Traditional action points are being removed in favor of a more fluid, momentum-driven system. New push-to-attack style abilities allow combat to flow naturally.
Companions are now smarter, using priority-based abilities from the side action bar. When you are not directly controlling a companion, highlighted abilities still matter: green and blue or other colored abilities act as suggested spells for the companion, guiding how that companion behaves in combat. You can fully take control at any time, or let the them make their best judgment calls based on this setup.
Enemies are evolving alongside these changes. Expect improved pathing, tougher decision-making, more reactive behavior, and, in some cases, increased health to support deeper, more tactical encounters.
This overhaul is aimed at making combat feel more alive, more strategic, and closer to fighting alongside real allies rather than managing systems.
These details may continue to evolve, but this is the current focus. I will update the demo as soon as possible to reflect these new combat changes. I truly believe this overhaul will improve the game significantly by removing some of the more painful or confusing parts of the old system, especially for new players, and by making combat more engaging and enjoyable overall.
