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Larithea 6.1: chains explained in the heat of battle

Alpha · Alpha 6.1.0 · 25.07.26

The first time your spells link into a chain, the fight pauses and Maya breaks down what just happened — cast in the tracker's order, in one turn, all at the same enemy — and what it pays: extra damage, energy back, even healing on the richest chains. The digsite student at the broken bridge no longer lectures you about it up front; you learn it when it happens.

Fights now carry their name and progress right on the field: the top bar shows which battle you're in and which fight of the encounter you're on, ahead of the turn counter.

Combat plays out sharper. Wounded fighters no longer look freshly hit each time the action replays — heroes and enemies flinch only on the blow that actually lands — and when a spell strikes several targets at once, the camera zooms to frame the whole affected area instead of a single square.

A few guard rails and controls: aiming an area spell at ground with no living enemy now asks before you spend the cast, and drag-to-move is reserved for touch screens — on desktop and the Steam build you click to move, so window drags never nudge a hero.

Under the hood, fights load faster (your party's battle art loads while you pick the team), long play sessions in the browser no longer run the drawing engine out of memory, and the game can now update itself in the background without ever touching your save.

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