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Hive Blight News

Last steps until Early Access!

[p]Hello everyone![/p][p][/p][p]We mentioned in our last announcement that we were working on a new feature that would shake things up in your runs and hopefully add a lot more replayability too: Events![/p][p][/p][p][/p][p][/p][p]For those who have access to the Beta build, we are happy to announce that you can now try them out! We hope you like them.[/p][p]As we mentioned before, the events are currently somewhat limited but it is something that we want to build upon during Early Access as it greatly helps bringing the world of Hive Blight together.[/p][p][/p][p]For those who haven't gotten the chance to join the beta, don't worry, you'll be able to try them soon! Indeed, if you missed it previously, remember that the Early Access release is just around the corner. In just 3 weeks (March 9th!), you'll discover Hive Blight in its entirety! [/p][p]If you hadn't seen the announcement trailer, here it is:[/p][previewyoutube][/previewyoutube][p]However, not having access to the Beta version doesn't mean that we have nothing for you! [/p][p]As usual we've made a lot of balancing changes to the game but we also added a lot of visual improvements and quality of life features. You will, for example, now be able to save your current game so you can continue it later. Such a relief! You won't have to lose your god run because you have to leave or go to bed anymore![/p][p]You can check out all changes in the patch notes at the bottom![/p][p][/p][p]Lately we have had the chance to be showcased by Gohjoe who has done a great job on introducing Hive Blight to his viewers! If you want to know what the game is all about, I can only urge you to check his video out! He explains it better than even I could.[/p][previewyoutube][/previewyoutube][p]The comments have been overwhelmingly positive and we can't thank you enough for this! Thanks to that, we will go into Early Access with renewed confidence and energy! You guys are great![/p][p][/p][p]Anyway, without further ado, here is the full patch note. Enjoy![/p][p][/p][p][/p]
Patch Notes
[h2]New Features[/h2]
  • [p]Save system, you can now quit run and come back later to continue it[/p]
  • [p](Early Access only) New story events with multiple choices[/p]
  • [p]Auto deploy unit on retry: When retrying a fight units will be placed the same way you did placed them before so it’s easier to change the placement[/p]
[p][/p][hr][/hr][p][/p][h2]Visual & Quality of Life[/h2]
  • [p]New main menu animated illustration[/p]
  • [p]Rallying banner node now also include a unit draft[/p]
  • [p]Added a bunch of missing sound effects[/p]
  • [p]New button to slow game speed (x0.5)[/p]
  • [p]You can now use controller arrows to navigate the game[/p]
  • [p]A second bar for trinket will appear if you have too many trinkets[/p]
  • [p]New visuals for boss reward bag and trinkets reward bag[/p]
  • [p]Each chapter now have their own map background[/p]
  • [p]Changed button style[/p]
  • [p]Added vsync option in the settings[/p]
  • [p]Performance improvements on some systems

    [/p]
[p][/p][hr][/hr][p][/p][h2]Balancing[/h2][h3]General[/h3]
  • [p]Reduced the amount of Chungus on some difficult fights[/p]
  • [p]reduced the difficulty of chapter 1 in higher Blight level[/p]
  • [p]Attack stealing elite can no longer steal from units with 1 attack power (units will always have at least 1 attack power)[/p]
  • [p]Poison now triggers every 0.5s instead of 1s[/p]
  • [p]Clans now take 2.5x more time to unlock all of their content[/p]
[h3]Unit Buffs[/h3]
  • [p]Gustav attack speed buff increased tempo +0.1/0.2/0.3 -> +0.2/0.3/0.4[/p]
  • [p]Styx now stat with fast[/p]
  • [p]Styx attack power has been increased 15/20/25 -> 20/30/40[/p]
  • [p]Styx hp has been increased 40/50/60 -> 50/60/70

    [/p]
[h3]Unit Nerfs[/h3]
  • [p]Edith no longer gain attack speed when leveling up[/p]
  • [p]Galahad shatters given 2/3/4 -> 1/2/3

    [/p]
[p][/p][hr][/hr][p][/p][h2]Bug Fixes[/h2]
  • [p]Disabled keyboard shortcut when writing a bug from bug report button[/p]
  • [p]Fixed an issue where you could not hover on your unlocked content at the end of a run[/p]
  • [p]Fixed an issue where units would spend more than 5 elixir to get healed[/p]
  • [p]Fixed an issue where player would not spend any elixir on first fight of a run[/p]
  • [p]Fixed equipment sometimes disappearing during run[/p]
  • [p]You can no longer finish tutorial quest by clicking on the explanation gif[/p]

Early Access release date and the last milestone 'till there!

