In this update5
Full notes
Full They're Gonna Get In update
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What changed
- UI and audio
- Balance
- Maps
- Gameplay
- Performance
- Fixes
They're Gonna Get In changes
Garrisoning arrives — send units home to safety and put them to work behind your walls, where they'll grant real benefits to your kingdom instead of just standing idle. Alongside it: bloodier combat, a smarter and tougher computer opponent, a fully animated ruler portrait, and a big batch of interface polish.
Build & Economy
Units can now be sent home to garrison inside your castle for safekeeping via a new Station order, and buildings placed on interior plots will garrison their trained units directly instead of sending them out onto the field.
Garrisoning and redeploying units costs a small amount of gold. Open your castle's garrison list to see everyone stationed there, and click an entry to bring that unit back out onto the battlefield. Stationing several units at once will station as many as you can afford, cheapest first.
Garrisoned units now grant real, active bonuses to your kingdom — faster resource production, faster training, or tougher units, depending on who's stationed. Hover over your castle to see exactly which bonuses are currently active.
Fixed an issue that could let a side quietly train past its intended army limits by garrisoning units.
Your castle's health and your total army size (versus its current limit) are now both shown directly on the HUD. Click the army readout for a full breakdown by unit type, and click any entry there to instantly select every deployed unit of that kind.
Combat
Combat is bloodier now — units leave behind gore and blood splatter when they die, and bleed when struck. (The Mud Golem is made of mud, so it's exempt.)
The Knight now deals significantly more damage against production buildings.
The Bomb Goblin now actually dies the instant it detonates, matching its own long-standing description.
Buildings now kick up debris when struck.
Fixed blood and gore rendering on top of everything else on screen — it now correctly stays on the ground.
The Computer Opponent
Rebalanced to be a tougher, smarter opponent: it always keeps a real portion of its army home when going on the offensive, occasionally launches small early scouting raids, garrisons the units that are more valuable defending than fighting, and spreads its standing defenders across all of its buildings instead of stacking them in one place.
No longer gets stuck sitting at its own army limit without acting, and now prefers building certain structures inside its own walls so trained units go straight into the garrison.
Reacts to attacks on its buildings almost instantly, and garrisons its own units for the same passive benefits available to the player.
Fixed a bug where defenders already posted at one building wouldn't respond when a different building came under attack — they'll now correctly redirect to help wherever the fight actually is.
Interface & Info
Your ruler now appears as a fully animated portrait on the UI bar, blinking, glancing around, and reacting idly instead of standing still.
Interface text throughout the game now uses one consistent color.
Hovering over a training building shows what's currently queued and how long until the next unit is ready; training buildings also display an always-on progress bar and visibly change appearance while actively training.
Building info cards now show the real, bonus-adjusted production or training speed, highlighted in green or red when a garrison bonus is helping or hurting it.
Selecting multiple units brings up a new summary panel grouping them by type — click a group to narrow down to the individual units within it.
Menus and dropdown panels (orders, castle garrison, unit selection) have a new visual style with proper titles, and now open in whichever direction keeps them fully on screen relative to your cursor.
You can no longer see what the enemy has queued up in their training buildings.
Blueprint slots now show at a glance whether you can currently afford and place that building.
Also
Fixed a crash that could occur when a selected unit died in battle.
Numerous smaller fixes and behind-the-scenes cleanup.
Source
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