Update v0.3.44 - Huge bag of fixes
Hey, friends! Thank you to everyone who has joined the 8 More Lives playtest! Your feedback, bug reports, and videos have already been incredibly helpful. Thanks to you, I can see what needs more work—and today, I’m releasing a new patch! What’s New? Gameplay Added Force Projecti
Hey, friends!
Thank you to everyone who has joined the 8 More Lives playtest!
Your feedback, bug reports, and videos have already been incredibly helpful. Thanks to you, I can see what needs more work—and today, I’m releasing a new patch!
What’s New?
Gameplay
- Added Force Projection to Arcanist: +1 melee range. Available upgrades grant +3 Intelligence and +5% melee damage.
- Added Illusory Mark to Arcanist: unlocks an ability that reduces all defences of enemies in the target area by 0.25% per point of the caster’s Intelligence, lasting until the end of each affected enemy’s turn. Available upgrades grant +3 Intelligence and +20% vision.
- Added Freight Golem to Scholars company mastery: +25% inventory capacity and +5% company movement speed.
- Added Travel Light to Explorers company mastery: +25% company movement speed and −50% inventory capacity.
- The unit landing a killing blow now receives 35% of the defeated enemy’s experience directly, up from 20%. The remaining experience is shared.
- Increased Golem base health from 400 to 600 and strengthened Clay Shell.
- Status effects now scale from the unit that applied them, while affecting the recipient.
- Necromancers now flee when their remaining company consists only of necromancers and fleeing units.
- Ghouls now wait for their company to engage before approaching enemies.
- Escape tiles inside the battlefield must now directly border an escape tile on the map’s outer edge.
UI and QoL
- Added configurable keyboard and mouse bindings, including an AZERTY preset. Control hints now reflect your selected bindings.
- Added a confirmation before cancelling a contract. (juicycrab28)
- Updated interface fonts, character-sheet artwork, defence bars, and achievement icons.
- Improved window layouts, scrolling, and item-comparison alignment.
- Ability and status tooltips now show calculated effect values, with formulas available in the expanded view. Rally and Howl also display their morale effects more clearly.
- Stat tooltips now group repeated item bonuses, such as Rosary x2, and show their combined calculations.
- Improved global-map rendering performance, camera movement, and tile reveals.
Bug fixes
- Fixed several causes of event choices becoming unclickable and leaving the game stuck. (Classy Mushroom, Mark10293, GW, oltopetish, Sala2124, OliverAudio, 로그라이커, Just Bullet, MayDay, Kurutsumo, Petitpoils, LittleBelchonok, jaioji3)
- Fixed battle-map generation failures that could prevent combat from starting, and improved battlefield connectivity for large units. (Padda)
- Restored natural noise-based terrain and feature placement on both maps, fixing bushes and other features appearing in rows.
- Improved settlement distribution and initial map reveals.
- Fixed camps and enemy companies getting stuck partially faded or restarting their fade after rotating the map. Visible companies near the visibility boundary now correctly respond to hovering.
- Fixed loading-screen flickering during deployment and zoom transitions.
- Fixed Perfect Defence calculations omitting defensive advantage bonuses, including when a scattered shot hits a covering unit.
- Fixed individual item tooltips incorrectly showing bonuses stacked across multiple equipped items, and missing item contributions in stat tooltips.
- Fixed the victory inventory briefly resizing after appearing and opening at the wrong scroll position.
- Fixed misleading “Stackable” labels on statuses whose effect applies only once, and removed the “Locked:” prefix from unacquired mastery abilities.
- Fixed event-start saves and bug-report attachments so reports submitted from an event use the save captured when that event began.
- Fixed inventory displays failing to refresh after camping repairs.
- Fixed errors affecting settings, inventory input, company-window controls, and global-map visuals.
- Fixed finished battles retaining unnecessary data in memory, reducing memory buildup during longer sessions.
- Other minor fixes. (Werner, RPG World)
A huge thank-you to everyone helping me improve the game. Keep playing, invite your friends, and please continue sharing your feedback!
See you in the game!








The generator turned out great. It used noise and NASA’s SRTM-30 elevation data, with biomes determined by elevation, latitude, humidity, and wind. Unfortunately, I never managed to get it into Civilization, but I kept the code. 
The first answer was map rotation. 




You can already fight large units in the game, while small units will return in the near future.
The fact that our previous two games also had cats as their main characters is absolutely a coincidence. Definitely. One hundred percent. Also, here is my cat. 








