
We’re releasing this patch ahead of schedule to fix several bugs that were originally planned to be addressed alongside v1.1.0.
・Fixed an issue where UI for unreleased content could appear on the Sandbox results screen.
・Fixed an issue where, when a card without ATK is on the field, hovering over the attack preview UI in the upper-left corner could cause the card name in the detailed description to be displayed incorrectly.
・Fixed an issue where, when Burst is activated while Boomerang (Advanced Mode) is on the field, the card would return to your hand while remaining in its Bust state.
・The SAND BOX results screen now displays an indicator when HP is carried over. (Previously, it was only displayed when HP was not carried over.)
Here are our responses to questions and requests we’ve received about the game’s features!
We’ve received many of these requests before, but we haven’t had many chances to talk about requests that would take a while to implement or that we’re still considering for various reasons.
Going forward, we’d like to use our patch notes to respond to these requests, just like this time.
Question
Answer
The number of attacks for Charge Shot resets when Charge Shot actually attacks. Is this intentional? Wouldn’t it be more natural for the count to reset when the card is returned to your hand?
At the moment, the intended behavior is for the count to reset when Charge Shot actually attacks.
We also think it’s perfectly reasonable to interpret it as the count resetting when the card returns to your hand, since its effect triggers when the card is placed on the field.
This is a tricky issue, but Charge Shot is already a somewhat difficult card to use, and we haven’t yet come up with a good solution for the situation where the count would be reset because the card was accidentally returned to your hand. For now, we’ll be keeping the current behavior.
If we come up with a good rework idea in the future, we may change how it works!
Please make it possible to skip only the tutorial while still being able to watch the story.
We’ll implement this!
Please make it possible to choose the next stage without taking a Skill Reward.
We’ll implement this as an optional feature that allows you to proceed to the next stage without taking all of the Skill Rewards.
However, some Skill Rewards, such as removing cards in Forget Mode, will still be required. Because of this, it may take a little while to implement.
I’d like to see all of the random reward options before choosing which reward to take (before skipping).
We’ll implement this!
I’d like an Easy Mode.
With the “Carry-In Items” coming in v1.1.0, we hope they’ll give you more ways to clear stages with powerful builds!
(Of course, if you prefer the difficulty as it is now, you can choose “No Items.”)
I’d like to see the total damage that the cards on the field will deal, as well as which Shields that damage can destroy.
Since damage can change during the Attack Phase, and some cards deal random amounts of damage, it’s difficult to show the exact damage value.
We’re considering adding a UI that highlights Shields that can be destroyed as a rough estimate of the damage you can expect.
If we can come up with a UI that communicates this clearly and intuitively, we plan to implement it!
I’d like to rearrange the cards on the field.
The order in which you reveal your cards is intended to be part of the strategy, so for now, we don’t plan to add a feature that lets you rearrange cards...!
I’d like cards drawn directly into my hand to also trigger effects that activate “when flipped.”
Some combos and unusual interactions depend on “when flipped” effects not triggering in this situation, so we plan to keep the current behavior for now!
I’d like to be able to increase the protagonist’s HP, ATK, and other stats.
We’re considering adding features like this to the Infinite Stage planned for v1.2.0...!
I’d like a Training Mode where I can freely swap out the starting deck and items.
We’d like to implement this eventually!
However, it’ll take some time to develop, so we’d appreciate your patience!