Spell effects each get their own look — and show while they're running
11.08.2026
Combat effects each have their own look now. They used to borrow their school's plain hit — one effect landing the same way as another apart from its colour — so it was hard to tell them apart mid-fight. Each now lands with its own animation, and Push and Pull, which had looked identical, finally read as opposite directions. Effects that linger — a buff or a shield that holds for a while — now show a small overlay on the unit wearing them for as long as they last, so you can see at a glance that something's still running instead of having to remember you cast it.
A run of clarity fixes elsewhere. In crafting, each material portrait now carries its name underneath, so a recipe reads as "×10 Oak Bark" instead of leaving you to recognise the art to know what you're spending. Taking a quest now shows what it opens, not just what it pays — most side quests really hand over a new spell effect or a permanent stat bump on top of their materials, and none of that used to be visible anywhere. And the quest you're reading in the journal is now marked in gold, the same highlight a picked material gets, instead of a hairline of extra border weight that was easy to lose.
Buttons respond to a press now, too. Most of them looked identical held and released; they now sink a touch toward their shadow and dim slightly while you hold them, so a tap feels like it landed. And on the party-select screen, a scene's rewards used to spill past their border once there were more than two — they now wrap into neat columns of two instead.