[p]Hello everyone! [/p][p]We have great news for you today! [/p][p]As you may know, we've been hard at work bringing the last few features we had planned for early access and we're finally reaching our goal! Therefore, we can finally do it...

[/p][h3]We can finally officially announce the Early Access release date![/h3][p]
[/p]
Hive Blight will be available on March 9th, 2026!
[p]
Of course, it wouldn't be a real announcement without a proper brand new trailer to go alongside it:
[/p][previewyoutube][/previewyoutube][p]We hope you're as excited as we are![/p][p][/p][p]Anyway, as I mentioned earlier, we've been hard at work bringing the last big update to the game and you might be wondering what it's all about! For those who've been following our announcements, you might have an idea already. Indeed, I am talking about "Events"! It's been our intention from the start to add a bit of narrative to the game and we've finally gotten around to it! [/p][p][/p][p]Events are random little tidbits of stories that you will encounter every chapter. During each of them, you'll encounter a specific situation and will have to make a decision about it. Some decisions will lead to short term rewards and other might have long-lasting effects and impact your entire run, it's up to you to decide what you want to do![/p][p][/p][p][/p][p]In addition to giving you more information on the tiny world of Hive Blight, we believe that events will strongly impact each run and make each of them different![/p][p][/p][p]We will have a limited amount of events on EA release but much like the rest of the features, we intend to expand on it and bring you the best experience possible![/p][p][/p][p]Well, that's all I've got for today, folks! [/p][p]Again, I hope you're as excited as we are for our project![/p][p][/p][p]Don't forget to wishlist the game and why not even talk about it to your friends! You can also join our community of bug-warriors enjoyers on our Discord here:[/p][p]https://discord.gg/CA7Sv66J[/p][p][/p][p]Enjoy![/p]

The Blacksmith comes with a nice present: the encyclopedia!

