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Steam News11 November 20257mo ago

Auto Jurassic Knights V0.1.8, V0.1.9, V0.2.0 (Patch notes 11-11-2025)

TUTORIAL ADDED, NEW UI ART, NEW MATCHMAKING, PERFORMANCE FIX THAT WAS CAUSING 4X RENDERING!!! vastly reducing performance, Gameplay & Combat Logic, Fixed: Could not interact with menus while a tutorial was active.

In this update15

Full notes

Full Auto Jurassic Knights update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

7 fixes9 additions45 changes2 removals
  • Gameplay
  • Store
  • Fixes
  • UI and audio
  • Balance
  • Performance
changedFixed:Could not interact with menus while a tutorial was active.,
changedFixed:Units sometimes became unmergeable until the shop was rolled; merging now works consistently.,
changedFixed:Swapping positions of identical units on a full team failed; swapping now works regardless of empty slots.,
changedFixed:Summoned units could overlap or fail to move when multiple deaths and summons occurred in the same frame; spawn placement and movement now resolve correctly.,
changedFixed:Summoned units were missing health and attack UI; stats now display on summon.,
changedFixed:Rolling the shop incorrectly increased unit health; units now spawn with correct base health.,

Auto Jurassic Knights changes

changedCould not interact with menus while a tutorial was active.,
changedUnits sometimes became unmergeable until the shop was rolled; merging now works consistently.,
changedSwapping positions of identical units on a full team failed; swapping now works regardless of empty slots.,
changedSummoned units could overlap or fail to move when multiple deaths and summons occurred in the same frame; spawn placement and movement now resolve correctly.,
changedSummoned units were missing health and attack UI; stats now display on summon.,

TUTORIAL ADDED,

NEW UI ART,

NEW MATCHMAKING,

PERFORMANCE FIX THAT WAS CAUSING 4X RENDERING!!! vastly reducing performance,

Gameplay & Combat Logic,

Fixed:

  • Could not interact with menus while a tutorial was active.,

  • Units sometimes became unmergeable until the shop was rolled; merging now works consistently.,

  • Swapping positions of identical units on a full team failed; swapping now works regardless of empty slots.,

  • Summoned units could overlap or fail to move when multiple deaths and summons occurred in the same frame; spawn placement and movement now resolve correctly.,

  • Summoned units were missing health and attack UI; stats now display on summon.,

  • Rolling the shop incorrectly increased unit health; units now spawn with correct base health.,

  • Gunner Thomas did not remain in looping attack pose while suppressing from backline; behavior restored.,

  • Steel Helmet and Doomshell did not consume themselves or exploded at incorrect positions; both now detonate and clean up at the correct location and triggers.,

  • Steel Helmet was triggered by Burn; Burn no longer triggers it.,

  • Leechback Gorun’s health adjustment math was incorrect; health siphon now calculates accurately.,

  • Commando Carno attacks failed to trigger Echo Caller Vi when placed behind on-hit units; trigger path fixed.,

  • “Mergeable” hint showed with no mergeable units present; indicator now appears only when valid merges exist.,

  • Dragging a unit showed target/arrow hints even when not dragging; hints now show only during drag.,

Changed:

  • Early run difficulty smoothingfor a player’s first three completed runs, enemy team stats are reduced Rounds 1–4: −40 percent, 5–8: −30 percent, 9–12: −20 percent, 13+: none.,
  • Matchmaking prioritizes opponents with the same health (and turn), with fallback to health −1 when needed.,

---

UI & UX,

Fixed:

  • Settings and other menus now block world hovers and clicks behind them.,

  • Fullscreen toggle now functions reliably.,

  • Various overlays could not be clicked or had double checkmarks; interaction and layering corrected.,

  • Bestiary and several description frames were being stretched or mis-sized; all affected frames now use the correct non-stretched variants and widths.,

  • Dropdowns used mismatched backdrops and ill-fitting buttons; standardized to in-game frames.,

  • Description box sizing was inconsistent across screens; a default description text size is enforced, shrinking only when text exceeds bounds.,

  • Nameplates could scale excessively with short names; added a sensible max size.,

  • Combat tooltips could block menus or overlap tooltips; size and placement adjusted to avoid interference.,

  • Tutorial confirmation dialog “Yes” was not clickable and “Disable tutorial” persisted incorrectly; flow and buttons fixed.,

  • Roll button visibility was inconsistent; it remains hidden until the roll tutorial step and then appears as intended.,

  • Tutorial re-appeared repeatedly after buying a fifth unit; de-duped triggers so each tutorial fires once and auto-closes when its action is completed.,

Changed:

  • Standardized main shop button sizes (End Turn, Roll, Lock, Sell) and alignment; Sell aligned with others.,

  • Target outline and selection states unified with outline shader and white highlight for selected and drag-target states.,

