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Heroes celebrate a landed hit — and crafting gets a big-screen makeover

06.08.2026

When a hero casts something that actually damages an enemy, the fight now pauses on a celebration beat — the camera leaves the hit and returns to whoever cast it, and they play their own victory animation before the fight moves on. Every hero has their own clip, so the pause lasts exactly as long as their animation needs. It only fires for real hits: pure heals, enemy casts, and chain-reaction bonuses don't trigger it, and the hero's follow-up line now lands on the celebration instead of the moment of impact.

Crafting got a rework. Items have moved out of the alchemy tab and into a shared party bag you open from the top-right of the hero popup — it lists every item in the game with how many you own, dimmed to nothing when you have none. On bigger screens the crafting view is relaid out with your materials as a row across the top and the recipe details below, while shorter screens keep the old two-column layout. Recipes now read as a wordless trade: the ingredients you spend on one side, what you get on the other.

Small fix in the aspect tree: when a node needs something unlocked first, the popup used to title some nodes with a raw internal label. It now names the actual effect — so a health node reads "+1 Max Health" instead of a data key, and the "open this first" lines point at real node names too.

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