⚠️ Warning:
Older savegames can no longer be played from this version onward, as they will become corrupted. They can still be loaded, but there will be several errors. Sorry about that — preventing this would have required an enormous amount of effort.
🛠️ Improvements:
New unit: Flying Skulls Fast, airborne kamikaze unit. Upon death, it triggers a small explosion that deals massive damage in a small area. Dies in one hit. (Pathfinding is still buggy — I've spent ages tweaking it and will improve it in future updates.)

New unit: Skeleton Archer Due to lack of muscle, it has short range and deals less damage than regular archers, but it’s more durable.

New unit: Floating Armors Very slow but tanky and deals high damage — even against buildings.

New unit: Grim Reaper Elite undead unit that can fly over walls.
The Undead Lord now commands undead units.
Building snap distance is now consistent and no longer depends on building size. The distance is kept small to reduce issues when building tightly.
Bowmakers now have a larger default build spacing to prevent workers from getting stuck.
Buildings in castle view are now placed in L-shape instead of block form.
Houses now have a default spacing to reduce unit pathing issues.
A new skill now allows sword fighters to spawn in the castle.
A visual indicator now appears when a research is completed.
A research queue has been added. (Canceling individual skills will be available in the next patch.)

🐞 Bugfixes:
Victory confetti appeared multiple times if you waited too long.
The button to return to main menu in the victory/defeat screen didn’t work.
In the build menu, placing an object disabled camera movement.
If you moved the mouse while placing buildings, they were placed where the mouse ended up — not where you clicked.
Gates weren’t recognized as passable in lowered view, causing a “path required” message after placing buildings.
Construction height scaling didn’t apply correctly to scaffolding.
You couldn’t exit the game while paused.
The main building wasn’t affected by elevation changes.
Walls checked for nearby walls in too large a radius, causing battlements to display incorrectly when walls were close but not touching.
If you exited the game while a skill was at 0 seconds, it couldn’t be resumed after loading.
⚖️ Balancing:
Starting amount of bread has been significantly reduced.
Bakeries now produce less bread per wheat.
Quarries now produce slightly more stone.
Clay pits now produce slightly less clay.
Iron mines now produce less iron but are cheaper.
Taxes are now less effective.
Skills now take significantly longer to complete.
Building construction time now scales more strongly with the number of existing buildings — making late-game construction slower.
The skill that spawns farmers now only requires skill level 5 of the previous skill.
The barracks no longer require iron.
All weapons are now significantly more expensive and take longer to produce.
The number of unemployed villagers is now capped at 20, even if you have enough housing for more.
Barracks build time has been reduced to offset other build time changes. The church still retains a long build time.
The number of farmers spawned per skill point has been reduced to 2.
The maximum number of skills that boost resource production has been halved.
Skills for build time, overworld unit speed, building damage, and merchant carry capacity can now only be leveled half as often — but each skill point is now twice as effective.
🧭 Miscellaneous:
The Undead Lord has been renamed to "Noraku", and the city is now called "Shi no yoru".
The Goblin city has been renamed to "Mok’Thrak".
