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Lost Eidolons: Veil of the Witch News

Trials Mode Patch Notes (3/13/2025)

Dear Tacticians,

The long-awaited Spring update on our roadmap is coming soon! Introducing our Trials Patch, where you can put your tactical mind to the test. We’re bringing you the Trials Mode, an all-new accessories system, new unlockable partnership conversations, adjustments to Blessings, and more!

[h3]Patch Schedule[/h3]
PT: 10 AM, March 13, 2025
ET: 1 PM, March 13, 2025
CET: 7 PM, March 13, 2025
KST: 3 AM, March 14, 2025

Here is the list of changes for this patch version 0.08.012 below:

[h3]New Content / Features[/h3]
  • Raven’s Tower
    • Chamber of Trials - a new challenging mode for players
      • Includes 18 trial effects to choose from
      • Includes higher tiered options for some trial effects
      • Complete battles with trial effects, including boss battles, to receive Trial Rewards and unlock the Workshop
      • Unlocked after all 3 bosses have been defeated
    • Workshop - accessory crafting and enhancement
      • Includes 19 accessories to craft
      • All accessories can be upgraded one additional time
      • Craft accessories with the Trial Rewards
      • Level up the furnace as you continue to craft more accessories
  • New upgrades to the Altar of Fire
    • Once all blessings within the Altar of Fire have been unlocked, there will be an option to upgrade existing blessings more
    • Once a Greater Blessing has been obtained, there will be an option to unlock another Greater Blessing
  • 5 new Forked Road events
  • New Partnership conversations

[h3]Changes / Improvements[/h3]
  • Improved Blessed Marks and Accursed Signs received during an expedition
    • Added a feature to be able to obtain multiple Marks or Signs at once
    • Adjusted some Forked Road event rewards to grant only Tier 2 Blessed Marks
    • Adjusted to only give Marks or Signs to allies with specified equipment
    • Removed events that only removed Accursed Signs
    • Adjusted so that identical status effects granted by Blessed Marks and Accursed Signs do not stack
  • Improved existing Forked Road events
    • Shortened some lengthy events
    • Adjusted dice mechanics and corresponding rewards
  • Improved how partnership levels increase
    • Max partnership level is 4
    • After reaching max, additional tiers will be displayed as +1, +2, +3, …, +9, purely to show how often the character was taken on an expedition
  • Added a new Boss icon to show the boss unit within battles
  • Adjusted the Act 1 boss battle so that Fallen soldiers will not spawn after Karlotta has been defeated
  • Adjusted the summoning patterns of the Shadow Warriors to appear after Fellheart uses “Shadow Tempest”
  • Adjusted the spawn locations of the Shadow Warriors summoned by Fellheart
  • Improved sound quality for magic spells

[h3]Bug Fixes[/h3]
  • Fixed incorrect speaker names showing in some conversations within the Chat Log
  • Fixed an issue where an error occurred when displaying the Relic tooltip
  • Fixed an issue where some healing skills were not affected by healing increase / decrease effects
  • Fixed Soraya’s Power of Darkness skill so that the primary target cannot be an object like Ice Walls
  • Fixed an issue where the summoned ally with Emile’s Shadow Double skill would not receive Altar of Fire effects
  • Fixed an issue where units summoned by Soraya’s skills had lower stats than intended
  • Fixed an issue where if you rapidly press the flip button when training, the flip button and shortcut keys will become unusable
  • Fixed an issue allowing players to activate the beacon within the Karlotta battle
  • Fixed an issue where Fontaine’s Bodyguard status would not work properly when using a charging skill
  • Fixed an issue where upon purchasing the Merchant’s Mug, the price of the items beyond budget did not change to red
  • Fixed an issue where the Battle Start UI would appear during the battle dialogue incorrectly
  • Fixed an issue where the battle would be lost if an enemy soldier was moved into an escape point during an ally’s turn in battle
  • Fixed the ability to move again after using Shooting Spree while in Lone Wolf status
  • Fixed an issue where the connecting line will not appear when unlocking the “Cruel Instinct” Blessing within the Altar of Fire
  • Fixed an issue where the skill cooldown of a unit that ended during an ally's turn would be incorrect after performing a partnership effect action
  • Fixed an issue where an exclamation mark would appear even though nothing could be upgraded within the Altar of Fire
  • Fixed an issue where enemies affected by sleep skills would attack allies due to Soraya's co-op effect in certain situations during battle
  • Fixed an issue with dialogue not appearing in the Street Gambler event
  • Fixed an issue so that a Relic choosing Forked Road event does not appear before a Boss map
  • Fixed an issue where a unit's level would be displayed as the maximum level, instead of the current level, when selecting to redistribute stats using the Chalice of Change

Throughout Early Access, we plan to continue improving Lost Eidolons: Veil of the Witch, by adding more features and listening to our players’ feedback and suggestions. We are always taking inspiration from our players, so if you have anything to share with us, please feel free to post on our Steam discussion boards or our Discord server!

-ODS Team

DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/

Trials Patch Coming Soon!

Dear Tacticians,

"This game is too easy."
"I’ve beaten every expedition in under two hours."



You asked, we listened. Now it’s time to face the consequences 😈: the Trials Patch .

🎥 Watch the teaser:
[previewyoutube][/previewyoutube]

Patch Release Schedule PT: 10 AM, March 13, 2025
ET: 1 PM, March 13, 2025
CET: 7 PM, March 13, 2025
KST: 3 AM, March 14, 2025

Deep within the Raven’s Tower, the Chamber of Trials awaits. Here, only the sharpest minds will survive. You’ll face a series of brutal trial effects—how many will you take on at once? The greater the risk, the greater the reward. But be warned: even the best Tacticians may not make it out alive.


