Spell Fragments : Forbidden Magic Edition · published
- Added 24 new fragments (mainly to improve the performance of option fragments that reduce cast time and cooldown)
- Buffed 9 existing fragments (mainly to improve the performance of option fragments that reduce mana cost)
- Changed 5 existing fragments so they can no longer be newly obtained (fragments you already own will not disappear)
- Added 5 new artifacts
- Added 3 new potions (obtainable in Dungeons 1-3)
- Added 60 new armor items (obtainable in Dungeons 2-3)
- Added 1 random effect that is applied to weapons
- Changed defense-related parameters, including those of existing armor
- Added special effects exclusive to some armor
- Changed the specification for damage reduction from defense
- Eased the rate at which enemy health increases on deeper floors (enemies on the early floors of each difficulty are unchanged)
- Decreased enemy attack power
- Changed so that entering a dungeon while wearing cursed equipment applies a number of curse effects based on the strength of the cursed equipment, both at the start and on each floor (the number applied is capped)
- Changed so that leveling up no longer increases the player's shield and armor; the mana increase has been raised instead
- Changed so that taking damage accumulates "Scars" in proportion to the amount taken, temporarily reducing maximum health (partially restored when clearing a floor)
- Changed so that Scars are healed according to the amount of a single heal from healing magic or potions; the larger the heal, the deeper the Scars it can cure (regeneration and life drain cannot heal Scars)
- Added a potion that treats Scars
- Changed magic so that it flies up to twice its Range
- Changed so that once magic travels beyond 1x its Range, its power, status ailment accumulation, knockback, and similar effects decay
- Changed the cost calculation for magic construction: reductions to / / from options now apply only to the cost of the spell the option is attached to (any amount below 0 is no longer subtracted from the cost of other spells)
- Changed the cost calculation for magic construction: the chain multiplier "x the number of instances of the previous spell" is no longer applied when the cost is negative
- Fixed an issue where the total cost was counted twice when multiple parallel spells were attached immediately after a trigger in magic construction
- Added an artifact that allows you to exceed the level cap of equipment
- Increased the base performance of weapons
- Changed so that while a Magic Eye-type weapon is equipped, projectile magic is strengthened but can only be fired in AIM mode
- Fixed an issue where loading Dungeon 3 would not complete during multiplayer
- Partially fixed the synchronization of enemy attack processing and similar during multiplayer
- Changed the carry-in point limit for multiplayer to match single-player
- Fixed an issue where enemy attack power differed between host and guest during multiplayer
- Fixed issues with the attacks of some bosses during multiplayer
- Improved portal messages
- Mitigated an issue where black flickering appeared on screen in some situations
- Fixed a visual issue where the edges of the screen darkened immediately when quitting with a long press on the game over screen
- Adjusted the bosses that appear during multiplayer in Dungeons 1 and 2
- Improved the appearance and collision detection of some prop models in Dungeon 1
- Reduced the glow of magic in Dungeon 2
- Added 4 new stat entries to the inventory screen
- Changed the UI of the dungeon selection screen
- Added a feature to check the already-discovered items obtainable in that dungeon from the dungeon selection screen
- Display the damage cut rate next to the health gauge on the HUD
- Changed so that enemy gauges are also hidden when the HUD is hidden
- Changed so that when "Keyboard priority" or "Mouse priority" is selected for the help display, help entries assigned only to a controller are hidden
- Adjusted the appearance of the minimap
- Added a feature to display a large, translucent map in the center of the screen
- Added a marker display on the map that indicates the direction of the destination
- Changed the default shortcut key for the multiplayer screen menu
- Display the unit (meters) for the draw distance setting on the settings screen
- Fixed an issue where status ailment accumulation from an elite effect targeting a guest was also applied to the host during multiplayer
- Display other players' loading progress during multiplayer
- Improved the display of the gauge shown on death during multiplayer
- Added the display of player names and other players' scores on the score screen during multiplayer
- Adjusted the calculation formula for the total score and the number of rewards obtained on the result screen
- Decreased the rate at which drawback effects are applied to the random effects of items
- Changed so that higher-rarity equipment is more likely to get higher-quality random effects