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Acaratus-RELOADED + Update
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- vastyr
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- vastyr
- T-Meg
- Posts: 10857
- Joined: 28 Oct 2016, 15:10
- Location: on top of a tree.
- Has thanked: 4195 times
- Been thanked: 47830 times
Acaratus-RELOADED + Update
Required:
~~~~~~~~~
Acaratus-RELOADED
► Change Log
Any campaign progress before this patch will be gone because we found an issue in the campaign state saving system, should not happen again since it is fixed now.
CAMPAIGN
We have tuned the numbers of troops that you will meet across all acts and normal should behave similar to before but should be slightly harder towards the end.
The last two difficulties should now be much harder than before since troop reinforcements did not really work across acts as it should.
Arena challenges have been made harder on the higher levels.
Added five new enemy units across all acts, but mostly act 2 and 3.
Added two new town levels in act 2 along with modifications to the dungeon levels.
All hover movements have been adjusted for a square movement pattern.
All towns in act 2 now give rewards upon killing the enemies there.
Items of tier 5 has been more than doubled in value so you can sell them for more as well, cores and legs/bases have been decreased slightly in value.
GENERAL
Engage and Escape cards are now always making an action and Engage does not consider your current movement range anymore.
Items that cannot be equipped on your current core will be displayed as disabled instead of not showing at all.
AI should now use cards better and make less stupid decisions.
Repair cards have had their effect increased and cost decreased on higher levels.
The hook skill now has a limited range like all the other ranged weapons.
We now release more unused assets than before and this could fix some problems with white textures.
BUG FIXES
All issues in the Paradus gate, Paradus prison and the Helios boss encounter should be fixed now.
Flip cover no longer leaves a hidden wall when it dies.
Knockback and multi-targeting no longer causes units to fall out of sync and stall the game forever when trying to move.
The save and load system for the campaign now properly saves the entire state of campaign at the moment you start a new campaign, this allows us to patch without disturbing any current campaign progression in the future.
CAMPAIGN
We have tuned the numbers of troops that you will meet across all acts and normal should behave similar to before but should be slightly harder towards the end.
The last two difficulties should now be much harder than before since troop reinforcements did not really work across acts as it should.
Arena challenges have been made harder on the higher levels.
Added five new enemy units across all acts, but mostly act 2 and 3.
Added two new town levels in act 2 along with modifications to the dungeon levels.
All hover movements have been adjusted for a square movement pattern.
All towns in act 2 now give rewards upon killing the enemies there.
Items of tier 5 has been more than doubled in value so you can sell them for more as well, cores and legs/bases have been decreased slightly in value.
GENERAL
Engage and Escape cards are now always making an action and Engage does not consider your current movement range anymore.
Items that cannot be equipped on your current core will be displayed as disabled instead of not showing at all.
AI should now use cards better and make less stupid decisions.
Repair cards have had their effect increased and cost decreased on higher levels.
The hook skill now has a limited range like all the other ranged weapons.
We now release more unused assets than before and this could fix some problems with white textures.
BUG FIXES
All issues in the Paradus gate, Paradus prison and the Helios boss encounter should be fixed now.
Flip cover no longer leaves a hidden wall when it dies.
Knockback and multi-targeting no longer causes units to fall out of sync and stall the game forever when trying to move.
The save and load system for the campaign now properly saves the entire state of campaign at the moment you start a new campaign, this allows us to patch without disturbing any current campaign progression in the future.
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