Capital Defense — changelog
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v0.5.8 22.07.2026
- Added the Power Forge: selected equipment can be sharpened up to +10. Its original effect stays intact, positive numeric stats scale with rank, and the cost depends on item value and is paid in gold plus racial mana.
- Added the Fusion Portal: two items from one compatible group become an equippable fusion carrying both source effects. It occupies one slot; the fee is 15% of their combined value, with a 50-gold minimum.
- Fixed the transition into Endless mode: the first post-finale squad continues the final wave's growth instead of falling back to weak level-15 units.
- Banners, relics, boots and other equipment are now capped by wave-based quality and value, preventing endgame gear from dropping at the start of a run.
- Capital garrison units regenerate after victory under the same rules as the hero squad; the Infirmary now also affects defenders who did not enter the battle.
- The Ascension Elixir is no longer consumed on dead or otherwise invalid targets; permanent-bonus duplication that could push damage to 300 was also fixed.
- Defend now reduces the complete final hit by exactly 50%, including critical and per-target damage.
- The target strength of Impossible wave 70 was reduced from roughly 50,000 to 40,000.
- MNS and SMNS pools were separated and cleaned of useless potions, map scrolls, empty spells, the Tactical Retreat perk and broken buildings.
- English localization was synchronized with 0.5.8, and the victory screen can now start the next wave immediately.
- 0.5.8 scores rank above older patches without clearing the table: existing leaderboard records are preserved.
v0.5.7 19.07.2026
- Fixed a hard game freeze when closing the scouting window while it showed an incoming strike spell.
- Wave 1 no longer brings zero-damage units (e.g. the 235 HP Sacred Tree): early waves are combat units only.
v0.5.6 19.07.2026
- New building: Altar of Blessings (800 gold). With the Mage Tower built, a random blessing lands on the hero squad before battle with a 25% chance; blessings grow with waves.
- Enemy strikes reworked: spells follow magic circles by wave (1-10 = circle 1 ... 40-49 = circle 5, 50+ mixes circles 4-5 with +1% damage per wave), drawn from your mod branch's own spell pool; bosses cast varied curses.
- Scouting shows the incoming strike spell with its icon; wards and immunities properly block strikes.
- Scout reshuffle: a third of successful reshuffles move a ranged wave unit to the front line and a melee one to the back.
- Lords gained Capital Defense bonuses: Warlord — mercenaries 15% cheaper; Guildmaster — buildings 10% cheaper and +5% gold per wave; Sorcerer King — +1 spell cast per wave and +10% mana.
- Arena-dead map spells (fogs etc.) removed from rewards, the spell shop and the merchant.
- Useless level-up perks were removed on the Norwegian Salmon branch (rods, roads, sea travel).
- Mana Forge buttons now highlight on hover/press, and the level-up button got a label.
v0.5.5 19.07.2026
- The Norwegian Semga client was rebuilt on the current clean 1.44a+fix4 base.
- Spells are now read from your mod branch's data: curses no longer land on your own squad, and strike damage matches your branch.
- Mercenaries: overpowered epic units (Mizrael, Nebiros and others) were removed from the camp.
- Arena item icons (potions, scrolls) were restored in the Semga client.
- All merchant discounts were reduced to 5% (Lute and hero perks).
- Missing item and boss-attack scripts were restored in the Semga client.
v0.5.4 19.07.2026
- Срочное исправление: на базе Норвежской Семги при просмотре карточки юнита выскакивала ошибка скрипта (unitEncyclopedia/locationBonus). Теперь карточка открывается корректно.
v0.5.3 19.07.2026
- Волны стали легче еще на 20% по всей кривой (суммарно почти вдвое с версии 0.5.1); золото и мана за волны не изменились.
- Убран неубиваемый юнит «Ничто» (полная регенерация каждый ход): больше не появляется ни в волнах, ни у наемников (спасибо за репорт: Unikorn).
- Убран таймер перед боссом: босс ждет вас сколько угодно, пока вы закупаетесь. Исправлен бой, где столицу защищал гарнизон вместо героя во время покупок в магазине.
- Броня столицы теперь честно показывается на панели юнита и вне боя — та же цифра, что действует в бою (по сложности: +30/+20/+10/+0).
- Разведка: тексты вражеской ударки очищены от служебных пометок; для лекарей показывается их лечащая атака.
v0.5.2 19.07.2026
- Сложность волн снижена на 30% по всей кривой, а награды считаются от прежней кривой — золото и мана не урезаны, прохождение стало честно легче.
- Исправлены вылет и зависание после поражения: при падении столицы все фоновые механики мода отключаются, а экран поражения сам возвращает в главное меню через несколько секунд.
- Тиры пересмотрены: тир есть только у расовых юнитов столиц с ветками развития; нейтральные юниты вне тир-правил. Исправлены неоправданно сильные лидеры на ранних волнах.
- Разведка: карточка вражеской ударки — иконка, название и описание заклинания (ударки начинаются с 12-й волны; на боссах показывается и их проклятие). Лишние служебные тексты убраны.
- Дроп щедрее: экипировка с шансом 10% на любой волне (элитные и боссы — как раньше), боевая банка на один ход — 50% каждую волну, свитки заклинаний — каждая вторая волна.
- Магазин: постоянная банка появляется на рестоке с шансом 50% (было 25%); из наград убрано «Зелье магической устойчивости».
