Hello everyone,
In this update, we have implemented a significant rework to the underlying combat logic. We wanted to address a core frustration regarding Chip Execution Priority.
🔥 The Core Change: High-Energy Chip Priority
Our design philosophy has always been "Small Chips drive the Big Chips." However, we noticed a recurring issue: when your High-Energy (Large) Chip was fully charged and ready to fire, it was often forced to wait in a queue behind a long list of smaller chips resolving their effects. This delay killed the momentum and sometimes cost you the match.
After the Update: High-Energy Chips now have Executive Priority. Once a large chip is fully charged, it will jump to the front of the queue and activate immediately, regardless of how many small chips are waiting to fire.
⚡ Balance Adjustment: Loop Prevention
To accommodate this priority shift and prevent game-breaking infinite loops, we have added a necessary restriction:
Event effects generated by Chip cannot recharge the Chip that spawned them.
🎯 The Goal
We want the combat to feel responsive and rewarding. When you build your strategy to charge up that massive attack, you should see the result immediately. Small chips fuel the engine, but the Big Chip delivers the finishing blow instantly!
