Patch 08-05
The game got a place to come back to, a reason to come back weekly, and a record of everywhere you've been.
- NEW: The Camp. A standing camp on the long road — not a run, a place. Your fire is one of seven rings; the other six are dark and honest about it (no bots, no fake neighbours). Your pinned legacy's heroes wander the clearing, named heroes from the Remembered drop by, and three doors lead to your member sheet, the month's board, and the week's boss. No chat, no badges, no nagging — ever.
- NEW: The Camp Boss. The Behemoth: 450,000 HP, one shared pool per week, and seven blows a week — one per legacy team. Your whole gallery gets asked, not one good card seven times. Five reward levels pay out as goodies your next run sets out holding. Wound it all week; kill it if you can.
- The boss's health is ten stacked bars now — because at 450K, one bar couldn't even show your blow landing. Now a decent hit visibly eats a bar's worth. And no, ending the fight early doesn't un-spend your blow anymore. Nice try.
- NEW: The Road Behind. Twenty named deeds the road remembers —
came home,nobody went down,won it by a hair. Each worth exactly 1, revealed only when you seal, spendable on nothing. A lifetime tally, a standing (new to the road→the road knows you), and a card to show off. It counts. That's the whole point. - NEW HERO: the Dwarf Hunter. The toughest body in the back line and the slowest hero in the game. Aimed Shot ignores armor entirely — he opens fights the way the elf finishes them. Also: hunter gear finally has two people to drop for.
- The Human Rogue hunts. He ignores threat and takes the most wounded enemy he can reach, every turn. The log says
HUNTEDwhen he does. And five mid-run rounds now hide a Stalker — an enemy that hunts you. - Threat is a number you can see — on the formation screen it's even live: move a hero and watch
takes 100% of melee hitsbecome 80/20. The system teaches itself. - Enemies got bodies instead of job titles. Dark Elf → Archer, Necromancer → Witch, Troll Warlord → Great Troll, Dragonlord → Old Wyrm with its Wyrmling. No stats moved. Round 49 is a family now, not a court.
- Dungeons: start at any wave you've already cleared (swarm and boss rush). Deep starts are stamped honestly on the board — the convenience is free, the prestige is still walked.
- It rains on the whole storm act now — every screen, camp to shop to training yard. Land the final kill and the rain fades; lose, and it pours through your whole defeat. The storm outlives the fallen.
- Fixed: the white flash after buying the shop's last potion, saved dungeon runs coming back as the wrong dungeon, and the gear-upgrade dot being blind to the game's best items (it can read Double Strike now, and it stopped dotting every single tile).