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Steam News1 May 20262mo ago

Class Reworks, Fight Variations! And Getting Stabbed Now Buffs the Inquisitor

Greetings, Wardens. A lot to cover today. Let's dig in. New Features Each fight now has 3 starting variations, mixing up hero and enemy starting positions, plus enemy types and counts. Reworked Reposition mechanic.

In this update4

Full notes

Full Valor of Man update

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

Repeated intro

Greetings, Wardens. A lot to cover today. Let's dig in.

What changed

1 fix8 additions14 changes0 removals
  • Gameplay
  • Balance
  • Events
  • Performance
  • Maps
addedNew FeaturesEach fight now has 3 starting variations, mixing up hero and enemy starting positions, plus enemy types and counts.
changedNew FeaturesReworked Reposition mechanic. Now uses the same value for both movement and target range. Reposition 3 means the enemy can move up to 3 tiles and will try to stay at range 3.
changedNew FeaturesUnified Damage Resistance into 1 stat: Absorption, which reduces physical damage by a percentage. Pierce now completely ignores Absorption.
addedNew FeaturesYou can now see Strength, Absorption as well as Movement as stat bonuses in fight overlays, enemy Bestiary details, as well as the Heroes screen.
addedNew FeaturesLevel-up rewards now only show new abilities , and unpicked options will not repeat within a run.
changedNew FeaturesOptimized the Buff System, improving performance and reducing memory usage.

Valor of Man changes

addedEach fight now has 3 starting variations, mixing up hero and enemy starting positions, plus enemy types and counts.
changedReworked Reposition mechanic. Now uses the same value for both movement and target range. Reposition 3 means the enemy can move up to 3 tiles and will try to stay at range 3.
changedUnified Damage Resistance into 1 stat: Absorption, which reduces physical damage by a percentage. Pierce now completely ignores Absorption.
addedYou can now see Strength, Absorption as well as Movement as stat bonuses in fight overlays, enemy Bestiary details, as well as the Heroes screen.
addedLevel-up rewards now only show new abilities , and unpicked options will not repeat within a run.

New Features

Each fight now has 3 starting variations, mixing up hero and enemy starting positions, plus enemy types and counts.

Reworked Reposition mechanic. Now uses the same value for both movement and target range. Reposition 3 means the enemy can move up to 3 tiles and will try to stay at range 3.

Unified Damage Resistance into 1 stat: Absorption, which reduces physical damage by a percentage. Pierce now completely ignores Absorption.

You can now see Strength, Absorption as well as Movement as stat bonuses in fight overlays, enemy Bestiary details, as well as the Heroes screen.

Level-up rewards now only show new abilities, and unpicked options will not repeat within a run.

Optimized the Buff System, improving performance and reducing memory usage.

Class Updates

We promised we'd update the Assassin and Seer. We went above and beyond and gave all classes a signature passive to lean into their identity from turn one.

Captain and Berserker now start with Experienced, which grants passive Accuracy that scales with Courage. Confidence is a skill.

Herald and Paladin now start with Focus, which grants passive Spell Resistance per Courage. The devoted are difficult to rattle.

The Inquisitor now starts with Discipline, gaining SpellPower when Hit (yes, it works with "cost health" abilities). Getting stabbed only makes him more dangerous. The Persecutor subclass also gains Abduct, and Suppression now also deals magic damage.

All Rogues now start with Spot Weakness, granting passive Critical Damage per Courage.

The Assassin now starts with Vicious, each attack builds Critical Chance. The longer the fight goes, the more dangerous she gets. The Toxic subclass swaps its starting Delirium Vial for Poison Flask. Delirium Vial moves to the Common pool, so the chaos is still out there if you want it.

The Seer now starts with two new passives: Seeker (less Strain per Courage) and Upheaval (SpellPower when attacking). The Seer saw this coming. Probably.

Balance

And we didn’t stop there: We’ve reworked 50+ abilities, items, and artifacts, and rebalanced 70+ more.

