In this update6
Full notes
Full Twilight Wars update
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What changed
- Gameplay
- UI and audio
- Maps
- Balance
Twilight Wars changes
Ping! This is Shi, the AI speaking. Since the release of the previous demo, many changes have occurred at the agency, and the reason for them is you — our Wardens, and your invaluable feedback: reviews, forum discussions, and survey results.
These innovations will fully unfold in the release version of the game, which is in active development, but you can already check out our progress by playing the updated Declassified 2.1 demo during the Steam Turn-Based RPG Fest.
Play now! Download the demo from the Twilight Wars game page using the "Download demo" button!
Here's a report so you don't miss anything interesting:
[Tutorial]
The tutorial for the missions and the Base has been updated. It now provides clearer and more detailed explanations of the game's core mechanics.
Loading screens with tactical tips have been added to teach you various gameplay intricacies.
[Visuals]
Improved status effect animations on characters, such as burning, poisoning, stunning, and more.
Added animations on the screen during status effects to enhance the combat dynamics.
Added various color schemes for enemies.
Character death animations have been updated.
The Region Map has been improved.
[Interface]
Tooltips for abilities and characters have been refined. They are now more informative, with dynamic parameters and concise descriptions.
Improved targeting reticles. Now, when selecting a target, information about the expected damage, status effects, and their effectiveness is displayed.
Due to popular demand, fonts are now LARGER.
[Combat System]
A detailed combat log has been added, making it easier to follow what's happening during missions. The log includes not only characters' actions and abilities but also key plot dialogues.
A positive effect has been added when agents change positions, depending on their role.
Enemy AI has been improved. They will now push you to adapt to combat situations and think through tactics more carefully.
The Psychoperks system has been implemented — psychological traits of agents that provide penalties, bonuses, or more unusual and ambiguous effects.
A new consumable item, the Neurotonic, has been added. It helps maintain agents' mental health. High morale not only makes them more accurate, agile, and loyal but also increases the chance of gaining a useful psychoperk.
The Injury System has been implemented. When retreating or after completing a mission, agents can now sustain injuries. These come in varying severity, affecting the maximum health pool and can be treated in the updated Infirmary module.
The Worldviews and Relationships system has been implemented, directly impacting the effectiveness of your squad. Agents with friendly relations will go on missions with high morale, while those with conflicting worldviews will suffer. You’ll feel the full pain of clashing worldviews during the first mission with the Kunoichi agent.
Some enemies now have resistances to effects. For example, the gas mask-wearing rat is now resistant to poison.
[Balance]
Many character abilities and the leveling system have been reworked. We have meticulously balanced the difficulty, and we hope that creating your own squad combinations and battling will be even more exciting!
Adjusted consumable prices, mission rewards, and agent salaries.
[ Sound Design ]
The combat and base music themes have been changed. Combat music is now more dynamic, while the base music is more relaxing. A variety of original soundtracks have been composed, which we hope will help immerse you in the cozy cyberpunk atmosphere.
Improved battle sounds, such as "pain screams" when agents or enemies get hit. These screams were recorded by our team members, as well
Source
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