Warman 2.1 - World Reborn
Warman Patch Notes — May 11, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Read the full news here: https://play-warman.com/news/update-2-1-world-reborn/
New Features
Multi-map support: the engine now supports multiple maps loaded at once
Overworld-style hub area replaces waypoints and town portals
Profile selection on game start, with profile switching available from the main menu
Homing projectiles as a new projectile behavior
Channeling skills as a new skill type
Basic scripting added on top of WarScript for more dynamic map logic
World & Exploration
New map trigger/unlock system driving area gating
Home portals now stay open and spawn a return portal on your home island
Elevators can be logically linked: ride them up/down between maps, not just as spawn points
Checkpoints replace waypoints and are now placed near elevators for fast travel
Full respawn logic rework
Entering a map no longer auto-heals you
Travellers' Road reworked into a mountain climb (new biome)
Arena reworked into a monster arena mini-game where you earn items
Treasure Hoard dungeon reworked
Bonepit dungeon reworked
Lower Prison inner layout reworked; first room now has 3 chests; 1 extra room added
Prison and Castle now have dedicated "inside" biome variants (different water, shadows)
Indoor biomes are now fully dark; player has a light above them in dark areas
Castle water is now red and deals 2 pure damage per second
Portal interact time is now 3.5 seconds
Portal exit position mirrors your entrance position
Faint dotted lines show where you'll enter a portal
Docks portal only opens after you've discovered the Docks
Removed unused Plains South and Upper Castle West rooms
Removed unfinished Path of Danger map
Added missing chests to the Plains area
Removed intro_1 waypoint (checkpoint retained)
Quests & Progression
All quests added to the codex
Quest trigger objects marked with a big ? icon; quest-unlock interactables get a 3D glowing yellow question mark
Quest-locked blockers marked on the world map with a big red X
Hover quests and blockers on the world map for info: blockers show which quest is required
Tutorial migrated to the new quest system
Intro weapons chest locked behind a quest
Locked areas now use visible gates that open when their quest unlocks
Rooms containing quest unlocks have proper level design
Class-specific unique codex drops added (from Bonelord boss)
Unique mastery book modifiers are now visible as modifiers
Combat & Balance
Major combat balance pass: health, damage, armor, item scaling, regen, trap damage all retuned
Regen disabled in combat; out-of-combat regen is much stronger (bosses included)
Heroes gain +0.25 magic damage per level
Caster class cooldowns reduced across the board
Aura radius increased
Chain Lightning damage buffed
Bandit Slice cooldown increased from 0.5s to 1s; counter chance reduced from 25% to 10%
Combustion proc chance reduced from 15% to 10%
On-take-damage skill passives reduced from 20% to 5% proc (Warrior and Bow)
Wind Mage: Sturdy Frame now also makes totems elite
Wind Mage: Tornado totems now use a homing Wind Slice auto-attack
Each class's on-attack DoT passive now has a core DoT modifier
Reined in player DoTs that scaled off % of target's total health
Summoned units no longer grant XP
All traps deal pure damage; floating and rotating saws deal damage per tick; spike trap also deals normal damage ticks
Elite spawner chance reduced from 15% to 5%
Removed heal skill from enemy spawners
First Plains room no longer spawns elites
Boss arenas now have an aggro zone
Items & Loot
Rebalanced which stat rolls can appear on each item type
Item level range is now 1–10 (no more level 0)
Level requirement removed from items
Items migrate properly across save files
Removed from rollable stats: % lifesteal, extra projectiles, health potion potency, % max health, % max regen
Quiver now has +2 projectiles baked in as its base effect
Other back items now get base effects so quiver isn't automatically best
Normal chests can roll purple items
Enemies can drop up to purple items
Elite enemies drop higher rarity loot
Bone currency removed
UI & HUD
New cursor icon
New, better font
Stronger hover and focus highlights across UI elements (especially sliders)
Fade in/out animations on UI (position + opacity); HUD also fades in/out
Opening a UI window focuses a sensible default element
Interact indicator changed from diamond to triangle (active-action objects); hover-only objects show a small white dot
Focus cursor appears on all hoverable objects
Gold piles now have a hover label
Rare chests get their own icon
Damage popups now include a damage type icon — sword (physical), spark (magical), red magic (pure)
Removed all popups except damage and level up; tuned font sizes and colors
Heal-on-hit shows a heal popup
XP gain notifications added
Minimap shows current map difficulty and now renders cliffs (flat color, no more height shading)
World map: default zoom further out, icons scale with zoom, room icons only show once discovered
World map: collected chests/keys/bones snapshot and hide when collected