[p]Hello everyone and happy holidays! [/p][p] [/p][p]I hope you'll all have a great time and that you'll get to spend a bit of time with your loved ones. [/p][p][/p][p]Since our last update in October, we've been hard at work and we're happy to release a feature that has been dear to our hearts since the project's inception. Indeed, we're happy to introduce... [/p][p][/p][h3]... the ENCYCLOPEDIA![/h3][p]
Since we first started the project, it has been important for us that we would be able to share our love for nature beyond the theme we've chosen. With the encyclopedia, we are able to share the inspirations for all the designs in the game as well as, hopefully, trigger the interest of people in the wonderful world of insects! In addition to that, you'll be able to gather some information on the different characters in the game. [/p][p]Relating to that, we also added a "more info" button on unit cards, that way, you can get access to everything you might want to know about a specific unit without having to search for it in the encyclopedia. [/p][p][/p][p][/p][p]In addition to this new feature, we've finally added the Blacksmith as promised in our previous post. And for the end of the year, he decided to dress up for the occasion... [/p][p][/p][p][/p][p][/p][p]The blacksmith will allow you to fuse identical items together to create legendary items that are twice as effective! He also comes with a small Gacha machine in which you can spend your nectar in the hope of getting a matching pair of items or something good for your team![/p][p][/p][p]The Blacksmith will only be available on the Beta version of the game for now (sorry fellow demo players, you'll have to wait a tiny bit longer).[/p][p][/p][p]And that is not all we are adding today, we also worked a little bit on Elites and their balancing. Previously, you'd always have the same elite whether you were in chapter 1, 2 or 3. This led to an issue where Elites became irrelevant in their own fight during the later stages of the game. Therefore, we have added 4 new elites to the game and they will only be available in their respective chapters.[/p][carousel][/carousel][p]Finally, we added a few new trinkets and equipment to complete the set of the different clans. You can check out what they do within the patch notes below.[/p][p][/p][p][/p][p]As usual, we also made a few balancing changes to the game. You can read the full extent of the update in detail in the patch notes below.[/p][p][/p][p]I hope you'll love the new content we've added and we will see you next year for more additions! Have a great end of the year![/p][p][/p][p]Enjoy![/p][p][/p][h2]Patch Notes[/h2][p] [/p][h3]New Features[/h3]
  • [p]Encyclopedia added: Includes real insect inspirations, full equipment and trinket lists for all clans, plus extra stats.
    [/p]
  • [p]Blacksmith node added: Fuse two identical items to upgrade them, or try the gacha for a random equipment.
    [/p]
  • [p]New Elite Fights: We added 3 new elites for chapter 3 and 1 for chapter 2. We also rework the current elites fights.
    [/p]
[h3]New Content[/h3][p]
Trinkets:
[/p]
  • [p]Unseen Harvester (Starting trinket for the Silent Cabbale - Beta only): Allies gain +1 Attack Power each time they loses Ambush.
    [/p]
  • [p]Echoing Chamber (Sweet Symphoney): Units with Tempo gain: "Tempo: deal 2 damage to all enemies."
    [/p]
  • [p]Imposing Presence (Vespada): Enemies start combat with 2 Shattered.
    [/p]
[p]
Equipments:
[/p]
  • [p]Pressurized Gland (Vespada): +1 Spike. Spikes can now hit ranged enemies.
    [/p]
  • [p]Urticape (Silent Cabbale - Beta only): When hit, inflict 2 Poison to the attacker.
    [/p]
  • [p]Conductor's Baton (Sweet Symphoney): +2 Attack Power per adjacent ally.
    [/p]
[h3]Visual and Quality of Life[/h3]
  • [p] Added a new mouse cursor
    [/p]
  • [p] Added multiple new FX (Julien: specify if needed)
    [/p]
  • [p] Removed aliasing, visuals are now sharper
    [/p]
  • [p] Reduced nectar bottle pop sound volume
    [/p]
  • [p] Trinkets now have rarity borders (Starting / Common)
    [/p]
  • [p] Equipment now always displays a rarity border
    [/p]
  • [p] HP bar now appears whenever the Chitin bar is shown
    [/p]
[h3]Balancing[/h3]
  • [p] Starting Life 85 → 80
    [/p]
  • [p] Fiery Circle now only spawns in Chapter 1
    [/p]
[p]
Unit Buffs
[/p]
  • [p] Edith targets 4/6/8 → 5/7/10
    [/p]
  • [p] Edith now always charms the highest Attack Power enemy (random if tied)
    [/p]
  • [p] Vladimir Attack Power 10/15/20 → 12/18/24
    [/p]
[p]
Unit Nerfs
[/p]
  • [p] Morgana Tempo effect (every 4 attacks) now deals area damage
    [/p]
  • [p] Achilles push strength reduced
    [/p]
[p]
Trinket Buffs
[/p]
  • [p] Predator is now a regular trinket
    [/p]
  • [p] Toxic Love is now a regular trinket and can be taken twice
    [/p]
  • [p] Sneak Attack bonus damage +4 → +5
    [/p]
  • [p] Warning Stench starting Poison 2 → 3
    [/p]
  • [p] Toxic Pollen Poison spread 2 → 3
    [/p]
  • [p] Warcry Shattered on Berserk 2 → 3
    [/p]
  • [p] Sharpened Shells has no copy limit
    [/p]
  • [p] Twigtronome has no copy limit
    [/p]
  • [p] Nectar bottle now gives 80 → 100 nectar[/p][p][/p]
  • [p]Miasmic Trigger now gives "Berserk: Apply 6 poison to enemies around them" to all ally units[/p]
[p]
Trinket Nerfs
[/p]
  • [p] Diversion is now a starting trinket
    [/p]
  • [p] Fight Club max copies 3 → 2
    [/p]
  • [p] Moral Booster heal on Execution 3 → 2
    [/p]
[p]
Equipment Buffs
[/p]
  • [p] Equipments granting Ambush now gives 2 stacks instead of 3
    [/p]
  • [p] Castanut Tempo Heal 2 → 3
    [/p]
[p]
Bug Fixes
[/p]
  • [p] Improved map screen performance
    [/p]
  • [p] Fixed equipment duplication and destruction bugs
    [/p]
  • [p] Fixed max Life not resetting between runs
    [/p]
  • [p] Fixed scroll effects persisting after fleeing
    [/p]
  • [p] Fixed Poison damage not being tracked properly
    [/p]
  • [p] Fixed Berserk effects not triggering when a unit dies in one hit
    [/p]

Quickfix 0.20.b

  • [p]Sifd managed to break our game but we got that fixed now, when you obtain every available trinkets, you now get a default trinket in shops and other areas as rewards[/p]
  • [p]Fixed an issue where tooltip for keywords and game mechanics were not showing[/p]
  • [p]Fixed option for Evolution being available at campfire even when you don't have enough elixir[/p]
  • [p]Fixed an issue where melee units could attack targets that are not close to them if their previous target died during attack animation[/p]
  • [p]Fixed issue where you could not cancel an evolution at potion maker when you get 2 potions maker in a row[/p]
  • [p]Last boss now gives less of his health and attack power to his clones[/p]
  • [p]Updated some localization and text issue[/p]

Life overhaul

[p]Hello everyone!

