Hello everyone! I'm SlackCat, the developer of Windstop Strategy. It's been quite a while since I last updated you on the development progress. During this absence, we've been continuously monitoring various suggestions and feedback from our community players, and have set new directions for the game's future development.
After two small-scale internal tests and several months of polishing, the V0.9 major content update for Windstop Strategy Demo is finally ready to meet everyone! So this time, let me explain what new content and gameplay this update will bring!
1. Combat Changes
First point: Windstop Strategy's combat WILL NOT be changed to a card-based system!!! We have completely abandoned card-based modifications!! Additionally, we've added some new mechanics to the combat foundation - details can be found in the update log at the end.
The current combat system mainly simplifies the previous version by removing the mana mechanics (Inner Power and Qi Gathering), strengthening skill mechanics, and splitting each turn into a Strategy Phase and Combat Phase.
Strategy Phase
In the Strategy Phase, you can see the enemy's skill sequence and decide your own skill order based on the current battlefield situation.

After setting your skill sequence, click the 【Fight】 button on the right to enter the Combat Phase.
Combat Phase
Similar to the old combat system, characters will execute skills in the predetermined order, except that skill execution now alternates between allies and enemies. After all skills are executed, all characters will perform a basic attack based on their speed stat.

Auto Combat
In auto combat mode, the AI will decide skill usage for you, behaving essentially the same as the old version's combat.
We've also simplified the skill targeting system (previously similar to Unicorn Overlord's programming approach). Most attack skills now prioritize targets in the same row, while healing skills favor characters with lower HP. This places more emphasis on character positioning and skill usage decisions during combat.
2. Character Progression Adjustments
Enhanced Character Differentiation
In previous versions, many special NPC characters felt too similar to generic characters, especially after being fully developed. Beyond unique artwork/models and storylines, even when unlocking exclusive equipment, players might prefer giving it to stronger generic characters.
Therefore, we've essentially reworked all recruitable characters' initial traits, strengthening their unique functionalities. These traits can be further upgraded as character stories progress.

We've also designed some exclusive legendary treasures for different characters.

3. BOSS Battles
As more factions unlock in later game stages, simple attack/defense battles might feel monotonous. Therefore, we're introducing unique BOSS battles at certain faction story points or dungeons, emphasizing formation and combat strategy.

The V0.9 test version includes one challenging BOSS battle for players to experience.
4. World Map Strategy
For special map strategy gameplay, our current design leans more toward Sengoku Rance's approach - triggering events by spending action points to provide multiple approaches for conquering factions.
Reasons: 1) Strong main story events conflict with pure sandbox strategy gameplay (like Paradox-style grand strategy or Total War's economic/diplomatic systems); 2) Our team's current size and resources can't support developing a complete grand strategy game.
Thus, our focus remains on polishing core gameplay. However, we plan to add a story-free sandbox mode in the future to implement deeper farming/diplomacy mechanics separately from story events.

5. Visual Improvements
We've upgraded the game's overall visual presentation, now implemented in the V0.9 Demo.
UI Overhaul
We've redesigned most UIs to unify the art style and optimize information display.




Character Art
We've replaced all generic faction NPC AI-generated art with hand-drawn illustrations.
Combat Visuals
We've adjusted hit/knockback animations and designed special effects/performances for BOSS battles. More enhancements (animations, effects, etc.) will come in the full release.
6. Story Content
Now about the story - we've categorized it into several types:
Main Story
The main story follows a multi-ending, multi-playthrough structure divided into phases. At each phase, you may need to complete key events or make crucial decisions.

Some choices may affect final battle difficulty, while others directly influence endings.
Faction Stories
Faction stories provide plot clues and may have different routes (like existing Demo content - Dragon Bay's Boar Branch that observant players may have noticed).

