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Escape Dream World v1.3

Submitted by Serenity09
This bundle is marked as approved. It works and satisfies the submission rules.



Escape Dream World


Pick your friends
Mind your surroundings
Avoid strangers
Face your inner demons
Stay away from the dark



A game to play, with friend and foe
Run fast first, but now so slow
Skate on ice, ski on snow
Easy now, what will show?


Welcome to Dream World! It's time to escape! In Dream World, all terrain tiles have unique, game-changing effects. Navigate these effects, and the suspicious characters you come across, to win the game! You'll need to run, dodge, slide and 2Dify your way to victory over up to 4 worlds and 10 levels. Good luck!
Join the EDW discord to find other people to play with, or submit a world record! Join the Escape Dream World Discord Server!



  • Learn how the basics of the game in a easy-does-it tutorial level. While on the tutorial level you'll have unlimited continues, your deaths won't be counted, and you'll even instantly come back to life! What a deal!

    Past the intro you'll find the Doors to different worlds. Each world has a different theme, mostly meaning the types of terrain and obstacles. There are three worlds for players to see, but a full game for new players will probably only see part of one world.

    [​IMG] The land world is about optimal movement, but also being able to pause for a second when necessary. It's probably the most beginner friendly world, focusing on fun elements while keeping the gameplay familiar
    [​IMG] The Ice world focuses on movement mechanics. It's meant to highlight your understanding and dexterity of movement. This world is pretty hard to start, and then picks up drastically from Level 3 onward
    [​IMG] The 2.5D world focuses on changing perspective. It's meant to highlight how the same experience can play out so many different ways. This world isn't easy, but fun is definitely prioritized over difficulty


    As you advance through a world, you'll gain and lose continues, and (hopefully) gain in score. Run out of continues, though, and you'll be booted back to the Doors, where you can start another world. Want to retry a world? Go again and you'll be sent back to the last level you started. Your team cannot replay a world that they have already fully finished.

  • Teams

    Solo Everyones on their own team! Recommended for 1+ players
    Teams - Mixer* Hope you remember how to talk to people! Only available/recommended with 4+ players
    Teams - One for All Everyone, get in here! Recommended for 2+ players and/or new players


    When playing in a team mode, dying will leave a revive circle in your wake. Any player, not just their teammates, can revive a dead player.


    Difficulty

    Vanilla More continues, more checkpoints, fewer enemies, basic glory
    Chocolate Fewer continues, fewer checkpoints, more enemies, advance glory
    99 and None* Like Vanilla difficulty, except you start with 99 continues and never get anymore. Meant to be a more wholesome alternative to save/loading and memory editing. Still only comes in Vanilla, because you're clearly too basic for Chocolate (only available when there's 1 player)



  • 3D

    Terrain Type Movement Effect
    Abyss Death, in a sudden, but still willing to bargain sorta way
    Lava PAIN
    Vines Sooooo Sloooooow
    Grasses Effects default movement speed. The darker the grass, the faster you go
    Leaves Super speed. Use with caution
    Ices Ice skating! The darker the ice, the faster you go
    Snow Skiing! Try swaying back and forth rather than doing 180s (though both work!)
    Rocky Snow Velocity skating, but you can't control your direction while on it
    Sand Velocity running!
    Compass Tile Enables willful teleportation in 4 cardinal compass directions
    Mossy Bricks Switch between 3D and 2D
    The Road The inky asphalt of the soul. Really, it's just visual



    2D

    Terrain Type Movement Effect
    Abyss Open space
    Lava Death, of the more abrupt variety
    Vines Stiiiiiill Sooooo Sloooooow
    Grasses Effects default movement speed. The darker the grass, the faster you go. Some are diamond shaped
    Leaves First up, then down
    Light and Dark ice Causes 2D ice skating. The darker the ice, the faster you go. Diamond shaped
    Medium ice Obviously, the ocean
    Snow Soft square terrain. Can't wall jump
    Rocky Snow Hard square terrain. Can't wall jump
    Sand Soft square terrain
    Compass Tile Let me see ya just bounce it with me
    Mossy Bricks Switch between 2D and 3D
    The Road Diamond shaped but otherwise unremarkable



    Screenshots

    Terrain Type Screenshot
    Abyss [​IMG]
    Lava [​IMG]
    Vines [​IMG]
    Light Grass [​IMG]
    Dark Grass [​IMG]
    Lumpy Grass [​IMG]
    Leaves [​IMG]
    Light Ice [​IMG]
    Medium Ice [​IMG]
    Dark Ice [​IMG]
    Snow [​IMG]
    Rocky Snow [​IMG]
    Sand [​IMG]
    Diamond Tile [​IMG]
    Mossy Bricks [​IMG]
    The Road [​IMG]


