Player Feedback Patch
[p]This update is primarily about stability and performance. We targeted the problems that most directly damage the feel of a run: frame-time spikes in large fights, slowdowns that build up over long sessions, and hitches (or freezes) during mission load/unload. The approach here was pretty basic: ship the quickest wins that are safe to integrate without destabilizing gameplay - cutting recurring costs in rendering, batching/atlasing, fog/visibility evaluation, animation overhead, and scene cleanup (costs that scale with everything on screen, from units to trees and biome textures). Alongside that work, we fixed a set of gameplay/UI/VFX issues that could stall enemies, break interactions, or confuse feedback, and we improved bug-report tooling so future fixes can be faster and more accurate. Shout out to everyone who took their time to message us their feedback![/p][p][/p][h3]Performance / Optimization[/h3]
- [p]Mission render optimization (general performance pass on mission rendering).[/p]
- [p]Scene unloading optimization (cleaner unload / less leftover state).[/p]
- [p]Reduced rendering costs for dynamic fog recalculation.[/p]
- [p]Field Observer optimized (visibility / detection system that continuously evaluates units and objects in the field).[/p]
- [p]Faster mission loading by optimizing collider recalculation for building highlights.[/p]
- [p]Biome atlases regrouped.[/p]
- [p]ORX sprites regrouped into atlases (more intelligently).[/p]
- [p]High-res (512) biome images packed into large atlases (with correct form of compression that does not kill the quality of textures).[/p]
- [p]Reduced sprite overhead: stopped creating clones of sprites already loaded from an atlas.[/p]
- [p]Runes moved to the custom animator.[/p]
- [p]Final boss phase: fixed a case where the “day” wouldn’t start when the final boss entered its aggressive stage and stepped onto the field (boss could stand idle until killed).[/p]
- [p]Wizdomiac totems: fixed spawning/placement so totems don’t appear outside warriors’ attack reach.[/p]
- [p]Walls: fixed a case where a wall could get stuck into a farm after capturing a neighboring village.[/p]
- [p]Tile progression: fixed cases where a village could be cleared but the tile stayed blocked/closed despite no longer being obstructed.[/p]
- [p]ORX targeting: fixed ORX units stalling near a destroyed town center (main building) while other village town centers were still alive.[/p]
- [p]ORX movement: fixed an issue where ORX could run “backwards” (orientation/animation).[/p]
- [p]Snipers: fixed “strange” behavior (AI/targeting/movement pass).[/p]
- [p]Boreal crossbowmen: fixed an issue where they didn’t damage lairs.[/p]
- [p]Boreal contracts: fixed an exploit where contracts could be played on permanently dead ORX/warchiefs.[/p]
- [p]Worm interactions: Fixed a bug when casting a weapon on a camp whose warriors were killed by the worm would crash the mission. Fixed a restore-blocking issue tied to the worm (restore being blocked on the wrong target).[/p]
- [p]Fixed incorrect behavior when Revenge and Resurrect were combined.[/p]
- [p]Towers: removed “cold start” behavior (towers no longer start in a delayed/disabled state).[/p]
- [p]Added a Bug Report button that packages logs + saves and sends them.[/p]
- [p]HP bar: added a clear “vulnerable” indication when the target is vulnerable.[/p]
- [p]Buildings: added an indicator for buildings with an active ability while it’s running, including a multiplier/stack count for multiple timers; fixed ability UI showing grey/inactive while the ability still works.[/p]
- [p]Fixed UI rounding/formatting for very small multiplier numbers.[/p]
- [p]Fixed an issue where description text color didn’t update.[/p]
- [p]Artifacts: added dynamic attribute tooltips; adjusted tooltip bottom padding for better readability.[/p]
- [p]Vault upgrade UI: fixed scrollbar behavior when selecting cards.[/p]
- [p]Fixed hover detection when dragging/hovering a card on the left side of a road/path.[/p]
- [p]Player Options: added windowed mode.[/p]
- [p]Medieval warriors UI: added a title text-sprite showing the warrior count.[/p]
- [p]Legendary reward icons updated/added (scope unclear).[/p]
- [p]Advisors: additional “hide/cover” behavior implemented (scope unclear).[/p]
- [p]Fixed broken “void edge” visuals/tiling.[/p]
- [p]Decoration layering pass: removed “standing” decorations and moved decorations to the road level.[/p]
- [p]Poison VFX: updated trail + bullet visuals.[/p]
- [p]Targeting VFX: beam + target circle now stay on the target until the hit connects.[/p]