Update log
Full Warden of the Isles update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
0 fixes3 additions2 changes1 removal
- Gameplay
- Performance
- UI and audio
addedThree weeks of work since the last patch. Here's what's new:
addedNew legion command system - banners, stances (Stay Near / Search & Destroy), rotatable placement with live formation preview, and legion-mates that come to each other's aid.
addedNew building art - the player's buildings have been redone with fresh models and cleaner silhouettes.
changedPerformance pass - all unit animations migrated to baked mesh animation, instanced tree rendering, batched combat broadcasts, and a long list of allocation cuts. Smoother frame times across the board, especially in big fights.
removedSmoother loading screens - proper bar fill, deferred activation, and the intro voice-over no longer talks over the fade.
changedPolish - game pauses on focus loss, can't fall through terrain, no more thumbstick-overshoot snap-turns, tower threat tuning, building UI proximity tightened.
Three weeks of work since the last patch. Here's what's new:
- CosmeticNew legion command systembanners, stances (Stay Near / Search & Destroy), rotatable placement with live formation preview, and legion-mates that come to each other's aid.
- CosmeticNew building artthe player's buildings have been redone with fresh models and cleaner silhouettes.
- CosmeticVR comfort togglessnap vs smooth turning and the comfort vignette can now be turned on/off in settings.
- CosmeticSmarter unit AIbetter target priority, builders/woodcutters spread across work sites, no more pathing into walls or ping-ponging between targets.
- CosmeticBig combat fixesMage/Priest/Necromancer/FireGolem animations and spells, pooled units coming back broken, a food-capacity bug that silently inflated your unit cap, and dozens more.
Performance pass - all unit animations migrated to baked mesh animation, instanced tree rendering, batched combat broadcasts, and a long list of allocation cuts. Smoother frame times across the board, especially in big fights.
- CosmeticSmoother loading screensproper bar fill, deferred activation, and the intro voice-over no longer talks over the fade.
- CosmeticPolishgame pauses on focus loss, can't fall through terrain, no more thumbstick-overshoot snap-turns, tower threat tuning, building UI proximity tightened.
Thanks for playing - bug reports and feedback always welcome.
Source
