Community Announcements - ZRI中二丸
The main update content introduction
Add new map
Riverside Cave


* Entrance to the new map

Added minerals


Stones

Small stones will be dropped when quarrying
Stones will be dropped after mining

Peat

Mud drops when quarrying
Coal will be dropped after mining


Minor updates

Added a block resource refresh mechanism, while the number of resource drops and drop rates are greatly balanced and accelerate the attribute recovery of koishi, now only rely on exploration + fight monsters in the case of proper operation can basically maintain food.

Now the map exploration degree reaches 80% will open the whole map fog (save OCD changes)

The well in front of the home added the function of fetching water, at least will not die of thirst in front of the home.

Now the attic starts to brush bread.

Bug fixes

Fix the bug that you can use the explore/move button in the bottom right corner of the explore screen to wake up when koishi stamina is too low.
Fix the bug that when koishi stamina is too low, they will fall asleep at the destination only when they are forced to sleep.
Fix the bug that the position of JUE does not change with time after starting the game.

Fix the bug that the game may flash back when pathfinding.

Fix the bug that the bush may be painted on the edge of the map and the dropped items cannot be picked up.
Feb 27, 2021
Community Announcements - ZRI中二丸
添加新地图:湖边山洞
添加矿石:石头,泥煤矿
修复夜间遮罩不全的bug
给觉添加更多的表情
Community Announcements - ZRI中二丸
First of all, there are still two days on the New Year, here I first wish all players good health everything is as it should be wishful thinking family peace congratulations and fortune.

This half of the month to fix a large number of bugs and optimization, but has not been sent to the update announcement, because the update announcement this thing to write up is quite laborious, can not be git on the commit to a post as a finish it (said you, the ghost Valley eight wastes). So, I decided to update the announcement on a version-by-version basis.

However, this update announcement will outline the version that contains the content updated in version 2 and version 3 (January 25-February 10), so I'm too lazy to post two announcements, so here goes.


Main updates
Added root demon

In the past, the players called the "master of defense" root demon, now there still adheres to the master style, so that your koishi and his fierce bayonet duel feel very happy and happy to hand over the disabled machine. But the victims (meaning the players) have already shared the cheat method in the community, really bullied too badly can go to see.


Add Fisherman

This kind of fishman powerful physique originates from the boxing training (refers to illegal fights) in the underwater dueling arena night and day to exercise, but the fishman is after all a fishman, even if the powerful physique can not help them to run faster on land. But if you provoke them in the water, well... Don't try to find an escape route, just fight them squarely!

Add berry bushes

This perennial herbaceous shrub can provide a constant supply of fresh berries as long as it is not spoiled too badly. Of course, it can also just be plucked out and used as fuel.


Adding the attic
There's nothing in the attic right now, eh.
(There's nothing in the attic right now.)

Secondary updates, bug fixes, optimizations
Ah, there are too many, list out is unsightly, too lazy to list out. Anyway, besides the kind of, "installed a more solid head for hod", who would be interested in what bugs fixed ah.

But let's talk about it in general.

Fix various bugs and optimize the details of the interaction, as well as some numerical optimization.
Modify the pathfinding method of love (the original pathfinding method was originally a feature, but the feedback was not good, so it was changed,)
Fix the bug that can't close the game via steam (a long-existing pernicious bug)
Fix the bug that you can't brush resources by exploring at home (travel romance -> home romance)

Well, that's it.

Next version preview.
In the next version, we will probably make caves and mines.
The next version will probably have caves and mines, and should adjust the way resources are refreshed, now there is a serious shortage of resources in the early stages and a surplus in the later stages.


Special Thanks
Here is a special thanks to the group of friends: "Wshine", on the big map details on the optimization assistance. Because of the time, we haven't removed the extra arrows on the map before, so he gets the credit for this part.

