
Necrowarp v0.4.1
Additions
Tactics: three new orders per minion class. Vanguarding walks a class toward the nearest foe and holds a set distance short of it. Holding stations a class at your nearest effigy, rampart, palisade or banner instead of at you. Assaulting sends a holding class to contest banners that are not yours (inert until sieges land).
Tactics: a pursuit range and per-order ranges, set with sliders. A Reset button per class and a Reset All for the board.
Tactics: the draugaz grapple policy is now a four-rung ladder. Prohibited, Sparingly, Opportunistic, Always.
Tactics: every row on a class card has a hover tooltip explaining the order.
Freeplay objectives: four standing goals shown in the objectives panel. Reach depth 999, slay ten thousand enemies, acquire every grimoire, pet Plonzo. Completed objectives stay listed, greyed and struck through. Counters are per run.
Forces popout: the HUD's Tactics popout is now Forces and shows each minion class as its in-game sprite, cycling through variants and animating. Hover for the class's reached count and state. Scroll with the wheel.
New game: the dowry demand controls are a single panel of icon cells. Your patron's fixed grants, then their rites, then one cell per free rite. With demand on, clicking a free cell opens the full rite list plus random.
Patron disposition follows your demands. None demanded is Cooperative, one is Apathetic, two or more is Sadistic. No patron is fixed Apathetic. Sudoclor is rolled and unknowable.
Bindings: every spell is now a bindable action. Spells seat on fixed pairs by class (combat Z/X, utility C/V, locomotion Q/E, ultimate R/F); spells you do not own start unbound.
Bindings: domain keys 1 to 4 resolve at run start from the rites and invocations you own, ordered by patron affinity. Domains with neither are left off the keys.
Bindings: resetting the board to a scheme mid-run, or switching schemes from the pause menu's config, re-resolves the domain and spell keys against what you own and your current discounts. Do it whenever a new rite or invocation lands.
Bindings: a Toppling permission joins the bump toggles. Pillars are only toppled when it is on.
Config: a "reserve gui key" option. Off by default; when off, the Windows/Command key cannot be bound.
Config: volume and text contrast are sliders. Stepper arrows grey out at their limits, in config and tactics.
Camera: middle-mouse drag pans the camera, rebindable as Camera Pan.
Favor panel: hover a grimoire row for its acquired state, uses, reserves, and whether a mansling is blocking it.
Changes
Minions on pursuit now break off gathering and summoning to fight, and resume when the foe is gone. A laden skeleton sets its cargo down first.
Gathering and summoning require leashing. Turning gathering off makes loaded skeletons drop their cargo where they stand.
A laden skeleton cannot strike, and blows against it are answered with "could not answer, laden as it was".
Search window no longer blocks movement, pursuit or the context menu.
The Windows/Command key is only held by the game on the bare playing screen, with the reserve on and a gui chord actually bound. Menus, pause, config, the rebinding board and the console hand it back to the OS, so screenshots and the like work there.
HUD stat rows are coloured. Score multiplier and threat run a heat scale, slain rows take their faction colour, favor rows take their grimoire colour.
Campaign objective reads "reach a depth of thirteen" and is struck through on arrival rather than vanishing.
Metal reagents recoloured to tin and the death knight to zinc, both were unreadable iron.
Default errand range lowered from 8 to 4.
Menu button colours: Config is orange, Credits is light purple.
Petting Plonzo has a new line.
Fixes
Slain and Casualties counts no longer carry over into a new run.
Spells left unbound by the resolver in an earlier run are rebound once you own them, instead of staying unbound forever after the board saved.
Editor build: the player sprite no longer idles under the session label.