- Build 0.8.0: Rotor Spin Update - 7 September 2026
\ ● Any unit can now have a continuously spinning part — helicopter rotors, drone propellers, radar dishes, windmills, or anything else that should spin nonstop during the simulation. ● Found right next to Bind / Unbind / Docking: a new "Rotor Spin" toggle, with a speed slider (0° to 1800° per second) to control how fast the part spins. ● Build your helicopter or drone from two pieces (body + rotor/propeller), use "Bind" to attach the spinning part to the body, then select the rotor and activate Rotor Spin. The rotor keeps spinning while the body flies its own route. ● Optional "Gradual Start" mode: instead of snapping to full speed instantly, the rotor spins up gradually — great for a realistic helicopter takeoff. ● Timed spin sequences: set specific seconds (e.g. "5, 12, 20") to schedule when the rotor starts or stops during the simulation — useful for scripted takeoffs, landings, or…
- Build 0.7.9: Auto-Aim & Independent Targeting Update - 29 August 2026
\ ● Units can now rotate on their own to face the nearest enemy, independently of their movement direction — works on tank turrets, ship cannons, and standalone troops alike. A soldier walking one way can now keep aiming at a threat in a completely different direction while still moving. ● Found in the Ranged Combat panel: a new "Auto-Aim" toggle button, with a speed slider right below it to control how fast the unit turns (10° to 360° per second). ● For tanks: build the tank from two pieces (base + turret), use "Bind" to attach the turret to the base, then select the turret and activate Auto-Aim. The turret will aim independently while the base drives its own route — and returns smoothly to its resting angle when no enemy is in range. ● Requires Fog of War to be properly configured: a unit only auto-aims at enemies it has actually detected within its own vision radius. If FOW isn't set…
- Build 0.7.9: Dynamic Ocean Update - 16 August 2026
\ ● Real Waves, Real Movement: the ocean is now generated procedurally in real time, with sharp, living wave crests and multiple overlapping wave fronts — no more static "wallpaper" water. The effect fully tracks camera panning, zoom, and rotation, so the sea stays anchored to the map no matter how you look at it. ● Full Control: seven new sliders — Wave Height, Choppiness, Speed, Brightness, Camera Height, Frequency, and Wind (Randomness) — let you tune the ocean from a calm, glassy sea to a rough, choppy storm. Wind specifically breaks up the repeating "tile" look that appears at far zoom levels. ● Built for Naval Battles: requires a loaded map to activate, and renders only within the map's boundary — giving ships and fleets a realistic sea to sail, fight, and film on. Found in the FX tab, under Ocean Shader (Dynamic).
- Build 0.7.9: Building Mode Update - 7 August 2026
\ ● From Unit to Structure: any unit can now be converted into a static, destructible structure — ideal for gates, walls, and fortifications. It stops breathing, bleeding, routing, and being pushed, while still remaining a valid target for enemy fire, manual attack orders, and friendly supply repairs. ● Gated Fortress Design: draw blocking barriers around a perimeter, leaving gaps exactly where your building units stand — the structure itself blocks enemy passage there until destroyed, opening the breach once it falls. ● Fog-Proof Landmarks: enable "Ignore Fog" on a building so it stays visible to you even while spectating the enemy's fog filter — useful for tracking your own gates while reviewing the battle from the opposing side. Bind a text marker to label the objective on the map. ● Where to Find It: the Building Mode toggle is located in the Edit tab, under the State / Control sect…
- Build 0.7.8: Scheduled Route Update - 2 August 2026
\ ● Waypoint Timing: each joint between route segments can now hold a configurable wait time. Click any pulsing waypoint while a single unit is selected to set how many seconds it should hold before advancing to the next leg. ● Synchronized Maneuvers: stage coordinated pushes, decoy delays, and ambushes by timing when each unit moves. Hold a flanking force behind cover until the perfect moment, or make scattered columns converge on the same objective at the exact same second. ● Tactical Scope: built for Simulation Mode, where scripted, predictable movement brings your battle plans to life. Battle Mode stays free-form, as intended. All timing data survives save, load, and undo.