- Превью волн на сайте: карточки юнитов показывают фактический урон с учетом множителя волны.
v0.5.1 18.07.2026
- Генератор волн переработан: уровни юнитов растут плавно от первых волн к финалу — первые волны честно слабые (все юниты 1 уровня), финальные отряды — витрина: свита 23+ уровня и легендарные боссы.
- Сила волн идет ровной кривой без провалов и скачков; сложности упорядочены: финал на Легком теперь заметно слабее, чем на Невозможно.
- Сила к финальному боссу и приросты маны снижены по итогам тестов (мана примерно на треть).
- Отряды волн собираются ровнее: юниты в отряде близки по силе и уровню, лидер не слабее свиты; слабейшие юниты и призыватели не бывают лидерами после 5-й волны.
- Поздние боссы строятся вокруг эпических юнитов (Небирос, Дева битвы, Падший и другие); у финального босса гарантированы массовый яд, разбитие брони и массовый контроль.
- Постоянные банки одного типа разного качества (+5 и +15) теперь складываются на одном юните; повторно ту же самую банку выпить нельзя.
- Каждые две волны в награде дается слабая одноразовая боевая банка (атака, защита или сопротивление).
- Игра и сайт считают волны из одних данных: игра теперь видит юнитов нестандартных серий (Носферату, Дриада, Архидьявол, Демиург и др.), превью волн на сайте совпадает с игрой.
- Кнопка выхода в главное меню — в столице, правый нижний круг панели.
- Стабильность: исправлены вылет и зависание после поражения («Столица пала»), выход с экрана поражения ведет прямо в главное меню.
v0.4.9 17.07.2026
- Mana was rebalanced: higher starting amounts by difficulty (300/200/100/50) and smoothly increasing wave rewards (about 1000 by the finale), enough for both spells and the Forge.
- Mage Tower spells are cheaper: level 1 costs half as much, level 2 costs one third less, and level 3 costs one quarter less.
- The permanent-potion shop no longer floods the player: a random potion appears by chance, with at most one type and one copy; level potions appear every 5 waves; Scroll Mastery appears only after wave 1.
- Permanent potions for the same stat (+5/+10/+15) can no longer stack on one unit; the old check failed and allowed unlimited growth.
- The shop now rotates 12 one-use protection potions covering weapon, mind, death, elements, control, poison, debuffs, drain and direct strikes.
- Bosses and wave rosters now match the generator design: the spawner no longer silently drops large two-slot units.
- Scrolls now apply the exact scroll you dragged instead of the first scroll in the bag.
- On the Norwegian Semga base, the technical %PART3% marker was removed from unit descriptions, balance changes were aligned with Slasher, and a critical armor-calculation crash was fixed.
- A post-defeat freeze on the Norwegian Semga base was fixed: the Capital Fallen cutscene no longer loops and returns to the main menu correctly.
- Capital siege stalemates now count as an honest loss when the guardian cannot finish a boss, instead of a false victory caused by the enemy 'fleeing'.
- Endless waves after the finale once again arrive as full six-unit squads instead of occasionally collapsing into weak groups of three.
v0.4.8 17.07.2026
- Fixed a critical game crash caused by reading unit armor outside valid squad slots, for example during interactions with a Wyvern.
- The Norwegian Semga 1.44 version menu now shows the mod title (Capital Defense), matching the Slasher MNS build.
- Launcher reliability was hardened after an audit: strict patch-file validation, safer self-update rollback, atomic installed-file inventory writes and UI recovery after internal verification errors.
v0.4.7 17.07.2026
- Final wave bosses now reliably arrive with full squads featuring poison, armor break and mass control; bosses also use life damage more often, making defense harder.
- The capital siege starts only after the entire squad is dead (hero and all units), not when the hero alone falls; survivors can now finish the wave.
- Permanent Mana Forge upgrades no longer disappear when a unit levels up; repeated copies of the same bonus remain separate.
- Mercenaries no longer reuse a squad tier from another game, and recruit levels now scale to the current squad.
- The incoming-strike warning is now shown correctly when replaying a wave.
- Closed an exploit that allowed leaving a besieged capital by using a scroll from the city inventory.
- The launcher now replaces files safely through connection loss or low disk space, blocks version rollback, fixes Retry stalls and rolls back failed self-updates; offline starts no longer leave the game without mss32.dll.
v0.4.6 17.07.2026
- Mercenary Camp stock now scales with your squad: recruit tiers grow with you, new recruits start at level 1, and top-tier units arrive at levels matching the squad.
- Permanent potions (+15% health/damage/armor/initiative) no longer disappear when a unit levels, and still cannot be applied twice.
- Elixir of Ascension once again offers development branches to experienced units; previously any unit above level 1 received only another level.
- Enemy waves no longer flee from combat.
- Enemy strike spells cannot hit your squad before wave 12, and a warning appears before the battle.
- Cheap small healing potions (25/50/100 HP) are always stocked for support-unit healing.
- The Nothing unit was removed from the Mercenary Camp.
- Fixed a false Main Path Complete result when the capital guardian finished a wave after the hero died; guardian-only victories no longer enter ratings or records.
- Launcher distribution was fixed so Interf.ff reaches players; missing it previously broke windows and icons after updating.
v0.4.5 17.07.2026
- The squad-defeat easter egg now shows an unobstructed portrait in the lower-right corner, without a black screen, and at a lower volume.
- A compact cameo window replaces the old half-screen darkening.
- The website gained a gofile mirror button containing both ZIP packages.