What changed
0 fixes0 additions1 change0 removals
changed☆About New Features ・About the Base Stat Boost Feature We have added a button to the tabs on the left side of the screen that takes you to the Base Stat Boost screen. On the Base Stat Boost screen, you can increase five types of base stats in exchange for coins. You can boost Attack, Defense, Critical Hit Rate, HP, and Mana. Each stat can be enhanced up to a maximum of 20 levels, ensuring that you will see some growth the more you play. Additionally, regarding the price increase at the Accessories Shop and the nerfing of enemy characters, we plan to monitor the game balance after this update before making a decision. ☆Future Update Plans (Some details are the same as previously mentioned.) ・Scheduled for June 10: Tutorial Improvements We recognize that the current tutorial contains too many confusing parts and areas where explanations are simply insufficient. In particular, the explanation for the Synthesis Table is too passive; its existence isn’t communicated unless players actively seek it out. On June 10, we plan to add tutorials or alternative explanatory UI for all relevant features—including any new features implemented by that point—and revise the content to make it easier to understand by using explanation icons, arrows, and other visual cues. ・Scheduled for June 11: Passive Skill Synthesis Fix & Improvements to Treasure Chest Spawn Rates and Reward Probabilities Currently, active skill synthesis is functioning normally, but there is a bug preventing passive skill synthesis. We plan to fix this on June 11. Additionally, the current treasure chest spawn rates scale too poorly in the latter half of the dungeon, so we will adjust them to provide better rewards in deeper layers. We also plan to slightly reduce the chance of obtaining money from chests and increase the chance of obtaining passive and active skills. ・Scheduled for June 12: Enemy Movement Fixes We will implement smarter adjustments to address instances where enemies get stuck against walls and cannot move. Currently, they change their route after a certain amount of time, allowing them to escape on their own, but this process takes too long, and players can defeat them before they escape. To address this, we will implement logic to avoid walls so that enemies do not get stuck in the first place. We will also improve the process for them to break free. We will implement these fixes on June 12. ・Scheduled for June 14: Addition of Quest Feature & Implementation of Active Skill Store Currently, there is no clear objective in the game other than obtaining random items. As a result, no matter how many times you go on an adventure, the rewards are uncertain until you return, and the sense of achievement is vague. Therefore, we will add a feature that allows you to accept several quests with clear tasks and rewards before embarking on an adventure. We will implement “Long Quests,” which can be completed over multiple adventures, and “Short Quests,” which must be completed in a single attempt. Additionally, there has been no opportunity to purchase specific active skills until now. We recognize that, similar to passive skills, players need the opportunity to make specific choices from a random selection based on a certain pool of options. To address this, we will introduce a currency obtainable only by completing quests, and we will implement a system allowing players to use this currency to purchase active skills.
アノマロゲノス changes
changed☆About New Features ・About the Base Stat Boost Feature We have added a button to the tabs on the left side of the screen that takes you to the Base Stat Boost screen. On the Base Stat Boost screen, you can increase five types of base stats in exchange for coins. You can boost Attack, Defense, Critical Hit Rate, HP, and Mana. Each stat can be enhanced up to a maximum of 20 levels, ensuring that you will see some growth the more you play. Additionally, regarding the price increase at the Accessories Shop and the nerfing of enemy characters, we plan to monitor the game balance after this update before making a decision. ☆Future Update Plans (Some details are the same as previously mentioned.) ・Scheduled for June 10: Tutorial Improvements We recognize that the current tutorial contains too many confusing parts and areas where explanations are simply insufficient. In particular, the explanation for the Synthesis Table is too passive; its existence isn’t communicated unless players actively seek it out. On June 10, we plan to add tutorials or alternative explanatory UI for all relevant features—including any new features implemented by that point—and revise the content to make it easier to understand by using explanation icons, arrows, and other visual cues. ・Scheduled for June 11: Passive Skill Synthesis Fix & Improvements to Treasure Chest Spawn Rates and Reward Probabilities Currently, active skill synthesis is functioning normally, but there is a bug preventing passive skill synthesis. We plan to fix this on June 11. Additionally, the current treasure chest spawn rates scale too poorly in the latter half of the dungeon, so we will adjust them to provide