Song of LaritheaTurn-based tactical RPG

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Tier-based spell crafting and Ch1 economy rebalance

2026-04-25

Spell crafting got a structural rework. The material catalog dropped from a sprawling list to a tight tier-driven set, with a generated allSpellCrafting table that defines what every tier of every spell costs. Update and destroy spell flows are gone — crafting is the single way to change a spell — and the cost preview UI was simplified to match. The simulation script (spell-craft-price.js) now drives the numbers end-to-end so future tuning passes are a one-file change rather than a hand-edited JSON crawl.

Chapter 1 scene rewards are no longer hand-authored. A regenerate-scene-rewards script walks each fight's enemy roster and emits the reward pool from there, which means the loot you see after a battle is intrinsically tied to who's in it. The Ch1 craft economy got rebalanced on top of that — daily rewards, scene drops, and the simulation harness all moved together so material flow per chapter is predictable.

Two follow-up cleanups dropped out of that change. Each Chapter 1 battle scene is now capped at three reward schools, so loot pools stay focused instead of fanning out across every school an encounter happens to touch. And the temple-throne-room scene had two duplicate Flameflower entries from the regen — those got merged into a single reward so the popup doesn't list the same drop twice.

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