update v1.4 is live
This update collects fixes and adjustments driven by your reviews and forum reports. Thank you for reporting them.
■ New
・Achievements expanded to 30 (20 newly added). "Apex Scholar" now unlocks at Level 100
・Added LT shortcuts
・Auto-Heal — automatically casts healing skills from the system menu until the whole party is at full HP
・Auto-Equip — swaps to the highest-durability weapon your character has aptitude for, in one button
・Greatly expanded English coverage, including display names for 611 items and 493 skills
■ Quality of life
・The club skill list now shows 4 entries, and long descriptions alternate pages so you can read them in full
・Action Link improvements: charging now continues from the moment you press, and the timing sweet spot stays in a fixed position
・Inventory sort and filter settings now persist after you close the menu
・The D-pad now moves to the nearest button in the pressed direction, removing dead ends
・Control hints now reposition themselves so they never cover on-screen buttons
・The confirm button now defaults per controller family, and a reconnection prompt appears on disconnect
・Gold and active effects in the hub moved inside the party status panel, resolving overlapping text
・Effect values are now written out in the descriptions of 21 buff/debuff items and 48 attack items
■ Balance — laying the groundwork for the Report Card Dungeon (working title)
We evened out how the numbers grow, with an eye on the Report Card Dungeon (working title) we are adding next. It is an endless challenge mode: floors keep going, you bring in no gear or items, enemies keep getting stronger as you descend, and your grade is the deepest floor you reached without dying.
Because the numbers keep climbing there, we tuned things so that whichever way you like to fight still carries you deep. A few values are more modest now, and in exchange the options that used to fall behind now reach the lower floors with you.
・Healing skills are now percentage-based and grow with PIE. Flat healing felt thinner the higher your max HP climbed, so healing now holds up however deep you go
・Debuffs are percentage-based too. They no longer fade as enemies grow stronger, and a floor keeps them from ever landing below their old fixed values
・Attack items are now a flat value plus a share of the target's HP. Flat values ran out of road on deep floors, so items keep a role at any depth: a little gentler on low-HP enemies, and much more effective on high-HP ones
・MP costs now rise on a single consistent curve, so managing a long descent is easier to read
・Forbidden arts hit harder now, so spending SAN on them is worth it
・Poison and bleed now deal at most 100 damage per turn. They used to grow with enemy HP without limit, which meant deep runs were decided by damage over time alone. Other approaches now get their turn
・Party-wide attack skills now make a small accuracy roll. They miss only occasionally, and with a little variance in how they land, building around single-target and support skills becomes part of the fun
・Magic now has a power modifier. Depending on the target's stats, a magic-only critical may land, or the damage may come out more modest. The battle log tells you which happened
・Powerful attack items appear a little less often, and their descriptions now state that the School Store does not carry them. We would rather you improvise with what you find than stockpile in advance
The exact numbers are reflected in each in-game description.
■ Fixes
Reported by players
・Enemies acting before your own attack animation finished, and turns ending while you were still entering an action command
・Inventory sort order resetting when you left the menu
・Mashing skip during the ending leaving you stuck on a white screen
・Debuff item effects being hard to read — effect values are now written in the descriptions
Other fixes
・Poison and bleed from items always dealing exactly 1 damage
・Percentage-based buffs and debuffs on enemies not resolving correctly
・The facility tree UI shifting every time you restored a facility
・The capsule machine's close button overflowing its frame
・The cursor jumping to unintended positions in the classroom's gear and roster tabs
・The cursor reaching buttons behind an open dialog
・The battle log staying where you opened it instead of following the latest entries
・UI breaking during certain late-game battle sequences
・Skills with accuracy bonuses being harder to land than skills without them (24 skills improved)
・Auto-Equip silently equipping cursed weapons
・Boss floor symbols blowing out to pure white
・The loading screen occasionally never finishing when entering the dungeon
Please keep the reports coming.