Extra news
In order to avoid bugs directly on line to the players brought trouble situation, koishi Navigation now added a test branch, test branch will be a three days to a week earlier than the main branch of the game content, but at the same time will face more bug risk, interested players can enter the group to get the test branch of the password: encounter bugs directly in the group to submit on it, group number: 1002911774
Community Announcements - ZRI中二丸
Nice to meet you
Long time no see

This is the main prodder of the Zero Institute Σ Academy, Nuctori, an ordinary back-end developer who is now responsible for taking over the development and maintenance of Koishi Navigation. And before introducing this update, I need to state to you the situation and problems of Koishi Navigation that I have seen from my personal point of view (as the various departments of the society are independent of each other, my personal view cannot fully represent the actual situation encountered by the original author, Professor Zero).

The last updated version of the old Koishi Navigation was in July 2019, in which the level and multi-role related pages were updated, but according to the game project code I have on hand as of June 28, 2019, I can see that after rapid iteration, the project code at that time was confusing and difficult to continue adding level and multi-role related features, while the existing game design gameplay Playability is limited, so in September 2019, the game project version 1.1 refactoring was opened, in the design, the version of the play reference civilization and Banner of the Maid, but because the code writing difficulty of the relevant play was far beyond the limit of Professor Zero's ability at that time (Professor Zero is a professional numerical planning, but not a professional programmer). As a result, the final refactoring could not be completed successfully.

From my perspective, the project had the following problems.
1: The pressure of rapid iteration that far exceeded one's ability brought by the early sales performance beyond expectation.
2: The author is good at making games using RPG MAKER XP, but not good at programming in C#.
The above reasons led to the inability to continue the Travel Lovers project from the middle of the project.

The only way to fix the problems that had accumulated in the Koishi Navigation project was to completely rewrite the RPG part of the project and redesign the RPG gameplay.

After evaluating the time and difficulty required to fix Koishi Navigation , I started the second rewrite of Koishi Navigation at the end of August 2020 and began work in mid-September. After 4 months, the initial version is now ready to be released to all players.
In order to differentiate it from the old version, I will call the new version "Koishi Navigation Evolution".
In this reconstruction, the underlying design of the gameplay combines the key points of Koishi Navigation 1.0 and 1.1 ver. In addition to retaining the core gameplay of hanging exploration, modified the combat system and movement system, adding the day and night function. And focus on reducing the difficulty of filling the subsequent game content. As well as fixing some table favor part of the old version when the serious bugs left behind (memory GC is not timely, multiple clicks Loves will lead to memory leaks), the optimization of multi-threaded design .... etc.





Q: Do I need to buy the game again after rewriting?
A: No, at this stage the game is available in the test branch of Koishi Navigation Evolution, when the current version of the game exceeds the old Koishi Navigation Evolution, then will be released on the main branch and the old one will be moved to the test branch.



Q: Can I keep the archive data in the game?
A: Sorry, as this is a complete rewrite, this is equivalent to a new game compared to the old version, and the archive data of the old version cannot be migrated at all.

Q: After this refactoring, can all the design goals written in the initial page of the game be achieved?
A: I will try my best to achieve them, but there are a lot of unrealistic goals set in the beginning of the project (such as developing online function), and some parts that conflict with the current gameplay that I can't fulfill.

Q: The Koishi Navigation project has completely passed the growth period, where will you get the resources to develop the game afterwards?
A: In fact, many of the resources that Professor Zero has customized for the project have not yet been installed, and with the resources that the current project has, the game content can be produced for the human village. At the same time, another project of the association, "Koishi's LUMO", was considered by the professor at the beginning of the project to be common with the material of Koishi Navigation, so that the subsequent project can be reconstructed. Therefore, I can directly take part of the material of the Koishi's LUMO to fill their own content. Compared to Professor Zero, who is good at developing and innovating gameplay, I am good at using limited resources efficiently.

Q: Why did you take on this project when you can't get any income from it?
A: It's not completely unprofitable, but I have my own personal reasons for taking over this project, the most important of which is that I am a Nitori fan, and I want to make a Nitori desktop pet to replace my desktop input method's skin. When the time is right (perhaps when the early preview TAGs are removed), I may be able to sell the new charater as DLC, but if you don't want it then, I'll have to write it just for myself.

Q: So, which version of Koishi Navigation I should play?
A: At this stage, Koishi Navigation Evolution is not perfect, so if you want to enjoy more mature game content, then we suggest you play Koishi Navigation 1.0. If you want to experience the new content as soon as possible, or if old version lags on your computer, then we suggest you switch to Koishi Navigation Evolution.

