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Icon: Voidfall DemoNewsv0.1.9 Patch Notes
Game update

v0.1.9 Patch Notes

Icon: Voidfall Demo · published 22 Jul 2026, 22:49 UTC

All newsPlayers around this dateRead on Steam

Patch Log

Patch 0.1.9

Gameplay

  • Silent Witness now has a dedicated Stalk command that follows any visible unit without starting combat, restoring its non-damaging tracking behavior after attack target validation was tightened.

Balance

  • Kobolds can now throw spear-like projectile attacks at flying units, using the same arrow-line visual style as Watchtowers, while remaining unable to see or target Invisible units such as Void Voyeur Silent Witnesses.

UI, Menus, and Presentation

  • Tier Research timers visibility improved.

  • Silent Witness Lexicon gameplay text now explains Void Voyeur, Invisibility, and the Stalk follow behavior.

  • Laborer Lexicon gameplay text now clarifies that Supply Convoys replaces both current and future Laborers with Livestock Laborers.

  • Lexicon category entries are now alphabetized by display title, with Gameplay retaining its curated tutorial order.

  • Mixed unit selections now show the shared Page - Unit control page instead of hiding unit commands entirely.

  • Default video settings now start at native resolution in Full Screen (Dedicated), and fullscreen modes confine the visible cursor to the game window while focused.

  • Metrics charts now fit inside the metrics panel without horizontal or vertical graph scrolling, keep flat metric lines drawn through the current match time, and show a clear empty-chart state before meaningful metrics exist.

  • Dawnspire's structure-to-unit conversion control tooltip title now reads "Cast Faith", and unit/structure transform controls now prefer their command tooltip definitions over target unit spawn tooltip fallbacks.

  • Definition fallback title tooltips now properly render as title-only tooltips without adding body text.

  • Claimed Mines now show local-player perspective names as "Mine (claimed)" or "Mine (contested)" and identify the owning faction in their copy text.

  • Arafel-claimed Mine selection panels now show a single readable status slot for the active Dermis harvester, including its unit icon, squad count, and time until the next Dermis delivery.

  • Arx-claimed Mine selection panels now show a Golem spawning status slot and timer for the next automated Materials Golem.

  • Arafel-claimed Mine selection panels now prioritize active Malign Golem production, showing the full six-slot queue and spawn timer before falling back to the Dermis harvester display.

  • Kobold Lexicon gameplay text now reflects their Ruined Fort behavior, raid behavior, new anti-air spear attack, and inability to reveal Invisible units.

Audio

  • Arx Core, Arx, City, Keep, Cathedral, Cathedral Aureum, and Priory structure bark volumes were lowered by 25%.

  • Tower Hatchery audio barks were replaced with Shrike sounds so its audio identity better matches its in-game role.

Computer Player AI

  • Arx Imperium computer players now build Districts through Keep/City/Arx/Arx Core district quadrants instead of placing loose district structures near Arx Gates.

  • Arx Imperium computer players now build larger standing armies, queue deeper Gate production, scout/probe earlier, fan pressure probes across unexplored map space, and launch attacks more frequently while still respecting visibility and remembered enemy locations.

Multiplayer and Steam

  • Ambient wildlife are now host-authoritative in multiplayer, with clients rendering snapshot-driven wildlife replicas under a dedicated network-id namespace so neutral combatants like Quillboar can be targeted, damaged, and killed consistently in builds.

  • Host-owned neutral combat attacks now replicate to remote clients, so aggressive wildlife retaliation can apply damage to the correct player-owned units in multiplayer.

Optimization and Runtime Stability

  • Malignance runtime work is now adaptively scheduled: deep malignance sampling and stale-cell pruning are processed through per-frame budgets, while low-priority vegetation, terrain tree, terrain detail, doodad scatter, doodad cleanup, and doodad culling jobs rotate through maintenance lanes instead of stacking in the same frame.

Fixes

  • Arx District construction now spends and refunds resources against the owning structure's team instead of assuming the local player team, hardening computer-player and multiplayer district behavior.

  • Arx District prefabs are now rejected by generic structure placement so they can only be built through valid Keep/City/Arx/Arx Core district slots.

  • Supply Convoys now reliably converts existing Arx Laborers, already-queued Laborer production, and future Laborer spawns into Livestock Laborers.

  • Livestock Laborers now keep all model parts visible and route unit animation triggers to every child Animator instead of being treated like a squad presentation.

  • Infantry's Standard Carrier control tooltip now uses the intended "Conscript Carrier" title instead of the generic Arx unit spawning tooltip.

  • Arx District quadrant selectors now toggle their selector GameObjects, preventing hidden quadrant colliders from lingering around Keep, City, Arx, and Arx Core structures.

  • Arx District structures now have tooltips for better readability.

  • Arx District quadrant selection now scores all available quadrants by cursor direction around the parent structure once the cursor is near any selector, reducing camera-angle, hit-order, and overlapping-collider bias toward a specific quadrant.

  • Research-gated control commands now refuse execution even if an unusual UI or hotkey path attempts to fire them while locked.

  • Remote combat packets now include target-team validation where available and reject implausible unit-id collisions before falling back to positional target resolution, preventing neutral wildlife attacks from silently resolving to the wrong unit in multiplayer.

  • Unit pathing now keeps ground corner smoothing and local sidesteps from cutting through blocking structure footprints, rejects no-progress partial NavMesh paths, and gives flying units flying-specific recovery sidesteps when obstructed by map geometry.

  • UI sound feedback binding no longer searches for an active Game Manager while buttons are waking, preventing Unity active-state assertions during resource disable and selection refresh flows.

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