- In Survival on Normal or Hard difficulty, certain enemy structures may now appear
- Structures are more likely on Hard difficulty or when playing in co-op
- On Hard, structures will also be placed in more advantageous positions for the enemy
- Improved performance in Campaign Chapter 7 and Chapter 9
- Fixed some objectives displaying the wrong number of controlled points in certain cases
- Fixed an issue that caused Chapter 5 to be more difficult than intended
- Fixed an issue that caused some dialogue lines in Chapter 15 to not be translated when playing in languages other than English
- In controller mode, fixed damage/buff/debuff Glyphs not automatically hovering a valid target if the player has insufficient Energy
- Increased range of the shifted (fast) camera speed option
- Added a tutorial message when creating a public Survival match clarifying that join-in-progress is supported for that mode
- When returning from a public match, the match type will no longer reset to private
- In controller mode, on the campaign/trials screens, pressing the right analog stick button will now open a quick deck selection list
- Fixed an issue that could sometimes prevent unit or building previews from displaying in the background of the Forge
- Fixed the Creeping Battlements firing audio being heard at full volume regardless of camera location
- Fixed a rare issue where the next campaign chapter might not unlock after winning when saving and reloading multiple times
- Fixed a rare issue in multiplayer custom or survival games where client players might not realize the game is paused
- Fixed an issue where if a player has all Glyphs unlocked and also almost all alternate art variants, sometimes the collection would not display all the variants that were available
- Fixed a crash that could occur if a player disconnects their PC from the Internet while loading into a multiplayer game
- Fixed some networking error edge cases where the game returned to the main menu without displaying an error message
- Fixed misc minor issues with controller input
- Fixed various localization issues
We've added support for additional languages and controller mode in addition to a host of performance and quality of life improvements. Enjoy the holidays! New Features
- Added support for French, Italian, German, and Spanish.
- Added full controller support.
- Note: Currently Xbox button icons will be displayed regardless of the connected controller.
- Added 6 new achievements.
- Drastically improved performance on low detail settings.
- Improved light and shadow quality in various levels on high detail settings.
- Reduced startup time.
- Reduced the size of campaign saves.
- Improved text scaling, particularly at 720p and at certain nonstandard resolutions.
- Improved unit pathing in cases where a stationary unit is obstructing moving units.
- Improved unit behavior when many units are attacking a single enemy.
- After playing or cancelling a Glyph, units that were selected previously will be reselected if they are still on screen. If the played Glyph summons units, those units will be added to the existing selection.
- This behavior can be disabled in the Options menu, which will revert to leaving nothing selected after playing or cancelling a Glyph.
- Reduced delay time when starting a match if other players are connected or the match type allows join in progress (Survival)
- Reduced loading screen time when starting a match while connected as a client.
- Improved the initial orders bots give to units when summoning them under pressure.
- Fixed some edge cases where joining via the Steam overlay was not possible when it should be.
- When playing with another player in a match, they should now properly appear in the recent players list.
- Fixed a bug that prevented certain connection errors from being displayed correctly.
- Quickmatch matchmaking is now properly cancelled if the connection to Steam is lost.
- In Chapter 4, the resource node below the player starting position now starts out as owned.
- In Chapter 10, the boss now has Siege.
- In Chapter 15, the boss's basic attacks now deal AoE damage, the cooldown-based ability is more consistent, and the info card has been updated to be more understandable.
Fixes/Enhancements
- Clicking on unit/structure/trap Glyphs in the Forge will now display a preview.
- Added an explicit UI button to view models in the Archive/Forge. (Clicking on the background still works as well)
- Adding units to a squad that isn't controllable will no longer cause the squad to restart its path from the beginning.
- Fixed effects that grant a Glyph copy on death not consistently working on Decaying Horde.
- Spider Master's minion stats are now displayed wherever unit or Glyph stats are displayed.
- In the trial "Huddled Together" friendly units will now properly engage enemies encountered while idle if they are within sight granted by structures or the Harbinger.
- Fixed a bug where attempting to join a friend in-game when the game wasn't currently running would launch the game but not join their session.
- Improved bot usage of clear vision granted from special sources (buffs, map features, etc)
- Tweaked bot deck construction.
- Tweaked bot 1v1 and FFA early game behavior.
We've added a little something for everyone, with new Trials, Versus maps and a Survival challenge as well. New cosmetic skins and a large list of improvements and fixes round it all out. Have fun! New Features and Content
- Added 2 new Versus maps. These maps are suitable for either 2 or 4 players and have a new center map objective point that attacks the enemy while it is held.
