Full notes
Full アノマロゲノス update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Store
- Events
アノマロゲノス changes
☆ Tutorial Improvements
The previous tutorial was missing some essential information needed to play the game.
In this update, we’ve revamped the tutorial to be more concise, while providing more detailed explanations through illustrations and simple tasks.
☆Bug Fixes and Other Improvements
・Previously, while both active and passive skill recipes were displayed at the Synthesis Table, passive skill synthesis was not functioning properly.
With this change, synthesis now proceeds correctly according to the recipe.
・Regarding treasure chest grades and drop rates, higher-grade chests now appear more frequently as you descend to lower levels. This increases the chances of obtaining passive and active skills compared to before.
・Regarding enemy movement, there were instances where enemies would get stuck against walls and become immobilized.
With this update, enemies are less likely to get stuck against walls. However, since this can still occur occasionally, we plan to continue making adjustments in the future.
☆Future Plans (Includes content from previous announcements.)
・Scheduled for June 14: Various fixes (implementation work such as UI improvements, minor bug fixes, and UI additions)
Since we’ve been rolling out updates on a daily basis, we’ve identified several minor issues and glitches.
We’ve decided it’s time to set aside a dedicated window to address these all at once,
so on this day, we’ll focus on implementing a large number of minor fixes.
Specifically, this includes addressing missing translations, organizing the encyclopedia content, and updating the current floor display.
・Scheduled for June 16: Addition of Quest Feature & Implementation of Active Skill Store
Currently, there is no clear objective in the game other than obtaining random items.
This means that no matter how many times you go on an adventure, the rewards remain uncertain until you return, and the sense of achievement is vague.
Therefore, we will add a feature that allows players to accept quests with clear tasks and rewards before embarking on an adventure.
We will implement both 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.
Just as with passive skills, we recognize the need for players to have the opportunity to make specific choices from a random selection of options,
based on a certain pool of choices.
To that end, we will implement a currency obtainable only by completing quests, and we will make changes to allow players to use this currency to purchase active skills.
(We had previously planned to release this on June 14, but we have decided to delay it to incorporate various fixes first.)
Source
Changelog.gg summarizes and formats this update. How we read updates.
