Changes:
v1.9j (9/6/19)
- players will never random the same builder twice in a row
- updated Dwarf and Assassin strategy tips
- Castle Ruins gold cost 1255 -> 955
- Plague of Rats mana cost 40 -> 50
v1.9i (6/25/19)
- two players can now win during Fixed Teams mode
v1.9h (6/17/19)
- Gnoll life 7 → 5, damage 2-4 → 1-4
- Wolves no longer take double damage from spells, life 8 → 7
- Swamp Cult (from Evil Eye) changed to Annihilate: Deal X damage to a random enemy Base, where X is the number of charges remaining (gains charges the same way)
- Jelly Pit gold cost 850 → 780
- Evil Seed heal removed, Strangling Fruit cost 300 → 150
- Carpentry Guild gold gained when you construct a building 75 → 125
- Serpent Shrine heal 100 → 50
- Satyr Revel mana cost 50 → 60
- Temple changed: when you construct a building, summon a Guardian, Guardians gain base life and damage based on Relics
v1.9g (6/16/19)
-added a separate Mode building for player 1, to immediately set team / random / pick settings (no longer vote)
-Wolf life 10 -> 8
-Storm Rider life 20 -> 15, damage 4-10 -> 2-8
v1.9f (6/14/19)
-removed "test" command
-fixed a few mechanics (notably dwarf munitions) that broke with the patch
v1.9e (3/28/19)
-some small balance changes
-changed the way Evil Eye works for Cultist, changed Slime Pits to train Jellies, and the spell to Summon Monster Jelly, reduced stacks of Void Pulse
-Priestess Serpent Shrine now heals base for an amount = 100 x total Serpent Shrines when built
-Mesmer House of Joy now adds passive heal whenever you cast a spell (Stacking), Temple of Doubt adds passive Mana restore when casting
-changed Fountain of Blood (Count) so it summons a unit when a touching building trains, buffed Gargoyles to have 1 damage resistance
-reduced mana cost of Assassin Satyrs
-changed Barrel (Dwarf) into Munitions, which damages enemy units when a touching building trains, and gives the spell Siege Gang
-buffed Wolves from Shrine
-changed terrain to a symmetrical "colors" layout
-added many new Bases, mostly ones that self-heal or directly damage enemy Bases
v1.9b (2/15/19)
-back again! Preparing for a big Leader + Base expansion
-Set Wins Needed to only increase by 1 if two players are about to win simultaneously. This should make it very hard for rounds to go infinite
-Reduced some random name lengths to fit better
-Made a visible Monster timer in the center of the field - should allow for some better planned timing
-Removed all terrain and doodads - this is the age of visual minimalism
v1.9a (3/21/17)
-still need to change preview image, haha
-a balance update focusing on Bases, with some added features
-Carpentry mana cost 75 -> 125
-Storm Riders charges 1 -> 2
-Storm Cage gold cost 575 -> 675
-Engineer units (but not Base) with Armaments can now target Monsters with missiles
-Plague Ritual mana cost 125 -> 150
-Abomination and Magnataur no longer vulnerable to magic
-Huntress magic resist 75% -> 50%
-Fire Node now does 5 damage to 3 random units when you produce mana, can target the same unit more than once
-Temple now summons a healing Priest when you construct a building
-Crusade now increases the max life and mana of all friendly units
-Yurt now deals direct damage to an enemy Base when you train a unit
-Water Node and Tavern set to 4 lumber
-Academy life 300 -> 200
-Tabernacle healing 5 -> 10
-Celestial now gives Brilliance Aura to friendly units and builders
-Demolish gold cost 300 -> 600
-Each player is given a random name
-Every round, each team is given a random name
-players can vote for "fixed teams," which locks the current teams for future rounds (a requested feature for premade games with friends, obviously the game won't end in this mode if two players always have the same wins)
v1.8i (1/27/17)
-a small balance update
-Night of the Dead mana cost 50 -> 40, no longer gives +1 damage
-Town Bell mana cost 50 -> 75, charges 2 -> 1
-Love of the Chosen mana cost 75 -> 90, charges 3 -> 2
-Evil Seed damage capped at 10
-Pagoda is now 2 lumber, Citadel is now 3
