
Greetings, brave heroes
As promised in the last major update, we have a big one for you - an update completing the first part of Fort Triumph's story, including the battle for Fort Triumph itself, as well as new skill trees and multiple changes.
Let's dig right in!
New Features
- Completed the first chapter of our main campaign, you may now reach and access several new missions including the battle for Fort Triumph. As always - this is the first iteration and we intend to polish it greatly in the coming weeks.
- Implemented new Skill Trees - with multiple new abilities and ability upgrades, new buffs and debuffs and more. Currently, you unlock ability slots as you level up your party, and can select which abilities and upgrades each hero will have.

- While abilities take up ability slots based on their level which means you cannot take all of them, ability upgrades do not require slots and add into existing ability choices.
- Tweaked levelling and stat scaling, reduced Health, damage and speed gains per level for heroes.
- New Environment - Castle Walls, fighting across the walls of Fort Triumph itself.
- Environment Variation added - bridge battles will now be fought in actual bridge levels.
- Added the ability to change unit color scheme as part of unit customization.

New Abilities and Status Effects
- Electrocute - cause a unit to take damage whenever it moves.
- Empower - Increases the damage caused by a friendly unit by 50%.
- Acute Hearing - The Ranger can now sense enemies in range even if she has no direct line of sight.
- Bleeding - unit loses health each turn.
- Marked - Attacks against a marked unit have a bonus chance to hit.
- Upgrade example for Frighten - Blinding Fear, also blinds enemies affected.
- Upgrade example for a normal bow attack - Causes bleeding.
- Upgrade example for a Lift ability - Increase range of lifts by 1
- Naturally there are many more and we will keep polishing and adding more of them

Bug Fixes
- Fixed Taunt and Become a Tree which did not work properly in 0.8.0.1.
- Physics actions behave better, especially when it comes to 2nd impact or ricocheting enemies or objects off a wall.
- Units no longer warp through Crypt walls.
- Fixed a Vortex bug pushing objects in the wrong direction.
- Fixed bridge fights which sometimes granted Auto-wins when started.
- Fixed a bug causing urns to instantly explode in the Magical Glyph room in the prologue.
- Fixed a bug causing a skeleton guard to not spawn properly in the Spider's Lair.
- Fixed a bug enabling units to stand inside cave walls becoming unreachable.
- Fixed a bug causing objects kicked at the Support Beams in The Philosopher Troll mission clipped through them.
- Fixed artifacts and tile highlighting issues.
- Fixed a bug sometimes causing all enemies to gain free actions after players break a spider's egg.
- Fixed a bug causing enemy units to sometimes not perform an action during their turn.
- Fixed a bug messing up tree collision when being kicked.
Performance
We've made some changes to AI turn length, so far optimized by around 10% but we're very much aware they still need to get much shorter. Working on it!
Existing save files are still supported in build 0.9.0. Your heroes will be reset to level 1 but maintain their XP so you can quickly level them up into the new Skill Tree from scratch.
Onwards, warriors, to take that fort!
