Feb 1 v1.2.2 Enemy Major Update
We are sorry that we could not provide an exact translation of the changelog at the first time, we will finish these translations as soon as possible
Procedural optimizations
When calculating blue points, lost exhibits will be credited.
A tidy-up of the game's randoms has been done, breaking down the various sub-seeds even more.
The game's root seeds are now more shareable, examples.
The first events of Act 2 and Act 3 are determined entirely by the root seed.
Player route choices have less impact on the flow of the game, and there is no need to explain your route to each other when sharing seeds.
Fixed a settlement order issue that caused "Refracted Sunlight" to settle before "Secret Cloak".
Enemies
As mentioned in the previous logs, Act 2 and 3 enemies will be stronger, especially in their ability to deal with player evasion.
The difficulty gap between Normal to Lunatic will widen after the adjustments.
These adjustments are expected to last for several releases.
The following values in the form of 1/2/3 are presented to express Normal/Hard/Lunatic difficulty respectively.
==== Act I ====
Aya.
Reworked danmaku.
Maximum life slightly increased.
She will pick a random danmaku attack.
Her one-step attack has accuracy, with a decreased chance of occurrence.
Sunny/Luna/Star.
Slightly increased maximum life.
Their attack damage has randomness.
Star's attack becomes 2-part.
==== Act 2 ====
Adjusted normal enemy grouping and distribution.
Abandoned Keystone, minor increase in value.
Scout, Purifier has 2-step attack, small increase in value.
Terminator, drowning girl across the board to improve the value.
Nitori.
Summoned unit's life value is increased.
Her own maximum life is reduced.
All three bosses have some increase in attack steps.
Megumu.
"Bribery" is added to the hand instead of the draw pile.
She now has the exact same value on all difficulties, and initially has 0/1/2 levels of {Shining Tripod} status on different difficulties.
"Shining Tripod" also increases her attack damage to +2 for normal attacks and +4 for rune card attacks.
Yuyuko.
She now applies an additional layer of "Law of Mortality" to the player when she attacks after a certain number of turns.
Now on Lunatic difficulty, the value is the same as Hard difficulty; Yuyuko will summon two dead butterfly spirits directly in the opening scene. (equivalent to opening her first turn)
From the third action it takes, it attacks with an additional layer of "Law of Mortality" on the player.
"Law of Mortality" resolves after the player's turn ends, which means that Throwing Knife's attack occurs first during the discard process.
Some of her animations and effects have been redone and will continue to be optimized in subsequent versions.
Tenshi.
She uses "Celestial Slash" as her first turn action.
Difficulty now does not affect the default damage of her attacks, and "State of Freedom from Worldly Thoughts" occurs one turn earlier.
"State of Freedom from Worldly Thoughts' turn fire boost has been increased from 2/2/3 to 2/3/4.
"Celestial Sword of Iridescent Glory's next damage boost per cast has been increased from 4 to 6/8/10.
==== Act 3 ====
Adjusted normal enemy grouping and distribution.
Doremy.
Dolemite that wakes up from 0/1/2 level dreams becomes a "Dream Maker" after 6/5/4 turns respectively.
The number of attack segments of "Feathered Dream Butterfly" has been changed to 4.
Eiki Shiki.
Life value increased from 200/220/240 to 239/249/259.
Becomes accurate from the fourth attack, previously it was the sixth.
Remilia.
"Vampire Claw's attack segments have been increased from 3/3/4 to 4, and the number of negative status turns caused has been increased from 3/3/4 to 3/4/5.
"Queen of Midnight's firepower boost has been increased from 2/2/3 to 2/3/4.
After "Scarlet Devil", it will reset her regular turn behavior, which means she won't use the other two charm cards immediately.
==== Final Curtain ====
Fixed the issue where the final enemy was making some players feel like the difficulty wasn't enough.
Her health value has been changed from 800/900/999 → 888/999/999.
"Giant Scissor Blade" is upgraded to level 2 in Hard difficulty.
"Teapot with Long Spout" no longer differentiates difficulty, but always applies a 3-turn negative effect.
"Pyramid-Shaped Puzzle" no longer differentiates between difficulty levels, and is limited to 10 cards across the board.
"Shining Longbow" no longer adjusts the status card pool according to difficulty. (As per the previous Lunatic standard)
Now on Lunatic difficulty, the value is the same as Hard difficulty; she will get two items directly at the beginning of the game and attack on the first turn. (Equivalent to opening with her moving first for one turn)
Deck
"Lunar Cycle" costs 4U/2U→3U/2U, and draws 1→1/2 cards.
"Frozen Time" costs U→U/0.
"Inflation Square" is no longer an ability card, but a skill card with banishment, in line with the other extra turn cards.
"The Falling Moon-Rabbit" is reworked to gain 1 level of seamlessness, shuffling some "Lost Raiment" into the draw pile.
"Play Alone" was redone as a skill card.
"Meltdown" now costs 0 and initially selects hand exile, and gains "Rainbow" after upgrade.
"Heavenly Water Miracle" no longer takes effect on a case-by-case basis when it gains block.
This resulted in some of its combo effects being reduced (such as with "Dichromatic Lotus Butterfly"), but the main reason for the adjustment was that I didn't want the show to go on too long.
Fixed some bugs with card keyword dependencies.
Exhibits
Added new general exhibit .
"Stone of Aja" has been reverted to its original effect, but it still takes effect at the beginning of the player's turn (compared to the original version, you get a little firepower on the first turn).
"Fragments of the World" is now a rare card and a rare card.
Store exhibit "Smart Speaker" is now common → rare.