-Monolith life 700 -> 400, Regenerate now only restores 200 life
-Villager train time 20 -> 30
-Cursed Beast damage 4-7 -> 2-5
-Blood Curse mana cost 50 -> 75, charges 2 -> 1
-Manor gold cost 745 -> 685
-Glory mana cost 60 -> 50
v1.8h (12/27/17)
-balance changes, small miner rework
-Centaur range and life reduced
-Assassinate can now target any unit, and the damage is dealt by the Huntress (triggers Lodge, Skulltower etc)
-Mother Tree cost 900->800
-Glory Banner cost 400->325
-Pagoda changed, now deals 1 damage to a random enemy Base whenever one of your units dies
-Lesser Calling mana cost 25->20
-Evil Seed mana cost 25-30
-Thunder Clap was causing the attacked unit to deal the damage, not the Mountain King (fixed)
-Newt Pact changed to summon 1 Newt at 25 mana, 3 charges
-Kobold Boss now gains 25 gold for each Tunneler in play
-Treasure Hunt now gains 200 gold for each Burrow
-fixed a lot of trained units that didn't have the Q hotkey
v1.8g (12/25/17)
-quick rework extension
-reduced gold cost of Castle 1600 -> 1415
-reduced gold cost of Glory Banner and removed +2 damage / -3 armor, reduced charges of Glory to 1
-changed priestess strategy tip
v1.8e+f (12/25/17)
-balance changes and reworks
-moved surrender button up vertically so players stop accidentally clicking it after exiting build menu
-added a light red chat message that alerts players whenever their Base receives direct damage from a spell or ability
-Blood Curse mana cost increased and stacks reduced, Cursed Manor cost increased
-Cursed Beasts now transform into Villager at 10 mana
-Storm Rider attack changed to 4-10, Never Misses replaced with a bounce
-Thunder now deals 60 damage to your Base
-increased heal from World Tree 15->25
-increased Giant Growth life gain 20->30
-made Angry Dead and Rock Lobster Inorganic
-removed summon cap from Town Bell, Spider Summoning and Mob, due to innate game cap of 30
-fixed bug from recent changes where Burrow wasn't training its second Tunneler
-Reavers buffed to 3-6 damage, 10hp
-Satyr changed to Reveler, no longer permanently debuffs, instead when it kills a unit summons a smaller melee Satyr
-Keep -> Castle, now trains Knights, trains Mercenaries for each touching Market, Militia for each touching Farm, Footmen for each touching Barracks
-Sally Forth! now summons 1 Knight per Castle, 1 Mercenary per Market, 1 Militia per farm and 1 Footman per Barracks
-Blacksmith +2->+1 damage
-Holy light now heals for 5, gives +5 life total, and deals 5 damage in 450 aoe
-Campfire cost reduced to 745, now instead of giving health regen causes touching training buildings to train +1 of their unit (Grunt or Troll) for each touching Campfire
-Aggression now gives 1 friendly unit +3 damage and deals 7 damage to a random enemy in 450 range (Warlord can now make use of Necropolis), charges increased and mana cost reduced
-Glory Banner now gives +2 damage and -3 armor to units trained by touching buildings, and additionally causes the trained unit to deal 5 damage to an enemy Base upon being trained (this scales per Glory Banner)
-Glory charges reduced to 2
v1.8c+v1.8d (12/21/17) (experimental)
-Totem and Tomb and some other on-death bases were messing with the damage trigger for scaling AOE spells like Mana Storm, Tranquility, Apocalypse, Evil Seed etc (all fixed)
- Storm Rider damage changed to 7-7, charges reduced to 1
- added a loading screen
- removed AI from 2-4 player games, the game was never meant to be played with AI and it's been warping people's impression + strategies.
- AI bots will only spawn if it's 1 player (if you want to test stuff out)
- If a player leaves, teams will revert to Free For All every round
- If only two or three players are in a game when it starts, teams will always be Free For All
- Added a cap of 30 to all unit-types for each player, meaning players won't be able to summon or create more than 30 units of any one type (prevents the type of swarm that can make the game almost unplayable)
- these changes will probably come with some bugs although I've tried to test thoroughly
- Stability is near!
