
Hello, Plant Managers!
In this update, we’ve applied a patch that primarily addresses bugs occurring under specific conditions.
We’ve also implemented fixes to improve performance when displaying large numbers of familiars.
Information regarding run statistics is included at the end of this post. Be sure to check it out!
A bug where sorting tax details after starting a game did not reflect the order change on the tax notice in the results screen
A bug where the “Specialty Product Tax” preview in the Office referenced the details from the most recently played game mode
A bug causing errors with certain crafting recipes obtained from trade signs in the special mission “Line Master.”
An error occurred with recipes that included both “Wood” and “Fuel” before conversion under special rules. We’ve fixed this so that the same recipe is combined after the materials are converted.
A bug where decimal points in resource balances were rounded up, sometimes making it appear as though achievement conditions were met even when they were not
Affected: Meeting unlock conditions / Orders / Request Boards / Crafting / Land Purchases
We have fixed this so that only the balance display is now rounded down.
Fixed a bug where the Momoko re-deployment UI would not appear until the cursor moved when opening the map immediately after re-deploying Momoko
Mitigated an issue where, under specific conditions, Momoko could not be re-deployed until the application was restarted
Fixes for other minor display issues
Implemented a fix to distribute the CPU load of familiar animations across multiple threads
Fixed so that contract names in the group of contracts that replace “Skip Contract” are now displayed as link text, allowing players to view the replacement contract information by hovering the cursor over them
The feature to hover over the link text within the contract information displayed on hover has not yet been implemented.
(The same applies to contract information displayed on hover in Special Missions, etc.)
We collected run statistics for the standard factory development mode in Hell 1 through Inferno 1 starting from Patch 0.24.0, which introduced major balance adjustments, and analyzed the win rates. Here, we present some of the data from these statistics.
Sponsor
All Difficulties
Hell1
Hell2
Hell3
Inferno1
Average
28.8%
50.4%
25.7%
19.1%
20.1%
Lucifer
27.6%
48.2%
24.7%
18.4%
19.4%
Satan
28.2%
48.4%
24.4%
19.8%
19.8%
Leviathan
29.0%
48.8%
26.2%
19.8%
23.0%
Mammon
30.5%
55.7%
27.8%
18.6%
20.2%
Belphegor
33.5%
63.2%
29.5%
19.8%
23.0%
Number of Runs
8,961
2,273
2,246
3,724
718
Lucifer, Satan, and Leviathan are the three sponsors available for initial unlock. Particularly in the Hell 1–2 difficulty range, their win rates are lower than one would expect given their sponsor status; this is likely due to the inclusion of runs by players still developing their understanding of the game, as well as runs where repayment bonuses have not yet been unlocked.
Conversely, since Belphegor and Mammon are unlocked later, players tend to be more skilled with them, and their win rates appear to remain relatively high even when accounting for repayment bonuses.