Version 0.2 redraws the three battlefields (the road takes 58% of the height, units stand on the ground), makes projectiles painted (arrows, green, teal, blue and violet magic orbs, a blue fireball for the undead, the catapult stone) and limits the shake to the fall of a citadel.
New battlefields
The backgrounds of all three factions were redrawn: the Kingdom's forest, the Wilds' golden thicket and the Pale Court's moonlit graveyard. The road the armies walk on takes the central 58% of the field height (from 32% to 90%), so units stand on the ground and the decor stays at the edges and in the distance.
Projectiles in the style of the game
Every ranged unit got its own projectile:
- Kingdom archers and towers shoot arrows, the undead use a bone arrow;
- Wilds throwers, shamans and witches throw green, lime and teal orbs;
- the Kingdom's battle mage and the Pale Court's lich launch blue and violet orbs;
- the Kingdom's catapult throws a stone while the undead coffin cart and dragon fire a blue fireball;
- the Wilds wyvern breathes orange fire.
Effects
Smoke, dust and flashes are kept minimal and natural: dust from under the feet, smoke over a damaged line, an explosion with smoke when a line falls and a star burst with confetti on victory. The camera shakes only when a citadel falls.
Interface
The tier digits on the faction screen became smaller and moved away from the frame. In the online version the sign-in and sign-up windows are larger and the RU/EN switch moved to the top right corner.
You can see it all right now: play.