
Thank you for playing Fantasy Maiden Wars - DREAM OF THE STRAY DREAMER - .
Patch Notes – October 31, 2025,19:00(UTC+9)
\[Ver.1.2.2] The following issues have been fixed in this update:
Added handling for when there's a problem with save data during application startup's save data verification.
Modified "Blocking" to display an icon on target units.
Fixed a bug where weapon names were not displayed correctly when selecting support attacks.
Modified to display a warning message when overwriting main story save data with special episode save data.
Fixed a bug that occurred when taking screenshots using Steam client features.
Fixed an issue where HP bars, etc., could be displayed misaligned when using Spirit Commands in specific procedures.
Changed the timing of an event that occurs in Chapter 42 of Reimu's route.
In Chapter 46, corrected camera focus processing in conversation scenes.
Fixed an issue where text in some conversation scenes was not displayed.
Corrected the content of some Spell Card descriptions to be accurate.
Fixed a bug that occurred in some track data of the "ORIGINAL SOUNDTRACK."
We apologize to any users who experienced inconvenience and thank you for your continued support of Fantasy Maiden Wars - DREAM OF THE STRAY DREAMER - .

As the jack-o'-lanterns glow in the night sky, Tiny Pasture welcomes a truly magical Halloween! We've prepared 8 brand-new festive decorations for you. Come and adorn your Desktop Pasture, letting your little animals play, trick-or-treat, and enjoy their own joyful party on this fantastical Halloween night!

Candy Jar
Blue Flame Wood
Ghost Hat
Evil Pumpkin
Small Gravestone
Dark Fence
Candle Stump
Candy Pile
🎁How to Get Them: Update the game and claim them for free!
https://store.steampowered.com/app/3167550/_/ Thank you for all your continuous support and love! We invite you to join our player community to connect with fellow ranchers and share your amazing desktop pasture!

Survive and advance in Gauntlet: an all-new cutthroat, knockout-style elimination mode where squads race to complete missions.
In Gauntlet, eight squads go head-to-head in a series of special missions that push every squad to their limit. Decryption, extraction, territory domination, target protection, explosive transport and more–only squads with the complete package will come out on top in this Gauntlet of elimination ending in a squad vs. squad showdown.
Ready to run the Gauntlet? Assemble your squad and claim glory in this competitive experience.
Gauntlet is a competitive, round-based mode based on a four-mission sequence :
FIRST MISSION - Eight Squads
SECOND MISSION - Six Squads
THIRD MISSION - Four Squads
FINAL MISSION - Two Squads
The Combat Zone for each mission is based on sections of Fort Lyndon and is custom fit to the number of remaining squads, so that the First Mission has the largest Combat Zone and the Final Mission has the smallest. Its order of mission - namely the Second and Third Missions - can be skipped in specific circumstances, such as Multiple squads forfeiting the Gauntlet by leaving early.
At the start of Season 1, there are eight mission types; one additional mission - Rodeo - will be added during Season 1, with more to follow in additional seasonal updates.
Unlike Battle Royale, Classes in Gauntlet are the same as those in Battlefield 6 Multiplayer; if you are coming in from Battlefield 6 Multiplayer, your loadouts will carry over into Gauntlet.
Specific missions may benefit from unconventional Class choices across the squad; rather than choosing the standard “Assault, Engineer, Support and Recon” balanced composition, you may find more success on double, tripling, or quadrupling up on a Class.
Nobody likes a quitter, especially if you are performing well in a Gauntlet despite them. When your Gauntlet team is eliminated due to teammates leaving, there is a chance that you will be assigned to a new Gauntlet team rather than be eliminated.
Reassignment ensures all teams have four active players throughout the Gauntlet match, rewarding top performers from squads with teammates who leave mid-operation. At the end of each mission (save for the Final Mission), all squads, including eliminated squads, will be checked for open spots. If there is an open spot on a surviving squad, or if there is a unique scenario with open spots across multiple eliminated and surviving squads, then a Reassignment will occur, guaranteeing the next mission will have the correct number of squads. Full squads of four who advance to the next mission will not be reassigned.

