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Full notes
Full 列乌尼斯的挽歌 Requiem of Reuinis update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- UI and audio
- Gameplay
- Balance
列乌尼斯的挽歌 Requiem of Reuinis changes
This is our April game content preview. As always, we'll be sharing a brief monthly look at content beyond the demo or not yet fully revealed. If there's a particular system, map, or gameplay direction you're curious about, feel free to leave a comment — we'll take your suggestions into consideration for future previews.
Development Progress
The core content of the game is now largely complete.
We are currently in the final stretch of post-production work, which includes bug tracking and fixes, numerical balance adjustments, localization, and various optimizations such as visual effects polish.
As a showcase, here is a screenshot of the skill cut-in effect (currently still being tested, might not be the final version for release):
Token Preview
Some equipment and skills have the ability to generate temporary derivative equipment or skills (in short, tokens). A small number of items in the demo already featured this mechanic; in the full release, certain equipment and skills will have multiple possible tokens. To make planning easier, we have added the ability to view them directly from the equipment and skill menus. Use left + right click simultaneously, or middle click, to inspect an item's tokens.
Magic Creation
Magic Creation is a skill with Choose One: each time you use it, you choose between two options — single-target damage or area damage.
After every 3 choices, the skill temporarily transforms into a more powerful version based on how many times you chose each option. Those of you familiar with basic combinatorics will know this results in 4 possible derivative forms. For example, if you chose single-target all three times, the temporary skill becomes a powerful single-target attack; if you chose area all three times, it becomes a massive AOE with multiple hits. Choosing a mix of both will yield something in between.
In the token view, you can preview all 4 possible temporary forms ahead of time, allowing you to make better choices designing your build.
Original Sin
Original Sin is a late-game piece of equipment with an exceptionally demanding condition: you must have 13 different states active simultaneously. To some extent, your entire build will need to be constructed around this.
Once the condition is met, it temporarily replaces all 4 of your skills with a set of "Apocalypse Spells". These skills are extraordinarily powerful — for example, Ashen Death, associated with "Death", AOE-eliminates all enemies within range outright.
And... more States
Did I just mention states? — In the demo, you have likely already encountered some basic states, such as temporary boosts to Attack or Defense. In the full release, we will be expanding this system further.
Golden Triumph
Certain equipment can benefit from the number of states you have. Golden Triumph grants +25% Physical Damage for each kind of state active. With enough states stacked, you can choose your moment and unleash a devastating burst.
In addition to the common stat-boosting states, the full release will also introduce rarer and more unique ones.
For example, Song of the Dreamweaver grants you the [Dream] state — while in this state, you can use skills without consuming MP. However, when your HP changes or you move, the Dream state immediately ends. So don't get any ideas about combining it with healing skills to restore your health for free.
If you find yourself running low on MP, consider taking this into your build, so you can stand still and enter the Dream state to become a stationary turret to clear out nearby enemies.
Thank you for all your support throughout this journey. If you have any suggestions for future previews, feel free to leave them in the comments — we'd love to hear from you!
Source
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