Circle Empires Rivals - [ICE] Daemsco
Hi everyone! ːcer_goldː

We've been hearing your concerns regarding rush strategies being too strong in multiplayer, with 200 IQ players only building a few workers to spend every other penny on troops to rush in and end the game in record time. To prevent this from being the only viable high-level strategy, we've made a lot of balance changes.

Neutral empires less aggressive
  • Increased neutral empires attack timers by 30-40% on all difficulties above normal difficulty. This means neutrals attack less frequently and the timer is longer.

Healing easier
  • Healer price reduced from 200 food, 200 gold => 200 food, 150 gold

Stopping light unit spam is easier
  • Wizard price reduced from 150 food, 350 gold => 150 food, 300 gold. Hp increased from 220 to 250.
  • Axe thrower base damage increased from 9 to 10
  • Wall hp increased: at level 2 from 2500 to 3000. At level 3 from from 4000 => 4500
  • Splash harvester price reduced from 400 wood to 200 wood and resource collection rate decreased from 30% to 25%.
  • Watermage spell range reduced from 10 to 7 (to reduce canceling fire and poison effects too easily)

Buildings and walls more resistant to catapults and hammermen
  • Catapult bonus damage to buildings reduced from 4x to 3x
  • Hammerman bonus damage to buildings reduced from 8x to 6x

Healing towers less useful for offense
  • Healing tower healing ranged reduced from 10 to 6 to reduce offensive use and make their location more relevant. Price changed from 500 wood 50 gold => 400 wood, 60 gold




Goblin units buffed
  • Goblin king income bonus increased from 15% to 20% in circle
  • Rock Troll price changed from 800 food, 120 gold => 400 wood, 300 food. HP increased from 450 to 500 and armor from 1 to 2.
  • Huge Goblin price changed from 1000 food, 600 gold => 800 wood, 300 gold

Naturally occurring resources less snow-bally
  • Berry bush food per trip reduced from 20 to 10
  • Blueberry bush food per trip reduced from 30 to 15 and total food reduced from 300 to 250
  • Gold pile gold per trip reduced from 20 to 10, total gold from 200 to 150
  • Pure gold pile gold per trip reduced from 30 to 15, total gold reduced from 300 to 250
  • Gold fish total resources reduced from 300 to 250.
  • Forester price reduced from 400 wood, 300 food => 300 wood, 300 food

Economy buildings more durable to slow down conquest
  • Forester level 1 hp increased from 500 => 1000
  • Bank hp increased: at level 1 from 600 => 1000, level 2 from 1200 => 2000, level 3 from 2000 => 3000
  • Fishery hp increased: at level 1 from 500 => 1000, level 2 from 800 => 1600
  • Storehouse hp increased: at level 1 from 300 to 600. Level 2 from 2000 => 3000. Level 3 from 3000 => 4000. Level 4 from 4000 => 5000
  • Market hp increased: at level 1 from 300 => 750. Level 2 from 600 => 1500. Level 3 from 3000 => 4000. Level 4 from from 3000 => 5000
  • Haste temple hp increased: at level 1 from 300 => 800. Level 2 from 500 => 1200. Level 3 from 1200 => 2500.

Workers have more hp to slow down conquest
  • Worker hp increased from 50 to 100 and strength rating from 2 to 5.
  • Goblin worker hp increased from 40 to 80 and strength rating from 1 to 4.
  • Pumpkin worker hp increased from 100 to 120 and strength rating from 1 to 6
  • Frog worker hp increased from 70 to 110 and strength rating from 1 to 5
  • Prince hp increased from 400 to 700
  • Caravan hp increased from 300 to 600

Reduced XP gained from destroying bases and base defenses
  • Walls and non-attacking buildings dont give xp when attacked or destroyed.
  • Buildings that can attack (e.g. towers) give 1 xp per attack and 5 xp * level of building for being destroyed. This reduces total xp gain from towers by 50-90%, the change is bigger for more expensive and higher level towers. These used to have big downside of giving attackers a lot of xp in player-vs-player games.

