Patch 0.1.5 Is Coming Tomorrow!

Protectors of the light,
With our first big update coming later this month, we’ve been hard at work adding new buildings, a new Hero, and more. Before that though there were a few improvements we wanted to make so we’ll be releasing an update tomorrow with some small, but very important changes. Get a look at what’s included:
[h2]Rally Point Fixes[/h2]
We noticed with our first implementation of rally points that it was difficult to quickly read the path units would take if the player had a full map or was in the height of a Death Night. To remedy this, we've introduced bold ribbons to highlight the path your troops will take when exiting buildings.
[h2]Targeting Improvements[/h2]
We had initially noticed several issues related to some of our targeting code, particularly around towers and enemies. In spite of all you talented folks beating Nightmare with ease, you’ll find that your Towers will now correctly target enemies along the edge of their vision radius.
Alongside that, enemies will now correctly attack and target your forces without getting stuck as often.
[h2]Animation Improvements[/h2]
This animation pass was to give a bit more life and lustre to our units. We wanted to accentuate the more impactful elements and highlight the appeal of our units from a top down, zoomed out camera, and crowded gameplay context.
Every unit has had a clean-up pass improving their animations overall and adding more movement. We’ve also adjusted attack and impact timing, cleaned up the cycles, and added alternative idle animations, attacks, and deaths to break up any repetitive motions.
We also added Elite Nightmare animation variants, giving them a slow, heavy and colossal feel to their movements and attacks. The intention was to make the Elite enemies feel much more powerful than their base units and make them more unique and intimidating.
[h2]General Bug Fixes[/h2]
We’ve also been hard at work on several fixes within the game!
We heard the feedback from Discord that Houses were incorrectly displaying the amount of villagers and gold earned per house. Along with our hero, Edwin not correctly applying fire damage and healing correctly when he levelled up.
Additionally we’ve seen some issues recently coming through in regards to Death Nights finishing too early in some cases while enemies were still on screen, which we’ve put a fix in for now.
[h2]What’s next?[/h2]
Hopefully that’ll keep you from succumbing to the darkness for a little while longer, but keep your eyes peeled in the coming weeks for news about our first major content update and someone who inspires absolute loyalty from her followers…
Until next time, keep your lights on and your swords sharp.