc
- Rebalanced costs and research times of some upgrades and units and the requirements of some upgrades and units:
Advanced technology's cost and research time have been reduced (125 lumber and 40 sec. now)
Goblin Zeppelin now costs 225 lumber and the construction time has been reduced back to 30 sec.
Boulder Tower no longer requires Reinforced Defenses upgrade, but Advanced one still does
Burning Oil upgrade now requires Reinforced Defenses, not Advanced Boulder Tower
- Boulder Tower's and Advanced Boulder Tower's damage has been increased to 61 and 91 respectively
- Goblin Zeppelin's tooltip now states that only one can be sustained at a time
- Added/removed some trees
- Updated Strategies & Tips in the quest log
- There is a notification for the players at start telling them to read the quest log for info
- Various tooltip fixes
- Other changes
v2.0 changelog:
- The map size has been increased and there are 4 elevated plateaus at its edges
- If a player slot is empty, the player's units will be destroyed
- If a player leaves the game, the player's units will be destroyed
- There is a new, ranged unit - Fired Firefighter
- There is a new building - Solar Power Plant, which can be upgraded further
- There are new upgrades - War Drum Generator, Bloodlust Generator, Explosive Fuel, War Drums Damage Increase, and three levels of the Flamethrower upgrade
- Fixed a bug not allowing Goblin Zeppelins to be constructed and they now don't have a cooldown, require a Solar Power Plant to be constructed, have their cargo capacity lowered to 4 (down from 8), build time increased to 60 seconds and their quantity limited to 1 at a time for each player
- Starting lumber has been reduced to 60, down from 70, for all players
- Increased the cost of Advanced Technology upgrade (75 -> 225) and research time (40 -> 60 sec.)
- Updated the Tips in the quest log
- Renamed the force Game Logs & Co. to Game Loggers & Co.
- Logging Camp now has a construction sound
- Reinforced Defenses upgrade's tooltip now states that it is required for the construction of Boulder Towers and Advanced Boulder Towers
- Fixed some tooltips
- Other minor changes
v1.5 changelog:
- Added a new expensive unit with a cooldown - Goblin Zeppelin
- Weapon and armor upgrades and Pillage now apply to all units they can be applied to
- Increased the lumber cost of: Woodcutters (15 -> 20), Clockwerk Goblins (20 -> 30), Grunts (30 -> 40), Pillage (35 -> 50) and Goblin Laboratory (150 -> 175)
- Fixed the armor of Pocket Factory and Goblin Laboratory (they now have 5 fortified armor both)
v1.4 changelog:
- All players now start with 70 lumber and 2 additional Woodcutters
- Lumber Mill now provides 10 food
- Grunts and Clockwerk Goblins now have the same collision size as Woodcutters, which means they can pass through most of the woods now
- The quest log now contains the tips on how to play
v1.3 changelog:
- Lumber Mill now provides 6 food
- Clockwerk Goblin's Kaboom! can also blow up trees now
- Added some trees
- All buildings except Logging Camp and Recruitment Post now require a Lumber Mill in order to be built
- Watch Tower now also requires a Logging Camp in order to be built
v1.2 changelog:
- The building tooltips now state that the buildings can be upgraded
- Smoothed the terrain a little bit
- Added some cliffs outside the playable map area
- Scattered some different terrain tiles all around the map randomly to make the terrain more diverse
- The heart of the forest is now green and cannot be built on
- Renamed Forward Logging Camp to Logging Camp
v1.1 changelog:
- Added new upgrades
- Added build requirements for some upgrades, buildings and units
- Fixed some tooltips and game interface messages
- Rebalanced the costs, build times and health of some units, buildings and upgrades
- Added/removed/moved some trees and moved some units
- Fixed the button positions
- Added/altered some triggers