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Update v1.1.7:
Heeeeeello peoples! We’re happy to ship a small but useful update to the catapult today making its use considerably easier than it was before. Hoping this’ll encourage players to make use of it as a viable defensive (and with a bit of creativity, offensive) measure for your base.
 
In the past, ordering a catapult to fire didn’t immediately fire it. You had to wait for a Bricktron to make their way over there and trigger it. This could mean waiting a fairly long time or, if you had the good measure to assign a worker to the catapult, a shorter waiting time, but one none the less. A Bricktron was also needed to rotate/aim the catapult, causing the player to encounter these same delays.
 
As of today, Bricktrons will automatically load catapults with a barrel without any intervention, as long as you have a reachable catapult and a stockpiled barrel. Once you order your catapult to fire, though, it will immediately fire without the need of a worker being nearby. Magic. Aiming will also not require workers. This makes the catapult considerably easier to use and much more efficient as a defensive structure.
 
Oh, also, we removed the catapult’s randomized inaccuracy. It’s dead on where you want it to shoot now.
 
In addition to that, we have several bug fixes;
 
- Fixed an issue where selecting dynamic structures could break if you quit the game while typing a save game’s name.
- Fixed an issue where typing the name of your map in the World Editor would move the camera around when using the letters W A S and D.
- Fixed an issue where ranged units would focus their attacks on crystals instead of nearby enemy units.
- Fixed an issue where sometimes, a ghost barrel would be stuck in the catapult and caused the catapult to misfire.
- Fixed the Home Crystal’s HP bar being too small.

Pasted: Dec 13, 2018, 3:50:21 pm
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