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Full Mistworld update
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Repeated intro
Hello, this is Project Mist.
What changed
- Gameplay
- UI and audio
- Balance
- Store
The Steam / Stove demo version has been updated, and I would like to share the improvements.
1. Dice System Overhaul
The dice system has been completely reworked.
You can now select the character who will roll the dice,
and advantage / disadvantage modifiers are displayed intuitively.
The dice difficulty is shown at the top center of the screen,
and advantage / disadvantage values are displayed on the right depending on the check type (Strength / Intelligence / Agility / Charisma).
2. Lockpicking Background Improvement
Previously, the lock was operated against a black background, so a separate text-based tutorial was provided.
Now, a dedicated lockpicking background has been added,
and the controls are displayed directly within the interface in a more intuitive way.
3. Momentum Gauge Added
The Momentum Gauge builds up when attacking enemies.
When allies attack enemies, the gauge increases,
and when enemies attack allies, the gauge decreases.
However, if the target is Defending or performs a Counterattack, the gauge behaves differently.
If an ally attacks and the enemy counterattacks, the gauge decreases,
and conversely, if an ally is attacked and performs a counterattack, the gauge increases.
Additionally, when the gauge is above a certain threshold, it enters an Allied Momentum state,
and when it is low, it enters an Enemy Momentum state.
In each state, damage dealt to the opposing side is increased by 1.1x.
In the Allied Momentum state, enemies take 1.1x damage,
and in the Enemy Momentum state, allies take 1.1x damage.
If the gauge is completely filled, all enemies enter the BREAK state.
The BREAK state prevents all enemies from acting for 2 turns.
Additionally, enemies take increased damage while in the BREAK state.
Maintain Allied Momentum whenever possible, and unleash powerful skills at key moments by triggering BREAK.
Be careful—if the enemy depletes the gauge to zero, all allies will enter the BREAK state.
4. Prologue Improvements and Various QoL Updates
A short break has been added between the three consecutive battles at the start of the game.
This was implemented to reduce fatigue from extended combat sequences.
Various quality-of-life options have also been added to the settings menu.
In shops, bulk selling for lowest-tier equipment and miscellaneous items has been added.
In addition, various QoL patches have been implemented from late February through early March.
5. Item Image Retouch in Progress
Work is currently underway to unify the visual style of various icon assets purchased during early development into a more realistic look.
Retouching for axes, crossbows, and torso armor has already been completed.
However, there is still ongoing work for gloves, shields, swords, and various other equipment. I am continuing to work on both retouching and game content development in parallel, and will aim to complete the retouching work as soon as possible and update the demo accordingly.
Thank you.
Source
Changelog.gg summarizes and formats this update. How we read updates.
