Hello everyone! It's great to see you again. I'm PQ, the lead designer of EFAS, and I'm thrilled to introduce the new content in version A141.
Our team has put a lot of effort into this update. While it may still have some rough edges, the core of the game is now complete. You can now build a thriving and vibrant base in EFAS, train your troops, gather resources, manage their daily needs, and lead them into FPS battles enriched with roguelike elements, all while enjoying the unique blend of strategy and gameplay.
We're also developing a fascinating totalitarian worldview, so stay tuned for more!
We hope EFAS provides you with an enjoyable gaming experience. If you encounter any issues or discomfort in the game, please don't hesitate to reach out. Together, let's create an exceptional gameplay experience!
New Features
Battles
- Added new soldier: Rocket Commando
- Added different abilities to enemies in different tiers: Massive Fortress, Rocket Commando, Goliath
- Added status where soldiers with health below 30% cannot participate in battles
- Added that kill points in battles will no longer drop treasure chests
- Added animation for troop reinforcement airdrops in battles
- Added effect of Pems using burrowing to enter the battlefield
- Added weapon ADS: Grenade Launcher
Base Building
- Added new base buildings: Prison, Public Restroom
- Added long-press function to enter hover mode in the base
- Added NPC behaviors and individual statuses
- Added NPC animations: Working, Sleeping, Eating
- Added new building models
- Added tax collection function
- Added building displayed on the mini-map
- Added Tech Points production ability for the Command Center
- Added behavior logic for soldiers working on destroyed buildings
- Added crafting progress display in buildings
- Added flashlight function for nighttime
- Added resource gathering in the base: mine, plants, common trash
- Added Food Hall recipes
Mission
- Added building construction tutorial missions
- Added base gameplay tutorial missions
- Added resident request missions
Balance
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- Added initial profession selection with different weapons and skills
Improvements & Optimizations
Battles
- Optimized buff stacking selection logic
- Adjusted battlefield buff drop logic; normal enemies (excluding elites and bosses) will no longer drop buff chests, and buffs can now be quickly obtained through energy bar accumulation during battle progress
- Optimized spacecraft skill performance
- Adjusted the refreshing logic for Parasitic Comets
- Optimized the battle difficulty of the Urslan Intelligent Hub
Base Building
- Updated base HUD information display UI: Loyalty Level, Satiety Level, Health Level
- Optimized the interaction with base buildings.
- Adjusted the blueprint unlocking order in the Command Center Tech Tree
- Adjusted sizes for certain buildings
- Optimized the production logic for base buildings
- Adjusted flying capabilities in the base to require certain technology to be unlocked
- Optimized flying experience in the base
- Adjusted output for Greenhouse and Animal Farm
- Optimized building icon display on the construction wheel
- Adjusted the timing and triggering frequency for base defense battles
- Optimized soldier spawn locations
- Optimized the models for base buildings, including walls, defensive gates, and air mines
- Fixed the issue that caused the game to crash when placing the Missile Turret building in the base
- Fixed the loading issue that occurred under special circumstances when entering the base defense battle
Interface
- Adjusted the number of troops per unit to 1. Now “troop” is "soldier"
- Adjusted the number of soldiers a player can carry based on a spacecraft, with a maximum of 48 units.
- Adjusted the carrying relationship between spacecraft and soldiers, vehicles, and officers
- Optimized detailed descriptions for officers and vehicles
- Optimized the display of troop interface models
- Removed the entry for upgrading spacecraft
- Optimized the display logic for the Star Core Cube interface
Balance
- Removed the durability attribute of items and the display of binding information
- Significantly reduced the cooldown time for dungeons
- Optimized blueprint unlocking, crafting and upgrade required materials: soldiers, armor, weapons, vehicles
- Optimized rewards and drop rates for dungeons and space gathering
- Adjusted the capacity sizes for backpacks and warehouses
- Adjusted crafted soldiers, weapons, and armor to have initial levels
- Removed initial weapon and soldier drops
- Removed the event for occupying space stations
Mission
- Optimized the logic for tracking building construction materials
- Optimized the battle tutorial missions
Others
- Temporarily disabled Exchange, Auction House, daily and weekly missions, and guild features
- Performance optimizations
- Bug fixes