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UPCOMING UPDATE #3 (improved level scaling, y'all!)

Hello everyone,
here's a sneak peek of the next update. This time we're putting the spotlight on some of the most requested improvements - better level scaling and balance.

IMPROVED LEVEL SCALING

We’ve heard you loud and clear and we decided that the level scaling system we're using for Regalia could use some tweaks to make it more consistent and fair. We're adding two new features to the scaling system that should alleviate many of your concerns:

  • Firstly, we're adding a scaling modifier to each of the dungeons you can visit in the game. Starting dungeons and the ones closest to Ascalia will scale more slowly than the ones further away from your starting position. This will ensure that the locations that are supposed to be easier will stay easy no matter what. No more Ban Machair enemies turning into nightmarish monsters at level 20!
  • Secondly, we're adding a limit to the level scaling of enemies depending on the chapter you are in. So if you are focusing exclusively on adventuring and dungeoneering early on, your guys should feel more powerful than before.

The objective of both of these changes is to make the difficulty level more consistent without making it less challenging (we don't want to dumb stuff down).

IMPROVED BALANCE

For this patch, we're also polishing some of the major offenders in terms of balance. There are odd cases of some types of monsters scaling too slowly (or too quickly!) which can lead to unpredictable difficulty spikes depending on when they are tackled. We're revisiting the stats and scaling tables for the enemy units.
The objective here is to smoothen the power level progression of monsters - again, without destroying their intended difficulty levels (in other words, Visage of Anguish will still be very scary, thank you very much).

QUALITY OF LIFE AND STABILITY FIXES

In a never-ending effort to make the game better, we're also introducing a couple of quality of life improvements. One of those - a feature requested by you, the players - will let you directly compare any selected item with the currently equipped one. We're also squashing the odd bug here and there and improving the overall stability of the game, targeting late game performance in particular.

Those changes should come soon, so please be patient - we’re hard at work here, folks!