New Lairs, Enemies, Combat Logic Improvements and Auto Combat toggle.
Hi folks,
Our latest patch, 1.1.80, expands the world with 11 new lairs, several new enemy archetypes for each of them, and an overall reworked Lair system. There are new town infestations for lower-level characters, and the rewards now scale properly to the risk.
It also brings a major tactical overhaul with smarter enemies that properly uses their composite actions, swarms targets, prioritizes the wounded and pick their perks with deadly efficiency. There is also added a new Auto-Combat feature and adjustable speed sliders to give you full control over the pace of battle and help you resolve easy encounters faster.
Last but not least, there are many bug fixes for a smoother and more immersive experience.
The new lair descriptions add more flavor while providing a clearer indication of whether a lair is located in a different region and how difficult it will be. Seeing more than one skull likely means certain death. Will you take the risk now that the rewards are much higher?

Entering a lair is no longer automatic; you can now start the encounter whenever you like. This allows you to camp first if you are injured, then simply skip your turn to trigger the notification that a contract is available at your location.

There are many new lair types, including some for early levels that are no less deadly for starting characters. Infestations, such as rats in the cellar, will now take place within towns.

No, that's not a bug. You can actually sail across the ocean manually, and certain lair types (like the Pirate Galleon) will occupy hexes in the open water. You can sail with your Sail action to those locations to resolve them from any Harbor tile.

You can activate auto-combat by clicking on the >>> icon next to the combat log. Keep in mind that the active character's turn will end automatically, and auto-combat will begin with the following actor.

You can control the speed of combat and whether the camera will focus on the current actor automatically or not. This will affect the enemy speed, but also the auto combat speed.

Some of the new lairs will prove deadly to your characters, and many old enemies will now be harder to defeat. This is due to both the improved logic and the efficiency with which they now purchase their perks, giving them better specializations. Remember that you can always turn the difficulty up or down at any time, but those changes will only apply to future combats.
That's all, folks! The work continues, and we'll be talking again in March or April, unless there are any urgent issues to resolve. If you come across any bugs, let me know and I will fix them as soon as possible. Have fun!
You can read more details in the patch notes below.
Patch Notes - 09/02/26 # 1.1.80
Bugfixes
New Content
Combat Logic improvements
Lair Improvements
Other Changes/Additions
Our latest patch, 1.1.80, expands the world with 11 new lairs, several new enemy archetypes for each of them, and an overall reworked Lair system. There are new town infestations for lower-level characters, and the rewards now scale properly to the risk.
It also brings a major tactical overhaul with smarter enemies that properly uses their composite actions, swarms targets, prioritizes the wounded and pick their perks with deadly efficiency. There is also added a new Auto-Combat feature and adjustable speed sliders to give you full control over the pace of battle and help you resolve easy encounters faster.
Last but not least, there are many bug fixes for a smoother and more immersive experience.
The new lair descriptions add more flavor while providing a clearer indication of whether a lair is located in a different region and how difficult it will be. Seeing more than one skull likely means certain death. Will you take the risk now that the rewards are much higher?

Entering a lair is no longer automatic; you can now start the encounter whenever you like. This allows you to camp first if you are injured, then simply skip your turn to trigger the notification that a contract is available at your location.

There are many new lair types, including some for early levels that are no less deadly for starting characters. Infestations, such as rats in the cellar, will now take place within towns.

No, that's not a bug. You can actually sail across the ocean manually, and certain lair types (like the Pirate Galleon) will occupy hexes in the open water. You can sail with your Sail action to those locations to resolve them from any Harbor tile.

You can activate auto-combat by clicking on the >>> icon next to the combat log. Keep in mind that the active character's turn will end automatically, and auto-combat will begin with the following actor.

You can control the speed of combat and whether the camera will focus on the current actor automatically or not. This will affect the enemy speed, but also the auto combat speed.

Some of the new lairs will prove deadly to your characters, and many old enemies will now be harder to defeat. This is due to both the improved logic and the efficiency with which they now purchase their perks, giving them better specializations. Remember that you can always turn the difficulty up or down at any time, but those changes will only apply to future combats.
That's all, folks! The work continues, and we'll be talking again in March or April, unless there are any urgent issues to resolve. If you come across any bugs, let me know and I will fix them as soon as possible. Have fun!
You can read more details in the patch notes below.
Patch Notes - 09/02/26 # 1.1.80
Bugfixes
- Fixed an issue where multiple contracts of the same type were not showing up as separate entries in the Journal.
- Fixed an issue that allowed retrying failed Lair contracts.
- Fixed an issue with the Ruin Camp map that could cause some party members to spawn behind barriers.
- Fixed event checks that were missing the actual roll.
- Fixed an issue where companions were not receiving their Relationship tags while interacting in camp.
- Fixed an issue where ranged utility skills could cause melee units to keep their distance.
- Dominate will be skipped if it is applied to an already allied target.
- Some vampire companions were missing Undead Physiology.
- Adventurer vampire companions will now start with the Feed combat action for consistency with PC-turned vampires.
- Fixed a few typos in various conversations.
New Content
- Added new enemy archetypes, their actions and lair types: Rats, Wyverns, Spiders, Snakes, Vultures, Vipers, Sirens, Harpies, Pirates and Corsairs.
- Added Auto-Combat functionality. Starting Auto-Combat on a player character will immediately end their current turn.
- Added a setting to toggle combat camera auto focus on or off.
- Added a combat speed slider with 7 selectable speed settings.
- Added new Dhampir perks.
- Added improved artwork for some enemy types.
Combat Logic improvements
- Miscellaneous combat QoL and feedback improvements.
- Improved actor movement and combat logic during combat.
- Actors in combat will now use their composite actions correctly (Move + Attack).
- Actors in combat will now cross through allies or dying player characters.
- Added partial pathing so units aggressively swarm targets even if the final tile is blocked.
- Actors in combat will now prioritize wounded targets over the closest ones using weighted scoring.
- Actors in combat will now try to buff or flock to the nearest ally if all enemies are hidden (Stealth), or attempt to locate them, instead of skipping their turn.
- Actors in combat will better assess their strongest actions and use them more tactically than before.
- Improved summon logic for actors in combat to prevent overflowing the battlefield with summons.
- Buffed some racial abilities or reduced their AP cost.
- Improved the auto Level Up method. It will now try to complete perk trees before falling back to other perks.
Lair Improvements
- Added support for "infestation" type lairs that can appear within town borders, ie. Rat Infestation.
- Reaching a Lair or Exploration contract will now display a notification that it is available instead of starting it immediately. You can proceed at your convenience or return to the tile on a later turn.
- Each lair type will now be offered once per contract generation listing, increasing the chance of finding the lair type you are looking for.
- Lairs will now use more suitable combat maps based on their type.
- Added a skull indicator to Lair contracts that target regions of much higher level than the player.
- Changed generic lair contract descriptions to more immersive text based on the lair type.
- Changed the old Spider lair to a higher-level Cave Spider lair and buffed the Giant and Broodmother spiders.
- Lair contracts in different regions now mention the destination region in their title.
- Lair contract rewards now take into account the target region’s level rather than the originating region. Harder lair contracts offer better rewards.
Other Changes/Additions
- Added Blacklist:PerkName as a possible perk reward. Gaining this perk makes another perk and its dependencies unavailable.