Static defenses cheaper/more durable/deals more damage
  • Wall starting hp percentage increased from 1% to 50%
  • Tower level 1 hp increased from 300 => 450. Level 2 hp increased from 550 => 700
  • Fire tower price reduced from 800 wood, 100 gold => 600 wood, 50 gold
  • Frost tower price reduced from 500 wood, 80 gold => 500 wood, 50 gold
  • Poison tower poison damage increased from 6 x 22s to 9 x 16s. Hp increased from 500 to 600. Price changed from 500 wood, 250 food => 300 wood, 300 food
  • Boulder tower hp increased from 1200 to 1400. Price changed from 700 wood to 500 wood, 100 food
  • Acid tower base damage increased from 6 to 10
  • Circle defender starting hxp increased from 4 to 80 so it doesn't die immediately from blocking arrows.

Losing units and buildings now always gives the player small amount of resources
  1. This works even without having the life-insurance tech upgrade.
  2. There's always a resource bonus for losing a creature or building.
  3. The bonus resource type is either wood or food, depending on price of the destroyed thing. Resource amount is 20% of total price of the thing that was destroyed. For example, if archer costs 120 wood and 60 food and it dies, player get's 20% of (120 + 60) = 18 wood.
  4. For economy buildings and full-time workers it's 33% of total price.
  5. For walls it's 10% refund of total price.
  6. Lifeinsurance technology upgrade, which increases this bonus, has been rebalanced. The bonus at level 1 gives +20%. And level 2 gives +15%. This is multiplied, so if guard normally gives back 30 food, having Life Insurance level 1 gains 30 * 1.2 = 36 food.
  7. This bonus increases when you have less circles than other players. This is to make it easier to come back from having fallen behind. The multiplier is calculated as 0.6 + 0.4 * max number of circles for any player / your circles count. For example if you have 2 circles and enemy has 4, the bonus resources is multiplied by 0.6 + 0.4 * 4 / 2 = 1.4x. So losing a guard gives back 42 food instead of 30 food, which is baseline. The multiplier is capped at 3x.

Technology upgrades
  • Damage upgrades now always give at least +1 damage per upgrade.




Leader bonuses that encouraged rushing have been reduced or replaced with permanent stat boost.
  • Wolfam: starting bonus change from +1000 food to +500 wood and +500 food
  • Wilbelforce: removed starting +400 gold. Added 2 starting gold piles.
  • Barg the Barbarian doesnt get extra barbar workers. Get's +15% damage for all units and buildings..
  • Ephius the economist: removed +2 gold piles per circle.
  • Barandur: doesn't get keeps in each circle. Get's +6 armor to all buildings.
  • Laura - can recruit goblin workers now (also regular workers). Removed +1 healer per circle. Gets +4 armor to melee units.
  • Xee and Xot: Removed +1 monster mushroom per circle. Get's +2 zombies per circle.
  • Swifty the scavenger lord: reduced towers per circle from 2 to 1.
  • Mindy the mushroom mage: starting +600 food removed. All things start with +25% xp.
  • Wyona the water queen. Removed starting wood. Added wood harvesting bonus +20%.
  • Demian the Dragon: removed +3 workers per circle. Replaced starting +222 gold bonus with 2 gold piles (300 gold). Added workspeed bonus +40%.
  • Darkness dominion: Removed +5 zombies per circle. Get's a regular tower per circle (didnt used to get any towers). Starts with forester level 3. Get's +4 armor for all melee units.
  • Melee mercs: removed starting gold +100. Added starting gold pile.
  • Arcane alliance: removed +2 frog workers per circle. Starts with 2x Namtar worker (pumpkin cyclops worker).
  • Smog the Shaman: reduced starting food from +300 to +150
  • Harvey the horsemaster: removed starting health temple.
  • Mermaid and Goblin: reduced starting +500 wood to +150 wood. Start in a healing lake that provides permanent healing to anyone inside the circle. Starting workers switched from goblin to frog. Get's 2x loot from destroying enemy units and buildings.
  • Dominic the defender: boulder-towers per circle reduced from 2 to 1. All ranged units and buildings do 20% more damage.
  • Flynn the footman: removed +1 barbar worker and +1 archer per circle (still get's +1 spearman). Get's +15% damage to all units and buildings. Can recruit frog workers now (also regular workers)

Replay fixes
  • Fixed: replay didnt show all players if the game was played on LAN or hosted on player's own device

General balance
  • Golem level 1 hp decreased from 1000 to 900. Xp requirement increased from 600 to 900. Attack cooldown increased from 0.6s to 0.8s.
  • Golem level 2 damage reduced from 50 to 40. Hp reduced from 3000 to 2500. Attack cooldown increased from 0.6s to 0.8s.
  • Vampire levels are harder to gain: xp requirement at level 3 increased from 350 => 450. At level 4 from 550 => 600. At level 5 from 1000 => 1200
  • Summoner summoning cooldown reduced from 70 seconds to 60 seconds. Hp increased from 180 to 220. Attack cooldown decreased from 2s to 1s.

