Developer Log – New Content Showcase & V0.9 Update
[p][/p][p]Hello everyone! I'm SlackCat, the developer of Windstop Strategy. It's been quite a while since I last updated you on the development progress. During this absence, we've been continuously monitoring various suggestions and feedback from our community players, and have set new directions for the game's future development.[/p][p][/p][p]After two small-scale internal tests and several months of polishing, the V0.9 major content update for Windstop Strategy Demo is finally ready to meet everyone! So this time, let me explain what new content and gameplay this update will bring![/p][p][/p]
[/p][p]After setting your skill sequence, click the 【Fight】 button on the right to enter the Combat Phase.[/p][p][/p][h2]Combat Phase[/h2][p]Similar to the old combat system, characters will execute skills in the predetermined order, except that skill execution now alternates between allies and enemies. After all skills are executed, all characters will perform a basic attack based on their speed stat.[/p][p]
[/p][h2]Auto Combat[/h2][p]In auto combat mode, the AI will decide skill usage for you, behaving essentially the same as the old version's combat.[/p][p]We've also simplified the skill targeting system (previously similar to Unicorn Overlord's programming approach). Most attack skills now prioritize targets in the same row, while healing skills favor characters with lower HP. This places more emphasis on character positioning and skill usage decisions during combat.[/p][p][/p]
[/p][p][/p][p]We've also designed some exclusive legendary treasures for different characters.[/p][p]
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[/p][p]The V0.9 test version includes one challenging BOSS battle for players to experience.[/p][p][/p]
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[/carousel][p] [/p][h2]Character Art[/h2][p][/p][p]We've replaced all generic faction NPC AI-generated art with hand-drawn illustrations.[/p][p][/p][h2]Combat Visuals[/h2][p][/p][p]We've adjusted hit/knockback animations and designed special effects/performances for BOSS battles. More enhancements (animations, effects, etc.) will come in the full release.
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[/p][p]Some choices may affect final battle difficulty, while others directly influence endings.[/p][p][/p][h2]Faction Stories[/h2][p][/p][p]Faction stories provide plot clues and may have different routes (like existing Demo content - Dragon Bay's Boar Branch that observant players may have noticed).[/p][p]
[/p][p]Later factions will have fewer branching paths to streamline the narrative.[/p][p][/p][h2]Dungeons[/h2][p][/p][p]The Daughter Village dungeon proved successful in testing, offering good expansion opportunities:[/p]
1. Combat Changes
[p][/p][p]First point: Windstop Strategy's combat WILL NOT be changed to a card-based system!!! We have completely abandoned card-based modifications!! Additionally, we've added some new mechanics to the combat foundation - details can be found in the update log at the end.[/p][p]The current combat system mainly simplifies the previous version by removing the mana mechanics (Inner Power and Qi Gathering), strengthening skill mechanics, and splitting each turn into a Strategy Phase and Combat Phase.[/p][p][/p][h2]Strategy Phase[/h2][p]In the Strategy Phase, you can see the enemy's skill sequence and decide your own skill order based on the current battlefield situation.[/p][p]2. Character Progression Adjustments
[p][/p][h2]Enhanced Character Differentiation[/h2][p][/p][p]In previous versions, many special NPC characters felt too similar to generic characters, especially after being fully developed. Beyond unique artwork/models and storylines, even when unlocking exclusive equipment, players might prefer giving it to stronger generic characters.[/p][p][/p][p]Therefore, we've essentially reworked all recruitable characters' initial traits, strengthening their unique functionalities. These traits can be further upgraded as character stories progress.[/p][p]3. BOSS Battles