  • Powerups are special units scattered across the different worlds. Touching one will immediately grant its effect. Some powerups apply to your team, and others to just the individual. Either way, each player can only benefit from a powerup once
    Potentially available on any level

    Continue Gain Gain 2 raw continues (exact value depends on modes/teams)
    Continue Steal Steal 1 raw continue from a random team. If your steal sends their continues negative, they get sent back to the Doors
    Score Gain Gain 2 score point
    Score Steal Steal 1 score point from the team in the lead



    Available on levels with many enemies

    Solo Invulnerability Long-duration invulnerability from moving enemy units. Applies to just you
    Team Invulnerability Short-duration invulnerability from moving enemy units. Applies to your full team



    Screenshots

    Powerup models may change in the future to be more clear


    Continues [​IMG]
    Score [​IMG]
    Invulnerability [​IMG]



  • Escape Dream World natively supports the following 9 languages:
    English
    中文
    français
    Deutsche
    italiano
    한국어
    Polskie
    русский
    Español

    The language you installed with will be auto-detected as your default language shortly after the game begins, but you can always change during the game (see commands)

    Please visit EDW Placeholder Translation to contribute to the translation effort for your language! Make your contributions directly in the Tracking spreadsheet (replace the auto-translation Google provides) and then color the cell red. (PM me directly if you make any updates, as I don't regularly check the spreadsheet unless notified)
    It is easy to add **basic** support for a new language, so feel free to request your language in this thread if it was left out! Just be aware that **basic** means **bad** translations
  • Enter any command by typing "-" and then the command in game chat! All commands can be entered in any language
    -afk Immediately set your status to AFK. Setting your status this way has no long-term penalty
    -english / -language Switch your language to any other language already supported by EDW. For example, type -English or -Français


    You can also enable / disable "Camera Tracking" by pressing the escape key! This mode is useful if you have a hard time with ice in general.
  • Submit your screenshots to this thread or via PM!
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
  • Submit links to your videos to this thread or via PM!
  • [2020-02-12](v1.3.0) Reforged optimizations and Quality of Life (thank you Blizzard, deepstrasz and SlowWillyy). This update includes 33 minor versions, here are the highlights:
    All game content is now optimized for native SD and HD assets. Huge shout out to Blizzard for models and engine improvements
    3d Snow completely overhauled! Should feel much more like skiing now; you can control your momentum by weaving back and forth (no full stop necessary). Feedback by almost everyone that's played! This is my favorite change post release!
    2d Ice now gives much more feedback from VFX
    Camera automatically zooms out when player is in some areas (and back in after they leave those areas). Camera also zooms out while on the teleportation terrain tile. Feedback & suggestion by deepstrasz
    Units that won't kill a player now owned by a friendly player, so selection events are yellow rather than red. Inspiration from deepstrasz's Somewhere Across Nowhere
    Grass gameplay effect shifted to be more consistent - the darker the grass, the faster you run
    Player unit size increased by 25% to look better in HD. Player unit radius / collision size increased to match

    [2020-01-24](v1.2.0) Difficulty balancing for all first levels

    [2020-01-16] (v1.1.0) Community Updates (thank you deepstrasz, tough_zai, and Otherknownoise)
    Bug fix for 2+ players simultaneously activating the same foot switch. Bug report by Otherknownoise
    Bug fix for unrendered vote menu when 1+ player disconnects during game load. Bug report by Otherknownoise
    Chinese localizations improved, by Otherknownoise
    Health bars always hidden, feedback & suggestion by deepstrasz
    Quest added explaining available chat commands.
    Game auto detects and resets a player's camera when its accidentally changed during 3d mazing, ie by accidentally scrolling.

    [2019-12-7] (v1.0.0) First release!
  • Thanks to my partner, who's endured this map's development.