Phew, that's the list. Lots of changes, so let us know how you feel!

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Circle Empires Rivals - [ICE] Daemsco
Hi everyone!

Got smashed by those pesky pumpkins? Want to learn from your opponent, or just retrace your steps? Well, now you can learn from your mistakes and perfect your strategies by studying your replays!

Replay Feature
A few things regarding the replay feature:

  • It's a new feature, and still in its beta phase. Please report any bugs you encounter.
  • Replays are automatically saved for multiplayer matches. Single player replays are only saved when the game duration was longer than 1 minute. You can disable autosaving by going to Settings > Replays
  • Replays are only saved for the following game modes: full conquest, monster hunt, roguelike, king hunt. We're planning to extend support to other game modes in the future.
  • Replays are only compatible with the current version of the game. We're working on improving this in a future update, so that you can also view replays from older versions.
  • You can access the folders where replays are located in from Start menu > Replays > Replays Folder


In replays view, there's an option to start new game next to each replay. This works best for single-player replays. It starts a game with the same settings and seed. In case of multiplayer replays the number of players is reduced from multiple to one. This means the map is also somewhat different as the map depends on number of players even with the same random seed. All the other settings are same as in the replay.



Other

  • Mirror-map setting is not used anymore when playing on LAN with 1 player


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Circle Empires Rivals - [ICE] Daemsco
Hello everyone!

A small balance and bugfix update this week, nothing too grand, though your aquatic friends might be a bit weaker than before. We're cooking up something big for the future, so keep your eyes peeled! Some might even call it... groundbreaking.

Balance
  • Number of fisheries reduced from 3 to 1 per circle.
  • Gold-fish harvesting rate reduced from 100 gold per trip to 50 gold per trip
  • Mermaid spearman (the javelin throwers) attack cooldown increased from 0.6s to 0.9s.
  • Caravan price reduced from 200 wood, 800 food => 200 wood, 600 food
  • Circle defenders lose more health pear each projectile blocked (used to take 10% of the projectiles damage, now it's 12.5%)


Fixes
  • Multiple fixes to Chinese localization. Special thanks to all the players who reported issues! There are a couple of things we were not able to fix yet but stay tuned for updates.
  • Fixed an issue where names of hotkeys for creatures, buildings and technologies were not localized
  • Fixed unlocalized text in credits: Testing season winners
  • Fixed: Message to developer view localization
  • Fixed: Map size and difficulty level unlock descriptions localized.
  • Fixed: introduction text was sometimes very small, e.g. for Rogue-like mode in Chinese language. Fixed numerous places where the line-breaks were not use after a special dot symbol.


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Circle Empires Rivals - [ICE] Daemsco
Hello everyone!

Last week we launched our first content update, and it looked like many of you have tried out the new spooky and evil units. This week, there's even more new units, some spooky again, others not so much. There's also a new building for aquatic enthusiasts, and a bunch of balance changes to reduce rushing!

Summary of new units and buildings:

  • Acid Worm (2 levels): Goblin leaders
  • Forest Ghost (2 levels): Darius the Druid, Arcane Alliance, Nature Nurturists
  • Ballista (2 levels): Darkness Dominion, Mermaid leaders, Goblin leaders, Wolfam, Ephius, Barandur, Dominic (replaces Ice Hunters)
  • Young Witch (2 levels): Not available to players
  • Fishery: available to all leaders

New Units

Acid Worm
Acid Worm > Acid Crawler



The Acid Worm is a worm, that spits acid. Makes sense, right? They spit so much they should make a soundcloud. Make sure you have a trip sitter when using these creepy fellows. Available to Goblin leaders.


Forest Ghost

Forest Ghost > Wilderness Ghost



They're spooky, and have nice leaves on their twiggy heads, what's not to love? These spirits are available to Darius the Druid, Arcane Alliance, and the Nature Nurturists.


Ballista

Ballista > Advanced Ballista



A little lesson in linguistics: the plural of ballista is ballistae. These big bolt-throwing machines replace Ice Hunters for Wolfam, Ephius, Barandur, and Dominic, as well as the Darkness Dominion, Mermaid leaders, and Goblin leaders.