We’ll be revealing all the changes—including what awaits in the Chamber of Trials, the rewards that come with victory, and how you can tailor the challenge to your playstyle—with a dev log from the Creative Director and the full patch notes later. This patch will also include community reported bug fixes, feedback and suggestions, which you can find here.


Prepare yourself. The Trials Patch launches soon—will you rise to the challenge?

- ODS Team

Captain's Log #6: Monsters' Weakness Points

Dear Tacticians,

Based on Early Access feedback, many players found the sheer health of the Act 2 boss daunting at first glance. This boss, like other large monsters, features weakness points that must be targeted effectively. Without a solid grasp of these mechanics, players may struggle to deal sufficient damage, making these encounters much more challenging. So, let’s dive into the best strategies for taking down large monsters, including the Act 2 boss.

[h3]Weak Point Mechanics[/h3]

Unlike regular enemies, large monsters occupy multiple tiles on the battlefield. These can range from smaller 2x2 monsters to even larger 3x3-sized ones.

Each turn, some of the monster’s tiles will randomly display weapon icons, indicating the monster’s current weaknesses. Three tiles for 2x2 monsters and four tiles for 3x3 monsters. Attacking these tiles with the corresponding weapon type will deal significantly higher damage and prevent counterattacks. However, using an incorrect weapon will result in lower damage output and leave the attacker vulnerable to an immediate counter.

Additionally, monsters rotate in the direction they are attacked from. This movement also shifts the position of their weakness icons, meaning players must strategically plan their attacks to maximize damage.


[h3]Chain Hit System[/h3]

When attacking a weakness for the first time, players will see a Chain Hit x1 effect, dealing initial damage. For example, the first attack here resulted in 32 damage:



On the second strike, Chain Hit x2 appears, increasing the damage output to 33 despite Marco’s spear is weaker than Emile’s axe originally:



The final weakness strike guarantees a Critical Hit, dealing a massive 132 damage:



[h3]Optimizing Damage Output[/h3]

To maximize efficiency, start your Chain Hit sequence with a lower-damage character and have your strongest attacker land the third and final hit, unlike what we showed in the above example. This ensures that the accumulated Chain Hit damage multiplier and Critical Hit bonus work together for the highest possible damage output.


By keeping these strategies in mind, we believe players can successfully overcome the Act 2 boss and other large monsters with greater ease. We hope this helps, and we’ll see you in the next log!

Jin Sang Kim

Captain's Log #5: Dialogue Options!

Ahoy Tacticians!

Before our Early Access launch, we conducted multiple beta tests. One of the most common pieces of feedback we received was that the dialogue speed felt too slow. Some players also found the scrolling text effect—where dialogue appears gradually rather than all at once—frustrating.

In response to these concerns, we've implemented several new options to enhance the dialogue experience. Let’s take a look at these improvements!


[h3]Display Dialogue All at Once[/h3]

By default, dialogue appears on screen as if being typed out, mimicking a typewriter effect. However, for players who prefer to read the entire dialogue instantly, we’ve added an option to display all text at once.



[h3]Autoplay Dialogue[/h3]

This autoplay feature allows dialogue to progress automatically to the next speaker or line. While some players prefer to manually advance dialogue after reading, others enjoy a more seamless experience. This option caters to the latter group.



[h3]Skip Battle Dialogue[/h3]

For those who find battle dialogue repetitive, we’ve introduced a simple option to skip all battle dialogue. Initially, we considered a system that would skip dialogue only in battles that had been played before. However, due to various constraints, we opted for a more straightforward approach, allowing players to skip battle dialogue altogether. This should be a welcome addition for those who prefer faster-paced combat!


[h3]Show Chat Log[/h3]

Missed a conversation? Prefer to read through all the dialogue at once? We’ve got you covered! You can now access the full chat log at any time by pressing the H shortcut key. This feature ensures that players can revisit past conversations whenever they need to.



These new options aim to improve the overall experience, adding different dialogue options to suit different players and their playstyles. We hope these additions help, and we’ll see you in the next one!

Jin Sang Kim

Captain's Log #4: How Do Stats Work?

Welcome to the 4th Captain’s Log!

In battle, you may notice moments when a Critical Hit lands or an attack gets Guarded. A Critical Hit increases damage by 50%, while Guard reduces incoming damage by 50%. Have you ever wondered what the chances are for your character to land a critical hit or successfully guard an attack? You can see these probabilities numerically just before your character takes an action.


In a previous game I worked on, attacks could completely miss due to random chance (similar to how misses happen in Fire Emblem). However, as a player, I noticed that the frustration of missing an attack often outweighed the satisfaction of seeing an enemy miss. To address this, I introduced the concept of Guard. Instead of an attack missing entirely, Guard allows you to mitigate the damage, ensuring that your efforts aren’t entirely wasted.

The mechanics of Evasion (Miss) and Accuracy are replaced by Guard and Hit. Here's how it works:
  • Guard is your character's ability to reduce damage from an enemy's attack. For example, if your Guard stat is 50, you have a 50% chance to block or reduce the damage.
  • Hit is the enemy's ability to bypass your Guard.

The actual Guard chance is calculated as your Guard stat minus the opponent's Hit stat. For example:
  • If your Guard is 51 and the enemy's Hit is 40, your effective Guard chance is 11%.

Similarly, Critical Hits follow the same logic:
  • Your chance of landing a Critical Hit is your Critical stat minus the enemy’s Critical Defense stat.
  • For example, if your Critical stat is 63 and the enemy’s Critical Defense is 51, your chance of landing a Critical Hit is 12%.

With this deeper understanding of Critical and Guard mechanics, you’ll be better equipped to choose stat cards that suit your strategy and develop your characters in the direction you want!

Hope this helps and we’ll catch you in the next one!

Jin Sang Kim