Godsworn

Godsworn Patch #5 Is Out Now - Glyph list, screenshake and more!

Version
Patch #5 Is Out Now - Glyph list, screenshake and more!
Version Date
Feb. 16, 2026
Links

Patch Notes

Patch #5 Is Out Now - Glyph list, screenshake and more!

[p]Since the Act 2 update released, we took a week off to recharge, and returned to working on fixes and updates. This patch comes with a few features that we had on the roadmap, namely - a glyph list, screenshake for abilities and rally on unit.[/p][p][/p][p]We also heard the many requests to not have the heroes be locked behind campaign missions. We did not realize that this would be such a pain point for players who enjoy skirmish but who do not want to play campaign, so we have opted to remove the lock on Vakarine and Indraja. As Indraja was derived from campaign, her being a little weird made sense, but now as a hero available for first-time players, she needed to be a bit more polished, so we've made an overhaul to her lineup.[/p][p][/p][p]The couple of missing achievement triggers have been fixed, so if you were waiting for those, you should now be able to complete the list![/p][p][/p][p][/p][p]Here are all the changes in this patch: [/p][p]
Features:
[/p]
  • [p]Vakarine and Indraja do not need to be unlocked in campaign to be played in Custom games.[/p]
  • [p]There is now a list for glyphs that shows where you can find them and which heroes have access to which ones. You can access the list by clicking the round game logo button in Skirmish.[/p]
  • [p]Screenshake for abilities to add visual impact. It can be disabled in the options menu if needed. [/p]
  • [p]You can now rally a building's unit production to a unit, such as your hero.[/p]
  • [p]Worshippers that finished repairing a building will now look for additional repairs nearby.[/p]
  • [p]Riders with Grace ability will not leave a dead rider on the ground, only the horse. This is to avoid duplicating the rider by reviving the dead horse. Additionally, a riderless horse can be brought to the stable to get a new rider.[/p]
  • [p]Indraja's Celestial Hold now has a new upgrade for Indraja: Sage Visions, which allows her to get the vision of all units and buildings on the map (requires Enchanted Waters).[/p]
  • [p]Added a new upgrade, Kovas' Raid for Mercenary. When Mercenaries hit enemies, they will drop wealth on death.[/p]
  • [p]Spirit units now slowly decay over time (they stay at 1 HP).[/p]
  • [p]Vakarine gains an upgrade that removes spirit decay.[/p]
  • [p]Indraja will now have Wolf Warriors and Werewolves locked behind Moon Daughter divine skill. Picking this skill will spawn both of the units at the shrine, giving her an option for easier camp clearing in the beginning.[/p]
  • [p]Indraja can now build Rangers from the Silver Temple.[/p]
  • [p]Unique Indraja Ranger upgrade that grants lightning damage, Teliavelis' Sparks, including custom visuals.[/p]
  • [p]Pukis has been replaced by Werewolves in the Witch Cabin for Indraja, as her Wet modifier was making the Pukises kind of useless.[/p]
  • [p]Junda's Bravery mercenary rush animation improved.[/p]
  • [p]When George gets his Ascalon skill, his lance visual will upgrade.[/p]
[p][/p][p][/p][p]Campaign: [/p]
  • [p]Eclipse should be now easier on all difficulties except Insane.[/p]
  • [p]Increased temporary defense Saule and Vakarine get at the start of Eclipse.[/p]
  • [p]In Eclipse, Solar Stardaughters will no longer start with all upgrades, to stop them from dashing into enemies behind a blocker and be unable to follow you.[/p]
  • [p]Fixed the mercenaries sometimes not joining you in Eclipse if some wolves baited them to run off.[/p]
  • [p]In Eclipse, the Chapel now has a popup with the gold amount you receive.[/p]
  • [p]Fixed Latgalian tribe not counting for the By the Sword achievement in Sword Brothers.[/p]
  • [p]Berry bushes in Founding of Ryga have been put further apart so the allied AI does not claim both.[/p]
  • [p]Mother's Trust achievement in Winter Solstice has been fixed.[/p]
  • [p]Winter Solstice Shroud objectives will no longer update after victory.[/p]
  • [p]Farmstead available for Saule to build in Winter Solstice.[/p]
  • [p]Affixed will no longer double stack for Vaivora, Zesdra and Selija in Winter Solstice, causing them to become invisible through a series of unfortunate code triggers.[/p]
[p]
[/p][p]Fixes:
[/p]
  • [p]Miscellaneous text fixes, mostly for glyphs.[/p]
  • [p]Raiders will no longer throw all their nets on the same target.[/p]
  • [p]Added missing sound effects for Icy Rain.[/p]
  • [p]Several visual Indraja fixes and improvements.[/p]
  • [p]Fixed Meness' leg rotating weird in the idle animation.[/p]
  • [p]Squires have been informed that their horses are not welcome atop defensive walls.[/p]
