- AI started bypassing previously set limitations in general.Mainly this happened due to some of the "last minute changes" that we desperately wanted to push into 1.58, as a result we haven't had enough time to test everything. Most of these things have already been addressed by the hotfixes, and this update will add a bit more to that. So, what you should see now in 1.58.1 is:
- Nightvol AI, who is your opponent if you play the campaign on 'Hard' decided to be extra frisky.
- Changing difficulty from Hard to Normal or Easy didn't help.
- Siege, as a cherry on top, added a heap of tediousness to some of the campaign missions.
- Most of the original campaign functionality is brought back with its limitations intact.
- "Hard" difficulty of the campaign will be more forgiving.
- Changing difficulty to Normal or Easy works as it's meant to be.
- Necromancer's Spirit Warriors, Kenji and Otomo are Siege units to aid with the initial missions of Kenji's Journey. Siege overall is a tad more forgiving for non-siege units.
- Non-Siege multiplier will be 0,33 instead of 0,25 (non-siege units will deal 1/3 (33%) of their base damage to buildings instead of 1/4 (25%)).Siege Changes
• Wolf Pitch Slinger Missile AttacksDue to secondary projectiles emission fixes, Pitch Slinger and Chemist's Starburst BG needed rebalancing:
The Starburst Rocket explodes into 3 smaller rockets that are supposed to cover wider range. Due to how it had been previously implemented, it was near-impossible to see that, it looked like 1 rocket dealing huge damage.- Remade the functionality so the smaller rockets can actually be seen now.
Note: if the rocket impacts a building, all 4 rockets will immediately explode in it without flying off. The same applies to units.
- Second form Kenji (first time acquiring a gun) damage increased.General Unit Balancing