Every Gauntlet “round” is a different mode or “mission” - with eight mission types and numerous Combat Zones, it is incredibly rare to have the exact same Gauntlet mission sequence in back-to-back matches with over 70,000 different possible combinations. However, prior to each mission, a miniature briefing takes place that details the rules of engagement and how points are scored.
Every mission offers one point for every kill and revive. This means reviving a squadmate is technically a two point play, as it earns your squad one point while denying a point from the enemy. Keep this in mind when determining your strategy for success as well as Class choice, since the Support Class has multiple tools to help with revives.
True to Battlefield’s core principles, however, the most effective point scoring method across all but one mission is to play the objective. Whether it is destroying M-COMS, holding consoles, or remaining on designated zones, objective play will rack up score faster than playing for a K/D ratio.
Across all missions, points are doubled in the last minute of that mission. For example, if a mission normally rewards a squad one point per kill, then a squad will receive two points per kill during the last minute of the mission.
Some missions will only appear in specific Gauntlet rounds. For example, “Heist” is only played as a Final mission between two squads and does not show up as a First, Second or Third mission.
The eight available Gauntlet missions, as well as when they can appear in a Gauntlet, are as follows:
Name
1st Mission (8 Teams)
2nd Mission (6 Teams)
3rd Mission (4 Teams)
Final Mission (2 Teams)
Circuit
✓
✓
✓
✓
Contract
✓
✓
✓
Deadlock
✓
✓
✓
✓
Decryption
✓
✓
✓
✓
Extraction
✓
✓
✓
Heist
✓
Vendetta
✓
✓
✓
Wreckage
✓
✓
✓
✓
Squads earn points by simultaneously capturing and holding as many control consoles as possible. Think Domination, except you must actively capture each control console, the number of which varies by stage:
FIRST MISSION - Up to 36 Control Consoles
SECOND MISSION - Up to 24 Control Consoles
THIRD MISSION - Up to 12 Control Consoles
FINAL MISSION - Up to 5 Control Consoles
One point is earned every 20 seconds for each console controlled.
The Support Class and its wealth of revival and defensive Gadgets could be great to lean on in this fast-paced mission, or the Assault Class can shine through its abilities to capture objectives faster than other Classes. Otherwise, consider the Recon and Engineer to lay down nasty traps on their captured consoles to prevent - or get the drop on - enemies from stealing them.
Every life counts in Contract. Squads earn one point for a kill, one point for a revive, and fifteen points for wiping a squad entirely, which brings us to the objective of a Contract:
Any squad wiped - as in, all four squadmates are dead at the same time - is automatically eliminated from the Gauntlet match. In other words, this is a sudden death deathmatch.
This mission is over when either the timer elapses or a number of teams has been eliminated to the following:
FIRST MISSION - Four squads eliminated (Eight squads down to Four)
THIRD MISSION - Two squads eliminated (Four squads down to Two)
FINAL MISSION - One squad eliminated (Two squads down to the Winning Squad)
More than any other mission, all classes can be the MVP of a Contract mission, so long as no reckless decisions are made. This may lead to less aggressive strategies, but be forewarned: all players are spotted periodically to prevent stagnation, so a squad that sits back and tries to play passively will have their defensive idle cover positions blown
Squads compete to secure and control rotating capture zones for as long as possible. This is most similar to the King of the Hill Multiplayer mode, but with a twist depending on how many squads play this mission.
Like King of the Hill, a player may stand in a Deadlock capture zone to control it for their squad. If players from different squads occupy the same capture zone, the zone is contested. Having multiple players from the same squad occupying the zone does not cause points to be granted more quickly. Prior to the end of one zone, the location of the next one will be revealed on the map, allowing for a “rotation” over to the next objective for those who wish to play aggressively.
Except for the Final Mission, where there is only one rotating zone, Deadlock features multiple capture zones. Specifically:
FIRST MISSION - Four Zones
SECOND MISSION - Three Zones
THIRD MISSION - Two Zones
FOURTH MISSION - One Zone
This allows your squad to split up to get more points, although you may want to focus on just one zone to ensure consistent point scoring opportunities.
Whether there is one capture zone or four, a squad earns one point by owning one zone for three seconds. All Classes can make an impact in Deadlock, but a special mention should be given to the Assault Class and its Spawn Beacon for granting advanced positions on active (or upcoming) objectives and capturing zones faster.
Squads compete to secure and protect beacon pickups for set periods of time to "calibrate" them and score points, specifically 10 points after 50 seconds of calibration time.
Picking up a beacon automatically marks you on the map and in the overworld, making you a target. Only one squad member can hold one beacon at a time, but each squad member can carry one beacon each. Sprinting will halt the decryption process, making slow, calculated movements necessary for survival while holding a beacon.
Playing the objective - calibrating beacons - is crucial to success; the squad who balances beacon calibration with tactical engagement choices and consistently revives will ultimately come out on top. Although it may not be a great idea to crowd a squadmate with a beacon, leaving them alone is a recipe for disaster.
This might mean the Support Class and its litany of defensive tools can help lock down beacons until they are calibrated, or the Recon Class could step up to spot enemy movements and hinder their advancements with anti-personnel mines. Otherwise, the Assault Class can decrypt beacons faster than any other class, but having a four-Assault set-up may leave the squad open to counter-attacks from savvy Support, Recon, and Engineer enemies.
Travel between consoles scattered throughout the level to gather data, then extract the recovered drives using drones.
