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Steam News11 May 20261mo ago

Warman 2.1 - World Reborn

Read the full news here: https://play-warman.com/news/update-2-1-world-reborn/ New Features Multi-map support: the engine now supports multiple maps loaded at once Overworld-style hub area replaces waypoints and town po

Full notes

Full Warman update

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

What changed

26 fixes27 additions63 changes20 removals
  • Gameplay
  • Maps
  • Balance
  • UI and audio
  • Store
  • Compatibility
addedNew Features
changedMulti-map support : the engine now supports multiple maps loaded at once
addedHoming projectiles as a new projectile behavior
addedChanneling skills as a new skill type
addedBasic scripting added on top of WarScript for more dynamic map logic
addedNew map trigger/unlock system driving area gating
Bandit Slice cooldown0.5s1sBandit Slice cooldown increased, nerfcounter chance25%10%counter chance decreased, nerfCombustion proc chance15%10%Combustion proc chance decreased, nerfOn-take-damage skill passives20%5%On-take-damage skill passives decreased, nerf

Warman changes

addedNew Features
changedMulti-map support : the engine now supports multiple maps loaded at once
addedHoming projectiles as a new projectile behavior
addedChanneling skills as a new skill type
addedBasic scripting added on top of WarScript for more dynamic map logic

Read the full news here: https://play-warman.com/news/update-2-1-world-reborn/

New Features

  • Multi-map support: the engine now supports multiple maps loaded at once

  • Overworld-style hub area replaces waypoints and town portals

  • Profile selection on game start, with profile switching available from the main menu

  • Homing projectiles as a new projectile behavior

  • Channeling skills as a new skill type

  • Basic scripting added on top of WarScript for more dynamic map logic

World & Exploration

  • New map trigger/unlock system driving area gating

  • Home portals now stay open and spawn a return portal on your home island

  • Elevators can be logically linked: ride them up/down between maps, not just as spawn points

  • Checkpoints replace waypoints and are now placed near elevators for fast travel

  • Full respawn logic rework

  • Entering a map no longer auto-heals you

  • Travellers' Road reworked into a mountain climb (new biome)

  • Arena reworked into a monster arena mini-game where you earn items

  • Treasure Hoard dungeon reworked

  • Bonepit dungeon reworked

  • Lower Prison inner layout reworked; first room now has 3 chests; 1 extra room added

  • Prison and Castle now have dedicated "inside" biome variants (different water, shadows)

  • Indoor biomes are now fully dark; player has a light above them in dark areas

  • Castle water is now red and deals 2 pure damage per second

  • Portal interact time is now 3.5 seconds

  • Portal exit position mirrors your entrance position

  • Faint dotted lines show where you'll enter a portal

  • Docks portal only opens after you've discovered the Docks

  • Removed unused Plains South and Upper Castle West rooms

  • Removed unfinished Path of Danger map

  • Added missing chests to the Plains area

  • Removed intro_1 waypoint (checkpoint retained)

Quests & Progression

  • All quests added to the codex

  • Quest trigger objects marked with a big ? icon; quest-unlock interactables get a 3D glowing yellow question mark

  • Quest-locked blockers marked on the world map with a big red X

  • Hover quests and blockers on the world map for info: blockers show which quest is required

  • Tutorial migrated to the new quest system

  • Intro weapons chest locked behind a quest

  • Locked areas now use visible gates that open when their quest unlocks

  • Rooms containing quest unlocks have proper level design

  • Class-specific unique codex drops added (from Bonelord boss)

  • Unique mastery book modifiers are now visible as modifiers

Combat & Balance

  • Major combat balance pass: health, damage, armor, item scaling, regen, trap damage all retuned

  • Regen disabled in combat; out-of-combat regen is much stronger (bosses included)

  • Heroes gain +0.25 magic damage per level

  • Caster class cooldowns reduced across the board

  • Aura radius increased

  • Chain Lightning damage buffed

  • Bandit Slice cooldown increased from 0.5s to 1s; counter chance reduced from 25% to 10%

  • Combustion proc chance reduced from 15% to 10%

  • On-take-damage skill passives reduced from 20% to 5% proc (Warrior and Bow)

  • Wind Mage: Sturdy Frame now also makes totems elite

  • Wind Mage: Tornado totems now use a homing Wind Slice auto-attack

  • Each class's on-attack DoT passive now has a core DoT modifier

  • Reined in player DoTs that scaled off % of target's total health

  • Summoned units no longer grant XP

  • All traps deal pure damage; floating and rotating saws deal damage per tick; spike trap also deals normal damage ticks

  • Elite spawner chance reduced from 15% to 5%

  • Removed heal skill from enemy spawners

  • First Plains room no longer spawns elites

  • Boss arenas now have an aggro zone

Items & Loot

  • Rebalanced which stat rolls can appear on each item type

  • Item level range is now 1–10 (no more level 0)

  • Level requirement removed from items

  • Items migrate properly across save files

  • Removed from rollable stats: % lifesteal, extra projectiles, health potion potency, % max health, % max regen

  • Quiver now has +2 projectiles baked in as its base effect

  • Other back items now get base effects so quiver isn't automatically best

  • Normal chests can roll purple items

  • Enemies can drop up to purple items

  • Elite enemies drop higher rarity loot

  • Bone currency removed

UI & HUD

  • New cursor icon

  • New, better font

  • Stronger hover and focus highlights across UI elements (especially sliders)

  • Fade in/out animations on UI (position + opacity); HUD also fades in/out

  • Opening a UI window focuses a sensible default element

  • Interact indicator changed from diamond to triangle (active-action objects); hover-only objects show a small white dot