- Added 3 new Trials. The new Trials are difficult but offer alternate Glyph skins as rewards.
- Added a Survival version of Vision with unique enemy spawn mechanics where enemies can appear over more and more of the map as the game progresses.
- The Glyph Draw Rate setting for Skirmish games (both online and AI) now has a "Pickups" option. When this option is selected, players do not draw from a timer but instead pickups appear all over the level that must be touched by friendly units to draw Glyphs.
- Added many more cosmetic skins to collect.
- The first half of the campaign has been adjusted to provide a smoother difficulty curve. In particular, the first part of Chapter 4 is easier and in general early mission enemies will use one or zero legendary Glyphs.
- Various minimap icons have been updated to be easier to recognize at a glance.
- Improved font size and readability at 4k resolution.
- If the player buys all the cards in the store, it restocks the next time they enter regardless of time.
- Clicking on a structure proxy in the fog of war will now display any permanent status effects that were on the structure when it was last seen.
- Glyphs that don't require a target can now be cast by double clicking on them.
- Fixed self-targeted AoE attacks (Flame Turret, Vacuum Turret) activating when the nearest enemy is somewhat outside the range at which the ability deals damage.
- Reanimate (Decaying Horde, Spider King), Duel (Duelist) and Buff Stealer (Cipher) are now correctly disabled if the user is Silenced.
- Fixed Energy Collectors' Suppress ability not auto activating correctly.
- Fixed an issue in Vision where the global vision area's activation timing would depend on how long the game lingered in the prematch state.
- Fixed a rare issue where certain units with a Skill requiring an enemy unit as a target could get stuck attempting to use that Skill on a target that is no longer valid, preventing them from returning to normal attacks.
- Fixed bots not properly using the Echo unit when dead in an allied game.
We've made various fixes and improvements to the game as well as a few balance changes. We're planning to have a content update near the end of April with more stuff! Fixes/Enhancements
- Improved functionality while paused via the Pause key to allow more camera control and to continue to draw unit paths.
- Adjusted the tutorial to improve flow and fix a few minor issues.
- Fixed camera position bindings not being saved correctly.
- Fixed Techswallower (Energy Collectors) heal not consistently working.
- Corrected the material on the back of the Bannermen when using the alternate art.
- Fixed case where bots would use scry techs on a location they can already see.
- Fixed various rare edge cases where units would be summoned under the level.
- Fixed some aspects of alternate art units not being displayed correctly in the Archive.
- Fixed a bug that caused crowd control effects to stack duration.
- The duration will now be set to either the current value or the duration of the incoming effect, whichever is higher.
- Fixed a bug that sometimes caused some minimap elements to draw during cinematics.
- In Survival, the buff Sight Beacon will no longer appear on units that cloak, since that effect negates stealth.
- Easy bots will now more realistically "waste" techs on low value targets.
- In the trial Zombie Apocalypse, fixed a bug that caused certain special unit types to be raised when they shouldn't (like Holograms)
- Also in Zombie Apocalypse, raised zombies will now more consistently be assigned to the same squad as other nearby zombies, making squad-based techs and attacks more effective.
- The Survival post-game graphs will no longer display an extra red line for a non-existent player.
- Added a new context sensitive tutorial when the player moves the Harbinger around too much that explains how that pauses drawing more Glyphs.
- Adjusted the chase range for Arcanists to fix some cases where they were not properly responding to normal ranged unit attacks when idle.
- A red X icon is now displayed over objects that will prevent casting a tech due to Techshield.
- Globally broadcast status effects (such as All Seeing Eye, Hibernate, the buffs from buff control points, etc) are now displayed just over the minimap for the player that possesses them.
- When Hibernate is cancelled due to damage, the icon will now properly be removed from the player status display.
- Fixed an incorrect Glyph icon for the alternate art Decaying Horde.
- Shock Tower: Increased cost from 220 to 230 and reduced health from 1500 to 1300.
- Cacophony of Voices: Reduced Energy cost from 60 to 50.
- Vacuum Turret: Increased minimum range from 200 to 250.
We've made some improvements and fixes based on player reports in the first week. Thanks for playing! We'll be at PAX next week but more updates to come after that. Fixes/Enhancements
- Fixed a bug that caused the tutorial to stop giving direction after discovering the enemy Harbinger.
