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Steam News26 November 20214y ago

According to user feedback, we have modified the main play system of the game

Reminder: this modification will not change any system, plot, existence and event in the game except RPG system A. As we all know, this game is a game that uses dice to move.

In this update9

Full notes

Full 東方恋迷跡: 妖怪伝説と幻想の旅 ~ Touhou Koi-Mystery: Legend and Fantasy of Monsters update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes7 additions16 changes0 removals
  • Events
  • Maps
  • Gameplay
  • Performance
  • UI and audio
  • Balance
changedReminder: this modification will not change any system, plot, existence and event in the game except RPG system
changedA. As we all know, this game is a game that uses dice to move. But in fact, the necessity of using map dice is not high.
changedHowever, because dice are required to trigger events on some occasions, we cannot delete map dice, so we will optimize the movement of map dice in the official version. (or update demo version when the time is ripe)
changedThe number of operations to move with map dice will be reduced by 67% (3 → 1)
changedTherefore, the slope of the first level combat power step will be reduced by modifying weapons and relics, so as to avoid the combat power drop caused by one dice suddenly becoming two dice.
changedThe monster value will be adjusted accordingly, so that the gap between the weakest monsters in the first few areas will not be too wide.

東方恋迷跡: 妖怪伝説と幻想の旅 ~ Touhou Koi-Mystery: Legend and Fantasy of Monsters changes

changedReminder: this modification will not change any system, plot, existence and event in the game except RPG system
changedA. As we all know, this game is a game that uses dice to move. But in fact, the necessity of using map dice is not high.
changedHowever, because dice are required to trigger events on some occasions, we cannot delete map dice, so we will optimize the movement of map dice in the official version. (or update demo version when the time is ripe)
changedThe number of operations to move with map dice will be reduced by 67% (3 → 1)
changedTherefore, the slope of the first level combat power step will be reduced by modifying weapons and relics, so as to avoid the combat power drop caused by one dice suddenly becoming two dice.

Reminder: this modification will not change any system, plot, existence and event in the game except RPG system

A. As we all know, this game is a game that uses dice to move. But in fact, the necessity of using map dice is not high.

However, because dice are required to trigger events on some occasions, we cannot delete map dice, so we will optimize the movement of map dice in the official version. (or update demo version when the time is ripe)

The number of operations to move with map dice will be reduced by 67% (3 → 1)

B. In terms of combat values, the first level of combat dice is too steep, and the combat effectiveness gap between players with one dice and players with two dice is too wide (about 100%), which gradually slows down after that. (50% difference between 2 dice and 3 dice...)

Therefore, the slope of the first level combat power step will be reduced by modifying weapons and relics, so as to avoid the combat power drop caused by one dice suddenly becoming two dice.

The monster value will be adjusted accordingly, so that the gap between the weakest monsters in the first few areas will not be too wide.

C. On whether modifying the playing method will delay the release of the official version of the game.

The answer is no, because the release of the official version will be delayed because the painter's drawing is too slow

Therefore, while waiting for the painter, I have time to modify the whole playing method of the game.

Details are as follows:

#★ Foundation

#※ UI modification #New novice guidance UI, page turning #The UI of the equipment column is changed to two columns, with head, chest and foot on the left and inventory and reinforcement on the right #Strengthen button optimization. You can see the value of the next level by placing the mouse on the button, and the enhancement order will also be visualized #The property UI will also be beautified

#※ label optimization #Relics will have visual tags in the equipment grid (not elsewhere)

#※ description optimization #The relic description will be divided into basic description and detailed description. The detailed description can only be seen in the access pop-up window and equipment grid

#※ shoes change #The default movement force is 1d6, with 2 grids of free walking ability #Through shoes, the number of D and free walking ability can be increased at the same time; All shoes are 0 #Love boots: 1d8 / + 1 grid; Boots: 1d10 / + 2 squares; Text boots: 1d12 / + 3 spaces

#※ dice increase or decrease points are deleted

#※ branch selection operation is reduced #After point throwing, if the branch route has only two front and rear directions, branch selection will not be carried out (a parameter is saved to exclude the reverse direction) #Add a new button at the bottom left of the screen: switch the forward direction. Press it once to change the forward direction to the reverse direction #Only when passing through three fork roads or openings can branches be selected. After selecting branches, the forward direction parameters will be overwritten with new ones #There is a 360 degree aperture (with an arrow) at the foot of love. Except for the shortcut, the aperture will point to the direction just ahead for each grid

