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Caelumora — v0.70.0: Combat Rework

Combat just got a massive overhaul. Four phases of work went into making fighting feel like an actual system — not just “click mob, wait, collect loot.” Here’s what changed.


🛡️ Two-Layer Defense

The old flat damage reduction is gone. Combat now runs through two checks:

  • Evasion — a chance to dodge the attack entirely. Stack evasion with light armor and ranged gear.
  • Armor — if the hit lands, armor reduces the damage. Heavy plate gives the most armor.
  • Penetration — high-level mobs can punch through your armor. If their penetration exceeds your armor, damage is actually amplified.

This means gear choices actually matter now. Light armor (leather) gives high evasion but low armor. Heavy armor (plate) is the opposite. Robes offer magic damage bonuses but minimal defense. Pick your build.


⚔️ Special Attacks

10 weapons now have passive special attacks that trigger on a percentage chance per action:

  • Heavy Strike (Iron Sword, 10%) — 1.5x damage
  • Dragon Fury (Dragon Sword, 12%) — 2x damage
  • Snipe (Ancient Shortbow, 5%) — 3x damage
  • Mana Burst (Arcane Staff, 10%) — 1.8x damage
  • …and 6 more across melee, ranged, and magic weapons

Enchanted weapons work too — the new Special Attack Chance enchanting property boosts trigger rates.


🙏 Blessings

A lightweight prayer system. 15 blessings unlock as you level combat (lv30-110). Equip 2 at a time — they drain Blessing Points per action.

Get BP by offering bones at the new Altar action (Combat lv30, costs 5 bones = 10 BP). Blessings give speed, armor, evasion, loot quantity, lifesteal, and more. Mix and match for your playstyle:

  • Glass cannon: Berserker’s Oath + Divine Wrath
  • Tank: Iron Skin + Celestial Guard
  • Farm build: Blessed Harvest + Swift Strikes

New enchanting property Blessing Potency amplifies all blessing effects. New gem attribute Blessing Efficiency reduces BP drain.


🏰 Dungeons

Six multi-wave dungeon encounters with boss fights at the end:

  • Goblin Hideout (lv40, 5 waves) — boss: Goblin Chief, drops Goblin Crown
  • Spider’s Lair (lv50, 7 waves) — boss: Broodmother, drops Venomfang Dagger
  • Dragon’s Peak (lv70, 10 waves) — boss: Elder Dragon, drops Dragonfire Shield
  • Shadow Crypt (lv85, 12 waves) — boss: Lich King, drops Lich’s Phylactery
  • Void Rift (lv100, 15 waves) — boss: Void Overlord, drops Void Blade (prestige-gated)
  • Primordial Core (lv115, 20 waves) — boss: Primordial Titan, drops Titan’s Grasp (prestige-gated)

Dungeons use 1 of your 3 action slots. No gear swapping mid-dungeon. Each wave has an enrage timer — take too long and the mob gets +50% stats. Die = lose progress, but no equipment loss.


🍖 Auto-Eat Tiers

The old manual auto-eat slider is gone. Auto-eat is now tier-based:

  • Basic (free) — triggers at 30% HP
  • Improved (5,000g in Shop, Combat 15) — 50% HP
  • Advanced (25,000g in Shop, Combat 40) — 70% HP
  • Master (achievement-gated) — 85% HP

Food is no longer consumed per kill — only when your health drops below the threshold. The new Auto-Eat panel shows your equipped food, tier info, and a safe-to-idle indicator per mob.


📊 Combat Sub-Skills

Combat XP now splits: 70% to Combat level, 30% to a sub-skill track based on your weapon:

  • Swords → Melee sub-skill
  • Bows/Crossbows → Ranged sub-skill
  • Staves → Magic sub-skill

Each sub-skill has 5 milestones with bonuses. Check your progress in the new collapsible Combat Statistics panel.


🎯 Hard Mode

Optional toggle for regular combat: +50% XP and loot, but mobs get an enrage timer. Good risk/reward for confident players.


What’s Next

Balance tuning based on player feedback. The sub-skill milestones and blessing effects are wired into the bonus pipeline now — we’ll be watching how they affect progression curves and tuning accordingly.

Play it now at vhschmidt.itch.io/justanotheridle!