Updated Status Effect [Bleeding]:
Revised Effect
When the position of a unit changes, they will take X true damage (X = Bleeding stacks × number of tiles moved). After the damage is calculated, one stack of Bleeding is removed. Maximum of 20 stacks (Bleeding will not cause death).
Reason for Adjustment and Fix
The real-time calculation of Bleeding damage (triggering immediately for each tile moved) caused the following issues:
The Monk's talent [Divine Sense] could repeatedly trigger true damage blocks in real-time. This, combined with generating shields through blocks and dealing damage to surrounding enemies, allowed unintended damage output.
Players exploited this mechanism by repeatedly moving and canceling movement to inflict damage for free, disrupting game balance.
To address these problems, Bleeding damage will now be calculated after a definitive action (such as an attack, skill use, or end of turn). The total number of tiles moved during the action will determine the damage dealt. This change aligns better with The Book of Warriors' combat framework and the logical flow of turn-based gameplay.
Fix: Archer Talent [Beast Armament]:
Pre-Fix Issue
As a physical unit, the Archer's Strength attribute did not apply to magical summoning units, depriving them of the appropriate Strength bonus and leading to inconsistency in gameplay balance.
Post-Fix Adjustment
Moving forward, all summoned units—whether physical or magical—will benefit from the Archer's Strength bonus. If the summoned unit is magical, the Strength bonus will automatically convert into an equivalent Magic bonus.
Developer Note
Summoned units play a crucial role in battle support and should receive consistent attribute treatment. This adjustment ensures alignment across mechanics and enhances the overall player experience.
December 9th Minor Patch
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Depot 2111861
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