  • Dice effect spawns centered on the Roll button and renders above UI; Lock/Unlock impacts aligned from the same origin.,

  • Gold amount text increased for readability.,

  • Equipment description copy standardized to “Equip Ally:” and equipment panels show base description only.,

  • Shift-hold hotkey replaces a unit’s description with the next level’s description for fast preview.,

---

VFX, Rendering & Post-Process,

Fixed:

  • Multiple rendering-order issues where VFX appeared behind sprites or above UI incorrectly (buff trails, rifle/gun shots, backline effects over frontline UI, mergeable VFX after drag, etc.); all affected systems now draw in the correct order.,

  • Money Impact duration was unintentionally shortened in-game; duration honors asset timing again.,

  • Win/Draw/Lose VFX were stretched or mispositioned; NS_WIN/NS_LOSE/Draw now spawn centered with correct aspect and thin outline variant.,

  • Victory/Game Over screens blocked equipment bars and used inconsistent frames; frames swapped to standard, placement adjusted.,

  • Burn ailment’s color grading mismatched in combat; enabling the shared post-process volume and Chameleon in combat restores visual parity with shop.,

  • Summoned units in backline failed to spawn with smoke like the shop; smoke now plays in both lines consistently.,

  • Characters that die and are thrown back could render behind backline units; death throws now render in front.,

Changed:

  • Roll impact uses [c]/Game/Art/VFX/All_Used_VFXs/Triggers/NS_Dice_Impact[/c]; Sell impact uses [c]NS_Money_Impact[/c].,

  • Combat damage impact updated to [c]NS_ShatteredBlast[/c] for clearer feedback.,

  • Turn timer now triggers an Oil Impact at each tick for timing feedback.,

  • Added drag trails: characters use [c]ns_Character[/c] trail, supplies and equipment use dedicated trails; mouse uses [c]ns_mouse[/c] trail.,

  • Weapon motion trails added using [c]NS_Slash_Trail[/c] on blade tips or gun barrels during idle-to-attack transitions.,

  • Pterodactyl carry-in added for summoned units, with [c]NS_Summon[/c] trails on wing tips and random misc variant selection on each summon.,

  • Gulletbackadded swallow smoke trail and corrected VFX anchor positions in both shop and combat.,
  • Equipment application now plays the oil lock-style VFX on the target.,

  • Lock impact VFX scaled up and positioned inside the lock aperture.,

  • Machine gun and LMG hits can spawn multiple randomized impact VFX to match multi-bullet volleys.,

---

Tutorials,

Fixed:

  • Tutorial tooltips no longer appear under a darkened “Second Chance!” screen; they show after that screen closes.,

  • Tutorial arrows and highlight states corrected, including dotted vs solid hover behavior and arrow pointing to mergeable units and chainlink UI.,

  • “Sell units” tutorial only triggers once at the appropriate unit count and closes after the action.,

Changed:

  • New tutorial: selling units by dragging them to the Sell button.,

  • New tutorial: spending 1 gold to roll before the End Turn step; Roll button is hidden until this step.,

  • New tutorial: autoplay vs manual combat flow after the pause tutorial, instructing to press Autoplay then left-click to advance.,

  • Combined and tightened “Supplies give stats / Equipment give abilities” with a single prompt and purchase pointer.,

  • Tutorial economy during onboarding keeps player at 10 gold until lock is taught, then forces a 1-gold roll to demonstrate spending.,

---

Characters, Units & Content,

Fixed:

  • Quartermaster Drell: on sale, stat grant icons showed but numbers did not; numbers now display and apply.,

  • Gulletback“suck in breath” VFX no longer goes behind his head; enemy-team testing path fixed.,
  • Echo Caller Vi now triggers correctly when Carno attacks through on-hit intermediaries.,

Changed:

  • Token setup for Watsonadded Holmes and [c]holmes_attack[/c] for Watson’s summon; “Wyatt” references updated to Watson.,
  • Re-imported and updated VFX anchors for Banner-Knight Virelle and Medic Thorne (with subsequent pose update).,

  • Re-imported Gulletback attack sprite to match anchors.,

  • Battle Tactician Mira re-imported with new design and VFX anchor locations.,

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Matchmaking & Progression,

Fixed:

  • Could hover/select names in selection lists with nothing chosen; hover gating corrected.,

Changed:

  • Simplified matchmaking prioritizes opponents on the same turn with the same health, with fallback to health −1 to reduce stomps.,

  • One-time auto-delete of an existing, stale run on first launch after the patch prevents corrupted or incompatible progress from blocking play.,

---

Audio,

Fixed:

  • Post-combat screens now loop their music tracks.,

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General Polish & Optimization,

Changed:

  • Global darkening is consistent across all menus and screens.,

  • Thin outline shader standardized for Win, Victory, Lose, and Game Over headings.,

  • General optimization pass across UI and VFX systems.

Source

Steam News / 11 November 2025

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