It's been a while but we've been hard at work, I swear. Indeed, today we are releasing our biggest update so far.

We realized our old health and nectar system wasn’t creating the kind of choices we wanted. You can read the full thinking process abouth this big change in the "Full Health Reword Design process" section of this post but since it's a big piece, here is the TLDR:

Players could retry fights almost without consequence, flee for easy nectar, and those who did well early would just snowball through the rest of the run. It didn’t feel strategic or rewarding.

So, we decided to completely rework it and introduce the Elixir system. You now start each run with 75 Elixir, which represents your life essence. It’s used to heal and evolve your units, and if it ever reaches zero and you lose a fight, that’s game over. If you win with no Elixir left, you can keep going, but your units will suffer penalties until you recover.

The better your team performs in fights, the less Elixir you spend on healing, making careful play and decision-making much more important. Nectar rewards are now fixed at 20 per win, and fleeing no longer grants rewards.

That's it for the "piece de resistance" of this update but that not all there is to this update!

Indeed, we also implemented a new mechanic: The scrolls.
When starting a new game, you'll be given 3 scrolls. These scrolls can be used to lower the attack speed of the enemies in any fight. Use them wisely as they can come in handy in fight you criticaly need to win but remember that you only have three for the entire run, don't waste them.

For those who were lucky enough to have a beta access, we also finished working on the final boss of chapter 3, you'll be able to test it for yourself! Be ready for a test of your skill as you will face your strongest enemy yet, yourself! Indeed, the Crimson Puppeteer uses its blood-like ooze to mimic your team members and boost their stat! Will you be able to take them on?

The puppeteer is based on the Devil's Tooth mushroom as you can see:
[/p][p]In addition to all that, we also reworked the blight system (the incremental difficulty so that it becomes challenging faster for player that are used to this type of games.

But that's not all, we also added new visuals to the game:
[/p]
  • [p] A new ingame screen when obtaining a trinket on the map
    [/p]
  • [p] A new intro when launching the game. To set the mood...
    [/p]
[p]Currently, were hard at work on our next update! We're bringing a new guy to the team: The Blacksmith![/p][p][/p][p][/p][p]He will allow you to improve your equipments and even use your leftover nectar to get random equipement![/p][p][/p][p]And, as usual, made a bunch of balance changes and bugfixes.

We hope that you enjoy this big changes. You can read the full patchnote after the next section.

Enjoy!

---------------------------------------------------------------------------

[/p]
Full Health Reword Design process:
[p]
We had been thinking about it for a while, the current health and nectar system we had set up was not quite hitting the mark. As a reminder, in the current system, you had 5 life and would lose 1 each time you would lose a fight and each battle would give you a certain amount of nectar (our game's money) depending on your current team size and how healthy your units where at the end of the fight. You could also retry any fights as long as you had 1 life left or flee the fight and you would gain some nectar in compensation. This system ended up creating two unsatisfying situations.

[/p]
  • [p]On one hand, we felt it didn’t really give players meaningful agency. Indeed, as long as you had more than 1 life, it was pretty much always worth it to retry a fight and once you were at 1 life left, it was basically do or die. This was not really interesting as it didn't lead to a conscious choice on the player's hand, he didn't have to balance the pros and cons of retrying an encounter and it didn't have any lasting impact on your current run. You could also somewhat abuse the system to loose the first few fights and gain nectar by fleeing. This felt a bit silly and left you at the mercy of what you would be able to buy in the first shop. Again, not that interesting and even a bit exploitative.

