The Eggs get the Dairy Golem. It has a ton of health and reflects half of projectiles back at the enemy. It does take two supply, so there are some tradeoffs with using it. Its attack may need to be sped up so that it can be offensively threatening enough to be worth it.
Meanwhile, the Humans invested in a common appliance, the Oven. It’s a slow moving unit that attacks all nearby enemies with Cooking damage. Investment in the culinary arts makes it absolutely devastating against grouped melee enemies. Its graphic needs to be improved.
Graphics: The creation technique and style of these units are different from the other units. The source size of the graphics is explicitly double what the size in the game is. By forcing myself to make the units look decent at a large size, it should translate well to a smaller size. The new units’ shadows & highlights are sharp; compare the Dairy Golem to something like the Frying Nun, who has blended shadows & highlights.
I’ll probably want all the units to have the same style. We’ll see what set of units end up looking the best.
Frying Nun’s base damage is reduced from 4 to 3.
The Deep Fry upgrade gives the Frying Nun +2 damage instead of +1. It takes 33% longer to research.
Egg Benedict starts firing quicker after getting in position (the rate of fire remains the same).
Fat Absorption changed from 5% restoration every 10 seconds (-1 sec/level) to 1% restoration every second (-.1 sec/level). With the addition of research levels, the Cannon Fodder, Egg Carton and Eggasus scaled better than the Bacon units. This change should make Bacon units a more viable option for the player who prefers toughness and defense.
Field Medicine changed from 5% restoration every 10 seconds (-1 sec/level) to 1% restoration every 2 seconds (-.2 sec/level). The huge gap between healing intervals made it feel unrewarding.
Some of the battlefields got spiffier! Savannah Funland, the Desert of Eternal Emptiness and Cunudu have been modified to incorporate at least some of the new features.
Maps are broken into layers that scroll at different rates to give the feeling of parallax. There can also some randomly generated features (like rocks or trees). It’s also possible to have doodads on the ground, like tufts of grass or rocks, that units can appear to move behind or in front of.
Also, there are some fixes for the town graphics. The back wall won’t hide town trees and buildings that are supposed to be in front of it. Also, units will layer more pleasantly as they are walking through a town.