In this update4
Full notes
Full 欧皇VS非酋 update
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What changed
- Gameplay
- Performance
- Events
- UI and audio
- Maps
欧皇VS非酋 changes
“Epic Fury” Hotfix Campaign – Phase 25
We’re a small team, and it hasn’t been easy—please support us with good reviews! If you have any issues or suggestions, feel free to join our group and chat with us. It’s been 20 days since launch, and the two of us have already delivered 25 high-intensity updates for adaptation and optimization (even a workhorse would be exhausted by now). Group: 149577079
At present, the game actually has three gameplay phases, and we need to adapt the experience to all three, which has been quite a headache:
Early Game (F2P beginners) – With limited resources and insufficient stat points, the “unlucky” experience can feel discouraging. We’ve been trying to improve this by increasing quest rewards.
Mid Game (light spenders / strategists) – Gameplay shifts toward strategy. Players need “card star upgrades” and the freedom to build their main carry to progress smoothly. (Features like one-click red synthesis, batch lock/unlock are still missing—expected this week.)
Late Game (heavy spenders / power players) – Resources surge massively. Players can easily earn hundreds of thousands of gold and start freely building characters, aiming to complete class sets and enjoy effortless farming. (Currently, the boomerang build is the strongest; other classes still need optimization due to targeting issues, set bonuses, and passive effects not working properly—more updates planned.)
This Update:
New Feature: Custom “Star Upgrade”
Entry: Star Synthesis → Recommended Combos → New Combo
Steam post imageSteam post image
You can now choose the skills you want and define your own build path for your main character.
New Feature: Auto-Lock
Entry: Star Synthesis → Recommended Combos → Lock Settings
Select your desired “fodder” and confirm. All level 1 characters (and future draws) with those skills will be automatically locked until you change the settings.
Optimizations:
Unified positioning of secondary pop-ups and UI elements for a more consistent control area
After viewing skills and returning, you’ll remain on the current screen instead of jumping back to the main interface
Fixed tooltip hover penetration issues
Fixes:
Fixed an issue where elite and rare enemies could not spawn in stages 2–4 of Difficulty 2 (early phase)
Future Plans:
Some unfinished parts… T_T—we’ll push them in the next version!
Source
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