In this update1
Full notes
Full Friend and foe update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Gameplay
- Maps
- Store
Friend and foe changes
v1.310 - v1.331 patch notes
Battle / combat
Faster turn pacing. Cut about 3 seconds of dead air per turn between end-turn click, enemy actions, and next player turn.
Status badges redesigned to compact icons. Active Powers got their own row below.
Sharpen rework: stacks are now the resource (one stack drained per attack card played).
Three "Form" powers (Tempest, Cascade, Overcharge) finally show a pill on the HUD when active. They used to be invisible after the card left your hand.
Next-attack rider pills split into separate icons (Free Attack, Atk+, Shock Atk, Atk x2) instead of one cluttered cluster.
Glitch Cluster (Infiltrator starter implant) buffed from 5 to 6 Backfire distributed at combat start.
Multiplayer
Multi-slot saves keyed by party. Each distinct friend group keeps its own in-progress run. New picker shows which saves you have.
Loose-match mode: continue a saved run with bots filling missing humans.
Ready checkmarks on player pills now clear at enemy turn start instead of next player turn, so they don't sit stale through enemy actions.
Cross-language toast notifications. English and Chinese clients see toasts in their own locale instead of the host's text.
MP lobby got a nicer background (drifting stars + gradient).
Map / events / shop
Map nodes show tooltips on hover with the room type and (for bosses) the actual boss name so you can prep.
Reward screen card pick routes through a shared overlay (consistent look across reward, shop, rest, dock).
Class-select now highlights keywords (Momentum, Block, Drone Shield, etc.) and shows tooltips when you hover them. Helps new players parse passive descriptions.
Visual cohesion sweep
The codebase had drifted into using lots of slightly-different values for the same kind of thing. Five passes unified these:
Corner radii: 10 distinct values down to 3 tiers.
Font sizes: 18 distinct values down to 6 tiers.
Animation timings: 20 distinct durations down to 5 tiers.
Colors: 350+ literals routed through a 20-constant semantic palette where they shared intent.
Most of this is invisible individually, but the result is the UI looks a touch more consistent.
Misc
Battle log capture pass with Chinese strings.
5 disabled cards purged from code along with all their orphan pipelines.
Top bar Row 1 handles overflow on narrow widths.
Source
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