[p][/p][p]As more factions unlock in later game stages, simple attack/defense battles might feel monotonous. Therefore, we're introducing unique BOSS battles at certain faction story points or dungeons, emphasizing formation and combat strategy.[/p][p][/p][p]4. World Map Strategy
[p][/p][p]For special map strategy gameplay, our current design leans more toward Sengoku Rance's approach - triggering events by spending action points to provide multiple approaches for conquering factions.[/p][p]Reasons: 1) Strong main story events conflict with pure sandbox strategy gameplay (like Paradox-style grand strategy or Total War's economic/diplomatic systems); 2) Our team's current size and resources can't support developing a complete grand strategy game.[/p][p]Thus, our focus remains on polishing core gameplay. However, we plan to add a story-free sandbox mode in the future to implement deeper farming/diplomacy mechanics separately from story events.[/p][p]5. Visual Improvements
[p]We've upgraded the game's overall visual presentation, now implemented in the V0.9 Demo.[/p][p][/p][h2]UI Overhaul[/h2][p]We've redesigned most UIs to unify the art style and optimize information display.[/p][p] [/p][carousel]6. Story Content
[p][/p][p]Now about the story - we've categorized it into several types:[/p][p][/p][h2]Main Story[/h2][p][/p][p]The main story follows a multi-ending, multi-playthrough structure divided into phases. At each phase, you may need to complete key events or make crucial decisions.[/p][p]- [p]Additional character backstory and recruitment motivation[/p]
- [p]Hidden plot clues rewarding legendary items[/p]
- [p]Alternative faction conquest strategies (like defeating a faction boss early)[/p]
- [p]Repeatable dungeons for farming resources[/p]
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7. MOD Support
[p][/p][p]About MODs: Due to significant V0.9 changes, old saves and MODs won't work. We'll provide MOD migration tools before official release to help MOD authors update their work.[/p][p][/p][p]That covers this dev log's content. The full update log is below for reference.[/p][p][/p][h3]:zs_coffee::zs_coffee: V0.9 Update Content :zs_coffee::zs_coffee:[/h3][p][/p][p] Major Updates[/p]- [p]Combat system overhaul including talents, skills, traits, buffs, Tiger Flame points, equipment, and BOSS battles[/p]
- [p]Numerical adjustments and corresponding story rewards, character creation mechanics[/p]
- [p]Dialogue and cutscene optimizations, plus reorganized early-game story[/p]
- [p]New trait system: permanent traits can upgrade but have activation limits; starting traits adjusted[/p]
- [p]High-difficulty item use limits: each character has usage caps per item type[/p]
- [p]Injury system changed from percentage-based to fixed values, affecting related items/healing[/p]
- [p]Massive UI redesigns and optimizations[/p]
- [p]Combat visuals and sound effects improved[/p]
- [p]Enemy BOSS presentation and skill effects enhanced[/p]
- [p]New BGM tracks, NPC art, and story CGs added[/p]
- [p]Numerous bug fixes[/p][p][/p]
- [p]Reworked Green Wood techniques and other Inner Power-related skills; removed obsolete mana/Qi mechanics[/p]
- [p]Redesigned prison mechanics: multiple recruitment methods; interrogations cost money[/p]
- [p]Reworked traits/skills for early recruits (Zhu Sanniang, Liu Ming, etc.) to enhance uniqueness[/p]
- [p]Revamped Whale BOSS battle for better strategy/performance[/p]
- [p]Reworked Iron Guard's 【Indomitable Wall】 talent[/p]
- [p]Added 【Oil Flask】 talent to Archers, replacing old one[/p]
- [p]Added 【Preemptive Strike】【Iron Constitution】 to Warriors, replacing weak talents[/p]
- [p]Skill targeting now fixed; removed Unicorn Overlord-style programming; skill order decided in Strategy Phase[/p]
- [p]Skills use cooldowns instead of mana costs to simplify resource management[/p]
- [p]Ancient Ruins dungeon constructs now have unique models/art[/p]
- [p]Added tooltips for new mechanics/buttons[/p]
- [p]Added confirmation for skipping combat[/p]
- [p]Combat speed controls now always visible[/p]
- [p]Injuries reduce HP by fixed values instead of percentages; related items adjusted accordingly[/p]
