September 27 Update Notes:
- Added "Protagonist Time" for the Transformed state: Available from Rank C onwards during transformation; use WASD to move, Left-Click for rapid attacks, and Right-Click for thrusts.
- "Protagonist Time" can be used once per battle; it costs Willpower (not Action Points) and adds 2 stacks of Wounds. The timer starts only after the first movement or attack.
- Fixed Wound stack anomalies: Resolved issues where Wound stacks would incorrectly increase upon reverting from transformation, changes to max HP, or the end of combat.
- Changed "So What?" to a passive skill: Automatically reduces your Wound stacks by 3 after winning an Elite battle; removed the previous active activation and Willpower recovery effects.
- Fixed an issue where pre-battle records would overwrite Wound data during event battle resolution.
- Added global online chat: Press Enter to open the input field, Enter again to send, and Esc to close; messages persist across screens and support scrolling.
- Added card details to the deck page: Hover over a card pack to view card effects and costs without needing to switch decks first.
- Minimum card packs required for activation reduced from 4 to 3; maximum remains 8.
- Willpower costs for most cards reduced by approximately 10%–30%.
- Removed Action Point cost for "I Am QB."
- Adjusted "Russian Roulette": Damage bonus per stack reduced from 50% to 35%; simultaneously, healing received is reduced by 25% per stack (down to a minimum of zero).
- "Russian Roulette" now enters a 1-turn cooldown after the first failure; failing with HP below 25% of the maximum causes immediate collapse, otherwise, 1 HP remains.
- Increased Crowbar attack range from 1 to 2.
- Added a minimum cost floor for "Peach Wood Sword" cost reductions: Abilities that originally had a cost will now cost at least 1 point, while originally free abilities remain free.
- Fixed an error that could occur when "Eight Gates Golden Armor" applied random buffs to certain summoned units. - Fixed an issue where the success rate displayed for event options did not match the actual dice roll outcome.
- Fixed an issue where hidden locations (such as the Epidemic Control Center's cold storage) could not be accessed after being unlocked; the necessary entrance will now be revealed simultaneously.
- Adjusted multiplayer synchronization: reduced redundant data transmission and improved automatic recovery mechanisms for state mismatches.
- Implemented immediate AI takeover for disconnected players; voting, reward collection, and readiness checks will no longer stall indefinitely. Player slots are preserved, allowing reconnection and resumption of control over the character.
- Fixed issues regarding character reclamation after loading a save, potential room closure due to disconnection during the protagonist's turn, and UI anomalies blocking multiplayer updates.
- Fixed issues where error notifications on reward and exchange screens would interfere with one another.
- Fixed an issue where clicking "Open Folder" on the Mod page produced no response.
- Expanded Mod support: enabled C# code mods allowing modification of damage, status effects, action costs, and maximum HP/Energy; added creation documentation and examples.
- Streamlined code mod authorization (one-time authorization per package/author), optimized logging, loading fault tolerance, and error reporting; added a "Safe Mode" startup option.
- Provided clearer explanations of discrepancies when loading saves or joining rooms fails due to Mod mismatches.
- Fixed issues regarding the ownership, purchase, and cost deduction of Mod-exclusive abilities, as well as an issue where characters with existing wounds might suffer additional HP loss when maximum HP was modified.
- Expanded the developer console (launch via `-console`): supports level skipping, adjusting reward points and attributes, restoring status, adding/removing enemies, and completing the current world; type `help` to view command descriptions.