v1.6.0-beta · 2026-09-27
Armoury
Every weapon in the game has been redrawn, five callings have new bodies, and four new abilities join the roster. The board now shows you what can reach what before you commit to anything — hover a skill, your MOVE, or an enemy — and battles play out one thing at a time, at a pace you can actually follow.
Update required. Once this release is live the server turns away v1.5.0 and older, so download the new build before you queue.
New abilities
- Refresh (White Seraph, uncommon, 8 MP). Restores 10% of an ally's max MP at each of their next three turns — an Ether's worth, spread out.
- Hymn of Still Waters (Bard, uncommon, 18 MP). Refresh sung over every ally in a two-tile area, for two turns.
- Phase Out (Chronomancer, uncommon, 12 MP, instant). The Chronomancer steps out of time until its next turn and comes back on the same tile — still with that turn to take. Nothing can target it while it is gone, so a spell charged at it lands on empty ground.
- Vanish in Smoke (Ninja, uncommon, 10 MP, instant). The ninja vanishes from the ENEMY team until its next turn: they cannot pick it as a target and their bots cannot see it. Area spells, lines and arcs still catch it, and any damage — or any ability that touches it, even an ally's heal — brings it back into view early. It can still walk after vanishing, unseen.
Five callings, new bodies
- The Samurai — a kabuto and crest, a face split down the middle in porcelain, and four scroll tubes crossed on his back (the tubes are their own piece now, so they no longer warp when he moves).
- The Eidolon Caller — porcelain, with two long braids that swing on their own as she moves.
- The Dancer — a ball-jointed porcelain doll in a plum-lined petal skirt with bells. Her Cloth weapon is now a pair of silk scarves that hang and swing from her hands, dyed by rarity: white, jade, crimson, and saffron-gold.
- The Tidewarden — a hammerhead shark-kin warrior on a shark's tail. The tail sways and slithers on its own, and moves more the faster she travels.
- The Orator — a split-faced badger, built like a small bear, in a plum doublet and a leather slouch hat, with a document case on his hip. His story was rewritten to match.
- Heads are a touch smaller on most humanoid callings — less balloon-headed, still readable at board zoom — and the roster is sized so every calling's eyes line up at the same height.
The Armoury — every weapon redrawn
- Every weapon and shield is repainted in the game's own hand-painted style, replacing the old flat, blocky look.
- Weapons that were the wrong shape are new models: two katanas, ninja blades that loom like short katanas, a morning star and a heavy flail, flintlocks and a blunderbuss, a lyre and a harp, an arbalest, and the Tidewarden's harpoon-trident.
- Seven ultimate weapons look like themselves — the four knight swords, the Runeblade, the Worldcleaver and the Dragon Claws each have their own model. The Bulwark Blade is a slab of a sword.
- Rarity reads as colour: the Dancer's scarves, the knight swords, the daggers, the ninja blades and the poles climb a colour ladder from common to ultimate, so you can tell a roll apart across the board.
- No weapon tier repeats a model any more.
- Weapons sit in the hand. A combat animation was dragging every held weapon a few inches out of the fist in idles and attacks; they now stay gripped in every pose.
- Shields face outward (their painted face was turned toward the body), bows face the enemy with the string toward the archer, and the crossbow is held upright like a gun.
See it before you commit
- Hover any ability on the command card and the board shows its reach — including Attack at your rolled weapon's range, and greyed-out skills too. What you see on hover is exactly what clicking would light up.
- Hover MOVE to see the walk it would open.
- Hover an enemy to see everywhere it can walk this turn (blue) and the extra ring its Attack could hit from there (red): "if I stand here, can it reach me next turn?"
- On the unit sheet, rest on any ability row and the sheet fades aside to paint that unit's reach for it — an enemy's included.
Pacing — one thing at a time
- Nothing overlaps. In offline and bot battles the next unit waits until the spell before it has finished playing, and the battle log prints each line when it happens on the board, not when it was calculated.
- Damage numbers land on the blow — on the frame a sword connects, or when a bolt arrives — instead of on a fixed beat.
- Walking takes 0.4 s a tile, and long walks no longer speed up.
- 1.5 s between stacked spells, so a tick that resolves several charges plays them in turn.
- Turns are 100 seconds (was 45), with the 30-second extra-time bank unchanged.
- Wait always opens the facing pick.
Floating and flying
- Ground attacks pass beneath a floater. Maelstrom, Undertow, Hollow Earth, Earth Slash, Titan, Caltrop Line, Cinder Field, Snap Trap, Hex Snare and Deadfall do nothing to a unit under Float, in Hawk or Dragon form, or with Levitate — no damage, no stun, no pull — and a trap stays set for the next unit on foot. Earthbind still drags a flyer down to be hit. The hover box says "Floats clear" when it applies, and bots know it too.
Balance
- Ninja: PA 13 → 12 and Speed 12 → 11. It led the 3v3 table at 65%; it now sits level with the Shadowblade.
- Tidewarden: Undertow, Trawl and Maelstrom now scale on PA and the rolled weapon, like the rest of her kit (Undertow went from about 6 damage to 25).
- Druid: shifting into or out of a form now costs your ACTION; your move stays in hand. Re-taking the form you already wear is refused and greyed.
- Potions heal a flat amount whoever throws them: Potion 25, Greater Potion 50, Grand Potion 75.
- Hex Snare lays a ring of five traps.
- Caltrop Line bites for 12% a turn, and caltrops laid onto caltrops deepen, up to three layers.
- Carbuncle's Reflect lasts 3 turns, like every other Reflect.
Fixes
- Looping idles no longer twitch at the loop point (the White Seraph, the Snarewright and anyone else on a talk, look-around or crouch idle).
- The command card's spell box is a fixed size, so the card no longer jumps as you hover between skills.
- The turn-order timeline no longer collapses to a single unit when a body on its death clock is due next.
- Corpses lie on the floor instead of floating above it or sinking into it.
- A spell into Bulwark now shows its halving in the damage breakdown and the battle log (the damage itself was always right).
- Bots no longer waste a turn laying a field where no tile can take it.
- A status granted by gear at the start (a Haste, say) shows its badge from the first turn.
- A self-centred area skill shows its footprint when you hover its icon.