Young Witch

Young Witch > Elder Witch



These witches can lay the smack down on your units. They're not available to players, so attack all witches on sight like it's the middle ages.



New Building

Fishery

Fishery > Advanced Fishery



Like a forester, but for fish! The fishery spawns new fish every now and then, though they're obviously only available in circles where you would normally find fish (also known as water). Available to all leaders!


Changes, fixes, and improvements

Circle Defender changed
  • Projectiles that are blocked by circle defender deal 10% of the projectile damage to the Circle Defender. Minimum 1 damage per projectile. Attack bonuses to buildings apply. Note that circle defenders can be healed by healers so they can support the shield durability.
  • Maximum number of Circle Defenders allowed per circle increased from 2 to 3. Each one gives 50% protection from projectiles. With 2 the protection is 75%. With 3 it's 87.5%.
  • Circle Defender hitpoints regeneration rate inceased from 0.5 per second to 2 per second

Defending circles is now easier
  • Wall upgrade price changed from 350, 700, 1050 wood to 300, 600, 900 wood
  • Tower hp increased from 250 to 300. Armor increased from 3 to 6.
  • Poison tower price changed from 300 wood, 600 food to 500 wood, 250 food. Armor increased from 5 to 7.
  • Boulder tower price reduced from 1000 wood to 700 wood. Armor increased from 5 to 7 at level 1 and from 7 to 8 at level 2.
  • Fire tower price changed from 900 food, 100 gold to 800 wood, 100 gold. Armor increased from 5 to 7.
  • Acid tower target armor reduction doubled (exact numbers depend on how long the target stays in the acid splash and how many times they are hit)
  • Catapult xp requirement increased from 400 to 500
  • Volcano range increased from 5 to 8

Leaders
  • Barandur the Builder gets +2 level 2 keeps in each circle (used to be 1 level 1 keep)
  • Sentia the Spellbound workspeed bonus increased from +70% to +100%
  • Laura the Lifegiver starting healers increased from 3 to 4
  • Swifty the Scavenger lord get's 2 towers in each circle (up from 1)
  • Wyona the Watery queen starting bonus for wood increased from 500 to 600
  • Wyona the Watery queen's water circles get 3 fisheries (used to be 8 fish) and 1 gold-fish.
  • Darius the druid get's 1 tower per circle (didn't get any towers before). Can no longer recruit horse archers.
  • Dominic the defender get's 2 boulder towers per circle (up from 1)
  • Flynn the footman units per new circle reduced from 2 spearmen, 1 archer, 1 barbar worker => 1 spearman, archer and barbar worker
  • Demian the Dragon starting circle workers (including all bonuses) reduced from 5 to 4


Cheaper economy upgrades
  • Prince xp requirement at level 1 reduced from 340 to 150
  • Farm base gather rate increased from 6 to 8. This also makes
  • Added rounding up favorably to economy bonuses to make sure that each bonus adds at least additional +1 resource at dropoff.
    - drop-off building profit factor, e.g. storehouse level 2
    - worker profit, e.g. golem worker
    - circle profit, e.g. from having a prince in the circle
    - tech type profit, e.g. from harvesting upgrade
  • Wood harvesting level 1 price reduced from 250 wood and food to 200 wood and food
  • Wood harvesting level 2 price reduced from 1000 wood and food to 500 wood and food
  • Food harvesting level 1 price reduced from 400 wood, 200 food to 400 wood, 100 food
  • Food harvesting level 2 price reduced from 600 wood, 1000 food to 600 wood, 400 food
  • Banking upgrade level 1p rice reduced from 500 wood, 100 gold to 400 wood, 50 gold
  • Bank level 1 xp requirement decreased from 300 to 150
  • Forester level 1 xp requirement decreased from 10 to 6. Price changed from 200 wood, 600 food to 400 wood, 300 food
  • Eco upgrades increase profit of appropriate resource types when deconstructing stuff
  • Circle profit improvements from princes and Goblin King increase resources gained from deconstructing
  • Deconstructing resource gain is capped at 70% from the original price (when many princes and upgrades are used).


