Capital Defense — changelog
RU
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v0.6.8 19.08.2026
- Paired defence: two players hold the capital together, meet each other in a direct duel every fifth wave, and the duel result counts towards the shared score.
- The preparation timer and the state of your opponent are visible right in the capital, next to the garrison.
- The duel rating table opens from the main menu: your own place, clear headings and readable winner names.
- The duel room moved to a Russian host; the previous server stays as a spare and the game switches over on its own when the main one is unreachable.
- Waves: melee fighters no longer land in the back row, late waves are not diluted with goblins, and a boss no longer takes more than half of the wave experience from its retinue.
- Fixed crashes and freezes: item dragging, the summon check, a stuck wave start and an empty rating table.
v0.6.7 02.08.2026
- The current run can be saved on exit and continued from the main menu. The button shows the wave, race and difficulty, and saves from another patch version are rejected.
- The Forge can bless a skill twice per run and ban a skill twice per run. Irreversible choices require confirmation and remain stored with the run.
- Scroll and spell summons unlock on waves 1/6/11/16/21. They receive no bonus on waves 1–10, scale to ×1.25 on waves 11–20 and ×1.5 from wave 21; only one summon is allowed per wave.
- Only one mercenary may be purchased per run. Unit types already owned by the player no longer appear in the offer.
- The front row of a generated wave is reserved for genuine melee fighters instead of ranged units that merely happened to be placed there.
- Spell icons in scouting open the full spell card while the right mouse button is held; broken Cyrillic text in the pre-wave magic description is fixed.
- Healing potions 25/50/75/100/200 now use a separate independent reward roll and appear in the reward preview.
- Forest Walking and Navigation have been removed from hero level-up choices because they have no arena use.
- The Forge interface has been rebuilt: round buttons, labels and sockets are aligned, while the bless/ban menu now follows one consistent grid and the game's visual style.
- The game starts on Windows 7 and 8.0 again: online features are disabled where the required WebSocket API is unavailable.
- Forge preference restoration, safe run continuation order, and the English localization of the new features have been corrected.
v0.6.6 31.07.2026
- Reinforcements have finally reached the capital's defenders. Treasurers and alchemists improved early supplies, armouries lowered prices, and outbreaks of unstable magic were contained.
- Boss waves now form a distinct 15% strength peak while the neighbouring targets are softer.
- Early gold and mana gains are higher. Bosses award 50% more of both resources.
- Wave 10 grants 1-3 random permanent +10 potions, wave 29 grants 1-3 +15 potions, and wave 30 grants an Ascension Elixir.
- Healing potions 25/50/75/100 and resurrection potions drop about twice as often and are distributed more evenly by tier.
- Orbs and talismans cost half as much, learned spells cost 25% less, and the new buildings cost 10% less.
- Every effect-potion name now states its duration: [One battle] or [Permanent].
- Pre-wave magic can now use curses and debuffs of the appropriate circle. Scouting reshuffles at 40%, with a price that grows by wave.
- Generated waves contain slightly more melee fighters.
- The eighth rating season is open because the new wave and economy curves are not comparable to 0.6.4/0.6.5. Those results remain on the archive board.
- Temporary summons no longer take a share of wave XP away from the permanent squad.
- The defeat screen shows the player's real nickname instead of Player.
- The Semga branch restores healing under damage/healing buffs.
v0.6.5 30.07.2026
- Reinforcements have joined the siege. Mid and late waves are more dangerous, and only the strongest squads will hold the capital.
- The middle and final stages of the siege are more dangerous. Near the end, the enemy sends its most hardened warriors.
- Boss squads gain more random elemental wards as the run advances.
- The enemy keeps growing after the finale, and higher difficulties make the assault intensify faster.
- XP from a kill barely depends on the enemy's level now: levelled-up opponents no longer shower you with rewards, so your squad stops racing ahead of the waves.
- Bosses no longer grant a guaranteed Ascension Elixir because free full levels bypassed the XP curve.
- Forge and sharpening healing bonuses now work correctly, and all 11 acquired Forge skills are displayed.
v0.6.4 27.07.2026
- Waves are built from scratch. A wave's roster is picked to hit a target experience value: what the wave is worth is exactly what the player is paid for it. Runs in progress will see a new wave ladder.
- A wave always fills the field: two-cell units count as two cells, so no empty slots are left in the formation.
- A wave brings no more than three melee fighters, and summoners stay out of a full roster where they would have nowhere to summon.
- Every wave has a theme - race, tier, branch - instead of a random mix.
- Leftover wave budget goes into an even level bump for the whole wave instead of one overgrown unit.
- Wave levels stay close to the player's own squad: early waves no longer arrive overlevelled.
- Wave strength comes from its roster, with no external multipliers on top.
