Update log
Full Bloodgrounds update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Store
- Workshop
- Maps
- Events
Ave, Patronus!
The sands of the arena run red once again, and with your valuable feedback, we've tinkered with our demo quite a bit. Today’s update brings a plethora of new features, balance changes, UX improvements, and crucial bug fixes to help you experience full on gladiator mayhem…
…Let’s dive into the full update:
Balancing Updates
Audience Quests
Balanced 14 Audience Quests by reducing complexity and simplifying objectives to make them more achievable.
Improved quest design based on player feedback to ensure smoother progression.
Status Effects
Burn and Frost statuses no longer persist between battles, reducing long-term punishment and improving flow.
New Features & Additions
City Management
Level-Up Stat Rerolling: You can now reroll stat choices during level-ups using gold. Manage your training more strategically!
Battle Pickups
- Favor of CleansingNew pickup item that removes all stacks of a random negative status on pickup.
- Favor of ProtectionNew pickup item that grants 1 Invincibility status on pickup.
Tactical Visibility Tools
Movement Range Preview: Hold F to view hovered unit's movement range. This can be toggled to always-on in gameplay settings.
- Path Danger IndicatorsPaths now display hazard indicators (e.g., traps, status zones). Enabled by default and toggleable.
UX & UI Improvements
Battle UX
Added new notifications for key events: Evade, Luck – Death, Luck – Status, and Critical Hits.
Evade Luck now displays when hovering over units.
Default pathing uses safe paths, with a toggle to revert to "fastest path."
Unit tooltips show clearer level, tier, and class icon tooltips.
Improved readability for stack counts and ability damage numbers.
Enhanced unit rotation targeting, especially for directional abilities like Vindicta.
City UX
Auto-close delay added to stat level-up screens for smoother progression.
Added Graveyard “(!)” Indicator for unseen fallen Gladiators (reminder: equipment is preserved until graves are dug up in the full release).
Improved tutorial flow during first academy ability unlock.
Added consistent “(!)” indicators across Quarters, Map, and Academy.
New tooltip explaining grave-digging mechanics.
Better sorting and highlighting for gladiator selection and challenge assignment. For Example, a new sort option, differentiating between “in team” and “not in team” Gladiators.
Added Inn “(!)” notification when free Gladiators are available to recruit.
Fixed New Gladiator “(!)” indicator when gaining units via mercy.
Dialog & Cinematics
Skip button repositioned to bottom right for better visibility.
Clicking during dialog now skips speaker fade-ins for faster progression.
Other UX Tweaks
Sliders, for example in Gladiator previews, vertical lists or pre/post battle panels, now display exact values (except XP).
Improved item tooltip positioning (no more tooltips off-screen).
Added simple font option for accessibility (Bree-aligned duplicate of Liberation).
Added a location in each arena to show your chosen banner for improved visual flair.
Fixes & Stability
General Fixes
Journal now returns to the previously selected option after dialog or custscene replays.
Fixed issue with dialog recap after saving post-first battle.
Dismiss Gladiator feature now available from game start. You still won’t be able to dismiss your last Gladiator.
Combat Fixes
Arena Modifier Fixes:
“Spiked Arena” Modifier’s spikes no longer spawn on spaces occupied by a unit.
“Opportunism” Modifier now correctly counts filled consumable slots, not unique items.
Prevented attacks through indestructible objects with melee spear/hammer abilities.
Updated Taunt to only expire on turn start (not on damage).
Fixed missing attack of opportunity animation for enemy Invicta.
Vindicta
Source