Early game monster changes
A circle being defended by a single strong monster was easy to cheese, and didn't provide enough challenge. Some of these monsters have been toned down in terms of overall strength, but will appear in larger groups to defend their circles.
  • Saberhorn Deer strength rating reduced from 250 to 200 (at least 1 deer in first circles)
  • Megalodon strength rating reduced from 125 to 100 (at least 2 Megalodons in first circles)
  • Ghost strength rating reduced from 150 to 120
  • Poison zombie strength rating reduced from 150 to 40
  • Pumpkin-man strength rating reduced from 40 to 30
  • Pumpkin necromancer strength rating reduced from 50 to 35
  • Crossbowman strength rating reduced from 55 to 30
  • Necro tower strength rating reduced from 250 to 230 which allows it to spawn near starting circles
  • Huge goblin strength rating reduced from 800 to 650
  • Baniter monster strength rating reduced from 900 to 650
  • Infested Maid strength rating reduced from 300 to 100
  • Wizard strength rating reduced from 100 to 55 (the rating was kind of outdated from times when the wizard was very scary even at level 1)
  • Dragon strength rating reduced from 500 to 400
  • Golem strength rating reduced from 80 to 50
  • Dragon lair strength rating reduced from 1800 to 1400 and xp requirement reduced from 3000 to 2000
  • Wizard tower strength rating reduced from 2500 to 1500 and xp requirement reduced from 4000 to 2500
  • Sunken ruins strength rating reduced from 350 to 230
  • Catapult strength rating reduced from 200 to 100 and level 2 from 300 to 150

Biome guard changes for less snowballing
Some biomes now have more defenders ːcer_spiderː

  • Foggy plains: increased minimum number of zombies, poison zombies, ghosts. Raised priority of having a necro-tower there instead of only mobs
  • Frog swamp: minimum frogmen from 1-4 to 4-6. Usually has frog spawner now.
  • Cavalry Horde biome can now spawn in weaker variations, starting from 300 strength (used to start from 1000 strength) (has some cavalry units and berry bushes)
  • Zombie swamp minimum number of regular zombies increased from 0 to 6 and minimum number of ghosts increased from 1 to 2 (if total circle strength limit allows)
  • Ancient ruins: increased max number of skeleton spearmen and increased likelihood of spawning black knights


Less resource snowballing
Some biomes gave a bit too much bang for their buck, making a game too snowball-ey. That's why we reduced some of these resources.

  • Autumn forest: blue-berry bushes number reduced from 1-4 to 1-2: Haunted pumpkins from 0-8 to 3-4. Trees from 6-8 to 5-7. Removed training dummy and monster mushroom appearence chances
  • Guard garden, the amazing land with bunch of berry bushes: berries remained at 8-10, blue-berries reduced from 8-10 to 2-3 (average total food from 9x150 + 9x300 = 4050 reduced to 7x150 + 4.5x300 = 2100). Reduced training dummy count from 3-4 to 1-2
  • Zombie swamp: switched 2 blueberry pushes to regular berry bushes and increased minimum bush count from 2 to 3. Increased dried tree count from 2-5 to 3-5
  • Priest hideout berry bushes reduced from 7-9 to 5-6. Extra life mushrooms reduced from 1-4 to 1-2
  • Saberhorn Deer Forest: switched about half of the blueberry bushes to regular berry bushes
  • Rune land: reduced max number of monster mushrooms from 3 to 1
  • Goblin land: reduced training dummies from 4-8 to 3-4
  • Mushroom forest: reduced training dummies from 4-6 to 3-4
  • Goblin wasteland: reduced training dummies from 4-8 to 3-4. Reduced min circle strength to spawn in from 800 to 150
  • Huge Goblin Council: reduced training dummy count from 4-8 to 3-4. Reduced pumpkins from 5 to 4.
  • Crossbow Horde: training dummy count reduced from 4-12 to 3-4
  • Magic land: training dummy count reduced from 4-6 to 2
  • Training grounds: training dummies remain at 5. Monster mushroom chance removed. Tree count reduced from 5-6 to 2-3
  • Crossroads: mystery box spawn chance increased from 50% to 100%
  • Ghost forest: tree count reduced fom 8-12 to 8-10
  • Infested maid forest: reduced tree count from 8-12 to 8-10
  • Red plains: reduced pure gold count from 4-8 to 4-5 and 25% chance for extra gold appearence from 2-5 to 2. Minimum circle strength to spawn in reduced from 1000 to 230.




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Circle Empires Rivals - [ICE] Daemsco
Hi everyone!

So far, our updates have contained balance changes and QoL improvements, but today is our first content update! Leaders with... dubious morals will find their armies strengthened with these new entities of evil, champions of chaos, deliverers of despair, etc.

