Telegraphed attacks — a new kind of ability that winds up on one turn and lands on the next, marking the tiles it is coming for so everyone can see it arrive
Falling Mountain (Wrestler) — telegraph a tile, crash down on it next turn, and open a chain window as the strike lands
Piercing Shot (Archer) — spend a turn aiming down a column; the arrow flies at the start of the next one, hitting harder the deeper it drives. It stops at the first body that blocks it, so the lane has a full turn to move in, out, or in front
Gravity Well (Geomancer) — open a well and drag everything two rings out into the ring around it. The charged version leaves a well behind that pulls again at the start of the next two rounds
Paralyzing Dart (Shadow) — a dart that puts an enemy to sleep for up to three turns. Any hit that lands wakes them early
Chokehold (Wrestler) — a sustained grapple. Your victim cannot act while you re-cast to maintain it, and every maintain compounds the damage they take. Three different ways out for them
Changed
Line of sight now applies to every enemy, and it bites. Cover actually covers: an archer with no shot and nowhere better to stand spends its turn, and blocked enemies reposition into a lane that has a shot instead of dithering
Line of sight is about the rows an attack crosses, not how far sideways it reaches — a barrel two columns over is no longer cover
Loadouts reroll every battle. Two of each character's four ability slots are rerolled from what they know at each overworld battle; the core pair stays put. Toggle with rotate_abilities_per_battle
Executioner reaches the whole enemy area instead of the front row only, hits half again as hard against the front row, and now carries the kill-stacking damage bonus that belonged to Reaper
Sink Hole moves from the Geomancer to the Wrestler
Caltrops now poison for three turns and stun for one on contact, on top of their damage
Shield Skeletons spend a whole turn hauling a knocked-aside shield back into place, so breaking their guard buys you real tempo
Plague Rats weave diagonally as they close in on you
A character can now join the same chain more than once
A new game opens on the overworld map — the opening dohyo spar is temporarily out
Fixed
Chain windows now open the moment an enemy burns or bleeds out on its own turn, instead of making you wait for your next move
Effects that fire between rounds — poison clouds, powder-bomb fuses — inherited the last turn's combo multiplier and could land at triple damage
Newly spawned units now set off the hazard on the tile they appear on
Downed goblin-mech fists take damage again
Taunt and Balance Overdrive showed a placeholder icon