The Legend of Heroes: Trails into Reverie - NIS_Justin
Where one trail ends, another begins. Experience a thrilling installment of the The Legend of Heroes story with Trails into Reverie! Read on to learn more about the features and content contained in this legendary chapter of the Trails series.
Trails to Walk
Experience the story of Trails into Reverie from three different perspectives! Switch between the story routes of Rean Schwarzer, Lloyd Bannings, and the enigmatic masked figure “C,” with each route providing more details and insight into the other two.
True Reverie Corridor
Create your dream team! Within the dreamlike subspace of True Reverie Corridor, you can form parties using characters from across the The Legend of Heroes: Trails series and enter randomly generated dungeons to test your mettle as well as play a variety of mini games.
DLC
Spend a day in the sunshine with your favorite characters! The "Beachside Vay-Cay" scenario* and "SSS Summer Splash" DLC** are supplemental content containing bonding events and minigames that take place in a summer-themed setting!
VR support is also available for certain sections of these side contents. However, VR is not required to play either of them.
* The "Beachside Vay-Cay" scenario will be included with The Legend of Heroes: Trails into Reverie ** "SSS Summer Splash" DLC will be available for separate purchase.
The Legend of Heroes: Trails into Reverie comes out on July 7, 2023! Wishlist it now on Steam!
Orbis is teeming with a wild and monstrous fauna, ready to steal your fire!
Here is one of its most iconic examples.
The Pixie has conquered most of Orbis thanks to a fast reproduction rate and a marked hostility, you will see it often! This little rat demon is repulsive enough by himself, but careful not to get overwhelmed when his buddies are around!
Ignis sends them flying by the tail ecosystem-regulation style, straight into the dark corners of the map. That'll teach them to threaten the Vulpis village (and be a little bit disgusting).
As of v0.6.0 WizardChess is now approximately 150% bigger than what you've previously seen!! There is an entirely NEW Biome to play around in, with it's own enemies, rulesets, and a unique boss battle! This update builds off the recent Ranking System, allowing you to battle Cormag and Hss repeatedly to rank them up, unlock additional content, and raise the overall difficultly of the game in tandem with your own skill and experience.
If you're previously played the game and have maxed out Cormag, you'll have to raise him 1 more Rank, and you'll have full access to the Desert Biome!
WizardChess is currently 25% off to coincide with this new update!
DEVLOG
If you prefer to have the update described with visual accompaniments, and detailed rationales, please do watch Ben's wonderful Devlog! I genuinely love the way he explains game design. His videos are informative and comforting!
FEATURES
Desert Biome
This new Biome is build around maze-like levels, gambling, risks and rewards! It brings with it brand new enemies to learn and overcome, and other unique challenges to overcome.
Maze Encounters - Send in your least fatigued unit and try to escape with loot and your life.
Multi-Offer Trade Rooms - Sacrifice units to enhance the remaining team, and optimize your build
Opponent: Hss - A brand new boss battle!
Deeper Gameplay
New Knoel + Lion enemies - Appear in the Mountain Biome, unlocked by ranking up Cormag
Alternative music in shops - A "supermarket" remix of the main track
Alternative combat music when down to the last enemy - The tempo of the music shifts down to match the decreased intensity in this phase of combat.
Codex browser - Browse all codex entries you've ever been shown. Upon opening the browser, it will suggest relevant entries for the encounter type
Introduction dialogue for bosses
Compass indicator - Makes backseating easier
Changes
Monk cannot swap with Shield Orbs & some other special units
New AI tactics unlocked at higher ranks
Upgrade quality of all in-game music tracks
Shield Orbs move around randomly
Archer rebalanced - Archers shoot in a ring with radius based on their SKL (instead of a filled circle)
Lancer rebalanced - Lancers will always charge as far as they can, indicated by new UI during the targeting process. They can now charge to empty squares increasing their mobility significantly
Bug Fixes
Transition effect sometimes stalled/covered screen
Tweak unit hover hitbox
Disable gameplay input while options menu is open
Thanks for reading to the end <3 Ben & Ricky (TwoPM Studios) Graeme (2 Left Thumbs)
Hey there Brigadiers, another hotfix is dropping with lots of balance changes and bug fixes! In terms of new features, heat is now visible on the timeline before you place an action. Now that's what I call a HOTfix! Missile launchers being super powerful has been another hot topic, and in response we've rebalanced the amount of missile launchers you'll encounter in combat and made dashing much more effective at scrambling missiles, so they should feel less oppressive now. Read on for more details!
