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Warbell v0.20.0

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@miskibin miskibin released this 08 Jul 16:33

Warbell v0.20.0 — The Game Finds Its Voice

Dozens of new spoken lines for the moments that mattered — plus attacks that respect walls and a
much clearer view across the island.

New

  • Dozens of new voice lines. The big beats that used to pass in silence now speak up: winning
    the war (the Warlord slain, Gnashfang Hold broken), breaching the fortress gate, felling a
    world-boss Warden and claiming its boon, razing the rival's desert stronghold, taking on and
    winning a rune-trial, discovering a landmark, an heir rising to take up the fallen knight's watch,
    buying a War Table upgrade, raising a building, finishing a quest, a new villager being born, and
    the keep falling. The hero, the orks and the townsfolk all react.
  • Reworked biome & intro barks. The lines entering each biome (and the opening tutorial) are
    tighter — they no longer get cut off mid-sentence, no longer claim a prisoner cage sits in every
    biome, and the desert now eyes the rival across the dunes.

Combat & balance

  • Attacks respect walls. Orks — and shamans, and wild predators — can no longer club or blast
    you through a fortress wall, and you can't hit them through it either. Blows now need line of
    sight; open gates still let them through, exactly like pathing does.

Clarity & looks

  • See much farther. A big visibility pass pushed the haze and distance-fog way out, so the
    island reads far and clear instead of curtaining off just past melee range.
  • Softer depth-of-field. The background blur was too strong — it's eased right back, keeping
    everything past the hero sharp with only a gentle far soften.
  • Moodier landmark magic. The frozen spire, sun-stone trilithon, rune shards and the swamp
    witch's brew were toned off their neon glow to something darker and more believable.

Fixed

  • Terrain chunks now cull and swap detail-level correctly, instead of some staying stuck low-res
    right under your feet.
  • Tidied scatter along the desert/rock border.

Windows install: the installer is self-signed, so SmartScreen shows "Unknown Publisher" —
click More info → Run anyway. (A trusted certificate is the only way to remove that warning, and
I don't have one yet.)

What's Changed

  • FP viewmodel: per-variant attack swings + always-owned sword carry by @miskibin in #57
  • Naturalne skaliste klify zamiast minecraftowych ścianek terasy by @miskibin in #58
  • Claude/mountain rock natural textures 22mmwj by @miskibin in #59
  • Add lake outflow brook and coastal road reaches by @miskibin in #60
  • Codebase cleanup from review: meshkit + sim-gate helper, plus DoF torch-blur tweak by @miskibin in #61

Full Changelog: v0.19.0...v0.20.0

What's Changed

  • FP viewmodel: per-variant attack swings + always-owned sword carry by @miskibin in #57
  • Naturalne skaliste klify zamiast minecraftowych ścianek terasy by @miskibin in #58
  • Claude/mountain rock natural textures 22mmwj by @miskibin in #59
  • Add lake outflow brook and coastal road reaches by @miskibin in #60
  • Codebase cleanup from review: meshkit + sim-gate helper, plus DoF torch-blur tweak by @miskibin in #61

Full Changelog: v0.19.0...v0.20.0

What's Changed

  • FP viewmodel: per-variant attack swings + always-owned sword carry by @miskibin in #57
  • Naturalne skaliste klify zamiast minecraftowych ścianek terasy by @miskibin in #58
  • Claude/mountain rock natural textures 22mmwj by @miskibin in #59
  • Add lake outflow brook and coastal road reaches by @miskibin in #60
  • Codebase cleanup from review: meshkit + sim-gate helper, plus DoF torch-blur tweak by @miskibin in #61

Full Changelog: v0.19.0...v0.20.0