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!