v1.8b (12/20/17)
-sigh another quick hotfix, really worried about spamming makemehost but these are game breaking bugs here
-on kill effects of units entering play combined with Roost (and some other things) weren't understanding the owner and defaulting to player 1 (fixed)
-the Anointed buff could target your Builder (fixed)
-Devour ability of Mouth not working properly (fixed)
v1.8a (12/20/17)
-quick hotfix
-Ziggurat and Tomb were generating longdead off of longdead if holding decay scroll (fixed)
v1.8 (12/19/17)
-big Base "paradigm shift" update
-per player advice, not adding Tauren yet
-9 new Advanced Bases, all at 1 or 2 lumber, and some old ones switched to 1 lumber, allowing for a very early change in strategy
-many balance tweaks
-Holy Fire range reduced and no longer damages buildings
-Citadel now does damage originating from the Builder, not the unit (infinite zombies no longer works)
-Ziggurat damage reduced to 4
-Thunder Beast can now be targeted by all units
-Aviary changed to provide gold, mana and base heal whenever you build next to one, cost reduced
-Thunder mana cost reduced and damage to base increased
-Mana Surge once again damages base
-Ancient One damages base
-Slime Advance and Dark Alchemy damages base
-Evil Seed heals base
-Strangling Fruit and Sacred Arm no longer spawn additional buildings
-Consume now deals 10 damage and heals 10 life
-Treant health reduced to 6
v1.7c (12/14/17)
-small quality of life update
- remapped Building hotkeys to be spatially sensible:
QW
ASD
ZXC
- increased round start timer to 45 seconds
- spawn a unit when tower dies to allow defeated players to vote on modes / restart
- Strangling Fruit cost reduced
- Apocalypse mana 150 -> 100
- Chieftan builder and new Bases in the works...
v1.7b (12/10/17)
-small balance update
-took away mana gain on Statue, reduced cost, made Count gain mana whenever something is built next to Castle Ruins
-Lord's Gaze mana cost 25 -> 20, charges 5 -> 8
-Reanimate charges 4 -> 2
-gave Myrmidon cleave
-Initiate now generates +2 mana when he kills
-Brewer retains passive but Inebriate spell changed to Revelry (+8 life -2 armor to all friendly units)
-Storm Cage cost increased
-Increased inherent mana gain from Ancient
-Sand Tower, Halls of the Dead and Water Shrine lumber cost reduced (big 1 lumber Base update to come!)
-Advanced Bases for Bazaar and Node no longer have inherent production gain
-coming next: 1 lumber advanced option for every starting Base, new builder Chieftan
v1.7b (12/10/17)
-small balance update
-took away mana gain on Statue, reduced cost, made Count gain mana whenever something is built next to Castle Ruins
-Lord's Gaze mana cost 25 -> 20, charges 5 -> 8
-Reanimate charges 4 -> 2
-gave Myrmidon cleave
-Initiate now generates +2 mana when he kills
-Brewer retains passive but Inebriate spell changed to Revelry (+8 life -2 armor to all friendly units)
-Storm Cage cost increased
-Increased inherent mana gain from Ancient
-Sand Tower, Halls of the Dead and Water Shrine lumber cost reduced (big 1 lumber Base update to come!)
-Advanced Bases for Bazaar and Node no longer have inherent production gain
-coming next: 1 lumber advanced option for every starting Base, new builder Chieftan
v1.7a (12/8/17)
-new builder, Dwarf, trains riflemen and uses lightning magic, very defensive
-soft remake of cryomancer to encourage more interesting building placement
-ice hunt now summons tusks based on total igloos and total buildings touching an igloo
-cold throne now also causes units trained by touching buildings to summon frost wolves
-Count buffs
-villagers now transform at 15 mana
-Blood Knight summons twice as many villager
-Blood Curse cost 75 -> 50
-new trigger that makes all units interrupt their current action when the Monster dies (units were running toward the Monster's death point even after it died)
-tutorial now mentions the color-coding of building types
v1.6z (12/7/17)
-last one in this flurry
- added Vulnerability to a lot more big units, notably Abomination and Magnataur
- gave Huntresses magic resist 75%, gave greater demons 50%
- gave fire drake an aoe attack
- increased cost of Serpent Shrine
- reduced damage and hp of Consort
- Troll Lodge for Cryomancer now gives Cold Snap, a single-target nuke / freeze, opens up a Nexus / Cryophytosis strategy
v1.6y (12/6/17)
-quickfix, fixed magic resistance for treants / treefolk
v1.6x (12/6/17)
-quickfix, added Priestess strategy tips
v1.6w (12/6/17)
-another somewhat big update
- new Builder, Priestess, worships an ancient god, trains and summons powerful Anointed units
- added Spell Vulnerable, and made it so spell resistant 50/75 and spell vulnerable are armor types that can be seen by other players
- teams now rotate in a fixed pattern after starting from a random configuration