- [p]Trait system: traits can upgrade; permanent traits have activation limits[/p]
- [p]High-difficulty stat items have usage limits per character[/p]
- [p]Shields now block all debuffs but decay 50% per turn[/p]
- [p]Reduced early-level EXP requirements; EXP gain scales with party size; partial EXP on failure in high difficulty[/p]
- [p]Early "Recapture Lost Bases" battles made easier[/p]
- [p]Normal+ difficulty BOSS stats reduced[/p]
- [p]Left-click quick-selects characters; right-click shows info[/p]
- [p]【Martial Training】 costs less money, gives more EXP[/p]
- [p]Tang Bainiu's Block talent now requires >50% HP to prevent suicidal tanking[/p]
- [p]【Guidance】 event gives extra items[/p]
- [p]Added 【Summon Boar】 trait to 【Boar Hunter】 pool[/p]
- [p]Renamed "Attack Base" to "Recapture Base" in relevant contexts[/p]
- [p]Removed many External Skill usage limits; improved skill charge UI[/p]
- [p]Dungeon character portraits now clickable for info[/p]
- [p]Added quick-select/clear buttons in character selection[/p]
- [p]Added final turn indicator in combat[/p]
- [p]Added notification for available talent points[/p]
- [p]Added combat UI options: hide buffs, toggle HP numbers[/p]
- [p]Fortune cultivation won't give lower-tier traits if higher ones exist[/p][p][/p]
- [p]Fixed missing model points for Tang Caidie[/p]
- [p]Fixed skill manual tooltips sometimes clipping offscreen[/p]
- [p]Fixed Bug where Fate Points could be repeatedly obtained after favor was reduced and then restored during Fate Cultivation[/p]
- [p]Fixed incorrect Fortune point calculation when mass-using relationship items[/p]
- [p]Fixed ambiguous dialogue in Blazing Trail[/p]
- [p]Fixed UI not resetting after skipping combat[/p]
- [p]Fixed Chinese quotation marks causing premature line breaks[/p]
- [p]Fixed Ancient Ruins dungeon quest progress not updating[/p]
- [p]Fixed Falcon Arts not summoning eagles[/p]
- [p]Fixed 【Paralysis】 preventing skill usage[/p]
- [p]Fixed Warrior talent conflicting with Two Polarities Art[/p]
- [p]Fixed some unique location events being misclassified as generic[/p]
- [p]Fixed prisoners still being unrecruitable after passing persuasion checks[/p]
- [p]Fixed Ox Mine trade display bug[/p]
- [p]Fixed save menu not opening when saving party during formation[/p]
- [p]Fixed 【Body Swap】 targeting inconsistency[/p]
- [p]Fixed Ximen Xiang's sword skill damage description mismatch[/p]
- [p]Fixed Warrior's 【Preemptive Strike】 not triggering[/p]
- [p]Fixed some chase skills causing combat freeze[/p]
- [p]Fixed 【Damage Reduction】 buff incorrectly showing as positive[/p]
- [p]Fixed formation UI showing cloned faction characters as deployed[/p]
- [p]Fixed some text still showing "Bandage" after rename to "Gauze"[/p]
- [p]Fixed unable to recruit prisoners when threatening[/p]
- [p]Fixed Boar Ridge BOSS event not triggering after faction destruction[/p]
- [p]Fixed knockout animations sometimes not playing[/p]
- [p]Fixed 【Recruit Disciple】 still consuming action points when canceled[/p]
- [p]Fixed 【Falcon Bow Arts】 eagle skills not working[/p]
- [p]Fixed 【Wooden Barricade】 misnamed as 【Phantom Soldiers】[/p]
- [p]Fixed 【Yili Dan】 misnamed as 【Yili Dan's Inner Demon】[/p]
- [p]Fixed destroyed factions still showing diplomacy relations[/p]
- [p]Fixed Zhao Rang's innate talent not working[/p]
- [p]Fixed some skills causing target animation freeze on kill[/p]
- [p]Fixed 【Purifying Precepts】 being manually triggerable after auto-trigger[/p]
- [p]Fixed mismatched voice genders for some skills[/p]
- [p]Fixed Long Wanying Story 2 incorrect title ("Past: Part 1")[/p]
- [p]Tiger Flame system: added party size growth, skill usage, multi-character actions[/p]
- [p]Added 3D arrow indicators for skill targets on hover[/p]
- [p]Added obstacle mechanics to early base battles[/p]
- [p]Added dungeon save/load support[/p]
- [p]New BGM tracks, NPC art, story CGs; replaced all faction NPC AI art with hand-drawn[/p]
- [p]Added 【Legendary】 tier items to starting legacy[/p]
- [p]Added location tracking in intel screen[/p]
- [p]Added combat vulnerability mechanics[/p]
- [p]Added blurred backgrounds to some popups to reduce UI interference[/p][p][/p]