The first patch for Defend the Highlands: World Tour has just been released, with the following changes:
In campaign, you will now earn some money for upgrades, even if you lose the level (amount earned is proportional to how many enemies you killed).
Fixed issue where ranged enemies would sometimes get stuck if they ran into a tower.
Fixed issue where friendly units behind barricades would attack the barricade if ordered to attack an enemy that was out of range.
Fixed enemies occasionally getting stuck in a loop of constantly playing their taunt audio clip.
Fixed navmesh issue on French Alps level that caused difficulty in pathfinding around the sides of the Haggis Factory.
Reduced frequency of some enemy audio clips.
Fixed incorrect counting on melee kills.
Donald Bradman's kills are now being counted towards his kill count stat and achievement.
Fixed issue where new Scotsmen wouldn't move to the rally point if no enemies were present on the map when they spawned.
Improved navmesh cutting for haggis catapults, to prevent Scotsmen getting stuck on them.
Haggis catapults now check for obstructions when choosing their target, so they shouldn't fire into walls now.
Haggis catapults now favour choosing targets that are in tight groups over individuals, to make better use of their splash damage.
Starting units no longer run on the spot for a second when they spawn.
I'm making good progress on the co-op multiplayer mode, so it shouldn't be too long before that will be available too.
As always, if you run into any bugs, or have any suggestions on improving the game, please post them in the community forum or use the contact form at http://kiltedcamel.com/contact/
The first patch for Defend the Highlands: World Tour has just been released, with the following changes:
In campaign, you will now earn some money for upgrades, even if you lose the level (amount earned is proportional to how many enemies you killed).
Fixed issue where ranged enemies would sometimes get stuck if they ran into a tower.
Fixed issue where friendly units behind barricades would attack the barricade if ordered to attack an enemy that was out of range.
Fixed enemies occasionally getting stuck in a loop of constantly playing their taunt audio clip.
Fixed navmesh issue on French Alps level that caused difficulty in pathfinding around the sides of the Haggis Factory.
Reduced frequency of some enemy audio clips.
Fixed incorrect counting on melee kills.
Donald Bradman's kills are now being counted towards his kill count stat and achievement.
Fixed issue where new Scotsmen wouldn't move to the rally point if no enemies were present on the map when they spawned.
Improved navmesh cutting for haggis catapults, to prevent Scotsmen getting stuck on them.
Haggis catapults now check for obstructions when choosing their target, so they shouldn't fire into walls now.
Haggis catapults now favour choosing targets that are in tight groups over individuals, to make better use of their splash damage.
Starting units no longer run on the spot for a second when they spawn.
I'm making good progress on the co-op multiplayer mode, so it shouldn't be too long before that will be available too.
As always, if you run into any bugs, or have any suggestions on improving the game, please post them in the community forum or use the contact form at http://kiltedcamel.com/contact/
I will be hosting a dedicated Q & A to answer all questions and concerns some of you may have regarding the shifted release date and any other topics you may be curious about in relation to Triple X Tycoon on Friday 6/2 @6pm EST via Discord.
Most immediately I can say that the new release date is not static and is still subject to change as I work out some pressing issues regarding release. Those of you who have been following us for some time know that we operate on a WYSIWYG policy, our #smallcompanyproblems are our own to deal with and I'll do my best to remain transparent as we make some minor adjustments to our scheduling going forward.
I'll be sure to provide a summary for those who can't make the discussion.
In the meantime, keep spreading the love. And thanks.
I will be hosting a dedicated Q & A to answer all questions and concerns some of you may have regarding the shifted release date and any other topics you may be curious about in relation to Triple X Tycoon on Friday 6/2 @6pm EST via Discord.
Most immediately I can say that the new release date is not static and is still subject to change as I work out some pressing issues regarding release. Those of you who have been following us for some time know that we operate on a WYSIWYG policy, our #smallcompanyproblems are our own to deal with and I'll do my best to remain transparent as we make some minor adjustments to our scheduling going forward.
I'll be sure to provide a summary for those who can't make the discussion.
In the meantime, keep spreading the love. And thanks.
We have an announcement of Temporary Server Maintenance schedule. Please refer to below information.
================================================= ■ Date : 1st June, 2017 (Thursday) ■ Time : ASTA Time 01:00 ~ 02:00 / GMT 09:00 ~ 10:00 (1H) ■ Description : Bug fix and Update for New World Raid Monsters =================================================
※ You guys are unable to connect to game server during the server maintenance.
※ Regarding to the server maintenance conditions, servers can be opened earlier/later than the schedule.
This is a behind the scenes look at the parasite cluster that takes place after level one. This is a very early look visually since all the focus begins in gameplay.
This boss fight takes place in the clouds. We will use the visibility of the clouds as a gameplay element during this event. Also, Qu is on fire from re-entry so her primary weapons are offline. Good thing she makes an effective fireball.
This is a behind the scenes look at the parasite cluster that takes place after level one. This is a very early look visually since all the focus begins in gameplay.
This boss fight takes place in the clouds. We will use the visibility of the clouds as a gameplay element during this event. Also, Qu is on fire from re-entry so her primary weapons are offline. Good thing she makes an effective fireball.
We have carried out emergency maintenance for our Steam Lobby Servers for GGXrd-REVELATOR-, and they are up working now. Apologies for the inconvenience caused.
We have carried out emergency maintenance for our Steam Lobby Servers for GGXrd-REVELATOR-, and they are up working now. Apologies for the inconvenience caused.
This weekend, we're launching our Events Schedule that will run in parallel to the Beta for our upcoming The Fall of Oriath expansion! There are five weeks of events and many prizes to be won: Beta Keys, Demigod's Dominances and plenty of microtransactions! Click here to read more!