In this update10
Full notes
Full STARS ERA: ABYSS FRONTIER update
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What changed
- UI and audio
- Gameplay
- Server
- Maps
- Performance
- Balance
STARS ERA: ABYSS FRONTIER changes
Update
1. New Universal Module Selection Feature
Players can now access the Module Preparation interface. This interface not only provides more convenient information viewing but also includes two new functions:
Players can now unequip specific Universal Modules they do not wish to use in the next battle within this interface, building their own randomized module pool.
Players can now use Research Points in this interface to unlock previously unavailable modules and brand new Universal Modules.
2. New Taunt-type Universal Modules
Added Universal Modules related to the new [Taunt] mechanic, including:
[Iron Mountain Protocol]: Turn end: Taunt enemies in 3 squares. Per taunted enemy, gain 1 Force Field stacks(2t). [Energy Deterrence]: On skill hit, Taunt target (2t). If already Taunted, deal 100% splash damage within 2 squares. A total of 7 brand new Universal Modules have been added.
3. New Enemy Reinforcement Feature
During combat, enemy reinforcements may now arrive on the battlefield. Support personnel will promptly inform the field commander of the reinforcement arrival location and the total number of turns required for them to appear.
If the commander moves personnel to the specific reinforcement location in time, they can lock down the enemy's reinforcement route. Support forces will then assist in intercepting these uninvited guests.
4. Major Combat Difficulty Adjustments
To make combat more engaging and address the issues of early-game being overly difficult and late-game becoming too easy, we have implemented major adjustments to enemy stat progression, enemy numbers, and the performance of our Universal Modules. Details are as follows:
Enemy attributes in the early stages are now lower, but their growth potential has been increased. Players will experience a smoother early game, transitioning into strategic mid-game battles against more challenging foes.
We have significantly reduced the number of enemies appearing. Enemy difficulty now focuses more on individual strength rather than quantity. The initial number of enemies appearing on the field will now be no more than 5.
We have adjusted and optimized the functionality of over 60 Universal Modules to better suit the new combat pacing and intensity. Situations where a single damage dealer equipped with a few modules could instantly eliminate all enemies should no longer occur. Conversely, utility-focused modules have been enhanced, allowing for more flexible and diverse tactical choices.
5. Full Chapter Map Scenes Reworked
We have extensively reworked the maps for all chapters, significantly improving their visual presentation!
6. Extensive UI Interface Adjustments
We have adjusted the vast majority of the game's UI interfaces. The UI style is now more aesthetically pleasing and consistent.
7. New Enemy Archive Added
Added an archive for all enemy units. Players can freely view their appearances and related lore information within the archive.
Optimizations
Optimized game smoothness; stuttering issues should be alleviated.
Bug Fixes
Fixed known BUGs.
Source
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