- Fixed an issue that prevented the lava bursts in Perdition from appearing consistently.
- Fixed an issue where matchmaking could get stuck on "Finding best game server"
- Fixed a bug that prevented some alternate art Glyphs from dropping.
- Fixed the music volume setting not affecting all music.
- Fixed the campaign 100% completion achievement not unlocking under the correct conditions.
- If the correct conditions have already been achieved it will unlock at startup.
- In the Trial "Big Boned" the enemy will no longer use Glyphs that create squads of more than 4 units.
- In "Into the Box" fixed a bug where the Gatekeeper could end up on top of a building.
- In Chapter 14, fixed an issue that could cause a long delay before proceeding after enemies are defeated.
- Fixed a collision issue near stairs in Stronghold.
- Pulse Cannon: Increased range by 10%
- The sight radius hasn't changed so in general this only affects its ability to return fire against long range units.
- Summon Trap: Trigger radius increased from 100 to 200.
- Flame Turret: DPS increased from 45 to 50.
We've made some improvements and fixes based on player reports in the first week. Thanks for playing! We'll be at PAX next week but more updates to come after that. Fixes/Enhancements
- Fixed a bug that caused the tutorial to stop giving direction after discovering the enemy Harbinger.
- Fixed an issue that prevented the lava bursts in Perdition from appearing consistently.
- Fixed an issue where matchmaking could get stuck on "Finding best game server"
- Fixed a bug that prevented some alternate art Glyphs from dropping.
- Fixed the music volume setting not affecting all music.
- Fixed the campaign 100% completion achievement not unlocking under the correct conditions.
- If the correct conditions have already been achieved it will unlock at startup.
- In the Trial "Big Boned" the enemy will no longer use Glyphs that create squads of more than 4 units.
- In "Into the Box" fixed a bug where the Gatekeeper could end up on top of a building.
- In Chapter 14, fixed an issue that could cause a long delay before proceeding after enemies are defeated.
- Fixed a collision issue near stairs in Stronghold.
- Pulse Cannon: Increased range by 10%
- The sight radius hasn't changed so in general this only affects its ability to return fire against long range units.
- Summon Trap: Trigger radius increased from 100 to 200.
- Flame Turret: DPS increased from 45 to 50.
The completed game is now available! Early Access will end around 12pm EST. Enjoy the completed Campaign, a large selection of Trials, skirmish, multiplayer and more! New Content and Features
- Added Book 3 of the campaign with the final 5 campaign missions.
- Various aspects of the previous campaign missions have been polished with additional art and dialogue lines.
- Increased the brightness of most maps.
- Added 10 new Trials.
- Added additional alternate art/skin Glyphs.
- Added a new Survival map.
- Added cyclones to the Desert Survival map that drag in and throw units to random map locations.
- Improved unit pathing in various cases, particularly when ordering multiple squads at once.
- Adjusted the timeline for Survival to have less dead time in the middle section.
- Fixed an issue with the auto activation logic for the Mimic transformation special that prevented it from targeting a few specific unit types.
- Fixed a bug that sometimes caused AI to use the wrong Glyph in certain situations.
- Fixed control points sometimes generating a "forces are under attack" audio warning in addition to the correct "control point under attack" warning.
- Fixed a bug where, if the player launches the game and immediately presses Start Mission without changing the selected campaign mission, it would always launch the tutorial.
- Berserk units will no longer target control point guards that are inactive, nor will they target stealthed units unless they have detection.
- Fixed a bug where AI would have a long delay before acting at the beginning of some Trials.
- Fixed machines that don't autodetect as Ultra detail levels being stuck with lesser anti aliasing settings even if everything is manually set to Ultra later.
- Improved AI trap usage.
- Improved AI usage of stealth units, especially Sappers.
- The AI at higher difficulties now understands when units benefit from having techs cast on them and adjusts its targeting accordingly.
- Bots will now be more aggressive in scouting for the enemy Harbinger(s) when they think they're winning.
- The techs Hide and Hide Army will no longer disrupt the orders for squads that are uncontrollable.
- Fixed some cases where wreckage of a destroyed building would block placing a new one until it disappeared.
- Fixed some animation issues when reloading a savegame.
- Fixed an issue renaming decks in the deck editor where the new name wouldn't take unless the user explicitly pressed Enter.
- Fixed a bug allowing Hide Army to be cast on friendly Harbingers.
