Full notes
Full Discrete Heart - 离散之心 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- UI and audio
- Gameplay
- Performance
- Fixes
- Events
Add multiple main and branch characters, scripts, and related props, and corresponding map scenes
Lord Of Inadvertent
Envy experts
Junk Dreamer
Practitioner
King of the one
Chamberlain
Guard Chief
Mr. Aloof
Etc.
Improve the UI related to health bar and time index
Improve the interaction frame effect, cancel the interaction frame design above the head, and use click units to trigger interaction
Use the replacement staff to replace the original emotional attack design, also use the right button to trigger, the usage method is similar to that of long-range weapons
Greatly improve the target selection logic of AI, AI will tend to select a target that is easy to reach
Enhance the field of view effect, more refined
Add some terms for aiming to long-range weapons
Greatly enhance the operation experience of long-range weapons, and the action becomes smoother
Improve the interaction effect with objects in the scene, including but not limited to: tall grass, doors.
Added some treasure chests with fixed dropped items on the map (some of the contents are random)
Further refined the collision bodies in the map, checked for omissions, as of 1.2.0a (the initial version of 1.2.0, there are no known collision body defects).
Some defects that cause AI to get stuck in a certain state under certain circumstances.
Improved AI wandering logic && Adjusted and ensured that all creatures in the main map will not get stuck in the corner due to improper configuration of the birth point.
Some animation goofs, such as when rolling.
Improved the field of view occlusion effect of some scenes.
Some defects in the generative map, including crash errors when generating creatures under certain circumstances
Improved AI's change logic, and will not change after hitting
Translated and polished and supplemented some missing texts.
Slightly increased the drop rate of the second jealous eye
Use racial values to correct the drop rate of items and weapons. In general, the higher the racial value, The higher the drop probability (the color of the name text can roughly show the racial value), note that the drop probability of characters such as merchants who sell fixed items is usually relatively low.
Added guardian mode. Some creatures will appear in guardian mode. When any creature touches it, it will attack the creature. All creatures will enter this mode when facing a weaker opponent.
Persistence of scene destruction (destroyed scenes, such as bushes and doors, will be saved and can be read)
Modified some scene elements of the terrain, such as adding or deleting some bushes, tall grass, slightly changing the terrain, etc.
Bushes now have a blocking effect, and will also hinder the player's progress
The defect that the mouse cannot be automatically displayed after automatically hiding
Fixed the defect that some operations cannot be performed on the spot when just entering the game
Fixed the defect that the unit is stuck in the corner and recovers blood crazily after escaping
Improved the target calculation logic of AI in leadership mode, Avoid the situation where the target vision is lost due to some "shaking"
Streamline the design of the status bar (put the health bar in the upper left corner of the game interface)
Streamline the design of the weapon system. The first weapon in the backpack will be considered as the equipment, and the first item will be considered as the one to be used
Improve the swinging and stabbing effects of weapon actions, which look more coordinated
Stabbing actions can now be triggered by sliding the mouse
Add a dominance staff, which can specify targets for units
Fix data errors when pressing Shift for comparison
Adjust the rewards in dungeons and various generated maps. There is a probability that newly added staffs will appear. The specific relationship can be understood through the plot
Merchants no longer sell items such as Tail amaranth, Book of Greed, and Snowdrop, and distribute them in dungeons
Reduce the font size of the log panel, and put some prompts in the scene
Beautify the texture detail effect of the mountain
Modify the default weapons and props of some units, Samurai and Ninja carry and equip a katana by default, and enhance the item drop reward of treasure chest monsters
Modified the values of some units, especially the field of view values. For example, the field of view of flying units will be higher than that of non-flying units, and the field of view of cats is better than that of ordinary animals, etc., which is more in line with intuition.
Improved the AI logic of priests and shamans. These units tend to add blood to units that are more friendly to them
Greatly improved the stuttering phenomenon in a few scenes, especially when the dominant unit summons followers
Minor improvements in the performance when switching scenes
Updated the encyclopedia to 1.2.0, and also updated the tutorial
Weakened the Troll watchman
Fixed some subtle details in animation and art
Added team play. Players can hire followers in some scenes. Followers can follow and assist players in battle, and may also advance certain plots
Added several units in Wild Forest, Passionate foothills and Flower Basin && increased the drop rate of "Book of Greed"
Increased the upper limit of the initial time index and reduced the difficulty
Source
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