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Steam News25 July 20261mo ago

# Update 31–33: Tutorial Complete Rework, Large-Scale Unit Balance

# 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.

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

0 fixes5 additions19 changes1 removal
  • UI and audio
  • Gameplay
  • Balance
changedUpdate Scale: Minor | Small | ==Medium== | Large | MajorThis 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."
addedUpdate Scale: Minor | Small | ==Medium== | Large | Major*Cinematic Battles Added**
addedUpdate Scale: Minor | Small | ==Medium== | Large | MajorAdded ==cinematic battles==, making early combat ==more engaging== and helping players ==quickly understand mechanics==.
changedUpdate Scale: Minor | Small | ==Medium== | Large | Major## 🛠️ Feature Improvements
changedUpdate Scale: Minor | Small | ==Medium== | Large | Major*Fortification Cooldown Indicator**
changedUpdate Scale: Minor | Small | ==Medium== | Large | MajorFortifications now ==flash when off cooldown==, reminding players they're ready to use.
" The1-11-4| 1 | Queen's Mount | ==4025| 1 | Queen's Mount | == decreased, nerf| 2 | Queen's Ascension | ==2015| 2 | Queen's Ascension | == decreased, nerf| 3 | Wealth Ace | ==2520| 3 | Wealth Ace | == decreased, nerf

MoeArmy vs SuArmy changes

changedThis 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."
added*Cinematic Battles Added**
addedAdded ==cinematic battles==, making early combat ==more engaging== and helping players ==quickly understand mechanics==.
changed## 🛠️ Feature Improvements
changed*Fortification Cooldown Indicator**

# 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."

---

## 📖 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==.

---

## 🛠️ 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.

---

## ⚖️ 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==.

---

**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) |

---

**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.

---

**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==.

---

**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) |

---

**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.

---

**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==

---

**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==

---

**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% |

---

Source

Steam News / 25 July 2026

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