Spell Fragments : Forbidden Magic Edition · published
- Added 2 new artifacts
- Added the effect amount when holding multiple copies to each artifact's description
- Changed so that rare drop rates increase on deeper floors
- Changed so that the deeper the floor you start from, the more likely items' random effects are to be high quality
- Adjusted the numeric range of random effects for some items (the quality of already-obtained items remains unchanged, but the effect values may increase or decrease)
- Fixed an issue where random effects on items that enhance armor or shield were not being properly applied
- Adjusted the tendency of item drops immediately after starting a dungeon
- Increased the amount of money received when selling items
- Adjusted enemy parameters for HARD and HELL (fixed early-game minor enemies being too weak while bosses were conversely too strong)
- Increased the cooldown and mana cost of Area Magic and Laser Magic
- Fixed an issue where magic with the effect of canceling enemy magic could not cancel enemy magic
- Fixed an issue where Laser Magic with the effect of canceling enemy magic dealt damage
- Improved how easily enemies flinch when hit by an attack
- Fixed an issue where enemy flinch states were not reflected on the guest side during multiplayer
- Fixed an issue where enemies would spawn inside walls and similar locations
- Reduced enemy item drop rates inside dungeons (drops from treasure chests are unchanged)
- Added a help display to the dungeon selection screen
- Changed damage numbers dealt by allies so they can be distinguished from your own during multiplayer
- Added an icon above the head of players who have a menu open during multiplayer
- Fixed an issue where the test-firing enemy sometimes did not appear if you returned to the home base before the host during multiplayer
- Fixed an issue where the multiplayer "Dim allies' magic" settings had no effect (while dimmed, bloom and lens flare from allies' magic are also no longer displayed)
- Added each player's dungeon selection ready status to the player list on the HUD
- Added allies' positions and pins placed by allies to the minimap and the full map
- Expanded the display range of the full map
- Added total play time to the save data selection screen (recording starts from this version)
- Fixed an issue where potions could be used while downed
- Fixed an issue where you could move by jumping while casting magic that requires standing still
- Fixed an issue where the portal description text overflowed outside its frame and was cut off
- Fixed an issue where potion description text overflowed outside its frame and was cut off
- Added a feature to reset the damage and status effects of the test-firing enemy at the home base
- Changed so that all gauges and deep wounds are fully restored while standing on the test-firing pedestal at the home base
- Fixed an issue where damage taken at the home base, such as from being caught in your own magic, also caused deep wounds that carried over into the next dungeon (deep wounds are now caused only by damage taken inside a dungeon)
- Fixed an issue where mashing the jump button let you keep jumping while ignoring the post-landing jump interval
- Changed the post-landing jump interval to occur only when landing from your own jump (you can jump without waiting when landing from a fall or from knockback)
- Changed so that a jump input made during the post-landing jump interval is no longer discarded and triggers a jump the moment the interval ends
- Extended the default value of the post-landing jump interval
- Added the effect amount to the description of the "Improved Ground Jump Interval" artifact (added the lower limit it can be shortened to)
- Increased the effect amount of Movement Concentration
- Changed the trigger condition for Movement Concentration so that it activates while continuously moving out of combat
- Fixed an issue where Movement Concentration was canceled by other players' combat states during multiplayer
- Fixed an issue where deep wounds were received at unintended times at the home base during multiplayer
- Fixed an issue where players' spawn positions overlapped at the start of a floor during multiplayer, causing some players to appear in mid-air
- Changed the UI shown when gauge contents are hidden by the Curse of Blurred Sight
- Fixed an issue where boss gauges were still visible despite the Curse of Blurred Sight
- Changed the total score and personal best on the results screen to be determined by your own performance only
- Added the total number of treasure chests present on the floors you explored alongside the chests found on the results screen
- Changed the number of enemies defeated on the multiplayer results screen to the format "your count (total count)"
- Fixed an issue where enemies finished off by damage over time such as poison or fire were not counted as your own defeats during multiplayer
- Changed some personal best records to be saved separately by dungeon, difficulty, and single/multiplayer
- Adjusted some wording of the score display on the results screen
- Added the amount you healed allies alongside "Total Healing" on the results screen (multiplayer only)
- Added "Allies Revived" to the results screen (multiplayer only)
- Added digit separators to the money display
- Improved tutorial message display
- Added a feature to the settings screen to hide player names during multiplayer
- Added a setting for the controller help display button to the settings screen
- Fixed an issue where jumping repeatedly while moving allowed high-speed movement