World map: big JPG backplane added
World map: boss spawner custom icon, locked waypoint marker removed
Mastery book now shows active passives
Backpack stats have icons
Better handling of long item names
Sliders support step sizes
Main menu UI moved to the left; right side shows 3D hero preview; Change Hero is its own window
More detailed hero preview in main menu and settings
Random name button in hero creation
Loaded profile name shown in the main menu
Green plus icon on HUD now shows a hotkey hint when you have a skill point
Attack and roll noticeboard hints split into two
Settings UI overhauled
New "pill-UI" layout for change scenarios, hero list, workbench properties, and keybind rebinding
Workbench: possible properties panel always open (toggle removed); auto-roll has animation; you can stop auto-roll without closing the UI
Hero menu hotkeys disabled while shop/workbench/storage is open
Shop: refresh button (costs gold) to roll a new item set
Portal and elevator hover labels now use white text (custom portal names no longer get special styling)
Removed all context cursors (pending a replacement cursor system)
Controller Support
Broad UI navigation improvements
White hand cursor on the focused element so you don't lose track
Scroll views let you focus non-button elements; up/down moves the scrollbar
Dropdowns, sliders, game lobby, and settings now fully navigable
L/R Bumpers swap hero menu windows; L/R Triggers swap tabs
Settings system buttons mapped to controller
Hero menu uses hotkeys only (no cursor nav); hero tab menu can't be reached via controller
Virtual keyboard opens when relevant text fields are focused
Close buttons for settings and mastery skip controller cursor focus
Mastery: BACK clears selection; back arrow added; hotkey swaps positions
Workbench: BACK clears the select slot; keybind hints show/hide correctly
ESC and LMB can no longer be rebound (core navigation)
Audio
Music added to every map and biome
Dungeon and Castle biomes have deliberate silence gaps (they're indoors)
Removed general combat music; added music volume ducking
Separate volume sliders for UI and ambience
Linear audio rolloff (works better with top-down camera)
Random volume variation on SFX (not just pitch)
Ambience loop ranges tuned
Audio normalized on import
Visuals
Improved item bag glow
Hourglass VFX above the player when disabled/can't act
Object lights turn off in biomes with real sun lighting
Added missing VFX: Fire wand Searing Touch, Bandit Sharp Strike DoT
Editor & Modding
Undo/redo for terrain modifications
Paint multiple cliff textures per room; cliff texture index can be locked
Terrain mover supports step sizes
Layer remapping tool for the unified terrain layer
Unified all terrain texture layers (255 layer cap)
Doodads place properly on walkable platforms
Object transform overrides apply to doodads
Enemy spawn points expose an enemy count property (can be limited to 1)
New "outlet" object: modifies charges on interactables
Default properties exposed in the property inspector
Cleaned up the base mod's doodad folder structure
Mod content loads asynchronously
Portals support mod-defined width, height, collider, and effect
Map expiration timer configurable in engine_config.xml
Removed the dev console (testing happens in the Underground sandbox)
Performance & Under the Hood
Upgraded to Unity 6000.3.2f1
Open-world maps expire after 10 minutes of inactivity (timer resets on entry)
Maps don't expire while a player is inside, a home/return portal connects to them, or an active respawn point exists
Home map never expires
Generic room spawn points defer enemy spawning
Config file no longer syncs via Steam Cloud
Bug Fixes
Fixed memory leak when returning from game to lobby
Fixed projectile pierce (including stopping one target too early)
Fixed Fire Mage Inferno not working
Fixed elite enemy XP multiplier not working
Fixed workbench auto-reroll getting stuck
Fixed being unable to replace a property on an item
Fixed hover UI not appearing after focus switched to a new item post-collection
Fixed boss hover collider size
Fixed interactable indicator shifting while moving
Fixed being able to use an interactable from the previous room after an elevator teleport
Fixed checkpoint lights defaulting to on
Fixed being able to partially walk on void
Fixed Prison enemies spawning inside the spawner's collision area
Fixed aggro zones not working
Fixed XP particles being too slow with vsync off
Fixed scrolling in chat
Fixed Change Hero and Create Game window titles using the wrong font
Fixed fades for all room and map transitions
Fixed camera render distance cutting off in tall rooms
Fixed portal sizes where the interact line wasn't visible
Fixed Lower Castle north entrance position
Editor: fixed world map not saving position
Editor: fixed playtest not restoring original room (breaking world map / changeMap)
Editor: fixed duplicate rooms created in connection loops
Editor: fixed not being able to give custom properties to zones
Editor: fixed charges on interactables with implicit infinite charges