Crown Marshal · published · build 24643041

Marshals,
Update 0.11.0 is now available for Crown Marshal.
This update introduces battle damage statistics, predicted engagement targets, per-round battle completion waiting, and clearer feedback for important combat states. The standard 1v1 battlefield has also been significantly expanded, with ranged coverage and movement speeds rebalanced around the new scale.
The Griffin receives a new Windward Wings modification, the Store gains the Foxfire Shrine battlefield skin, and several improvements have been made to large-battle performance, unit routing, low-frame-rate animation, live spectating synchronization, and deployment flow.
Added battle damage statistics.
Panels beside the battlefield now show each side's statistics by unit type:
Units are sorted by damage dealt, with a combined total row for each side.
The statistics are available in:
During deployment and round-result phases, the panels retain the frozen totals and round number from the previous battle.
If no battle has been recorded yet during the first round, or the current window does not have enough space, the button is disabled and explains why.
The panels can remain open or collapsed throughout the match without blocking board clicks, dragging, or zooming.
Added Windward Wings for the Griffin.
The Griffin retains its flight and anti-air capabilities after installation.
Damage from ordinary attack projectiles is reduced by 30% for both:
The following are unaffected:
The route includes dedicated blue-steel wing armor, clasps, runes, and projectile-deflection effects.
Added the Foxfire Shrine battlefield skin to the Store for 1,000 Crowns.
Equipping it transforms your half of the battlefield into a violet-blue shrine at night, featuring:
Grid lines, deployment areas, range rings, units, and Health bars remain clearly visible above the decoration.
Selecting a deployed group or an unplaced purchase preview during deployment now draws a dashed arrow toward the enemy that group is expected to engage first when battle begins.
The arrow uses the appropriate side color.
The predicted target is determined using:
The arrow updates immediately whenever placement changes.
The desktop cursor theme has been unified.
All 17 cursor states, including:
now use the same black-and-white outlined visual set.
Higher-scale windows automatically switch to higher-resolution cursor artwork with matching hotspots, keeping the cursor sharp, correctly sized, and clear of button text.
Added a per-round battle completion wait.
After normal battle playback finishes, the round can wait up to 30 additional seconds if a participating player has not yet completed playback.
Players who are already finished will see a Waiting for Opponent countdown at the top of the screen.
Added clearer visual feedback for several important combat states.
Crusade Vanguard now flashes with an upward effect whenever its Attack grows each second.
Four filling red-gold marks show progress through:
A stronger pulse is shown whenever a 50% milestone is reached.
Flank-deployed groups now begin battle with five inward arrows that count down their 5-second action lock one second at a time.
When the lock ends, a group-wide inward sweep effect plays as the units become active.
The lower-right HUD toggle now collapses both:
freeing more space for the battlefield.
Collapsing the HUD only cancels an unsubmitted local skill target.
The following remain intact:
The collapsed state persists between rounds.
The standard 1v1 battlefield has been expanded from:
38x28 cells (76x56 m)
to:
44x36 cells (88x72 m)
Each central deployment area grows from:
32x14 cells
to:
36x18 cells
Each flank deployment area grows from:
3x14 cells
to:
4x18 cells
Both strongholds have also been repositioned.
There is now an eight-cell main-area buffer between each stronghold and the enemy flank deployment area.
Ranged coverage has been rescaled for the larger battlefield.
Base movement speed has been increased for every mobile unit.
Related modification movement speeds have also been increased.
Intermediate Pikeman changes made during development of this update have been folded into the following final values.
Pikemen:
Indomitable Will:
Archers:
Smite:
Radiant Afterglow:
It still triggers once immediately after a successful heal and once again after 1 second.
However, each pulse now restores:
5 Health instead of 10
Windhawk Crossbow Riders:
Strength in Numbers now counts at most 10 nearby allies with the same modification.
Each stack still grants:
Each ally continues to apply its own multiplicative stack.
Improved responsiveness in large battles and dense Militia formations.
Reduced stalls when the following systems are heavily active at the same time:
Live battles, reconnect catch-up, and mid-battle spectating continue to play every battle event and sound in full.
Unit movement during a busy frame also no longer snaps backward before catching up to its new position.
Fixed units repeatedly switching between left and right routes while trying to pass strongholds, buildings, or enemy frontliners.
When facing a hard blocker, units now commit to a stable side that preserves clearance and continues closing on their target.
This reduces:
Fixed entire attack animations being skipped at low frame rates.
The following key poses of every attack are now each shown at least once:
Fast attacks no longer jump directly from idle to projectile or impact effects.
Improved synchronization and match endings for live spectators.
When joining a battle in progress, Synchronizing Current Battle remains fixed at the top of the screen and continuously corrects its synchronization target until playback truly reaches the current battle state.
Long frames and scene loading no longer leave spectator playback permanently behind.
After a match ends:
If the spectator connection is lost, Connection Lost is now shown directly on the existing battlefield instead of silently returning to the lobby.
Fixed other deployment actions remaining available before resolving a reinforcement offer.
Players must now either:
before they can:
The card panel can still be dismissed temporarily to inspect the battlefield.
While the offer remains unresolved, and after the player has readied and locked deployment, only read-only inspection is available for:
If deployment time expires before a choice is made, the unresolved offer is automatically declined.
Fixed flank-deployed groups facing outward from the battlefield from some viewpoints.
Both:
now face inward.
Their logical positions and battle rules are unchanged.
Fixed battles that already met an ending condition at the exact moment they began sometimes showing a false Out of Sync warning.
These zero-duration battles now use the complete final result and proceed directly to settlement without the false synchronization warning.
Thank you for your continued support and feedback.
See you on the battlefield, Marshals!