The completed game is now available! Early Access will end around 12pm EST. Enjoy the completed Campaign, a large selection of Trials, skirmish, multiplayer and more! New Content and Features
- Added Book 3 of the campaign with the final 5 campaign missions.
- Various aspects of the previous campaign missions have been polished with additional art and dialogue lines.
- Increased the brightness of most maps.
- Added 10 new Trials.
- Added additional alternate art/skin Glyphs.
- Added a new Survival map.
- Added cyclones to the Desert Survival map that drag in and throw units to random map locations.
- Improved unit pathing in various cases, particularly when ordering multiple squads at once.
- Adjusted the timeline for Survival to have less dead time in the middle section.
- Fixed an issue with the auto activation logic for the Mimic transformation special that prevented it from targeting a few specific unit types.
- Fixed a bug that sometimes caused AI to use the wrong Glyph in certain situations.
- Fixed control points sometimes generating a "forces are under attack" audio warning in addition to the correct "control point under attack" warning.
- Fixed a bug where, if the player launches the game and immediately presses Start Mission without changing the selected campaign mission, it would always launch the tutorial.
- Berserk units will no longer target control point guards that are inactive, nor will they target stealthed units unless they have detection.
- Fixed a bug where AI would have a long delay before acting at the beginning of some Trials.
- Fixed machines that don't autodetect as Ultra detail levels being stuck with lesser anti aliasing settings even if everything is manually set to Ultra later.
- Improved AI trap usage.
- Improved AI usage of stealth units, especially Sappers.
- The AI at higher difficulties now understands when units benefit from having techs cast on them and adjusts its targeting accordingly.
- Bots will now be more aggressive in scouting for the enemy Harbinger(s) when they think they're winning.
- The techs Hide and Hide Army will no longer disrupt the orders for squads that are uncontrollable.
- Fixed some cases where wreckage of a destroyed building would block placing a new one until it disappeared.
- Fixed some animation issues when reloading a savegame.
- Fixed an issue renaming decks in the deck editor where the new name wouldn't take unless the user explicitly pressed Enter.
- Fixed a bug allowing Hide Army to be cast on friendly Harbingers.
We will be showing the game at PAX East April 5th through 8th as part of the Indie Megabooth!
http://indiemegabooth.com/indie-megabooth-pax-east-2018-lineup-revealed/
If you're going to be at PAX East make sure to visit us to play and talk about the game!
We will be showing the game at PAX East April 5th through 8th as part of the Indie Megabooth!
http://indiemegabooth.com/indie-megabooth-pax-east-2018-lineup-revealed/
If you're going to be at PAX East make sure to visit us to play and talk about the game!
Fixes/Enhancements
- Added voice for Tetra.
- Improved the Chapter 10 ending cinematic.
- Fixed a bug in Chapter 7 that sometimes caused the enemy to become inactive for long periods.
- Fixed a bug in Chapter 8 that sometimes caused the enemy to fixate on the center objective even if the sides were left undefended.
- Slightly increased the difficulty of Chapter 10.
- Fixed an AI bug on Colossus where the AI would assign military strength to the force fields and therefore be hesitant to attack the right hand side of the map.
- Bots retreat more consistently when their units are unable to attack due to targeting restrictions (e.g. Arcanists when there are only buildings nearby)
- Bots are more aware of being scried, particularly when they know the enemy has long ranged attacks.
- Fixed issues with Spymaster Skill usage when it is set to Auto.
- Fixed Perfect Golem pathing issues.
- Added an alternate explosion effect for the alternate skin Artillery Cannon.
- Shock Tower: Reduced the Stun Skill damage from 200 to 100.
- Spymasters: The scry effect displayed at the target location now roughly indicates the direction towards the squad projecting the vision.
Fixes/Enhancements
- Added voice for Tetra.
- Improved the Chapter 10 ending cinematic.
- Fixed a bug in Chapter 7 that sometimes caused the enemy to become inactive for long periods.
- Fixed a bug in Chapter 8 that sometimes caused the enemy to fixate on the center objective even if the sides were left undefended.
- Slightly increased the difficulty of Chapter 10.
- Fixed an AI bug on Colossus where the AI would assign military strength to the force fields and therefore be hesitant to attack the right hand side of the map.
- Bots retreat more consistently when their units are unable to attack due to targeting restrictions (e.g. Arcanists when there are only buildings nearby)
- Bots are more aware of being scried, particularly when they know the enemy has long ranged attacks.
- Fixed issues with Spymaster Skill usage when it is set to Auto.
