Greetings, Wizards!
The New Product Festival demo has been up for a while now, and we'd like to thank you all for your support during this period. After discussion, we will not close the demo after the festival, so you can continue to experience it!
We've received all the bugs and suggestions you've submitted! We're working hard on optimising and fixing them!
As usual, in the next section, we will summarise the previous tests and demos, and introduce our future development direction and changes~!
First, the National Day test & new festival demo summary
Compared to the first closed beta, we put some of the new content into the game for players to test, in the players' feedback obviously feel the degree of fun has been improved, thus verifying that our development direction has not deviated. At the same time, more genres have been developed.
Of course, while you approve of the game, we have also received related bugs and suggestions. Next is the show time:
Problems related to stored power spells:
Stored power is a need to sacrifice time to convert to an instant burst of enhancement spells, we very much understand that you want to use early stored power this way to enhance the benefits of the spell, but unfortunately stored power over the map, stored power interaction, stored power switch spells will probability trigger problems, so we can only modify the logic, will no longer support stored power in the over the map, interaction, switching spells, I hope that everyone understands.
Regarding the issue of the actual selected potion not enlarging, we have already fixed it, and in the future, whichever bottle you click on will be steadily enlarged.
Ghost related issues:
At the end of the last test, we considered that the Ghost, as one of the base monsters in Chapter 2, would be too boring without more forms, so we stepped up our efforts to create a new Ghost growth form and placed it in the National Day test. However, what we didn't expect was that after the opening of this test, we received a lot of feedback from players who encountered ghosts in Chapter 2 that couldn't attack, ghosts that wouldn't deal damage, and ghosts that didn't appear resulting in a stuck level. In response, we have urgently fixed the situation and all ghosts will now be brought to justice~
Immediately after the test, we participated in Steam's New Product Festival and uploaded the game demo for everyone to experience.
During this time we felt the passion of more players, the official group had 500+ messages daily, and we were really happy for the discussion and support.
In the next section, we will also pick out some of the issues that you care about for Q&A.
Second, the new section of the user Q & A answer
Q:About the manual function
A:We have completed and installed the manual function, which contains portable operation, staff-related, spell-related, and after that, if you have any doubts, you can check in the manual first. Of course, the content of the manual will be increased accordingly after the content is enriched.
Q:About the monster value in Chapter 3, it rises abruptly.
A:After you proposed that the monster values in Chapter 3 are too high, we have already made a cut to it and completed the installation, now the transition to Chapter 3 will be smoother and you can experience it after the EA is launched.
Q: Iconography related questions:
A: Our game has iconography, only the current demo version is not open. At the same time, the way to open and the content of the artefacts are also very interesting and practical, so please look forward to it!
Q: The problem of not being able to cast spells:
A: We've done multiple iterations of the staff not being able to cast spells. First, we marked the amount of blue needed for each spell to be put into the staff, and then we added a "!" prompt for spells that consume more blue than the staff's base blue. Tip.
In the picture below, the reason that Gram alone always has a prompt, but not when Boing Boing is added is because the base blue of the staff < Gram's total casting blue, so it can't be released; and Boing Boing's casting blue < the staff's base blue. Therefore, after Boing Boing was able to release it normally, the staff's prompt disappeared, even though it was still unable to release Grim Reaper. We have optimised this situation and will provide a more obvious hint in the future.
Q:Sense of purpose in the periphery of the game
A:After unremitting efforts, we have now completed the development of the training ground, which now supports the view of attributes after unlocking spells, the summoning of different staffs and the practice of free combinations. Grand Wizards can preview their spell combinations before entering battle, and then simply configure them according to their target combinations in battle after completion.
Q: About more new content that people are looking forward to:
A: During the New Product Festival demo, we received a large number of concerns about the demo having too little open content and about future open chapters. But we would like to say, please don't worry, as we have mentioned in our previous developer logs, the full amount of content we are anticipating is 5 chapters and 100+ spells (official version). In order to keep things fresh for you, more detailed content cannot be revealed, but it will be very interesting and playable!
Future Directions
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First of all, we will conduct a pre-release version search to complete the optimisation of the current known issues and the repeated testing of unknown issues.
During the months of November and December after EA's release, we intend to update on a monthly basis, striving to make each update a fresh and interesting experience.
Although the demo has only opened up the first chapter of the content, with your suggestions and feedback, we are now working on ways to organise and optimise the collected content, and then put it into all the chapters.
Lastly, I'd like to report on our recent development priorities. In the near future, we'll be focusing on optimising the art presentation, such as more specific protagonists (refer to the handsome look in the booking activity), filling in the black edges around the scenes to enrich the game content, and then there will be a magic mirror function for you to explore.
Although it has already been made public, I would like to take advantage of the developer's log to continue to promote another wave to you!
Crafting Magic is scheduled for release on Steam on 2 November, and will be available for only RMB 38 for the EA release!
Although this release is the EA version, but please rest assured that the final presentation of the content, have gone through our strict control, carefully developed. Although we are afraid, but we still hope that you can experience infinite joy in the magic world we constructed, we hope that you will support us more, and continue to monitor our progress, we can also continue to liver!
Wizards who want to get more information can follow the official account and official website of B station~!
B station account: https://space.bilibili.com/3494364057701297
Official website: https://game.bilibili.com/magicraft
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