Without further ado, let's get into it!

A quick summary of the new units and who can recruit them:

  • Black Knights (3 levels): Undead leaders and Harvey the Horseman
  • Annihilators (2 levels): Xee & Xot and the Greedy Guild
  • Rock Troll (1 level): Undead leaders, Goblin leaders, and the Greedy Guild
  • Skeleton Spearmen (3 levels): Undead leaders and Melee Mercs

As for the buildings:

  • Volcano (2 levels): Barg the Barbarian and Demian the Dragon (replaces boulder tower), also randomly encountered in the wild.
  • Skeleton Barracks (3 levels): AI only ːcer_harvesterː

Units

Black Knight

Black Knight > Dark Knight > Dark Crusader



These dark warriors atop their mighty steeds are available to Harvey the Horseman and leaders with undead units!

Annihilator

Exploding Demon > Annihilator



They may look kind of cute, but these big boys and girls can dish out the hurt! Available to Xee & Xot, and the Greedy Guild.

Rock Troll



Rock trolls throw a mean curveball. They're stupid and self-conscious -- a deadly combination. Available to Goblin and Undead leaders!

Skeleton Spearman

Skeleton Spearman > Skeleton Warrior > Skeleton Impaler



What do you call a frightened spearman? Shakespeare. Thankfully, in death, these spearmen have lost the ability to feel fear, and will stop even the strongest cavalry charge! Available to Undead leaders and the Melee Mercs.


Buildings

Volcano

Volcano > Great Volcano



KRAKATOA!! The volcanoreplaces the standard boulder tower for Barg the Barbarian and Demian the Dragon to rain fiery death upon all who dare come close to your circles.

Skeleton Barracks

Skeleton Barracks > Skeleton Temple > Skeleton Palace



Guess what comes out of the skeleton barracks? Yeah, skeletons. You'll find these in enemy circles, but they're not available to players.

Balance changes and fixes
Not nearly as many balance changes as usual, just a few tweaks

  • Fixed: spearman level 2 and 3 strength rating is now set, used to be same as level 1.
  • Science society: increased starting golem workers from the reduced 1 to default 2.
  • Arcane alliance: decreased starting workers from +3 to +2. With their +2 workers in each circle their starting workers total is 4 (down from 5).

Good luck out there, commanders!


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Circle Empires Rivals - [ICE] Kojiman
Hi everyone,

Do you sometimes wish you could just listen to the Circle Empires Rivals soundtrack forever? Well we have got some good news for you, because you can! Composer Sigurd Jønk-Jensen, Circle Empires Rivals’ composer from Iceland, has made 9 tracks for the game that are all ready for battle. The original soundtrack is now available for purchase, so you’ll be able to walk around with epic battle music following you wherever you go! For $1,99 you can enjoy these tracks and support the developers on their quest to keep improving the game. You can get your hands on the original soundtrack right here.

Here’s the track listing of the soundtrack:




Get it while the bops are still hot in the Circle Empires mega bundle!

Circle Empires Rivals - [ICE] Daemsco
Hi everyone!

Back again with another update (we're going hard on 'em, all for your balancing pleasure!). This time, even leaders weren't save from our balancing hammer! Without further ado, let's get into it.



Units
  • Goblin price increased from 80 food => 100 food
  • Horse archer price increased from 140 wood, 70 gold => 200 wood, 60 gold. For example, 1400 wood and 700 gold could get 10 horse archers before. Now it buys 7 horse archers and there's 280 free gold, most of the free gold comes from not buying 3 horse archers, not from the discount.
  • Poison zombie hp decreased from 400 to 300
  • Guard hp increased from 300 to 320
  • Archer price reduced from 120 wood, 70 food => 120 wood, 60 food
  • Frost dragon price increased from 1100 wood, 800 food => 1200 wood, 800 food
  • Spider level 3 has poison damage now of 12 damage per second x 20 seconds (240 total)
  • Wizard damage increased from 12 => 16 and and price increased from 250 food, 300 gold => 300 food, 300 gold
  • Dragon hp increased from 650 => 700 and direct damage from 10 => 15
  • Acid tower price reduced from 200 wood, 300 gold => 150 wood, 300 gold
  • Mermaid archer price increased from 50 wood, 150 food => 50 wood, 200 food. Xp requirement increased from 400 to 600

