Chaos Witch

Grids & Goblins Playtest · published

💽 Patch Notes — v0.6.4

New

  • The Chaos Witch — a rare stop who deals one hero's abilities again, as many as they walked in with, drawn from their class pool and locked in one slot at a time. Irreversible, and she only does it once.
  • The sea is in the run: coastal bays open into the map's edges and turn the lanes they touch into beach, so a route can run along the shore instead of being closed off.
  • Plague rats now patrol the beach, joining the crab and the kappa.
  • Elites are bespoke set pieces instead of a five-wave skirmish — the three-thief road ambush, the wolf pack, or the razor wasp hive.
  • A proper title screen with a looping backdrop behind the wordmark.

Changed

  • The overworld is one map that forks and funnels — a diamond that widens to a six-node waist and narrows back to the Tower, where every step is a fork or a merge and never a straight lane.
  • Each tier draws from a much wider pool of biomes, with neighbouring tiers overlapping at the seam, so a map reads as varied terrain rather than a couple of stripes.
  • Resonant Pull now let you pick the seed pillar and see the whole cascade before you commit — burst tiles, link lines, shove directions and folded damage totals all preview on the board.
  • The road ambush and the wasp hive are elite-only now, so a set piece you meet at every elite no longer turns up as ordinary tile noise.
  • Saves reset once on your first launch of this build — the overworld changed shape underneath them.

Fixed

  • Roads and stops on a beach hex sat on open water. Beach is a full tile now and the sand rim belongs to the sea, so the coast reads as a one-hex sand border with the shore outside it.