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Total annihilation kingdoms attack move
Total annihilation kingdoms attack move












total annihilation kingdoms attack move

♦ Zombies have 1% chance of take the control of the target's mind. ♦ Increased a lot the Build Time of Gates. ♦ Walls now shows health and have higher buildtime. For being annoying healing gates and walls, and nobody uses that if not to waste all your mana to heal your monarch 0,1% per second. ♦ Removed Acolyte and Priest of Lihr Healing Aura. ♦ Reduced Scouts' (SpyHawks, Gargolytes, Parrots, etc) EXP giving. Okay, kill 3 skyhawks, get gold and have infinite arrows YEEEEY. ♦ Increased Mana Cost of Mage Archer's 2nd Weapon. Thinking of making it as Bronze: 1st Spell, Silver: 2nd Spell, Gold: 3rd Spell. ♦ Monarch Wave not avaiable at early game.

total annihilation kingdoms attack move

They won't get in each other but pathfinding may get worse. Increased units' hitbox from 2x2 to 3x3. You simply can't attack and build at the same time, if you could, you would start a building, then, while building, you would click "attack" in the enemy, and you would build and attack at the same time, sadly, that's not what happens, so. ♦ Fixed Attacking and Building at the same time. Also, when you click on the floor, the game counts as "TargetCleared" in script, so. To attack an enemy, you should click on him with attack button, not clicking at the floor and attacking a random unit. ♦ Fixed the Creon Gate which wasn't being targeted by enemy units which were patrolling around it. Is not meant to be freezeable, like horsemen aren't.

total annihilation kingdoms attack move

Wasn't hitting small units like goblins, now it does. Ranged units wouldn't be able to target properly the gate, now they can.














Total annihilation kingdoms attack move