Hero Abilities
· Sprint [W] - Increases movement speed by 20/30/40% at the cost of mana lost while moving
· Blundershot [Q] - Fires a spread of projectiles that deal 600/1200/1800% of your base damage to targets in their path. Targets receive less damage the further away they are.
· Smoke Grenade [E] - Throws a smoke grenade at a target area causing all enemies within to have a 30/75/100% chance to miss attacks and have 10/20/30% reduced attack speed for 15 seconds.
· Looting Specialist [R] [Passive] - This survivor is profficient at looting and loots 10/20/30% faster.
Difficulty Selection
· The game now has multiple levels of difficulty: Casual, Normal, Hard, and Insane
· Each player chooses their own difficulty that affects only their spawns
· Added the difficulty selection dialog at the start of the game
· Selected difficulty is saved with your profile
Elites Reworked
· New types of elites and additional tiers of each elite.
· Each elite spawned has a difficulty-adjusted chance to be promoted to a higher elite tier.
· Each elite tier is a more dangerous variation of the previous tier, some with added abilities.
· Because each promotion is per spawn, not per wave, you can have different tiers spawning in the same wave.
For example, "Skeleton Archers":
· Tier I Skeleton Archer - Normal ranged attacks, nothing special
· Tier II Burning Archer - Attacks burn DOT, chance to stun
· Tier III Skeletal Marksman - Attacks slow movement and attack speed, chance to stun
Gold Distribution Reworked
· Elites no longer have a random chance of dropping gold
· Players still receive a fixed amount of gold at the end of each night but now it is based on their difficulty. Surviving on this gold alone should be difficult.
· Every Nth elite spawned in one night is guaranteed to drop gold. For example, in one night there may be a max of 3 elites allowed to be alive at any given time and a total of 9 spawning for the night. After 9 spawns no more will spawn. In this case every 3rd elite drops gold. The faster you kill elites the faster they will spawn and the more likely it will be that you will get all 3 gold drops.
· Every 50th zombie spawned in one night is guaranteed to drop gold
· The amount of gold dropped is affected by the player's difficulty
· Enemies carrying gold have a visible shimmering effect on their model
· Decreased the amount of gold found from looting
The Trader
· The Trader spawns at a random location on day 2 and relocates to a new random spot the day after each boss fight (day 6, 11, 16)
· He sells random items (4 common, 3 rare, 2 epic, 1 legendary) and his stock changes each time he relocates
· His general location can be spotted from an operated Scout Tower between 10am and 4pm in game.
· Look out for the "Survivor has spotted signs of the Trader" and an icon that appears on your minimap
· Once a player discovers the Trader (he is no longer hidden by fog of war or black mask) he has been considered "found" and the player will no longer receive alerts about his position until he moves again
· Gold can be exchanged for lumber via the Trader's horse, Redart.
Workstations
· Workstations are a new type of building that require Survivors to operate them. Without an "operator" the building does not function.
· A Workstation may have abilities and stats that scale based on the level of the Survivor operating them (ie the "operator level")
· Some items (ie Operation Manuals) will benefit Workstations by increasing the carrier's operator level
New Building: Guard Tower
· Deals single target piercing damage when operated
· Attack damage and attack range is boosted by operator level
· Built by the Builder in the Defenses menu
New Building: Cannon Tower
· Deals aoe siege damage when operated
· Attack damage and attack range is boosted by operator level
· Built by the Builder in the Defenses menu
New Building: Scout Tower
· Grants visibility in a large radius and can mark enemy targets to take bonus damage from attackers when operated
· May reveal points of interest around the map when operated during the day
· Built by the Builder in the Defenses menu
New Building: Tunnel
· Build 2 Tunnel Entrences and connect them together to safely transport units a short distance underground
· Built by the Builder in the Defenses menu
New Building: The Forge
· Place items into the Forge and combine them into higher tier items
· If an item placed into the Forge is part of a recipe then the recipe appears as a disabled button in the command area showing you the rest of the items needed for the recipe
· If a recipe is fully satisfied then the button is enabled and you can press it to build the recipe
Current Forge recipes:
· Leather Armor (Common) x2 -> Reinforced Armor (Rare)
· Reinforced Armor (Rare) x2 -> Dragonhide Armor (Epic)
· Gloves of Haste (Common) x2 -> Gloves of Greater Haste (Rare)
· Gloves of Greater Haste (Rare) x2 -> Gloves of the Greatest Haste (Epic)
· Claws of Attack +10 (Common) x2 -> Claws of Attack +30 (Rare)
· Claws of Attack +30 (Rare) x2 -> Claws of Attack +60 (Epic)
· Claws of Attack +60 (Epic) x2 -> Claws of Attack +120 (Legendary)
· Small Stamina Potion (Common) x2 -> Stamina Potion (Rare)
· Stamina Potion (Rare) x2 -> Big Stamina Potion (Epic)
Camp Fire Reworked
· Camp Fire no longer automatically consumes Raw Meat to boost health and mana regen
· Camp Fire is now a crafting station (like the Forge) and Raw Meat is an ingredient required to craft the Cooked Meat item
· Crafting a Cooked Meat item in a Camp Fire changes the Camp Fire to a Cooking Camp Fire
· Health and mana regen and aoe range is boosted while the camp fire is cooking (or crafting) the item
· Mana is drained from the Cooking Camp Fire each second
· Once the Cooking Camp Fire is "done cooking" (its mana reaches zero) it switches back to a regular Camp Fire, the cooked item is created and placed in its inventory
· The cooked Cooked Meat item can be consumed by a unit to restore a decent amount of health over time (like Cheese or Bandages)
· The Camp Fire can support any number of item recipes (again, like the Forge) and more can be added over time
· The Camp Fire can only cook one thing at a time
Shelters
· Shelters now provide a bonus to all Survivor max HP
· Each Shelter adds 50/100/200 to the max hp of all survivors
· Upgrading the Shelters provides better bonuses than building many shelters
· Keep them alive or your Survivors will lose max HP
Gates and Walls
· Must be rotated prior to placement! Press Ctrl+R to rotate them clockwise.
New Enemy: Tombstones
· Tombstones are a new search-and-destroy type of elite that spawn outside your base and continiously spawn Dark Minions until they are destroyed.
· They don't despawn during the day so make sure to prioritize them!
New Enemy: Fallen Bandits (Raiders)
· A new type of elite unit that attacks in groups. If you hear a horn sound during the day STAY INDOORS! Raiders are coming to attack your base!
· 1st time Raiders attack there is 1 wave, 2nd time is 2 waves, 3rd time is 3 ways and a mini-boss.
· Must kill all raiders in a day to receive rewards.
New Enemy: Forbidden One
· A new boss search-and-destroy type of boss that spawns outside of your base and continuously spawns Tentacles until it is destroyed.
· They don't despawn during the day so make sure to prioritize them!