
Weather and arena rules: one loadout stopped fitting everything
Six kinds of weather and four arena rules are now named in the briefing before you build the loadout. Building a universal one is no longer possible.
You used to come into every battle with the same set. Now, fifteen seconds before the first turn, you see the arena, the weather and the arena rule — and the eight slots are filled against them. In snowfall the blast is damped by a quarter and everything is slippery; in heat a shell flies 15 % farther and fire burns twice as long; in a storm the wind shifts mid-flight.
The arena rule lands on top of the weather. Tide raises the water every three turns, and the low ground goes first. Scarcity halves the rounds of everything except the basic shell. High drift doubles the wind up top — a lobbed shot catches it threefold. Scree turns the whole map to sand: wider craters, creeping slopes.
The enemy sees the same conditions and builds in parallel. Their loadout stays hidden — the only way to learn it is the Scout, and it costs an action point.

See it for yourself
Everything written here works in the game right now.