Game can be played here!
Valor V. 1.4 Changelog
Additions
New structures:
- Archer Tower
– Spawns stationary archers which will shoot attackers and prioritize attacking aerial units
- Foundation
– Increases build height of the tile and can be placed in water
- Stables
– Can enlist defender swordsmen and train horses here
- Ballista
– Automatically shoots attackers with powerful ballista bolts
- Mine
– Constructed by engineers and generates gold for the attacker
– Destroying this deducts the attacker’s gold
- Lookout Post
– Contains a lookout that will shoot at defenders that get too close or attack them
New attacker units:
- Cannon
– Fires cannonballs at structures
- Siege Tower
– Besieges walls and periodically spawns troops
– Transports units to the top of the wall
- Hwacha
– Shoots a barrage of arrows
– Can be upgraded to flame arrows
- Hot Air Balloon
– Flies over the battlefield and drops bombs onto important structures
– Takes triple damage when shot in the balloon
- Mage
– Uses spells to attack defenders
– Summons a meteor when in range of structures
New items:
- Royal Amulet (Amulet)
– Spawns two royal escorts to protect the player
- Elite Battalion (General’s Unit)
– Spawns an elite battalion to protect the general
- Throwing Axe (Weapon)
– A new rare weapon that has a melee and ranged attack
– Can also chop trees
Other additions:
- Escort units spawn with siege weapons and will protect them
- Armored horses that have increased health
- Rare loot chest that contains an item of rare rarity or above
- Moving clouds are now a thing
- New item stats: Additional Coin Gain, Strength, and Ranged Damage
Changes
- Damage changed for several weapons
- Many armors’ stats have been changed
- Halberd can hit up to three different attackers with a normal swing
- Ranged weapons have increased reload times
- Ranged weapons have reduced accuracy when moving
- Ranged weapons now have an optimal range; players do less damage if the enemy is too far/too close and bonus damage if they are within the optimal range
- AI archers are less accurate and have further reduced accuracy when far away
- Mace weapon properly renamed to flail
- Horses are easier to control
- Invisible wall raised
- Fragmentation optimized; less lag should be experienced when structures receive damage
- AI attacker can now have a general’s unit
- Map-specific versions of most structures now replace the generic one
- Hats now have stats
- Attacker upgrade max reduced to 10
- Attacker upgrades are now cheaper but have reduced benefits
- Attacker speed upgrades differ for each unit
- Reduced gold gain for defeated defenders
- Walls are now limited to 20 each but have increased health
- Blocking now reduces damage based on the weapon blocked with instead of negating
Fixes
- Unit list for the attacker can be scrolled again
- Horses no longer die automatically if a player mounts them
- Horses can now jump out of water
- Engineers no longer spawn with upgrades from the previous round