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息风谷战略 News

July 23 Hotfix

  • [p]Fixed: The issue where \[Long Wanying] cannot be recruited after clearing the \[Longwan Ferry] dungeon when choosing the \[Help Long Wanying] story branch route.[/p]
  • [p]Fixed: The problem where the character interface still displays the old affix because the save file is not refreshed in time after upgrading the character's affix attributes.[/p]
  • [p]Fixed: The issue of plot confusion in the multi-branch routes of \[Longwan Sect] under certain circumstances.[/p]
  • [p]Fixed: The problem where the protagonist's dialogue name still shows origin \[Situ Laiye] instead of the player's custom name when the sect extermination CG illustration is playing.[/p]

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]
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][/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]
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][/p][p][/p][p]We've also designed some exclusive legendary treasures for different characters.[/p][p][/p][p][/p][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][/p][p]The V0.9 test version includes one challenging BOSS battle for players to experience.[/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][/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] [/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.
[/p][p][/p]
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][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]
  • [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]
  • [p][/p]
[p]Subsequent faction dungeons follow this design as narrative supplements and high-end reward sources.[/p][p][/p][h2]Character Stories[/h2][p][/p][p]Character stories remain as character development and personality supplements.[/p][p][/p][p][/p]
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] Adjustments[/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] Bug Fixes[/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]Additions[/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]
[p]That covers all Windstop Strategy V0.9 Demo content![/p][p]Thank you for your continued support and patience! We sincerely hope players can try this new version and provide feedback![/p][p][/p]

东方游戏节直播

入选东方游戏节啦,直播占个坑~

《息风谷战略》开发者日志:近期进度汇总

哈喽大家好!又来给大家分享《息风谷战略》的开发者日志了,今天的主要内容将包含游戏近期的一些开发近况及进度。话不多说,我们一起来看看吧!

剧情


首先是剧情部分,我们内部目前已经基本完成所有的剧本重写工作,目前内部正在制作所有的演出过场。

我们的最终目标是确保游戏中的每段剧情都能给玩家们带来细腻的体验和沉浸感。

美术


目前我们仍然在推进新增一些中后期剧情NPC的立绘。


另外,我们也在按照不同的门派地点特色来制作独特的战斗场景,我们会在之后的开发日志中与大家分享。

战斗重做进度


我们目前基本已经完成了战斗的重做工作,这可是游戏体验的一个重大变革!

现在的战斗将更侧重于布阵站位策略以及在每回合的人物技能卡牌使用策略上。

我们希望玩家们在战斗中不再是简单地点击自动战斗,而是需要充分发挥自己的智慧,根据敌人的特点和战场形势,精心布置自己的阵容和出牌顺序。



为了让玩家更好地理解和运用技能卡牌,我们为卡牌技能增加了更多的提示信息。当你在游戏中,只需要把鼠标悬浮在任意一张卡牌上,就可以清晰地查看对应的施法者和作用目标。不用担心因为搞不清技能效果而盲目出牌啦!而且,敌人的出招序列也会进行适当展示,这样就可以提前做好应对准备,掌握战斗的主动权。



当你觉得这个回合的布置无误后,点击右侧的按钮即可开始本回合,角色会按照布置好的卡牌顺序释放技能。

——————————分割线——————————

今天的《息风谷战略》开发者日志就分享到这儿啦,之后我们还会不定时和大家同步游戏的开发进度,非常感谢大家一直以来耐心的等待与支持!

Developer Log: Combat System Rework

Hello everyone, long time no see! Today We'll share our development approach and future plans for optimizing the combat system.

The following content represents prototype designs and concepts still under adjustment, which may differ from the final version.

Core optimization directions for WindStop Strategy's combat system:

- Enhanced pre-battle information display and interface optimization.

- Streamlined combat pacing with added strategic planning between rounds.

- Strengthened buff/debuff mechanics for deeper tactical counterplay.

