A Few Details on Some of the Changes
One of the bigger issues in combat was that it was very difficult to tell which enemies were weak or resistant to certain elements. Because of that, many players likely ignored the system entirely since the feedback just wasn’t clear enough.
The system has now been improved so weaknesses and resistances are much easier to identify through visual cues. It still works as a trial-and-error mechanic, but the results are now immediately visible:
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If you hit an enemy with a fire spell, the damage number will appear purple, and the enemy will flash red — indicating they are weak to fire.
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If you hit an enemy with lightning, you may see a blue shield effect on the enemy and the damage number will appear gray — meaning they are resistant to lightning.
In most cases these modifiers are +30% damage for weaknesses and -30% for resistances, so they make a significant difference in combat.
Hybrid Weapons
I've also added new hybrid weapons. These work a bit differently from the older enhancement system.
Instead of crafting them through the normal enhancement process, you'll need to find weapon patterns to craft them. Once crafted, any party member can use them.
They’re generally more powerful than standard enhancements, and many enemies have increased vulnerability to them, making them valuable additions to your arsenal.
New Rings
The game was also lacking ring variety, which made some builds feel limited. To address this, I’ve added two additional tiers of rings to expand build options and help with balancing different playstyles.
Lantern Equipment Slot
Reiner now has a dedicated lantern equipment slot.
This change was mainly made to reduce inventory clutter. Some lanterns will also provide small stat bonuses, giving them a bit more utility beyond lighting.
Inventory Quality-of-Life Changes
Another small but helpful change: bait will now auto-equip when you interact with a fishing spot.
Overall, one of my goals moving forward is to reduce the number of items players need to constantly search for in their inventory and make interactions smoother.
Visible Quest Timers
Finally, I want to talk about quest timers.
Previously, several quests had hidden timers, which in hindsight wasn’t great design. Players often had no clear indication that a timer even existed.
These timers are now fully visible through a visual timer system, making them much clearer and easier to manage. A few new quests also use this updated system.
From the testing we've done so far, it feels significantly better and more intuitive than before.
An added bonus is that the new timer system also improves performance, since it no longer runs multiple variables in parallel like the old system did.
That's pretty much it. Thanks for reading :D !
