October 4 Update Notes
This update reworks exploration in five worlds, adjusts a range of bloodlines, abilities and cards, and improves multiplayer, controls and the interface.
World Exploration Reworks
City of the Dead
Exploration now revolves around building a survivor camp and defending against four waves. The first three waves offer different hordes to choose from, with their actual enemy lineups and material rewards visible before voting.
Added upgrades for camp defenses, medical facilities, watchtowers, radar and a task force. The team can donate supplies and propose upgrades, while individual players can trade with residents, train and collect provisions.
Reworked the camp map, facility artwork and battle transitions. Facilities change appearance as they are upgraded, and the next preparation phase begins after everyone has collected their battle rewards.
Reworked expedition events. Your choices can affect later hordes, the camp and the final boss. Radar can also reveal a hidden route.
Adjusted camp shields, resident rewards and enemy lineups. The second wave now has just one more enemy than the first. Hordes contain at most one explosive zombie, and the third wave's intelligent zombie does not multiply with player count.
Fixed accidental turn-ending during battle transitions, training bonuses being lost after loading, and unclear item hand-in and provision quantities.
Age of Strife
Reworked the world into a randomized campaign map with three starting situations. Advance through adjacent territories, choose your battles, secure support and challenge the campaign bosses. Delaying the campaign will bring counterattacks.
The map shows strongholds, routes, defenders and votes. Click a location to inspect it and propose traveling there. Distant locations can be inspected in advance.
Capturing a stronghold may trigger a post-battle event that will not repeat during the run, offering Reward Points, supplies, recovery or a bonus for the next battle.
You can return to adjacent conquered territories to fight again. Support cannot be repeatedly requested after it has been used. The top bar shows the actual battle count and current reward or penalty stage.
Post-battle events now grant small, fixed amounts of Reward Points, increasing by 1 for every two later worlds in the journey. Options show the actual amount. Milestone supplies that do not fit in your inventory can be collected later.
Song of the Dragon Egg
The journey follows the growth of a dragon egg and its hatchling. Care and combat affect growth, battle rewards and the final enemy you face.
Events now have shorter descriptions and clearer choices. Each event has one standard option and two conditional options. Standard choices focus on straightforward progression, while additional Reward Points mainly come from meeting item, check or prior-event requirements.
Fixed accepting a failed check ending the entire event. You can now choose another option after accepting failure. Passing a check unlocks the corresponding option; in multiplayer, everyone must still agree on the choice before it resolves.
Removed choices that directly charge Reward Points from built-in events, and tightened the links between earlier rescue choices and later escort events.
Reworked event controls, voting feedback and the growth tutorial. The next stop follows the story order, with improved scrolling for long choices and protection against repeated clicks when entering events.
Loss of Control
Reworked the world around a shared facility map. Peek into unknown rooms, find clues and keycards, and use processing and medical facilities to progress. Added containment interactions, recruitment, withdrawal broadcasts and different completion routes.
After peeking, you can pass the rooms containing Peanut, Teddy Bear, Doctor, shy and Old Man to explore further, then return to challenge them later. Big Lizard must still be defeated to pass. A failed peek at shy still starts combat.
Winning the nuclear route completes the world and correctly advances the journey. Fixed entering Loss of Control again after returning to the hub.
You can freely contribute supplies to Doctor and recruit him once enough have been provided. Defeating Old Man grants access to the nuclear keycard. Recruitment now clears battle proposals that are no longer valid.
Peeking, stealing keycards and other checks now use the dice window. A failed peek shows the complete dice result before combat begins. After a failed peek at shy, it acts normally on the first round, but players still act first.
Improved map dragging, room details, hand-in confirmations and list position retention. Fixed duplicate submissions and teammates' receipts overwriting your own results.
Haunted Cinema
Reworked the world into four days of exploration and night attacks. Each player receives 7 Stamina per day. Explore rooms, find materials and prepare during the day, then defeat the bosses on the fourth night to complete the world.
The boss pool now consists of Reaper's Double, Ghost Woman and Dreamer. Each boss's two rules are revealed at the start. Room interactions are simpler, and finding the right materials lets you weaken the corresponding boss.
You can travel directly to any known room. Exploring an unknown room still requires an adjacent position. You can withdraw your decision to end the day; night begins only after everyone is ready and all room battles have ended.
Added a separate Exploration Items tab with four slots per player. Lighting, healing, energy recovery and night-preparation items can be dragged onto the map or a room to use them, with matching item icons.
Breaking a rule briefly flashes the screen red for the affected player, then displays the rule and its consequences. Event choices no longer reveal rule punishments in advance.
Adjusted exits, recovery from being downed and rewards for timed solo boss battles. Fixed daily recovery, collection limits, night preparations being applied to daytime battles, and missing fourth-night rewards.
