We’ve recently finished overhauling all of the Dwarf units’ abilities, completing yet another major part of the massive abilities overhaul sprint. With this update, we only have the Orc and Demon races to update before we begin work on development of new features, and pushing the game to a public testing stage.
Seige Mortar (a long range attack on the Artillery Golem) received an update recently. We’ve reduced the number of projectiles from 4 to 3, but increase the damage to compensate for this change. Additionally, we’ve added a new modifier ability called Incendiary Mortar, which you can see below. Incendiary Mortar causes the projectiles fired by the Seige Mortar to leave behind a burning patch of ground, dealing additional damage and setting enemies on fire.
Previously Sapphrine Potion was an ability that restored mana to the Runesmith. Unfortunately, there are few scenarios where the Runesmith runs out of mana, so we’ve re-worked this ability. Now, upon reaching 40% health, the Runesmith drinks a potion gaining the hardness of Sapphires, reducing physical damage taken by 90% and magic damage by 60% for 15 seconds.
Rune of Iron received some visual tweaks, as well as a quality-of-life improvement. Now, only a single cast of Rune of Iron is required to achieve the full effect. Previously, this effect stacked up to two times.
The landmine ability has struggled to make its way into gameplay recently due to being an ability that is hard to use. We’ve modified Landmine to function differently. Now, landmines are thrown out up to 12 meters. Additionally, instead of placing a single landmine, the Engineer now places up to 3 landmines in a single use. Lastly, we’ve added new modifier ability called Capacitor Landmine, which replaces the damage component of Landmine with a 6 second snare that does not break on damage.