In this update6
Full notes
Full Some of You May Die update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Balance
- UI and audio
- Gameplay
Some of You May Die changes
Beta Update (v0.31.0 → v0.36.3)
Note: Some of the new features are locked for the demo and will be available in the full version.
New Units' Abilities
**Geomancer Reworked** - New **Boulder** ability plus a buffed **Cascade** that now aims at the unit's current attack target instead of firing blind - **Harpy — Savior** - A new ability that lets the Harpy swoop in to rescue a low-health ally - **Herbalist smarter potions** - The Herbalist now skips allies who are already fully capped, so heals never go to waste
New Upgrades
**Repel** - Launches attackers through the air - **Second Wind** - Once per battle, a low-health unit has a chance to heal 50% of its health - **Ward** - A luck-based skill that can negate curses and debuffs - **Five rare per-unit runes**, each unlocked when its unit is in the pool: - *Call for Family* (Gremlin) - chance on death to spawn a stat-cloned Gremlin - *Phalanx* (Legionnaire) - bonus armor for each same-column Legionnaire - *Hardened* (Geomancer) - bonus armor on spawn - *Thief* (Harpy) - chance on kill to steal a rune from the slain enemy - *Splash* (Herbalist) - potions can bounce to chain across allies - **Team-wide runes** for boosting Gremlin health and Skeleton stats - Several new onKill, onDamage, and crit-triggered upgrades
Multiplayer
**Live opponent updates** - Watch your opponent's board update in real time - **Opponent identity** - Your opponent's Steam name now appears above their health bar - **Damage breakdown** - A per-unit breakdown explains exactly where your round damage came from - **Improved round damage** - The health you lose on a loss now scales to how much of the enemy squad survived: a clean sweep of your team costs the most, while a narrow loss costs 1 health - **Host-configurable starting health** for private games - Fixed a hard lock caused by a player round mismatch, and battle-phase messages are now held and replayed correctly
Balance
**Armor overhaul** - Armor now stacks as percentage damage reduction; negative armor amplifies incoming damage; Corrosive retuned to 3/5/10 - **Boosted units** get higher stat caps, and boosted ability speed now halves cooldowns - **Tougher endgame** - Exponential enemy scaling past level 10 and the max level raised from 20 to 100 - **The Old One** boss and its spawns hit harder and have 4× health - Summoned and reanimated Skeletons now scale with the summoner's / corpse's level - Squad rebalance, plus tuning to Last Stand, Blood Sandals, Repel, and Spark - Revenge Stun and Revenge Charm now trigger on a chance roll
Quality of Life
**Animated main menu** - The biome background now animates behind the menu - **Send Bug Report** button added to the pause menu - **Cleaner combat text** - Floating text reworked to be far less noisy, with key moments (Charm, True Grit) made clear and prominent - **Better tooltips** - Hover tooltips for player-wide effects, clearer chance-based rune labels, and David's Blessing's crit bonus shown as a percentage - Auto-handling of farms, with a fresh-buy farm surcharge shown right on the shop card - Inspector now refreshes when you click a unit while paused - Shop correctly labels Passive abilities, with new upgrade icons and cleaner hero cards - You can no longer queue a merge onto a unit you can't afford
Bug Fixes
**Priest** heals no longer trigger offensive on-crit runes against allies - **Copycat** is capped to the target's own buffs and no longer compounds recursively - **Herbalist** only rolls Boosted stats, never skills - **Bard** now deals damage when buffed, and its death animation is fixed - **Flag Bearer** fixes: no longer charges forward, can't gain boosted attack speed, no longer has mana, and its hitbox no longer covers the flag - **Golem** is now correctly melee, and its ability is properly a passive - **Thief** only steals upgraded runes - **Mage** attack-range visual now matches its actual range - Endless Mode is playable again after a boss victory (game loop resumes and the round advances) - Restored the player health bar so it once again covers the gold/farm panel that slides out from behind it - Fixed singleplayer occasionally getting stuck on "Loading", the Burrower's oversized hitbox, and a prompt button that could fall through and place a hero
## Audio - New music added to the soundtrack
Source
Changelog.gg summarizes and formats this update. How we read updates.