The mission begins with terminals placed throughout the map with data drives sticking out of them, as well as drone pads that periodically call in drones for extractions. Players must interact with terminals to extract a recovered drive, then find a pad with a drone waiting to extract a drive. There is a countdown of 5 seconds before the drone leaves, and a drone can multiple extract multiple drives at once
A squad earns three points for each successful recovered drive extracted, and a player can carry up to 10 drives at once, which can lead to up to 30 points per player in one extraction. Coordinating an escort for those holding drives, especially if your squad decides to risk carrying multiple drives at once, should be the main priority for winning - or advancing to the next mission after - an Extraction mission, with aggressive kills and reviving opportunities seen as regular point bonuses.
The Recon and Engineer Classes can set traps around drone pads to make it harder for enemy squads to extract drives and rob them of point-scoring opportunities. Alternatively, the Assault Class and its Spawn Beacon can be great for getting reinforcements when extracting drives.
Seen as an ultimate showdown mission, Heist tasks the two remaining squads in a Gauntlet to retrieve objectives from enemy bases and return them to their own HQ, all while also defending an objective of their own. This is similar in format to the classic “Capture the Flag” game, but with intense stakes.
If a squad drops a stolen case, consider it a fumble: either squad can pick it back up or it will automatically reset back to its original base if nobody picks it up within 60 seconds.
Every enemy cache capture grants 10 points.
All Classes have the chance to rise above the rest, but a Gauntlet victory will come down to how a squad compliments each other’s individual playstyle. Some may decide to watch their own cache back at their spawn in a defensive role, while others may take flank routes as another takes an aggressive beeline towards the enemy cache. Not communicating and coordinating these efforts can lead to a loss, but that should be second nature to squads who survived a Gauntlet long enough to see a Heist go down.
Protect your squad's High Value Target (HVT) and kill the enemy HVTs.
The first operator to get a kill is marked as the first High Value Target (HVT). Whoever is a HVT earns their squad one point every five seconds they are alive, and their location is always visible on the map and HUD compass.
All successful Vendetta strategies are focused on the safety of your principal; your squad’s HVT needs to be kept alive for as long as possible to rack up score for the squad.
The Recon Class may be ideal for this mission, as they can spot enemies protecting their HVT while also going behind their lines with clandestine tools. Another potential priority Class is Support, who can lay down Deployable Cover and Intercept Systems to defend their HVT.
Your squad needs to find, transport and detonate bombs at specific locations across the map. Think of this as a squad-based Rush or, for our Battlefield veterans out there, consider this a respectful nod to some classic obliteration gameplay…
When the mission starts, a number of bombs spawn at randomized positions. Interacting with the bomb causes a soldier to pick it up. A soldier can hold only one bomb at a time, and will explode if they fail to plant it at an M-COM in time. Bomb carriers and M-COM Sites - active, inactive and armed - are indicated to all players.
Every M-COM Destroyed rewards 10 points, disarming a bomb off an M-COM rewards 5 points.
The Assault Class’ quicker plant and defuse times can make them the go-to objective driver on the squad. However, the amount of defensive gadgets across the other three classes can make for a more well-rounded team that can help push towards and lock down objectives.
This is a Slog Report, an end-of-the-month progress report to assure you that development is still enslaving me.
First of all, for those who do not know yet, my pace is mostly slow. I have to take account to almost everything in the game. I am also not one who typically make posts, so I apologize for keeping some of you in the dark. I assure you that I do not plan on dropping this project. Now, as for the report itself:
This update I am tackling on adding the much-needed prologue. This new prologue will take several years prior to the main game and act as the basic tutorial. Additionally, expect some changes for the first few story elements such as dialogue.
I have been dabbling on Steam's achievements and cloud for a bit now. Steam cloud is pretty much ready at this point, and the achievements are only lacking art assets for now.
For the next update, I will be adding the Character Archive room that is only exclusive to the early access versions of the game. Once you complete the main stories, you will be able to access it through any waypoint. The room will allow you to freely use all of the implemented characters in a confined area. I add this in hopes of gaining some thoughts and feedback.
Lastly, save files will have no problem transferring over to the new version. Expect the update to arrive at 16 December 2025.
That concludes the Slog Report. For all of you, thank you for your support and patience, I hope you continue to persevere with me for the months to come~
【Maintenance Type】Server Shutdown Maintenance
【Maintenance Time】November 3, 2025, 09:00 - 12:00 (UTC+8)
【Estimated Duration】3 hours (may be earlier or later depending on actual circumstances)
【Maintenance Type】Server Performance Optimization
【Affected Scope】All players will be unable to log in
The path to immortality is long, let's walk together! Thank you for your support of *Mortal Generals*!
This hotfix is fixing four issues present in yesterday's update, most importantly making multiplayer after host migration stable again. Here's what has changed:
Critical: Fixed issue that after a host migration the run ends
Major: Fixed “Wrong turn, right find” achievement not being achievable
Minor: Fixed some level design issues on "Loch Rioghail"
Minor: Fixed missing activity icons for the new trails on Discord
Hope you all enjoy the new mountain. And as always feedback is very welcome!
- your Megagons

