
This is an announcement from the Schale Secretariat Office.
Maintenance will be held according to the following schedule for game improvement and stability.
11/4 (Tue) Update Regular Maintenance Details
1. Date: 11/4 (Tue) 2:00 AM – 5:00 AM (UTC)
2. Impact: Players will be unable to connect to the game during maintenance.
3. Rewards: Pyroxene x360
4. Maintenance details: Details will be provided at a later date.
5. Changing/ending major content
Changing/Ending Major Content with the 11/4 (Tue) Maintenance
Pick-Up Recruitment
Nagusa and Niya Recruitments End and Recruitment Points Reset
Mini Event
Balancing Schale's Books with the General Student Council Event Ends
Changing/Ending Major Content at 11/11 (Tue) 2:00 AM (UTC)
Mini Event
Balancing Schale's Books with the General Student Council Reward Claim and Exchange Period Ends
Grand Assault
Shiro & Kuro (Indoor Warfare) Ranking and Total Points Reward Claim Period Ends
❗ Notes ❗
※ This game includes suggestive content and mature themes that may not be suitable for all age groups. Access may be limited based on the user's age.
∙ Since the start time for maintenance can vary by 1 to 2 minutes depending on the device, we recommend completing major departing content and claiming all departing rewards about 5 minutes before the scheduled 11/4 (Tue) maintenance.
	
	
	🎯 Dive into Card-Based Narration, Sandbox Cultivation, and Fluid Combos!
In appreciation of player support, the developers of "Sultan's Game," "Tale of Immortals," and "BlazBlue Entropy Effect" have launched a Limited-Time Bundle, offering an exclusive 20% discount!
If you're looking to explore more amazing Chinese indie games, now is the perfect time! Additionally, we invite you to take a closer look at "AI-Limit," which is currently available at its deepest discount ever.
	
	
	Previous devlogs can be viewed on https://blog.vegint.com/.
I’m in the final stretch towards getting the demo out and ready. The only things missing at this point are some art assets that need to be imported, more dialogue, some minor UI changes and any other stray bugs that may pop up.

In total, there are about 250 bugs, fixes and changes that I am in the process of fixing. Some of them are simple like fixing typos or moving props around. Others are more complex like redoing guard AI and tracking down the root cause of other obscure bugs. Most of these were knocked out in the past week or so, but a few more remain and should be fixed in the coming weeks.

More character sprites have been added, each of which can be customized with custom hair and skin colors to make characters stand out.

Most of the final dialogue is in place and flows properly based on actions the player has taken. This has by far been the hardest part of the dev process, writing good dialogue and making sure the right responses are displayed.
With all that being said, a demo should be available on Steam by the end of November. But again, no promises. There are still lots of little things to do that add up quickly such as Steam integration, last-minute critical bugs, and anything else that might get in the way.

Now if you’ll excuse me I have another 250 bugs to fix.
	
	Hello all!
I'm really hoping this is the last major patch for this beta branch and it can move on to the public branch, but I crammed some pretty significant changes in here so I expect there are probably gonna be some edge cases (or not-so-edge cases) that I missed when testing stuff out. Fingers crossed, but as always, let me know in the Bug Reporting forum if something is amiss!
Burn Damage has been completely rewritten for all non-boss enemies. Previously, burn damage was applied against an enemy's "burn threshold", and if that value exceeded their current HP, they entered a burning state. This system seems to be a bit more confusing than intended and can also result in molotovs/flares/etc. sometimes feeling like they aren't dealing any damage, if the enemy has a high enough burn threshold / enough health to withstand the burn damage. The burn damage model has been changed so all burn damage is now applied as basic damage, and if the burn damage deals the final fatal damage, the enemy will ignite. This has a few advantages:
An enemy such as a Peacekeeper or Harvester who is hit with a molotov/lantern/etc. will take continuous damage, and even if they don't take enough damage to fully ignite, they will still have taken a ton of damage from the flame particles and be easier to finish off.
Enemies can be started burning with flame weapons, and then hosed down with damage from other weapons, which will whittle away their HP on top of the fire which is also burning away their HP, so a tough enemy such as a Peacekeeper who would normally soak up an entire molotov, could be made to catch fire by dealing a little bit of extra damage while he's burning. You could do this with the old damage system but less efficiently.
Enemies will not be able to put themselves out by jumping into water, since they have to be at 0 HP to ignite to begin with. Enemies that are currently burning from a flame weapon that jump into water will not take additional burn damage until they leave the water, but if they're already in their burning state, it will still be fatal.
Players using the "Show Damage Numbers" option will be able to see a more straightforward representation of the damage enemies are taking.
Enemies that are immune to burn damage will now immediately extinguish any flame particles stuck to them, making it more apparent when fire is ineffective against them.
The Harvester now aims his hook near the top of your collider, meaning that it can be reliably crouched under now - just make sure you crouch after he throws the hook - if you crouch early, he'll just throw it at your head's crouched position instead.
The Harvester's Hook travel speed has been slightly reduced
Selecting a Custom/Map Loadout from Scene Select and starting on The Manor will now cram the selected loadout into the player's Stolen Gear, while still spawning the player with no equipment.
Chapter Start Maps (E1M1, E2M0 "Interlude", E2M1, etc.) will no longer forcibly wipe the player's loadout, so you should be able to use Custom/Scene Select loadouts to start a new run of Ch.1/Interlude/2.
Mopped up some outstanding instances where the Screen Shake/Tilt settings weren't being applied, resulting in screen shaking/tilting even when turned to zero
Custom Loadout Ammo sliders for Shotgun/TNT/Molotovs have been fixed to have the proper max values
Using the "Load Saved Loadout" function for Custom Loadouts should now properly apply upgrades from that save file
The player's bullet tracer origin was fixed on a few weapons where it was spawning in an improper location
Damage Numbers, when enabled, should now properly reflect burn damage
Infested Armor/Arbalist enemies now properly take impact damage from Incinerator projectiles
Enemies that were in a burning state when the game was saved should now properly load in dead
	
	
	
	
	We are still preparing our roadmap for future content, including a revamp of the difficulty system and better optimization. In the meantime, we have released a new patch to fix several issues.
Tweaked Scout difficulty to grant 2 HP after each battle (1 → 2)
Scout and Venturer difficulties now start you with 2 Medicinal Herbs (1 → 2)
Tweaked Venturer difficulty to grant 1 HP after each battle (0 → 1)
Made small image compression adjustments to slightly reduce game size
Fixed Undying talent corrupting creatures and removing them from the deck after using Undo
Fixed Undying creatures not being tameable after using Undo
Fixed Genotoxic (Silver Beetle) not returning the unevolved creature if the talent was extracted with a syringe
Fixed Genotoxic sometimes duplicating creatures
Fixed Bloom setting not working in boss fights
Fixed controller input getting stuck in the rename popup when not using Steam Big Picture Mode
Fixed XP rewards menu not being clickable with a controller
Fixed End Turn button not appearing unless a card was clicked in Pioneer mode
Fixed boss achievements not working in extra game modes
Fixed Bestiary entries not unlocking in No Taming mode
Removed the 5th boss from Endless mode
Fixed 5th boss sometimes killing its own card with a syringe
Fixed 5th boss’s creature being tameable
Auto and Fast-Auto text settings now work during the strategy phase
Silver Beetle now works on any creature that can evolve
Fixed Scourge move missing a description in German
Fixed Reinforced Syringe description saying “Danger Level 4” instead of 3 in German
Fixed Protection effect description being incorrect in German
We are listening to your feedback and will continue improving the game. Stay tuned for more updates, and thank you for your support!