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Various improvements shipped over the past several days:
New: Some skills like "Brutal Call" or "Commanding Force" will now show a brief scripted dialogue when activated by the AI. This will only happen if they have at least one unit that matches the type of skill, like the Brute for Brutal Call. We'll be adding more of these soon.
Balancing:
AI: The AI now builds significantly fewer Jeep and Support Ship units. I was watching somebody play on this absolutely massive map where the AI on one side built 11 Support Ships in 10 rounds In a playtest with the change the AI only built 4 Support Ships instead.
AI: The AI makes a better determination on whether to activate a power or not, depending on how many units would be affected by the power. This stops the AI from activating a power at the end of a turn and not making full use of it.
"Bazoo's Bond" Skill: This skill received a power which spawns Bazooka Bear units at each Bar building that the player owns.
"Eagle Eye" Skill: Added this experimental skill that allows moving air units a second time but with an attack debuff.
Fixed: When a long-range unit like the X-Fighter can attack from its current location, it no longer proposes moving elsewhere first.
Polish: Various design and gamepad adjustments, notably the Skill Dialog with only a single skill is now much smaller, pressing "links" with the gamepad now shows the pressed style, the current round is shown in the game info panel, icon gaps were adjusted and the leaderboard now uses the player's chosen color for portraits. Also adjusted the attack animations for X-Fighter and Fighter Jet.
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