  • Focus cursor appears on all hoverable objects

  • Gold piles now have a hover label

  • Rare chests get their own icon

  • Damage popups now include a damage type icon — sword (physical), spark (magical), red magic (pure)

  • Removed all popups except damage and level up; tuned font sizes and colors

  • Heal-on-hit shows a heal popup

  • XP gain notifications added

  • Minimap shows current map difficulty and now renders cliffs (flat color, no more height shading)

  • World map: default zoom further out, icons scale with zoom, room icons only show once discovered

  • World map: collected chests/keys/bones snapshot and hide when collected

  • World mapbig JPG backplane added
  • World mapboss spawner custom icon, locked waypoint marker removed
  • Mastery book now shows active passives

  • Backpack stats have icons

  • Better handling of long item names

  • Sliders support step sizes

  • Main menu UI moved to the left; right side shows 3D hero preview; Change Hero is its own window

  • More detailed hero preview in main menu and settings

  • Random name button in hero creation

  • Loaded profile name shown in the main menu

  • Green plus icon on HUD now shows a hotkey hint when you have a skill point

  • Attack and roll noticeboard hints split into two

  • Settings UI overhauled

  • New "pill-UI" layout for change scenarios, hero list, workbench properties, and keybind rebinding

  • Workbenchpossible properties panel always open (toggle removed); auto-roll has animation; you can stop auto-roll without closing the UI
  • Hero menu hotkeys disabled while shop/workbench/storage is open

  • Shoprefresh button (costs gold) to roll a new item set
  • Portal and elevator hover labels now use white text (custom portal names no longer get special styling)

  • Removed all context cursors (pending a replacement cursor system)

Controller Support

  • Broad UI navigation improvements

  • White hand cursor on the focused element so you don't lose track

  • Scroll views let you focus non-button elements; up/down moves the scrollbar

  • Dropdowns, sliders, game lobby, and settings now fully navigable

  • L/R Bumpers swap hero menu windows; L/R Triggers swap tabs

  • Settings system buttons mapped to controller

  • Hero menu uses hotkeys only (no cursor nav); hero tab menu can't be reached via controller

  • Virtual keyboard opens when relevant text fields are focused

  • Close buttons for settings and mastery skip controller cursor focus

  • MasteryBACK clears selection; back arrow added; hotkey swaps positions
  • Workbench: BACK clears the select slot; keybind hints show/hide correctly

  • ESC and LMB can no longer be rebound (core navigation)

Audio

  • Music added to every map and biome

  • Dungeon and Castle biomes have deliberate silence gaps (they're indoors)

  • Removed general combat music; added music volume ducking

  • Separate volume sliders for UI and ambience

  • Linear audio rolloff (works better with top-down camera)

  • Random volume variation on SFX (not just pitch)

  • Ambience loop ranges tuned

  • Audio normalized on import

Visuals

  • Improved item bag glow

  • Hourglass VFX above the player when disabled/can't act

  • Object lights turn off in biomes with real sun lighting

  • Added missing VFX: Fire wand Searing Touch, Bandit Sharp Strike DoT

Editor & Modding

  • Undo/redo for terrain modifications

  • Paint multiple cliff textures per room; cliff texture index can be locked

  • Terrain mover supports step sizes

  • Layer remapping tool for the unified terrain layer

  • Unified all terrain texture layers (255 layer cap)

  • Doodads place properly on walkable platforms

  • Object transform overrides apply to doodads

  • Enemy spawn points expose an enemy count property (can be limited to 1)

  • New "outlet" object: modifies charges on interactables

  • Default properties exposed in the property inspector

  • Cleaned up the base mod's doodad folder structure

  • Mod content loads asynchronously

  • Portals support mod-defined width, height, collider, and effect

  • Map expiration timer configurable in engine_config.xml

  • Removed the dev console (testing happens in the Underground sandbox)

Performance & Under the Hood

  • Upgraded to Unity 6000.3.2f1

  • Open-world maps expire after 10 minutes of inactivity (timer resets on entry)

  • Maps don't expire while a player is inside, a home/return portal connects to them, or an active respawn point exists

  • Home map never expires

  • Generic room spawn points defer enemy spawning

  • Config file no longer syncs via Steam Cloud

Bug Fixes

  • Fixed memory leak when returning from game to lobby

  • Fixed projectile pierce (including stopping one target too early)

  • Fixed Fire Mage Inferno not working

  • Fixed elite enemy XP multiplier not working

  • Fixed workbench auto-reroll getting stuck

  • Fixed being unable to replace a property on an item

  • Fixed hover UI not appearing after focus switched to a new item post-collection

  • Fixed boss hover collider size

  • Fixed interactable indicator shifting while moving

  • Fixed being able to use an interactable from the previous room after an elevator teleport

  • Fixed checkpoint lights defaulting to on

  • Fixed being able to partially walk on void

  • Fixed Prison enemies spawning inside the spawner's collision area

  • Fixed aggro zones not working

  • Fixed XP particles being too slow with vsync off

  • Fixed scrolling in chat

  • Fixed Change Hero and Create Game window titles using the wrong font

  • Fixed fades for all room and map transitions

  • Fixed camera render distance cutting off in tall rooms

  • Fixed portal sizes where the interact line wasn't visible

  • Fixed Lower Castle north entrance position

  • Editorfixed world map not saving position
  • Editorfixed playtest not restoring original room (breaking world map / changeMap)
  • Editorfixed duplicate rooms created in connection loops
  • Editorfixed not being able to give custom properties to zones
  • Editorfixed charges on interactables with implicit infinite charges

Source

Steam News / 11 May 2026

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