    Shout out to the old WC3 crew: Pat1487, Achilles.42, Mazemasta77, Amazin[G], FFSlayer, Olonavy, Bandalar, hlw_rocer, KevKevQaz, KnightOfGods, BackseatDriver, popartica., Eat_Bacon_Daily, marksoccer, monkeys-forever, DoughnutMuffin, God[A]nt69, Makshak, 13phoenix
    To Pat1487 and Anitarf for level ideas and more coding guidance than anyone should reasonably expect

    Translations:
    Otherknownoise - Simplified Chinese

    Code:
    Pat1487 - OG locust trick
    Vexorian - TimerUtils (Chromatic TimerUtils 2.0 [for 1.24b+] - Wc3C.net)
    Anitarf - vector3 (Vector - Wc3C.net)
    Bribe - Table ([Snippet] New Table)
    Alain.Mark - PlayerUtils
    Nestheasarus - Alloc, DummyCaster, Event, Order IDs (nestharus/JASS but, realistically, nestharus/JASS)
    TriggerHappy - PreventSave ([Snippet] PreventSave)

    3D Models & Textures:
    MC ! - Blackhole (blackhole)
    Ket - Soviet Truck (Soviet truck), Soviet Car (Soviet car)
    skrab - Firetruck (Firetruck), Ambulance (Ambulance), Police Car (Police car)
    SD_Ryoko - Corvette (Vette)
    Illidan(Evil)X - Jeep (Jeep)
    vile - SlidingDustWith(out)Rocks (SlidingDustWithRocks)
    Firelord213 - Walk Sign (Walkpole)
    3rgytr54 - Nowhere/Lost, Stop, and Do Not Enter signs (Street Name Sign, Stop Sign, Do Not Enter Sign)
    Blood Raven - Snow Pile (Frozen Cliff + Snow Pile)

    2D Textures:
    MassiveMaster - Road Terrain
    Veronnis - HD Road Terrain
    Anonymous author - Anime Sunset loadscreen art

    Sound Effects:
    Hasbro - Frogger Victory

    Tools:
    Vexorian - JassHelper 0.A.0.0
    PipeDream, Vecorian, Cohadar, UMSWE team, Pitzermike, SFilip, Van Damm, Risc, ScorpioT1000, Mc!, Moyack, PurgeAndFire - JNGP World Editor v2.0
    MindWorx & the above - SharpCraft World Editor Extended
    Blizzard - Vanilla World Editor (Reforged)
    sumneko, actboy168, other authors? - sumneko/w3x2lni
    Shadow Daemon - BLP Lab v0.5.0
    Google - Google Translate
    Frotty - W3Protect (map finalization / protection)

    Influences:
    gameslayer001 - Platform Escape - influenced Platform/2D game mode and levels
    tylerbelan - Escape Fantasy Land - influenced world design
    Mech_1000 - Tricks & Traps - influenced goals for level content
    nomorholywar - Into the Wild - influenced ice level design, Sliding Murlocs - tangentially influenced direction
    adamt - Maze (influenced land level design)
    Hasbro - Frogger (influenced land level designs)

    Guides:
    aznricepuff - My favorite guide to understanding vJASS's OOP design and intended usage (vJASS OOP Lesson)
    Nestheasarus - A guide to optimizing vJASS's syntactic sugar (where did you go)
    Codemonkey11 - A guide to scaling group enums in WC3's engine (vJass Optimization: Using a First of Group Loop for Enumeration)
    BloodRaven - A guide to WE doodads & terrain (Advanced Terraining Tutorial)
    SD_Ryoko - A guide to creating and importing custom terrain tiles in WC3 (Creating Custom Tile Sets)
    Jeff Pang - Online vanilla JASS documentation (JASS Tools)
    Tyrande-ma3x - WC3 Terrain raw codes (Terrain type Raw Value)
    Raen7 - WC3 playercolors to hex codes (WC3 World Editor Player Colors)
    Rufus - Map Description guide & templates (Description Guide - Maps)
    Mayday - Reforged Custom Loading Screen (High Resolution Loading Screens)

