Journal Updates: Refreshed Journal graphics and disabled auto-opening on every login for a cleaner start.
Quest & Objective UX:
Updated quest interface and centered the mission objectives panel layout.
Moved the story-quest unread indicator onto the main action button for better visibility.
Morning Briefing Enhancements: Improved reliability and detail by preferring resolved daily reports and showing the full recovered-item dataset in salvage summaries.
Expanded Map Controls: Added additional zoom-out range on the world map.
Monday, Mar 23, 2026: Preparedness & Mental Fortitude
Preparedness Skill: Added the Preparedness skill. New survivors now start with gear based on their skill level (Starter Lamp → Rations/Water → Stim Pack → Shiv → Salvager Pack).
Mental Fortitude Skill: Added the Mental Fortitude skill, raising a survivor’s maximum fear cap by up to three points.
Command Objective Balancing: Rebalanced early-game tasks to require fewer materials and rely on more common finds.
Task Notification Persistence: Daily “new task” notifications now persist through refreshes and reconnects for the current day.
Fear Reset: Joining a new town now correctly resets Fear to 0.
Multiplayer Stability: Improved presence handoff during reconnects to reduce interference between old and active survivor states.
Scavenging Pacing: Adjusted tile depletion so scavenging pressure ramps more smoothly.
Forum Enhancements: Rebuilt composer with emoji shortcut buttons and refined picker control sizing.
Visual Map Feedback: Clicking shared map tiles from chat now gives clearer visual jump feedback.
Loot Visibility: Map loot markers now display stack counts directly, and the inventory panel shows total items on the current tile.
Friday, Mar 20, 2026: Faction & Supply Reports
Town Faction System: Added a new Town Faction system tied to daily command objectives. Each completed main or side task grants faction for the town.
HQ Supply Reports: Introduced headquarters supply reports at midnight on Days 5, 10, 15, and 20. Reports grade task completion and deliver scaling rewards (Common → Mythic).
Morning Briefing Update: Briefings now explain the faction system, showing faction gained, total standing, and HQ shipment details.
Tuesday, Mar 17, 2026: Morning Report & Story Expansion
Daily Status Loop: Expanded Morning Report access via both the action button and a global hotkey. Wired additional GameScene/debug paths to keep report state in sync.
Hardened Death Reporting: Offline midnight deaths are now announced back to the originating town more reliably.
Morning Report & Forum UX: Refined panel behavior, improved input handling, and server-side report flow cleanup.
Resource Sidebar Expansion: Town resource sidebar icons now use the full available width, improving scanability.
Power-Pole Robustness: Fixed state preservation across server restarts and corrected transparency/rendering edge cases.
Story Content Push: Substantial update to command story data, extended task/story progression logic, and narrative event surface consistency.
Internal Tooling Upgrades: Major UI/UX improvements in the tools app (layout, styling, richer interactions) and server/tooling integration updates for faster iteration.
General Upkeep: Broad data/config upkeep across items, skill-tree touchpoints, and related server logic.
Sunday, Mar 15, 2026: Game Architecture & Town Reporting
GameScene Refactor: Large-scale modularization of scene logic (init, update, player state, day cycle, etc.) for better maintainability.
Enhanced UI Orchestration: Improved ownership and management of inventory, town-fallen, and base-upgrade overlays.
Reliable Town-Fall Reporting: Hardened server-side reporting to prevent duplicate announcements and ensure town-fall death summaries are explicitly posted in town chat.
Saturday, Mar 14, 2026: Shared Intel & Communication
Eidetic Memory & Visibility: Reworked the visibility model with the Eidetic Memory skill. Exploration information is now shared, day-scoped, and features Lit, Remembered, and Dark tile states.
Town Forums: Added persisted threads and replies for long-term coordination within towns.
Communication UX:
Item/Tile Chat Linking: Players can now link specific items or tiles directly in the chat.
Clickable Tile References: Clicking a tile link in chat centers the map on that location.
Inventory Workflow Updates:
Recipe Book View: Centralized interface for managing crafting and viewing combinations.
Smoother Logistics: Relocated deposit, deliver, and drop-all actions for better town management.
Power Stability: Resolved issues where poles could disappear silently and fixed cable rendering between connected nodes.
Friday, Mar 13, 2026: Grid Expansion & Monster Tracking
Reinforced Power Pole (MK2): Introduced the Reinforced Power Pole with extended 3-tile range and adjacent-tile illumination.
Power Infrastructure Skill: Added the Power Infrastructure skill to gate advanced grid operations.
Level 1: Placing basic power poles.
Level 2: Dismantling existing poles.
Level 3: Placing Reinforced (MK2) poles.
Midnight Horde Reporting: Total monster spawn counts are now automatically announced in the town chat every midnight.
Thursday, Mar 12, 2026: Logistics & Defense Update
Base Defense Overhaul: Massive expansion to town perimeter defenses with 10 new sequential builds.
UI/UX Improvements:
Enhanced Base Upgrade menu with better spacing, scrolling, and build-effect descriptions.
Monster markers on the map are now larger, render more reliably, and no longer overlap with player icons.
Monday, Mar 09, 2026: Monster Siege Update
Monster Horde System: Corrupted Tiles now act as active spawning grounds for organized monster hordes.
Horde Life Cycle: Hordes spawn at Midnight, spend one night Gathering, and then begin Marching (1 hex per night) directly toward the town.
Environmental Damage: Advancing hordes consume all ground loot and destroy any Power Poles in their path, severing loot highways.
Escalation: A global Spawn Bonus increases nightly, ensuring the threat grows in intensity over time.
Corrupted Relays: Introduction of relay nodes that, if left corrupted, impose a severe town-wide search penalty. Disabling them requires 2 AP and coordinated effort.
Town Sieges: Active defense is now mandatory. If a horde reaches the base, its strength is tested against the town’s built defenses at Midnight.