The new and improved tactics menu for setting up groups and combat behaviors is now live! This allows for some new movement formations in and out of combat that werenโt previously possible, allowing you to get an edge during a brawl or move more defensively.
You can now group similar characters together and theyโll stay near and guard one another, flank as group, and have quick getaways with the whole party.


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[h3]How it works:[/h3]
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๐ธEach of the 4 groups can be designated a head(temporarily changes to whoever you are playing as if youโre in the group) and up to 6 support characters
๐ธThe characters in a group prioritize sticking together as a tighter blob, similar to how the guards move outside combat now. If you're not playing a character in a group, the support will stick to the group's head
๐ธA support head's position is based off their weapon (and behaviors from the bottom section of picture). Support will still always dodge/block if they can but try to stay close to the group head before doing actions
๐ธThe bottom tray is a free-for-all bucket, characters act how they do now if left in there
๐ธGroups activate anytime combat or form ups are active, so now you could form up circle somewhere and then flank as a group instead of individually in or out of combat
The Form-Up circle is placed, but other characters in the Party leader's group can continue to flank and run around together outside of it as usual:
Melee group attacking while ranged weapon guards stay back together:

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[h2]Mobile Form-Up![/h2]
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Designating a form-up circle on the ground creates an area the support guards will prioritize staying in for defensive or offensive purposes. You can now designate a character to be the center of the form-up, and the support guards will stick to them.
This allows for quick getaways, or engaging a brawl similar to when you are on the boat - your guards will attempt to be a compact blob at all times and only attack when they are close enough to the enemy - more so if youโre not actively not on the move. So with some careful maneuvering as the leader, this is an effective way of avoiding fights with lots of damaging tile effects where you can more precisely control where everyone is. Using this mobile Form-Up overrides any Groups, so you can activate this at anytime to wrangle in the whole crew.

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[h2]Behaviors:[/h2]
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There are additions to the options you can set per-guard as well.
For item usage, you can now set:
๐ธHow low can health drop before using a belt item?
๐ธHow difficult will a fight need to be to take a stat-buffing item?
๐ธHow low can a friend's health drop before sharing an item?
With that last option your guards can now take a turn to automatically heal their fellow guards with their belt items!
Techniques can be set for:
๐ธCharging frequency?
๐ธKicking frequency?
๐ธPinning frequency?
Weโve had some requests for combat options for the guards, and have added in:
๐ธHow many spirit bars need to fill before casting at will?
๐ธSwitch weapons at will?
๐ธBinding frequency?
Arranging these with groups in mind allow you to dictate whoโs using stamina for what purposes, like whoโs aggressive with techniques or whoโs more focused on saving stamina for dodging, and whoโs taking turns healing themselves/others, and where they will be located in a brawl.
While all these options provide more control, the partyโs effectiveness will still rely on a good foundation of skills, equipment and power of friendship/techniques between the guards. This also allows for various niche skill arrangements in parties to survive, like having more utility guards that stay back or are primarily used for summoning/binding/casting.
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[h2]Log:[/h2]
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๐ธ<
Demo has also been updated with newest changes
[h2]๐ Additions [/h2]
๐ฑImproved Tactics menu grouping behavior for the guards as well as additional combat behavior routines
๐ฑMobile Form-Up addition if you select any guard/portrait instead of the ground
๐ฑ Spell book auto-casting toggle has changed to a behavior slider in the tactics menu. The options you have for this are โneverโ or requiring 1 - 3 spirit bars before autocasting. โ ๏ธThis will default to requiring just 1 spirit the next time you play the game
[h2]๐ธ UI [/h2]
๐ฑ Fixed issue with elyxir crafting where if you were using components from the belt slots they wouldnโt remove correctly if there was a stack
๐ฑ Multi-hand damage and Chance to Hit show in the Character Sheet formulas when a second weapon is equipped (or second fist if Multihand skill is greater than 50)
๐ฑ All menus now close automatically if they were opened in the brief window between the camera panning to a character to for dialogue
๐ฑ Fixed a rare hud issue with the portrait docks where the icons could be removed and not return after loading due to a rounding position of their placement on the screen
๐ฑ Fix for the Dazzling Whip not showing its Rally attack gains correctly in its properties description
๐ฑ Fixed a bug when using chalk rubbing kit twice in Forten Lazure tomb could result in issues
[h2]๐ธ Adventuring [/h2]
๐ฑ Fixed an issue with the padurii motherโs vine waves causing an infinite damage loop and subsequent crash when wearing the Moonโs intercession ring
๐ฑ Fixed a possible instance when purchasing new song books for your guards where the NPC was incorrectly determining if the party needed them or had the emeralds for them
[h2]๐จ Visuals [/h2]
๐ฑFixed some wonkiness with the witchโs hair in Forten Lazure
[h2]๐ธ Maps [/h2]
๐ฑ Fixed a map exit issue between the Bog and Ruined Temple where middle exit did not go to correct location
[h2]๐ธ Balancing [/h2]
๐ฑ Decreased damage from blue bog flyerโs spit attack
โจ the intercession โGrace Noteโ damage output no longer is reduced by armor, because itโs magical and from Chora who doesnโt care about armor
[h2]๐ธ Gameplay [/h2]
๐ฑ Fixed an issue for support guard pagans in the party automatically casting spells again if their spell book was removed and put back in their inventory
๐ฑ Fixed a situation that could occur for support guards not following leader after combat ends
๐ฑ Fixed bug with a horn song bought in Aven Dura applying to party instead of enemies
๐ฑ Fixed an issue that could result in support guards hanging back at the beginning of combat
๐ฑ Fixed a bug resulting from charging sea creatures from land if they were targetable
๐ฑ Can no longer charge or kick flying creatures