Releases: jlfarris91/TheLastStand
Releases · jlfarris91/TheLastStand
0.6.0
Gameplay
- Added Waygates to make moving around the map easier
- Added Engineering Workshop building (does nothing atm)
- Walls can be upgraded to gates at all tiers
- Added some research for Marksman
- Medic now has a ranged magic attack
- Aid Station can build stamina potions
- Portable Turret has 10% of hero's base damage when placed
- Portable Turret lasts 5 minutes
- Walls and barricades now have a 4th tier (to match gates)
- Added the "-split" command that will split item stacks in a selected unit's inventory
- Added the Lumber Mill building that serves as a drop-off point for lumber and is the new home of the lumber harvest research
- Renamed "Operations Tent" to "Headquarters Tent" and visa versa
- Shelters are no longer a drop-off point for lumber (lumber mill building coming soon)
- Players build their Headquarters Tent via an item instead of a Survivor
- The Headquarters Tent can be Disassembled back into an item
- Survivors can no longer build Headquarters Tent
- Randomly spawn Deer around players during the day that drop the Raw Meat item when killed (see below)
Camp Fire
- Reworked the Camp Fire significantly
- Camp Fires drains mana over time and becomes "extinguished" when its mana reaches zero
- Users can manually "add more firewood" to restore mana at the cost of lumber (-10 lumber for +30s duration)
- Users can enable automatically "adding firewood" which costs 10 wood ~30 seconds
- When extinguished, a Camp Fire no longer heals or restores mana
- Healing is now a flat rate which means it is strong early game but falls off late game (Medic heal will become percentage-based to scale with the game)
- Mana restoration is percentage based so it is has consistent value
- Adding the new Raw Meat item to the Camp Fire will convert it to a Cooking Camp Fire which temporarily increases healing by 1.5x, mana restoration by 2x and AOE by 1.5x
Militia/Footman/Captain
- Removed the ability to switch between melee and ranged attacks - now melee only!
- First draft of rebalancing (unit stats, resources, research) for a (very difficult) militia-only strategy
- Gave Militia the Cleave ability to make them effective against groups of enemies
- Gave Militia the Taunt ability which can be used to pull zombies off of weaker survivors
- Gave Militia the Defend ability to increase survivability against ranged units
- Reduced Militia's attack range so that they cannot attack through walls
Balance Changes
- Reworked gold and lumber prices across the board
- Players get gold more consistently now (less rng)
- Archimonde's attack no longer deals aoe damage
- The workbench is no longer locked behind HQ Lvl 2
- Zombies and elites no longer award lumber
- Nerf'd the Captain, buff'd the Spearman/Assassin
- Increased the amount of crows and gave them more armor
- Many researches have more levels and more balanced pricing
- Walls have 25% more hp than gates
- More balancing of Militia, Footman, Captain, Spearman, Assassin, Marksman
- Decreased Marksman crit chance from 50% to 25%
- Camp Defenses research rebalanced to encourage multi-wall bases
- Rebalanced looting to award less gold
- Survivor (jobless) movement speed increases with each level
- Each level of Lumber Harvest research gives +1 lumber per hit and no longer increases lumber carry capacity
- Survivors carry more lumber per level and no longer gain lumber per hit
- Looted zombies have greater chances to drop an epic/rare/legendary item
Bug Fixes
- Fixed attack ranges for elites
- Units no longer occasionally stand around at their spawn point
- Blood Red Cape no longer triggers on structures
- Zombies spawned from looting no longer take DoT
- Aboms and Ghouls no longer randomly respawn at their corpse
- Fixed a bug where survivors sometimes wouldn't spawn
- Fixed a bug where several epic items were in the rare set
- Gates no longer return lumber as gold when recycled
- Portable turrets can be placed again
- Camp fire does not start healing until construction has finished
- Survivors now spawn when upgrading from a Shelter to a House
0.6.0.alpha.54
Gameplay
- Walls can be upgraded to gates at all tiers
- Added some research for Marksman
- Medic now has a ranged magic attack
- Aid Station can build stamina potions
- Portable Turret has 10% of hero's base damage when placed
