This update includes early progression adjustments, expanded gamepad support, convenience improvements, camera improvements, enemy AI improvements, and sound improvements.
To better adjust the early-game difficulty, the stage structure has been updated.
The original Stage 1 has been split into Stage 1 and Stage 2, and as a result, one additional stage has been added to the overall stage progression.
This change was made to create a smoother early-game flow and help players adapt more naturally to the combat and core systems.
Most gamepad controls are now supported, with the exception of the Settings UI.
Settings-related features will be added and improved in a future update.
The feel of skill aiming has been significantly improved.
When using a gamepad, you can move the camera with the Right Stick (RS), and the aiming experience has been adjusted to feel even more comfortable than mouse control in certain situations.
The cursor will now automatically disappear when it is not needed and only appear when necessary.
In addition, when the cursor is hidden, you can create and move it using LT + RS.
The character selection UI has been improved to be shown separately.
This UI only appears when changing characters, and it is hidden while moving or using skills.
When using keyboard and mouse, the camera now moves according to the skill’s range when a skill is used.
When using a gamepad, the camera now moves naturally based on the aimed target position.
In addition, the camera movement timing and position for enemy skill actions have been adjusted to better match the flow after the previous update removed skill delay.
Enemy target selection logic has been improved so that enemies now prioritize lower-health targets more naturally.
Previously, if a low-health target had high defense, enemies could choose to attack a higher-health target with lower defense instead.
This has been adjusted so enemies now more intuitively prioritize targets that are easier to finish off.
The wall-destruction decision logic has also been improved.
Previously, wall destruction during movement and the skill combinations available afterward were calculated separately.
Because of this, skill combinations that became available after breaking a wall during movement were not being properly reflected.
This has been fixed so that enemies can now make more efficient decisions even after destroying walls.
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Sound effects have been added and improved for the following situations:
Battle start sounds
Ally and enemy death sound effects
Falling sound effects
Burn sound effects
Gameplay options will be added in a future update.
Various convenience features will be available with On / Off settings, and the Settings UI/UX will also be improved for gamepad use.
Thank you to everyone who played the game and took the time to leave feedback. Your feedback has been a great help in determining the actual direction of future updates.
If there is anything else that felt inconvenient or anything you would like to see improved, please feel free to share your thoughts anytime.
Email: [email protected]
Discord: https://discord.gg/Jw7mSQBY3q
We will continue working to provide a better gameplay experience. Thank you.