Today we’re very excited to share the special vehicle for this year’s Dreams Come True event – the experimental American XF5U-1 “Flying Flapjack”!
XF5U-1: A Premium Fighter for the USA at Rank IV
At a glance:
Unique aerodynamic design
Very low stall speed
Equipped with six .50 caliber guns and bombs
Capable of very tight turns
The concept of the “flying pancake” design was proposed by American Charles Zimmerman in 1933, and represented a radical departure from traditional aircraft design. Zimmerman wanted to create an aircraft with as much lift as possible, and so the proposed design incorporated a fuselage that would also serve a single circular wing. After impressing the US Navy with a radio-controlled model, he received funding to create a prototype, which would receive the designation V-173.
This lightweight wooden aircraft with a maximum speed of 220 km/h successfully completed multiple years of testing, and resulted in a wealth of experience, which ultimately lead to the creation of a fully-fledged prototyped, designated as the XF5U-1, featuring an all-metal fuselage and two Pratt & Whitney R-2000-7 engines. By the time the prototype was completed in 1947 however, it was facing insurmountable complications. Ground tests revealed worrying control instability at low speeds, and against the backdrop of the successes of jet aviation, the US Navy closed the project in March 1947.

The main prize of the Dreams Come True event is the thoroughly unique XF5U-1 “Flying Flapjack” fighter prototype. This is easily one of the most unusual aircraft ever to come to War Thunder, and we’re eager to tell you all about it!
The original concept of the “flying pancake” design was intended to provide an incredibly short takeoff run, which would let the aircraft safely operate from short runways and carrier decks. The entire fuselage of the XF5U-1 is effectively just one big wing, and the large extended propellers prevent additional drag. Overall, the speed of the XF5U-1 is fairly average across the board, though it reaches a respectable 600 km/h at sea level, and can accelerate to 700 km/h at high altitudes. One of the standout features it has is the ability to perform very tight turns, which is very impressive for a heavy propeller fighter. That’s not all though, due to the frankly incredible lift, the XF5U-1 can comfortably outmaneuver almost any enemy in a stall fight.


