Full notes
Full Creator Chronicles update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Store
- Events
- Balance
- Performance
Development Progress and Demo Update
Greetings, Guild Masters!
We are back with our fifth update news.
In this update, we have developed the new 'Raid System' as promised in our previous roadmap,
and we have improved combat convenience and the overall UI by reflecting the valuable feedback you've shared with us.
Our journey toward completing an even better game continues.
🗺️ Dungeon Auto-Run
Included in the Early Access version. As it is approximately Level 40 content, it is not available in the demo.
Steam post image
The "Auto-Battle Dispatch" feature, which many Guild Masters have consistently requested, has been added.
Once you construct the Griffin Rider Base, the Auto-Run feature becomes active. By setting up party presets, you can progress through dungeons automatically.
Presets now store supply data separately for each party, and you can control which dungeons to prioritize through priority settings.
By learning the [Secret Technique] village skill, low-level guild members can now level up even when clearing dungeons alongside high-level members.
Auto-Run activated upon constructing the Griffin Rider Base
Separate storage for supply data per party
Added [Secret Technique] village skill
🏆 Quest & Achievement Overhaul
Steam post image
We received a lot of feedback stating that it was difficult to grasp the overall flow and goals of the game.
In this update, we have completely overhauled the Quest and Achievement systems.
We have revised the overall quests so that new Guild Masters can learn the game naturally as they start.
The Crow NPC now appears from the early game to guide your progress
Core quest content can now be viewed via video
Achievements have been split into individual goals, allowing you to track quest progress even after completion
🧠 Guild Member Mood System
Guild members are not just tools.
Each has their own mood and personality. If you neglect their management, production efficiency and combat power may drop,
they may cause friction with colleagues, or in extreme cases, they may leave the guild without notice.
Managing the hearts of your guild members is just as important a strategy as building a strong party.
Guild members' moods change based on various situations such as dungeon deployment, death of a colleague, or returning to town.
Stats and profession efficiency may increase or decrease depending on the mood level.
If the mood level drops below a certain point, a guild member may leave the guild permanently.
⚔️ Raid System (In Progress)
The Raid System previewed in the roadmap makes its first appearance.
This content is currently under implementation, and we plan to increase its polish through future updates.
Over 30 types of dedicated Raid Bosses will be added, each requiring a different strategy.
Clearing raids allows you to obtain high-grade rewards not available in regular dungeons.
A Replay feature has been added to analyze the causes of defeat by reviewing combat logs after a battle ends.
🎲 World Events
The village is no longer a static space. Sometimes sudden events shake up Auction House prices, and the mood of guild members can shift the atmosphere of the entire town.
A World Event system has been added, allowing various in-game situations to influence the village and economy in real-time.
Events are triggered by various conditions such as guild member mood, level-ups, and village growth.
📜 Other Major Changes
📈 Balance
Rebalanced early-game gold acquisition and the prices of houses and fields
Dynamic Auction House item price changes during World Events
Overall rebalancing of Hero drop rates, dungeon monster attack range, and potions
Adjusted the playable range of the Demo version
🖥️ UI/UX
Improved display of character classes (Tank/DPS/Healer)
Resource acquisition now displays colors according to item grade
Improved the direction of damage text output
Added outline effects on mouse hover
Improved design for the Dungeon Info window, Achievement system, and bottom tab menu
Added individual volume controls for BGM and SFX
Added Shortcut UI and Credits UI
Added floating gold deduction display when constructing buildings
Completely rewrote logic for preset creation, deletion, and auto-selection
Added auto-delete for 0 presets and auto-select when only 1 preset exists
Added party colors to distinguish presets
Added a Pause screen when pausing with the Spacebar
⚙️ Performance
Reflecting feedback from Guild Masters using lower-end devices, we have improved settings to allow individual disabling of certain visual effects and heavy features.
We will continue to optimize the game to ensure a pleasant experience in various environments.
Improved overall performance through architectural enhancements
Fixed numerous stability bugs discovered during various tests
🐛 Bug Fixes (Major)
Strengthened save recovery logic and maintained up to 10 daily backups
Fixed a critical bug where potion cooldowns were shared between dungeon instances
Fixed a bug where dozens of duplicate items were created in the Auction House
Fixed a bug where the village level would not update after achieving an achievement
Fixed a bug where UI afterimages remained after dungeon dispatch
Fixed several bugs related to preset selection malfunctions
Fixed all UI elements that wouldn't close when pressing ESC
Fixed real-time DPS and Combat Power bugs within dungeons
Fixed bugs occurring when loading save data from older versions
🔥 Still Under Fix
Some remaining issues involve complex overlapping conditions; while we have resolved many, there are still cases where the cause has not yet been identified.
If you encounter any anomalies, sending your save data via the [Help the Developer] menu would be a huge help in resolving the problem. 🙏
We understand that some may have been worried about development progress due to the infrequent updates lately.
However, we have not stopped for a single day and are silently working to complete the world of Developer Chronicles.
🔥 Development Progress
The developers have personally logged over 1,000 hours of playtime to experience the game from the same perspective as our Guild Masters and find areas for improvement.
We will faithfully carry out the promised development roadmap and ensure we greet you with the official release within this year.
Furthermore, we are checking every single piece of valuable feedback left on Discord and the Steam Community to reflect them in the next update.
We also plan to announce the Closed Beta Test (CBT) schedule soon, so please continue to join us on this journey.
We will be waiting for you on Discord and Steam.
Thank you. 🙏
The Developer Chronicles Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
