
Welcome Back, Adventurer
This is our first major update in August and the first major mechanic, balance and overall adjustment since the game was launched.
During this period of time, we have collected the voices of different types of players, and the team has also made and tested a number of mechanics changes internally, hoping that this major update will bring players a better gaming experience and bring "MYTH OF MIST:LEGACY" closer to the way we all want it to be.
So without further ado, let's get right to the point!
Major update.1: AP mechanism adjustment
In view of the slow pace of the early stages of the battle, we have decided to adjust the AP mechanism after comprehensive consideration. Let's start with the conclusion that the current AP mechanism can achieve short-range movement and action (attack, skill, use of props) in most cases during the turn.
However, the original turtle AP for the burst of position tactics will be affected, but you can achieve the original tactics through skill enhancement, attribute points and equipment. In short, we have adjusted the upper and lower limits of the AP mechanism and increased the base value of AP recovery per turn (now 7 AP recovery per turn), so that the action limit from zero is reduced.
Because of this, the general attacks of all weapons, professional skills, hero special skills, monster skills and AI, and all AP-related values in the game have been adjusted accordingly. This part will be left for you to experience in the game.
Major update.2: Attribute bonus description
This piece is more towards the update for players who want to study the value. I myself do not want the development team to take the initiative to reveal the numerical information, but the player community to learn from their own testing. But I've talked to some of my friends over the past two months, and I know that for players who like to study limit values and special combinations, it's much better to have an official version of some of the more complicated rules.

So, yes, you can now see clearly in the compiled attribute descriptions the "hidden value bonuses" for different attribute boosts, which are additional bonuses to the original attribute functions. As for the individual attributes and the in-game formula, we'll leave it to players who want to study them.
Major Update.3: Classes
Although the large-scale occupational balance adjustment will be after September, we have observed some of the weaker occupations and equipment sets, so this time, with the change of the AP mechanism, we also carried out the strengthening.
The main purpose of the profession skill is to increase the flexibility of use; the equipment strengthening is to enable the initial stage of the warrior class profession to have some starting MP, so that it can be faster to engage in combat and skill use. Detailed updates are as follows.
Occupational Skill Enhancement.
The following are the details of the equipment enhancements.
The card of doom.
Attack range: Single -> Cross
Attack distance: 3 -> 4
Card Master
Attack Range: Single -> Cross
Attack distance: 1 -> 3
Nightingale
Lamentation.
Attack Range:Single -> Cross
Ranger
Tractor Attack
Attack range: Single -> Cross
Initial equipment reinforcement.
Hunter series (hat, clothes, hands, feet)
Recruit series (hat, hands, feet)
Rangers series (hands, feet)
After the above series of new equipment to increase the initial MP ability
We know that the balance and difficulty of wargames are very influential, so we will be more cautious when making any balance changes. We hope to maintain the challenge and fun of the final game while making the early game experience smoother and allowing more special or interesting tactics to have their own stage.
I hope you will enjoy this update, and more adjustments and corrections will also be listed below.
So have fun, and I'll see you in time and in the Eternal City!
P.S.
Because this update affects a larger area, even including the AI, map events and skill determination have been adjusted to. Although we have tested two more weeks to ensure stability, we are still worried if something unpredictable will happen.
If there are any problems with the levels, AI or anything related to this period, please report back to us, thanks again!
Bug fixes.
Fix some of the battle map duplicate grid problem
Fixed the problem of disappearing descriptions of grounding effects.
Fixed some monster AI problems.
Fixed the problem of character names not being displayed in battlefield previews.
Fixed the UI display of store settlement UI text.
Fixed the problem that the text of demon contract effect cannot be displayed.
The number of sleep buff rounds will not be reduced.
Fixed the problem that death caused by falling damage from high places does not work properly.
Fixed the problem of disappearing text in some interfaces.
Fixed a problem with the Battle Ritual Battle AI.
Fixed a bug in the DR-3 scene grid of Battle-Danger Room Training.
Fixed the problem of swapping the effects of resistance potions (Earth) and (Ice).
Fixed the problem of incorrect index will for magic recovery boosting, it should be index perception correctly.
Fixed the problem of hero skill - courage not restoring HP normally.
Fixed the boundary problem of the entrance map of Nimvi Forest.
Content adjustment.
Adjusted the skill enhancement interface, and added new functions such as range number display and equipment limit prompt optimization.
Adjust the text descriptions of some props, skills and buffs
Adjusted the display of the character list interface (new colors and hint effects)
Adjust some skill damage figures and performance presentation

New content.
New function to return to the main menu when choosing difficulty level
New UI when viewing the character's ability with joystick
New set description and comparison UI
New tips for getting new equipment and props
New prompt information when acquiring the main character's exclusive profession, Demon or Brave
New description and prompt text when changing jobs
Added a prompt for summoning skills if the target is not legal