Later factions will have fewer branching paths to streamline the narrative.
Dungeons
The Daughter Village dungeon proved successful in testing, offering good expansion opportunities:
Additional character backstory and recruitment motivation
Hidden plot clues rewarding legendary items
Alternative faction conquest strategies (like defeating a faction boss early)
Repeatable dungeons for farming resources
Subsequent faction dungeons follow this design as narrative supplements and high-end reward sources.
Character Stories
Character stories remain as character development and personality supplements.
7. MOD Support
About MODs: Due to significant V0.9 changes, old saves and MODs won't work. We'll provide MOD migration tools before official release to help MOD authors update their work.
That covers this dev log's content. The full update log is below for reference.
:zs_coffee::zs_coffee: V0.9 Update Content :zs_coffee::zs_coffee:
Major Updates
Combat system overhaul including talents, skills, traits, buffs, Tiger Flame points, equipment, and BOSS battles
Numerical adjustments and corresponding story rewards, character creation mechanics
Dialogue and cutscene optimizations, plus reorganized early-game story
New trait system: permanent traits can upgrade but have activation limits; starting traits adjusted
High-difficulty item use limits: each character has usage caps per item type
Injury system changed from percentage-based to fixed values, affecting related items/healing
Massive UI redesigns and optimizations
Combat visuals and sound effects improved
Enemy BOSS presentation and skill effects enhanced
New BGM tracks, NPC art, and story CGs added
Numerous bug fixes
Adjustments
Reworked Green Wood techniques and other Inner Power-related skills; removed obsolete mana/Qi mechanics
Redesigned prison mechanics: multiple recruitment methods; interrogations cost money
Reworked traits/skills for early recruits (Zhu Sanniang, Liu Ming, etc.) to enhance uniqueness
Revamped Whale BOSS battle for better strategy/performance
Reworked Iron Guard's 【Indomitable Wall】 talent
Added 【Oil Flask】 talent to Archers, replacing old one
Added 【Preemptive Strike】【Iron Constitution】 to Warriors, replacing weak talents
Skill targeting now fixed; removed Unicorn Overlord-style programming; skill order decided in Strategy Phase
Skills use cooldowns instead of mana costs to simplify resource management
Ancient Ruins dungeon constructs now have unique models/art
Added tooltips for new mechanics/buttons
Added confirmation for skipping combat
Combat speed controls now always visible
Injuries reduce HP by fixed values instead of percentages; related items adjusted accordingly
Trait system: traits can upgrade; permanent traits have activation limits
High-difficulty stat items have usage limits per character
Shields now block all debuffs but decay 50% per turn
Reduced early-level EXP requirements; EXP gain scales with party size; partial EXP on failure in high difficulty
Early "Recapture Lost Bases" battles made easier
Normal+ difficulty BOSS stats reduced
Left-click quick-selects characters; right-click shows info
【Martial Training】 costs less money, gives more EXP
Tang Bainiu's Block talent now requires >50% HP to prevent suicidal tanking
【Guidance】 event gives extra items
Added 【Summon Boar】 trait to 【Boar Hunter】 pool
Renamed "Attack Base" to "Recapture Base" in relevant contexts
Removed many External Skill usage limits; improved skill charge UI
Dungeon character portraits now clickable for info
Added quick-select/clear buttons in character selection
Added final turn indicator in combat
Added notification for available talent points
Added combat UI options: hide buffs, toggle HP numbers
Fortune cultivation won't give lower-tier traits if higher ones exist
Bug Fixes
Fixed missing model points for Tang Caidie
Fixed skill manual tooltips sometimes clipping offscreen
Fixed Bug where Fate Points could be repeatedly obtained after favor was reduced and then restored during Fate Cultivation
Fixed incorrect Fortune point calculation when mass-using relationship items
Fixed ambiguous dialogue in Blazing Trail
Fixed UI not resetting after skipping combat
Fixed Chinese quotation marks causing premature line breaks
Fixed Ancient Ruins dungeon quest progress not updating
Fixed Falcon Arts not summoning eagles
Fixed 【Paralysis】 preventing skill usage
Fixed Warrior talent conflicting with Two Polarities Art
Fixed some unique location events being misclassified as generic
Fixed prisoners still being unrecruitable after passing persuasion checks
Fixed Ox Mine trade display bug
Fixed save menu not opening when saving party during formation
Fixed 【Body Swap】 targeting inconsistency
Fixed Ximen Xiang's sword skill damage description mismatch
Fixed Warrior's 【Preemptive Strike】 not triggering
Fixed some chase skills causing combat freeze
Fixed 【Damage Reduction】 buff incorrectly showing as positive
Fixed formation UI showing cloned faction characters as deployed
Fixed some text still showing "Bandage" after rename to "Gauze"
Fixed unable to recruit prisoners when threatening
Fixed Boar Ridge BOSS event not triggering after faction destruction
Fixed knockout animations sometimes not playing
Fixed 【Recruit Disciple】 still consuming action points when canceled
Fixed 【Falcon Bow Arts】 eagle skills not working
Fixed 【Wooden Barricade】 misnamed as 【Phantom Soldiers】
Fixed 【Yili Dan】 misnamed as 【Yili Dan's Inner Demon】
Fixed destroyed factions still showing diplomacy relations
Fixed Zhao Rang's innate talent not working
Fixed some skills causing target animation freeze on kill
Fixed 【Purifying Precepts】 being manually triggerable after auto-trigger
Fixed mismatched voice genders for some skills
Fixed Long Wanying Story 2 incorrect title ("Past: Part 1")
Additions
Tiger Flame system: added party size growth, skill usage, multi-character actions
Added 3D arrow indicators for skill targets on hover
Added obstacle mechanics to early base battles
Added dungeon save/load support
New BGM tracks, NPC art, story CGs; replaced all faction NPC AI art with hand-drawn
Added 【Legendary】 tier items to starting legacy
Added location tracking in intel screen
Added combat vulnerability mechanics
Added blurred backgrounds to some popups to reduce UI interference
That covers all Windstop Strategy V0.9 Demo content!
Thank you for your continued support and patience! We sincerely hope players can try this new version and provide feedback!
