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updates5 min read

Terminal Leave 0.2.2

Fixes and finishing touches: soldiers keep their routes, shots follow round timing. New: waiting, corner peeking, medkits and picking up bodies in the turn plan.

This update is mostly fixes and finishing work. We repaired what broke in battle and completed things we had started earlier — timed shooting, squad movement, training battles, the results screen. There are only a few new mechanics: wait, peek around a corner, medkits, and lifting a body as part of the turn plan. Everything is below: what’s new first, then balance, then fixes.

New

Interface and graphics

  • A round timeline now sits above the order list. Each order is a block from start to finish, a white notch marks the moment of a shot, and anything that doesn’t fit in the round is shown in red.
  • The bottom of the screen is a single order bar: your weapon in the middle; magazine, grenade, medkit and backpack on the left; overwatch, stance, move mode and wait on the right. Right-click opens a choice — which magazine the next reload takes, which grenade to throw.
  • The minimap is gone. The “Intel” button opens a plan of the map with the landing and evacuation zones, and its “Data” tab shows everything known about the enemy.
  • The loading screen gathers intel on the enemy squad — a sniper, main weapon, armor, ranks, a callsign — and on their commander: whether they finish off the wounded. Each fact is either confirmed, and then it’s true, or stays grey.
  • Every battle has its own light — morning, day or evening, the same for both players. The replay plays in the same light.
  • On the results screen you can promote a soldier and award the medals they were nominated for, right there.
  • A new “Eternal memory” block holds the soldiers you chose to mark.
  • A weapon can be starred: a starred one gets its own slot in the warehouse.

Mechanics

  • Wait (the hourglass, 1 to 5 seconds): the soldier holds position.
  • Peek around a corner: the soldier leans out, looks in the chosen direction and leans back without firing. While leaning out, the squad sees from that cell — and the soldier is exposed to overwatch. Only works at a corner you can actually look around.
  • Medkits: in 3 seconds a medkit restores 20 health to the soldier or to a wounded ally in the next cell. Medkits are sold in the shop; a new account starts with two.
  • Lift a body right in the plan: run over, pick them up, carry them off — all in one round.

Balance

  • Every shot now has its own time in the round and its own moment when the bullet leaves. Pistols and SMGs are fastest, rifles and shotguns slower, sniper rifles slowest of all. Every weapon has a limit of shots per round.
  • Sniper rifles have two modes: snap and aimed.
  • A sniper waiting for an enemy behind a corner fires the moment they lean out — but the shot is less accurate the less time there was to aim.
  • Weapon skill now makes a soldier faster, not just more accurate: at the top level, the shot, the reload and the order itself take noticeably less time.
  • Overwatch fires only in a soldier’s free time — during a wait or after all their orders are done, and only if the shot fits. A soldier ordered to shoot this round doesn’t react on overwatch.
  • A grenade deals damage when it explodes, not when it’s thrown, so you can get out of the radius in time. Throw range is shorter: frag 7 cells (was 10), flashbang 8 (was 11).
  • Cover protects more: half cover takes 35 off the hit chance, full cover 50.
  • In battle a soldier can only reach what’s in their pockets and on their belt — no reloading, throwing grenades or using a medkit straight from the backpack; move the items out first. Things picked up in battle go into pockets and the belt first. The “load-bearing vest” slot is now called “Backpack”.
  • A fireteam now holds up to ten soldiers: six go into battle, the rest wait in reserve and replace anyone who can’t fight.
  • A soldier’s Health is the average of their Strength and Endurance and grows with them.
  • After 20 training battles a soldier completes combat training: +1 to every characteristic, once.

Fixes

  • Soldiers no longer abandon their route when a squadmate is in the way: they wait for one who is moving, step around one who has stopped, and wait 0.6 s for an enemy before going around. Where routes cross, the soldier whose order was given later yields. The plan shows this in advance — the wait is marked yellow on the round timeline.
  • An enemy coming out of the fog of war is drawn as a soldier straight away, not as a red cylinder, and a female soldier uses the female model.
  • During round playback, squad cards show each soldier’s state at that moment, not just the end result. A soldier who is out of the fight can be selected to see who they are.
  • In a training battle soldiers take their own gear, but every magazine is loaded with rubber rounds; nothing is spent and nothing goes to the enemy. Rubber rounds are marked yellow everywhere.
  • On the hire screen, a soldier hired by another commander disappears from the list within a couple of seconds.
  • Courage lost to PTSD — when a commander quit a battle and left the soldier behind — comes back with every win of their squad.
  • A shot from an upper floor is no longer blocked by a wall of the floor below.
  • A soldier standing on barrels stands on top of them, not inside.
  • A weapon looted from a soldier no longer stays in their hands if they were evacuated after all.
  • After you leave a battle, your soldiers keep their fireteam and their place in the squad.
  • The cabinet shows battle results on its own — no page reload needed.
  • A veteran the AI took for a battle that never started goes back to the market.
  • An enemy hanging on a ladder can now be targeted.
  • Evacuation cells are no longer shared: each side has its own.
  • Skill grows for the weapon that was actually fired, not the one in hand at the end of the battle.
  • A soldier turns straight to the target instead of swinging 45° onto a diagonal.