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The Gambit Lost to TimeNewsPatch Notes: 0.6.8 (Playtest Update 3)
In-game event

Patch Notes: 0.6.8 (Playtest Update 3)

The Gambit Lost to Time · published 22 May 2026, 09:13 UTC

All newsPlayers around this dateRead on Steam

Changelog (Bugfixes)

  • Fixed an issue where the Flashback Prompt UI appears if another Time Spell was cast in the same turn

  • Fixed an issue when quitting the game through Alt+F4 or similar when the Flashback Prompt UI is displayed and continuing the game from there

  • Fixed an issue where units affected by the "New Generation" Blessing are still free to recruit after recruiting 2 of them, provided the Town buildings required to recruit them are constructed

  • Fixed an issue where effects from the "New Generation" Blessing does not reset when casting Flashback

  • Fixed an issue where Hotkeys are usable during Tutorials

  • Fixed an issue where the gears beside the player's leader are incorrectly cropped in Mission 1

  • Fixed an issue where the tutorial for Time Spells may not trigger properly

  • Fixed broken Discord link in Main Menu

  • Fixed visual issues related to displaying tutorials

  • Fixed an issue where the Tutorial List may provide an empty list of tutorials for the "Basic" and "Town" categories

  • Fixed an issue related to the Skip button during cutscenes

  • Fixed an issue where the damage text (amongst others) gets behind units after casting Chronoforming

  • Fixed camera issues that occur when capturing buildings

Changelog (New Features / Adjustments)

  • Adjusted the first hero displayed in Training Hall

  • Adjusted position of Chronoform Indicator in Mission 1

  • Adjustments to Tutorials

  • Adjustments to Mission 2

  • Adjustments to the Opening Cutscene

  • Revised Chronoforming animations

  • Revised the UI for Deploy Phase

  • Animated the radial UI on the bottom-right corner of the screen in Camp and Missions

  • Added tooltips for skill terms

  • Reworked Fleuretta Leader Bonuses

  • Rebalanced Dahlia's defensive stats

  • Adjusted various Skill effects

  • Implemented Feedback Form, accessible from all Scenes

Reworked Fleuretta Leader Bonuses

  • Velika: Grants units the following effect(s) based on the number of allied heroes within 4 spaces:

    • 1+: Atk/Def/Res +10

    • 2+: Mov +1

    • 3+: Min Range -1

    • 4+: Mov +1

  • Prunellier: Inflicts these effects to foes based on their weapon type:

    • Bow: Max Range -1

    • Rod: Def -20

    • Staff: Atk -20

  • Lavande: Units cost 30% less gold to recruit. The first 3 units recruited can immediately act.

Our rationale behind these changes:

  • Velika: Emphasizing the togetherness as her leader bonus says. Encourages tavernmaxxing and even allows ranged units to counter melee attacks.

  • Prunellier: Promotes an image in which he analyzes his opponents carefully and debuffs them. Meant to nerf Winterbrand and Verdandia's unique properties.

  • Lavande: Conveys the rushy nature of Lavande a lot more globally in a way that shouldn't feel unfair to the player (when faced as an enemy at some point), as this effect is applicable up until the 3rd unit in the entire mission. Please note that when paired with the "Quick Deploy" blessing, the blessing will take priority over Lavande's leader bonus.

  • Dahlia: Her leader bonus was already the best, even with the additional 30% recruit cost. So, we feel it's not necessary to make changes to that. Stat-wise, we decided to make her more of a glass cannon, to compensate for a cavalry unit's stronger mobility.

Updated Skill Effects

Skill

Previous Effect

New Effect

Notes

En Garde II

Grants Mov +1 and [Preemptive Counter].

Grants Atk +20 when unit initiates combat.

Preemptive Counter: If foe initiates combat, unit can strike first.

Grants Mov +1 and [Preemptive Counter].

Grants Atk +20 when unit initiates combat.

Preemptive Counter: Once per enemy phase, if foe initiates combat and unit can counterattack, unit can strike first.

Preemptive Counter is too OP if usable more than once per turn, especially if we get "Sword of Judgment".

En Garde III

Grants Mov +1, [Preemptive Counter] and Atk/Def/Res +20.

Preemptive Counter: If foe initiates combat, unit can strike first.

Grants Mov +1, [Preemptive Counter] and Atk/Def/Res +20.

Preemptive Counter: Once per enemy phase, if foe initiates combat and unit can counterattack, unit can strike first.

Same as above.

Rondo of the Duelist

Grants Mov +1. Once per Enemy Phase,

reduce opponent's attack damage by 50%.

Grants Mov +1. Once per Enemy Phase,

reduce opponent's attack damage by 30%.

50% damage reduction is too much. A unit needs 200 ATK above the unit's Def/Res to one-shot it.

Phantom Matador

Inflict Def/Res -30. Once per turn, if foe initiates combat, grants Atk +20 and reduces incoming damage by 50%.

Inflict Def/Res -30. Once per turn, if foe initiates combat, grants Atk +20 and reduces incoming damage by 20%.

Same as above.

Phantom Matador II

Inflict Def/Res -30. Once per turn, if foe initiates combat, grants Atk +30 and reduces incoming damage by 70%.

Inflict Def/Res -30. Once per turn, if foe initiates combat, grants Atk +30 and reduces incoming damage by 40%.

Same as above.

Arcane Circuit

Grants Atk/Def/Res +2 (Max +10) for every Staff/Rod ally within 2 spaces.

Grants the following effects when unit is within 3 spaces of units with these weapon types:

  • Staff: Atk +10

  • Rod: Def/Res +10

Much easier effect to trigger, allowing enemy units to be included.

Arcane Circuit II

Grants Atk/Def/Res +3 (Max +15) for every Staff/Rod ally within 3 spaces. When unit defeats a foe, gain 1 Lumina.

When unit defeats a foe, gain 2 Luminas. Grants the following effects when unit is within 3 spaces of units with these weapon types:

  • Staff: Atk +10

  • Rod: Def/Res +10

1 Lumina may seem too little but needs to be balanced carefully as it's possible for 4 Heroes to use these, giving the player too many Lumina instead.

Arcane Circuit III

Grants Atk/Def/Res +4 (Max +20) for every Staff/Rod ally within 3 spaces. When unit defeats a foe, gain 1 Lumina.

When unit defeats a foe, gain 2 Luminas. Grants the following effects when unit is within 3 spaces of units with these weapon types:

  • Staff: Atk +15

  • Rod: Def/Res +15

Same as above, but the effect may not be different enough to AC II?

Rune Blade II

Grants [Adaptive Damage]. Restores 10 HP after combat.

Grants [Adaptive Damage]. Once per turn, Restores 10 HP after combat.

Along with Rondo, the Rune Duelist sustains herself too well.

Longshot II

Grants Max Range +1.

Grants Max Range +1. Inflicts Atk -10 when attacking from Range >= 3.

Not having atk penalty for Range 3 attacks makes Yeoman Archers far better compared to Archers.

Things to look forward to in next build:

  • Hero Deployment UI/UX Adjustments

  • Cutscene UI/UX Adjustments

  • Fixes for camera-related issues

  • Readjustment of Tutorials

  • Screen Resolution settings

  • For localization, we decided against optimizing the fonts in this build because localization works will start soon, so we felt it's best to do that after the translations are complete.

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