    [/p]
  • [p]On the other hand, as winning a fight meant earning money depending on your unit's health at the end of the fight, it lead to a weird snowballing effect that we felt was not healthy for the game in the long run. The better you do in a fight the more nectar you get, the more nectar you get the more items and trinkets you can buy, the more items you can buy the better you do in a fight...etc.[/p]
[p]
To resolve this issue, we therefore needed:
[/p]
  • [p]a health pool that decreases over time and slowly reaches 0. The player needs agency on this health pool so he should be able to have some control over how it decreases. [/p]
  • [p]a fixed amount of nectar gain upon winning fight. That way, there is no snowballing effect on income. [/p]
[p]
We also needed to keep one aspect of our system that we feel is crucial to the game. The player needs to understand how well or how bad he is doing in the fight. This was the one great aspect of the nectar gain depending on unit's health in our previous iteration. Doing better in fight meant more money and it lead to people trying to optimize more. That part was healthy and needed to be kept one way or another.

With that clear frame in mind, we decided upon the following changes:
[/p]
  • [p]Upon starting a run, you will start with 75 Elixir. If your Elixir amount is 0 or reaches 0 and you lose a fight, it is game over. [/p]
  • [p]If your elixir amount reaches 0 but you win the fight, you can continue. However, your units will suffer a penalty as long as you don't replenish your stock. [/p]
  • [p]Similarly to the nectar in the previous version, at the end of the fight, your units will be automatically heal depending on how much life they have left but instead of costing potential nectar, it costs 1 Elixir per 20% missing health on a unit. This means that your elixir of life amount will deteriorate over time whatever the case. [/p][p]This way we keep the natural incentive of trying to win fights with units that are as healthy as possible. The more health your units have at the end of a fight, the less elixir is spent, the less elixir is spent, the more risk you can take down the line. Managing your elixir becomes essential in the choice of the path you take on the map. Risky or safe, that's up to the player. That's agency. [/p]
  • [p]You can retry any failed fight but you have to consider whether or not the potential reward of the fight is worth taking the risk of losing even more Elixir. Again reinforcing player agency over the course of the game. [/p]
  • [p]Fleeing a fight no longer rewards nectar. Fleeing therefore means losing on potential income and rewards and that has to be taken into account when deciding whether or not to retry a fight. [/p]
  • [p]Evolving a unit now costs Elixir instead of nectar. This means that improving a unit is a risk down the line if you manage the elixir poorly. Choose wisely. [/p]
  • [p]The nectar gained after a victory is now a flat 20 nectar. No more discrepancies in income and snowball using the economy.[/p]
[p]

It may sound simple, but it was a big change under the hood. In the end, we think it adds real tension and agency to every decision you make — and that’s exactly what we wanted.