#※ you can also enter and exit the opening when you walk freely

#※ role panel attribute change #HP 30 (improved by mainline, relic, ring, red UFO) #SP 10 (improved by mainline, relic, ring, blue UFO) #Dice form 1d6 weapons and dice formed by dice will be displayed here to determine the basic panel of weapons #The maximum number of attack segments is determined by weapons #STR 0 #AGI 0 #Attack power (range) 1 ~ 6 #Hit rate 100% #Defense 4 #Upper limit of posture 0 #Avoidance rate (nearly) 0% (0%) #Injury reduction rate #Knife flick rate (near / far) #Intelligence 100 (improved by weapon, relic and Jue Decoction) #Memory 2 #Yun 10 (promoted by relics and green UFO) #Item drop rate 110% #Healing rate 101% (healing rate is now also subject to the bonus of luck, which means miraculous recovery)

#※ change the basic throw point according to the equipment type #New equipment type (Limin Zhixin, etc.) #Change the number of dice according to the type of weapon held #Change the maximum number of combo attacks according to the hand-held weapon (the lower or higher the number of combo attacks, the easier it is to break through the enemy's posture) #Holding weapons will affect the bonus of attack and defense #If both hands hold a one handed weapon, the dice of the two weapons are superimposed #- 1 empty handed 1d6 ← this is also true for most monsters #1 Samurai Dao agile Taidao 1d10 striking 2d10 force E sensitive a #2 one handed axe power type 1d6 force a sensitive e #3 one handed sword force sensitive mixed type 1d8 force sensitive B C #4 staff intelligence type #5 sword power type 3d6 force a #6 racket agile 1d14 sensitive C #7 iron gun agile 1d20 sensitive e #8 staff + catalyst intelligence type / belief type #9 catalyst type #11 stick force type 1d4 force s #12 double dagger agile 2d8 sensitive s #13 dagger agile 1d8 sensitive s #14 curved sword agile 1d12 sensitive B #15 Daqu sword force sensitive mixed type 1d8 force sensitive C B

#All shields increase the ability of standing guard or position slot. Standing guard and position slot are mutually exclusive #0 shield #Small shield agile stance slot shield counter #Medium shield force sensitive hybrid constant defense / posture slot shield reaction / shield impact #Large shield power type constant guard shield impact #The position slot is directly proportional to the defense, and the defense is linked to strength or agility #The position slot coefficient is the maximum value of the whole equipment. Who is higher depends on who

#※ the spell cancels the throw point #All spells do not need to throw points, but only receive intelligence bonus #If you want to throw points (such as making a phone call), you will be divided into combat skills

#※ cancel the strength correction setting #Spell intelligence correction will be written in the description in numerical form instead of strong and weak correction

#※ weapon warfare skills will be installed in the skill bar #The combat skills of weapons will be added to the skill bar to facilitate description and use #Weapons with war skills are no longer in conflict with the same kind

#※ cancel the possibility of abnormality and optimize the value of abnormal state #How many values are added when all abnormal states are changed to an attack? The enemy and ourselves are the same #The value directly displays the final value, eliminating multiplication #The abnormal state accumulation given by weapons and relics can no longer be "abnormal" by spells. All spells have independent abnormal state accumulation

#★ dice count correlation

#The relic of natural power has been changed into, adding 1 dice to the first weapon #The occupation of the force of nature becomes 1 #Use + 1 for each additional natural force

#Most relics that increase attack become increased strength #Most relics that increase defense become increased agility #You don't need to have a shield to avoid injury. It becomes the same as a monster #Free from injury is changed to not exempt from all injuries. The damage received is at least 1. The bullet knife injury is not an injury event, and it is a real injury #Injury free renamed bullet knife (refers to hitting hard parts such as shell)

#Increase the drop of gold, silver and copper coins as gold exchange props to make up for the low sales price of ordinary materials. #Due to changes in the value of relics and weapons, the prices of some materials will also change

If you have any new feedback, please submit it to us through various channels. Thank you for your support!

Developers of the Deep

Source

Steam News / 26 November 2021

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