Mar 25, 2022
DreamScapes Dimensions - DS3D
1) Adjusted character info and npc shop UI, made minimap circular
2) Tools, resources, materials and building items can now all be sold in shops
Gunfire Reborn - Gunfire Reborn
Hello everyone!

In this update, we fixed some bugs, added some Enhanced Occult Scrolls and exclusive inscriptions. In addition, we also adjusted and optimized some content related to Weapons, Occult Scrolls, Levels and Monsters.
For the DLC that everyone is looking forward to, we have already started to prepare the new content. Please allow us more time to polish it. Thank you all for your patience and support!

--Gunfire Studio

If you encounter issues such as game crashes, failure to start, etc., and you cannot use the feedback function, please send your Steam name with the detailed descriptions of the issue or screenshots to our email (qhstaff@2980.com). We will investigate the issues you encounter as soon as possible.

Occult Scrolls
New Enhanced Occult Scrolls:
  • [Enhanced·Advanced Joggers]: -50% Dash cooldown, and has a 33% chance to reset Dash cooldown while using it.
  • [Enhanced·Ammo Recoverer]: Get 1 ammo of each weapon type for every 1m traveled.
  • [Enhanced·Thunder Screen]: Deal lightning DMG to surrounding enemies within 12m when being hit or damaged. The lightning DMG is affected by your max shield/armor, max HP, and skill DMG (trigger up to once per second).
  • [Enhanced·Hidden Treasure]: Breakable objects may drop coppers together with a higher chance of dropping buns and soul essences when destroyed.
  • [Enhanced·Wait for Good]: First shot after each 10s will deal Crit DMG (up to 10 stacks).
  • [Enhanced·Extra Surprise]: Killing an enemy grants extra coppers, and grants extra supply of Secondary Skill uses.
  • [Enhanced·Dormant Bullet]: The fewer bullets remaining in the magazine, the higher the Weapon DMG (up to +75%). When remaining magazine ammo is no higher than 10%(or just 2), recover 10% magazine ammo(at least 1) every second.
  • [Enhanced·Thunder Step]: After using Dash, cast a lighting bolt on 3 closest enemies within 25m, deal DMG and temporarily imprison them.
  • [Enhanced·Effective Split]: Randomly get 2 non-discardable Occult Scrolls, and have a 50% chance to obtain Enhanced Occult Scroll.
  • [Enhanced·Good and Evil]: +30% Lucky Shot Chance and -30% Dash/Primary Skill cooldown if you don't own any cursed scrolls; +15 max HP and max Shield/Armor for each cursed scroll you own.
  • [Enhanced·Stone Skin]: -30% total DMG taken for 3 times upon taking DMG. (Un-stackable)
  • [Enhanced·Premium Membership]: Whenever you spend copper, there is a 25% chance to gain 100% copper consumed back, and a 75% chance to gain 30% copper consumed back.
  • [Enhanced·Spirit Bible]: +120% Skill DMG, and for every Occult Scroll you own, +3% Skill DMG.
  • [Enhanced·Elemental Magazine]: Deals an additional 50% DMG when Weapon DMG causes an elemental effect/Crit Hit/Lucky Shot.
  • [Enhanced·Reasonable Luck]: +80% Lucky Shot Chance.
  • [Enhanced·Rich's Privileges]: Every time your skill deals DMG, it will inflict additional skill DMG based on how much copper you currently own. (For each enemy, the additional skill DMG occurs up to 1 time every 2s.)
  • [Enhanced·Overwhelming Shield]: +50% Shield recovery speed, and Shield recovery won’t be interrupted when Shield is below 50%..
  • [Enhanced·Fight for Immortality]: Upon taking DMG, gain additional max Shield/Armor for 25s, equivalent to the DMG received. (CD: 25s)
  • [Enhanced·Hidden Transaction]: Total enhancements +1 at the Craftsman. There’s a 33% chance to enhance a weapon by +1 extra level when enhancing your weapons at a craftsman.
  • [Enhanced·Terrific Crossfire]: -1s Primary Skill cooldown upon casting a Secondary Skill. Every use of Primary Skill recovers 3 uses of Secondary Skill.
  • [Enhanced·Surprise Bonus]: When deal Skill DMG, there is a 15% chance to +100% DMG dealt, and a 5% chance to +200% DMG dealt.
  • [Enhanced·Sucker Punch]: For every 1% total HP of an enemy, +0.5% Skill DMG dealt to it.
  • [Enhanced·Enduring Caster]: +2% Skill DMG for every 5 total HP you currently have.
  • [Enhanced·Vindictive Nature]: +40% Weapon and Skill DMG for 10s upon being hit or taking DMG, +100% DMG dealt to the enemy who hit you for 10s.