1. Pre-Battle Deployment Interface Adjustments


[h2]Pre-Battle Preparations[/h2]

Added secondary pop-up windows for both allies and enemies to view opponent attributes and enable quick equipment/skill swaps for your team.



2. Combat & Skill Flow Adjustments


[h2]Strategic Objective Changes[/h2]

We found that the programming-style tactical system (similar to "Unicorn Overlord") proved too hardcore for many players, with late-game micromanagement becoming tedious. Therefore, we're removing the tactical programming feature and implementing fixed targeting logic for all skills.



All active skills and basic attacks will now automatically target enemies in the same row.

When no targets remain in the same row:

- Top row prioritizes targets from top to bottom.

- Bottom row prioritizes targets from bottom to top.

- Middle row selects targets based on skill priority, with random selection if equal priority.

- This shifts strategic emphasis to formation positioning across upper/middle/lower rows.

[h2]Skill Simplification[/h2]

- Removed Focus/Inner Energy resource systems (no more skill costs)

- Cooldowns now reset per combat round instead of per basic attack

- Active skills become more powerful but with limited uses per battle

- Players manually decide skill usage at round start based on battle state

- Skills execute in preset order, while Speed affects basic attack sequence and chase skill triggers

[h2]Combat Flow Restructure[/h2]

New two-phase combat flow: Strategy Phase and Execution Phase

[h3]Strategy Phase[/h3]

- Players arrange skill cards in a sequence slot while enemies preset their own skill order:

- High-difficulty enemies hide their skill cards (some reveal mechanics available)

- Auto-pause during planning phase for tactical consideration

- Limited powerful skill cards require careful timing

(Image conveys prototype concept, not final version)

Hovering skills highlights users and targeting priorities:
(Image conveys prototype concept, not final version)

Early game features simpler card systems (max 3 cards per character: External/Internal/Lightness techniques). Tiger Flame Points unlock more card slots.

[h3]Execution Phase[/h3]

Skills alternate between both parties using sequence: Attacker's 1st card → Defender's 1st card → Attacker's 2nd card, etc.

Example sequence: e,1,d,2,c,3,b,4,a,5,6.



This enables counterplay strategies (e.g., using early cards to disrupt dangerous enemy skills).

After skill resolution, basic attacks occur in Speed order.

[h3]Auto-Battle[/h3]

Removed all player controls - fully AI-driven. Added quick battle interface to skip 3D animations for trivial fights.



3. Buff Mechanism Adjustments


Simplified all effects:

Cooldown: External/Internal/Lightness CDR attributes.

Poison: 5% current HP damage (max 3 stacks), dispellable.

Bleed: 5% missing HP damage per round (max 3 stacks), removed at full HP.

Burn: 3% max HP damage per action + 20% heal reduction (max 3 stacks).

Combo: 5% basic attack damage per stack (max 10), 5% chase chance per stack.

Charge Skills: Telegraphed powerful delayed attacks, countered by stuns.

Silence: Blocks active skills.

Stun: Prevents actions, grants 50% stun resist after effect.

Paralysis: Blocks chase/counter skills.

Shield: Blocks debuffs, vulnerable to Internal damage (2x) and True damage.

Counter: Triggers after Block/Dodge, effective vs multi-hit attacks.

4. Summary


Core strategic experience now focuses on:

[h2]Pre-Battle Formation Strategy[/h2]

Counter enemy formations through positioning (e.g., deploying paralysis users against chase attackers)

[h2]In-Combat Card Play[/h2]

Manage limited skill cards against enemy patterns.

Proper sequencing enables combos and counters.




That’s all for today’s talk! We’ve mainly covered the adjustments and improvements to the combat system, aiming to make battles in WindStop Strategy more engaging and strategic.

Of course, development is still ongoing, and more changes and optimizations will be made in the future. Next time, we’ll discuss other aspects of the game’s development and improvements—stay tuned!

Thanks for your support, and see you next time!