- Portable Turret lasts 5 minutes
Balancing
- Lots of changes to gold and lumber prices across the board
- The workbench is no longer locked behind HQ Lvl 2
- Zombies no longer award lumber
- Nerf'd the Captain, buff'd the Spearman/Assassin
- Increased the amount of crows and gave them more armor
Bugs
- Fixed a bug where portable turrets couldn't be placed
0.6.0.alpha.28
Gameplay
- Added Waygates to make moving around the map easier
Balancing
- Reworked gold prices
- Players get gold more consistently now (less rng)
- Lumber from zombie kills scales with the game better
- Archimonde's attack no longer deals aoe damage
Bug Fixes
- Fixed attack ranges for elites
- Fixed a bug where units would stand around at their spawn point
- Fixed a bug where Blood Red Cape would trigger on structures
- Fixed a bug where zombies spawned from looting took DoT
- Fixed a bug where Aboms and Ghouls would randomly respawn at their corpse
- Fixed a bug where survivors sometimes wouldn't spawn
- Camp fire does not start healing until construction has finished
0.5.0
Gameplay
- Undead no longer take damage over time during the day
- Undead stop spawning at 75% of the night
- Added the -bases command that shows players the different bases and their difficulties
- Hero is invulnerable for 10 seconds after respawning
- Spikes damage themselves with each attack and become disabled when their health reaches 1. They must be repaired in order to become enabled again. This should make spikes much less op and will de-incentivize players from building tons of spikes.
- Militia can switch between ranged and melee attacks
- Add upgraded unit for Spearman: Assassin
- The active state of activatable abilities are persisted (repair, heal, etc)
- When a player leaves or loses the game their spawns take damage over time
- Spikes gain xp per kill but evenly distribute all of it to nearby survivors.
- Lootable buildings are visible in the fog
- Added a victory message at the end of the game
- Added the Spectator player
- Removed the Raiders player until that’s actually a thing
- Typing ‘-clear’ or hitting the ‘Escape’ key clears text on the screen
- Only defensive buildings are left behind when a player loses or leaves the game
- Removed survivor inventory research and gave each unit upgrade more inventory slots
- Increased the range of repair from 50 to 128
- Added the first draft of a final boss Archimonde
Balancing
- Balanced the Survivor, Builder, Hero, Militia, Footman, Captain, Spearman, Assassin, and Marksman
- Survivor harvest ability scales with their level
- Loot rewards scale with game progress
- Barricade scale better with walls and gates
- Gate has the same stats as the equivalent tier wall
- XP gained from finishing a night scales better
- Building hq near a lootable increases its cooldown
- Increased hero damage at the cost of increased cooldown.
- Increased the length of days after the first day by 25%
- Decreased the cost of Stone Wall and Gate Lvl 2 from 440 to 300
- Decreased Stone Wall and Gate LvL 2 hp to 1000
- Decreased Metal Wall and Gate LvL 3 hp to 2000
- Decreased default lootable cooldown from 1-3 days to 1-2 days
- Decreased new-camp lootable cooldown from 3-6 days to 2-3 days
- Decreased Gate Lvl 4 hp to 4000
- Decrease abom health by 20%, increase attack by 25%, limit 1 spawn
- Decreased the health of Crypt Fiends by 50%, limited to 2 alive at a time
- Zombies that spawn from looting deal ~50% less damage, move slower and have less armor (less likely to get 1-shot)
- Rebalanced looting mana cost with new hero mana
Map
- Added many easy bases with only 1 entrance to defend
UX
- Implemented camera controls
- A countdown timer appears to let players know when night and day will start
- Renamed Workshop to Workbench and changed the model
- F1 is no longer the alliances hero to trigger the alliances menu
- Added a button for the alliances menu on the menu bar
- Added map version to the leaderboard title
- Added player commands to quests
- Workshop description explain builder tools for new players
- Add Hive Workshop logo to splash screen
- Add Hive Workshop button to menu bar
Bugs
- Fixed a memory leak with the spawn manager that caused an out of memory crash at ~1 hour
- Fixed bad lag caused by not using a unit recycler
- Fixed several memory leaks that also contributed to lag