Adjusted some Enhanced Occult Scrolls effects:
  • [Enhanced·Lifesaver]
    Old: HP is fixed at 1 for 5s when taking lethal DMG, then recovers 100% Max HP and 100% Max Shield/Armor. This occult scroll will be destroyed once the effect is triggered.
    New: HP is fixed at 1 for 5s when taking lethal DMG, and recovers 50% Max HP and 50% Max Shield/Armor if any enemy is killed during this period (CD 120s).
  • [Enhanced·Tactical Reload]
    Old: When reloading, -100% DMG taken and +30% movement speed.
    New: When reloading and for 4s after reloading, -20% DMG taken and +30% movement speed.
  • [Enhanced·Explosive Bullets]
    Old: Non-elemental weapons have a 20% chance of causing an additional explosion, dealing DMG equivalent to 100% base Weapon DMG.
    New: Weapons have a 20% chance of causing an additional explosion, and dealing DMG equivalent to 100% base Weapon DMG.

Monsters
[Elite Kappa] Adjustments
  • Optimized [Elite Kappa]’s teleport mechanism, now it won’t flash to positions that are close to one's back/front.
  • Modified [Elite Kappa]’s combat distance, now it will keep a medium distance from players in battlefield.
  • Enhanced [Elite Kappa]'s orbs summoning skill, increased the number of its orbs, and now it can release orbs faster.
[Elite Corrupt Monk] Adjustments
  • Optimized its movement behavior, now the [Elite Corrupt Monk] and its mirror images will quickly distance themselves from players.
  • Added mechanism: The [Elite Corrupt Monk] itself will take lower DMG if its mirror image exists.

Levels
  • Optimized some entrances to the Vault.
  • Added a new Vault in [Hyperborean Jokul - Stage 1].

Special Effects & Models
  • Optimized armor breaking effects of [Spearman] and [Foot Soldier].
  • Fixed [Mandrill Cavalry]’s model where its outline may not display normally.

Weapons
Weapon Adjustments

[Frenzied Shark]
  • Changed it to automatic firing
  • Increased RoF: 156->220
  • Increased Projectile Speed: 25-> 35
  • Optimized its flying and bouncing projectile
  • Reduced Base DMG: 325->235
[Lightning Blast]
Weapon Skill Effect Adjustment
  • Old: Launches a forcefield sphere. Any projectile going through the sphere gains an additional 50% DMG.
  • New: Launches a forcefield sphere. Any projectile going through the sphere grants +50% Weapon DMG, +50% projectile speed, and +100% Effective Range of the firing weapon.
[Justice]
  • Optimized the drop curve of its projectiles.
[Argus]
  • Increased the distance at which the knockback effect can be triggered from 7m to 10 m.

Added new Exclusive Inscriptions

[Demonlore]
  • +50% magazine capacity, and reloading grants stacks of Weapon Base DMG bonus. The number of stacks is equal to the magazine capacity. Lose one bonus stack for every shot you fire.
[Frenzied Shark]
  • Grenade does not detonate over time, but detonates when there is an enemy within the blast radius.
[Prism]
  • Split 3 darts after the first ricochet.
[Rainbow]
  • The farther the mark is, the higher the ray DMG toward the locked mark.

UI
  • Adjusted the text format of Ascension descriptions in the Ascension interface.
  • Added a new buff icon of Occult Scroll [Evil-Devouring Sword].
  • Added a new 3D warning which displays grenades from enemies.

Controllers
  • Added two new Response Curves: “Fine Aim” and “High Velocity”.
  • Added vibration effect when Shield/Armor is broken.

Descriptions
  • Optimized some Ascension descriptions.
  • Optimized some descriptions of Heroes, Heroes Talents and Skills.
  • Amended the Inscription “Reload two ammo at a time, and +30% chance to gain one more projectile.” to “Reload two ammo at a time, and +30% projectile.”

Audio
  • Adjusted the sound effect when enemies appear in [Hyperborean Jokul].

