Huge update today:
http://www.gamezone.com/news/2014/07...notes-detailed
Thoughts on some of the most notable changes:
-- Heroes no longer follow enemy troops once they're alerted. They only attack in their specified range and will retreat if lured. That's a huge buff for defenses. It brings a lot more strategy to attacks, especially at the higher levels. Not sure how I feel about this. The game seems tipped toward defense already, but it will allow for more freedom in base design because you no longer have to protect Heroes as much. They also tweaked the Heroes' damage and health. Activating special abilities heals them now.
-- They pretty much killed the brainless mass-Hog attacks. Although they nerfed the Inferno Towers' multi mode, Giant Bombs now do double damage to Hogs. That gives every base designer with a pulse a fighting chance -- even on the low levels.
-- Valks can now attack multiple targets. I haven't upgraded them at all, so this is annoying. They'll probably be super powerful for a month or two, then get nerfed (just like Witches and Hogs did).
-- Jump spell got a major buff. I never use this spell, but it could become a significant tactical weapon if I'm reading the update right. It sounds like troops will now move toward the spell area. If that's the case, then attackers may -- for the first time ever -- have a way to steer troops away and toward specific areas of an enemy base (kind of like the flare in Boom Beach). We'll have to see how this plays out.