Greetings Commanders! We are thrilled to announce the release of our latest patch! In this update, not only have we introduced new content and visual updates, but we've also implemented significant system changes and balance improvements to enhance the gameplay experience. There's a lot to get excited about, so without further ado, here's what's new: [h2]1. Day Loading Background and UI Changes [/h2] [img]https://clan.cloudflare.steamstatic.com/images//43647035/f676e6e27aa5b40744f2a157dc5ea30b873ee70f.gif[/img] We've refreshed the day transition animations and user interface for a smoother experience. [h2]2. Card Draw System Overhaul [/h2] [list] [*] New Card Effects: Draw, Choose to Discard [*] Draw: Immediately pull the top card from the deck into the back of your hand, bypassing cooldowns. Excess cards drawn over the hand limit will be discarded immediately. [*] Choose to Discard: Select and discard a specified number of cards from your hand. [*] Added Draw Cooldown: We felt that the previous system of drawing up to the hand limit in one go was diminishing the fun of card playing. We've revamped this to make deck management and draw control a strategic resource. [*] Draw 1 card every 3 seconds after combat starts. [*] Expanded Draw Limit: Maximum hand size increased from 5 to 7. [*] New Card Shortcuts: Keys 1-5 + QWERT (with options for re-binding these shortcuts coming soon). [*] Maximum Hand Limit: Drawing will pause once the maximum hand limit is reached. [*] Reduced Reload Time: Reload time decreased from 4 to 3 seconds. [/list] [h2]3. Block System Changes [/h2] [list] [*] Blocks now last for 5 seconds from the time of application, then fade to 0% over 2 seconds. Unlike healing, which is limited by maximum health, blocks could stack indefinitely. We believe this change will encourage more strategic timing in their use for defense. [/list] [h2]4. New Equipment and System Changes [/h2] [img]https://clan.cloudflare.steamstatic.com/images//43647035/7d8607a951c1adac545900002cbc36d07bcb79a5.png[/img] [list] [*] Introducing the 1.5 Tier 'Natz' Series Equipment: We've adjusted the item progression curve to address the excess of combination items in Chapter 2. Some of the combination equipment rewards have been replaced with this new tier to maintain the fun of item-based progression without clutter. [*] Removal of Equipment Sales in Shop: Equipment items will no longer be restocked in the shop. [*] Added Equipment Disassembly: Surplus equipment can now be disassembled in the shop for consumables and credits. [/list] [h2]Balance[/h2] [h3]Cards: [/h3] Tactician, Tactician*: Cost changed from 2 to 3, block value increased. Now provides a constant aura of defense, giving 8%/13%* to allies within 2 tiles. Removed the unique tag. Bandage Pack: Cost reduced from 2 to 1. Number of bandages created reduced from 3 to 2. Added a decay effect. Bandage Pack*: Number of bandages created reduced from 3 to 2. Metabolism, Metabolism*: Upon card decay, HP recovery changed from 6% to 3%/5%*. Added the unique tag. Exhaustion: Reduced the energy acceleration penalty while the card is in hand from -50% to -15%. Draw Effects Added. Reallign: Removed HP recovery effect, now draws 1 card. Added decay effect. Reallign*: Removed HP recovery effect, now draws 1 card. Finisher: Changed additional damage from negative effects to draw 1 card if the target is defeated with this card. Axe Throw: Changed Rampage's attack power boost during skill block to draw 1 card. Rage: Now decays all non-attack cards in hand and draws a number of cards minus one of the decayed cards. Diversion: Decreased power boost (from +15/+20* to +10/+15*). Added draw 1 card effect. Discard Effects Added. Reconstruction: Changed from discarding all cards to selecting 2 cards to discard and drawing 1 card. Quick Draw: Select and discard 1 card, then use the next drawn card on a random target. Overwhelm, Overwhelm*: Cost changed from 3→2 / 2→1*. Added effect: select and discard 1 card, and Rampage becomes 'Invincible' for 8 seconds. Warp: Removed Fuse's instant teleportation and block gain, now randomly discards 1 card from hand after use. [h3]Equipment:[/h3] [list] [*] Machine Pistol: Additional power +40, Attack speed increase per second changed from 2% to 1.5% (maximum stacks from 20 to 30). [*] Endless Rifle: SP skill now increases both attack power and power by +5 instead of the previous +10 to attack power only. [/list] [h3]New Common Cards:[/h3] [list] [*] Exism Extraction: Cost: 1. Select and decay 1 card to gain energy equal to the card's cost. [*] Draw Boost: Cost: 2. Draw cards up to the hand limit, then select and discard 1 card. [*] Additional Draw: Cost: 1. Draw 1 card, if it’s an 'Attack' card, gain an additional +1 energy. [/list] [h3]Plugins:[/h3] [list] [*] Flashbang Support: [*] At the start of combat, blinds the furthest 1/2/3 enemies for 8 seconds. [*] Shock Bullet Support: [*] At the start of combat, stuns 2/3/4 random enemies for 3 seconds. [*] Enhanced Shield: [*] Block effect increase changed from 35%/50%/75% to 20%/35%/55%. [*] Power Shield: [*] Allies with block gain an additional +40/+80/+120 power. [*] New Plugin: [*] Quick Draw (Common): [*] Reduces card draw cooldown by -10%/-20%/-30%. [/list] [h3]Enemies:[/h3] [list] [*] Cutter: Damage tick interval increased from 0.25 seconds to 1 second. [*] Hunter Curmoth: Basic stats (HP, attack speed, attack power) significantly reduced, Enhanced fluid absorption damage reduced. Increase in maximum HP gain when absorbing corpses. [/list]