In this update13
Full notes
Full Witchland: Trinity Blight update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Events
Witchland: Trinity Blight changes
Combat & Atmosphere Update
This update focuses on making combat faster, clearer, and more tactical, while improving the overall atmosphere of the world.
Ability Rebalance
Most abilities now cost 1 AP
Stronger actions require setup, positioning, or conditions
Faster turns with more meaningful decisions
Ranged Combat
Added clear minimum and maximum range
Better readability and control for ranged positioning
Token Updates
Several tokens were reworked or improved
Stronger build identity and clearer interactions
UI Improvements
Cleaner combat UI
Improved ability info and number readability
General clarity improvements
Dynamic Time Lighting
Lighting now changes during the day
Each encounter can feel different depending on time
Stronger mood and visual contrast
What’s Next: Relic Nodes
We’re introducing a new type of reward: Relic Nodes.
Instead of XP or cards, these encounters grant run-changing abilities
The first comes from the B&B Brothers:
Your heroes are linked by shared life
They only fall when both are down
As long as one survives, the other can return
Next Update
Relic Nodes will expand with new elite encounters:
Harvester Widow
Scarecrow
B&B Brothers (updated reward)
Each encounter brings a different relic
New ways to shape your run and tactics
Join the Discussion
We’re shaping some of the new systems — and this is where your input matters.
Relic Nodes
These abilities are powerful by design
What kind of drawback would make them feel fair?
Dynamic Lighting
Which time of day feels the weakest?
What would you change?
Join us on Discord!
Source
Changelog.gg summarizes and formats this update. How we read updates.
