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Dev Diary 05-05-2026: New Combat Visual Effects

Greetings alchemists!
We meet once again to discuss some changes we've been working on to improve the visual experience within our fascinating world of Cladia. On this occasion, the focus has been on one of the most important sections: the combat replay.

Our main goal is not only for combat to look better, but also to make it easy to identify what is happening on screen, especially during encounters in late-game matches where multiple types of attacks and/or skills are involved.

Stats window

It has happened to all of us that we want to study a combat to learn and avoid the same mistakes in the future, or simply to detect those details that might have been decisive. Until now, when selecting a unit, a floating window appeared showing its stats, feats, and other relevant information.

We have improved the way information for each unit is consulted during the combat replay. Now, unit reading can be done from a single view, without the need to switch between windows or scroll through a list.

New effects

One of the first steps has been to renovate several visual attack effects to give them a clearer and more differentiated identity.

For example, magic-type attacks now have a more recognizable and striking presentation, reinforcing their sense of arcane power.

On the other hand, electric-type attacks have received a significant improvement in visual impact, using more dynamic and easy-to-distinguish effects during the replay, especially in situations where several events occur simultaneously.

Legendary effects

There is a saying in Cladia that goes: “If it costs me 300 concentration, the least I expect is to see sparks, fire, and explosions.”

Anyway... the question is, what happens with those effects that are used once per game, but that we always remember because in our minds we imagine an epic explosion, a celestial aura, or at least a flash different from the rest?

Until now, these effects could go unnoticed or fail to correctly convey their importance within combat. This is the complete opposite of what we want, which is for every activation coming from legendary spells and/or feats to feel special.

This time it was the turn of the Devil’s Dice, from the Summon Guaiota spell. Perhaps it’s missing a bit of hellfire?

Since legendary spells are so rare and hard to find, the least they could have is their own effect, right?

Until next time!

That is all for this week, alchemists. We will continue to improve and add cool effects so that the combats reflect the arcane and elemental power of your dragons loaded with legendary feats.

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