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Steam News29 July 202614d ago

Walls and Floors!

Version 0.0.795 now available! Check out this Wallmaster video: General Improvements Improved automation for There Is No Space Between.

In this update3

Full notes

Full Draw Steel update

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

What changed

1 fix6 additions9 changes1 removal
  • Gameplay
  • Fixes
  • UI and audio
  • Balance
  • Maps
  • Events
addedVersion 0.0.795 now available! Check out this Wallmaster video:
changedGeneral ImprovementsImproved automation for There Is No Space Between. Caster & allies can step into a portal and select their destination adjacent to any other portal. Force moving an enemy into a portal grants the force mover the option to select a destination for that enemy adjacent to a different portal. Stop the force move ON the portal for this to work. Yes, if you put your portal at the edge of a cliff or pit and choose the wrong (or right?) destination square, a fall will occur. Fixed range calculation - now honors range extension with [c]void[/c] keyword.
addedGeneral ImprovementsAdding "Climbing Always Available" setting to allow climbing to occur at any time in a game.
changedGeneral ImprovementsDouble click the top of the journal to minimize it
changedGeneral ImprovementsCorrect ignore damage immunity also ignoring weaknesses
changedGeneral ImprovementsCorrect Speak macro default language being unreadable to players.

Draw Steel changes

addedVersion 0.0.795 now available! Check out this Wallmaster video:
changedImproved automation for There Is No Space Between. Caster & allies can step into a portal and select their destination adjacent to any other portal. Force moving an enemy into a portal grants the force mover the option to select a destination for that enemy adjacent to a different portal. Stop the force move ON the portal for this to work. Yes, if you put your portal at the edge of a cliff or pit and choose the wrong (or right?) destination square, a fall will occur. Fixed range calculation - now honors range extension with [c]void[/c] keyword.
addedAdding "Climbing Always Available" setting to allow climbing to occur at any time in a game.
changedDouble click the top of the journal to minimize it
changedCorrect ignore damage immunity also ignoring weaknesses

Version 0.0.795 now available! Check out this Wallmaster video:

General Improvements

  • Improved automation for There Is No Space Between.

    • Caster & allies can step into a portal and select their destination adjacent to any other portal.

    • Force moving an enemy into a portal grants the force mover the option to select a destination for that enemy adjacent to a different portal. Stop the force move ON the portal for this to work.

    • Yes, if you put your portal at the edge of a cliff or pit and choose the wrong (or right?) destination square, a fall will occur.

    • Fixed range calculation - now honors range extension with [c]void[/c] keyword.

  • Adding "Climbing Always Available" setting to allow climbing to occur at any time in a game.

  • Double click the top of the journal to minimize it

  • Correct Summoner's Fanged Musilex free strike range

  • Correct Summoner's Fanged Musilex [c]Mawful strike[/c] adjacent targets options

  • Correct Null's [c]Entropic Field[/c] discipline cost

  • Correct Summoner's [c]Glade Pond[/c] - Folly Field 9th level advancement being available at all levels.

  • Correct Fury's 5-Ferocity ability options referencing "Rage"

  • Correct ignore damage immunity also ignoring weaknesses

  • Correct Talent's [c]Soul Burn[/c] ability implementation note

  • Correct Talent's [c]Gravitic Burst[/c] range increasing depending on HR available.

  • Correct Speak macro default language being unreadable to players.

  • Correct Elementalist's [c]O Flower Aid, O Earth Defend[/c] difficult terrain affecting allies

  • All Trolls have had first pass implementation.

  • Undead Echelon 2 monsters have had first pass implementation.

  • Correct Conduit Characteristic Increases preventing selection

  • Correct Orc [c]Bloodfire Burn[/c] death trigger preventing removal of minion

  • Abyssal Hyena [c]Death Snap[/c] changed from Prompt to Auto trigger

  • Resolved an issue where the Gnoll Marauder's [c]Cackletongue[/c] trigger could be triggered by abilities like Knockback

  • Some users were experiencing an issue where the [c]Bind game mode to playlist[/c] toggle was not 'sticking'. A tentative fix has been shipped for this.

  • Frost Giant Snowblaster is now implemented

  • monsters get their own screen after battle showing their key stats

  • PDF's now have a table of contents view, and a side-by-side two-page view.

  • Any setting that is a checkbox can be bound by right-clicking on it and configuring a keybind to toggle it.

Floor Vision Updates

We have reworked how floors reveal and hide as you move between them, and added keyboard control for switching floors - including a hotkey players can use to look up through the levels above them.

Auto-Hide Floors on Selection

  • Selecting a floor now automatically reveals that floor and everything below it, and hides everything above it - so you no longer have to toggle eye icons by hand every time the party moves between levels.

  • On by default; turn it off under Settings > Map > "Auto-hide floors above the selected floor" to keep the classic behaviour where switching floors never changes visibility on its own.

  • Works the same whether you switch floors by clicking a row in the Floors & Layers panel or by using the new floor hotkeys.

Floor Up / Down Hotkeys (Director)

  • Two new bindable actions - Go Up a Floor and Go Down a Floor - let you step the active floor up or down from the keyboard, under Settings > Keybinds > Camera.

  • Navigating this way respects the auto-hide setting.

  • By default they are bound to ALT + Mousewheel Up/Down

"Look Up" on a Keybind (Players)

  • For players, the same Go Up a Floor / Go Down a Floor actions drive the existing "Look up" behaviour in your character panel.

  • Press up to peek one floor higher, again to peek higher still (as far as the map's Look Up rules allow), and down to step back toward your current floor.

  • You can even use the keybind mid-ability to target creatures that you're able to see that are on higher floors. Look out Yddraed, the Leech-lord!!

Defeat!

You won't be able to help but make things just a little tougher for your players so you can force them to look at this screen.

Source

Steam News / 29 July 2026

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