The Long Road

Patch 07-31

A day under the magnifying glass: the whole battle engine got audited, sixteen real bugs came out, and something was sunk in the pond.

  • The pond is holding something. Rarely, late in the run, one hero's line comes up heavier — and a storm supply rises out of the water. Only things a beached rowboat could plausibly have held. That's all we're saying.
  • The skill audit — 16 bugs fixed in one day. The greatest hits:
    • Bosskiller has never once worked on the fight it's named for. The opening boss skipped battle traits entirely. Not anymore.
    • Battle items used on the battle screen landed on the next fight. They now work in the fight you're actually in.
    • Stun landed on corpses, and cost its victim more than a turn. Both fixed — a stun is exactly one lost action, on someone alive.
    • Two quiet home-team biases are gone. Speed ties and mutual poison deaths always favoured one side. The dice are fair now — which matters most in the arena, where both teams are yours.
    • A 50-round arena slugfest is judged, not gifted. Whoever holds more of their health wins, instead of "you win by default."
  • The enemy card stopped lying. Enemy buffs, auras and armor breaks finally show — the engine was always fair, the display only told your half of the story.
  • The briefing reads out the skills. Every unit in the preview shows its skill, in plain words — a boss's trick was unreadable until it was already hitting you.
  • The battle report answers "who carried the fight?" A share bar under each damage number: one long bar over two stubs tells the story before you read a single digit. Healers finally get credit for casting too.