Playtest 190 - Atlas 2.0
Tonight's playtest introduces Atlas 2.0! We've made a large suite of changes, designed to give the game more decision points, strategic depth, and ultimately, to make it feel even more like an RTS. The changes include a brand new map, a massive reworking of the neutral weapons system (now called the neutral mercenaries system), an expanded worker and building system, and a reworked resource model.
We've also reworked Illusion squad again (now known as Trickster squad) and Hydros.
This is an extremely early version of Atlas 2.0. We welcome feedback, but please keep in mind that all these systems are still in heavy iteration and have a long way to go. We strongly recommend that you play at least one game against the AI to get oriented, and to be in Discord so we can help you out if you get confused.
Atlas 2.0 Changes
Welcome to Atlas 2.0! We've made a large suite of changes, designed to give the game more decision points and strategic depth.
We've revamped the map! The new map is far larger, allowing for more interesting decisions regarding engagements, harassment, and resource collection.
Note that the map is arted, but it is a rough, initial blockout pass.
We've added Soup back into the game and changed how Gem and Coin function.
Coin: Still used for all squad related purchases. There is no active way to get coin, and the passive rate is the same for all players. Functionally this means everyone's squad should always be at the same power level.
Gems: Used to purchase workers, build structures, and hire neutral mercenaries. Can be gained actively in the center of the map, and passively from gem pools. Units and structures purchased with gems do not respawn and must be repurchased, meaning that Gems are the "swingy" resource that will fluctuate over the course of the game.
Soup: Used to build and upgrade your neutral mercenary structures, and to hire neutral mercenaries. Can be gained passively from soup pools. This is effectively the restricted "tech" resource and gates how quickly you can progress to and hire the most powerful mercenaries.
Workers can be purchased from your main base as well as any expansion structures for 2 gems. Workers can build structures and towers and gather resources from gem and soup pools.
We're expanding our base building to function more like a traditional RTS. Each squad unit, including the hero, now has an associated structure that must be built first by a worker. Once the structure is built, units are built using a more traditional RTS model, by selecting the structure and then selecting the unit. Structures and towers can only be built within range of the main base or an expansion.
Neutral Mercenaries (formerly Neutral Weapons)
During squad selection, players may choose one of two neutral mercenary factions that they'll use throughout the game, Raiders (represented by a Triangle) or Assault (represented by a square). Each mercenary faction includes 7-8 distinct mercenaries that can be purchased using gems and soup, as well as specialized towers.
Mercenaries are accessed through a basic tech tree, represented by building certain structures on the map. The base mercenary structure is represented by either a triangle or square icon, depending on your faction choice. This structures allows two basic mercenaries for purchase. There are two possible tier 2 mercenary buildings, currently represented by A and B. Each of these can then be upgraded once again to gain access to a final tier three mercenary.
Note: Mercenaries now can attack all other units in the game, including squad units.
Raiders Faction (Triangle)
- Buffs and repairs a nearby structure.
- A speedy, tanky, short ranged mercenary with a quick attack
- A mercenary with a basic ranged attack.
- Sky Cannon
- A flying mercenary with no attack that can enter a slower mode with a powerful anti-air attack.
- A utility mercenary that can reveal far away areas for brief periods of time.
- A fast, fragile, short ranged flying mercenary.
- Mercenary with a short range, devastating area attack
- A slow-moving air mercenary with a powerful long range attack.
- Archer Tower
- A tower that deals damage to ground and air units rapidly.
Assault Faction (Square)
- Wood Cube
- A long-ranged Mercenary with a very slow basic attack.
- A dropship that can load and unload units.
- A mercenary that can redirect nearby unit damage to itself
- A ground-to-air specialist mercenary with an unremarkable ground-to-ground attack.
- A small, invisible flying mercenary that provides vision and can see invisible units.
- Siege Titan
- A very durable siege mercenary that devastates enemy weapons and structures from medium range.
- A flying mercenary that can teleport its allies to its location.
- Splash Tower
- A tower that deals splash damage.
- Anti-air Tower
- A defensive tower with a very long-ranged attack against air units.
Trickster Squad, or the Squad Formerly Known as Illusion
We're moving away from the illusion mechanic with this squad, hence the rename, and focusing more on gameplay loops involving stealth and trickery. The latest iteration includes a major rework of the hero and the T1. The T3, while conceptually the same, has been buffed to be quite a bit scarier.
- Hero - a fragile melee hero with two basic abilities who can swap in and out of battle, capable of delivering large bursts of damage.
- Phase Rage (D) - Increases Hero attack speed by 60% for the next 4 seconds.
- Shadowy Swap (F) - Instantly swap places with target illusion squad unit. Note this ability is available from the start of the game. When the hero reaches level 6, Shadowy Swap gains a second charge and the Hero will now emit a shadowy nova upon swapping, damaging and slowing nearby enemies' movement and attack speeds.
- T1 - a basic backline unit
- Phase Dash (Q) - The T1 becomes incorporeal and dashes toward target location at increased speed, phasing through units along the way.
- T2 - a melee assassin
- Shadow Form (W) - Becomes cloaked for ten seconds or until the unit attacks.
- T3 - a powerful being from another dimension. By default it is cloaked and cannot attack
- Manifest (E) - The unit becomes visible and immobile for the next ten seconds, emitting an aura that slows enemy movement and attack speed. While manifested, the unit fires dodge-able shadowy volleys at nearby enemies.
Note: The goal of the Hydros rework is to create punchier "tanky" moments where Hydros clearly has an impact in terms of mitigating damage and supporting his squad and allies.
- Turn the Tide (F) - For the next 4 seconds Hydros gains an aura preventing all nearby friendly units from taking lethal damage.
- Removed the Plated Shell ability.
- Added 25 base physical and magical resistance to compensate.
Quadrapus: We've removed the old not-very-interesting Brine Barrier with two far more impactful abilities.
- Plated Shell (W): Target squad unit gains 15 plate for the next 20 seconds.
- Intervention (E): The Quadrapus channels for 6 seconds, reducing the damage taken by allies in target area by 50% as long as the channel is sustained.
- Reduced the cast range of Cannonball.
- New Ultimate Ability!
- Frozen Orb (F) - Throws an orb of frost that deals 40 damage and applies Cold Snap to enemies units in its path. Collides at its destination, dealing 80 damage to units in the impact zone and freezing them. After impacting, leaves behind a patch of ice for 6 seconds that slows enemy movement speed by 45%.
- Movement speed bonus: 225% -> 190%
- Health: 100 -> 85
- What did you think about the new mercenaries system?
- How did it feel to manage workers and construct buildings?
- Did the new map you feel like you had more options?
- How did you feel about the first ten minutes of the game?
- How did you feel about the Hydros rework?
- How did you feel about the new Trickster squad?