Citizens, this update contains several important changes driven by your valuable field reports.
This is proof that the State of Auroria is built by its people and for its people.
Please review the following improvements and fixes below with pride:
\[KEY UPDATES]
[b]Capture System[/b][u] [/u]Enemies can now be captured and stored in the Prison (1 cell, upgradable to 3 max for the Demo/Prologue). Let's the re-education begins!
[b]Auto-Pickup[/b] Missing supply items are now automatically collected during battle.
[b]Soldier Renaming[/b] Soldiers can now be personally named as part of the State's reprogramming process.
[b]Victory Square Can Now Be Moved[/b] Finally, a win for our OCD citizens!
[b]Improved Combat Feel[/b] Animations, sounds, recoil, screenshake, the whole package (not all weapons yet though).
[b]Resources Drop on the Ground[/b] Resources gathered in the base now need to be manually collected. NPCs will manage transportation in the future (not available in Demo/Prologue).
[b]Improved Soldier Management / Building Placement [/b]Soldiers now get auto-assigned to tasks, camera heigth adjustment in building mode, building placement alignment, etc.
\[NEW · COMBAT SYSTEM]
Added new soldier spawn visual effects.
Added temporary prisoner storage: captured prisoners will be stored in the inventory if no prison space is available when returning to base.
Added item drops for elite and boss enemies.
Added attack warning indicators for bipedal mechs.
Added weak point zones to tanks; non-explosive attacks against non-weak-point areas now deal significantly reduced damage.
Certain battles now feature temporary armor-piercing weapons.
Added enemy strength ratio display under the Hazard Index during space campaigns.
Added attack warning indicators for bosses in tutorial battles.
\[NEW · BASE SYSTEM]
Added soldier breakdown (mental collapse) behaviors.
Added front-facing direction indicators when placing buildings.
Improved soldier marking within the base, allowing separate marking of combat soldiers and worker soldiers.
Adjusted unit adulthood age to 18.
Adjusted stack-splitting logic for base-gathered resources.
Improved elite and boss enemy behavior while imprisoned.
Improved overall base UI layout.
Adjusted default unlocked basic blueprints in the Armor Workshop.
Improved text related to soldier reproduction.
Improved base interaction radial menu display.
Improved project display in the research interface.
Improved soldier behavior logic within the base.
Improved food stack display.
Improved work assignment interface, highlighting required work attributes for the selected building.
Added expected delivery date display for pregnant soldiers.
Improved display of work slots, item slots, and prison slots in building details.
\[Optimizations & Adjustments · Combat System]
Improved enemy aggro mechanics.
Improved turret destruction logic.
Improved revive count consumption logic.
Improved visual quality and feedback of capture weapons.
Improved warning indicators for hostile ships in space.
Improved Core Fragments refresh and skip logic.
Improved Core Fragments selection interface, adjusting refresh and blocking effects.
Improved animation effects when selecting Core Fragments.
Improved combat behavior of ranged soldiers when following commands.
Improved explosion effects for explosive barrels in scenes.
Adjusted UI related to switching capture ammunition.
Reduced death penalties for the leader.
Improved in-mission objectives in tutorial levels.
Improved overall combat difficulty balance.
Improved name display for enemies and fleets across different difficulty levels.
Adjusted combat difficulty of campaign encounters to scale with Unification Progress.
Improved handling and feel of the Defensive Shotgun, SMGs, and Quantum Longbow.
Added information display for enemy units that defeated the player on the combat results screen.
Improved blueprint acquisition mechanics.
Improved feedback when hitting enemy weak points.
Improved soldier spawn effects during combat and health bar behavior when enemies die.
\[Optimizations & Adjustments · Other]
Improved tutorial guidance and overall performance.
Refined sound effects and weapon impact feedback.
Important Note:
The Father appreciates your continued diligence in reporting, which has led to many of these improvements.
Further adjustments will be made as we move closer to full operational deployment.
[img src="https://clan.akamai.steamstatic.com/images/34947942/cad4a7ad5a7e7bda092b5ae59183e6efbe3f7474.jpg"][/img]
