Improved the monster spawn algorithm to further reduce bad RNG. Tougher monsters tend to appear in later rounds, e.g. ranged Nightpiercers no longer appears in a level's earliest rounds, where no unit could reach it. Also, in late rounds monster spawns tend more to spawn 360 degrees around the base.
Units
Automatons can now spawn other spawners, including another Automaton. Have fun letting an Automaton spawn an Automaton spawn an Void-Spawner spawn a Void-Minion.
Changed the Chaincaster's default targeting to "Biggest Burst": it picks the target whose burst would strike the most monsters.
Marksman and Assassin now keep their target until it is diminished or leaves their attack range, instead of re-picking after every attack.
Only Guard units now intercept monsters ahead of their path; other melee units pursue their target directly.
Quests
Improved the quest goal algorithm to further reduce bad RNG edge cases. Reduces the likelihood of matches where the player can not complete a second or third quest by round 4 and 5. Also, quest locations should now also be more meaningful in late rounds, avoiding to overshoot monster spawns.
UX & QoL
Renamed "Group Lead" to "Pack Leader" and monster groups to "packs". Feels more fantasy and less like work.
A Pack Leader now adopts its pack's movement identity properly. Tooltips now properly display this adoption.
Tile-augment reward cards now show a persistent tile panel (matching unit reward cards).
Hovering a unit standing away from its tile now marks that tile.
Added a bar next to augments and augmented stats on tooltips to highlight buffs made by augments.
Repositioning units displays their preview in formation instead of their previous local positions.
Bug Fixes
Fixed the Base becoming invincible once it had received healing.
Fixed pressing ESC resuming the match after victory or defeat had already been decided.
Fixed Riptide monsters walking a different path than their preview, detouring around rivers they should swim through; their speed surges are also smoothed now.
Fixed hovering an engaged monster showing a false path preview to the Base.
Fixed the monster path preview ribbon vanishing or breaking apart along tile edges.
Fixed a Resonating Wellspring not doubling its Springborn per-minion-spawn heal as its tooltip promised.
Fixed monsters attacking from just outside their displayed attack-range ring.
Fixed Dreadhide rendering without its material.
Fixed the Echoing Shrine tooltip still listing its echo minions after they despawned at round end; hovering an unoccupied Echoing Shrine now also displays its echo minions' attack range.
Fixed hovering an augment slot reordering the trait rows of a card that already carries that augment.
Fixed term tooltips collapsing when hovering a term link inside another term's definition.
Fixed an empty button slot in the bottom panel on the victory and defeat screens.