Full notes
Full Full Metal Sergeant 2 update
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What changed
- Gameplay
- Events
- Maps
Hi,
I want to thank everyone who has played my game so far. Your support and feedback mean a lot, and they are helping me shape the experience week by week.
The first training week for Full Metal Sergeant 2 is complete, and I’ve been closely watching how players interact with the systems. Based on your feedback and the data I’ve gathered, I’ve made several improvements focused mainly on training flow and class balance.
New stuff:
Added a new trait called “Competitive” for recruits, starting from Season 6 onward. This trait reflects a strong desire to outperform others, and it can be removed by having the recruit participate in competitions. It adds a bit more personality and progression strategy to your squad.
Added new animations for the sergeant during training sessions. It’s a small detail, but it helps bring more life to the camp and makes the training phase more bold.
Added a new game guide pinned in the Steam Discussions that explains how to unlock special bonuses. This should make the system clearer and help you plan your recruits’ progression more effectively. https://steamcommunity.com/app/3130170/discussions/0/797841122761338260/
Balancing:
One of the key changes is related to the M.O.D. system. I’ve reduced the requirements for assigning the Assaulter and Paratrooper classes, making them more accessible earlier in the progression. On top of that, the Agility divider for these classes has been lowered from 25 to 20. This means they can now gain more movement points in combat, making them significantly more dynamic and useful on the battlefield. The goal here is to make these classes feel more rewarding and viable without forcing excessive grinding.
Thanks for playing.
Carlo
Source
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