Bug Fixes
  1. Fixed an issue where the countdown prompt for changing stages may remain after reconnecting.
  2. Fixed an issue where max HP may display abnormally when carrying Occult Scroll [Enhanced·Paranormality] and [Flesh and Bones].
  3. Fixed an issue where reload may not function as planned under some circumstance.
  4. Fixed an issue where “Blade Heart” and [Arms Dealer] may not be stacked when using [Foundry] if owning the Occult Scroll [Advanced Depot].
  5. Fixed an issue where [Arms Dealer] may not gain extra stacks when additional ammo is consumed by Occult Scroll [Bullet Light].
  6. Fixed an issue where [Foundry]’s lucky shots may cause Large Ammo to recover when carrying [Enhanced·Bullet Light].
  7. Fixed an issue where [White Shark] might be stuck after casting skills.
  8. Fixed an issue where one could only move but not attack after reconnecting.
  9. Fixed an issue where the drops may not be obtained in [Hyperborean Jokul - Stage 1] and [Hyperborean Jokul - Stage 2].
  10. Fixed an issue where the enemies may not show up normally in [Hyperborean Jokul - Stage 2].
  11. Fixed an issue where enemies may float suddenly when attacking in [Longling Tomb-Stage 1].
  12. Fixed a map issue where players may get stuck in [Desert Ruins].
  13. Fixed an issue where [Fiddler Crab] may stay in sea in [Duo Fjord-Stage 3].
  14. Fixed an issue where [GOLEM]’s laser may not disappear under some circumstance.
  15. Fixed an issue where the level 3 effect “A critical hit against an enemy will create a toxic cloud equivalent to a detonated smoke grenade” of [Crown Prince]’s Ascension [Acidominance] may not trigger [Elemental Shield].
  16. Fixed an issue where [Ao Bai]’s level 3 Ascension [Battle-Tested] may cause a non-stopping Dual-Wield.
  17. Fixed an issue where [Ao Bai] may not be able to reload while Dual-Wielding.
  18. Fixed an issue where [Thunder Storm]’s weapon skill may not deal DMG when being close to an enemy.
  19. Fixed an issue where players might be stuck by [Craftsman] in [Quicksand Pool-Final Stage].
  20. Fixed an issue where the projectiles of [Dragonchaser] may not be able to hit the target it marked.
  21. Fixed an issue where the overall control and response might be delayed if both PS and XBOX controllers are connected at the same time
  22. Fixed an issue where the spiritual gem of Demonic Aura Diffusion may not drop rewards.  
  23. Fixed an issue where the Inscription “There is a 20% chance to consume 0 ammo when shooting.” of [Deafening Mortar] may cause abnormal piercing effect.


4/1 Additional Update:
1. Fixed an issue where [Hell] could cause the game to crash.
2. Fixed an issue where could cause the game to crash.
3. Fixed an issue where the avatar frames [Million Treasure] and [Pioneer] might be abnormally locked.



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Mar 25, 2022
Dungeons of Dreadrock - Chrissi
Fixes in 1.09:
- throwing stuff when exiting a level no longer possible
- gamepad button "restart" no longer works in cutscenes
- in level 50 when stone is thrown at zombie prevent going back up (which results in dead end)
- for convenience, changed savegame location (from registry to file in appdata)
Highrise City - D13_Michael
Greetings Builders!

What a rough first day. Sorry for that. And thank you all for reporting the crashes. Thanks to the awesome community who provided us tons of reports and savegames we were able to fix the crashbug which was ruining the experience for quite a few users.

It was a rather weird bug which, for some reason, appeared for some users very early on and for others after like 12 hours. But the good thing is that we were finally able to fix it during our night.

Best,
Michael from Deck13
Eiyuden Chronicle: Rising - MrGameTheory505
Hey there heroes,

Spring is nearly upon us again and we've got another update packed with insights into the upcoming companion game, Eiyuden Chronicle: Rising!

We'd like to reiterate the versions and their region languages for Eiyuden Chronicle: Rising as we did in last month's FAQ:

EIYUDEN CHRONICLE: RISING

Switch:
・Europe - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese
・US - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese
・Japan - Languages: English & Japanese
・Asia - Languages: English, Traditional Chinese, Simplified Chinese, Korean, Japanese
・Australia & New Zealand - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese

Playstation 4 & 5:
・Europe - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese
・US - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese
・Japan - Languages: English & Japanese
・Asia - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese
・Australia & New Zealand Languages: English, French, German, Spanish, Italian, Russian,
Brazilian Portuguese, Japanese

Xbox ONE & Xbox Series X:
・All Regions - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese

Steam, Epic Games Store, and GOG:
・All Regions - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese

We'd like to thank the eagle-eyed heroes who pointed out our error in the Japanese version's list of languages for Eiyuden Chronicle: Rising on Steam, Epic Games Store and GOG. Please find the list and it's amendments below:

Initial Japanese PC language listing:
・All Regions – Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese,
Correct PC languages:
・All Regions - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese

―Production Updates

Concept Art
Mine Dungeon Area (Working Name)



J Murakami’s Comments

This time, I'd like to show you some rough sketches of the Mine Dungeon area. Doesn’t this look exciting? Like it’s some secret underground passageway.

I used to love movies like The Goonies and Indiana Jones when I was younger because they’re filled with action and adventure. The minecarts were always the most exciting part for me. Just once I want to go dashing through secret mine passages in a minecart before I die.

Actually, that would be pretty scary... I've always wondered if there's a theme park somewhere out there that would make a ride like that. Or maybe I should just make one myself?

To any theme park owners out there, you know who to call!

I know I’m not really explaining much about the images here, but think about it. Why are Nowa and the others in these run-down old tunnels? Where do the tunnels go?

This is going to be a very large dungeon and I hope you’re looking forward to playing through it.

