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Steam News1 August 202615d ago

Coven Update: Enemies With Health Bars and Steadier Saves

Enemies and Bots Every enemy in the game now runs on real health instead of a hidden stun counter. Team Bots have 250 health, shown on a health bar, with floating damage numbers on each hit.

Full notes

Full Coven: All Powerful update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions10 changes4 removals
  • Balance
  • UI and audio
  • Gameplay
  • Server
changedEnemies and Bots Every enemy in the game now runs on real health instead of a hidden stun counter.
changedTeam Bots have 250 health, shown on a health bar, with floating damage numbers on each hit.
removedBots no longer get flung around by every hit. They absorb the damage and keep fighting, and only drop into the stun animation once health reaches 0, then respawn at full health.
changedRealm Protectors use the same model with 100 health. A protector that survives a hit gets knocked back and keeps coming at you instead of being locked out of its attack every time it is struck.
changedRiftwalkers now have 150 health and can finally be put down. Previously, they could only be immobilized, never actually defeated. At 0 health, they hold the downed pose briefly, then despawn.
changedHealth bars replicate to everyone in the match, so what you see matches what the host sees.

Coven: All Powerful changes

changedEnemies and Bots Every enemy in the game now runs on real health instead of a hidden stun counter.
changedTeam Bots have 250 health, shown on a health bar, with floating damage numbers on each hit.
removedBots no longer get flung around by every hit. They absorb the damage and keep fighting, and only drop into the stun animation once health reaches 0, then respawn at full health.
changedRealm Protectors use the same model with 100 health. A protector that survives a hit gets knocked back and keeps coming at you instead of being locked out of its attack every time it is struck.
changedRiftwalkers now have 150 health and can finally be put down. Previously, they could only be immobilized, never actually defeated. At 0 health, they hold the downed pose briefly, then despawn.

Enemies and Bots Every enemy in the game now runs on real health instead of a hidden stun counter.

  • Team Bots have 250 health, shown on a health bar, with floating damage numbers on each hit.

  • Bots no longer get flung around by every hit. They absorb the damage and keep fighting, and only drop into the stun animation once health reaches 0, then respawn at full health.

  • Realm Protectors use the same model with 100 health. A protector that survives a hit gets knocked back and keeps coming at you instead of being locked out of its attack every time it is struck.

  • Medusa's Touch still petrifies a protector outright in one hit.

  • Riftwalkers now have 150 health and can finally be put down. Previously, they could only be immobilized, never actually defeated. At 0 health, they hold the downed pose briefly, then despawn.

  • Health bars replicate to everyone in the match, so what you see matches what the host sees.

Spells

  • Healing Rain and Heavenly Downpour no longer follow you through a respawn. Dying mid-cast used to leave the cloud switched on for the rest of the round.

  • Tornado Fury tornadoes now converge on the caster. They still appear at a distance, but they sweep inward and keep tracking you as you move rather than wandering off. Arcane Winds tornadoes still roam freely.

  • Fae's Ultimatum pays out even if Malglimmer dies during the countdown. Her death used to cancel the crush on every enemy the ult had already marked.

  • Mirror Image no longer throws network errors when a decoy cluster detonates on cadence.

Pickups and Placement

  • Powerups, pickups, and enhancement drops are appearing again. A recent change to spawn placement caused them to fail their validity checks and never land.

  • The Nomad's Relic always relocates a genuine distance away now. It could previously reappear right next to itself, or not move at all, when its first placement attempt fell short.

Progression and Saves

  • Sage levels are now tied to your account rather than to the specific copy of the game you are playing. Moving between the demo and the full release, or onto a second machine, used to carry your player level across but reset every sage to level 1.

  • Your existing sage levels upload automatically on first launch. There is nothing to migrate by hand.

  • If two machines earn XP while offline, the higher total wins for each sage instead of one overwriting the other.

  • Sage level-up announcements no longer post twice for the same level when you play across multiple machines.

Menus and Interface

  • The gamepad cursor works again on the main menu after finishing a series. It was drawing and moving on screen but not registering hovers or clicks.

  • Atalia and Spiritbound now show their own colours on XP bars and Legacy rows instead of defaulting to white. Atalia is a dark smoky blue grey, Spiritbound a light gold.

  • Aetherweaver and Sigil Warden colours now match across the whole game. The XP bar and the Legacy records had drifted to different shades.

Source

Steam News / 1 August 2026

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