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Steam News7 May 20242y ago

Plans for updates and fixes to issues in Chapter 2

Plans for updates and fixes to issues in Chapter 2 I am currently continuing work on Solendara Chapter 2.

Full notes

Full Solendara update

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What changed

7 fixes4 additions2 changes0 removals
  • Gameplay
  • Maps
  • Events
  • Store
  • Balance
changedPlans for updates and fixes to issues in Chapter 2I am currently continuing work on Solendara Chapter 2. The following is a list of improvements that will be made along with updates to Chapter 2 based on the feedback I have received.
fixedPlans for updates and fixes to issues in Chapter 2Improve map exploration issues
addedPlans for updates and fixes to issues in Chapter 2Based on the feedback I received, I am working on the following improvements to enhance the exploration experience. 1) Adding a mini-map: I have implemented a mini-map(about 16 seconds into the video), but it doesn't seem to solve many of the problems. 2) Increase the density of common monsters: I plan to increase the density of common monsters to avoid the feeling of being bored in a dungeon for a long time. Depending on the stage, I plan to more than double the number of individuals. 3) Adding clues to the main path: I plan to use conversations and gimmicks to give hints to users who want to get to the goal as quickly as possible to avoid getting lost. 4) Increase the value of detours: I am considering ideas such as a significant temporary movement speed boost or teleportation to specific locations to increase the value of detours and avoid wasting too much time on the way back.
fixedPlans for updates and fixes to issues in Chapter 2Enemy NPCs' varied attack patterns
changedPlans for updates and fixes to issues in Chapter 2Diversified Attack Patterns of Enemy NPCs. (up to 15 seconds into the video) 1) Boss-level monsters have been adjusted to use 3-6 different attack patterns. 2) Non-boss level epics have been adjusted to use 1-2 different attack patterns.
fixedPlans for updates and fixes to issues in Chapter 2Adjusting Requirements for Some Events

Solendara changes

changedI am currently continuing work on Solendara Chapter 2. The following is a list of improvements that will be made along with updates to Chapter 2 based on the feedback I have received.
fixedImprove map exploration issues
addedBased on the feedback I received, I am working on the following improvements to enhance the exploration experience. 1) Adding a mini-map: I have implemented a mini-map(about 16 seconds into the video), but it doesn't seem to solve many of the problems. 2) Increase the density of common monsters: I plan to increase the density of common monsters to avoid the feeling of being bored in a dungeon for a long time. Depending on the stage, I plan to more than double the number of individuals. 3) Adding clues to the main path: I plan to use conversations and gimmicks to give hints to users who want to get to the goal as quickly as possible to avoid getting lost. 4) Increase the value of detours: I am considering ideas such as a significant temporary movement speed boost or teleportation to specific locations to increase the value of detours and avoid wasting too much time on the way back.
fixedEnemy NPCs' varied attack patterns
changedDiversified Attack Patterns of Enemy NPCs. (up to 15 seconds into the video) 1) Boss-level monsters have been adjusted to use 3-6 different attack patterns. 2) Non-boss level epics have been adjusted to use 1-2 different attack patterns.

Plans for updates and fixes to issues in Chapter 2

I am currently continuing work on Solendara Chapter 2. The following is a list of improvements that will be made along with updates to Chapter 2 based on the feedback I have received.

Improve map exploration issues

Based on the feedback I received, I am working on the following improvements to enhance the exploration experience. 1)

Adding a mini-map

I have implemented a mini-map(about 16 seconds into the video), but it doesn't seem to solve many of the problems. 2)

Increase the density of common monsters

I plan to increase the density of common monsters to avoid the feeling of being bored in a dungeon for a long time. Depending on the stage, I plan to more than double the number of individuals. 3)

Adding clues to the main path

I plan to use conversations and gimmicks to give hints to users who want to get to the goal as quickly as possible to avoid getting lost. 4)

Increase the value of detours

I am considering ideas such as a significant temporary movement speed boost or teleportation to specific locations to increase the value of detours and avoid wasting too much time on the way back.

Enemy NPCs' varied attack patterns

Diversified Attack Patterns of Enemy NPCs. (up to 15 seconds into the video) 1) Boss-level monsters have been adjusted to use 3-6 different attack patterns. 2) Non-boss level epics have been adjusted to use 1-2 different attack patterns.

Adjusting Requirements for Some Events

I have received feedback that the status requirements for some events are too strict, and I plan to adjust these requirements.

Reviewing Equipment Purchase Prices

I will review the purchase price of some equipment in light of the funds acquired in Chapter 2.

For other feedback, I am looking for directions for improvement.

The following are items that will be added in the Chapter 2 update.

Adding new equipment and abilities Currently there are 6 types of firearms, 10 types of melee weapons, and 15 types of armor, but we plan to add 2 new types of firearms, 2 new types of melee weapons, and 3 new types of armor by the end of chapter 2. Three new abilities will be added in addition to the 10 currently implemented.

Addition of new event scenes (including mature content) New event scenes will be added to the current 13 movie event scenes and 6 sub events. I am working on making the movie scenes more dynamic. I am also planning to remake the movie scenes from Chapter 1 in the official release.

Source

Steam News / 7 May 2024

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