Full notes
Full War of Ashird update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Events
- Performance
- Balance
- Fixes
Steam post image Greetings, heroes!
Pita here! Over the past month, we have heavily invested our time in polishing the final version and optimizing the game. As we patch up the core experience, we have also updated our storytelling system to meet modern expectations.
Here's the summary of our progress since the last update!
■ Game Update
■ Story:
Added text animations for specific dialogue, such as shouts or loud screams.
Added various new animations to story scenes to make them more immersive.
Smoothed out the audio transition between the "Sad Theme" and "Battle Intro" to prevent jarring audio cuts.
Added walking animations synchronized with the background for better immersion. Steam post image
Reduced the intensity of the "Screen Shake" effect during explosion scenes to prevent text from becoming unreadable.
The "Skip Read Text" function now correctly stops immediately when a new CG illustration appears on-screen.
The "Skip Unread Text" option now correctly stops at new branching choices that the player has not seen before.
Improved visual lighting effects for story scenes set in daylight or night.
Changed the font color in the "Backlog/History" menu to improve readability against dark backgrounds.
Improved font size specifically for consoles (Steam Deck / Switch). Steam post image
Added new SFX and ambient sounds.
Adjusted BGM volume to avoid situations where certain tracks were too loud. Steam post image
- Flashback FiltersAdded a sepia-tone filter to flashback sequences to clearly distinguish them from the present timeline.
■ Battle:
Added new rewards that are obtainable only in the Arena.
Fixed camera behavior during Area of Effect (AoE) spells and character death sequences.
Improved optimization for larger maps that were previously causing FPS drops.
Fixed an issue where overlapping status effects would incorrectly refresh their duration.
Removed the "Enemy Phase" if no enemies are currently active.
Rebalanced weapon and equipment upgrades regarding their individual stats.
Added a "Wall Fade" system: Walls and obstacles now become transparent when a unit walks behind them, ensuring the grid is always visible.
Accelerated the "Level Up" animation sequence to keep the flow of battle fast.
■ System:
Fixed a bug where the "New!" notification on the CG Gallery would not disappear even after viewing the image.
Improved loading times for Steam Deck and consoles.
Refined the "Save/Load" menu to display the Chapter Number and Playtime more clearly.
That's all for now. See you in the next dev report!
Source
Changelog.gg summarizes and formats this update. How we read updates.
