Hi! Today we're releasing a small update with a number of balancing changes and bugfixes that should improve the overall experience:
Gameplay changes:- Decreased amount of Summoners spawned in a fight
- Made it so guardians will be spawned in a room that matches the style of the fight (more open, or with more cover).
- Slightly changed the layout of a couple boss rooms.
- Increased initial and per-floor charges of Amulets that use charges.
- Reduced cooldown of most amulets with unlimited charges.
- Decreased power/duration of most amulets with unlimited charges. We think that amulets with unlimited charges felt a bit too powerful in short fights, were a single use of the amulet is always available right away. Reducing their power and cooldown makes them useful tools, available more often, but not overpowered.
- Increased a bit effectiveness of Argo's Resolution.
- Decreased effectiveness of Carina's Unmatched Talent.
- Slightly decreased enemy damage boost on missions with higher threat levels.
- Decreased power of the skills that increased weapons' damage per level.
Improvements:- Increased enemy spawn sound volume a bit.
- Decreased TAA (Used when Antialiasing is set to "Very High") blurriness a bit, should mitigate the "seeing double" problem.
- On Scavenge fights, a few shards will be spawned right away.
- Made cutscene texts more readable in Japanese.
Bugfixes:- Should have fixed a bug when entering a boss room and trying to leave right away while the intro cutscene is being loaded.
- Fixed bug in the random room generation algorithm that allowed several repeats of the same room type to be spawned on specific circumstances.
- Fixed minion bar switching too soon to "X Minions remaining".
- Fixed double purchases when using a controller in the skill tree.
- Fixed Forge being always shown in the map key.
- Fixed Mana Shield being half as effective as intended.