- Fixed Perfect Golem pathing issues.
- Added an alternate explosion effect for the alternate skin Artillery Cannon.
- Shock Tower: Reduced the Stun Skill damage from 200 to 100.
- Spymasters: The scry effect displayed at the target location now roughly indicates the direction towards the squad projecting the vision.
The second major content release has arrived! Enjoy the second part of the campaign, new Trials and more! The conclusion of the campaign and the remainder of the single player content will release when the game exits Early Access on March 28. New Content and Features
- Added Book II of the campaign with 5 new missions.
- Added 10 new Trials.
- Added 3 new Glyphs - 1 unit and 2 Techs.
- Added alternate art/skin variants for several Glyphs.
- Added a new Survival map and a new 1v1 Versus map.
- When forces are under attack that have not recently been viewed, there is now a minimap animation and voice alert.
- Improved unit pathing near team-coded force fields as well as near large buildings.
- Improved the targeting AI for healer units and units that have conditional attack effects (e.g. Cipher)
- Capture points that have a delayed start timer no longer count down during prematch.
- Fixed edge cases where Teleport Trap might fail to teleport targets the correct distance.
- Improved the post-match summary table in various game modes.
- Fixed a bug where for some users a specific setting or two wouldn't be applied properly when the game is restarted.
- Fixed a bug that caused bots to incorrectly evaluate damage and heal over time effects.
- Improved bot defensive placement.
- Bots have better awareness of chokepoints in maps.
- Added additional strategies for defensive bots for use in longer games.
- Improved bot logic for when to capture points that provide team buffs.
- Fixed a bug where rarely bots wouldn't put enough units in their deck.
- Fixed a bug where bots wouldn't consider the clear vision provided by uncontrollable units (Berserk or capturable bosses) when targeting Glyphs.
- Recall now heals the targeted squad in addition to the teleport and no longer draws an additional Glyph.
- Sapper: Health increased from 600 to 800 and DPS increased from 50 to 60.
The second major content release has arrived! Enjoy the second part of the campaign, new Trials and more! The conclusion of the campaign and the remainder of the single player content will release when the game exits Early Access on March 28. New Content and Features
- Added Book II of the campaign with 5 new missions.
- Added 10 new Trials.
- Added 3 new Glyphs - 1 unit and 2 Techs.
- Added alternate art/skin variants for several Glyphs.
- Added a new Survival map and a new 1v1 Versus map.
- When forces are under attack that have not recently been viewed, there is now a minimap animation and voice alert.
- Improved unit pathing near team-coded force fields as well as near large buildings.
- Improved the targeting AI for healer units and units that have conditional attack effects (e.g. Cipher)
- Capture points that have a delayed start timer no longer count down during prematch.
- Fixed edge cases where Teleport Trap might fail to teleport targets the correct distance.
- Improved the post-match summary table in various game modes.
- Fixed a bug where for some users a specific setting or two wouldn't be applied properly when the game is restarted.
- Fixed a bug that caused bots to incorrectly evaluate damage and heal over time effects.
- Improved bot defensive placement.
- Bots have better awareness of chokepoints in maps.
- Added additional strategies for defensive bots for use in longer games.
- Improved bot logic for when to capture points that provide team buffs.
- Fixed a bug where rarely bots wouldn't put enough units in their deck.
- Fixed a bug where bots wouldn't consider the clear vision provided by uncontrollable units (Berserk or capturable bosses) when targeting Glyphs.
- Recall now heals the targeted squad in addition to the teleport and no longer draws an additional Glyph.
- Sapper: Health increased from 600 to 800 and DPS increased from 50 to 60.
New Features
- Added the ability to invite friends from within the game by clicking on the + button in the top right, on the Survival player list, or by selecting Invite from the Custom Match player options.
- Added achievements for Campaign and Trials completion.
- Achievements already earned will be granted retroactively on starting the game.
- Improved bot usage of timed buffs to apply them when its forces are closer to combat.
- Improved bot behavior when it is low on units.
- Made some improvements to bot deckbuilding.
- Adjusted the AI for using Artillery (both bot controlled and the "Auto" setting for humans) so that when the player controls multiple copies, they don't all fire simultaneously.
- Added an additional event to Chapter 5 to make things more interesting.
- Fixed a rare issue where bots could get stuck attempting to place a Glyph in an invalid location.
- Fixed a bug in Chapter 1 where sometimes the Gate would stop creating units.
