EA BUILD 0.001.008 // (23.09.26)
UI, HUD & Visuals
- Overhauled tactical screen interface with unified color grading, soft UI outlines, armor condition tints, and clearer text labels for operator roles
- Fixed visual alignment issues where wound status badges shifted out of place
- Added missing tooltip descriptions to operator status and bandaged condition panels
- Hid the "End Turn" button while out of combat to eliminate UI clutter
Roster, Reinforcements & Combat Systems
- Resolved an issue where selecting multiple operators containing a KIA character blocked movement commands or disabled the command wheel
- Fixed a bug where multi-character selections failed to highlight all selected operators in green on the team roster
- Corrected Casevac and reinforcement pop smoke areas so their active effect zones properly match the visual indicator radii
- Fixed a crash caused by ending a turn with a wounded character queued for CASEVAC, and added a dedicated evacuation screen with new text and animations
- Fixed an exploit allowing O-negative whole blood to be administered to fully healthy characters, and added missing notifications when blood supplies are exhausted
Gameplay, AI & Movement
- Fixed an issue where Action Points were only deducted upon reaching a destination
- Fixed a pathfinding bug preventing characters from vaulting over obstacles
- Implemented baseline framework and operational logic for upcoming Reach and Hold Contracts
Inventory & Gear
- Resolved an issue where rifle and sniper rifle ammo counts displayed incorrectly due to stack calculation errors
- Fixed a visual bug causing shotguns to show as both empty and loaded simultaneously in the interface
- Fixed inventory display and item handling issues in Malva's loadout
UPDATES & IMPROVEMENTS
- Miscellaneous bug fixes, asset optimizations, and stability improvements across tactical UI and combat systems
// DEV NOTE
We’ve continued refining core tactical screen systems and resolved critical pathfinding, selection, and CASEVAC issues. We’ve pushed forward with back-end development on the day/night cycle: including continued work on lighting visuals and environmental effects for Oct 7 update.
