〇Regarding Save Data
We have confirmed that save data from previous versions will cause issues due to the significant changes made in this update.
We sincerely apologize for the inconvenience, but we ask that you start a "New Game" rather than loading save data from version 0.1.2 or earlier.
We are committed to development that prevents this kind of issue in future updates—ensuring you can always carry over your save data and continue enjoying the game—and we appreciate your understanding and support.
〇 Major Changes to Game Balance
With this update, we have reviewed and significantly altered the overall game balance.
Here, we introduce some of the new features and explain the changes made, along with the reasoning behind them.
◎ Addition of the New "Vitality" Stat
In the previous version's game balance, players often had to spend turns using low-power "basic attack skills" just to generate "SP". This resulted in a somewhat stifling experience, as there were few opportunities to freely unleash a variety of high-power skills.
"Vitality" was introduced to address this issue.
"Vitality" is a stat that allows you to generate "SP" each turn; at the end of the turn, you gain an amount of SP equal to your Vitality value.
We believe that "Vitality" reduces the number of turns where you are forced to rely solely on "basic attack skills" to build up SP, thereby expanding the range of strategic choices available each turn.
◎ Added a feature to display an "HP gauge" when attacking enemies
We designed the game balance so that even when a player is on the verge of defeat—particularly in the early stages—they can still win by boldly going on the offensive, even at the risk of their own destruction.
However, during playtesting, we frequently observed that many players, when faced with such a situation, would prioritize "guarding" or "dodging" to avoid defeat, only to lose the match anyway.
We viewed this not as a player issue, but as a game design issue, and thus added a feature that displays the enemy's remaining HP via a gauge when they are attacked.
We believe this will enable players to see the enemy's "HP gauge" and choose to "attack" when finding themselves in that same situation.
◎ Major adjustments to all stats and skills.
The primary change made was increasing HP and skill power values by approximately tenfold.
This adjustment results in higher damage figures.
The reason for this change is to make the effects of "Form" more apparent.
With the lower damage values of previous versions, it was difficult to gauge how much damage was actually being mitigated by a Form; in particular, the damage taken from standard enemy attacks during the early game remained virtually unchanged.
With these adjustments, even when facing standard enemy attacks in the early game, choosing the appropriate Form will result in a clear reduction in damage taken, allowing players to truly experience the benefits of the Form system.
◎ Reduced the power of all enemy skills, excluding "Burst Attack"
We have specifically lowered the power of attack skills unleashed after a "Telegraph" animation.
We have also reduced the power of standard attack skills that previously dealt high damage.
In the previous version, enemies possessed high offensive power even with their standard attacks, resulting in more situations than intended where players were forced to rely on "Guard" or "Evade" just to survive.
I think this downward adjustment has made it easier for players to choose offensive options.
〇Additions
Added "Vitality" as a base stat.
Added "Hit" and "Vitality" to the stats displayed on the menu screen.
Added a feature to display the HP gauge when attacking enemies.
Added one initial equipment slot for "Accessories."
Added "Save Location," "Save Count," and "Play Time" to the information displayed on the save/load screens.
Added tutorial explanations.
Added new events.
Added text for conversations and other elements.
Added new elements to the base.
Added new "Weapons" and "Memories."
〇Changes/Adjustments
Adjusted stats for all characters.
Adjusted all "Skills."
Adjusted the effects of all "Forms."
Reduced the power of all enemy skills (excluding "Burst Attack").
Adjusted behavior patterns for all enemies.
Changed the names of certain skills, items, etc.
Adjusted certain "Debuff Effects."
Adjusted certain damage calculation formulas.
Changed or adjusted certain text.
Adjusted the content of certain events.
Changed or adjusted the contents of treasure chests in certain dungeons.
Changed or adjusted party compositions for certain enemies.
Adjusted the stat display on the menu screen.
〇 Bug Fixes
Fixed an issue where the cost for certain skills was set incorrectly.
Fixed an issue where certain enemies dropped the wrong items.
Fixed other minor bugs.
