In this update1
Full notes
Full MoeArmy vs SuArmy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
MoeArmy vs SuArmy changes
# Update 31–33: Tutorial Complete Rework, Large-Scale Unit Balance
Update Scale: Minor | Small | ==Medium== | Large | Major
> These updates are closely related, so updates 31–33 have been merged into a single release.
This update is a major revision addressing player feedback about the game being "hard to understand." The 1-1 to 1-4 tutorial has been completely remade with progressive feature unlocks and cinematic battles. Also includes balance adjustments for many units whose "math models were sound but real combat performance diverged significantly."
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## 📖 Tutorial Complete Rework
**1-1 to 1-4 Beginner Phase Restructure**
Received massive player feedback about the game being ==hard to understand==. On reflection, the problem was:
The game gave players ==all features at once== right from the start.
It assumed players were ==familiar with RTS and auto-battler games==. The current tutorial was ==completely inadequate==.
1-1 to 1-4 have now been ==completely remade== to resolve the confusion felt by non-RTS and non-auto-battler players.
**Progressive Feature Unlocks**
Features in 1-1 to 1-4 now ==unlock progressively==, instead of ==unlocking everything at once==.
**Cinematic Battles Added**
Added ==cinematic battles==, making early combat ==more engaging== and helping players ==quickly understand mechanics==.
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## 🛠️ Feature Improvements
**Fortification Cooldown Indicator**
Fortifications now ==flash when off cooldown==, reminding players they're ready to use.
**Defense Tower Retaliation Logic**
When a defense tower is destroyed, it now checks ==whether the script has ended== before triggering retaliation.
If the script ==has ended==, ==no retaliation occurs==, letting players wrap up the game quickly.
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## ⚖️ Unit Balance
This update adjusts many units whose "math models were sound but real combat performance diverged significantly."
**Moe Army Support Helicopter (Buff)**
Can now ==drop passengers from a safer distance==.
Range: 600 → ==680==
Attack effect changed from ==shell to machine gun==: damage was already low, so the shell was just visually misleading. Machine gun ==better matches the actual damage feel==.
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**Su Tasha (ID:56) — 1500 Gold**
> Original design value was 10K, with 40 mod points worth 8000, but since 40 mod points always go to important 3-star units in the late game, modification 1 was almost never used; modification 2 was too RNG-dependent with 10% chance; modification 3 was over-nerfed in the 0.9 Demo's summoning corrections. Now buffed.
| Option | Name | Mod Pts | Description |
|--------|------|---------|-------------|
| 1 | Queen's Mount | ==40 → 25== | Summons 1 one-star Little Leopard (consumes 100% max HP on attack, summons ID58 Little Leopard on death) |
| 2 | Queen's Ascension | ==20 → 15== | Gains anti-air, all damage +100%, 10% chance for 10x damage, 4x projectile size |
| 3 | Queen's Bombing | ==30 → 15== | Every 12 seconds summons 1 Coal Ball Fighter (no passives) |
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**Ace Su Army — Modification 3 Wealth Ace**
| Option | Name | Mod Pts | Description |
|--------|------|---------|-------------|
| 3 | Wealth Ace | ==25 → 20== | HP -50%, gain 1 mod point on death, gain 200 gold on death |
Removed 25% damage reduction, lowered HP, increased gold income.
This change is purely practical: the original 25% damage reduction was ==meaningless== for this unit, and the Su Army now has the ==Mischievous Helicopter== to generate mod points.
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**Mischievous Helicopter — Modification 1**
Modification 1: gain 1 mod point on death.
10 waves to break even is reasonable, and the math model is sound, but in practice it ==completely overshadowed other economic options==.
Added passive: ==HP -50%==.
Currently ==under observation==.
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**Doom Toaster Prototype (ID:53) — Modification 1**
> Modification 1 fit the math model but was too weak in practice — producing ordinary tanks on a 4750-cost unit was something nobody did.
| Option | Name | Mod Pts | Description |
|--------|------|---------|-------------|
| 1 | Prototype Arsenal | ==25 → 20== | Every ==7 seconds== (was 10s) summons 1 Fat Rhino Tank (no passives) |
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**Dual Gun Girl — Modification 3**
Modification 3: ==40 → 25==
Same reasoning as Su Tasha: the kamp is worth 10000 gold but ==can't be upgraded or modified== — it's just a vanilla unit in practice. Players need to spend 25×200+1500=6500 to make it cost-effective.
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**Super Zip-Tank**
When calculating the math model strength, ==its own passive was forgotten==: 10-hit damage immunity shield.
The 2000 price was actually completely ==overpowered==.
Price: 2000 → ==2600==
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**Cake Truck**
> Practically useless — the math model was fine but in combat it was a mess (which is historically accurate).
Explosion damage: 400 → ==600==
Splash damage: 275 → ==325==
Modification 3 Big Big Cake: cost ==20 → 15==
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**Mini Artillery Car (ID:20) — Modification 2**
> Modification 2 has no ground contamination effects, and this unit attacks fast — it was ==caught in the crossfire== during the last nerf.
| Option | Name | Mod Pts | Description |
|--------|------|---------|-------------|
| 2 | Long-range Suppression | 4 | Self-damage per attack ==10% → 6%== HP, random targeting, range +1000% |
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Source
Changelog.gg summarizes and formats this update. How we read updates.
