Update log
Full Ethereal: Clash of Souls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
We just published a new dev blog focused on improving how the game feels to play and how clearly you can understand what’s happening during matches.
This update is less about big flashy features and more about the moment-to-moment experience.
What’s New
Melee Hitstop (Basic Attacks) We’ve added hitstop to melee basic attacks. When an attack connects, there’s a very slight pause to give the hit more impact.
Hits feel less floaty
Easier to tell when you land vs miss
Still being tuned to avoid feeling slow or clunky
Real-Time Portals (v1) You can now see what’s happening on the other side of a portal before going through it.
Check fights before committing
See enemy positioning
Make decisions with actual information instead of guessing
What’s next: We’re working on improving how portals feel to travel through, with smoother transitions and less visual/movement friction.
Kahlea Kit Changes We’ve made adjustments to better match her intended “hit-and-run” playstyle.
Removed Spirits Ignite (E)
Moved Spirit Pillar into her base kit
Ultimate moved to R
Damage Number Improvements
Updated styling for better readability
Added option for:
Individual damage numbers (every hit shown)
Stacked damage numbers (combined total for rapid hits)
Community Poll
We’re currently testing how invisible units should interact with towers and want your input.
Should towers reveal invisible units?
Always
Only when targeted
Never
Let us know what you think.
Full Dev Blog
If you want to see videos and a deeper breakdown of these changes:
https://etherealcos.com/news/animations-portals-and-invisibility
These changes are all part of a bigger goal: making the game feel responsive, readable, and intentional instead of chaotic.
We’ll keep iterating based on your feedback.
Source
