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Warbell v0.9.0

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@miskibin miskibin released this 21 Jun 14:23

Warbell v0.9.0 — The Remodel

Preparing for Night 1

Every living thing in Warbell has been rebuilt. The hero, the orks, the townsfolk, and
the wildlife all share one new articulated skeleton with real per-clip animation — walking,
running, jumping, swinging, and blocking instead of sliding around as stiff boxes. This is the
biggest visual pass the game has had.

Hero knight Ork warrior
The hero knight — plate harness, wooden kite shield Orks — tusked, armoured, and finally articulated
Townsfolk Wildlife
Townsfolk — woodcutter, farmer, miner, guard builds Wildlife — wolves and the rest of the menagerie

New

  • Completely refined models. The whole cast — hero knight, every ork variant, all the
    townsfolk trades, and the wildlife — was remodeled onto a single shared skeleton with
    chamfered low-poly parts and per-surface materials. They now read as one family instead of
    a grab-bag of cubes.
  • Real animation for everyone. Mobs walk, run, attack, and crumple on the same per-clip
    animator the hero uses — no more rigid sliding.
  • A bigger, bolder hero. The knight got a thicker, stronger stylized build, real boots, a
    cleaner helm, and a wooden kite shield with a gold boss. He can now jump, his walk has
    more punch, and his shield no longer clips through his arm.
  • Armor you can see. Equipping armor now actually re-skins the knight — the whole plate
    recolours and each set adds its own signature look (dragon spikes, a gold crest, a chest
    device) instead of leaving the hero unchanged.
  • A second world: the Volcanic Ashlands. Pick it from the start-screen map selector for a
    scorched-frontier run (one of its biomes is still flagged "not ready").
  • A loading screen worth watching. The branded veil now actually shows on boot and New Game
    (it used to sit on a frozen frame for ~2s), with a sweeping gold progress bar and a fresh
    rotating lore tip each load.

Combat & balance

  • Tougher everything. HP pools across the hero, defenses, and town buildings were raised to
    stand up to the night damage-ramp, and defense damage was re-derived so a siege stays a fight
    deeper into the night.
  • Town buildings hold longer — farms and producers take more punishment before falling.

Fixed

  • No more getting trapped in your own buildings. Raising a producer or a War-Table
    wall/tower/ballista on the spot you're standing used to wedge the knight inside it — he now
    steps clear.
  • The hero no longer plays a tiny unearned landing-crouch on the first instant of a run.

Under the hood

  • Smoother, richer terrain — bump-mapped ground relief, smoothed island edges, and the old
    repeating-grid tiling artifacts are gone.
  • A worn-stone courtyard — the castle paving was reworked from a brick grid into irregular
    flagstones.
  • Performance pass — terrain frustum-culling, far-scatter distance culling, a cached static
    IBL, reused separation buffers, and a tightened follow-cam that reads the hero larger.
  • Faster pathfinding — the night-wave A* was rewritten onto a binary heap.

The Windows installer is self-signed, so SmartScreen shows an "Unknown Publisher" warning on
first run — click More info → Run anyway. (A trusted certificate authority cert is needed to
remove that prompt.)

Full Changelog: v0.8.1...v0.9.0

Full Changelog: v0.8.1...v0.9.0