Patch Notes
\[New Systems]
Weapon Master Level 2 · Dual Wield
Defeat the hidden Boss to advance the Weapon Master to its second stage:
You can now equip both a primary and a secondary weapon in the Preparation screen
The secondary weapon grants 25% of its attributes
Switch between primary and secondary weapon at any time during battle (costs 1 Energy, once per turn)
The two weapons' skill cooldowns are tracked independently
Switching plays a unique animation, and your appearance changes to match the weapon
Battle Hotkeys
Press number keys 0–9 to play the card in that hand slot; cards that require a target are played on the hovered target
Press the ~ key to play your weapon card
Draw pile, discard pile, End Turn and other actions now fully support the keyboard
Graphics Settings
Added a V-Sync toggle to eliminate screen tearing
Added a Background/Foreground Blur toggle (off by default; fixes the issue where foreground occluders appeared blurry due to a problem with the background blur effect)
\[New Content]
The lower level of the Duke's Estate is now open
New story content for Ralph, Drom, Nyran, Aria and Li Qingyun
New equipment, Marks and more
\[Visual & Audio Improvements]
Battle skill visual effects polished: Thunder and Fire Intertwined, Thunderous Might, Ice Spike, Elemental Recycle, Flame's Restlessness, Frozen Domain, Elemental Master, Storm Blade, Demon Seal, Thunderforged Vein and more
Many new and refined sound effects
Improved footstep sounds in the Church Hospital and other scenes
\[Balance Adjustments]
Refined enemy intent switching and alert checks:
Silver Guard (Sword & Shield): intent switch check removed (previously refreshed intent each time it took damage)
Silver Guard (Spear & Shield): intent switch check removed (previously refreshed intent each time it took damage)
Nightblade Stalker: intent switch check removed (previously refreshed intent after every player movement)
Vine Bat: intent switch check removed (previously refreshed intent after every player movement)
Vine Scorpion: intent switch check removed (previously refreshed intent after every player movement)
Shield Turtle: intent switch check removed (previously refreshed intent after every player movement)
Vine Flower: intent switch check removed (previously refreshed intent after every player movement)
Parasited Sword Dancer: intent switch check removed (previously refreshed intent each time it took damage)
Parasited Tree Whisperer: intent switch check removed (previously refreshed intent each time it took damage)
Parasited Hunter: intent switch check removed (previously refreshed intent after every card you played)
Mimic: intent switch check removed (previously refreshed intent after every card you played)
Head Chef Devic: intent switch check removed (previously refreshed intent after every card you played)
Grand Marshal Leo: intent switch check changed (previously refreshed intent each time it took damage; now refreshes after every card you played)
Centurion Derek: intent switch check removed (previously refreshed intent each time it took damage)
Chaos Follower: intent switch check removed (previously refreshed intent each time it took damage)
Centurion Godam: intent switch check removed (previously refreshed intent after every player movement)
Leolas Sentinel Hound: intent switch check removed (previously refreshed intent each time it took damage)
Lionheart Warhound: intent switch check removed (previously refreshed intent each time it took damage)
Wingrat: intent switch check removed (previously refreshed intent each time it took damage)
Crystalworm: intent switch check removed (previously refreshed intent each time it took damage)
Bloatblow Fly: intent switch check removed (previously refreshed intent each time it took damage)
Colossus Cannon Golem: intent switch check removed (previously refreshed intent each time it took damage)
Swordwarden Golem: intent switch check removed (previously refreshed intent each time it took damage)
Elemental Golem: intent switch check removed (previously refreshed intent each time it took damage)
Mimiru the Shadow Shaper: intent switch check removed (previously refreshed intent each time it took damage)
\[Bug Fixes]
Fixed large enemies miscalculating distance to the player, which caused wrong AI judgments when the player stood behind a wide enemy
Fixed the interaction key becoming unresponsive after Shadow Assault
Fixed visual clipping during the post-battle exit animation
Fixed leftover enchantment glow effects remaining after a card burned out
Fixed the sprint state being unexpectedly reset while exploring, and character animations snapping back when entering specific areas
Fixed some enemies' displayed facing not matching their actual facing
Fixed keys failing to restore correctly after a rebind attempt failed
Fixed abnormal Greatsword stances and poses
\[Performance]
Optimized startup loading, reducing launch wait time and memory usage
Optimized save read/write, reducing hitches during autosaves
Optimized the smoothness of playing and drawing cards in battle
Fixed several issues that caused memory usage to keep climbing during long play sessions
Thank you all, travelers, for your support and feedback! If you run into any issues, please let us know in the community discussions.