We also did a full pass on Conditions. Several got stronger, and some were reworked: - Crisis of Faith now saps Critical Chance rather than Critical Damage. Doubt creeps in right before the killing blow. - Shock opens every fight with -5 Health instead of draining Strength; - Anxiety now costs you 1 AP at the start of combat instead of taxing Delayed Actions. - Hopeless now also drains Strength alongside the existing -1 Hits, because despair is thorough like that. - Hypersensitive flips from -Physical Damage to -Spell Resistance. Turns out sensitivity has a very specific meaning on the battlefield.

We'll be keeping an eye on how the new classes are performing.

As always, thank you for playing. We'll keep the updates coming, and keep listening.

See you in Steam Discussions and Discord.

  • Florian & Traian

Full Patch Notes 1.1.0 Build 190:

New Features

- New fight setups: each fight now has 3 variations, switching up hero & enemy starting positions, as well as what enemies and how many there are. - Reworked Reposition mechanic: the enemy can now only move as much as the ability states. Reposition 3 means it can move up to 3 spaces.

Dev Comment

Reposition works great to reset the game state mid-fight. However, it interacted in occult ways with Debuffs that penalize Movement. We're reworking how enemies behave to make them more consistently predictable.

  • Unified Physical DR and Percent DR into Absorption. Reduces physical damage by a percentage. You can now see this value calculated in the Heroes screen, as well as the enemy Bestiary screen. - Reworked Pierce, now completely ignores damage reduction from Absorption.

  • New AbilityCaptain & Berserker now start with Experienced - passive +Accuracy per Courage. - New Ability: Herald & Paladin now start with Focus - passive Spell Resistance per Courage. - New Ability: Inquisitor - Persecutor now starts with Abduct. - New Ability: Inquisitor now starts with Discipline - gains SpellPower when Hit. - New Ability: All Rogues now start with Spot Weakness - passive Critical Damage per Courage. - New Ability: Assassin now starts with Vicious - gains Critical Chance when attacking. - New Ability: Seer now starts with Seeker - passive -Strain per Courage; and Upheaval - gains SpellPower when attacking. - Assassin - Toxic now starts with Poison Flask instead of Delirium Vial. Moved Delirium Vial to Common pool. - Buffed Octavia level-up Health gain. Dev Comment: We've redesigned a lot of Octavia's passives away from granting extra health. We're buffing her base health to compensate.

Balance

- Conditions: Buffed Concussion now gives -25 accuracy (from -15). - Conditions: Buffed Painful Joints now gives -35 Might (from -25). - Conditions: Nerfed Deaf, now gives -15 SpellPower (from -20). - Conditions: Nerfed Parasite, now gives -15 SpellPower (from -20). - Conditions: Nerfed Perforated Chest - removed -Might. - Conditions: Reworked Crisis of Faith, now gives -Critical Chance instead of Critical Damage. - Conditions: Reworked Shock, now gives -5 Health at the start of each fight instead of -Strength for 1 turn. - Conditions: Reworked Anxiety, now gives -1 AP at the start of each fight instead of increasing cost of Delayed Actions. - Conditions: Buffed Kleptomaniac, now gives -10% gold. - Conditions: Buffed Hopeless, now also gives -1 Strength (as well as -1 Hits). - Conditions: Reworked Hypersensitive, now gives -Spell Resistance instead of -Physical Damage. - Reworked Barbeque artifact, now grants Ignatius +1 Courage. - Reworked Necklace of the Beast artifact, now grants Alistair +1 Courage. - Reworked Pocket Lance artifact, enemies have -5% Absorption. - Reworked Demonic Hammer artifact: Hits apply 1 Burn. - Reworked Suppression, now deals 5-10 damage and applies -1 Terror. - Reworked Tread Fate, now always has range 9, 25% Strain and cooldown upgrades from 3 to 2. - Reworked Persistent, now grants passive +5/10% Spell Resistance. - Reworked Divine Faith, now grants -5/10% Strain per Condition. - Reworked Credulity, now grants +2% Critical Chance, upgrade doubles that to +4%. - Reworked Exploit Weakness+. Base ability grants +1 Strength vs Poisoned, upgrade removes conditional. - Reworked Body as Temple, now gives +3% Absorption. Upgrade doubles to +6%. - Reworked Holy Warrior, now gives +1 Strength & Potency vs Undead. Upgrades to +3 Strength. - Reworked Well Trained, now grants 15% Resist Debuffs. Upgrade doubles to 30%. - Reworked Rhythmic Breathing, base ability grants +1 AP but -1 Courage. Upgrade removes penalty. - Reworked Bulwark, now grants Immunity to Displacement & +10% Spell Resistance. Upgrades to +25% Spell Resistance. - Reworked Dimensional Conduit, grants +25% Spellpower for 1 turn and no longer reduces Spell Resistance. Upgrade reduces Strain from 60% to 30%. - Reworked Arcane Might, now grants +2% Critical Chance. Upgrade doubles to +4%. - Reworked Quick Fingers, you can now use it to reduce cooldowns by 1. - Reworked Fossilize, now deals 10 Pure Damage and applies -3 Movement speed for 1 turn. Upgrade reduces cooldown to 3 (from 5). - Reworked First Draw, now grants Bless for the first ranged attack each fight. Upgrades to work for melee attacks as well. - Reworked QuickDraw, upgrade only has 1 charge but works on melee attacks. - Reworked Concentration, now grants +8/16% Spellpower when you Strain. - Reworked Thane, now has 100% chance to deal 3 extra pure damage with each Hit. - Reworked Thunderstone, now has 100% chance to deal 3 extra pure damage with each Hit. - Reworked Feign death, when hit 15% chance to gain one charge of Survive. Upgrade increases chance to 30%.

