
This update reworks the core character rules so each operating system changes how you plan and execute combat.
RED_TEAM: The Process Queue is compressed to 4 slots, with RAM Expansion raising the cap to 5. Module output is increased to ×1.35, while CPU cost is increased to ×1.25. The old Max HP penalty has been removed; the main risk now comes from limited space and processor-load management.
SAFE_MODE: The HP bonus is now +25, and normal critical hits are enabled again.
Added an independent SAFE BUFFER that protects one module outside the Process Queue.
Once per turn, you may freely exchange it with one module in the Process Queue. The SAFE BUFFER is not executed and modules cannot be moved into it directly from Storage.
The SAFE BUFFER now uses a collapsible hologram overlay. Its 0/1 capacity remains visible while collapsed, without pushing the combat HUD out of place.
Hive Mind V.4: Corrected the character description so it matches the actual Drone deployment flow. Existing Replicate, System Infect, and Drone Bay mechanics are unchanged.
SNAKE_CHARMER: Ouroboros Core movement, devouring, and permanent mutations are unchanged, with additional localized combat feedback.
Added a unified character-module eligibility rule. Loot, Shops, and random module generation now respect both progression and OS restrictions.
Ouroboros Core can no longer be randomly generated, preventing multiple character cores in the same Run.
Replicate and System Infect can only be generated for Hive Mind V.4 through sources such as RNG, Wildcard, and F5 Refresh.
Fixed new Runs sometimes inheriting the previous Run's OS generation restrictions.
Legally owned character modules can still be used by existing mechanics such as Ctrl+C, and old saves will not have existing modules forcibly removed.
The Shuffler (SHUFFLE), The Spammer (SPAM), and Lag Switch (LAG) no longer reroll their action every turn. A starting position is chosen per encounter, then they follow a deterministic Pattern.
Incinerator Daemon (INCINERATOR) now cycles between Scorch and Burn attacks.
Security Lock (LOCK) now follows a learnable rhythm while the actual locked slot remains random.
Data Fortress (TANK) now has predictable attack and fortification timing.
Hello_World.js (HELLO) now alternates between PRINT and RUN CODE.
REVERSE_PROXY now alternates between reversing the Process Queue and attacking, and supports next-turn Forecast.
Mirror Proxy (THORNS) detects high Combo counts and prepares MIRROR GUARD.
Proxy Ghost (PROXY) reacts to wide, high-output sequences and enters a Reflect state.
Glitch Ghost (GHOST) reacts to burst damage with a stronger evasion threat on its next action.
Time Bomb (BOMB) and Kill Switch (KILL) countdowns advance only when real battle turns pass.
Deadlock Protocol (DEADLOCK) now uses a stable combat timeline for its hardening countdown.
Assassin (ASSASSIN) no longer advances its charge/assassination sequence just because Intent is recalculated.
CORE_PROCESSOR cycles through SYSTEM SCAN → CORE GUARD → PURGE STRIKE.
The Architect (ARCHITECT) uses a deterministic Recompile Cycle in Phase 2; Phase 3 Rage only grows when real turns pass.
The Glitch King (GLITCH_KING) enters its Chaos Cycle from a random starting point, then follows SHUFFLE → Obfuscation → LEVEL DRAIN → GLITCH STORM.
CORP_FIREWALL, KERNEL_SPACE, and DARK_WEB now use explicit map-specific Elite pools. DARK_WEB no longer falls back to Elite enemies from other areas.
Enemy identity and Elite rank are now separate. The ELITE rank is determined by the current encounter rather than being hardcoded into enemy names.
Fixed Elite behavior wiring for Hello_World.js and REVERSE_PROXY.
Daemon Process (DAEMON) and Middle Manager (MANAGER) now show how many turns remain before their next Summon / Performance Review.
Elite tooltips, warnings, rewards, combat logs, and NEW THREAT messaging are localized across all six supported languages.
Boss actions are separated from normal-enemy Forecast logic to prevent invalid Forecast displays.
Ascension A1–A20 are now fully implemented as cumulative rules rather than simple enemy-stat scaling.
Higher levels include rule-changing modifiers such as READ-ONLY FILESYSTEM, FORCED COMPILE, GARBAGE COLLECTION, RECURSION CURSE, and KERNEL PANIC.
GARBAGE COLLECTION: every 3 nodes, one unreferenced Inventory module is quarantined, up to 6 times per Run. Pay 50 RAM to restore it or purge it permanently.
FORCED COMPILE: on the first turn, required usable slots must be filled before EXECUTE. BUG cards are not forced into the queue, and SAFE BUFFER does not count as an executable slot.
COUNTERMEASURE: every 3 turns, the executable slot with the highest CPU cost is locked; disabled or non-executable modules are ignored.
Ascension is now fixed to each Run, and Loot, Shops, completion records, and rewards use that Run's difficulty state consistently.
Forecast now correctly handles deterministic Patterns, remaining Silence duration, Freeze, future Overload output multipliers, and SPAM conditional branches.
Hidden Intent information is no longer leaked by Forecast.
Recalculating Intent during the same turn no longer changes the enemy action; TASER / Silence no longer rerolls enemy Patterns.
Fixed the duplicated shield icon in Zip Bomb Intent.
Execute now accurately states its real thresholds: 30% for normal enemies, 20% for Elites, and 10% for Boss/special enemies. Balance values are unchanged.
Fixed Elite yellow borders persisting into later battles. Bosses, special viruses, and event encounters now reset enemy presentation correctly.
Fixed enemies being incorrectly labeled ELITE when appearing as regular enemies or in Survival.
Fixed REVERSE_PROXY so it actually executes the player's Process Queue from right to left.
Fixed several high-difficulty issues involving enemy damage, Freeze delaying Security Scan / Countermeasure timers, and stale Security Scan state.
Fixed Recursion Curse tracking desync with special BUG cleanup, and some high-difficulty items appearing earlier than intended.
Fixed Ascension firewall state being lost after mid-battle load and special battle-start effects triggering more than once.
Fixed character-only modules leaking to other OS characters through RNG / WILDCARD / REFRESH.
The System Manual no longer assumes every character uses a fixed five-slot Process Queue and now follows current HUD terminology.
Both the collapsed SAFE BUFFER button and expanded hologram provide the full operation tooltip.
Added high-level Ascension sequence-status UI, Garbage Collection quarantine UI, and cumulative-rule display.
Six-language localization coverage now includes Elite rank/warnings/rewards, enemy Intents, combat logs, block messages, Max HP reduction, NEW THREAT messaging, tutorial Elite defeat text, character/SAFE BUFFER descriptions, and SNAKE_CHARMER combat feedback.
Legacy RED_TEAM / SAFE_MODE saves keep their old rules until that Run ends. Character Rules V2 apply to new Runs.
SAFE BUFFER contents and per-turn swap state save and restore correctly without becoming part of the Process Queue.
Mid-battle loading preserves enemy rhythm, next Intent, Boss cycle progress, and correct Elite presentation.
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