    Help:
    Pat1487 - Too many answers to list all (Clan TMMM - Home)
    Anitarf, PurgeandFire111, Bannar - Questions about globals (http://www.wc3c.net/showthread.php?p=1134646#post1134646)
    Anitarf, PurgeandFire111, BBQ, Fledermaus - Questions about structs (http://www.wc3c.net/showthread.php?p=1132076#post1132076)
    Anitarf, BBQ, Bribe - Wisp Wheel (http://www.wc3c.net/showthread.php?p=1131278#post1131278)
    Dr Super Good - Too many answers to list all, but among which are tips to generating random points (https://www.hiveworkshop.com/threads/get-evenly-weighted-random-point-in-rectangle.294547/), unit rotation mechanics (https://www.hiveworkshop.com/threads/unit-turning-mechanics.300224/), MPQ localization (https://www.hiveworkshop.com/threads/data-storage-in-mpq.320370/), help fixing red minimap caused by the abyss (https://www.hiveworkshop.com/threads/1-32-red-minimap.322340/) and general sass about things I could have if only I used Starcraft 2's engine or, more recently, Lua
    -Manuel- - Fix to setting unit immobile/mobile (https://www.hiveworkshop.com/threads/prevent-movement.312061/#post-3321807)
    Pyrogasm & Wrda - Approach to making units locally visible/invisible (https://www.hiveworkshop.com/threads/make-units-locally-visible.310326/)
    wc3neverdies - A fix for selecting terrain in the World Editor (https://www.hiveworkshop.com/threads/world-editor-crash.320150/#post-3384554)
    Lep, Drake53, Pyrogasm, DSG, Tasyen - WC localization/language storage & auto-detection (https://www.hiveworkshop.com/threads/data-storage-in-mpq.320370/#post-3386304)
    TriggerHappy - Additional help on WC localization/language auto-detection via PM (primarily referencing https://www.hiveworkshop.com/threads/how-to-localize-map.304594/)
    deepstrasz, wolfman, x3GlikE - Hiding unit health bars (https://www.hiveworkshop.com/threads/hide-health-bar.193287/)
    Otherknownoise - bug reports for Respawning Gateways MUI, player dropped during gameload
    Veronnis - help migrating from .blp terrain tile to .dds

    Feedback:
    Thank you everyone again for taking time to consider my game and giving feedback and/or suggestions!

    Pyrogasm - use blight tile to get around some limitations on tiles

    v1.0
    tough_zai - car feedback
    Otherknownoise - difficulty feedback, Chinese localization feedback & suggestions
    deepstrasz - health bar feedback & suggestion, camera feedback & suggestion, snow feedback
    Eat_Bacon_Daily - victory condition (and how its related to player) feedback & suggestion
  • Q: there's so many terrain tiles! I can't enjoy all of them because I don't even know what's happening some of the time
    A: yeah, that's a very real problem, and at this point I can't really see it fresh. The basic premise was that the tiles should all effect gameplay to some degree, and their combinations alone should be enough to be interesting even to veteran players. I think one of the biggest issues is that I present too many tiles that have significant gameplay impacts in quick succession, especially in the tutorial. I'd love to get feedback from you all on that topic

    Q: the 2d terrain tiles looks don't match their physics geometry
    A: that's another problem and I'm not going to solve it fully on my own. I tried to pick the most diamond looking tiles, and those are somewhat okay, but the square grass tile is especially confusing

    Q: can you explain a mechanic more properly in game? trying to figure it out really detracted from my experience
    A: yes! Please let me know which ones need it. That said, I try to explain less than more, while keeping the penalty for failure small initially. I really like the idea of the player discovering the different terrain effects and then exploring how it effects their gameplay / how they can use them situationally

    Q: its hard to see the ice sometimes because of the trees!
    A: true again! But you have to admit the trees add a lot more of a vibe to those levels than leaving them empty, and i can assure you that trees cannot kill people in my game. You should always be utterly confident of the fact that any time you die, it was me personally who killed you, and i don't do that about trees. The only exception to this rule are mortars teams, who are, by nature, single-mindedly murderous.
    But this is splitting hairs, and there is something to your original point: you can still find trees not fun to deal with. Let me know the when/where/why that's the case and i'll remember your feelings (may not do anything about em, but they'll be there). Also, try those levels again with the wc3 occlusion setting enabled, and let me know how that is for you

    Q: can I leave feedback directly?
    A: yes! Thank you for taking the time to share. PM me directly here, or reply to the thread here
  • Only showstopper issues will be updated here.

Contents

Escape Dream World v1.3 (Map)

Reviews
deepstrasz
You should disable health bars at least during some phases like the start where the wisps look weird. Actually, lots of stuff have it: fire shield, fire etc. There should be a setting/command to make the view from a higher distance. Some places,...
  1. tough_zai

    tough_zai

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    that looks nice, cars and trucks inside Warcraft...

    "Face your inner demons
    Stay away from the dark"

    can you edit this color,, its not so visible you might need to change it to a more visible color..
     
  2. Otherknownoise

    Otherknownoise

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    The difficulty is nice to me.
     
  3. Serenity09

    Serenity09

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    thank you both for the feedback

    i like those models a lot too, my favorite is the soviet passenger car. links to their models are in the credits if you'd like to use them

    i sorta liked it a little hard to see, but if a few more people complain then ill change it

    im glad you like it. the difficulty seems more divisive than i thought itd be, given the two options
     
  4. tough_zai

    tough_zai

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    No. Prob man..
     