- Fixed an issue that caused zombies and elites to stand around instead of attack
- Really fixed Aboms for real this time
- Fixed a bug where every day was “Day 2”
- Blue buildings are lootable again
- Fixed a bug that caused a players units not to be given to the Villagers player when they leave the game
- Post Lantern can now be recycled
- Spikes recycle the correct amount of gold and lumber
- Fixed an issue where looting progress bars disappeared or floated into the sky
- Reduced the volume of the Blood Red Cape sound effect
- Replaced broken lootable buildings that couldn’t be targeted
- Fire Pit tooltip is finally correct
- Upgrade and open gate are no longer the same hotkey
- Fixed the “No item found in main item library” bug
- Crypt Fiends are no longer targettable when burrowed
- Crypt Fiends no longer sit outside your camp but actually burrow in as expected
- Spikes no longer damage allies when attacking enemies
0.5.0.alpha.107
New Features
- Only certain buildings are given to the Villagers player when a player loses or leaves the game
- Workshop description explain builder tools for new players
- Renamed Workshop to Workbench and changed the model
- Give militia the ability to switch between ranged and melee attacks
- The active state of activatable abilities are persisted
- Survivor harvest ability scales with their level
- Add upgrade unit for Spearman: Assassin
- When upgrading a unit to a new job (Militia -> Footman) level is reset to 1
Balance Changes
- Balanced Hero, Militia, Footman, Captain, Spearman, Assassin, Marksman
Bug Fixes
- Crypt Fiends are no longer targettable when burrowed
- Crypt Fiends no longer sit outside your camp but actually burrow in as expected
- Quieted the harmless “[AbomIdleState] Failed to issue grab order” error message
- Spikes are recycles the correct amount of gold and lumber
- Fog scales with camera zoom
0.5.0.alpha.78
New Features
- Added a temporary victory message
- Added camera control ui
- F1 is no longer the alliances hero that triggers the alliances menu. Added alliances menu button to menu bar above unit stats area.
Balance Changes
- Increased the length of days after the first day by 25%
- Reduced default lootable cooldown from 1-3 days to 1-2 days
- Reduced near-camp lootable cooldown from 3-6 days to 2-3 days
- Reduced the cost of Stone Wall and Gate Lvl 2 from 440 to 300
- Decreased Stone Wall and Gate LvL 2 hp to 1000
- Decreased Metal Wall and Gate LvL 3 hp to 2000
- Decreased Gate Lvl 4 hp to 40000
- Gates have the same armor as the relative tier wall
- Spikes lose 1hp per attack instead of 1hp per damage instance (durability increased by up to 8x)
Bug Fixes
- FINALLY Fixed the “No item found in main item library” bug
- Fixed the "Called UndeadTargetingComponent.onAttackTimer on an invalid object" bug
- Fixed the "No item set assigned for DropRandomItemModifier" bug
- Skeletons spawned by the Necromancer have the correct attack damage now (greatly increased)
0.5.0.alpha.62
0.5.0 Changelog so far
Previous Changes
- I believe I fixed the out of memory crash at the ~1 hour mark
- I added the "-bases" command to show new players where it is safe to build :)
- I added a bunch of easy 1 entrance areas to defend
- Aboms should throw zombies into your base again
- Zombies no longer take damage over time during the day but they stop spawning 75% of the way through the night
- I added a Specator player and removed the Raiders player (for now)
- Fixed bad lag caused by not using a unit recycler
- Fixed several memory leaks that also contributed to lag
- Hero is now invulnerable for 10 seconds after respawning
- Increased hero base damage at the cost of increased cooldown
- Gate has the same stats as the equivalent tier Wall
- Lamp Post can now be recycled
- Potentially fixed an issue where looting progress bars disappeared or floated into the sky
- Potentially fixed an issue where zombies and elites would not attack defenses
- Reduced the volume of the Blood Red Cape sound effect
- Blue buildings are lootable again
- Lootable buildings are visible in the fog
- XP gained from finishing a night scales better
- Fire Pit tooltip is finally correct
- Spikes have durability and are disabled when their health reaches 1hp. Each time the Spikes attack an enemy they lose 1hp. They can be repaired to become active again.