better rewards in deeper layers. We also plan to slightly reduce the chance of obtaining money from chests and increase the chance of obtaining passive and active skills. ・Scheduled for June 12: Enemy Movement Fixes We will implement smarter adjustments to address instances where enemies get stuck against walls and cannot move. Currently, they change their route after a certain amount of time, allowing them to escape on their own, but this process takes too long, and players can defeat them before they escape. To address this, we will implement logic to avoid walls so that enemies do not get stuck in the first place. We will also improve the process for them to break free. We will implement these fixes on June 12. ・Scheduled for June 14: Addition of Quest Feature & Implementation of Active Skill Store Currently, there is no clear objective in the game other than obtaining random items. As a result, no matter how many times you go on an adventure, the rewards are uncertain until you return, and the sense of achievement is vague. Therefore, we will add a feature that allows you to accept several quests with clear tasks and rewards before embarking on an adventure. We will implement “Long Quests,” which can be completed over multiple adventures, and “Short Quests,” which must be completed in a single attempt. Additionally, there has been no opportunity to purchase specific active skills until now. We recognize that, similar to passive skills, players need the opportunity to make specific choices from a random selection based on a certain pool of options. To address this, we will introduce a currency obtainable only by completing quests, and we will implement a system allowing players to use this currency to purchase active skills.
☆About New Features ・About the Base Stat Boost Feature We have added a button to the tabs on the left side of the screen that takes you to the Base Stat Boost screen. On the Base Stat Boost screen, you can increase five types of base stats in exchange for coins. You can boost Attack, Defense, Critical Hit Rate, HP, and Mana. Each stat can be enhanced up to a maximum of 20 levels, ensuring that you will see some growth the more you play. Additionally, regarding the price increase at the Accessories Shop and the nerfing of enemy characters, we plan to monitor the game balance after this update before making a decision. ☆Future Update Plans (Some details are the same as previously mentioned.) ・Scheduled for June 10: Tutorial Improvements We recognize that the current tutorial contains too many confusing parts and areas where explanations are simply insufficient. In particular, the explanation for the Synthesis Table is too passive; its existence isn’t communicated unless players actively seek it out. On June 10, we plan to add tutorials or alternative explanatory UI for all relevant features—including any new features implemented by that point—and revise the content to make it easier to understand by using explanation icons, arrows, and other visual cues. ・Scheduled for June 11: Passive Skill Synthesis Fix & Improvements to Treasure Chest Spawn Rates and Reward Probabilities Currently, active skill synthesis is functioning normally, but there is a bug preventing passive skill synthesis. We plan to fix this on June 11. Additionally, the current treasure chest spawn rates scale too poorly in the latter half of the dungeon, so we will adjust them to provide better rewards in deeper layers. We also plan to slightly reduce the chance of obtaining money from chests and increase the chance of obtaining passive and active skills. ・Scheduled for June 12: Enemy Movement Fixes We will implement smarter adjustments to address instances where enemies get stuck against walls and cannot move. Currently, they change their route after a certain amount of time, allowing them to escape on their own, but this process takes too long, and players can defeat them before they escape. To address this, we will implement logic to avoid walls so that enemies do not get stuck in the first place. We will also improve the process for them to break free. We will implement these fixes on June 12. ・Scheduled for June 14: Addition of Quest Feature & Implementation of Active Skill Store Currently, there is no clear objective in the game other than obtaining random items. As a result, no matter how many times you go on an adventure, the rewards are uncertain until you return, and the sense of achievement is vague. Therefore, we will add a feature that allows you to accept several quests with clear tasks and rewards before embarking on an adventure. We will implement “Long Quests,” which can be completed over multiple adventures, and “Short Quests,” which must be completed in a single attempt. Additionally, there has been no opportunity to purchase specific active skills until now. We recognize that, similar to passive skills, players need the opportunity to make specific choices from a random selection based on a certain pool of options. To address this, we will introduce a currency obtainable only by completing quests, and we will implement a system allowing players to use this currency to purchase active skills.