Full notes
Full Tales Of Miravia update
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What changed
- Maps
- Gameplay
- Performance
- Balance
- Events
- Security
OFFICIAL PATCH NOTES
🌤️ ENVIRONMENT & PRESENTATION
A new dynamic cloud system has been implemented in outdoor maps, improving visual depth, environmental atmosphere, and overall immersion during exploration.
✔ Added new environmental interactions across multiple areas of the world ✔ Improved visual ambience in outdoor maps ✔ Increased immersion without compromising overall performance
These changes are part of a broader visual improvement initiative aimed at making Miravia feel more alive, reactive, and atmospheric.
⚔️ COMBAT SYSTEM — COMPLETE REWORK
The combat system has been completely redesigned, replacing the previous random encounter structure with a much more player-driven experience.
New overworld encounter system
Random encounters have been fully removed
Enemies now appear directly in the world as visible entities
Each enemy is represented by a star displaying its identity
Combat only begins through direct player interaction
Players are now free to decide whether to engage in combat or avoid it entirely
Respawn & progression flow
✔ Enemies now respawn after leaving and re-entering a map
This allows for:
Controlled farming
Strategic encounter selection
Repeatable fights
Greater progression freedom
Design philosophy
This redesign focuses on giving players greater control over the pacing of the game.
Two main playstyles are now clearly supported:
Combat-focused progression and optimization
Story-focused progression and exploration
✔ Removes frustration caused by unfavorable random encounters ✔ Improves player control over risk and progression pacing
Future content
✔ 7 new enemies are currently planned for future updates, specifically designed around the new combat system.
📈 PROGRESSION & BALANCE
✔ Passive experience gain has been completely removed
Progression now depends entirely on active combat participation.
This change improves:
Combat relevance
Risk and reward consistency
Player-controlled progression pacing
🧪 STATUS EFFECTS — MAJOR REWORK & REBALANCE
A large-scale overhaul has been performed on the status effect system, improving balance, clarity, thematic identity, and tactical depth.
Major adjustments
✔ Steel Wall +30% Defense and Resistance -30% Speed
✔ Venomous Decay Damage per turn now scales with maximum HP → 8% max HP + 15 damage per turn
✔ Abyssal Obfuscation Accuracy reduction increased to 70%
✔ Eternal Silence Blocks all abilities, including magical items
✔ Combat Psychosis Causes random attacks against allies or enemies
✔ Inverted Devotion Target attacks allies exclusively
✔ Eternal Sleep Immobilizes targets until receiving physical or light damage
✔ Ice Prison Fully immobilizes targets and increases incoming ice damage
✔ Paralyzing Vertigo Prevents all actions
✔ Corpse Rigidity Chance to lose turn increased to 25%
✔ Internal Combustion Damage per turn improved to: MAT × 1.2 + 20
✔ Internal Hemorrhage Damage increased to 20% max HP per turn
✔ Human Shield Protects allies below 30% HP
✔ Neural Overload 20% chance to interrupt actions
✔ Indomitable Mind Complete immunity to mental status effects
✔ Arcane Mirror Reflects 80% of magical damage received
✔ Umbral Contagion Dark damage over time and increased darkness vulnerability
✔ Defensive Fracture Total paralysis until receiving damage
✔ Chromatic Symphony 10% stackable elemental damage increase
✔ Acid Erosion Reduces Defense and Resistance by 15% per turn
✔ Spiritual Drain Consumes 15% of maximum PT per turn
✔ Spectral Mist 70% physical evasion
General status system improvements
✔ Improved scaling for damage-over-time effects during long fights ✔ Improved clarity across descriptions and mechanics ✔ Multiple status effects renamed for stronger thematic consistency ✔ Better distinction between offensive, defensive, and control states
🧩 CRITICAL FIXES & STABILITY
✔ Fixed a critical progression issue in the Aurea menu that could break early-game progression
✔ Added a proper exit option to the Aurea menu
✔ Fixed the incorrect TAB key description in the controls menu → TAB now correctly references the map function
✔ Fixed a visual bug during Reginald’s piano event
✔ Fixed multiple early-game dialogue issues affecting narrative clarity
✔ Fixed inconsistencies in style descriptions
✔ Improved Normal and Hardcore difficulty explanations
✔ Fixed a critical invisible wall issue caused by an invisible Kuro entity before the final battle
✔ Fixed progression issues involving Zephyra recruitment and map transitions
✔ Fixed a critical mine progression issue related to accessing Mirden Forest
🧙 NPC SYSTEM — ALTORIOS
The system related to Altorios has been redesigned and simplified.
✔ The Bestiary now unlocks through a single payment ✔ Removed unnecessary fragmented unlock progression ✔ Improved accessibility and system clarity
👤 CHARACTERS — ZEPHYRA
✔ Zephyra’s recruitment system has been unified with the rest of the playable characters
✔ Zephyra now joins the party immediately after being defeated
✔ Added new combat abilities to her skill repertoire
⚙️ UI & QUALITY OF LIFE
Multiple visual and accessibility improvements have been implemented throughout the game.
✔ Improved overall menu design
✔ Improved window visuals and UI consistency for better readability
✔ Improved the photosensitivity warning screen shown at startup
✔ Increased text size across multiple UI areas
✔ Optimized the pacing of the game’s opening sequence
✔ Improved descriptions for systems, items, and mechanics
✔ Added new world interactions
✔ Improved title screen visuals
✔ Added useful information and branding to the main screen
✔ The on-screen clock HUD is now hidden by default → It can still be re-enabled in the options menu
✔ Removed obsolete random encounter frequency options due to the new combat system
🗡️ ITEMS & EQUIPMENT
✔ Removed unnecessary weapons and items
✔ General cleanup of redundant consumables
✔ Rabbit Meat has been improved → Now restores 10% max HP to the entire party
✔ General balance adjustments for items and consumables
🎁 REWARD SYSTEMS & MINIGAMES
✔ Adjusted item acquisition probabilities
✔ Improved reward consistency
✔ Added new obtainable items across multiple systems and minigames
✔ Improved the treasure hunting system
✔ Corrected and improved texts related to the gacha system
🎰 SYSTEM — WISHING FOUNTAIN
✔ The Wishing Fountain has been temporarily disabled
A new gacha-style system is currently in development.
Important clarification:
✔ The system will use only in-game currency (Draken) ✔ Draken is earned entirely through gameplay ✔ There will be no microtransactions or real-money purchases
🏆 ACHIEVEMENT SYSTEM
✔ Notifications now remain on screen for 3 seconds instead of 4
✔ Multiple achievements can now appear simultaneously
✔ Added a new stacked visual notification system
🔊 OPTIMIZATION & INTERNAL CLEANUP
✔ Lossless compression has been applied to all in-game audio files
✔ Overall game size has been reduced by approximately 20%
This improves:
Loading times
Memory usage
Overall performance
✔ A large-scale internal cleanup and optimization pass has also been performed throughout the project
🏁 TITLE SCREEN & VISUAL IDENTITY
✔ Improved the visual quality of the title screen artwork
✔ Reinforced the game’s visual and artistic identity
✔ Improved overall startup presentation and first impression
✦ FINAL NOTES
Update 1.11 represents a major structural evolution for Tales of Miravia.
This update focuses on:
Greater player freedom
More controlled and strategic combat
Improved progression clarity
Stronger visual and gameplay identity
Cleaner and more consistent systems
The foundations introduced in this version will continue expanding in future updates.
💬 Miravia no longer forces players into battle. Now, every encounter is a decision. ⚔️✨
Source
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