Field update
The old HUD comes down
dWars v0.6.105 · 3 November 2026
One interface instead of two, a camera that hands you the whole level when you pick a battalion, coins you can finally see, and a build that downloads lighter.
New
- Header tiles read on two lines. Energy, Income and Strength each open with a solid icon cell, the label on the first line, and the value with its trend arrow on the second, so the sparkline behind never crowds the number.
- The supply bar moves like a Command Ring laid flat. Each side's fill eases toward its share, and a gold wedge at the boundary marks the ground newly taken or lost, shrinking to nothing over five seconds as the average catches up.
- Coins are drawn in the combat view by default. Press
Cto put them back behind a Base selection.
Changed
- The v3 HUD is now the whole HUD. The old command menu, clock, health bars, objective card, unit and battalion popups and shortcuts card are out of Level Play, and
F10no longer swaps back to them. They had been drawn under v3 every frame since 0.6.1. - Selecting a battalion frames the whole level, with that battalion as the camera's subject. Give an order from that view and it lands on the battalion at Hero zoom.
Etoggles between the whole-level view and your selection at Hero zoom, replacing the saved-view restore from 0.6.103.- Choosing Nesa, the base or a single unit clears the battalion selection, so the Command display reads one thing at a time.
- The build downloads lighter. Shipped map height and movement textures moved out of the opening payload: the compressed download fell from about 123 MB to 104 MB.
- Coins and the labels that pop off them print kJ.
Fixed
- Fog now covers coins you have no business seeing. A coin belongs to no team, so fog never hid one; your own land stays lit regardless.
- Coins stay drawn while the game is paused. A paused frame reported every coin as newborn, so the whole field blinked off for the length of the pause.
- Settings panels open in front of the HUD, and a click on one no longer falls through to the map behind it.
- Mac loading no longer times out at shader warmup. The battalion render pass had grown past the 30-second warmup fence, so the selected battalion's waypoint dots and movement-point preview moved into a pass of their own: 1,298 shader slots down to 878.
- Sparkline fills stay inside each tile's hand-drawn outline instead of bleeding into the margin.
Known issues
- The v3 HUD has no settings control of its own yet, so the old settings button stays in place as the way in.
- Download-time shader prewarm is still an experiment. On one Windows, Chrome and NVIDIA stack it reached gameplay 17% sooner (41.2 s to 34.0 s), but it is not validated on Mac or other hardware; the
shaderPrewarm=0query turns it off. - Nesa is Level Play's only hero. Elle is not spawned, selectable or in the command menu.
- Nesa's ring shows no cooldown; nothing feeds one yet.
- Structure, upgrade and hero-skill prices remain provisional while the energy economy is tuned.
They took down an entire interface and nobody went looking for it. I have added the date to my list. - Nesa