Maps
The official map pack for Red Bull Wololo V contains many returning fan favourites as well as a couple of original maps.- Acclivity
- Aftermath (new)
- Atacama
- Enclosed (new)
- Frigid Lake
- Haboob
- Kawasan
- Land Madness
- Meadow
- Runestones
- Sacred Springs
- Wade (new)
- Winged
Updates & Changelog
Aftermath
- Decreased the radius in which the trade workshops get converted (you must stand even closer now to convert the building).
- Decreased the radius in which the trade workshops remain in a players possession (you must now stand even closer to ensure the enemy can't convert the building).
- Decreased the resource generation of holding the trade workshops.
- Fixed a bug that caused the trade workshops to be converted easier from certain angles.
- Forests now generate further away from the trade workshops.
General
- Villagers surrounding the herdable now have an equal chance of generating female variants.
- Lumberjacks are now less likely to gather the wrong resource on game start.
Acclivity
- Increased the number of forest clumps generating around the players but decreased their size.
- Reduced the number of straggler trees on the surrounding elevation.
Aftermath
- Explosions are no longer visible at the start of the game.
- The trade workshop located at the centre of the map has been removed.
- Barracks now always generate towards the front of the player's bases.
- Lumber camps now only generate in the back of player's bases.
Haboob
- Gold and stone deposits are now less likely to generate near the centre of the map, making them less exposed.
Meadow
- Each forested area on the map now contains the same amount of wood.
- Lumber camps now have an equal chance of generating on either adjacent forest (all lumber camps will still generate together).
- The forest in which the lumber camps are generated will now be fully explored at game start.
- The chance of lumber camps or villagers being stuck in the forests is decreased.
Runestones
- Forests have been pushed further away from the players.
- The size of the forests surrounding the players has been reduced.
Sacred Springs
- The primary gold deposit has increased from four tiles to seven tiles.
- Player gold and stone deposits now generate further away from the middle forest.
- Mills and corresponding villagers now have an equal chance of generating on either nearby plateau.
Wade
- Halved the number of deer generating near the forage bushes.
- The deer and forage clusters now generate on both sides of the players - mills and corresponding villagers will generate at one of these at random.
General
- Decreased the chance of villagers generating inside forests.
- Fixed a bug that caused the trade workshops to have a bigger conversion radius on one side.
- Fixed a bug that caused the fishermen to not always generate.
- Filled the occasional gaps in the forests to avoid villagers generating inside them.
- Fixed mining camps and mills not always generating as intended.
Please provide all feedback regarding the maps here or in a private message. I'll be monitoring the maps closely to resolve any issues that may arise in the time leading up to the qualification stage.