- Wave placement in battle depends on the run: every seed gets its own row order.
- The final wave is no longer overgrown. Per-level stat growth was read past the game's own data, so the generator treated levelling as free and pushed the finale far beyond its own level.
- Bosses: every tenth wave is led by a named hero, the strength bonus grows with each decade, and the priciest names are held back for the final wave. A boss never repeats twice in a run, and neighbouring waves do not repeat their rosters.
- The boss arrives at the level of its own wave.
- Endless waves: strength grows by 10 / 11 / 12 / 13% per wave depending on difficulty, the level continues from the finale of your own ladder, the roster is always full, and any unspent budget goes into damage and health.
- Every four endless waves the roster gains a ward against one source, and every eight an immunity.
- A full endless field is counted in cells, so a wave can consist of just three large units.
- Wave gold follows one even line, while gold and mana vary within 15% and differ from run to run.
- The seventh rating season is open: waves have changed, so records from earlier versions moved to the archive board in full. Nothing was deleted, they are still visible.
- Squad cards on the rating board show levels correctly.
- Mana Forge: four new squad skills. Healing 5 / 10 / 15 / 20 / 30%, between-wave regeneration 3 / 5 / 8 / 12 / 20%, initiative 2 / 3 / 5 / 8 / 12%, accuracy 1 / 2 / 3 / 4 / 6%.
- Caps for the new branches: healing 100%, initiative and regeneration 60%, accuracy 20% - the engine clamps accuracy above that anyway.
- Wave gold, wave mana and experience now give 3 / 7 / 10 / 13 / 20%.
- Forge bonuses apply to both the hero and the garrison, and a skill never repeats inside a card set.
- Fusion and sharpening bonuses are visible on the item card itself, sharpened item icons are correct across the whole interface, and fusion bonuses are recalculated after the garrison is re-equipped.
- Talismans arrive with ten charges, and the crash on handing out a talisman as a reward is fixed.
- The permanent immunity potion costs 6000.
- A one-battle potion works again on repeat use: its effect was not fully cleared after the battle, so the next identical potion was wasted.
- The ascension elixir no longer depends on buildings.
- Armour potion descriptions state the cap: armour never exceeds 85, and at the cap the potion does nothing.
- The capital guardian no longer carries the fight for the player.
- Griffin and Sky Lord reach has been put right.
- Melee is faster, and so is starting a run: the wave ladder is built only for the chosen difficulty.
- After a defeat the game returns to the menu only once the map view is really gone.
- Modifier-chain corruption is fixed: item metadata no longer enters the chain, and managed modifiers have a single owner.
- The broken ent is out of every pool.
v0.6.3 26.07.2026
- The patch no longer installs silently over the wrong build: the archive carries a branch marker, and on a mismatch the game states plainly that the patch belongs to another version instead of dying on the splash screen.
- The Mana Forge no longer crashes the game when an upgrade card is picked.
- The frameless Blade of the Exalted no longer crashes battles — the item is out of the loot pool in both branches.
- An armour potion is never wasted: with armour already at the cap the game refuses the drink and the item stays with the player.
- The Elixir of Ascension can no longer be used in battle, where it was consumed with a sound and no effect. Levelling still works from the party window.
- Spell base damage is capped at 125: the data held values up to 750, and the wave strike multiplied those across the whole party.
- Wave strike magic multipliers are cut by another 30%.
- Retreating no longer pays experience: the enter-retreat-collect loop is closed.
- Level drain and level loss use one shared formula, and the hero keeps their gender.
- The Semga branch regains the function every global buff calls, and battle AI target selection is guarded — spells such as Dwarven Forging no longer break combat with script errors.
- Slasher MNS: the Lord of the Skies reaches as far as stated, and the number field in the interface is aligned.
- Launcher 1.21: hold the mouse button on a donation to read its full text, and squad portraits load instantly instead of flickering.
v0.6.2 25.07.2026
- Призыв существ больше не ломает отряд: юнит перестал пропадать из строя после боя, а расстановкой заведует сама игра.
- Призванное существо приходит уровнем в полтора раза выше героя, не занимает место в лидерстве и не забирает опыт отряда.
- Призыв, оставленный в гарнизоне столицы, больше не остается там навсегда: после боя он исчезает, как и положено временному.
- Отказ в призыве объясняет причину: полон отряд, нет свободного ряда для двухклеточного или нет ни одной свободной клетки.
- Заточка научилась усиливать опыт отряда и силу критического удара: +2% за ранг. «Книга войны» точится в опыт, «Топор палача» — в крит и собственный урон.
- Исправлена подмена характеристик у части предметов: профиль собирался по чужому одноименному скрипту, из-за чего терялись родные бонусы.
