@Halithor That looks great!
Here's another WIP from me, a small small preview of the combat system:
When I finish the tutorial I'll be able to describe it more clearly step by step in-game, but here's an attempt at describing the system:
Defence types and weaknesses
It's all based around meaningful duels where you have to know your opponents defence type in order to deal damage (blunt, strike, or thrust attack). Each attack also adds one particular stack (up to 5), and as your mana reaches 100 (through your attacks) - depending on your current stacks - you will deal additional blunt, strike or thrust damage. Shielded units have no weakness aside from finishers with blunt damage, so here you'll have to look at their amount of defence (1-5), which tell you the required number of stacks needed in a blunt finisher. In the video you see one red soldier (weak to thrust) who protects himself with a shield (weak to blunt finisher) and a defence of 2 (requires 2 stacks). As you perform the required finisher, his guard is broken, and he is returned to his original defence type, which is weak to thrust damage. There'll also be units that require finishers with thrust damage and strike damage in order to break their guards.
Parry to stay alive
Another thing to keep the combat engaging is the parry system, which at the moment works against all attack types, but there will of course be attacks that cannot be parried. There will also be opponents that can parry your attacks. Entering this parry stance will either drain their mana, only work against certain attack types, or be susceptible to a strong finisher.
Make use of additional tools
In order to build up strong finishers you want to avoid hitting 100 mana, as that resets the stack count. This is where the "Focus" ability comes in. This ability removes 50% of your mana at the cost of health.
Yet another useful tool is the "Quick Recover" ability, that removes the recovery time after each attack at the cost of a small portion of health. If you want to spam a certain attack type in quick succession, Quick Recover is really useful.
Lastly, which was hinted at in the video, if you select a unit when it's relatively close to you, your character will be selected instead as he turns towards his target. This allows you to quickly respond to approaching enemies with a parry or an attack of your own.
Future system (last one I promise)
There'll be yet another system on top of all this, which has to do with the color changes seen in the cloak. This is a system that will be unlocked as you progress through the map, so I'll leave it at that for now. Your cloak will not be as flashy in the beginning as it was in the video.
Sorry for the long post, I hope it made some sense at least.

Just know that it feels reaaaally good to play
EDIT:
I noticed that I forgot to change the enemies' attack range. There is usually some distance between the enemy and the player, so that the spark upon a successful parry is created between the player character and the enemy