• Optimized Guild War score refresh mechanism• Optimized Guild War team matchmaking
• Class core localization optimization
• Fixed an issue where Le Page goes missing, causing attackers to crash• Fixed Guild War's Blue Dot bug
A new stage of settlement growth is on the horizon!As communities continue to expand, the demand for supplies and logistical support grows alongside them. To help survivors prepare for the challenges ahead, we're introducing a brand-new building: the Armory.The Armory produces a new strategic resource: Military Kits.Additional Armories become available as your Council level increases:• Council Level 28: Unlock 1st Armory
• Council Level 33: Unlock 2nd Armory
• Council Level 37: Unlock 3rd ArmoryEach Armory can be upgraded to Level 7, increasing its production capabilities and helping support your settlement's continued growth.
To address the growing demand for settlement space, a new Map Expansion feature unlocks once your Council reaches Level 30, providing additional building space and greater flexibility when planning your settlement.
• Attacks in a 90° cone with 2-space range• Grants Active Skill: Commander• Grants Passive Skills:
Interruptor
Haste II
Safe Passage
• Normal and Charge attacks stun targets for 1 turn and deal bonus damage equal to 150% of the wielder's Max HP• Charge attack is a bonus attack with a guaranteed critical hit
Select 1 ally to become Commander for the combat while the wielder becomes Guardian.• Lasts 3 turns
• 4-turn cooldownCommander immediately gains 2 Charge Points and can use 2 additional Charge attacks per turn while the effect is active.When the main target of Commander's Active or Charge attack is within Guardian's attack range, Guardian performs a follow-up attack (up to 4 follow-up attacks).Guardian protects Commander within 2 spaces and takes 50% of the damage dealt to them. Damage taken this way is reduced by 50%.
Interruptor
Overwatch attacks force the enemy to end their turn early.Haste II
Movement Speed is increased by 2 spaces.Safe Passage
When passing a walker, there is a 100% chance not to be attacked. When passing a human enemy, there is a 60% chance not to be attacked.Final weapon skills are subject to the live version.
In response to the community's enthusiasm for new gameplay experiences, the team is continuing to work on future content and features.Stay tuned for more challenges, strategies, and surprises ahead!