Did you know? During the test flights of the wooden V-173 prototype in Connecticut, there were several cases of concerned citizens contacting the police with reports of UFOs.
The XF5U-1 is armed with six 12.7 mm machine guns, three on each side of the cockpit. The vertical arrangement makes the guns very comfortable to aim at range, and a pair of either 500 lb or 1000 lb bombs can be equipped for combined battles.


Interesting: When the aircraft was sent to be dismantled, its airframe proved so strong that a wrecking ball had to be used to destroy it, which even then required significant effort.
The XF5U-1 will not only become a valuable collectors aircraft, but a highly functional fighter with a unique playstyle that other fighters couldn’t hope to match. Play War thunder, complete the stages of the Dreams Come True event and receive your very own pancake-plane, along with many other rewards absolutely free!
Please note that this vehicle’s characteristics may be changed before it is added to the game.
Click here to find out more details about the Dreams Come True event:
https://steamcommunity.com/games/236390/announcements/detail/530987265859520832
















Log file path
C:\Users{Your_PC_Name}\AppData\LocalLow\TEAMHORAY\Sephiria
Player.log file is the current session log.
Player-prev.log file is the previous session log.
team.horay.game@gmail.com
The Emperor and State has now been updated to version 0.55. If you encounter any bugs or issues in the game, please use the in-game feedback feature or discuss them on our Discord.
Release of Event Editor Version 0.7:
● Added event inheritance functionality to the Event Editor, enabling the possibility of multi-event联动.
● Added the ability to trigger events in the palace map via "Event Hint Icons."
● Added options for "Prince" and "Princess" as event characters.
● Expanded the maximum number of characters and implemented the function to inherit characters from parent events.
● Added the ability to assign tasks through events.
● Added filtering conditions such as time, season, and numerical values to event triggers.
● Adjusted and optimized various details of the Event Editor.
● Published a mod containing four sets of continuous events in the Steam Workshop, available for subscription.
● Fixed a bug where the AI would deploy troops randomly under certain circumstances.
● Fixed a bug where the ninth Ding could not be unlocked after building eight Dings.
● Fixed a bug where the Ding only increased the ruling power cap by 200.
● Fixed a bug where changes to the Talent and Appearance stats of concubines affected by events were not displayed immediately.
● Fixed a bug where the emperor's portrait would appear as a white square under certain circumstances.
● Rewrote the AI marching algorithm, changing from the old flash-movement style to gradual movement.
● Optimized the AI army's self-reorganization algorithm, now replenishing troops gradually and in batches.
● Appropriately reduced the probability of bandit outbreaks.
● Various other detail optimizations and adjustments.