- when Monsters spawn and are in play, all units always try to attack it, this will hopefully cut back on the annoying target juggling
- Lodge heal halved
- Cursed Beasts now turn back into villagers on death
- Feast charges and damage reduced, but receive more charges with more Fountains of Blood
- small balancing tweaks to several new bases
- Tower variants now have their native projectile as an invisible ability instead of holding an extra item
- fixed bug where going random sometimes gave you nothing
- if there is a tie between random builder and all random, it will now default to random builder instead of all pick
v1.6v (12/4/17)
- a quickfix to clean up some Modes bugs and balance some overlooked power spikes from adding magic resistance, probably more to come
- added Restart vote in Modes (seems to work well, but these all need extensive bugtesting I think)
- made Villagers transform into Cursed Beasts at 20 mana, increased Feast damage
- Sprout mana cost increased 15->25, Druid casts Sprout at 5->10 mana
- slight increased gold cost to Cannon Fort, Workshop and Generator
v1.6u
- 10 new base upgrades, 2 new starting bases (Lodge and Totem)
- new Builder, the Count, trains undead Vampires and living Villagers, can summon Gargoyles, Blood Knights, Diseased Rats and Nosferatu, can transform living units into Cursed Beasts and heal allied units with Feast
- Diabolist reworked, Slab now summons warlock, can train Demons instead of Deceivers, Apocalypse Shrines give mana boost based on charges, new spells
- Mesmer tweaks, Spellbreaker -> Mage Knight, Temple of Doubt amplifies Mage Knight spell, House of Joy trains High Elfs only if you train Mage Knight
- Gardener tweaks, Undergrowth upgrades into Mother Tree, Briars entangles enemies when you train
- Many other balancing tweaks (and more to come)
- Magic resistance introduced and added to several units based on flavor
- Terrain added instead of black water
- Mode building in choosing area, can turn strategy tips on / off, and vote for All Pick, All Random or Random Builder
v1.5b
- fixed sanctum to autotrain Spellbreakers
- fixed Keep to show "for each Keep" text
v1.5a
- dramatically reworked some builders
MESMER:
- Sanctum now trains Spellbreaker
- Sanctum's passive now works like the nexus and spreads to adjacent buildings
- Temple of Doubt and House of Joy no longer train units, cost reduced and spell stacks increased
LICH:
- Cursed Grave no longer improves trained units, it now summons a scaling amount of units based on what it's built next to
- Plague ritual only summons Abomination, which now has cleave and raises a Zombie whenever it kills a unit
CRYOMANCER:
- Runes cost reduced and Cryophytosis now summons a Frost Wolf in the middle instead of Ice in the build zone
- Cold Throne no longer improves trained units, it now summons a Frost Wolf whenever you cast a spell
- Tusks (melee) attack increased and Ice Hunt mana cost reduced
DIABOLIST:
- Bargul Shrine changed to Apocalypse Shrine which no longer trains a unit, instead it costs 250g and gives 1 stack of Apocalypse, and Apocalypse damage now scales on number of Apocalypse shrines and number of Acolytes
- Lesser Demons summoned by adjacent Acolytes when a unit is trained are themselves now trained, meaning they trigger Hut and Yurt
KING:
- Gold costs reduced across the board
- Keep passive now actually works and triggers Hut and Yurt
WARLORD:
- Aggression now comes from Campfire
- Fort can summon Raider, a beefier unit with cleave
CULTIST:
- Sacred Arm now also summons Evil Dreams based on how many Tentacles you control
- Slime Advance stacks increased
- fixed Void Pulse to work properly for players besides player 1
GARDENER:
- Can no longer consume last Sprout stack
- Gains x Sprout stacks if you build a plant next to more than one tree
GENERAL
- Hellgate cost increased
- Guard Tower range slightly increased
- Guard and Death Tower no longer target Monsters
- Buildings color-coded, green for training, purple for misc, blue for mana generating and orange for gold generating
v1.5
- Includes a couple versions here, heh
- AI spawning reduced
- Quest Log replaced with "Help" info
- All Builders display strategy tips when picked and have "Strategies" visible as a passive ability
- New Bases and Base upgrades, Shrine, Temple, Nexus, Death Tower
- Removed Bases, Castle, Town Hall
- Diabolist costs increased
- Mesmer costs reduced and Sanctum reworked to nuke enemies
- Miner costs increased and Ore Vein improved
- Warlord Aggression no longer summons Grunts
- Holy Fire range increased to 600
- Many other minor tweaks
v1.2
- Name changed back to non-abbreviated less-absurd vision, new preview image
- Garrison range, damage and cost reduced
- Blood Pact now summons Succubi based on Acolytes
- Acolyte, Starblossom, Glowthistle, Undergrowth and Briars cost reduced.
v1.1
- quick fix, Imps summoned by Hellgate were always allied to player 1