
Hail, Warriors!
Our journey continues, and the last month of development was focused on some major changes that we wanted to get to for a long time. From overhauling the lighting we use in the game, started implementing achievements and a few other performance-focused changes both immediately helpful and setting the foundation for more optimization planned for down the road.
Main Features in Patch 0.9.2
- Complete overhaul of all lighting in the game. We wanted to make the game better looking on lower-end machines and better performing on higher-end machines, and this change is a big first step in that direction.

- Major improvement to fire effects performance which was burning up system resources, there's still work to be done but it's much better than it was.
- The first round of Steam Achievements has been introduced, we have plenty more coming, this first batch is focused on physics and general basic achievements. Suggest more ideas in our forums!
UI
- Hero visual customization is now available in-mission so you can make your units stand out, or roleplay a sudden change of fashion sense. Changes will affect both the model and hero portraits.

Minor Changes and Bugs Fixed
- New portraits for the Paladin and the Goblin Shaman unit.
- Updated party information visuals in the world map.
- Minor improvements to cinematic camera behavior.
- Eggs in spider cave levels will now break upon a physics collision regardless of HP remaining.
- Minor improvements to AI turn speed, still a ways to go.
- Added new setting enabling locking the mouse cursor to the game window following feedback from multi-screen users.
- Added new setting - enemy movement speed control, so you can speed up enemy movements and actions.
- Fixed a bug hanging the game during the walls mission in the battle for Fort Triumph.
- Fixed a bug where using the mouse to close the party window while editing a hero's name would cause input to disable.
- Fixed a bug with stacking bleeding debuffs.
- Fixed a bug where Claude remained in the level after the first dialogue if it is skipped.
- Fixed the range of Blink of Frighten which behaved differently in some levels.
- Fixed a bug causing units to glide over pits instead of falling into them when pushed.
- Fixed health bars showing incorrect information during an action.
- Fixed the behavior of Nasty Kick and Amateur Charge to not cause damage to objects, and only apply damage after the push so that units will still collide with whatever is in their path before dying, if it kills them.
Thank you, as ever, for staying active and submitting reports and suggestions - and those of you who haven't are welcome to join in. Voice your opinions and thoughts on our forums or in a review, it's important for us to hear feedback of all sorts.
Fight on, adventurers!
