Combat hits
- During fights, floating boxes now show the name of the blow you are landing. You start with three and a new one opens every 20 Innate levels of your class's combat stat, up to ten. Soldier, ranger and mage each have their own, from the slash and the shove to the arcane salvo or the volley
- They do not change the damage. Combat is resolved exactly as before, and this only puts a name to what was already happening in the bar
- You can turn them off or change their style in Settings, Advanced options
- It is the groundwork for what is coming: with the hits on screen we can later show how the enemy answers you, and add status effects and other special effects
Event log in Chapters 1 and 2
- The road is no longer walked in silence. Every time you move from one area to the next, the log tells you what you find on arrival: close to forty new entries across the first two chapters, translated into all eleven languages
- Entering an academy and leaving it also leave their own line. The one on the way out names what you are taking with you: Splinter at the Arcane College, Climbing at the Duelists' Hall and Eagle Eye at the Navigators' Guild
- Fixed along the way a bug that was eating these lines: movements were not recorded as a finished action, so the log never got to count them. That also brings back a couple of old lines that had been missing for a long time, among them the jump from Chapter 1 to Chapter 2
Life from damage taken
- Avoidable fights only give Life for the damage you take if you end up winning them. The aim is that letting a far superior enemy beat you up and then healing at the temple stops being the shortcut to raising Life
- Fights the route forces on you still give Life even if you lose them: the ones that block the way, such as those on the branches, the end-of-chapter bosses and the hunt
- Avoidable fights are still a perfectly good way to train your combat stat, win or lose. The only thing they no longer give for losing is Life
Inventory
- Each consumable now says how much Life a whole unit heals, instead of per second
- The Consumables header shows your maximum regeneration per second, the ceiling to measure yourself against to know whether the curse's drip is beating you
- New Total line at the end of the pantry: all the Life you have stored, to see at a glance whether you can hold out for the next stretch
- An ⓘ next to it explains that each unit spreads its healing over five seconds, and that a unit is only opened if its healing fits whole. So with Life nearly full the regeneration stops on its own and comes back as soon as there is room
Advanced options
- The Advanced options menu is shown larger. It was the only one with sliders and paragraphs, and it read cramped
- Pause Lethal threshold adjustable between 2% and 50% of maximum Life, with a way back to the usual 10%. The lower it is, the longer you keep fighting and the more you risk dying
- You can give up the passive reincarnation bonus and start every cycle without the Innate levels and the starting Life your upgrades grant, for anyone who wants a more organic replay. The upgrades you bought still work: what you lose is the head start
- When you turn it off, you are offered to restart the current reincarnation right there. It does not count as reincarnating: it adds no reincarnation and gives no points, and you keep your points, your upgrades and the unique bosses you already put down