Icon: Voidfall Demo · published
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.
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.
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.
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.
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.
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.
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.
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.