Live aim, four artifacts, and a clearer board
You can see where the other player is aiming, new artifacts change how a fight ends, and the same board is easier to read on a smaller screen.
A fight you can read
- The other player's aim shows on your board: a move, a shot, a spell, and the direction of a Through Shot. Moving the pointer off the board clears the aimed cell, and an armed spell stays selected. A shot taken after a move is drawn from the landing footprint, not from the cell the shooter left.
- A Cyclops shot that destroys more than one stack plays the burst for each stack it finishes. Area Throw and other area shots land on the first cell of a large body they touch, and an area counterattack records every victim.
- An intact Water Shield still absorbs a non-fire hit. Fire spells, Fire Breath, Fire Shield, and a Fireforged burn pass through it. Helping Hand stays tied to the living stacks it binds.
- Sidebars stay wide enough to read, at least 256 pixels when the screen can spare them. Ranked and premium controls wrap onto another line instead of shrinking away. While you choose augments, you can see the artifacts the other player drafted.
- Splitting a stack copies its whole spellbook and quiver onto the new stack, including a one-creature split and a single-charge spell such as Resurrection. The original keeps its own casts and arrows. Merging keeps the larger remaining count of each spell and does not add the books or quivers together.
Artifacts
- Quiver of Echoes gives a ranged unit a 40% chance of one extra attack. Gravechain is cursed: an attack has a 50% chance per enemy to bind Gravebound along up to 3 links, slowing those units by 25% for 3 laps, and every unit in your army loses 1 movement step.
- Aegis of the Arcane gives the whole army a separate 18% magic-defense roll, combined with the defense the unit already has. Last Fuse makes an enemy stack your army destroys explode into other enemies beside it, for 25% of the killing blow or 25 damage per point of the attacker's stack power, whichever is higher. Your own units are not hurt. Resurrection cancels the burst, and a Water Shield can absorb one.
- Farsight Quiver lets allied archers ignore range falloff and deal full damage. A shot through Smoke is still halved. Tome of Amplification is a tier 1 artifact and raises non-healing buffs you cast on allies by 35%. Rime Charm is tier 1: a 30% chance, plus the attacker's luck, to slow the target for 3 laps.
The same armies, tuned
- Arachna Spider is attack 31 and damage 55–70. Arachna Queen keeps attack 32 and damage 54–78, with armor 40 and 200 health.
- Cyclops is attack 22, damage 18–23, 72 health, and armor 19. Dryad experience is 11. Wandering Mage experience is 6.466, so 1,000 experience buys 155 creatures. Scavenger stays at 6.1.
Version 0.1.7 keeps the same four factions and 57 creatures, and makes the aim, the artifacts, and the numbers on the board the ones the fight uses.