New Spells
Deploy Mines (Earth, level 2): Randomly plants 5/6/8/10 mines. Half of them favor empty hexes next to enemy creatures, the other half scatter anywhere on the field. An enemy stepping on a mine takes 50/70/100/120 damage and the mine is spent. Your own creatures never trigger them. Mines rise out of the ground and are tinted by faction.
Heed My Command (Fire, level 1): Order an allied ranged unit to attack a chosen enemy for 2/3/4/5 turns. If out of range it advances toward the target, firing at enemies along the way. The order ends when the target dies. Taunting units nearby are still attacked first.
Both cards ship with casting voice lines (EN/ZH/RU) and sound effects.
Combat Rules
Opposing effects now cancel each other: Lucky vs. Unlucky, Armor Break vs. Armor Boost and similar pairs can no longer coexist. For non-stacking effects the later cast wins; for stacking effects one stack is removed from the opposite side instead.
Reflect damage and lifesteal are now based on the damage the attacker dealt, not on the defender's HP difference. The reflect animation plays after the attack animation finishes.
Multi-hex creatures can be selected by clicking either their head or tail. Wall of Fire now burns each segment of a multi-hex creature once.
Totems now also affect their own center hex and grant allies immunity to debuffs of their element.
Visuals & UX
New or improved loop VFX: Fast Strike, Slow Strike, Morale, Luck, Heavy Wound (blood droplets), Slow, Accurate Shot, Under Orders.
Spell indicator arrows polished; Wall of Fire middle-hex color fixed; trap placement ground marker looks better.
A clear hint is now shown when a spell target is invalid.