Patch 0.1.4
Updated Aug 9, 2026
Highlights
- The campaign can be started from the level select menu
- End the Year — concede a campaign run from the pause menu
- Your army withdraws to the castle when the raid clock runs out
- Anti-air units now turn on the flyer attacking them
New Content
- New building: Mystic's Tent
- Now available: Warlock
- New upgrade: Warlock
Features
AI
- Anti-air units now turn on the flyer attacking them
A unit that can shoot air will switch to a flying attacker that damages it, instead of carrying on with whatever it was already fighting. It holds that target while the strafing continues, then goes back to normal priorities. Units that cannot hit air are unaffected.
Menu
- The campaign can be started from the level select menu
One card starts (or continues) your campaign year — an existing run resumes where you left it, a finished or fresh slate begins a new year.
- End the Year — concede a campaign run from the pause menu
A campaign-only button in the escape menu lets you lay down the crown: click twice to confirm, and the year closes through its Epilogue. Your finished run stays on record; the next start begins a fresh year.
Units
- Your army withdraws to the castle when the raid clock runs out
The lane stops sending reinforcements, your troops disengage and run for home, and the camps stand down instead of chasing you out. The result comes up once everyone is clear.
Balance
Arcanists
- Golem
- Armor Type Heavy → Fortified
- Max Health 700 → 550 -21.4%
- Armor 5 → 4 -20%
- Greater Golem
- Max Health 800 → 700 -12.5%
- Lesser Golem
- Armor Type Heavy → Fortified
- Max Health 500 → 400 -20%
Graveborn
- Shadowmancer
- Abilities: +Weakness
Ironoath
- Ironoath
- Buildings: +Footman −DA_Defender_Spawner
Warclans
- Mystic's Tent
- Upgrades: +Warlock
Neutral & Shared
- Shield Guard
- Renamed: Footman → Shield Guard
- Trains Footman → Defender
- Upgrades: −Swordsman, Footman X2
Bug Fixes
AI
- Camp defenders hold their ground instead of wandering off and walking home backwards
A camp now advances to the edge of the ground it guards and stops, rather than chasing you across the lane and then abandoning the fight to trudge back. Attack one from out of reach and it will still come after you — but it takes being shot to pull it out, not walking past. Units returning to their post also face the way they are walking now.
- Camp defenders return to their posts once the fighting stops
Pull a camp forward with a siege engine and the survivors used to stand wherever the fight ended for the rest of the match. They now walk back to the spot they were guarding and face the way they started, so a camp you failed to clear is waiting for you in formation.
- Your army pushes to the end of the lane in Raid instead of stopping at the middle
Raid has no enemy castle to march on, so armies rallied at the centre beacon and went no further. They now advance all the way down the lane, grinding through the camps in depth order the way the mode intends.
Abilities
- Feared units can no longer attack while they flee
Ranged units kept firing the whole time they ran away, since fleeing never took their target out of range. Fear now stops the attack outright, and the unit resumes the instant it wears off.
Menu
- Reloading a campaign returns you to the moment you left
Quitting mid-turn no longer rewinds the day: the room you were in, the courtiers still waiting to speak, and the marches on offer are all part of the save now. Previously a reload re-opened the turn with a fresh set of petitioners while keeping everything you'd already been given.
- Lobby clicks no longer snap other players' race dropdown shut
Changing a colour, occupancy or ready state in the lobby used to rebuild every slot row for everyone, closing any race dropdown another player had open. Rows now update in place, and only physically move when someone changes team.
- The host can no longer start a match before everyone has readied up
Start now stays greyed out — and is refused by the server — until every other player in the lobby is Ready, with a label saying who the lobby is waiting on. The host's own seat is exempt: pressing Start is their ready.
Multiplayer
- Debug shortcuts no longer grant resources or force waves in released builds
The number-key shortcuts that granted gold and lumber or pushed the next wave were reachable in released builds, including by players joining someone else's game. They are now development-only, so a match can't be tilted by a stray keypress.