The second-half music now starts on day three. Improved feedback for the map, room details and exploration items.
Bloodline, Ability and Card Adjustments
Elven Archer: Wind Arrow damage increased from 150% to 218%, with its Action Point cost increased from 1 to 2. Reduced attribute bonuses at ranks B, A and S.
Catgirl: Several attacks now scale with Reaction. The former Muscle bonus has been moved to Constitution, and Hiss damage bonuses increase with bloodline rank.
Arcanist: Adjusted rank-based values for Arcane Missiles, Fireball and Cloud of Daggers, and added passives for spells, summons and shields. Dominate cannot affect elites or bosses, and invalid targets do not consume resources.
Gambling Fiend: Three of a Kind, Four of a Kind and Five of a Kind attack the selected enemy's row, while Royal Five of a Kind attacks all enemies. Higher hands guarantee hits and critical hits and refund Action Points. Adjusted Russian Roulette scaling, the Winner follow-up shot's target selection, and dice and high-hand animations.
Shapeshifter: Increased Hero Time attack multipliers and removed its Willpower cost while retaining the Wound cost. Its finishing effect can execute ordinary enemies and elites at low health. Preparation is canceled if it times out, and the host can also cancel a teammate's preparation.
Ninjutsu Ninja: Ninjutsu scales with rank. Adjusted range, row requirements and Substitution cooldowns. Clones can draw an attack when summoned. Cross-Element Resonance is available from rank B, allowing alternating chakra transformations to build damage bonuses.
Taoist: Added Ward Mark to guide talisman array targeting. Talisman power scales with Energy and rank. Adjusted talisman creation probabilities, the ranks and prices of array-sustaining abilities, and some Action Point costs.
Demon Hunter: Strengthened evil marks and team damage bonuses, and adjusted contract damage and the silver-round cooldown. Antimagic Round breaks shields before dealing damage, and a miss no longer consumes Designated Evil.
Orthodox Qigong: Nine Swords of Dugu deals additional damage to the selected target. Iron Sand Palm can interrupt charging attacks by breaking their shield. Sunflower Acupoint Strike now has its success chance correctly defined. Adjusted the ranks and prices of some sword abilities.
Card Summoner: Expanded the card roster from 48 to 66, with race, on-summon, on-death, sacrifice, enhancement and spell-synergy mechanics. Reworked several existing cards. From rank B, Send to Grave lets you actively trigger your own card creature's on-death effects. Card pack prices are unchanged.
Dou Fighter: Reduced the exchange prices of several abilities and special flames. Updated functional descriptions for equipment, abilities and statuses.
Multiplayer, Controls and Interface
Added shared storage in multiplayer, with one slot per player up to eight slots. Items can be deposited and withdrawn outside combat, and storage is saved with the run.
You can select your main energy pool outside combat in the character screen, including energy pools provided by styles. The blue bar and general energy recovery and costs follow the selected pool.
Added independent local battlefields and spectating within worlds. You can watch teammates' battles or return to your own. Starting a new battle automatically brings you back to your battlefield.
Votes and waiting states are recalculated when players join, leave or switch to AI control, reducing stalls caused by roster changes.
Improved exploration refreshes, combat previews and saving to reduce repeated calculations and interface redraws. Fixed portraits, map zoom and dragging states carrying over between worlds.
The friendly-unit list is more compact when there are many teammates or summons. Players who have not finished acting have a gold marker. Ending your turn with Action Points remaining now asks for confirmation.
The five reworked worlds have first-visit tutorials and a replay button. Added guidance for enemy details, attack targets and formation controls.
Added scrolling chat messages that can be toggled in Settings. Reward Points remain visible at the top of exploration screens.
Added an Update Notes entry to the main menu, with history navigation, scrolling for long posts and major-update reminders. Long details in the run history can also be scrolled.
Removed the experience survey from the results screen and added a wishlist button after completing the playtest.
Fixes and Compatibility
Fixed damage bonuses against Burning and Bleeding targets not working, incorrect status-stack halving, and general damage bonuses incorrectly affecting ability healing.
Fixed True Damage failing to apply damage multipliers and the target's damage modifiers, Chicken Claw generating multiple basketballs from one action, and damage previews changing Big Lizard's bleeding state.
Fixed issues with card summons' Taunt, control immunity, fusion, on-summon and on-death effects, as well as discarding items or equipment during combat.
Fixed exploration recovery restoring the wrong energy pool, controls remaining on the previous battlefield after switching spectating views, and stale end-turn confirmations remaining usable after the situation changed.
Save loading is more tolerant. When content versions change or some items or abilities are missing, recoverable parts of the run are retained where possible. Missing entries are removed, and partially damaged data is handled separately.
Improved the code-permission toggle on the Mod information page, and fixed large Mod world IDs incorrectly inflating attribute scaling.