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Mostly fixes and quality of life improvements in this patch. fix: rare bug where game was stuck because NPCs didn't end their turns Big thanks to Un4o1y, Xeddar and Adriller ref: Remove client side timeout for cards. When there are many enemies on screen the game's fps can slow which can cause cards to timeout which means the result of a cast may not match the prediction. This is bad. Instead, I will just leave the timeout on the serverside so the server will not hang. perf: Optimize ancient attack for FPS also optimize Blood splatter. Thanks @Whisky ref: END_TURN syncing Resolves the issue where 1 player ending their turn sometimes just progressed the turn phase without the other players being ready i18n: Translate card rarity Update Polish Thanks @Whisky! fix: Bolt radius increases for submerged units (#797) Thanks R?c??l?sc?nc?/recoalescence fix: Teleport pickup prediction (#787) Fixes an issue that cause displace, teleport, and similar "set location" spells to trigger real world pickups while in prediction mode Thanks @Whisky fix: Primed Corpse particles not reinitializing on units that recently had them fix: Player channeling animation while dead (#781) content: Plus Radius can now be cast on its own (#786) * Plus Radius can now be cast on its own - To let players increase Urn Radius * Add refund for plus radius fizzle ref: Change up order of color replace colors to see if it affects the bug where blood archers / golems aren't tinted copy: Fix modifier name "Primed Corpse" since it is visible to players Thanks Chumler optimization: Save files take up less disk space menu: Server list will be sorted by version number so servers on the latest version will be at the top menu: Enemies are now shown in the codex
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