In this update2
Full notes
Full Battle Charge update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Events
- Gameplay
- Maps
Battle Charge changes
Continued improvements on troop pushback logic within shield wall formations to behave more consistently.
Improved how opponents respond to pushback, with more accurate recoil positioning.
Introduced randomization ranges for pushback force to reduce repetition.
Assigned different animation sets for pushback to improve visual variety.
Randomized second-row recoil animations during shield wall impacts for added realism.
UI
Stated the re-implementation if the main menu.
Improving the overall menu screen layout and visuals.
Designed a functional menu flow for smoother navigation between screens.
Improving UX part of things :)
Low-Level Systems
[In Progress] Added a trigger system to the AI FSM (Finite State Machine) to allow state changes based on external events.
[In Progress] Building an internal FSM graph editor to help visualize and manage AI states and transitions more efficiently.
Thanks again for following development. These changes are a mix of under-the-hood improvements and player-facing polish: both aimed at pushing Battle Charge closer to a refined demo experience.
As Always please consider wishlisting . That's the biggest help at this stage . Battle Charge
Source
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