In this update7
Full notes
Full Emblem of Valor update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings players! It's been a while.
What changed
- Compatibility
- Gameplay
- Maps
- UI and audio
Emblem of Valor changes
Over the past few months since the demo was taken down, we have been hard at work fixing issues from the previous build and improving the core gameplay loop. Today, we're excited to announce the demo will be available again! The game has also now entered beta, with various systems being more complete. We welcome everyone to come try out the new gameplay modes and content!
Here's a quick overview of changes and new features in this build:
New Modes
In addition to the original training mode, we've added an adventure mode with more randomness and core gameplay, as well as an endless mode for pushing your limits through unlimited challenges.
Although only some levels are available in the current demo, we'll continue updating it and work hard to deliver more content in the full release!
Randomized Maps
Unlike the fixed training maps previously, the new modes feature procedural generation for more diverse gameplay each run.
Quest System
The new quest system provides objectives and rewards for each map. Players can pick missions and levels suiting their party's needs, adding more strategy to map selection.
Voidmist System
The Voidmist system is another core feature. In this version, we've improved it to create an experience unlike other games.
In short, Voidmist gradually increases as players explore the map. With higher Voidmist levels, enemies have a chance to gain Voidmist enhancements, requiring more careful path selection strategies.
Voidmist effects also differ each run, incentivizing repeated play.
Card Upgrades
Campfires now offer card upgrades with branching choices, in addition to healing.
Multi-Character Combat
Based on feedback, we've streamlined the combat flow when using multiple characters, removing the need to activate each character every turn. But you can still adjust turn order mid-fight. This should reduce the operational burden while retaining strategic depth.
Other
The above covers only some of the changes. Here are some other updates to discover in-game:
UI improvements
New music/sound effects
More cards and enemies
Ending screen
We hope you'll enjoy all the new content! Please let us know your thoughts. Thank you for your continued support!
Source
Changelog.gg summarizes and formats this update. How we read updates.
