
This is a major update that rebuilds the foundation of the game's character visuals and animations. Character models and animations have been completely replaced, explanations of the equipment system can now be obtained from shopkeepers, and all 37 types of Battle Program nodes have been reviewed to ensure that enemy behavior matches their displayed descriptions.
Because of the scale of these changes, the version number has been advanced to 0.2.
The main changes are as follows.
Character models have been completely rebuilt. Both squad members and bandits have been replaced with new character models. Beastfolk legs are now displayed correctly, and the appearance of armor has been standardized.
Animations have been completely replaced. Animations made for the old models have been retired and replaced with animations designed for the new skeletons. Stances and attack animations now change according to the type of weapon equipped.
The sonkyo stance has been rebuilt. The term previously used for this stance has been changed from "Prone" to "Sonkyo," and dedicated animations have been added. Transitions between standing and sonkyo, as well as collapsing when critically wounded and getting back up, now use separate animations.
Squad member portraits are now different for male and female characters.
You can now ask shopkeepers for explanations about equipment. At Tetsuuchi Blacksmith and the Kuromatsu Main Store, selecting "I have something I'd like to ask." allows you to ask about melee weapons, armor, and steam firearms.
The explanations cover how weapons are intended to be upgraded and developed through modification rather than simply replaced one after another.
They also explain that each weapon has a different number of modification slots, and that higher-performance parts involve trade-offs in weight and price.
Armor has clearly defined grades and deteriorates whenever it is struck, requiring either repairs at a maintenance workshop or replacement.
The explanations also cover Type A and Type B steam firearms. Type B does not simply mean a superior version; instead, it trades some characteristics for ease of use while emphasizing particular strengths.
These explanations are not limited to the first day. They can be heard whenever you visit Tetsuuchi Blacksmith or Kuromatsu.
The Kyoyori Village mission has been changed from hunting Aberrations to fighting outlaws. The first battle now pits the player against humanoid enemies, with weapons and equipment brought back as loot. Afterwards, the maintenance workshop introduces the process of dismantling equipment into materials.
Following a report that enemy behavior did not match what players predicted from the displayed nodes, I reviewed all 37 types of nodes currently in use, comparing their displayed descriptions with their actual behavior.
Seven discrepancies were found, and all of them have been fixed. Since being able to read enemy actions from the displayed nodes is a core mechanic of Multi-Tactics, behavior was corrected to match the displayed descriptions.
Fixed an issue where "Prioritize targets equipped with melee weapons" did not work correctly when attacking without moving.
Fixed an issue where the same setting did not work at all when attacking after moving.
Fixed an issue where humanoid enemies attacking after moving displayed "Select the most threatening target" but actually selected the target with the lowest Concentration.
Fixed an issue where "An ally needs treatment" could still evaluate as true when no Channeling uses remained, causing the Battle Program to reach a dead end. The enemy will now proceed to attack when no uses remain.
Revised descriptions related to weapon selection, whether movement is required, and aiming decisions where the displayed text did not fully describe the actual behavior.
Fixed an issue where bandits used unarmed animations despite having weapons equipped.
Fixed an issue where a sheepfolk bandit's weapon appeared to be a naginata but was treated as a spear.
Some catfolk bandits had no weapons equipped, so they have now been given Steam Gauntlets.
Fixed an issue where nearby enemies could fail to move and become stuck in place.
Fixed an issue where markers for later missions could appear before the preceding mission had been completed.
Fixed inconsistencies in mission names within the script that prevented mission progress from being counted correctly.
Fixed five cases where dialogue choices had lost their intended destinations. This included an issue where selecting "Please show me what you have for sale." at Tetsuuchi Blacksmith could send the player to an unrelated village.
Reworked the identifiers used for scenes within the script so that their numbering no longer breaks when lines are added or removed. This does not change anything visible during normal play.
Fixed an issue where Will consumed during battle did not carry over and was fully restored upon returning to the base. Will is now handled in the same way as Concentration.
Added explanatory text to the maintenance workshop. Terminology for "Parts" and "Materials" has also been standardized throughout the game.
Fixed an issue that could cause errors in multiplayer when the host left the session.
Fixed an issue in multiplayer where removing a loot assignment was not synchronized to other players.