As "again" released early version of the game, Koishi Navigation Evolution is bound to exist a lot of imperfections and bugs, and I am not a professional gameplay planning, in the design of the game I need you to provide inspiration, if you have any suggestions and comments, welcome into the Tencent group to discuss.
Group 1: (water group: more people, can talk any topic): 726919993
Group 2: (new group, prohibited fq everywhere): 1002911774



Finally, thank you all still remember this game,.no matter when, We looking forward to your return.
Community Announcements - ZRI零教授

《恋野迷踪 ~ Koishi's LUMO》The EA version of the game finally meet you!
Wait a long time! I'm sorry! The explosive clothes drawing has been added back~
You can purchase through the following bundle link:
旅行恋恋同捆:https://store.steampowered.com/bundle/14263/
OST同捆:https://store.steampowered.com/bundle/14939/

There are 7 chapters (including preface) in the game, and one and a half have been completed so far~
As usual, the game is updated every day for the first month of its launch~
The next update date is about July 30! Coming soon!
Community Announcements - ZRI零教授

Because of well-known reasons, the store page is not visible in the country,
Although after the sale, players can still make one click purchase through the following code blocks or bundles:
https://store.steampowered.com/app/1231290

However, in order to avoid losing sales, we have applied to steam customer service for a re examination to remove our "adult content" label, so that local users can see the store page again.


Although I can click this button before the steam customer service replies to the audit results, I will not do so for the sake of interests.

Please be patient and wait for the good news. It will not be too long. It will be good in early August.

I'm sorry for all the trouble you've caused.

零教授
Community Announcements - ZRI零教授

《恋野迷踪 ~ Koishi's LUMO》将于7月24日发布
定价29元,首发折扣-12%,拥有旅行恋恋的玩家可通过捆绑包折上折再-14%!

商店页面:Steam上的恋野迷踪 ~ Koishi's LUMO

https://store.steampowered.com/app/1231290/__Koishis_LUMO/

求一波愿望单呀,愿望单越多steam会给曝光次数越多呀XD

《恋野迷踪 ~ Koishi's LUMO》是一款恋恋的都市传说探明大冒险RPG。
本游戏为剧情向、回合制战斗的、棋盘探索类、无重力级Roguelike-RPG,
玩家将扮演东方Project中的古明地 恋,在幻想乡全境发掘线索、击败怪物,完成与姐姐的关于都市传说的揭秘对决。
游戏轻松愉快的氛围搭配扑朔迷离的都市传说,能让玩家悠闲自在地漫步在幻想之境。

恋野迷踪 ~ Koishi's LUMO
Legendary Undetected Monster Orbital

这是恋恋的LUMO~!LUMO,原意为分子前线轨道理论中的最低未占用轨道(Lowest Unoccupied Molecular Orbital),也象征着明明在最前线,却未有人涉足的未知领域。人们每日都在茶前饭后讨论起它们,却未有人付以实践和证明,这便是都市传说。
一个妖怪,一个无想无念的妖怪,沿着一条似是人工规划,又似自然之理的有形道路,一路向前,时而向后,轨迹不定地去揭开那未知的迷途,一路穿越前线、深层,触及那传说的核心,这便是崭新的LUMO——Legendary Undetected Monster Orbital——未知传说的妖怪小道。

Community Announcements - ZRI零教授
Linkage with the THBBB has now begun
Please refer to thbbb's store page for details
https://store.steampowered.com/app/878380/
Koishi's kimono skin!~



Then this game - 30% off from Apr.27th to May.4th

The Collection Cards will come in this week(About Apr.27th)
include 6 medal、11 cards、 6 emoji 、 6 Background



You can collect them after a long time game playing

Thank you for your support~

Upate? - let's wait until the new game comes online )XD
Community Announcements - ZRI零教授

Happy Valentine's Day
New year also needs to be more lovelove happy~
バレンタインデーおめでとうございます
新春ももっとラブラブで幸せになってください。
Valentine's Day Promotion 40% OFF!
Community Announcements - ZRI零教授

Spent a whole year at home
...

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