Experience

The Żmija update brought significant changes to the skill progression system in the gameplay, shifting from a medal-based system to a more RPG-like experience point (XP) system.
Key points regarding the new experience system are as follows:
== Per Hero Experience ==
XP gained during missions is awarded individually to each participating hero, rather than being shared among the team. This means that every hero receives the full amount of XP earned during a mission. Unlike some games, there is no benefit to taking fewer team members on a mission, so power-leveling a single character is not possible.
== Recruits and Experience ==
Recruits do not benefit from gaining experience. To maximize XP gains for your primary heroes, it is advisable to limit the mission presence of recruits whenever possible.
== Sources of Experience ==
Experience points can be obtained from various sources, including:
*Successfully completing a mission.
*Winning fights, with more skirmishes in a mission yielding more XP.
*Completing additional random skirmish objectives.
*Random events with positive outcomes.
*Medals obtained during missions.
== XP Utilization ==
XP is used between missions at the base. Unlike the previous system, it is crucial to include heroes you wish to upgrade in as many missions as possible, as they will not gain XP (except for the optional 300 XP from consumed medals) if they do not participate in fights.
== Skills and Stats Upgrades ==
XP can be spent to acquire new skills and upgrade hero statistics. This introduces depth to decision-making and long-term strategy. Some heroes may rely heavily on specific skills, while others can perform well with minimal or no additional skills. In such cases, players can allocate more XP to improving statistics, such as accuracy and HP. If certain character skills are deemed ineffective or if players prefer to focus on weapon skills, they can opt for enhancing statistics instead.
These changes provide players with more control and flexibility in customizing their heroes' abilities and attributes, enhancing the depth of gameplay decisions.
Category:Gameplay