Warden of the Isles
Steam News 16 May 20265d ago

Patch Notes

Visuals & UI New game-wide font All campaign and tutorial scenes re-laid-out to fit the new metrics. Hover highlight overhauled. The old version washed out into a soft glow and completely broke on transparent objects li…

Update log

Full Warden of the Isles update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix2 additions6 changes6 removals
  • UI and audio
  • Balance
  • Gameplay
addedVisuals & UINew game-wide font All campaign and tutorial scenes re-laid-out to fit the new metrics.
addedVisuals & UIHover highlight overhauled. The old version washed out into a soft glow and completely broke on transparent objects like icons and banner cloth. The new outline reads as a crisp band on everything.
fixedVisuals & UIBanner highlight in particular: the cloth used to be invisible to the outline and certain angles let it peek through itself. Both fixed - the outline now wraps the full banner cleanly.
changedVisuals & UIFireball gets its own tuned hover highlight.
changedBalanceStarting gold raised across all 9 campaign levels. Tutorials unchanged.
changedBalanceCost rebalance applied across the board.

Visuals & UI

  • New game-wide font All campaign and tutorial scenes re-laid-out to fit the new metrics.

  • Hover highlight overhauled. The old version washed out into a soft glow and completely broke on transparent objects like icons and banner cloth. The new outline reads as a crisp band on everything.

  • Banner highlight in particularthe cloth used to be invisible to the outline and certain angles let it peek through itself. Both fixed - the outline now wraps the full banner cleanly.
  • Fireball gets its own tuned hover highlight.

Balance

  • Starting gold raised across all 9 campaign levels. Tutorials unchanged.

  • Cost rebalance applied across the board.

  • Workers cost 50 gold each.

AI & Gameplay Fixes

  • Workers no longer get stuck navigating around obstacles.

  • Tree-cutters now skip trees they can't actually reach, and won't stand frozen if their path stalls short of the trunk.

  • Builders no longer freeze near construction sites. Dropped close to a damaged building, or stalling on the way to one, the builder will now walk around to a different side and start working instead of just standing there.

  • Picking up a worker mid-build (or mid-chop) and dropping them no longer leaves their animation frozen on idle.

  • Melee and ranged units stop locking onto enemies they can't actually hit - they now switch to a different valid target.

  • Special priest unit no longer freezes whenever there's a damaged ally to heal.

  • Respawned units no longer slide around at full speed in an idle pose.

Audio

  • Softened the pitch variation on arrow / bolt / ballista hit sounds. Heavy combat no longer has the wobbly "out of tune" feel.

Source

Steam News / 16 May 2026

Open original