- ⚔️ The Campaign
- ⚖️ The Difficulty Settings
⚔️ The Campaign ⚔️
???? Chapter 2
When we released into Early Access, chapter 2 was strongly criticized. ???? It suffered from several issues, which led us to the following changes:- We shortened and rehauled the first section for a faster, simpler navigation ????️
- We improved the movement meter to indicate when a player may hide or not ????
- We reworked the forests and armies placed in the middle section to be more intuitive ????
- We fine-tuned the AI to be less punitive ????


⛰️ Terrain & Decorations
Between Early Access and 1.0 release, every campaign map (as well as skirmish) underwent a beautification pass. ???? In practice, this meant adding...- 3D decorations ????
- Improved terrain textures ⛰️
- Unique shaders and VFX ????️

???? Secrets...
A video game isn't really one without some secrets... ???? We sparkled them throughout the campaign to incentivise exploration. We don't want to spoil you, so here's a hint of what to look out for... ????

⚖️ Difficulty Settings ⚖️
Its main objective: cater to multiple strategy playstyles - from hardcore to casual. Below is an overview - straight out of our Game Design documents - how Difficulty Settings work. Armies Adjusting difficulties revolves around neutral and AI army compositions. ????- Adjust Hero levels / maximum army sizes
- Adjust army compositions for existing armies (neutral & AI)
- Adjust AI hero revive pools (max respawn with weaker / stronger armies)
- Adjust AI hero respawn timers
- Add additional neutral or AI armies to maps
- Add cards to AI Hero pools
- Adjust location balancing
- Adjust location starting state per difficulty (Prosperity level or ruined)
- Adjust objectives dynamically between difficulty levels

