The long-awaited Combat Rework is here. This update overhauls major core systems — combat logic, Blessings, Archetypes, and enemy design – and introduces a new Tale location: the district of Valour. It also redefines how progression and customization play out both inside and outside of battle.
Disclaimer: Due to significant changes to the game’s code, saves from previous versions will be deleted upon launching the game with the new update.
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Major Update #3 Changelog - Version 0.6.0
General
Adjusted Valour district Influence bonus to Protection +4 (previously +8), due to broader combat balance changes.
Sanctum
Chamber Renovations fully reworked.
New options now allow players to reroll, banish, remember, or empower Blessings.
Renovation tabs redesigned with icons instead of text buttons for improved readability and clarity.
Item crafting costs rebalanced:
Tier 2 items now cost 5 Supplies
Tier 3 items now cost 10 Supplies
Tales
Combat System Rework
Previous Actions system (Attacks, Utility Actions, and Passives) replaced with:
Attacks - core abilities selected per Tale.
Stances - persistent buffs affecting stats and tactics.
Enemy behavior updated to match player logic.
Passives removed.
Enemies now use Attacks and Stances just like the Prophet.
Enemy tier structure clarified:
Common Enemies: 1 Special, no Traits or Abilities
Minibosses: 1 Special, unique Abilities
Bosses: 1 Special, Traits, 2 Abilities, and strong Stances
Progression and Encounters
Minibosses and Bosses now drop new Attacks and Stances when defeated for the first time.
Minibosses can grant new Actions, or upgrade current Actions, mid-Tale.
Prophet base Health reduced to 100 (from 200); now gains +2 Health per Level.
Combat speed increased, especially in early encounters.
Archetypes
Archetypes now require Renovation unlocks, and are one-time bonuses selected before each Tale (at a cost).
Each Archetype also has unlock conditions tied to specific Actions.
9 new Archetypes added (13 total now).
Item and Blessing Changes
Item affixes reduced from 8 to 5 for improved clarity and to allow targeting specific builds.
Trinket effects fully reworked.
Blessing changes:
Common Blessings now strictly boost Prophet stats with no conditional effects.
12 per God (up from 10)
Rare Blessings rebalanced to support distinct build strategies.
3 new Rare Blessings per God added–exclusive to Gods Renovations and will not appear during Tales.
Common Blessings chosen during Attributes selection no longer appear during Tales.
Abilities and Enemies
Gifts renamed to Abilities and rebalanced for more strategic depth and scaling power.
Enemy stat panels redesigned:
Now show all stats and lore.
Traits moved to icon slots near the Health bar.
All enemy stats, traits, and abilities reworked.
9 new enemies added, including new Bosses at the end of each Tale.
Raids now only grant Rare Blessings, increasing their difficulty and value.
Visual & Audio Improvements
All characters now receive colored sprite variants when victorious in combat.
Updated Blessing artwork for clarity and color consistency.
Updated Dungeon and Event visuals with richer color palettes.
Enemy sound effect volumes rebalanced.
Monitored Grounds event updated:
Now appears in select Tales only.
When triggered, players must answer a lore question about the Caretakers—or face combat.
Other Changes
Gods’ Aspect effects rebalanced.
God Channeling during combat now has a chance to trigger additional effects when attacking.
Valour
Valour district added to:
Fate’s Mirror
Campaign mode-unlocks after completing the Old Town arc.
Bug Fixes & Miscellaneous
Fixed various missing text issues.
Fixed old save files causing gameplay bugs.
Resolved issues with enemy sound volumes across several encounters.
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Changed files in this update