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The second animation pass. Casters now throw bolts that look like their magic, every charger rushes in 20 % faster with a new charge effect, and melee units step into their swings so the weapon really meets the target.

General

  • Every Charge is 20 % faster. The numbers for each unit are below; the Champion hero kit's charge is faster too.
  • The Battle Monk, Guard and Halberdier stand closer to their target, and every melee unit steps in as it swings.

Effects

  • Casters fire their own bolts: fire, smoke, plague, swamp, hex and spark, the Arcanist's lightning and the Lightbringer's golden holy light, with a magic impact instead of wood splinters.
  • Burn, poison, slow, net and splash effects appear when the shot lands, not when it leaves.
  • One shared charge effect for every charger: a dust trail, a streak and a shockwave on arrival, in the faction's colour.
  • The ballista has its own bolt: Piercing Bolt flies through the line, Siege Shot sticks in the target. The cannon's Siege Shot has a new look too.
  • The Herald throws with a sling and musters the Guard visibly when it uses Call the Guard.
  • Auras show their rings, and buffed units show a marker.
  • Cleaves sweep along the weapon's arc and hit every cleaved target visibly.
  • Stunned units show stars over their heads; breath attacks come from the mouth; skills take their faction's colour.
  • Siege craters no longer pile up.

Vanguard

Halberd Knight Unit

  • Charge speed: ×1.8→×2.2

Grove

Orc Bruiser Unit

  • Charge speed: ×1.8→×2.2

Dire Wolf Unit

  • Charge speed: ×2.1→×2.5

Tusker Unit

  • Charge speed: ×2.1→×2.5

Crag Bear Unit

  • Charge speed: ×1.8→×2.2

Ember

Skeleton Runner Unit

  • Charge speed: ×1.5→×1.8

Ash Stalker Unit

  • Charge speed: ×1.8→×2.2

Ash Weaver Unit

  • Charge speed: ×1.8→×2.2