Murayama's Monthly Development Report Vol.18

Development for Eiyuden Chronicle: Rising has entered the final stages.

Eiyuden Chronicle: Rising has been created as a companion game set in the same world as Eiyuden Chronicle: Hundred Heroes. The story was written by Tadashi Satomi and the development is being handled by a different company from the main game: Natsume Atari.

The concept of creating a companion game was actually devised by the Kickstarter Project Team. However, as a member of Rabbit & Bear Studios, I had my doubts.

I imagined a companion game as something like the successful Kickstarter game Bloodstained: Ritual of the Night, and the 8-bit game Bloodstained: Curse of the Moon that accompanied it.

But Eiyuden Chronicle is an RPG, so I couldn't visualize what a companion game with a limited budget and a low price tag would look like. Fortunately, after some chance encounters, the name Natsume Atari arose as one of several candidates to produce this game.

I have always thought of them as a successful development team, and their plan to make an Action RPG where you rebuild a town was something I could see working. And thus, this companion game was taken from an idea into reality.

We will soon see how it all turned out.
Of course, we were able to playtest the game and give them some opinions and ideas, and as far as game feel goes, both Tadashi Satomi and Natsume Atari have met all of our expectations.

Hey there, heroes. It's J Murakami.

Some gameplay footage for Eiyuden Chronicle: Rising was broadcast the other day. Did you all get a chance to see it?

That's right, our partners in the Eiyuden Chronicle project, Natsume Atari, are nearly finished with the companion game Eiyuden Chronicle: Rising, and I've been taking a break from the main game these last few months to work as supervising director for it. It's been a while since I last worked on an Action RPG, so getting to do so was a thrill, and really took me back to my time working with IGA as director on the Castlevania series.

Back then, any one team member would be juggling multiple roles within development, and we had to devise ways to keep the development process fun and enjoyable despite how tough it was being a small team working against tight deadlines. I definitely felt that same atmosphere of fun and positivity with the Eiyuden Chronicle: Rising team.

Eiyuden Chronicle: Rising was originally intended to be a small project, as a little something extra for the backers. Yet it's gone so far beyond that I almost feel like my expectations were betrayed, but in a good way.

With Natsume Atari's hard work and enthusiasm, Eiyuden Chronicle: Rising has become a high quality game that everyone should get their hands on, and I can't thank the team enough.

Since it is an Action RPG, we've gotten some feedback from RPG fans who think this game might be too difficult. But rest assured, it isn't.

To tell you the truth, myself and Murayama are both...totally terrible at Action games! lol
(At least I think Murayama is...? He might get mad at me later).

Some of you might find yourselves thinking, "but you guys made Castlevania!"
Seriously, we're terrible at those kinds of games.

So, while it does have action elements, remember to look closely at the genre name. It still says "RPG" right? And what’s an RPG, if not the kind of game that you can progress in with a little hard work.

If I remember right, it was the RPG elements that made the Castlevania series so popular in the first place. We’d get so mad when we died playing NES-era Castlevania that we’d throw our controllers. But when Aria of Sorrow was made, it was so well-balanced that even I could beat it. And that's why it was so well received, I think.

Honestly, I doubt there are many people who are that good at those old Action games (although this statement may prove controversial). Nonetheless, if those people are out there, they can enjoy this game too. That's the joy of an Action RPG.

So, everyone can rest assured that they will enjoy this game.

There are two more big points I want to make about Rising:

The first is how reliable the combo action between the three main characters is. It’s seriously exhilarating, the way the three unique protagonists come together. I felt reassured by how well the party follows you, like I could push my way through even the hardest dungeons.

This reminded me of The Sword of Etheria, which was another action game I worked on. It ran on a similar concept of having your party fight alongside you as a trinity. Seeing that sense of dependability again made me really happy.

You can even make these combos happen automatically, so players who aren't great at technical controls can use it without issue.

The second point I wanted to touch on is that the story is so good it'll keep you coming back for more.

This was the big role we wanted the companion game to fill, as it would connect to Eiyuden Chronicle: Hundred Heroes in a lot of ways. This aspect will make players want to keep moving the story forward and see the city develop. It will serve as a greater motivation for players and level grinding won't be such a chore.

This is a part of what it means to be an RPG, and it’s these two things that should help both casual players and players who aren't great at Action games enjoy Eiyuden Chronicle: Rising.

Well…this segment became all about Eiyuden Chronicle: Rising, but rest assured that the main game is moving along at full steam as well. Eiyuden Chronicle: Rising will be released first, and if it makes even one new fan interested in the characters and world of Eiyuden Chronicle, then I'll be happy.

Ah, and for all of you fans out there, please take a special look at Garoo and how he’ll appear in Eiyuden Chronicle: Hundred Heroes. He’s still just as cool as ever.



Bye for now!

J Murakami
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