July is when the nine factions stopped playing like each other.
Every faction bends a rule
Until now they mostly differed in unit stats. Now each has a mechanic that changes the map for everyone in the match.
- Ratmen spread corruption over the ground they hold, and dig Gnawhole tunnels you can enter from any side
- High Elves power their base with Energy Crystals and can warp units in
- Lizardmen raise Obelisks and Ward Pyramids that bless or curse the ground nearby
- Wood Elves walk through forests
- Humans stay the baseline, but their Battle Priest can Convert enemy units
- Goblins get a Scrap Yard, Dwarves Runic Overcharge, Undead a draining blight and Dark Elves a Shadow Shroud
Balance on all of it is very early. Why I went this way instead of tweaking numbers: Nine factions that actually play differently.
Campaign
A big story pass. A couple of moments that used to happen off screen in a briefing are now missions you play, and there are two new optional interludes (writing the campaign). "Next Mission" goes to the next briefing now, not back to camp.
Dungeon Crawler
Overhauled, with themed dungeons, doors, furniture you can smash, lighting and a skill book. Still rough (how it fits in an RTS).
Fights look better
- Units rank up from kills and wear a badge for it
- Attack effects match the weapon and the faction
- Damage numbers float over units, and stay hidden in fog
- 3D ground blends between terrain types like Warcraft 3, and the trees sway (how)
- 3D models for Humans, Undead, all three elf factions, Lizardmen and the mercenaries
Smaller things
- The Tech Tree screen is redesigned, and upgrade tooltips say what each tier does
- Ratmen Doom Wheels roll through enemy infantry
- The AI acts on what its scouts have seen (how it thinks)
- Big groups settle side by side when they arrive instead of circling
- Six new cheat codes (the full list)
Adam