- Build 0.7.7: Shock Tactics & Charge Update - 30 July 2026
\ ● Shock Impact: enabling Charge allows units to deliver a devastating first strike upon contact. This deals significant bonus damage and inflicts a heavier morale penalty on the targeted battalion. ● Battering Ram Physics: beyond damage, the charging unit now physically shoves nearby enemies out of its path during the initial clash, capable of breaking enemy formations and punching holes through the line. ● Condition & Endurance: the Charge effect is dynamically linked to fatigue. It only triggers while unit energy is above 50%. Once exhausted, troops will engage in standard melee combat without the impact bonus. Highly recommended for cavalry and heavy shock infantry.
- Build 0.7.7: Weather & Fatigue Update - 28 July 2026
\ ● Rain & Snow Fatigue Drain: activating rain or snow from the Weather Control panel now increases fatigue consumption for marching troops, scaling with the intensity slider — heavier weather drains stamina faster. This does not affect movement speed, only endurance over time. ● Supply Offset: keep troops within range of an active supply chain with fatigue recovery enabled to counteract the extra drain and sustain long marches through harsh conditions. ● Performance Optimization: rain density was rebalanced for a much lighter CPU footprint, and its cost now automatically caps when zooming out past the 75% camera level, keeping heavy rainfall from impacting performance at wide views.
- Build 0.7.7: Ballistics, Armor & Circular Barriers Update - 27 July 2026
\ ● Independent Sizing: added a "Projectile Size" slider (0% to 500%) to resize arrows or shells independently from the unit's scale. Fully supported by cloning, copy/paste, and save/load systems. ● Napoleonic Impact Fix: line-fire (type 4) shots now dissipate immediately upon hitting a target, preventing projectiles from "ghosting" through the victim. Missed shots still traverse the full range. ● Smoke Override: fixed rendering order for Napoleonic muzzle smoke; explosions and smoke now always appear above troop layers for better visual clarity. \ ● Custom Resistance: added an editable "Armor" field (0-100) under unit properties. This value acts as a percentage reduction for all incoming damage (e.g., 50 armor reduces received damage by 50%). ● Passive Block Chance: armor now also grants a small automatic chance to fully negate a hit (scales with armor, capped at 20%), showing a "BLOCK…
- Build 0.7.6: Supply Window & Ranged Engagement Update - 25 July 2026
\ ● What It Is: the Supply Options Window is a small panel that opens (F7 key) on a unit within range of an active supply chain, letting you toggle on/off whether that specific unit accepts healing, fatigue recovery, and ammo resupply from the chain. ● Free-Space Search: the window no longer always opens at a fixed offset from the unit. It now scans in a circle around the selected unit, at growing radii, looking for a spot that does not overlap the unit itself or any nearby troop/object. ● Concealment-Aware: locked/concealed objects (used by the Unit Concealed system) are ignored by the positioning search, since they aren't clickable through normal means anyway. \ ● Vision-Gated Auto-Fire: ranged units no longer auto-engage enemies they cannot actually see. If a unit's weapon range exceeds its vision radius, it will not fire on its own at anything beyond what it can visually detect — re…
- Build 0.7.6: Supply Chain Network Update - 24 July 2026
\ ● Depot / Relay Roles: supply units can now be set as a Depot (the original source, with its own stockpile) or a Relay (a forward point with no stockpile of its own, fed through the chain). ● Sequential Relay Numbering: relays are automatically numbered in activation order, visible only while paused, and stay gap-free even after deletions. ● Real Line-of-Supply Logic: each relay must be in range of — and have a clear, unblocked path to — the previous link in the chain. Cutting any link cascades down the entire line behind it. ● Multi-Depot Support: a relay whose preceding link is unreachable automatically falls back to the nearest depot in range, allowing multiple independent supply networks on the same map. ● Distinct Visual Wires: the chain backbone renders in team color with a white energy pulse, while forward distribution lines to individual units keep the original white cable wit…
