As per topic title, Beta 1B is now available via Impulse.|||noob.|||******* FAIL NO WATERFALL MAP!!!!!!!!!!!|||wtf Dead? hasn't 1B been out for ages now?|||its 1.c but we new what he was talking about and its teh fail. No regulas and no waterfall map. However atlantis was very win|||It is 1B. The very first beta was 1, the next (with the new map and Uncle) was 1A, and this one is 1B.|||and thats why it says 1C in the center top?|||From only playing like half an hour, I can already say the changes are great!
Definantly in the right direction.
Items are kinda...nutso ATM, but hey, they havnt been balanced yet. Starting attack speeds have been adjusted which gives the game a much faster feel. Centralized Item Shop. Crumbling towers (But not forts yet!), and the new map looks amazing.|||Gnats3|||Yarlen|||Love the changes. The new maps awesome!!
Also like how you can increase the units upgrade, the flag capture speed, etc in the options menu.
Only we all miss regus...

|||Reaver|||i like the changes so far, though im kinda sad that there is no regulas, the Atlantis map is very win though.|||They fixed the slowdown too. At least for me.|||the minion number is better but we still need more.
Slow down also fixed for me
Also, note do not change your resolution in game, it tends to crash it|||Overall, I'm happy as HELL with the update.
-Waterfall was working fine for the most part, so I dont see a need in playing on it anymore for now. (When we start balancing, we'll go nuts)
-Regulus was...pretty much free gold if the AI played him before and extreamly annoying if a player played him, so I'm all in for him getting worked on before coming back. (And...honestly. How long would Reg last with the OP items atm?)
-The items are amazing. Extreamly OP atm, but hey! We got tons of items! They arnt balanced yet but they definantly gave us a taste of what they want items to do and the role they will have.
-Towers Crumbling is nice. Watching them sink into the ground was not.
-The new map is amazing. Neutral creep portals FTW!
-Mine works fantastic for me now. Which is great! It was a fun map but playing it was like pulling teeth. I noticed the AI doesnt stroke off on Mine as much anymore either.
It brought it's share of bugs and exploits, but overall, definantly in the right direction!
Huttah!|||Teseer|||whew, i was so busy i completely missed out on the last update.
While this game still has a very long journey ahead of it before i would consider it something i'm happy i spent money on, this update is a massive step in the right direction.
I miss regulus, but am very glad he will be getting some major overhauling (he really needed it).
as for the rest; Torchbearer is my basolute favourite atm, (even though a rook tends to kill me in about 3 hits when hes 2 levels below me) the mix of high risk, pklenty of complexity and depth in abilities and enough variety to play differently through every playthrough. I think the Torchbearer is currently an example of what every other DG should be striving for in terms of level of depth and enjoyment.
Rook on the other hand is my less than favourite, i'm not sure if its just me, or if it's him but we don't like each other. he just rather lacks depth in my eyes and his abilites overall seem rather lackluster (although the new setup is a vast improvement over his previous one)
The Ub is sort of like the rook to me, although his skills are more interesting, he still seems pretty much like a basic, lackluster tank. His abilities are kind of neat, but i don't really see the passive ones come into play and i'm not sure if its just because i'm not looking hard enough or what. His actual skills also seem sort of meh, aside from the acid spit. I like the idea of Ooze draining HP and i think he should play into that concept more.
the albedo also seems a bit too high on some things. the back of the rook is so lusterous that it seems almost metallic, and i find myself drawn to the light enemating from the UBs *** in an uncomfortable way

...
Stacking and getting 'stuck' also seem to be serious issues. more than once i have gone for the potion in a dead demigods body only to find myself mysteriously stuck after his body sinks away, or find myself stacked with ione or more grunt in/under me. At these times i am either very happy that i have a warp item or very irritated that i have to simply wait until i die. This laso seems to happen alot with the grunts themselves when in a large melee, they will get stuck on one anotehr and simply be eternally running on the spot, unable to move even when the grunts their stuck on die.
This getting stuck seems very pervasive throughout the game.
i would also like to see the attack animations smoothed out (i think these may even be part of what contributes to getting stuck). Its very nice to see a rook swing his normal melee attack and whack his way through enemies. It is not nice to see his hand go halfway through the motion before mysteriously shifting instantly to a different position (along with his entire body), or see him pull a 180 spin through mid swing. These animation flubs seem to effect every single moving unit and especially make themselves visible when moving after attacking. giving an attack order also seems to consistantly cancel the current attack, even if the order was on the unit already targetted.
Overall, the Items are above awsome and i like almost all of them (although they are wickedly unbalanced). the concept of short range teleports is one that particularly appeals to me, especially as a method of dodging rookroll.|||I beat a full team of UBs on Atlantis solo with the TB

|||Kyrein|||5 Unclean Beasts versus my Torch Bearer.
I won.|||Oh cool thanks. [color=black]+1[/color]
EDIT: LOL EPIC FAIL.|||Vid-szhite|||Mooilo|||guess who else uses Google Chrome...