Full notes
Full MoeArmy vs SuArmy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- UI and audio
- Compatibility
- Performance
- Fixes
MoeArmy vs SuArmy changes
Update Scale: Minor | Small | Medium | Large | ==Major==
> This is a **0.9.0D** major version update, featuring approximately ==2x== the content of version 0.8.5D!
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## 🎮 New System
**Modification System Now Live**
The brand-new "Modification System" is here! Every unit now has **3 unique modification options** that can dramatically change a unit's combat role and capabilities.
Apply modifications to your equipment and make your units incredibly powerful!
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## 📖 Campaign Content
**Moe Army Campaign Reset**
The Moe Army campaign has been completely reset, with fully revamped story presentation, level design, and difficulty curves.
**Su Army Campaign Available**
The Su Army campaign is now officially available, with the first **8 levels** fully completed.
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## ⚡ Protocol Skills
**Moe Army Protocol Rework**
All **6** Moe Army protocol skills have been remade from scratch.
**Su Army Protocol Implementation**
**6** brand-new protocol skills have been created for the Su Army.
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## 🎵 Audio
**Faction-Exclusive Music**
Moe Army and Su Army now have ==completely independent== background music, giving each faction its own distinct atmosphere.
All BGM tracks have been converted from mp3 to ogg format for improved stability and compatibility.
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## 🛠️ Improvements & Optimizations
**Custom Hotkeys**
Custom hotkey functionality is now live! Players can freely assign hotkeys to all in-game actions.
**Preparation Screen Optimization**
Equipment on the preparation screen now displays which specific unit it enhances, making team composition more intuitive.
**Unit Card Visuals**
Added new border and background assets for T1–T5 unit cards, making unit tiers clear at a glance.
**Skirmish Mode (Experimental)**
Added Skirmish Mode as an experimental feature, allowing players to freely experience battle gameplay.
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## 🐛 Bug Fixes
**Save System**
**Fixed** an issue where Su Army Campaign Level 6-1 was not unlocked by default. Su Army Campaign Chapter 6 now serves as the independent starting point, unlocked from the beginning just like Moe Army Campaign Chapter 1.
**Fixed** an issue where replaying a previously completed earlier level could cause subsequent campaign tabs to become locked again. Previously, when players replayed an earlier level (e.g., replaying 1-3 after clearing 1-4), the victory result would overwrite the subsequent level's completion status to "unlocked," causing the campaign tab to re-lock. Now, levels marked as "completed" will no longer be downgraded.
**Fixed** an issue where old save files failed to properly recognize Su Army campaign progress. Previous version save files did not contain Su Army campaign data, causing all Su Army levels to appear locked when loaded. An automatic migration mechanism has been added — old saves will now auto-populate Su Army campaign data on first load.
**Result & Preparation Screens**
**Fixed** an issue where, after completing a Su Army campaign level, the preparation screen would incorrectly display Moe Army 1-1 instead of the next Su Army level. The system now automatically remembers the player's last-played campaign line and correctly navigates to the corresponding faction's next level upon returning to the preparation screen.
**Fixed** a crash (array out-of-bounds) when generating loot after completing a Su Army campaign level. The loot rarity probability table previously only covered Moe Army campaigns 1–5; Su Army campaigns 6+ caused an index out-of-bounds error.
**UI & Localization**
**Fixed** an issue where the skirmish mode faction selection buttons (Moe Army / Su Army) on the preparation screen would always display text in Chinese regardless of the selected language. All supported languages are now compatible.
**Fixed** an issue where the "Switch Campaign" button text on the preparation screen would overflow beyond the button boundaries and spill onto the screen in non-Chinese languages. The text now auto-fits the button width.
**Protocol Skills**
**Fixed** an issue where enemy-deployed summon-type protocols (Chrono Reinforcement, Hero Summon, Ultimate Reinforcement, Brotherhood) would generate units belonging to the player's faction instead of the enemy's. Previously, the summoned unit faction was hardcoded as friendly, effectively turning enemy protocols into "free reinforcements" for the player. Enemy-deployed summoned units now correctly belong to the enemy faction.
**Fixed** an issue where enemy-deployed summon-type protocols would summon units of the wrong faction. Previously, the summon logic pulled from the player's own card pool, so when the player chose the Su Army faction, the enemy's summons would also be Su Army units. Enemy summons now correctly generate units from the opposing faction.
**Fixed** an issue where enemy-deployed damage-type protocols (Lightning Storm, Precision Strike, Laser Strike, V4 Missile Barrage) could not deal damage to player units. Previously, these protocols' damage targets were hardcoded to "strike the AI side," meaning enemy deployments ironically couldn't hit the player. They now correctly switch damage targets based on the deploying faction, consistent with the Nuclear Strike.
**Combat System**
**Fixed** an issue where the Defense Bomb could not affect units with damage immunity passives (Iron Curtain invulnerability, shield immunity, dodge). As a system-level instant-kill mechanic, the Defense Bomb now bypasses all damage immunity passives, ensuring it can clear all enemies on the player's half of the battlefield.
**Fixed** an issue where cards were not automatically refreshed after selecting a commander at the start of battle, causing the unit list to display incorrectly. Previously, cards were loaded before the commander was confirmed, using an incorrect commander ID for unit filtering. Cards are now automatically refreshed once after commander confirmation.
**Fixed** an issue where shield visual effects (triggered by modification effects such as damage immunity, probability-based immunity, and damage caps) on flying units were displayed at ground level instead of the unit's actual airborne position, causing a visual misalignment. Shield effects now correctly follow the flying unit's actual altitude.
**Protocol Targeting**
**Fixed** an issue where protocol skill aiming and deployment could land outside the map boundaries. Previously, protocol skill targeting had no boundary restrictions, allowing the deployment point to fall outside the map when the cursor moved beyond the edge. Aiming and deployment are now clamped to the map area, consistent with commander skills.
Source
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