  5. deepstrasz

    deepstrasz

    Map Reviewer

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    1. You should disable health bars at least during some phases like the start where the wisps look weird. Actually, lots of stuff have it: fire shield, fire etc.
    2. There should be a setting/command to make the view from a higher distance. Some places, especially the skating parts, require fast beforehand planning and with the current camera you can't properly see the terrain and reaction time would be insufficient.
    3. Snow tile is just unbeareable. It just drags you down to exitus on the other side.
    It's a mix of slide maps and Platform Escape, more on the slide side. It draws inspiration from other games as well.

    Approved.



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  6. Serenity09

    Serenity09

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    thanks for the feedback, deepstrasz

    that's a great suggestion! i'll look into implementation options for it ASAP. hopefully
    call EnablePreSelect(true, false)
    will work without regression issues...

    this feature should be included in the next minor version (sometime before Reforged release, depending on other feedback)

    ive gone back and forth on this. my issue with it is that a zoomed out camera is almost exclusively an advantage compared to a zoomed in camera. the player is provided more information, and can use (or ignore) that information as they see fit. a zoomed in camera provides a player less information and automatically tunnel visions them. i dont want camera zoom level to contribute to competitive advantage in any noticeable way

    that said, youre totally right that the default camera is limiting enough to be a problem for the player, especially on the ice levels. its not a fun problem, so its effect should be reduced. im thinking of a system that automatically transitions camera zoom level for specific sections.

    this feature will be included in a later, major update

    lol im sorry you hate the snow mechanic. the mechanic was meant to encourage changing direction, managing your momentum, and get a kinda ghetto skiing mentality going. it fell short though, there are only a few ways to really use the mechanic, and its also not very intuitive

    i think i could guess which level you dislike the most, the 3rd ice level, and i think many players will dislike big chunks of that level for similar reasons as you. im going to wait for more feedback before addressing this issue
     
  7. deepstrasz

    deepstrasz

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    I think @Tasyen knows how to disable health bars and stuff.
    Automatically make the camera go up on dangerous zones like the long snow paths (especially when you're coming with high speed from the ice parts).
    Yeah.
    It's all good but there are long parts with holes and it's hard to plan your position and stuff because of the camera, as mentioned above.
    Fair.
     
  8. Eat_Bacon_Daily

    Eat_Bacon_Daily

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    Hey Seren!
    We played your map the other day and really enjoyed it! Some levels were really impressive! The one on the right hand side of the map where you have to go through the level multiple times with different mechanics was a work of art my friend. The variety in mechanics is really cool especially new times of sliding that iv'e never seen before!

    The only feature i wish was implemented would be a way to play all the levels! Our game ended after we beat 3-4 worlds i think.

    Anyway we look forward to playing your map again!
     
  9. Serenity09

    Serenity09

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    thanks, that made me feel warm n fuzzy :)

    hmm you might have beaten all the levels in the game! there are 3 worlds, with 10 levels total (4 ice + 3 platforming + 2 land + 1 intro). You win the game after beating any 5 (or so) levels in Vanilla or all 10 levels in Chocolate (assuming you don't get any score powerups). i should make it more clear why the game ended and what you actually achieved by beating it... maybe that's something that the victory sequence can try to do, if i ever motivate to do a victory sequence at all
     
  10. Serenity09

    Serenity09

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    This might be the final version of the v1 release, big thanks to everyone who contributed. @deepstrasz id love to know what you think about the snow and camera zoom mechanics, and if there's anything else you think is holding this game back

    The next major release will either focus on more levels/content, or a new gameplay mode that's more like a conventional maze (and potentially can end in just a few minutes). Suggestions are always appreciated!

    [2020-02-12](v1.3.0) Reforged optimizations and Quality of Life (thank you Blizzard, deepstrasz and SlowWillyy). This update includes 33 minor versions, here are the highlights:
    All game content is now optimized for native SD and HD assets. Huge shout out to Blizzard for models and engine improvements
    3d Snow completely overhauled! Should feel much more like skiing now; you can control your momentum by weaving back and forth (no full stop necessary). Feedback by almost everyone that's played! This is my favorite change post release!
    2d Ice now gives much more feedback from VFX
    Camera automatically zooms out when player is in some areas (and back in after they leave those areas). Camera also zooms out while on the teleportation terrain tile. Feedback & suggestion by deepstrasz
    Units that won't kill a player now owned by a friendly player, so selection events are yellow rather than red. Inspiration from deepstrasz's Somewhere Across Nowhere
    Grass gameplay effect shifted to be more consistent - the darker the grass, the faster you run
    Player unit size increased by 25% to look better in HD. Player unit radius / collision size increased to match