- Fixed the Spider King sometimes not obtaining the correct amount of health when minions are sacrificed.
- Fixed extra Scriveners spawned via Glyphs that add additional squad members not properly activating their summon ability.
- The Mimic can no longer clone units that do not have a basic attack, since it doesn't copy specials and that therefore would leave it unable to do anything useful.
- Squad bar positions, control groups, and saved camera positions are now properly saved in savegames.
- Fixed a bug when playing Colossus in multiplayer where sometimes a player would get red placement indicators within the shielded area even though Glyphs can be used there because that player controls the shield.
- Destroyer: Health increased from 1200 to 1300.
- Dispel Area: Cost decreased from 80 to 70.
- Dispel Trap: Cost decreased from 50 to 40.
- Explosive Mine: Cost decreased from 100 to 90.
- Poison Trap: Cost decreased from 150 to 130.
New Features
- Added the ability to invite friends from within the game by clicking on the + button in the top right, on the Survival player list, or by selecting Invite from the Custom Match player options.
- Added achievements for Campaign and Trials completion.
- Achievements already earned will be granted retroactively on starting the game.
- Improved bot usage of timed buffs to apply them when its forces are closer to combat.
- Improved bot behavior when it is low on units.
- Made some improvements to bot deckbuilding.
- Adjusted the AI for using Artillery (both bot controlled and the "Auto" setting for humans) so that when the player controls multiple copies, they don't all fire simultaneously.
- Added an additional event to Chapter 5 to make things more interesting.
- Fixed a rare issue where bots could get stuck attempting to place a Glyph in an invalid location.
- Fixed a bug in Chapter 1 where sometimes the Gate would stop creating units.
- Fixed the Spider King sometimes not obtaining the correct amount of health when minions are sacrificed.
- Fixed extra Scriveners spawned via Glyphs that add additional squad members not properly activating their summon ability.
- The Mimic can no longer clone units that do not have a basic attack, since it doesn't copy specials and that therefore would leave it unable to do anything useful.
- Squad bar positions, control groups, and saved camera positions are now properly saved in savegames.
- Fixed a bug when playing Colossus in multiplayer where sometimes a player would get red placement indicators within the shielded area even though Glyphs can be used there because that player controls the shield.
- Destroyer: Health increased from 1200 to 1300.
- Dispel Area: Cost decreased from 80 to 70.
- Dispel Trap: Cost decreased from 50 to 40.
- Explosive Mine: Cost decreased from 100 to 90.
- Poison Trap: Cost decreased from 150 to 130.
Our first major content update for Early Access is here! The first part of the campaign and additional single player content accompanies a host of improvements. New Content and Features
- Added Book 1 of the campaign mode featuring 5 missions.
- Campaign missions support in-mission save and load.
- Two of the heroes are available to be unlocked in the current missions. If you also unlock the achievement, you will receive an alternate art version.
- Added Trials mode with 10 trials. Trials are set game scenarios with special rules.
- Trials have set rewards. Any Glyphs you already own the max of will be converted to Bits when awarded so you can obtain something else.
- A top score is recorded (completion time or point value depending on the situation) and displayed in the Trial selection screen.
- As with the campaign, more Trials will be added as we move closer to release.
- Added a Survival variant of the Stygian map.
- It is now possible to save and restore camera positions during a match. (Default binds: Ctrl+Numpad 2/4/6/8 to save, Numpad 2/4/6/8 to restore)
- There is now a short sequence at the beginning of matches where the Harbinger appears and creates the initial Projection unit, giving players a little more time to get oriented.
- Added additional team colors for Custom Matches.
- Higher difficulty AI are now more responsive in giving newly created squads proper orders.
- AI now has special handling and tactics for stealth units.
- Improved AI behavior when it has a hand full of Glyphs that aren't useful in the current situation.
- Fixed a bug that prevented Pulse Cannons from automatically ugprading when an untargetable structure is nearby (such as the force fields in Colossus)
- Fixed a bug that caused an unintended 62 FPS cap.
- Fixed a bug where structures that were recently destroyed could still be selected.
- Fixed a bug where if the Mimic cloned a unit under the effects of a control change Tech, the Mimic's controller would change as well.
- Improved unit pathing and reach detection when moving large groups.
- Fixed melee units ordered to attack a building that get knocked back sometimes not re-engaging.
- When playing a solo AI match, if the human player dies, the game now ends immediately without waiting for the AI competition to resolve.
