Posted July 03, 2026 by MikeMo
Pets fight smarter, hits land cleaner, and upgrades actually celebrate when you pick them.
Your companions now play the way their kits look.
They know when to get close — and when to back off.
A pet with a mix of melee and ranged moves won’t sit on an enemy’s face trying to spit acid. Close attacks mean they walk in. Stand-off attacks mean they hold the right distance first.
Melee swings hit the target they’re fighting.
Big slash and bite effects still look wide and nasty, but they don’t accidentally chew through every enemy in the arc. Your pet’s locked target takes the hit.
Multi-shot attacks fire the full volley.
Dragon-style mortars and burst shots no longer die the moment the first fireball connects. The whole barrage plays out.
Melee connects — and the VFX stays put.
Bat bites and slashes were sometimes all show and no damage, or the effect would slide around with moving enemies. Overlap melee now lands on the target and the effect stays where it belongs while it plays.
Roster: Bat, Spider, Dragon, Golem, Slime — all on the same improved combat rules.
Damage numbers stay readable when you zoom the camera in or out — same on-screen size, no tiny text at distance.
Picking a skill or a stat boost now flashes a floating +Name over you — +Damage, +Heavy Hitter, +Contagion, and so on. Level-up stats used to apply quietly; they get the same celebration as skills.
New poison skill: Contagion.
Poisoned enemies can spread their stacks to foes nearby. Stack Contagion and the infection gets hungrier. Poison-path only — it fits the rest of the poison kit.