Major release
Nesa enters the field
dWars v0.6.003 · 29 September 2026
A living 3D hero, replayable battles, steadier WebGPU loads, and command systems that hold their line.
New
- Nesa now stands inside the battle as a cel-shaded 3D hero, with outline ink, ground shadow, team colour, a health ring, facial expressions, banking turns, jets, smoke and muzzle-fire effects.
- Hero movement is now click-and-drag: aim dots show the Bezier flight path, a ghost marks the destination, and sharp reversals fly as loops instead of hairpins.
- The new Replays scene lets you browse recorded sessions and launch one back into LevelPlay.
- Press F in battle to open the in-game bug reporter flow.
- Level authors now have tower-defense groundwork: pre-planned battalion commands, team controller selection, and a Map Setup timeline.
Changed
- Ashfield Park ships from the v4 authoring pass, with updated base positions, rally markers, supply radius and rebalanced battalion loadouts.
- Battalion movement paths have smoother rounded joins, and out-of-reach drags now clamp to the furthest reachable point instead of silently failing.
- The loading screen now reports shader warmup and route-computation progress in finer detail.
- GPU settings now start conservatively, use the trusted GPU lookup when possible, and keep the settings UI aligned with the applied profile.
- Replay playback is a spectator seat: you can pan, hover, select and inspect units, while issuing orders stays blocked.
Fixed
- WebGPU builds no longer lose the sim to oversized kernels, invalid storage-buffer layouts, stale readbacks or pathfinding work that never converged.
- Mac and browser builds recover from several dead-game cases: missing units at level reveal, frozen live textures, invalid warmup readbacks, and device-loss paths now have better guards.
- Muted ambience now stays quiet, including one-shot sounds such as the occasional bark, and audio settings persist more reliably.
- Player commands no longer reject themselves on mouse-up, lose their movement line, or replay without the walked path.
- Drones use their air flight path again, dead units no longer drift like smoke by accident, and destroyed heroes return to base instead of an old destination.
- The in-level GPU settings panel, loading label, startup unit reveal, red-battalion ordering, and WebGPU unit display all have dedicated regressions.
Known issues
- dWars still blocks mobile play with a requirements screen; desktop-class browsers remain the supported route.
- A cold WebGPU load can still take time on weaker machines, but it should now explain what it is doing instead of leaving the field silent.
- Older replay bundles may fall back to best-effort playback when their recorded context cannot be proven exact against this build.
Nesa says the map is breathing. She is not wrong. — Elle