- When an enemy Harbinger remains visible and unmoving, the UI will no longer generate a repeated ping alert and will hold off until the situation actually changes (enemy moves significantly or visibility is lost and restored)
- Fixed a bug that caused the AI to mis-evaluate the strength of certain special units such as the Super Destroyer.
- Fixed a UI issue where when running fullscreen with the Windows Task Bar assigned to a position other than the bottom of the screen, the cursor would be offset.
- Fixed a bug where the game save data couldn't be accessed (load or save) when Steam is in offline mode.
- Glyphs in the Collection are now sorted alphabetically except for new unviewed Glyphs which display first.
- Fixed enemy units in Survival not using unit special abilities.
- Cipher: Removed a 1 second cooldown on its basic attack that caused unintuitive behavior.
Our first major content update for Early Access is here! The first part of the campaign and additional single player content accompanies a host of improvements. New Content and Features
- Added Book 1 of the campaign mode featuring 5 missions.
- Campaign missions support in-mission save and load.
- Two of the heroes are available to be unlocked in the current missions. If you also unlock the achievement, you will receive an alternate art version.
- Added Trials mode with 10 trials. Trials are set game scenarios with special rules.
- Trials have set rewards. Any Glyphs you already own the max of will be converted to Bits when awarded so you can obtain something else.
- A top score is recorded (completion time or point value depending on the situation) and displayed in the Trial selection screen.
- As with the campaign, more Trials will be added as we move closer to release.
- Added a Survival variant of the Stygian map.
- It is now possible to save and restore camera positions during a match. (Default binds: Ctrl+Numpad 2/4/6/8 to save, Numpad 2/4/6/8 to restore)
- There is now a short sequence at the beginning of matches where the Harbinger appears and creates the initial Projection unit, giving players a little more time to get oriented.
- Added additional team colors for Custom Matches.
- Higher difficulty AI are now more responsive in giving newly created squads proper orders.
- AI now has special handling and tactics for stealth units.
- Improved AI behavior when it has a hand full of Glyphs that aren't useful in the current situation.
- Fixed a bug that prevented Pulse Cannons from automatically ugprading when an untargetable structure is nearby (such as the force fields in Colossus)
- Fixed a bug that caused an unintended 62 FPS cap.
- Fixed a bug where structures that were recently destroyed could still be selected.
- Fixed a bug where if the Mimic cloned a unit under the effects of a control change Tech, the Mimic's controller would change as well.
- Improved unit pathing and reach detection when moving large groups.
- Fixed melee units ordered to attack a building that get knocked back sometimes not re-engaging.
- When playing a solo AI match, if the human player dies, the game now ends immediately without waiting for the AI competition to resolve.
- When an enemy Harbinger remains visible and unmoving, the UI will no longer generate a repeated ping alert and will hold off until the situation actually changes (enemy moves significantly or visibility is lost and restored)
- Fixed a bug that caused the AI to mis-evaluate the strength of certain special units such as the Super Destroyer.
- Fixed a UI issue where when running fullscreen with the Windows Task Bar assigned to a position other than the bottom of the screen, the cursor would be offset.
- Fixed a bug where the game save data couldn't be accessed (load or save) when Steam is in offline mode.
- Glyphs in the Collection are now sorted alphabetically except for new unviewed Glyphs which display first.
- Fixed enemy units in Survival not using unit special abilities.
- Cipher: Removed a 1 second cooldown on its basic attack that caused unintuitive behavior.
Some bugfixes and improvements for the holidays. We'll be back in January with some new single player content! Improvements
- Improved the shader used for detected stealth units so they're easier to recognize.
- Improved the readability of fonts in resolutions higher than 1080p.
- The Harbinger can now attack enemies in melee range while moving.
- If the Detonator dies while using its suicide charge Skill, the explosion activates at the position it reached instead of being a dud.
- VSync is now on by default. (Can be changed in display options)
- A bug causing poor shadowing performance in some cases on some systems has been fixed.
- A performance issue involving multiplayer lobbies has been fixed.
- Fixed neutral units and enemy units in Survival not using their Skill when appropriate.
- Buildings destroyed when in the fog of war that were recently visible will no longer spawn visible destruction pieces.
- Fixed certain melee units jittering in multiplayer when attacking.
- Fixed a rare issue where a third player could join a Survival match and they would be able to wrestle with player 2 for control of their own units.
- Fixed a rare issue where units could fall into unpathable holes.
