Hello, this is Mocha and Latte from the Chaos Bringer development team.
It's been a long time since we've greeted you with new updates. First, we'd like to express our sincerest apologies and gratitude to everyone who has patiently waited for us.
For the past few months of silence, we have been pouring all our energy into a large-scale refactoring to fundamentally improve the experience of the combat system, which can be called the heart of the game. It was a process of redesigning the system from its very foundation so that players could be free from unnecessary operational stress and immerse themselves solely in strategic fun.
Today, as the first result of that effort, we would like to introduce in detail how 'movement,' the most basic element of combat, has become smarter and more comfortable.
A Smarter Movement System
[The Story So Far]
Previously, we mentioned that we had introduced the following features to improve the convenience of the movement system.
Summary of Past Improvements
Contextual Ally Collision: Improved the phenomenon of allies blocking each other and clumping together.
Real-time Path Updates: Changed the system to continuously re-search for the optimal path even while moving.
Out-of-Range Skill Queuing: Regardless of range, if a skill is 'queued,' the character will automatically move and then use it.
However, we felt it was most important to clarify 'the player's true intention' amidst all this automated movement and to reflect it as the top priority.
[Core Improvements]
Player's Intent Comes First (UI Revamp and Priority Establishment)
So, we have visually distinguished between direct movement commands from the player and automatic movement for skill use, and established an absolute rule.
Solid White Line (Player's Will): This is an 'intentional movement' command directly given by the player clicking on the ground.
Dotted Yellow Line (System's Assist): This is the 'automatic movement' path calculated by the system for skill use.

Oh, and the white and yellow path lines you currently see are a rough, temporary UI design focused solely on implementing the functionality. They will be improved into a much more polished and intuitive look by our professional designer in the future, so you don't have to worry too much about the current design!
The most important principle is this:
The player's intentional movement (solid white line) always takes top priority over any skill queue (dotted yellow line).

For example, even if you are moving along a dotted yellow line to use a skill on a boss, if the player clicks elsewhere to avoid danger, the character will immediately pause all queued actions and move along the solid white line for survival. Only after the evasion is complete will it resume moving towards the original target (dotted yellow line).
Now, you can clearly understand all of your character's movements and grasp the flow of tactical and automatic movement at a glance. Furthermore, to ensure this whole process works reliably, we have also completely rebuilt the invisible internal logic, significantly increasing stability.
And, Regarding Another Change
Perhaps those of you with a keen eye might have noticed that the overall UI layout has changed significantly from before in the screenshots and videos we've shown today.
This is also the result of a great deal of thought and redesign to optimize player line-of-sight and operational convenience. It's still under development, so it's difficult to go into detail today, but there will be a day when we formally introduce this new UI layout after polishing it a bit more.
Today, we focused on the changes to 'movement,' the most fundamental aspect of combat.
Based on this smarter movement system, we will soon be back with more detailed news about 'skill queuing and macros,' which will dramatically reduce combat fatigue.
Thank you once again to everyone who has waited for so long.
- Sincerely, Mocha and Latte