Leaders
  • Demian the dragon starting gold bonus reduced from 555 gold => 222 gold
  • Sentia the Spellbound's pumpkins that come from workers have reduced food amount so level 1 pumpkin no longer gives more food than the worker costs. Levelling up the pumpkin still works as a profitable scheme.
  • Barandur the builder starts now with a catapult
  • Melee mercs can now recruit spearmen
  • Dominic the Defender gets now +1 regular tower in each circle (also gets +1 boulder tower in each circle).
  • Flynn the footman get's now 3 spearmen and 1 barbar worker in each circle. (Used to be 1 guard, 1 spearman, 1 barbar worker)
  • Arcane alliance: starts with a random unit. The random unit is less random: can't be mermaid priest, splash harvester, kraken head, caravan, worker of any type, building or anything with strength over 200.
  • Arcane alliance can now recruit Zombies, Poison Zombies, Ghosts
  • Harvey the horsemaster starts with a healing tower (also gets +1 horse archer in each circle)

Fixes
  • Fixed: Caravan arrow sprite was missing

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Circle Empires Rivals - [ICE] Daemsco
Hi everyone!

Thanks for all the balance feedback thus far, we've been crunching numbers, and have made some more balance changes that we believe you'll like!

Also, credits to Discord user remq0 for the screenshot used in this update! Monster Mash ːcer_grasshopperː ːcer_spiderː




Balance changes
  • Giant poison frog price changed from 300 wood, 800 food => 350 food, 700 gold
  • Goblin oil thrower price changed from 200 wood, 30 gold => 100 wood, 200 gold. Hp reduced from 200 to 180. You can still set everything on fire but it's gonna cost more and it's easier to snipe them.
  • Goblin Oil Thrower level 2 burning damage was reduced from 5 seconds x 45 damage => 10 seconds x 16 damage
  • Goblin worker price increased from 90 food => 100 food
  • Axe thrower price reduced from 170 wood, 50 food => 170 wood, 40 food
  • Golem worker price reduced from 75 food, 75 wood => 70 food, 70 wood
  • Keep level 1 hp increased from 800 => 1000. Level 2 hp from 1200 => 1500
  • Upgrading walls price reduced from 500, 1000 and 1500 => 400, 1200 and 1600 wood on the 3 levels of upgrades.
  • Goblin Pit spawns level 2 Oil Throwers now. It's the level 2 goblin spawner building that neutral empires have.
  • Elf archer XP requirement increased from 400 => 450. Level 2 damage reduced from 40 to 30. Hp reduced from 300 to 210.
  • Horse archer price increased from 140 food, 60 gold => 140 food 70 gold
  • Knight price changed from 300 food, 40 gold => 250 food, 50 gold
  • Spearman cost changed from 120 wood, 40 food to 110 wood, 40 food

UI Fixes and improvements
  • Fixed: if a creature was selected to buy and you left-clicked on a button to start buying another creature, it bought +1 of the first type because you "left-clicked". Now it doesn't do that when clicking on buttons.
  • Fixed an issue where assigning workers to drop off resources at storehouse did not work.
  • Clicking a worker to harvest a resource in another circle made them move there but they changed their mind half-way through and continued working in current circle sometimes.
  • Fixed: Clicking a worker to another circle's storehouse or resource more than 1 circle away used to forget the target immediately (clicking on ground was the only way to move workers more than 1 circle away).
  • Replaced wall deconstruct and upgrade button order to avoid accidental deconstructs after reaching last upgrade level (deconstruct button used to jump where upgrade was after last upgrade).

Other fixes
  • Fixed an issue with keeps that cause these sideffects:
  • Fixed: Keeps "picked up" trees and other invalid objects
  • Fixed: uncapturable circles
  • Fixed: invisible enemy units
  • Fixed an issue that prevented starting the application when there was missing timezone setting on windows



Let us know how you feel about the changes!

-- The Circle Empires team


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Circle Empires Rivals - [ICE] Daemsco
Attention all commanders!

First, we want to thank all of you for an amazing first week. We're humbled by all the support you've shown us this far! We don't have a mega-huge update just yet, but we can reveal some things we're working on for the future.

