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VoxelDynasties

Voxel Dynasties update 0.1.3

This update is all about making your first hour in Voxel Dynasties click. It adds a proper guided tutorial, redesigns a good part of the HUD for clarity, and fixes a long list of AI, pathfinding and unit-behaviour issues you reported.

Learning the ropes

A new tutorial walks you through the basics with on-screen objectives and progress tracking. It sits front and centre on the main menu, with a dismissible invitation for new players and a one-click Continue button that jumps straight back into your most recent save.

Clearer HUD, better feedback

  • The minimap is now a circular, heading-up display that rotates with your camera, with a compass ring and a view-frustum outline.
  • An embark icon makes boarding transport ships clearly labelled.
  • The resource bar shows how many workers are assigned to each resource, and the carry bar always shows what is being carried, not only while gathering.
  • The resource-node info panel was redesigned to match the unit and building panels.
  • Event and tutorial notifications appear as a dismissible card below the resource bar instead of a fading banner in the middle of the screen.

Sound and graphics

  • New sound effects, including a HUD notification chime, an age-up fanfare and an anti-air siren.
  • Graphics quality is auto-detected on first launch from your RAM and CPU instead of always starting on Low.
  • Ultra particle effects are available on every hardware tier.

Fixes

  • Workers step out of a building’s footprint when construction finishes instead of standing inside it.
  • Idle or blocked gatherers redirect to the nearest available resource instead of giving up.
  • A unit’s own required technology is no longer ignored for its first production tier.
  • Rotated building parts block movement and projectiles correctly again.
  • Automatic town-centre placement is no longer off-centre for buildings with an even-numbered footprint.
  • Peaceful wildlife such as deer no longer retaliates the way predators do.
  • Forests keep a consistent gap between trunks instead of forming impassable clusters.
  • Attached limbs and weapons follow body movement correctly in unit animations.
  • Ships no longer cut across other players‘ docks and piers; coastline movement is smoother.
  • Units no longer clip through cliffs or terrain edges.
  • A stuck unit in an explore or search-and-destroy group order no longer stalls the rest of the group.
  • Multi-ship selections unload together instead of one at a time.

Balance

  • Increased wood yield from trees and food yield from hunting wild animals.
  • Increased the catapult’s population cost from 2 to 3.