Dev Comment

This new design provides you with agency since now you know if you can survive an otherwise fatal hit. There are lots of Survive synergies in the game so we're excited to hear your stories. - Reworked Sundering Fury, Hits now apply -2% Absorption. Upgrade doubles to -4%. - Reworked Warblade, now has 100% chance to apply -3% Absorption. - Reworked Gapfiller, now grants 5% Absorption. - Reworked Rags to 3% Absorption & Spell Resistance. No longer grants Health. - Reworked Tabarzin, now grants 25% Absorption for 1 Hit. - Reworked Plate Mail, now grants 6% Absorption. - Reworked Full Plate, now grants 6% Absorption. - Reworked Tunic of Glamour, now grants 8% Absorption vs any attack. - Reworked Hide Armor, now grants 6% Absorption vs melee. - Reworked Riveted Mail, now grants 12% Absorption vs ranged. - Reworked Plate of Doom, now grants 12% Absorption. - Reworked Defender's Girdle, now grants 3% Absorption. - Reworked Crusader Helm, now grants 5% Absorption. - Reworked Holy Shield, now grants 30% Absorption. - Reworked Scale of Thorne Ironfist, now grants 5% Absorption. - Reworked Ringmail, now grants 6% Absorption. - Reworked Infernal Scales, now grants 15% Absorption. Nerfed Toughness to 15. - Reworked Hoplite Shoulder Guards, now grants 2% Absorption. - Reworked Crusader Leggings, now grants 8% Absorption. - Reworked Crusader Pauldron, now grants 15% Absorption. - Reworked Juggernaut, now grants 6% Absorption. Upgrades to 10%. - Reworked Iron Stance, now grants 3% Absorption per Courage. Upgrade reduces cost to 0AP. - Reworked Eldritch, now grants 5% Absorption. Upgrade doubles to 10%. - Reworked Hardened, now grants 3% Absorption. Upgrade doubles to 6%. - Reworked Tough Skin, now grants +2 Health and +2% Absorption. Upgrades to +6% Absorption. - Rebalanced Meditative, now grants +10% Evasion and no extra Health. Upgrade doubles to +20% Evasion instead of more Health. - Rebalanced Ward, base ability nerfed to +2 Health and -10% Strain. Upgrade bumps to -25% Strain (from -15). - Rebalanced Unspeakable Knowledge, now grants +20% Absorption & Spell Resistance, but -1 Courage. Upgrade removes penalty. - Rebalanced Eagle Eye, base ability grants +2 Range and +5% Critical Chance. Upgrade quadruples critical chance to +20%. - Rebalanced Grit, now gives 25/50% debuff resist and +4 Health. - Rebalanced Clear Headed, upgrade increased by 50%. Now gives +6/20 Evasion & +2 Health. - Rebalanced Anointed, base ability gives +8% Spell power, upgrade doubles that (previousy 10/15). - Rebalanced Holy Water now deals fixed damage to undead. Also improved description to say Pure Damage. - Buffed Archon to +10% Spellpower base. Upgrade increases spell cast range to +2 (from +1).

