Gameplay Update: Wave Battle Fix, Combat Speed & Stability
[p]This update focuses on improving combat flow, clarity, and pacing, while bringing back Wave Combat in a more stable form. A lot of this comes directly from player feedback, and we thank you for that.
[/p][h3]Combat & Encounters[/h3]
[/p][h3]Combat & Encounters[/h3]
- [p]Wave Combat fixed and reintroduced
Wave Combat is now back and replaces Ambush battles on shield icon nodes.[/p] - [p]Ambush battles expanded
Any battle now has a chance to become an Ambush, featuring higher-level enemies. Ambushes are now placed where they were originally intended.[/p] - [p]Improved Ambush & Wave visibility[/p]
- [p]Clearer Ambush announcements[/p]
- [p]Added an info indicator in the upper-right corner showing Ambush or Wave (n/n) status for convenience[/p]
- [p]Enemy list ordering improved
Enemies now appear in the target list from top to bottom, matching their left-to-right position on the battlefield.
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- [p]Battle speed setting added
Enemy movement speed can now be increased up to x3.[/p]- [p]Available in Main Menu Settings and in-battle Settings[/p]
- [p]If changed mid-battle, allow one turn for the speed to fully readjust[/p]
- [p]Experimental Skip command added
A new Skip command has been added to the Command window. For now, it allows players to skip their turn.
This feature is experimental and will be expanded and refined over time.[/p] - [p]Combat Legend visibility improved
The combat legend has been made more noticeable after reports that it was easy to miss.
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- [p]Enemy resistances added to bombs
Bomb damage is now properly affected by enemy resistances.[/p] - [p]Ambush and Wave battles are still evolving
These systems will continue to receive updates as development progresses. This update focuses on stability first.
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- [p]Smoother loading for the Moonlit battle map[/p]
- [p]Additional battlefield jiggle animations
Added extra jiggle to Bunny and Batsy during combat.
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- [p]The Winter Event has now ended.
It will return next winter, with more content planned.
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