---------------------------------------------------------------------------

[/p]
Hive Blight - Patch Summary
[p][/p][h2]New Content[/h2]
  • [p]New Chapter 3 Boss added with final visuals. [/p]
  • [p]Small cinematic introduction added for extra immersion. [/p]
  • [p]New feature: consumable scrolls. [/p]
  • [p]Life system rework. [/p]
  • [p]Blight system rework. [/p]
[h3]Core Systems Rework - Life System Overhaul[/h3]
  • [p]You now start with 75 Elixir of Life. [/p]
  • [p]Evolving units costs 5 Elixir (T2) and 10 Elixir (T3). [/p]
  • [p]Elixir is used to heal units after combat. [/p]
  • [p]If you lose and lack Elixir, you lose the run. [/p]
  • [p]If you win but can’t heal, your units become Broken, taking extra damage. [/p]
  • [p]The last node before each boss is now a Campfire, where you can: [/p][p]- Rest: regain 40 Elixir and +10 max Elixir. [/p][p]- Evolve: upgrade one unit. [/p]
[h3]New Feature: Scrolls[/h3]
  • [p]You start each run with 3 scrolls (1 type for now, more coming). [/p]
  • [p]Current scroll effect: -0.2 Attack Speed to all enemies for one fight. [/p]
[h3]Blight Level Rework[/h3]
  • [p]Now only 4 Blight Levels, each adding multiple modifiers. [/p]
  • [p]Funghi Frenzy replaced by Fungal Proliferation (fights are 10% harder). [/p]
  • [p]Blight 4 is harder than the previous Blight 7, good luck! [/p]
[h2]Balancing Changes[/h2][h3]Units[/h3]
  • [p]Galahad: Now inflicts Shatter in an AoE. [/p]
  • [p]Edith: Charm now affects 4/5/8 closest enemies. [/p]
  • [p]Edith: Attack speed +0.1. [/p]
  • [p]Ulysse: Damage 8/10/12 → 8/12/16. [/p]
  • [p]Vladimir: Attack Power 10/12/15 → 10/15/20. [/p]
  • [p]Lyra: Attack Power 5/8/10 → 5/10/15. [/p]
  • [p]Richard: Attack Power 10/12/14 → 10/13/16. [/p]
  • [p]Ambroise: Heal 3/6/9 → 3/5/7. [/p]
  • [p]Bob: Heal 10/15/20 → 6/11/16 and Attack Speed 0.6/0.8/1 → 0.8 flat. [/p]
  • [p]Achilles: Attack Speed 0.5/0.6/0.8 → 0.6 flat. [/p]
  • [p]Paris: Attack Speed 1.5/1.8/2 → 1.5 flat. [/p]
  • [p]Ulysse: Attack Speed 0.8/1/1.2 → 0.8 flat. [/p]
  • [p]Hercules: Attack Speed 0.6/0.6/0.8 → 0.6 flat, Health 80/130/180 → 70/110/150. [/p]
  • [p]Morgana: Health 30/40/50 → 20/30/40, Attack Speed 0.5/0.6/0.7 → 0.5 flat, no longer gains Attack Speed on level-up. [/p]
  • [p]Vladimir: Attack Speed 0.6/0.8/1 → 0.7 flat. [/p]
  • [p]Lyra: Attack Speed 2/2.4/2.6 → 2 flat. [/p]
  • [p]Nikolai: Attack Speed 1/1.2/1.4 → 1.2 flat. [/p]
  • [p]Bakhan: HP 20/30/40 → 10/15/20. [/p]
  • [p]Yaga: HP 50/60/70 → 30/40/50, Damage 10/18/26 → 12/20/30. [/p]
  • [p]Styx: HP 50/60/70 → 40/50/60. [/p]
  • [p]Nina: Attack Speed is now 1.0 across all tiers. [/p]
[h3]Trinkets[/h3]
  • [p]Moral Booster: Heal 2 → 3, hold limit 3 → 2. [/p]
  • [p]Tip of the Hat: Nectar gain 20 → 30. [/p]
  • [p]Bulk Up: HP gain to Berserk units 25 → 30. [/p]
  • [p]Silent Killer: Attack Power +5 → +4. [/p]
  • [p]Member Card: Now gives a random trinket instead of an equipment. [/p]
  • [p]Overwhelming Takedown: Shatter 3 → 2. [/p]
  • [p]Teeth Breaker: Chitin on heal 3 → 2. [/p]
  • [p]Rallying Call: Charm to units 2 → 1. [/p]
  • [p]Diversion: Removed from the trinket pool (will return as a starting trinket). [/p]
[h3]Equipment[/h3]
  • [p]Legendary Tank: HP and Chitin 40 → 50. [/p]
  • [p]Birch Buckler: Health gain 2 → 3. [/p]
  • [p]Test Dummy: Now sets HP to 10 (was 1) to prevent instant death. [/p]
  • [p]Nettle Blade: Poison 3 → 2. [/p]
[h3]Gameplay and Economy[/h3]
  • [p]Fleeing fights no longer grants rewards. [/p]
  • [p]Elite and Boss fights no longer grant Nectar. [/p]
  • [p]Equipment warning now only checks battlefield units (not bench). [/p]
  • [p]Purge Rituals reward now offers a choice between 3 equipment instead of a random one. [/p]
[h3]Visuals and Quality of Life[/h3]
  • [p]New warning message when you haven’t placed all available units. [/p]
  • [p]Big boss health bar added for boss fights. [/p]
  • [p]Other rewards shrink visually when hovering one. [/p]
  • [p]Tooltip borders now change based on importance. [/p]
  • [p]Altar node now has its own animation when granting a free trinket. [/p]
  • [p]When multiple executions happen at the same time, they now trigger sequentially for readability. [/p]
  • [p]Optimized overall performance, smoother map navigation. [/p]
[h3]Fixes[/h3]
  • [p]Fixed ranged units briefly switching to idle pose between attacks. [/p]
  • [p]Fixed obstacles being considered for ranged targeting. [/p]
  • [p]Fixed boss fight readability with sequential execution triggers. [/p]
  • [p]Fixed tutorial pop-ups timing issue and wrong unit draft size (5 → 3). [/p]