Chains redesigned around per-fight hero order; difficulty levers tuned; multi-cell hits land in one beat; story map and aspects tree get freeform pan
14.06.2026
Chains redesigned around per-fight hero order. The chain used to follow a fixed element ordering — cast in the right elemental sequence and the chain triggered. Now the chain is anchored to the order the heroes act in this specific fight, so the chain you can pull depends on the lineup you've committed to and the turn order it produces. The chain tracker bar is hidden during the tutorial fight so the mechanic isn't visible before it's introduced.
Difficulty levers: honest actsInUnison rename + soft cooperation + enemy spell-strength scaling. The actsInUnison difficulty knob got renamed to match what it actually does. A soft-cooperation lever lands so enemies can coordinate partially rather than the old all-or-nothing. And enemy spell strength scales as a third independent lever, so the three knobs compose.
Multi-cell damage batches into one beat. When an enemy attack hits multiple cells, the damage now resolves on all of them simultaneously instead of playing out cell by cell. The hit reads as one event.
Fight grid cells render in one colour, never a blend. A cell that's both a move and an attack target used to render the two highlight colours blended into a muddy third. The cell now picks one colour cleanly, so it's readable at a glance which kind of cell you're looking at.
Spell detail popup reflects active strength buff. The in-fight spell detail popup now factors in the casting hero's current strength buff, so the damage number you see on the card matches the damage the cast will actually deal.
Freeform 2D pan on story map and aspects tree. Both screens used to lock pan to one axis. They now pan freely in 2D, so you can drag to wherever the layout actually goes instead of fighting the limit.
Alchemy: tappable buttons + per-batch cost. The craft buttons on the alchemy screen got a visual pass so they read as tappable, and each one now shows the per-batch cost up front instead of hiding it behind a confirm.
'Start a new game' escape hatch on the recovery sign-in modal. The recovery sign-in modal used to be a dead end if you didn't have the credential it asked for. There's now a 'Start a new game' button so a player without recovery info isn't trapped.
Arena fight 2 (Metal Winds) rebalance. Arena fight 2 gets harder, with each enemy carrying one strong spell instead of a flatter spread — so the fight has a clearer threat to read and counter.
Smaller fixes. Base popups opened nested now use ✕ as a back action when they're stacked and only close to the field at the root. Reward list cells size to their content so reward names show in full. Base location entry intros fire for any location with a startDialogue, not just the ones that were hardcoded. The snake-medallion quest survives leaving the broken bridge via the right exit. Battle-scene END_SCENE replay is tolerant of small drift in the event stream.