Update Highlights:
- The first two worlds now feature randomized exploration maps; routes, locations, and event combinations vary with each run, and backtracking is permitted.
- Added new event storylines—such as "The Light of the North District" and "Half a Tiger Tally"—along with associated clues, hidden locations, and plot-related items.
- Added new zombie types: Intelligent, Athlete, and Explosive; fully implemented their visuals and animations.
- Adjusted enemy moves, combat compositions, and rewards for the first two worlds; lowered the difficulty of skill checks for certain events.
- Attribute checks now use a percentage-based dice system; success rates are displayed before rolling, and the UI now shows critical successes, critical failures, and teammates' roll results.
- In multiplayer exploration, failing a standard check now results in HP loss (leaving at least 1 HP), while a critical failure inflicts an additional "Wound."
- Exploration events can now be paused; players can visit other locations and resume the event later, with invested resources and check progress preserved.
- Resource requirements for team events now scale with the number of players, while individual trade prices remain unaffected.
- Fixed various issues regarding camp trading, event rewards, and clue distribution; a single player's full inventory no longer stalls the entire team's progress.
- Added 25 new pieces of equipment (including 6 weapons) to expand early-game gear options.
- Increased the Max HP bonus of Standard Heavy Armor to +24, but added a penalty of -1 Action Point during the first turn.
- Inventory now supports splitting item stacks; items can also be gifted by dragging them onto the "Give to Teammate" button.
- Added more combat attributes and a reference evasion rate to the character overview screen.
- Completed descriptions for enemy moves, death effects, and status conditions; fixed missing status icons for certain buffs, debuffs, counter-attacks, and delayed attacks.
- Fixed issues where defense actions ignored shield efficiency, shield buffs/debuffs were double-counted, and certain damage-modifying effects failed to trigger.
- Fixed display errors regarding "Wound" stacks caused by effects like "Contract: Stone," and resolved issues where certain support effects failed to apply to summoned units.
- Added error protection for "Silly Dragon's Legacy": unexecutable random effects are now skipped and logged for easier troubleshooting. - Adjusted multiplayer synchronization and reconnection logic; fixed issues involving stuttering, inability to rejoin after disconnection, and failures when multiple players rolled dice simultaneously.
- Added support for Mod management and loading; included a creation manual, examples, and debugging tools in the package; supports custom content and Lua scripting effects.
- Added three new test difficulty levels—"Breakthrough 9," "Breakthrough 10," and "Breakthrough 11"—which feature high difficulty and are not recommended for new players.
- Streamlined repetitive prompts, added guidance for inventory management, and improved notifications regarding event dialogue, clues, and rewards.
- Added a post-game feedback poll for Level 3 and beyond (which can be dismissed immediately).
For multiplayer sessions, please ensure all players have updated to the same version.