Update Pre-alpha Test 39

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Pre-Alpha Test MS 61.4

Game Balance

  • Fire Pits now decay after 6 hours
  • Battering Ram, Heavy Battering Ram, and Siege Tower health increased by 15%
  • Burning damage against vehicles reduced by 34% (i.e. Burning Oil)
  • Catapult splash damage radius increased by 25%
  • Catapult accuracy spread reduced by 35% (more accurate now)
  • Towers can no longer be built at Homesteads but can now be built at Camps and * Fortresses instead
  • Tier 2 & Tier 3 Walls have been removed
  • Camp area size reduced by 20%
  • Homestead area size reduced by ~10%
  • Fortress area size size reduced by 20%
  • The minimum enforced distance between Homestead and Fortress areas reduced by 25% (i.e. they can be built closer now)
  • Homesteads no longer collapse and are immediately destroyed when their health reaches 0
  • Hemp spawn rates reduced
  • Town Gates are slightly easier to breach
  • Hammers no longer deal damage

Changes

  • Homestead Walls & Gates can be built over roads again
  • There is now a limit for how many Corridor and Walkway structures can be built in a small area (to prevent spamming)
  • Corridor and Walkway structures can no longer be built in water
  • Flower Pots and Low Dividers have been removed from the game
  • Small Camps have been removed from the game
  • The distance from enemies that is required to claim Relic Sites has been reduced
  • The minimum distance at which Homesteads can be built from Relic Sites has been increased

Bug Fixes

  • Shadows from a structure remain for up to a minute after the structure is destroyed
  • Raven Dens were not spawning in many parts of the world
  • Wheat, Cabage, and other resources were not spawning at the intended frequency and density
  • Wolves, Bears, and Boars were spawning less frequently than expected

Dev Notes & Known Issues

  • Homesteads have been intentionally reduced in their defensibility to discourage their use as "Forward Bases" or "Strongholds" (Fortresses or Camps should serve this purpose)
  • It is a known gameplay issue that the front line Towns are too close too each other. This will be addressed in future updates. No additional feedback on this is required.

Test Objectives

  • Continue to balance combat and siege gameplay
  • Continue to iterate on Relic Sites as a PvP objective
  • Find bugs and instability issues
  • It is NOT an objective in this test to evaluate how the Avatar system, Towns, or the economy is working (these parts of the game will be iterated on in future updates but not this one)