Dev Comment

Octavia now really wants to have a lot of Courage, and we're giving you another option to keep her sane through upgrades on her strong passives. - Buffed Time Stop, base ability now has cooldown 2 (from 1 charge per fight). Upgrade reduces cooldown to 1.

Dev Comment

Time Stop feels great when you can enable Octavia to pump action points directly into your best spells. We want more of that. - Buffed Hexproof+ now doubles base resist debuff chance to 60% (from 50). - Buffed Turn Undead+ damage by 28% to 7-11 (from 5-9). - Buffed Minor Heal+ to 6-9 (from 5-8). - Buffed Scourge+ to 5-10 (from 4-9). - Buffed Lucky upgrade to double base value (4%). - Buffed Precise Technique upgrade to double base value (6%). - Buffed Perfect Technique upgrade to double base value (10%). - Buffed Restless Moon, now always has Start Cooldown 1. Upgrade increases bonus to +2 Strength per Courage (from +1). - Buffed Wise, upgrade doubles Courage to +2, but no longer grants extra Health. - Buffed Validation, base grants +1 Courage when you kill an enemy, and no longer reduces Health. Upgrade changes functionality to work on Critical Hits instead. - Buffed Distortion+, now gives +2 Movement (from +1) instead of extra Health. - Buffed Vampire Bite, now deals 6-8 (upgrades to 7-10) damage, heals for a fixed 5/7. - Buffed Whip+ max damage by 1. - Buffed Firebolt+ max damage by 1. - Buffed Drainlife+ max damage by 1. - Buffed Incinerate+ to 6 Burn (from 5). - Buffed Abyssal Flick+ damage to 8-15 (from 7-13). - Buffed Tap Tap to range 7, reduced cooldown by 1 (now 3/2). - Buffed Armor Expert. Now also gives +5/10% Absorption for base & upgrade. - Buffed Angelic Intervention now also cleanses the caster. - Buffed Harlequin & Persona, they now have 25 Might. - Buffed Queen Bee, doubled debuff to -20 Evasion on enemies (from -10). - Buffed Astral Tongue damage to 4-8 (previously 4-7). - Buffed ClearHeaded health to +3 and upgrade now gives +16 Evasion (previously 14). - Buffed Price of Power, now always costs -3 Health (previously -20%) - Buffed Abyssal Claw damage to 6-14 (from 5-13). - Nerfed Fireball+ damage to 6-15 (from 8-16). - Nerfed Judgement+, no longer reduces cooldown. - Nerfed Cosmic Influence to -5 Health. Upgrade removes penalty. - Nerfed Eclipse base damage to 1-7 (from 2-8). Upgrade increases damage to 2-8. - Nerfed Sacrificial Pact to -5 Health (from -3). - Nerfed Firm Hand, no longer grants +Health. - Nerfed Punisher, AOE attack now has cooldown 1. - Nerfed Shield of Faith to +3 Toughness per Courage (from 4). Upgrade doubles to +6. - Nerfed Astral Tongue, now deals 4-7 damage (previously 4-8).

Bug Fixes:

  • Renamed Turn Undead to Searing Light.
  • Changed Legacy attack animations.
  • Improved Resist Debuff keywork description.

Improved Determined icon to convey the cost better. - Succubus Purge critical no longer Cleanses all heroes. - Dreadwretch Toxic Explosion critical no longer deals damage to heroes. - Spider Pierced Abdomen critical no longer deals damage to heroes. - New Spellbanner Vfx (from Sanctuary). - Updated Uplift, Valorous, Reckless, Surge, Strafe, Whirlwind, Feign Death & Vicious icons. - Fixed a bug where the achievement for all abilities unlocked would not trigger. - Fixed a bug where the first time beating Valor 10 the game would say to continue the story on the next Valor. - Fixed a bug where Medusa would rotate even when Serpent Crown disabled her Burst reaction. - Fixed Slayer's Heavy Shield missing intent icon. - Fixed Slayer's Tremor wearing off immediately.

Source

Steam News / 1 May 2026

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