What changed
Written for somebody who plays the game rather than somebody who reads the code. The same list is a feed if you would rather not come back.
0.114.0
- Redraw the Guard, Develop and Necromancer raise buttons: Guard is a heater shield, research is now an open book, and the raises show a skull rising from its grave.
- Stop melee soldiers striking over a friend's shoulder: the back rank now walks round its own line to an open enemy instead.
- Stop units freezing beside a sleeping creep camp: a unit whose road runs through the camp now walks round it.
- Stop AI reinforcements from retrying a permanently blocked march for minutes.
- Calm the Summer ground: a darker, quieter field under units, lighter Warcraft III-style paths and darker woods.
- Hear every unit and each race's announcer in a new voice of its own, with subtitles for every line said, sounds included.
- Hide Insane difficulty until it consistently beats Hard; old Insane room choices now show and play as Hard.
- Spread large formation orders across short preparation steps to reduce pauses.
- Computer heroes and a few escorts now clear creep camps they have seen between attack waves (Normal takes the easy camps; Hard goes further).
- Make AI armies take priority over unsafe expansion and shift excess lumber workers toward urgent gold costs.
- Give the website's menu thumb-sized links clear of the notch, show the phone's own opening picture on a phone held sideways, and stop /download running off a phone's edge.
- Fit the end-of-match screen on one sideways phone screen: REMATCH and every action up front, MAIN MENU apart from it, and the charts and roster behind DETAILS.
- Let heroes earn up to 540 XP from creeps (was 300, now level 4), and pay 120 XP and 60 gold for a Ruin Guardian, so the centre camp is worth 240 XP and 120 gold.
- Fit the pause menu on one screen on a sideways phone: RESUME and the verbs on the left, SOUND, VIEW, GAME and HELP tabs on the right, and LEAVE LESSON in the lesson.
- Match training-card refusals to the order, name who pays for allied training, update health-bar colours as health changes, and show form upgrades and militia armour correctly on the unit plate.
- Keep workers walking to distant building sites while they make progress, while workers boxed out beside a crowded site still give up promptly.
- Protect Warsong from dispels and limit hostile Purge and Unhex to one beneficial effect.
- Make hard controls respect immunity, interrupt preparations and channels, grant Resolve when cleansed, and stop rooted Pounces.
- Keep slows active during Warsong, use the strongest speed bonus, and prevent weaker slows from replacing stronger ones.
- Include allied armies in Hold the Line and Not Dead Yet.
- Resolve rescue lifesteal before healing, allow rescues from creep hits, and restart the donor's combat recovery timer.
- Prevent heals and Ancestral Spring pulses from restoring bodies in Stasis or Recall.
- Spend Shield Oath before Hold the Line's shared reserve.
- Fade the oldest blood stains out when a battle fills the ground, and give the sandbox the same fade.
- Space repeated spell-damage hit sounds so they no longer chatter on every tick.
- Space repeated death cries 90 ms apart so clustered losses sound distinct.
- Give Knights a slicing sword sound when their blows land.
- Place melee hit sparks on the target's near surface, even across a long weapon gap.
- Keep units on Hold from waking sleeping creep camps unless ordered to attack.
- Keep weapon and armour upgrades on a landed Dragon, a deployed Hearse and a Vampire's bat, stop cutting fractions off upgraded damage, and show a fortified War Burrow as Fortified.
- Send only the nearest selected worker to lay a building, as in Warcraft III; a worker boxed out of a crowded site stops after a moment, and a refused build no longer answers yes.
- Show Sunder's blade cutting through its target and Ground Stamp's slow as earth heaped round the shins; Warsong, Shield Oath and Stand Together now draw one mark each instead of two stacked.
- Send trained units out on the side of the building facing their rally flag, keep them (and Recall and unloads) right beside the building, and let flyers leave over water and rock.
- Stop the main menu sliding sideways on an upright phone: SETTINGS, STATS and the other links now sit in a grid of stone buttons you can reach.
- Put neutral camps on every map size in three strengths: every seat gets its own easy camps and a guard on its natural, and team and free-for-all maps have camps at last.
- Stop a group sent onto a building from walking in place: they gather round it and stand, and a rally flag anywhere on a Haunted Mine sends new Summoners to mine.
- Add the desktop app for Windows, macOS and Linux: get it at notenoughlumber.com/download, which walks you past each system's first-launch warning step by step.
- Say when a room is on a different version of the game instead of reloading in a loop, and keep an unfinished match from another version for when you are back on it.
- Round off the tall dark grass by Summer woods where it meets roads and bases, so it ends on a curve instead of a straight tile edge.
- Warm Summer paths and worn ground to a sunlit ochre earth, so units stand out more on roads while paths stay darker than the grass.
- Repaint the Badlands as pale wind-rippled sand with a terracotta track and sunken pans of dusty cracked clay, kept away from bases, mines and roads.
- Keep the game's hand and edge arrows near the window's edges, where the browser swapped in its own arrow; read-only lobby cells keep the hand too.
- Add GAME DRAWS THE POINTER in Settings, for a computer that shows its own arrow instead of the game's hand.
- Pan from the top edge over the resource bar too, and keep panning when a Mac's menu bar or Dock slides over the game in fullscreen.
- Go back to fullscreen when you press RESUME, if the Escape that opened the game menu also took you out of it.
- Fix right-clicking your own Haunted Mine: Summoners now go and mine it, instead of walking to the building and standing there.
- Fix the main menu's battle freezing after quick race switches, and the screen then going black on the next race pick.
- Play your race's theme as soon as you are back on the main menu after a match, without waiting for another click.
- Tell you "Only one Drudge can build a War Pit" when a site is full, and leave the extra workers on what they were doing instead of walking over.
- Charge 15% of a building's price for each extra Peasant who joins to speed it up, as in Warcraft III; the first builder is free.
- Give the Spooky Guys their night: haunted ground heals 1.5x faster after dark, and the Headless Horseman's Midnight Ride (now 110 damage) leaves 20 s of night where it ends.
What the game is · The desktop app
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