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Steam News3 August 202613d ago

Devlog #094

We are restarting our Devlogs after a very long hiatus where we showcase to the community our internal workflows. We have been busy at work on Crimson Tactics and we are finally ready to reveal what we have been doing.

In this update8

Full notes

Full Crimson Tactics: The Rise of The White Banner update

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

What changed

8 fixes3 additions9 changes0 removals
  • UI and audio
  • Balance
  • Gameplay
  • Maps
  • Performance
changedBalanceAfter Localization, we set our sights on balancing the game. We are releasing a comprehensive balance patch that touches pretty much every class in the game. Here are some highlights:
changedRangerLooking at our analytics, the Ranger was showing up in roughly 40% of all sessions. It was clear to us that it was overperforming relative to the rest of the roster. We have rebalanced the Ranger's base stats, adjusted Head Shot and Foot Shot, and rebalanced ranged weapons (Longbow, Crossbow, and Firearm). The goal is to make other early game classes more viable without gutting the Ranger's identity as a ranged sniper.
changedRogueInitially, we envisioned the Rogue as a "stealer" class that essentially steals weapons, equipment and buffs from Enemies. Obviously, this is super OP (if you steal a Unit's weapon, that Unit is essentially rendered useless). To balance that out, we massively nerfed the chances of a successful steal. That lead to not many people using it because it was essentially hit or miss and more miss at that.
changedRogueWe have completely reworked the Rogue Accuracy Formula for steals and the class should feel much more balanced now if not outright overpowered. We will keep an eye out on its usage.
changedDuelistAnother class that felt useless was the Duelist. This was apparently due to completely different reasons. We uncovered more buggy code related to this class which causes most of the classes' abilities to not work properly - Ambush, Precision Strike, Weapon Vantage and Weapon Triangle - all had major or minor bugs causing them to not work. These have now been solved and moreover, we have given massive discounts to Duelist TP costs. This should make the Duelist a much more appealing generalist bruiser.
fixedAI FixesDuring the balance pass, we discovered that some classes were assigned the wrong AI profiles or ability categories. In each case, the AI couldn't find the class's abilities, so enemy units of these types would never use their signature moves in combat. They have been corrected.

Crimson Tactics: The Rise of The White Banner changes

changedAfter Localization, we set our sights on balancing the game. We are releasing a comprehensive balance patch that touches pretty much every class in the game. Here are some highlights:
changedLooking at our analytics, the Ranger was showing up in roughly 40% of all sessions. It was clear to us that it was overperforming relative to the rest of the roster. We have rebalanced the Ranger's base stats, adjusted Head Shot and Foot Shot, and rebalanced ranged weapons (Longbow, Crossbow, and Firearm). The goal is to make other early game classes more viable without gutting the Ranger's identity as a ranged sniper.
changedInitially, we envisioned the Rogue as a "stealer" class that essentially steals weapons, equipment and buffs from Enemies. Obviously, this is super OP (if you steal a Unit's weapon, that Unit is essentially rendered useless). To balance that out, we massively nerfed the chances of a successful steal. That lead to not many people using it because it was essentially hit or miss and more miss at that.
changedWe have completely reworked the Rogue Accuracy Formula for steals and the class should feel much more balanced now if not outright overpowered. We will keep an eye out on its usage.
changedAnother class that felt useless was the Duelist. This was apparently due to completely different reasons. We uncovered more buggy code related to this class which causes most of the classes' abilities to not work properly - Ambush, Precision Strike, Weapon Vantage and Weapon Triangle - all had major or minor bugs causing them to not work. These have now been solved and moreover, we have given massive discounts to Duelist TP costs. This should make the Duelist a much more appealing generalist bruiser.

We are restarting our Devlogs after a very long hiatus where we showcase to the community our internal workflows. We have been busy at work on Crimson Tactics and we are finally ready to reveal what we have been doing.

Balance

After Localization, we set our sights on balancing the game. We are releasing a comprehensive balance patch that touches pretty much every class in the game. Here are some highlights:

Ranger

Looking at our analytics, the Ranger was showing up in roughly 40% of all sessions. It was clear to us that it was overperforming relative to the rest of the roster. We have rebalanced the Ranger's base stats, adjusted Head Shot and Foot Shot, and rebalanced ranged weapons (Longbow, Crossbow, and Firearm). The goal is to make other early game classes more viable without gutting the Ranger's identity as a ranged sniper.

Rogue

Initially, we envisioned the Rogue as a "stealer" class that essentially steals weapons, equipment and buffs from Enemies. Obviously, this is super OP (if you steal a Unit's weapon, that Unit is essentially rendered useless). To balance that out, we massively nerfed the chances of a successful steal. That lead to not many people using it because it was essentially hit or miss and more miss at that.

We have completely reworked the Rogue Accuracy Formula for steals and the class should feel much more balanced now if not outright overpowered. We will keep an eye out on its usage.

Duelist

Another class that felt useless was the Duelist. This was apparently due to completely different reasons. We uncovered more buggy code related to this class which causes most of the classes' abilities to not work properly - Ambush, Precision Strike, Weapon Vantage and Weapon Triangle - all had major or minor bugs causing them to not work. These have now been solved and moreover, we have given massive discounts to Duelist TP costs. This should make the Duelist a much more appealing generalist bruiser.

AI Fixes

During the balance pass, we discovered that some classes were assigned the wrong AI profiles or ability categories. In each case, the AI couldn't find the class's abilities, so enemy units of these types would never use their signature moves in combat. They have been corrected.

Numbers

We reworked some major accuracy and damage formulae in the game:

  • Magic Accuracy: Magic Abilities now have a completely separate accuracy formula. This decouples mages from DEX.

  • Accuracy FormulaThe Accuracy Formula that now applies to non-magic abilities has undergone a significant upgrade. All units have increased accuracy across the board, with melee units receiving an additional bonus to close the gap against kiting ranged units.
  • WT Balance: WT has been rebalanced to account for kiting vs melee only units.

  • Unit Durability: Units are now more durable in general.

Game Updates

Some other updates to the game:

Necromancy Arc Cutoff

The Necromancy Arc now properly cuts off at a certain point in the Gold & Steel Arc. We have also added a warning prompt before the cut-off triggers, so players get advance notice before the arc becomes unavailable. This sets the stage for what's next to come in the story.

Rewards Screen Skip

We introduce a much requested feature to skip the Rewards Screen Animation. We added a Skip Button to the Rewards Screen for this purpose.

Bug Fixes

We also fixed several issues discovered during the balance pass:

  • A rare crash that could occur when using a Tome.

  • A bug where units with the Disarmed status would not die.

  • A class change issue with Aryls after switching to Knight Commander.

  • An incorrect Archive entry being unlocked based on a Gold & Steel Arc decision.

  • An issue where AI units would not use Throw Rock or Punch when their weapon was stolen.

  • A bug where the Swordmaster class could spawn with the wrong weapon.

Mount Rework - Coming Soon

We plan to rework the Mount System next which is another majorly requested rework by the community. We would like to hear from you on what you would like to see in the Mount Rework. Please feel free to share your thoughts, comments and requests in your language on what you would like to see in the Mount Rework.

Also, speaking of Mounts, I wonder what this could be?

Source

Steam News / 3 August 2026

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