- Разброс сложности десятой волны сокращен вчетверо: она больше не выпадает то легкой прогулкой, то стеной.
- Урон боевой магии на поздних волнах снижен на 30%, а его множитель теперь виден в разведке заранее.
- Опыт за волну в разведке считается честнее: учитываются навык мастера оружия и надбавка сложности, а не только карта кузницы.
- Загрузка стала заметно быстрее: убран лишний расчет, съедавший около двух секунд на каждом запуске.
- Исправлена ошибка «Arena template was not found», из-за которой после проигрыша новый забег не начинался до перезапуска игры.
- Описание Алтаря приведено к настоящему шансу благословения — 35%.
- Рекорды 0.6.1 и 0.6.2 соревнуются в одной таблице: это один и тот же баланс, новый сезон не открывается.
v0.6.1 24.07.2026
- Горн силы: индивидуальные профили для 428 предметов. Заточка усиливает то, что предмет реально дает, и больше не добавляет выдуманных характеристик.
- Заточенная вещь везде показывает исходную иконку со значком ранга +1…+10: в сумке, в карточке, в окнах Горна и Портала.
- Портал слияния: 10 слотов вместо 7, безопасное создание с откатом при любой ошибке. Сплав можно оставить в городе, пара исходников не теряется.
- Сплавы складывают одинаковые свойства и переносят вампиризм, критические и дополнительные атаки, защиты, иммунитеты и сетовые эффекты. Иконка собирается из двух исходных.
- Кузница маны: плавная кривая опыта с 1 по 10 уровень, Shift + клик заливает x5, исправлен вылет при закрытии выбора улучшения клавишей Esc.
- Алтарь: шанс благословения повышен с 25% до 35%, а само заклинание теперь видно в разведке заранее.
- В магазине появилась кнопка обновления товара: 30 золота плюс 5 за каждую волну. Набор гарантированно меняется.
- Призыв снова работает: заклинания больше не отказывают сообщением «бесполезно в этом режиме», а для двухклеточного существа выводится понятное требование освободить место.
- Призванные существа и одноразовые банки снимаются после боя всегда, включая вылазки, когда герой нападает сам.
- Разведка показывает фактический опыт за отряд с учетом надбавки Кузницы, а расстановка волны теперь совпадает с боем, включая двухклеточных юнитов и платную перетасовку.
- Банка повышения уровня работает на защитниках города, применяется к выбранному юниту и не тратится впустую после проигрыша.
- Важно при обновлении: в 0.6.0 в раздачу попадала лишь часть служебных скриптов заточки, из-за чего бонус мог молча не работать. Теперь состав патча собирается автоматически из данных мода.
- Для 0.6.1 открыт отдельный сезон рейтинга: заточка наконец работает у всех, и результаты сравнимы только между собой. История прошлых сезонов сохранена.
- Разведка показывает ту же расстановку, что и бой: линии берутся из самой волны, а передняя линия рисуется с той же стороны, что и в сражении.
v0.6.0 23.07.2026
- Mercenaries are always offered at level 1, preventing ready-made overlevelled units from bypassing normal progression.
- Rune Shield no longer traps the enemy party in permanent Defend and now runs without Lua errors in both MNS and SMNS.
- Repeating the same spell within one wave now displays the actual one-per-type limit instead of telling the player to learn it.
- The Toasty easter egg now always ends, stops its sound and cannot persist into the main menu or the next run.
- Version 0.6.0 starts a separate leaderboard season while preserving all earlier season history.
- Bug reports now accept screenshot uploads, available to the owner in the private statistics dashboard.
- Forge party damage, armor and HP bonuses now apply correctly in battle in both editions, including existing 0.6.0 saves.
- Fusions preserve source immunities, protections, vampirism and set properties; cards now show gained experience and conditional effects.
- Fixed the missing Abyss effect Lua error in MNS and SMNS.
v0.5.9 23.07.2026
- The Power Forge and Fusion Portal now use normal equipment handling: bonuses apply and clear correctly, work in the capital and battle, and stack with other modifiers.
- Sharpened items retain their source icon, display ranks +1 through +10, and immediately refresh a compact description with the effective stats.
- Fusion icons are built from both source items; descriptions are shorter, and normal hero skill restrictions now apply.
- Armor now has a shared cap of 85. Capital/battle discrepancies and the order of difficulty, capital defense, temporary potions and permanent potions were fixed.
- Power Forge and Fusion Portal service placeholders can no longer enter shops or rewards.
- Endless damage growth was increased by 50% of the previous wave's bonus.
- The leaderboard now checks suspicious progress jumps more strictly; 0.5.9 uses a new season without deleting historical scores.
- Fixed the Fusion Portal's purple fringe, composite-icon background and two-banner rendering.
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.