News & Patch Notes
๐ ๏ธ DEMO UPDATE ๐ ๏ธ

Citizens, this update introduces major production, combat, progression, and quality-of-life improvements fueled by your field reports. Please review the following changes with pride:
[Important Update]
- Added a research queue, allowing building and technology research to be queued.
- Added new crafting modes:- Order Mode: Produces a specified quantity of an item. Production pauses when materials are insufficient.- Stock Mode: Keeps the quantity of an item above a specified threshold.- Auto Mode: Produces a resource indefinitely, pausing only when the required materials run short and automatically resuming once materials are available again.- These modes are unlocked after building the Warehouse.
- The Leader can now interact with Medics during combat to actively trigger healing.
- Improved the new player tutorial flow and added guidance for melee and Weak Point attacks.
- Elites, Bosses, and Sector Overlords now drop ammunition supplies when their health falls below certain thresholds.
- Adjusted difficulty-based rewards. Higher difficulties now provide more generous drop rewards.
- Improved soldier Auto-assignment logic.
- Soldiers assigned to the Resource Transport Station can now collect and haul materials produced by other resource buildings. Once the Resource Transport Station is upgraded, they can haul items directly to the Warehouse.
- Reworked the revival system. A revival item must now be crafted at the base and carried during expeditions. Any surviving soldier can now use it to revive the Leader. Only one can be crafted and carried at a time.
- Added a Core Fragment codex. Collected Cores can now be viewed at the base.
- Added a new active skill to the Tactical Bureau: Leader's Inspiration. Greatly increases allied soldiers' combat power for a limited time.
[New Features]
[Base]
- Added three new soldier traits: Venom-Tongued, Agitator, and Black Cloud. These traits affect the social environment at the base.
- Added cutscenes for soldier events such as coming of age and dying of old age.
[UI]
- Added a maximum frame rate setting. Vertical Sync must be disabled for this setting to take effect.
[Combat]
- Slow Missiles and projectiles fired by Cluster Shotgunners can now be destroyed.
- Adjusted hit detection for Homing Missiles.
[Improvements & Optimizations]
[Expeditions]
- Improved the display of interactable icons when hovering the mouse over them.
[Combat]
- Red battles now drop three Core chests.
- Improved Core Fragment drop logic.
- Increased the Core slot limit to 10.
- Improved the vehicle driving experience. Adjusted the crosshair, range, damage detection, and animations of the Mobile Armored Tank and Combat Mech.
- Increased the trigger range of Missile and Electric Orb Cores. Related enhancement Cores now also provide increased trigger range.
- Improved the guidance for attacking the Weak Point on the Fortress Bunker Mechanical Leg during the final phase of the Elysia Oasis Decisive Battle.
- Reduced the Destructive Blaster's maximum range and improved its barrage behavior.
- Improved the aggro logic of melee Elites and Bosses.
- Standard enemies such as Snipers, Berserkers, Medics, and Shieldmasters now enter a heavy hit reaction when struck on their Weak Point.
- Increased allied soldiers' willingness to fight. Their default strategy is now Follow - Aggressive Stance.
- Improved the Missile Core series. Removed the default burn effect and adjusted the ultimate buff.
- Adjusted enemy AI, including the behavior of Urslan Combatants and Bastion Turrets, as well as the attack patterns of various enemy types.
- Improved enemy spawning on vast battlefields and the behavior of some Boss phases.
- Improved the visual effects of some weapons and Cores.
- Added soldier cheering sound effects after a battle victory.
[Base]
- Adjusted the positions of the Barracks and Food Hall in the research interface and shortened their initial research times.
- Reduced research times for buildings, ships, and vehicles.
- Improved soldier work assignment. Soldiers can now be locked to a job directly through interactions.
- Improved soldier stamina recovery logic. Stamina is now calculated hourly.
- Adjusted soldier reproduction and sexual relationship probabilities.
- Added voice feedback when interrogating prisoners.
- Reduced the daily chance of NPCs dying naturally from old age.
- Increased the drop rate of lifespan-extension items.
[UI / VFX]
- Improved the timing of the low-health HUD display.
- Improved the research interface. Only currently researchable items are highlighted.
- Adjusted the soldier management interface. Improved the filter buttons and added a filter for abnormal statuses.
- Improved the low ammo prompt. It now tells the player that melee kills can replenish ammunition.
- Improved the difficulty selection interface. Icons now show reward differences more clearly.
- Improved the skill cooldown countdown display.
- Added a large number of combat and UI sound effects.
- Adjusted the ambient color tone in some scenes and removed an overly red filter.
- Improved the visual effects of some weapons and skills.
- Added clearer visual and audio warnings for high-threat enemy attacks.
[Quests & Flow]
- Improved the guided quest flow for building the Armor Workshop.
- Adjusted when the building upgrade tutorial appears.
- Improved the transitions between main quest dialogues.
- Fixed an issue in the early quest flow that could leave the Leader short on materials.
[Progression & Balance]
- Increased the base damage of Missile Cores and increased the damage of Missile Burn.
- Increased the drop rates of combat supplies such as potions and grenades.
- Reduced the number of attacks performed by Snipers.
- Increased the lifespan of mechanical soldiers.
- Reduced the work required for construction, research, crafting, mining, gathering, and logging at the base.
- Increased material and CredChips drop amounts in combat.
- Reduced the drop amount of special materials from decisive battles against Sector Overlords.
- Increased the amount of resources obtained from gathering at the base.
- Reduced soldier selling prices.
- Greatly increased the reserve ammunition of the Nebula Pistol, Nebula Assault Rifle, and NAT SMG. Slightly increased the reserve ammunition of some other weapons.
- Adjusted difficulty balance. Relaxed and Standard difficulties have been made easier, while Demanding difficulty has been made slightly harder.
- Added an armor reward to the Initial Armament quest.
- Improved ammunition drop distribution.
- Reduced the number of enemies in each combat wave.
- Greatly reduced the crafting times of weapons, armor, and food, and reduced their material requirements.
- Slightly increased capture chances.
- Kinetic, Energy, Bio, and Explosive Damage Reduction affixes will no longer appear on equipment.
- Improved the battle configurations in Sector 1.
- Capture Rounds now use wood, and their material requirements have been reduced.
[Other]
- Improved performance.
- Improved model rendering at the base.
- Improved scene loading efficiency.
- Super Resolution is now disabled by default.
All corrections have been verified and authorized.