Changelog



Changes
  • Joinable lobbies are now at the top of the lobby list
  • Advanced settings are now reset to default when you host a new game
  • Added filters to filter out lobbies that are full, are from different regions, or have passwords
  • Added a South America server for testing purposes (see full details below)

Balance changes
  • Huge Maul Warrior xp requirement increased from 500 to 1000. Price increased from 600 food, 150 gold => 800 food, 400 gold. Level 2 strength rating increased from 1600 to 2200
  • Huge Goblin xp requirement increased from 500 to 800.
  • Giant Wild Warrior price increased from 650 food, 10 gold => 650 food, 100 gold
  • Axe Giant price increased from 600 food, 150 gold => 600 food, 350 gold
  • Pumpkin-man level 1 xp requirement increased from 110 to 200. HP decreased from 350 => 320.
  • Pumpkin-man level 2 xp requirement increased from 240 to 350. HP decreased from 800 => 650.
  • Vampire price increased from 150 food 30 gold => 150 food 60 gold
  • Darkness Dominion leader: free zombies per new circle decreased from 6 => 5
  • Ephius the Economist: removed starting resource bonus +400 food
  • Horse-archer price increased from 140 wood, 35 gold => 140 wood, 60 gold
  • Melee Mercs technology discount reduced from 50% to 40%
  • Black dragons are stronger and cheaper (for Demian the Dragon who's the only leader who can purchase them)
    ++ direct damage increased from 50 to 90.
    ++ burn damage over time increased from 30 x 15s => 40 x 15s.
    ++ Hp increased from 1400 to 2500.
    ++ Price changed from 25k wood and 25k food => 10k food and 10k gold
  • Crossbowman level 1 hp increased from 60 => 110. Strength rating increased from 30 => 55. Price increased from 100 wood, 80 food => 200 wood, 60 food. Xp requirement increased from 110 => 180. Note that crossbowman attack cooldown is 1s compared to archers 0.6s.
  • Archer price reduced from 120 wood, 80 food to 120 wood, 70 food
  • Imperial Conflict: the AI will no longer start with extra resources on the highest two difficulties, but will instead get a bonus to any resources they generate
  • Imperial Conflict: the AI will only build a limited amount of Krakens
  • Imperial Conflict: strength of neutral creatures is now 'Experienced' (used to be 'Extreme')

Fixes
  • Fixed issue that prevented games from continuing when one player lost connection
  • Fixed Wizard Scholar text that was missing the "targets gain +100 experience" text
  • Fixed Saberhorn Deer description about it spawning new Saberhorn Deer -- they only do that in nature, not in captivity.
  • Lowered default volume level of the game

Upcoming: Matchmaking



While it's not ready for release right now, we are working on a requested matchmaking system! With this system, you will be paired with players of a similar skill level instead of having to browse through all the lobbies. Also, while searching for a match, you can play a single player game to warm up! Once a match is found, the single player game will save so you won't lose progress. We don't have a hard ETA for matchmaking yet, but it should be coming sooner rather than later. Keep an eye on the Iceberg Interactive Discord for the latest updates.




Upcoming: Testing new server regions

Our main three server locations are US, Europe, and Asia, but we're going to be experimenting with additional server locations, starting with South America. Note that the longevity of these servers depends on the playerbase in those regions.

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Circle Empires Rivals - [ICE] Daemsco
Today is the day we have all been anticipating! No more beta testing and other shenanigans, Circle Empire Rivals is out on Steam in its full glory! Gather your friends, build your armies, and take the circles that are rightfully yours in this fast paced RTS.




What's new in Circle Empires Rivals?

Well the most requested feature, multiplayer, is now here! Play with your friends in co-op, or face them as bitter rivals in PvP across multiple game modes.

But that's not all! Here's just a few features you can expect in Circle Empires Rivals:

  • 20 different circle biomes, from dry deserts to scary swamps to mystical extra XP biomes!
  • Over 300+ units, buildings, and level-ups!
  • 30 Faction leaders, each with unique bonuses or special troops!
  • A huge range of difficulty options, and advanced settings to tweak everything to your liking!
  • 6 different game modes, including ones unique to the RTS genre -- like the Roguelike and Stop the Army modes!
  • Units and structures keep gaining stats even after hitting their 'max' level, all the way up to bonus level 99! Turn your wizard into an army-destroying archwizard with a new look to boot.




But wait, there's more!

You can find Circle Empire Rivals in the steam store from today onwards for $14.99, with a 10% discount during the launch week. Of course, we wanted to add a little extra for our veteran players who own the original Circle Empires, so there will be an additional 15% off bundle deal ON TOP of that!

https://store.steampowered.com/app/1100260/Circle_Empires_Rivals/


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