Posted August 14, 2026 by devgb
Heroes Reborn gave every Hero a clearer role. Company Tactics gives the entire party a plan.
Version 1.49.0 – Company Tactics expands the automated combat system with deeper party-level decision making, conditional behavior, formation control, personal Hero orders, and reusable tactical presets.
The goal of this update is not to make combat manual.
It is to make preparation smarter.
Your company can now react to changing combat conditions automatically, based on the strategy you define before the fight begins.
The existing Party Tactics system has been expanded into a much more complete tactical layer.
Version 1.49.0 introduces:
All of these systems work together.
A Company Doctrine defines your default strategic approach.
Conditional Logic determines when that approach should automatically change.
Formation determines where Heroes operate within the party structure.
Hero Orders define individual priorities.
Presets allow complete tactical configurations to be saved and reused.
Combat itself remains fully automated.
Company Doctrines define the overall behavior of the party.
Different doctrines support different types of builds, including:
The goal is to make Doctrine selection part of the build itself.
An Arsenal setup designed for fast execution should not necessarily use the same Doctrine as a Barrier-focused defensive Company.
Heroes Reborn specializations now have more tactical context around them.
One of the biggest additions in Version 1.49.0 is Conditional Logic.
Your Company can now automatically change tactical behavior when specific combat conditions are met.
Examples include:
This creates adaptive automated combat without requiring manual button presses.
You define the logic.
The Company executes it.
Existing players are not forced into the new dynamic system.
Older tactical setups automatically use:
Steady Doctrine
This means the selected Doctrine remains unchanged throughout combat unless the player explicitly chooses a new Conditional Logic policy.
Updating to Version 1.49.0 therefore does not silently change how existing parties behave.
Dynamic tactics are opt-in.
Company Tactics introduces a clearer distinction between:
Frontline
and
Backline
Formation now affects combat behavior rather than being purely cosmetic.
Frontline Heroes are more exposed to enemy targeting but gain access to stronger defensive positioning and mitigation behavior.
Backline Heroes are less likely to become primary targets while the frontline remains intact.
This creates a new layer of party construction.
A durable Barrier specialist may belong at the front.
A fragile damage dealer or support Hero may perform better from the back.
Formation is deliberately simple.
There is no tactical grid and no manual movement system.
The objective is meaningful positioning without turning Knights of Crystalis into a turn-based tactics game.
Every Hero can now receive an individual combat Order.
Version 1.49.0 introduces five Orders:
Prioritizes aggressive behavior and damage output.
Emphasizes survivability and defensive contribution.
Pushes the Hero toward utility and party support behavior.
Prioritizes performance against Bosses and Guardians.
Places additional emphasis on staying alive during dangerous encounters.
These Orders allow two Heroes under the same Company Doctrine to behave differently.
For example:
A Guardian Hunter specialization can operate under Boss Focus.
A defensive Barrier Hero can use Defense.
A vulnerable support character can be assigned Survival.
This makes individual Hero identity more important inside the overall Company strategy.
Formation and Hero Orders interact with the automated combat layer.
They influence elements such as:
This means tactical setup now happens at several levels:
Company Doctrine What is the entire party trying to accomplish?
Conditional Logic When should that plan change?
Formation Where should each Hero operate?
Hero Order What should each individual Hero prioritize?
All four layers are resolved automatically once combat begins.
Managing multiple endgame builds can become tedious if every tactical setting must be rebuilt manually.
Version 1.49.0 therefore introduces 5 Tactic Presets.
Preset slots are intended for situations such as:
Each preset stores the complete tactical configuration:
This makes switching between activities significantly faster.
A defensive high-Corruption setup can coexist with an aggressive farming configuration without repeatedly rebuilding the party logic.
Long-form content now snapshots the complete tactical configuration when a run begins.
This applies to systems such as:
The snapshot includes:
Changing your active setup outside the run does not silently rewrite the tactical rules of an expedition already in progress.
This preserves run integrity.
When you enter with a strategy, that strategy remains part of the run.
Company Tactics was designed directly around Version 1.48.0.
Hero specializations now have a broader strategic environment in which to operate.
Examples include:
Specialization is no longer only about what a Hero can do.
Tactics determine how that Hero is used inside the Company.
The same applies to equipment.
Arsenal builds can now be paired with tactical behavior.
A fast burst build can be combined with an aggressive opening strategy.
Guardian Damage equipment can be reinforced through Boss-focused tactical behavior.
Defensive Arsenal Affixes can support frontline positioning.
Long-duration scaling equipment becomes more useful under attrition-oriented strategies.
The full build chain now looks increasingly complete:
Hero → Evolution → Talents → Mastery → Specialization → Gear → Formation → Hero Order → Company Doctrine → Conditional Logic
And combat still requires no manual input.
Version 1.49.0 does not introduce:
That is intentional.
The strategic depth remains in preparation.
The player builds the logic.
The Company performs it.
This keeps Knights of Crystalis focused on automated combat while dramatically increasing the number of meaningful decisions surrounding each encounter.