- Fixed certain ground materials being blurry even when on Ultra texture detail.
[/list[
Our first update is primarily about improving the experience for new players and making it easier for players to connect to each other as we start growing the community. Features
- When searching in Quickmatch, there is now an option to practice against AI while waiting.
- Any rewards earned in the practice match will be added on to the online match results.
- Survival now supports join in progress. Games set to Public will remain visible in the game browser while in progress.
- Players that join late will have their Maximum Energy set to that of the host so they won't be behind.
- The Glyph Structural Shock has been added to the Starter Deck to improve its ability to deal with turtle tactics.
- A copy of this Glyph will be added to your collection if you don't already have one.
- Shock Tower: The turret's Skill damage has been reduced from 300 to 200.
- All Turrets now have a short warmup time in between first detecting an enemy and firing, allowing the attacker a better chance to target Glyphs against turret nests.
- In Survival, the number of enemy gates is reduced on Easy and Normal difficulty, so there are fewer directions that need to be defended.
- Fixed a bug that caused the AI to use certain Tech Glyphs incorrectly.
- Fixed a bug that caused a drop in performance in Daedalus on some systems when units with swords were onscreen in large number.
- Fixed a case where updating a previously set control group via Ctrl-[number] wouldn't work properly.
- Berserk units that have a target restricted attack (Squad Attack, Building Attack) will no longer get stuck if the nearest enemy is of a disallowed type.
- Fixed some cases where a solo match couldn't be paused.
- Miscellaneous collision fixes across all maps.
Golem Gates is out now on Steam Early Access! http://store.steampowered.com/app/575970/Golem_Gates/ Check out an example solo Survival Match here: https://youtu.be/KGaARJHjuhY Come join us in the fun!
Yeah, we have a YouTube page with content and more on the way! In the meantime, check out our videos below and subscribe to our YouTube Channel! https://www.youtube.com/channel/UCQQPd9zUYbLvGpxjjbM40cA https://www.youtube.com/watch?v=VVDA5RXL5PU https://www.youtube.com/watch?v=cKniS731m4Y https://www.youtube.com/watch?v=V25KoblZIhE&t=1s https://www.youtube.com/watch?v=-5EnYpkkx1c
We’re only days away from the Early Access release of Golem Gates, and in case you are just hearing about us for the first time or just checking in, we've put together a collection of content we’ve released up until now.
We believe we have created a fun mix of game types you may have already tried, but in a way you've never experienced. With almost 100 glyphs, players will have a wide variety of tactics they can try. In fact, we are expecting players to come up with crazy strategies we never imagined.
Thank you for being part of our community, we look forward to seeing you in game.
-Laser Guided Games and Hollow Earth
Golem Gates
Laser Guided Games, LLC
Laser Guided Games, LLC
2018-03-28
Singleplayer Multiplayer Coop
Game News Posts 25
🎹🖱️Keyboard + Mouse
Very Positive
(91 reviews)
http://www.golemgates.com
https://store.steampowered.com/app/575970 
The Game includes VR Support
Golem Gates Linux DS [776.56 M]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Golem Gates blends elements of real-time strategy (RTS) and card battle. Collect cards (called Glyphs) containing your forces and powers. Strategically weave them into a deck to prepare for battle, then create them on the field to defeat your enemies in fast-paced and highly tactical battles with streamlined management to keep focus on the action. Play singleplayer or multiplayer in local matches with bots, online matches with other players, single and co-op Survival, and a full single player campaign. (Campaign not available in Early Access)
- Dynamic Diversity: Nearly 100 Glyphs provide the options for your strategy: Units, buildings, traps, buffs, debuffs, and techs. Create your own unique battle plan and counter your opponents'. Randomized drawing puts a slightly different spin on every battle - eliminating monotonous build sequences, rewarding deckbuilding skill and strategic planning in equal measure.
- Streamlined Strategy: Build your forces and enhance them with Glyphs; no production or research buildings needed. Capture resources in King of the Hill style without dedicated gathering units. Keep your focus where it belongs: on the battle.
- Fight Where You Have Sight: Glyphs can be played almost anywhere you have an existing presence. Add more forces to a battle to turn the tide, transform a scouting party into an army, place emergency defenses to respond to the enemy, or hide an outpost in a direction the enemy doesn't expect. The choices are yours, but beware: the enemy will do the same and with the right Glyph your forces can be destroyed as fast as they were created.
[ 5949 ]
[ 1903 ]