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Warbell v0.12.0

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@miskibin miskibin released this 26 Jun 18:27

Warbell v0.12.0

A heavier swing, earned biome gear, a louder warband, and a cleaner, moodier look — the biggest update yet.

New

  • Hold the Rune. Biome gear is now earned, not just found. Each landmark hides a rune circle you have to stand in and hold while waves of guardians try to break your grip — survive the timer and the reward is yours (and it auto-equips if it's a straight upgrade). Clear [E] prompt, a visible ground ring, and a trimmed guardian count so the trial reads at a glance.
  • Charged Heavy Strike. Hold left-click to wind up a heavy blow, then release for a guaranteed-critical overhead smash — triple damage with the biggest hit-stop, screen-shake and FOV punch in the game. The wind-up slows your feet, so it's a read-the-fight power move, not a spam button; a quick click still throws the normal swing.
  • Buff readout. The active-buff display now tells you what each effect does, not just a countdown timer.
  • Nightfall embers. Every fire breathes after dark — campfires, the castle gate torches and the Gnashfang Hold braziers throw drifting, glowing embers into the night air.
  • Footstep dust with weight. Sprinting kicks up a churned dust trail behind you, and landing a real drop or jump thumps up a burst at your feet.
  • Cinematic lens. A subtle edge vignette frames the scene on High/Ultra, and taking a hit briefly splits the colour for a "rattled" punch.
  • Real wolf & bear bites. Predator attacks now land with proper recorded bite SFX, trimmed and level-matched.

Combat & balance

  • Sand Dash travels. The dash is now an explosive forward slide (with invulnerability frames) that actually covers ground and reads as a lunge, instead of a blink-teleport.
  • The keep is reinforced each night. Its maximum HP now grows with every night you survive, so late-game waves — which scale up too — can't trivially raze a fixed-HP keep.
  • Steadier hero curve. Hero levels soft-cap so power doesn't run away, harvesting no longer rides your combat damage, and each new house costs more than the last.
  • Earn your town. Organic town growth is slower — clearing ork camps is now the real driver of population. More starting build plots, too.
  • Bramble Sweep heal trimmed 20% (the forest-warden boon was over-healing).
  • The warband is loud now. Orks shout battle cries far more often mid-siege and from farther away, with fewer death-snarls drowning out their taunts — a siege roars instead of muttering.

Visuals & feel

  • Weathered walls. Castle and curtain-wall masonry is darker, grime-streaked and matte — it reads as aged, lived-in stone instead of flat pale blocks.
  • Deeper nights. Nightfall now reaches true midnight with the moon standing high; the sun holds up through most of the prep countdown (no more "dark with a third of the timer left"), and the night fill is lifted so the dark reads moody and blue, not pitch-black.
  • First-person, cleaned up. The held weapon and shield now sit properly in hand — no levitating blade, no arm blob filling the lens — and no longer flicker as you walk.
  • Moodier horizon, cleaner depth-of-field — the background blur no longer sparkles on bright distant specks as the camera moves, and the picture is sharper by default.

Fixed

  • New Game / Continue no longer leaves invisible walls where buildings stood in the previous run.
  • The Heavy Strike's animation reads as a clean overhead raise into a downward smash, with the blade oriented correctly and no shoulder back-wrench.
  • Bloom now has a single master control that sticks instead of being overwritten each frame.

The Windows installer is self-signed, so SmartScreen may warn "Windows protected your PC — Unknown publisher." Click More info → Run anyway to install. (Removing that warning needs a paid code-signing certificate.)

What's Changed

Full Changelog: v0.11.0...v0.12.0

What's Changed

Full Changelog: v0.11.0...v0.12.0