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🛠️ DEMO UPDATE 🛠️

Citizens, to maintain operational stability, a system calibration has been deployed.

[Major Content Update]

[Story / Tutorial]

  • Expanded the tutorial battle flow and integrated more worldbuilding content.

  • Added new main quests related to housing and the Food Hall, guiding players through basic base construction.

  • Added an option to skip early-game main quests during the dialogue after first interacting with A20. This option is intended for returning players who already know the flow or for repeated new saves.

  • Added voiced over to early story dialogues to improve narrative immersion.

[Base]

  • Added the soldier tier upgrade system, sacrifice other soldiers (preferably prisoners) to enhance a soldier’s rarity.

  • Added the Leader’s agenda, allowing the Leader to review ongoing, available, and completed base affairs.

  • Added the base operations briefing interface, allowing for quick review major events and actionable matters that occurred during expeditions.

  • Added the temporary assignment feature, allowing the Leader when personally working ordering the most capable and available soldiers to temporarily assist.

  • Added the Paid Time Off directive, unlocking the Leave option when interacting with soldiers, granting them one day of paid leave.

  • Added checkboxes next to soldier work types, allowing the Leader to control whether each soldier can participate in automatic work assignment and Temporary Assignment for that job type.

[Combat]

  • Added the new cores Void Detonation, Orb Resonance, Shield Rupture, and Power Shift.

  • Added the active skill Capture Lock, allowing enemies to be safely weakened before capture and reducing the risk of accidentally killing capture targets.

  • Adjusted cores and cores drop logic.

  • Added combination hints to the Core selection interface. Hover over a Core to see which owned Cores it can combine with.

  • The first three battles of a new save now use fixed configurations and have reduced difficulty.

  • Added Leader status effect displays to the bottom-center of the combat HUD.

  • Replaced the 3d models of the Scourgeborn Berserker and Scourgeborn Ravager.

[New Features]

[Combat]

  • Surviving enemy units will now rout and flee after battle victory.

  • Added remaining medic revive count display when the Leader is downed.

  • Reaching 50% target elimination progress in combat now grants an additional Core Fragment Storage Pod.

  • Enemy tanks now have a bullet-hell attack pattern.

[Base]

  • Adjusted base interaction logic:
  • During working hours, soldier interactions are now restricted and less frequent. Restrictions are lifted after work hours.

  • Interaction triggers will now better prioritize reasonable interactions based on the relationship between both soldiers.

  • Added the Supporters Monument to Victory Square. Content will be added soon.

  • Building names and current status are now displayed when aiming at structures from afar.

  • Added exclusive newborn animations.

  • Kitchen upgrades now increase the maximum amount of food that can be produced per batch.

  • Added ceremonial signing animations when unlocking and enacting Directives.

[Improvements & Optimizations]

[Expeditions]

  • Adjusted material acquisition logic. Materials no longer rely on random drops and are now produced by dedicated gathering points and combats.

  • Distress Call Origin events no longer require entering separate scenes and can now be completed directly through the UI.

  • Star Map event tracking prompts generated by Influence will now remain displayed until the event is completed.

  • Added a second confirmation popup when purchasing soldiers from shops.

  • Added more practical tips to loading-screen Leader’s Maxims.

[Combat]

  • Improved Core refresh logic.

  • Reduced the maximum trigger distance for Missiles and increased the frequency of Missile burn damage triggers.

  • Increased the attack frequency of Weapon · Stunning Shock and increased the maximum stack count of Weapon · Precise Boost.

  • Reduced the per-bounce damage of Electric-Bouncer Lock when locked onto the target itself.

  • Improved charged attack HUD effects.

  • Improved heavy hit and knockback mechanics. Explosive weapons now always knock enemies back, except Bosses. Non-explosive weapons trigger heavy hit reactions when damage exceeds the threshold. Allied soldiers are immune to knockback.

  • Picking up ammunition now replenishes all compatible equipped weapons proportionally.

  • Simplified the combat statistics screen.

  • Improved hazard marker visual effects in combat. They now flash red and yellow alternately and play warning audio, making danger warnings more noticeable.

  • Improved scene collision.

  • Improved tank pulse wave visual effects.

  • The Particle Cannon affix no longer passes through terrain or cover.

  • Improved warning effects and ongoing audio for the Fire Tornado affix.

  • Improved corpse fragment effects for soldier units killed in combat.

**
**

  • Improved blueprint detail interfaces, making key information easier to read.

  • Full attributes are now visible for prisoners and recruited soldiers in the inventory.

[Base]

  • Improved the soldier detail relationship panel. Relationships are now divided into Friendly and Disliked categories, with specific goodwill values displayed.

  • Adjusted the age range of new recruits to 18–30.

  • Soldier population limits are now determined by Command Center level.

  • Improved hauling logic. Soldier movement speed now dynamically changes based on carried weight.

  • Improved food delivery logic. Food is now delivered every 10 items, when the Kitchen stops working, or when all production is finished.

  • Disabled automatic prisoner intake for Prison Cells. Prisoners must now be manually imprisoned through the Prison Cell UI.

  • When the Leader completes exploration and returns to base, all soldiers gain Loyalty and Morale.

  • Improved the display and tooltips for Morale and Loyalty in the soldier detail interface.

  • The Surveillance Unit in the base now wears an officer hat and looking more... authoritative?

[Other Optimizations]

  • Reduced memory usage.

  • Improved controller gameplay experience.

  • Improved overall base and combat sound effects.

All corrections have been verified and authorized.

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