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Last week we said goodbye to the Toledo Matsuri event, but it's not all bad news, I'm here to talk about version 1.5.0.
Toledo Matsuri was a great experience for me, as it was my first time participating in a live, in-person event. Thanks to that, and to all the feedback I received, I noticed that some aspects of the game could use a bit of refinement. Specifically, the tileset graphics and the overall game balance. Lets dive a bit deeper into these two areas.
The Lichs Vision
Tileset Graphics
For those unfamiliar with the term, a tileset is a collection of graphics used for the environmentfloors, walls and in this case, Im referring to the floors in Countless Army.
At launch, Countless Army looked slightly different. I made a small visual improvement to reduce visual noise, but I feel that wasnt quite enough. Heres a small preview of whats coming:
As you can see, the floors and paths have been simplified to make them less visually overwhelming. Its still in development, so Id really appreciate any feedback or suggestions you may have.
This update will apply to every map in the game.
The Lichs Balance
Game Balance
Do you think there's a troop that feels too weak or too strong? Would you like to see any unit tweaked or reworked in some way? Drop a comment. Ill consider your suggestion for update!
Watching people play live made me realize that troop stats need a proper review. Thats why, in the next update, I plan to go over all unit attributes and also defenses.
This process will be quite interesting, as Im even considering adjusting the "CD" stat so that, instead of marking distance between divisions, it will define the spacing between units within a division.
If you enjoy the more technical side of things, Id love to publish a devblog-style post with deeper insights into this topic, so stay tuned.
These are the main changes coming in version 1.5.0, but they wont be the only ones!
Thank you all so much for playing Countless Army!
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