- Build 0.7.6: Combat Directionality & Concealment Update - 23 July 2026
\ ● 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 / Dy…
- Build 0.7.6: Operational Soundscape & Melee Doctrine Update - 21 July 2026
\ ● Open Sound Architecture: the engine now supports full user-defined audio ingestion. Commanders can assign custom MP3, WAV, or OGG files for melee, ranged, and ambient tracks. ● Proximity-Dynamic Volume: melee and ranged sfx now react independently to screen-center proximity and camera zoom, so nearby combat naturally stands out over distant engagements. ● Acoustic Clarity Protocol: integrated a 120ms silence window with organic randomization to eliminate metallic echoes and ensure a natural combat rhythm. ● Quad-State Operation Toggle: new master control to cycle between 'Total Off', 'Simulation Only', 'Battle Only', and 'Dual Mode'. ● Cinematic Music Engine: persistent background tracks with manual calibration and full synchronization with the 'Reset' (Z) command. \ ● Melee Without Ammo Permission: troops can now be configured to maintain lethality in close combat even after comple…
- Build 0.7.6: Logistics Interception & Performance Update - 20 July 2026
\ ● Physical Line Disruption: hostile units now act as active interceptors. Any enemy troop positioned over a logistics trajectory will automatically sever the connection. ● Visual Depletion Status: intercepted supply lines immediately shift to a 'Depleted Gray' aesthetic, extinguishing all energy pulses and flow animations to signal a logistics blackout. ● Logistics Transfer Suspension: while a line is severed, the target battalion ceases to receive HP regeneration, fatigue recovery, or ammunition resupply. ● Real-Time Disruption Alerts: units currently suffering from a 'Supply Line Cut' will display visual feedback on the map and dedicated status alerts within the Order of Battle dashboard. ● Performance Calibration: implemented a high-efficiency pathfinding algorithm with expanded calculation intervals to ensure complex supply routes remain fluid without overloading the CPU.
- Build 0.7.6: The Order of Battle Protocol - 18 July 2026
\ ● Integrated Army Overview: a dual-column inspection screen accessible via sidebar or auto-open, providing a real-time status of all active battalions for both Team Blue and Team Red. ● Manpower vs. Pieces: the report now differentiates between the number of units (pieces on the map) and total men (calculated from aggregate HP), ensuring data consistency with the Troop Counter. ● Global Logistics Tracking: new team-wide metrics summarizing total ammunition and supply reserves, giving commanders an immediate grasp of their army's endurance. ● Tactical Class Breakdown: automatic sorting and counting of Ranged vs. Melee troops to analyze force composition and firepower potential. ● Expanded Unit Metrics: each group now displays individual Combat Power (POW) and Accuracy (ACC) alongside traditional HP, Fatigue, and Ammo gauges. ● Battle Confirmation Gate: the OOB now acts as a mandatory p…
- Build 0.7.5: The Battle Report Update - 18 July 2026
\ ● Full Battle Summary: a dedicated report now appears after every victory or surrender, split side-by-side between Team Blue and Team Red, styled to match each interface skin. ● Detailed Casualty Breakdown: tracks survivors, total losses sustained, starting force, and final morale for each side. ● Combat Performance Metrics: new total shots fired and real-time accuracy stats, calculated from actual hits landed during the battle, not just configured values. ● Victory Verdict System: battles are now judged and labeled based on casualty ratios, ranging from Total Domination and Heroic Victory to Tactical or Pyrrhic Victory. ● Most Valuable Unit: the report highlights the top-performing unit of the battle, displaying its portrait, kill count, accuracy, and final HP. ● Animated Scoreboard Presentation: all figures count up from zero when the report opens, with a smooth fade-in/fade-out tra…
- Build 0.7.5: The Hybrid Trajectory & Combat Update - 17 July 2026
