New Faces, New Walls, New Sound

For a while the armies looked like the first draft they were: models borrowed from a single style, and a battlefield that was almost silent. These two days went into fixing that, without touching the rules.
Faces
Each model is now a mesh plus a style. The three elf factions share one set of models and tell themselves apart by costume: the Sun Court, the Moon Sentinels and the Ancient Grove (with its bear shamans and bear riders). The Crown, the League of Gears and the three Horde riders got new models, and the spiders now come from one single mesh in four skins, so the Black, the Giant, the Brood Matriarch and the Forest spider are family.

Making a new model walk, fight and die is half the work. Each pack ships its own clips, so every model uses the ones it brings: a creature without a spawn animation simply starts walking instead of freezing for a moment.
Walls
Humans, elves, orcs and the undead now have their own 3D buildings, and a building's level follows the evolution chain: the first tier looks humble, the last looks proud. Factions of the same race share the shapes and change the tint: the Crown and the League of Gears, the Sun Court, the Moon Sentinels and the Ancient Grove, the Bone Legion and the Corrupted.

Buildings also show the damage. Below 60% health they smoke, below 30% they burn, and the castle falls in flames. It is a small thing, but it lets you read a siege without looking at a single health bar.

Sound
The game now has a soundtrack: one track for the menu and several for battle, which rotate with a smooth crossfade (there is a setting if you'd rather keep one). On the battlefield, swords, bows and spells have their own sounds, gates and doors creak, mining clinks, and forests and seas have their ambience. Humans and monsters die with a voice, and the herald, the one who warns that the castle is under attack, now speaks. The subtitles still match what is said.
Faster march
Walking across the arena took too long. We tried speeding up the whole clock, and it worked, but it also changed how the fights felt and moved the balance numbers we had already adjusted. So we undid it and sped up only the walk: troops and workers move 1.5x faster, while attacks, spawns and the clock stay as they were. The wait between waves shrinks, and the balance stays where it was.
A trail for desyncs
On the online side, when a match goes out of sync, both players now get a saved replay of it, even with "Save replays" off. Two replays, one from each side, show whether the orders differ or where the simulation drifted apart. It is the way we'll find the few cases still left.
— The Castle Arena team
