Original Post — Direct link

Diplomacy Rebalance! (Beta Update 2.2.7.8213)

https://store.steampowered.com/news/app/874390/view/3292717638111545293

Adjusted Cloaks:
All units can now detect Cloaks
Cloaks get 2 movement
Cloaks get "Scout" and "Creep" ability

Adjusted Infiltration:
Improved design for detect and infiltration
Cities can only be infiltrated once per turn
Infiltration now causes damage to the defending unit
Daggers can spawn in the city if undefended
City's star production is stolen by the infiltrating player
Special Pirate ship for Daggers!

Adjusted Balance:
Explosion damage is reduced by 50%
No damage from Fungi
2 moves for Crab
Ice Bank cap increased to 30
Reduced the amount of income when meeting tribe (1 less star per level)
AI is now better at trying to reveal Cloaks
You heal 4hp in ally territory (instead of 2hp)

General Additions:
Improved bug reporter - now lets you send error log to any communication service

External link →
about 2 years ago - /u/Zoythrus - Direct link

Pinned this one for being more useful than mine. :D

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by mahojo12

Is this update live for iOS yet?

Not yet, still getting approval

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by amico13

is it possible to join beta?

On Steam, yes!

Other betas are full

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by TheLongWalk_Home

Didn't cloaks already have 2 movement?

Yes, they did. There was a miscommunication, and the patch notes have been updated.

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by ADHDHuntingHorn

Creeping? What's creeping, precious?

Creep = no movement penalties from terrain

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by Prize-Kaleidoscope94

Cymanti now complete crap at high lvl.

The way nature intended

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by No_Ad9759

Why is ice breaking within an ally’s territory allowed? This should be considered a hostile act!

We are looking into this

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by g00ch_7

50% less explosion damage? Finally. Get rekt, stupid bugs.

Bug go squish

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by wannyboy

More powerful, yes, but now every single unit can detect nearby cloaks. I can't overstate how huge of a nerf that part is. Plus creep is a double edged sword. Cloaks can now run over forests and mountain but they can no longer use roads

High risk, high reward

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by cudada

2 moves for crab? Like movement bonus or it can attack then escape?

2 movement points

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by myringotomy

Cymati are basically crippled by this update. Explosion of doomux is the only useful tool to match the capabilities of a knight and now it can't clear any units.

They really need to rethink this update.

Also I find it odd that they are adding even more power to cloaks. They need a way to turn off diplomacy so the game becomes fun again. It's so annoying to clear out daggers turn after turn after turn.

The current changes to Cloaks make them a lot easier to find and much harder to spam, just as many have asked for. :)

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by pm_me_bat_facts

“All units can now detect cloaks.” Does this mean they’re going to be visible under all circumstances now?

No, they're not revealed, only hinted at by any adjacent units.

about 2 years ago - /u/Zoythrus - Direct link

Originally posted by pm_me_bat_facts

What does “hinted at” mean?

If you click the link in the original post, you should see a picture of multiple units detecting a Cloak.