This document is a supplementary manual for the original <Handy Combat System User Guide>. It only covers architectural upgrades, new features and function changes in V1.1. Please refer to the original manual for basic startup guides, original panel introductions and legacy core interfaces.
In previous versions, the faction enumeration was built inside player/AI preset data assets. In V2.0, we completed underlying architecture refactoring: the faction selection option is moved to the combat component directly. You can configure faction settings by selecting the combat component on your player or AI blueprint.

You can modify the Team property directly in the component details panel. The data loading rules are as follows:
This is a complete underlying data structure refactoring. Player and AI now use two completely independent preset systems, solving parameter redundancy and configuration confusion caused by shared presets in old versions.

The old preset panel directly entered preset lists via buttons. V2.0 adds a dropdown menu, allowing you to switch freely betweenPlayer Preset and AI Preset editing panels.
Player and AI shared one set of preset parameters in old versions, causing logic interference. The two architectures are completely separated in V2.0 with no cross-use or mutual interference.

The original built-in Team faction option is removed from player presets and fully migrated to the combat component panel. The player preset panel is optimized to focus on player-only settings including combat, lock-on, camera, animation and skills.

AI preset creation rules keep consistent with other plugin data assets, requiring no extra learning cost. All player-only parameters (camera, lock-on, etc.) are removed to simplify configuration, leaving only 3 core combat parameters:
