Major updatePosted
Version 1.0: a three-stage war
The Last Keep version 1.0
The first full version. Knock down the rival's castle and the war goes on: a dragon climbs out of the rubble, then a goblin fort and the Flaming Skull, then the Beast Horde and a giant Frog Champion. The rivals got much smarter, your keep got a war chest and a Recruit Hall, and music and sound arrive.
Additions
- Knocking down the red castle no longer ends the match. The war now runs through three stages, each with its own army and boss:
- Stage 1: a dragon climbs out of the rubble and walks at your walls. 200 hits to kill, one swipe kills every troop in reach, it breathes fire on your castle and spits a fireball down the road every 15 seconds.
- Stage 2: when the dragon dies the camera pulls back, the ground shakes and a goblin fort rises. Goblins are 25% stronger, and the rival keeps its gold and upgrades. When the fort falls the Flaming Skull rises: 500 hits, burns every troop it bites and rains seven flaming skulls down the road every 7 seconds.
- Stage 3: a beast camp rises at the new far end of the road. The Beast Horde (rat, cat archer, beetle, bear shaman and wolf warlord) is 50% stronger than the first rival.
- Final boss: a giant Frog Champion. 1000 hits, quick slashes and stabs that kill every troop in reach, and a ground quake every third attack.
- Castle health (50) now shows over each castle and on both sides of the top bar.
- Added the war chest: your income grows 10% for every minute of battle, so long stalemates end on their own.
- Added the Recruit Hall upgrade, 5 levels, which unlocks new troops:
- Paladin, Battle Mage and Champion
- Elf Ranger (400 gold) and Black Knight (1000 gold, cleaves everything near its target) in stage 3
- Upgrade caps rise each stage for both sides: 5, then 10, then 15. After each boss the rival's upgrades jump to at least the last cap.
- Added painted castles for you, the first rival and the goblin fortress: a front wall with parapets, a flag on top and a cannon poking out of a gun port by the gate. Troops step out of the gate.
- Castles shake, burn and explode when they fall, then turn to rubble.
- Normal and Hard rivals now plan their armies (about 60% front line, 40% archers and wizards), counter what they see, defend first when threatened and save up gold to send waves.
- Keys 1 to 9 and 0 hire troops.
- Added 10 music tracks (menu, a battle theme for each stage, boss themes, victory and defeat) and sound effects.
- Added Music and Sound buttons in the start and pause menus, a mute button, and the M key.
- Added a Back to homepage link on every screen.
- The scenery is different every battle, with flowery and mushroom stumps, yellow trees and the odd pink blossom tree.
Tweaks/Improvements
- All ten upgrades now have 5 levels. The strongest ones taper off after level 3.
- Grumpy Cannon at level 5 gets a second barrel and fires two bombs a shot. Castle cannons never run out of powder.
- Rivals now spend much more on upgrades, especially Chicken Tax. Normal and Hard buy about 27 to 30 upgrades a match.
- Rivals get no stat bonuses. Difficulty only changes how fast and how sharply they think. Sir Dawdle keeps his old, more random style.
- Troops take real steps when they march, walk through their own side, and can't get past an enemy until it's dead. Archers always hold their bows.
- Removed overtime. The war chest breaks stalemates instead.
- The dragon walks faster, and the dragon and the Flaming Skull attack 5% faster.
- The recruit bar goes compact when more than five troops show.
- The ruins of earlier castles stay on the road.
- Trees closer to the front are always drawn in front of trees behind them.
- Tuned Duchess Ironjaw's income.
- The version number shows in the footer and on the credits page.
Bug fixes
- Fixed troops walking backwards.
- Fixed troops turning invisible while walking for players with an older version saved in their browser.
- Fixed a background tree cut off on its right side.
