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This post is written by Mat, our gameplay designer. Hello there! Some spoilers for the end of the campaign below. Beware! Quick one today, as were busy making all the preparations and tech work for the hardmode update, which we iterated a few times over already. While we were working on enemy behavior, we noticed that there was quite a bit of interesting feedback and discussions regarding how the final combat works in The Hand of Merlin. In particular, players were a bit concerned about some of the Pylons, the units that are created to fight your warband in the later stages of the game, which were a bit unbalanced and well, unfun. Few opportunities for counterplay, differences in power, and debuffs a bit too severe were some of the thoughts, and we agreed! Part of the EA experience is to get to pursue the fun live with our players, and we definitely have enough information now for some touch-ups. We just uploaded a patch that addresses this. We took the pylons, considered them against each other, gave them some cleaner abilities and fixed a few bugs. Summons make a bit more sense now, and the maximum unit count in that fight has also been reduced, leading to a more coherent experience. We believe it to be an improvement, and it's all based on your input, specially over in our Discord server. So, hey, thanks for making my life a bit easier, and keep that feedback coming! Mat
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