[NEW FEATURE: DIRECTIONAL COMBAT ENGINE (FLANK & REAR ASSAULT)] ● Positional Damage Multipliers: strikes from the flank now deal 50% bonus damage, while a clean rear assault doubles it — but only when the attacker is fr
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Full War Room: Tactical Sandbox update
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added[NEW FEATURE: DIRECTIONAL COMBAT ENGINE (FLANK & REAR ASSAULT)] ● Positional Damage Multipliers: strikes from the flank now deal 50% bonus damage, while a clean rear assault doubles it — but only when the attacker is fresher (higher energy or HP) than the target, and only with the Fatigue System active on both units. ● Aggressor Immunity: a unit that actively initiated an engagement can no longer be flagged as ambushed by the very target it chose to attack. ● Team-Colored Tactical Alerts: "ENEMY IS FLANKING!" and "REAR ASSAULT DANGER!" warnings now render in the victim's own team color, in two tones — light for flanking, strong for rear assault. ● 5-Second Alert Cooldown: replaced the old "once per engagement" lock with a real-time cooldown, allowing the bonus to re-trigger during prolonged duels without spamming the battlefield. ● Facing Accuracy Fix: directional detection now correctly reads unit orientation, optimized for the Free Rotation / Dynamic Rotation setup. [NEW FEATURE: BATTLEFIELD CONCEALMENT SYSTEM (UNIT CONCEALED)] ● Terrain Cover Detection: units positioned beneath a sufficiently large scenery object drawn on a layer above them are now declared concealed — true footprint detection accounts for the object's current size and rotation, not just its position. ● AI Blindness: concealed units are invisible to enemy target acquisition, in both Simulation and Battle mode, while retaining full awareness of their own surroundings. ● Residual Ambush Window: leaving cover grants a randomized 1-5 second window of continued concealment, enabling a surprise strike the instant a unit breaks from hiding. ● Suppressed Marksmanship: ranged accuracy is locked to 50% while firing from concealment, overriding any configured accuracy value, and restores automatically once exposed. ● Asymmetric Visual Feedback: your own concealed units fade to a translucent state with an on-screen "UNIT CONCEALED" tag; hidden enemy units fade to full invisibility during live simulation, with smooth transitions fully compatible with the Fog of War engine. ● Combat Override: concealment breaks instantly the moment a unit enters a duel — no ambush bonuses mid-fight.
War Room: Tactical Sandbox changes
added[NEW FEATURE: DIRECTIONAL COMBAT ENGINE (FLANK & REAR ASSAULT)] ● Positional Damage Multipliers: strikes from the flank now deal 50% bonus damage, while a clean rear assault doubles it — but only when the attacker is fresher (higher energy or HP) than the target, and only with the Fatigue System active on both units. ● Aggressor Immunity: a unit that actively initiated an engagement can no longer be flagged as ambushed by the very target it chose to attack. ● Team-Colored Tactical Alerts: "ENEMY IS FLANKING!" and "REAR ASSAULT DANGER!" warnings now render in the victim's own team color, in two tones — light for flanking, strong for rear assault. ● 5-Second Alert Cooldown: replaced the old "once per engagement" lock with a real-time cooldown, allowing the bonus to re-trigger during prolonged duels without spamming the battlefield. ● Facing Accuracy Fix: directional detection now correctly reads unit orientation, optimized for the Free Rotation / Dynamic Rotation setup. [NEW FEATURE: BATTLEFIELD CONCEALMENT SYSTEM (UNIT CONCEALED)] ● Terrain Cover Detection: units positioned beneath a sufficiently large scenery object drawn on a layer above them are now declared concealed — true footprint detection accounts for the object's current size and rotation, not just its position. ● AI Blindness: concealed units are invisible to enemy target acquisition, in both Simulation and Battle mode, while retaining full awareness of their own surroundings. ● Residual Ambush Window: leaving cover grants a randomized 1-5 second window of continued concealment, enabling a surprise strike the instant a unit breaks from hiding. ● Suppressed Marksmanship: ranged accuracy is locked to 50% while firing from concealment, overriding any configured accuracy value, and restores automatically once exposed. ● Asymmetric Visual Feedback: your own concealed units fade to a translucent state with an on-screen "UNIT CONCEALED" tag; hidden enemy units fade to full invisibility during live simulation, with smooth transitions fully compatible with the Fog of War engine. ● Combat Override: concealment breaks instantly the moment a unit enters a duel — no ambush bonuses mid-fight.
[NEW FEATURE: DIRECTIONAL COMBAT ENGINE (FLANK & REAR ASSAULT)] ● Positional Damage Multipliers: strikes from the flank now deal 50% bonus damage, while a clean rear assault doubles it — but only when the attacker is fresher (higher energy or HP) than the target, and only with the Fatigue System active on both units. ● Aggressor Immunity: a unit that actively initiated an engagement can no longer be flagged as ambushed by the very target it chose to attack. ● Team-Colored Tactical Alerts: "ENEMY IS FLANKING!" and "REAR ASSAULT DANGER!" warnings now render in the victim's own team color, in two tones — light for flanking, strong for rear assault. ● 5-Second Alert Cooldown: replaced the old "once per engagement" lock with a real-time cooldown, allowing the bonus to re-trigger during prolonged duels without spamming the battlefield. ● Facing Accuracy Fix: directional detection now correctly reads unit orientation, optimized for the Free Rotation / Dynamic Rotation setup. [NEW FEATURE: BATTLEFIELD CONCEALMENT SYSTEM (UNIT CONCEALED)] ● Terrain Cover Detection: units positioned beneath a sufficiently large scenery object drawn on a layer above them are now declared concealed — true footprint detection accounts for the object's current size and rotation, not just its position. ● AI Blindness: concealed units are invisible to enemy target acquisition, in both Simulation and Battle mode, while retaining full awareness of their own surroundings. ● Residual Ambush Window: leaving cover grants a randomized 1-5 second window of continued concealment, enabling a surprise strike the instant a unit breaks from hiding. ● Suppressed Marksmanship: ranged accuracy is locked to 50% while firing from concealment, overriding any configured accuracy value, and restores automatically once exposed. ● Asymmetric Visual Feedback: your own concealed units fade to a translucent state with an on-screen "UNIT CONCEALED" tag; hidden enemy units fade to full invisibility during live simulation, with smooth transitions fully compatible with the Fog of War engine. ● Combat Override: concealment breaks instantly the moment a unit enters a duel — no ambush bonuses mid-fight.