Build 0.7.5: The Tactical Morale & Psychological Engine Update
NEW FEATURE: UNIT MORALE & PSYCHOLOGY ● Simulation Mode Support: Morale triggers and retreat mechanics are now fully functional in Simulation/Planning mode.
In this update3
Full notes
Full War Room: Tactical Sandbox update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix1 addition1 change0 removals
Balance
UI and audio
Performance
changedNEW FEATURE: UNIT MORALE & PSYCHOLOGY● Simulation Mode Support: Morale triggers and retreat mechanics are now fully functional in Simulation/Planning mode. ● Morale Thresholds: Units now possess psychological "Break Points" based on their remaining Health (HP). ● Tactical Retreat: Panicked units will now retrace their specific drawn route back to the deployment zone. ● Tactical Priority: Units in retreat will prioritize route navigation over offensive engagement.
addedINTERFACE & VISUAL FEEDBACK● White Flag Signal: Integrated a dynamic "White Flag" sprite that automatically deploys over units in a state of panic. ● HUD Notifications: Real-time "RETREATING!" text feedback added to units that break formation. ● State Visibility: Panic icons are now correctly hidden upon unit destruction or simulation reset.
fixedENGINE STABILITY & BUG FIXES● Coordinate Stabilization: Fixed a critical "Teleportation Bug" where panicked units would jump to incorrect screen coordinates when selected or dragged during a pause. ● Combat Hitbox Continuity: Fixed an issue where retreating units became invincible; they now correctly maintain hitboxes and receive damage during their withdrawal. ● Input Flush: Improved mouse coordinate registration to prevent calculation errors in high-density scenarios.
War Room: Tactical Sandbox changes
changed● Simulation Mode Support: Morale triggers and retreat mechanics are now fully functional in Simulation/Planning mode. ● Morale Thresholds: Units now possess psychological "Break Points" based on their remaining Health (HP). ● Tactical Retreat: Panicked units will now retrace their specific drawn route back to the deployment zone. ● Tactical Priority: Units in retreat will prioritize route navigation over offensive engagement.
added● White Flag Signal: Integrated a dynamic "White Flag" sprite that automatically deploys over units in a state of panic. ● HUD Notifications: Real-time "RETREATING!" text feedback added to units that break formation. ● State Visibility: Panic icons are now correctly hidden upon unit destruction or simulation reset.
fixed● Coordinate Stabilization: Fixed a critical "Teleportation Bug" where panicked units would jump to incorrect screen coordinates when selected or dragged during a pause. ● Combat Hitbox Continuity: Fixed an issue where retreating units became invincible; they now correctly maintain hitboxes and receive damage during their withdrawal. ● Input Flush: Improved mouse coordinate registration to prevent calculation errors in high-density scenarios.
NEW FEATURE: UNIT MORALE & PSYCHOLOGY
● Simulation Mode Support: Morale triggers and retreat mechanics are now fully functional in Simulation/Planning mode. ● Morale Thresholds: Units now possess psychological "Break Points" based on their remaining Health (HP). ● Tactical Retreat: Panicked units will now retrace their specific drawn route back to the deployment zone. ● Tactical Priority: Units in retreat will prioritize route navigation over offensive engagement.
INTERFACE & VISUAL FEEDBACK
● White Flag Signal: Integrated a dynamic "White Flag" sprite that automatically deploys over units in a state of panic. ● HUD Notifications: Real-time "RETREATING!" text feedback added to units that break formation. ● State Visibility: Panic icons are now correctly hidden upon unit destruction or simulation reset.
ENGINE STABILITY & BUG FIXES
● Coordinate Stabilization: Fixed a critical "Teleportation Bug" where panicked units would jump to incorrect screen coordinates when selected or dragged during a pause. ● Combat Hitbox Continuity: Fixed an issue where retreating units became invincible; they now correctly maintain hitboxes and receive damage during their withdrawal. ● Input Flush: Improved mouse coordinate registration to prevent calculation errors in high-density scenarios.