  • [p]Indraja's arrows vanish quicker on hit and attach.[/p]
  • [p]Lunar Stardaughter blade throw should now take into account height better (and not miss because of it).[/p]
  • [p]Multiple victories can no longer be triggered at the same time.[/p]
  • [p]Pack tactics should apply to the "caster" of it as well.[/p]
  • [p]Silver Tower, Silver Temple and Healing Spring should now return the correct amount when demolished.[/p]
  • [p]Buildings should now show the correct units and upgrades during construction.[/p]
  • [p]Teleportation now properly updates the unit location so that it can be properly targeted. This sometimes caused a unit to not be targeted automatically, due to an optimization in targeting.[/p]
  • [p]Converted Tribe glyph now works correctly on Michael.[/p]
  • [p]Fixed workers sometimes getting stuck on the corners of Forester, Gather Hut and Jeweler.[/p]
  • [p]Healing Spring targeting range is now the same as its healing range.[/p]
  • [p]Squire supply buff no longer applies twice.[/p]
  • [p]Knights should no longer snap inside the ground at the end of their charge when charging on a hill.[/p]
  • [p]Fixed the tooltip for the Sky Cow glyph, it should have been +2 instead of +1.[/p]
  • [p]Ragana's Trinket glyph available for Indraja.[/p]
  • [p]Divine Sigils glyph available for Indraja.[/p]
  • [p]Haunting Lausk glyph available for Indraja.[/p]
  • [p]Tribute glyph now only applies to Order as intended.[/p]
  • [p]Added missing divine skill type descriptions (such as global or passive).[/p]
  • [p]Reduced the XP value of horses to be less then their riders. It happened because the riders had formed a bond and valued their horses higher than their own lives.[/p]
  • [p]Wet spell modifiers do not apply to buildings anymore. The splashes just did not look big enough to wet an entire building. But also balance reasons.[/p]
  • [p]When cycling unit selection with tab, targeting is now cancelled. This is to stop heroes from casting from any unit in their army.[/p]
[p][/p][p][/p][p]AI Improvements: [/p]
  • [p]Fixed Indraja missing her camp clearing behavior in skirmish. This caused her to not clear any camps, and therefore have very little resources.[/p]
  • [p]Sometimes the AI would target a player that was not there and would sit at base with its units, such as in Heilsberg. This should work better now.[/p]
  • [p]AI should now respect the god-power blocking of the Wonderbird.[/p]
  • [p]Basic AI skill logic added for Rejuvenate ability. [/p]
  • [p]Sleep is more likely to be cast by AI players.[/p]
  • [p]AI sparing logic fixed, they will now focus on getting to Tier 2 more often.[/p]
  • [p]AI will now consider building an additional Warcamp or Barracks.[/p]
  • [p]Saule and Vakarine have unique AI profiles now, which means they will act slightly different from the other AI heroes in skirmish - less raiding, more big attacks, will try to help allies more.[/p]
  • [p]AI will no longer target buildings with Dream Refuge, Starlight, Attraction, Banishment, Revivify, Strife, Icy Rain and Sleep.[/p]
[p][/p][p][/p][p]Balance: [/p]
  • [p]Solar Stardaughter will now have Flight as the upgrade and Sweep as the base skill.[/p]
  • [p]Minimum hero respawn time of 5 seconds (prevents invisibility issues).[/p]
  • [p]Fire Laume damage lowered from 33 to 30 and range from 16 to 14.[/p]
  • [p]Cold deals +20% against Wet.[/p]
  • [p]Cold Laumes no longer apply Wet.[/p]
  • [p]Indraja's Healing Spring is no longer locked behind a divine skill.[/p]
  • [p]Dausos Tower +100 wood cost.[/p]
  • [p]Dausos Tower construction time from 75 to 90.[/p]
  • [p]XP value of Dausos tower 15 to 20.[/p]
  • [p]Cold Laume Ice Shard attack from 4 to 3.2 cooldown.[/p]
  • [p]Indraja's Frigid Flight from 24 to 35 damage.[/p]
  • [p]Junda's Bravery twice as fast and +4 in distance.[/p]
  • [p]Enchanted Waters cost from 50 to 20.[/p]
  • [p]Starlight damage from 40 to 30.[/p]
  • [p]Hidden Blade setup time from 1.5 to 6.[/p]
  • [p]Hidden Blade health reduced to 50.[/p]
  • [p]Hidden Blade shooting time delay is now 1 second, giving time to potentially kill it.[/p]
  • [p]Hidden Blade now has 0 armor and 0 magic resistance.[/p]
  • [p]Round Tower magic resistance same as a normal tower now.[/p]
  • [p]Foot Paladin now has same regen as the mounted version.[/p]
  • [p]Foot Paladin attack is now correctly physical type. [/p]
[p][/p][p][/p][p]Other: [/p]
  • [p]Added credits for recent voiceovers. [/p][p][/p][p][/p][p][/p][p]As usual, let us know if you encounter any more issues![/p][p][/p][p]To join the community for some coop, team games or pvp, or get some sneak peeks of what content we're working on next, join the official Discord: https://discord.gg/r2qBuBXfVc[/p]