- Upgrade Spikes durability in the Workshop
- Spikes are not repairable at night
- Players can only build 1 OT at a time
- Added Crypt Fiend Burrow ability that allows them to tunnel to target units
- Stop command has S hotkey again
- Enemies should no longer path to the top right corner of the map
- Enemy engagement is much better
New Changes
- Added ‘-clear’ to clear text on the screen
- Removed the Alliances hero in the F1 slot and moved the menu to a button on the menu bar
- Upgrade and open gate no longer share the same hotkey
- A countdown timer is visible under the sun dial
- Autocast for repair is persisted when switching between jobs
- Ranged unit armor is reduced by half
- Camp fire heals and restores mana to allies
0.5.0.alpha.52
0.5.0 Changelog so far
- I believe I fixed the out of memory crash at the ~1 hour mark
- I added the "-bases" command to show new players where it is safe to build :)
- I added a bunch of easy 1 entrance areas to defend
- Aboms should throw zombies into your base again
- Zombies no longer take damage over time during the day but they stop spawning 75% of the way through the night
- I added a Specator player and removed the Raiders player (for now)
- Fixed bad lag caused by not using a unit recycler
- Fixed several memory leaks that also contributed to lag
- Hero is now invulnerable for 10 seconds after respawning
- Increased hero base damage at the cost of increased cooldown
- Gate has the same stats as the equivalent tier Wall
- Lamp Post can now be recycled
- Potentially fixed an issue where looting progress bars disappeared or floated into the sky
- Potentially fixed an issue where zombies and elites would not attack defenses
- Reduced the volume of the Blood Red Cape sound effect
- Blue buildings are lootable again
- Lootable buildings are visible in the fog
- XP gained from finishing a night scales better
- Fire Pit tooltip is finally correct
- Spikes have durability and are disabled when their health reaches 1hp. Each time the Spikes attack an enemy they lose 1hp. They can be repaired to become active again.
- Upgrade Spikes durability in the Workshop
- Spikes are not repairable at night
- Players can only build 1 OT at a time
- Added Crypt Fiend Burrow ability that allows them to tunnel to target units
- Stop command has S hotkey again
- Enemies should no longer path to the top right corner of the map
- Enemy engagement is much better
0.5.0.alpha.41
0.5.0 Changelog so far
- I believe I fixed the out of memory crash at the ~1 hour mark
- I added the "-bases" command to show new players where it is safe to build :)
- I added a bunch of easy 1 entrance areas to defend
- Aboms should throw zombies into your base again
- Zombies no longer take damage over time during the day but they stop spawning 75% of the way through the night
- I added a Specator player and removed the Raiders player (for now)
- Fixed bad lag caused by not using a unit recycler
- Fixed several memory leaks that also contributed to lag
- Hero is now invulnerable for 10 seconds after respawning
- Increased hero base damage at the cost of increased cooldown
- Gate has the same stats as the equivalent tier Wall
- Lamp Post can now be recycled
- Potentially fixed an issue where looting progress bars disappeared or floated into the sky
- Potentially fixed an issue where zombies and elites would not attack defenses
- Reduced the volume of the Blood Red Cape sound effect
- Blue buildings are lootable again
- Lootable buildings are visible in the fog
- XP gained from finishing a night scales better
- Fire Pit tooltip is finally correct
- Spikes have durability and are disabled when their health reaches 1hp. Each time the Spikes attack an enemy they lose 1hp. They can be repaired to become active again.
- Upgrade Spikes durability in the Workshop
0.5.0.alpha.4
- I believe I fixed the out of memory crash at the ~1 hour mark
- I added the "-bases" command to show new players where it is safe to build :)
- I added a bunch of easy 1 entrance areas to defend
- Aboms should throw zombies into your base again
- Zombies no longer take damage over time during the day but they stop spawning 75% of the way through the night
- I added a Specator player and removed the Raiders player (for now)
- Blue buildings are lootable again