Warbell v0.12.0
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