Patch Notes — 12 August 2026
Updated Aug 12, 2026
Highlights
- New options: cursor size, camera rotate sensitivity, and combat numbers
- Survival and Raid show what's coming for you
New Content
- New status effect: Casting
- New status effect: Status.Frenzy
- New status effect: Status.Pulled
Features
UI
- New options: cursor size, camera rotate sensitivity, and combat numbers
Cursor size can be pinned to Small, Medium or Large instead of following your display scaling — Windows' own pointer-size setting has no effect on a custom game cursor. All three apply immediately, without restarting.
- Survival and Raid show what's coming for you
A bottom-right panel counts down to the next enemy wave and shows exactly what it will contain — unit chips with counts and full stat tooltips, on the enemy's own clock, separate from your wave timer.
Balance
Warclans
- Warlock's Tent
- Renamed: Mystic's Tent → Warlock's Tent
- Gold Cost 250 → 500 +100%
- Food Cost 2 → 0
- Income 25 → 50 +100%
Bug Fixes
AI
- Melee units can now reach and attack towers and castles
Short-reach melee units (Foxes, Footmen, Wolves, Oozes and others) used to walk up to an enemy tower or castle and stand at the wall without ever landing a hit. Their attacks now reach across the small gap pathfinding keeps around buildings, and units close fully to the wall instead of stopping short.
- Solo Survival no longer spawns an enemy player
Opening a Survival map solo bot-manned the second team — a full opponent building an economy on top of the mode's waves. PvE modes now leave humanless teams empty; a bot on your own team (a co-op seat you opened) still fills as an ally. The incoming-wave panel is also driven by the HUD's own clock now, so it reliably appears in every Survival and Raid match.
Menu
- Player profile can no longer be lost to a crash during save or a corrupt file
Profile saves now write to a temporary file and swap in only on success, a crash mid-save can no longer damage the profile on disk. If the profile ever fails to load, the old file is preserved for recovery instead of being overwritten, and a profile from a newer game version is opened read-only instead of being silently downgraded.
- A corrupted profile file can no longer crash the game at launch
A profile save cut short by a crash or power loss could make the game itself crash while trying to read it on the next launch, instead of recovering. Save files are now sanity-checked before the engine ever reads them; an unreadable file is set aside for recovery and the game starts normally.
Multiplayer
- Quitting as host no longer strands everyone else on the result screen
When the host left after a match ended, the other players were left looking at a frozen victory screen with no way out but closing the game. They are now told the host left and returned to the main menu straight away. The same fix applies to a host closing the lobby.
- Rematch count no longer sticks at the old tally when the host disconnects
The rematch vote used to freeze at whatever it last showed and keep offering a Rematch button that did nothing. It now says the connection to the host was lost, and Quit still works.
- Shop cooldowns no longer reset when a player reconnects mid-match
Disconnecting and rejoining used to clear every shop purchase cooldown, allowing an immediate re-buy of items like the Scroll of Protection. Cooldowns now survive the reconnect along with gold, research and rescue strikes.
- Lobby host powers now belong only to the host
Closing slots, moving other players between teams, changing their race or color, and starting the match were accepted from any player in the lobby, not just the host. All five host privileges are now enforced server-side for the actual host.
- Chat can no longer be flooded to disrupt a match or lobby
Match and lobby chat now rate-limit each sender (short bursts are fine, sustained flooding is quietly dropped). A modified client can no longer spam messages fast enough to disrupt other players' connections.
- Stealthed units no longer risk revealing themselves through health bars or damage text
On a host machine, health bars, damage numbers and the spacebar camera focus could resolve "whose screen is this" to the wrong player, which could leak a stealthed enemy's position or read another player's display preferences. All of these now resolve the local viewer correctly, and the spacebar army-focus also works for joining players (it silently did nothing on clients before).
- A map missing an army spawn point now reports the problem instead of silently skipping armies
A map without a spawn point for a faction used to silently skip that faction's entire army every wave, all match, with no message anywhere. It now logs a clear error naming the faction and lane, and the map validator can be run outside the editor to catch it before a match ever starts.
Performance
- Joining players no longer stutter when each unit type first appears
Only the host preloaded the match's assets; a joining player's game loaded each unit's model, effects and sounds the instant it first appeared, causing hitches through the first waves. Clients now warm the same assets in the background right after joining. Health bars and damage numbers also render much cheaper in big fights, and fog-of-war updates no longer spike with army size.
UI
- Hide Players now hides the whole player list, not just the rows
The panel background stayed on screen as an empty box after collapsing the list.
- Command card no longer shows hotkey numbers that did nothing
Every command card slot was badged with a number key, but none of those keys were ever bound to anything. The badges are gone until the keys actually do something.
- Arena recruit prices now sit squarely under the unit they belong to
Each price in the Arena recruit band is pinned to the right edge of its own portrait instead of floating in the cell, so the row of costs reads evenly spaced.
- Arena shop lists each upgrade directly after the unit it upgrades from
Recruit options are now grouped into upgrade chains — a base unit followed by everything it upgrades into — with front-line chains first, then ranged, then support, cheapest first. Upgrades used to be scattered to the end of the list by their own food cost and role.
- Upgrade buttons no longer stop responding for players who aren't hosting
If you had a building selected for a while, its upgrade button could quietly stop working — the button still lit up and clicked, but nothing happened until you clicked away and selected the building again. This only ever affected players who had joined someone else's game.
- Your building stays selected after you upgrade it
Upgrading a building could drop your selection instead of moving it to the new building, leaving you to re-click it to see its command card. Joined players hit this almost every time; the host never did.
- Research tiers and prices now display correctly for joined players
Research you had already bought could show as untrained, with the wrong tier and the wrong price on the research tab and in tooltips. The research itself always applied — only the numbers on screen were wrong.
- The victory banner no longer blocks the pause menu after a match ends
After a match ended, the victory banner's invisible backdrop silently swallowed every click meant for the pause menu underneath it — the menu appeared but nothing on it could be pressed. Cosmetic overlays (victory banner, wave banner, loading overlay) now automatically release clicks they were never meant to catch, while their buttons keep working.
- Unit icons fill their slot instead of rendering two-thirds size
Recruit and basket icons were painting at two-thirds scale in the top-left of their slot, leaving a dead margin down the right and bottom edge — which is what pushed prices and count badges away from the art they belong to.