\ ● Integrated RTS & Drawn Paths: battle mode now supports both direct click orders and manually drawn routes (Key R) simultaneously. ● Velocity Synchronization: eliminated speed discrepancies between rts clicks and drawn routes. Both modes now share the same physics engine for uniform displacement. ● Battle Elasticity Bypass: units on drawn paths are now exempt from formation elasticity pull, preventing invisible drag and normalizing fatigue consumption. ● Mutual Command Exclusivity: drawing a new path now instantly cancels any pending rts order, and issuing a new rts command automatically clears drawn routes. ● Route Visibility & ETA in Battle: the route visibility cycle (Key B) and the arrival counter (ETA) now work in battle, recalculating live based on fatigue and morale. ● Formation Anchoring Fix: units finishing a route now properly anchor to their actual stopping point instead o…
- Build 0.7.5: The Ammunition & Logistics Update - 16 July 2026
\ ● Ammo Limit Per Unit: enable a finite ammo reserve for any ranged unit (or multiple selected units at once), configurable directly in the Ranged Combat panel. ● Max Ammo & Resupply Rate: set the unit's total ammo capacity and how fast it recovers when resupplied. ● Distance-Based Resupply: units automatically reload when near an allied Supply Unit — the closer the Supply Unit, the faster the resupply, mirroring the existing Fatigue and HP recovery logic. ● Silenced on Empty: units stop firing the moment their ammo reserve hits zero, with a clear on-screen "Out of Ammo" warning, and resume automatically once resupplied. ● Live Ammo Gauge: a dedicated ammo bar now sits below the fatigue bar above each unit, following the same visibility cycle and zoom behavior as the other status bars. ● Linked to Firing Mode: the Ammo System is only available while Firing Mode is active on a unit, kee…
- Build 0.7.5: The Advanced Survival & AI Strategic Update - 15 July 2026
\ ● Strategic Recovery Seeking: enables panicked units to intelligently calculate vectors to reach nearest supply hubs or HQ bases instead of random fleeing. ● Rehabilitation Zones: creates designated parking radii around supply units to facilitate safe regrouping without unit collision overlap. ● Post-Recovery Anchoring: rehabilitated units automatically establish new guard posts at logistical coordinates upon regaining morale. \ ● Locked Doctrine: setting the enemy AI to Attack or Defense now permanently locks that doctrine for the entire battle, regardless of troop losses. ● New Free Mode: introduces a third strategic option that lets the AI decide its own doctrine in real time, weighing troop strength and current player stance. ● Spectator Mode Support: both AI-controlled armies can now independently evaluate and switch between Attack and Defense when set to Free. ● Visual Status Sy…
- Build 0.7.5: The Logistics & Supply Network Update - 13 July 2026
\● Designated Supply Units: enables logistics convoys and medic support roles to create a recovery network. ● Dynamic Recovery: units automatically regenerate HP and morale within active range. ● Integrated Stamina Recovery: accelerates energy replenishment for exhausted troops outside combat. ● Adaptive Routing: supply lines intelligently curve around Red and Blue blocking barriers. ● Combat Interruption: logistics links are automatically severed during melee duels. ● Proximity Efficiency: recovery rate and flow intensity scale dynamically based on distance. ● Tactical Filtration (Key C): 4-stage visibility (All / 50% / Selected / Hidden). ● Field Feedback: dynamic "+" particles and "RECOVERED" tactical status alerts.
- Build 0.7.5: The Pathfinding & Logic Sync Update - 11 July 2026
\ ● Proactive Barrier Detection: AI units now possess basic proactive sensing to detect barrier blocks, preventing battalions from colliding with obstructions. ● Repulsion Field Technology: implemented a 360-degree repulsion field for smooth navigation around corners and quinas. ● Dynamic Path Correction: AI units will now actively search for gaps in barrier lines to maintain their advance toward the objective. ● Steering Behavior Refinement: improved steering logic to prevent units from sticking to straight edges or getting trapped in linear geometries. \ ● Cross-Mode Logic Bridge: tactical "Break Points" established in Simulation Mode are now faithfully applied to Battle Mode AI. ● Hybrid Morale Thresholds: the combat engine now prioritizes player-defined retreat values over standard rules, enabling customized unit discipline levels. ● Intelligent Regrouping: rehabilitated units now r…