Please note - there is a potential issue with players on Epic Games Store experiencing corrupt installs. If you have at any point experienced blank text boxes during gameplay, please uninstall and reinstall your game, delete all local files, and start a new game.
▲ - a buff was applied ▼ - a nerf was applied ⮂ - a tradeoff occurred 🦾 - a change was made based on community feedback
Changes and New Features
🦾 Added heat visuals to the timeline before placing an action
Added minor polishing of combat effects, particle brightness and color adjustments
Balance Changes
▲ Battlesite spawn limit to 1 instead of 2
⮂ Rebalanced the amount of loot gained at convoys
Convoys now give more varied loot on completion
Each type of convoy (Equipment, Reinforced and Repair) now drops different amounts of loot
▲ Increased the Uncommon and Rare component limit to 250
⮂ Rebalanced the damage threshold on all structure destruction scenarios
⮂ Rebalanced how many Missile Launcher units appear in combat
▲ Increased the amount of time missile scramble effect is in place when dashing, from 4sec max to 10sec max
▲ Increased the maximum range in which missile scramble effect is in place when dashing, from 30m to 90m
Fixes
🦾 Fixed a typo in the T9 Thruster effect that caused it to be inverted
🦾 Fixed a typo causing Supercharge 1 perk to have a buff of 70% (it is now reduced to 7% as intended)
🦾 Fixed a scaling issue where DC1 Impact Cannons were giving x27 the amount of supplies they should have
🦾 Fixed an issue where due to Null Ref Exceptions the main menu displayed as black and games could not be loaded
Fixed Overdrive movement button displaying in some circumstances where the movement mode was not actually available
Fixed movement modes being maintained between saves incorrectly
Fixed patrols and convoys from having a chance to spawn directly under the player, interrupting their engagement with other overworld POIs
Fixed an issue with bullet visuals being too thin and choppy, making them hard to see in combat
🦾 Fixed some caches choosing invalid maps, creating cache scenarios that didn't have caches
🦾 Fixed Resupply event preventing events from completing, resulting in a softlock
🦾 Fixed difficulty settings not initializing properly, causing them to appear as resolution sliders when accessed in the tutorial
🦾 Fixed a UI issue where tanks and turrets appeared to be many levels lower than they actually were
Fixed screenshake on pilot cameras causing pilots to eventually drift out of the frame
🦾 Fixed weapon information UI disappearing in combat if any non-weapon part had been viewed in inventory before entering combat
🦾 Fixed legs generating with weapon perks on occasion
🦾 Fixed weapons generating with perks that had no effect on the weapon
Added more safety checks to the main menu to prevent some rare scenarios that prevented loading saves or starting a new game
🦾 Fixed melee weapon workshop projects all being listed under Primary Weapon. There are now two different projects for Primary and Secondary melee weapons.
🦾 Fixed an edgecase where saves could be loaded right before a battle outcome was decided, which would carry the result UI into the loaded scene
🦾 Fixed typing in a text field continuing to move the camera or trigger hotkeys
🦾 Fixed a handful of spawn locations being set to inside hills (visual issue only)
🦾 Fixed hotkeys for the base being accessible in the first province
🦾 Fixed incorrect optimal interval calculation being made incorrectly in unit editing screen
Known Issues
Part UI multiplies ambient heat dissipation of the mech by action duration. This is correct when calculating heat at the end of the action, but incorrect for calculating how long it'd take to drop back to 0 heat after the action
Melee targeting is difficult and sometimes inaccurate
All audio except for cutscene audio will sometimes not play
Mechs will not move the full distance during execution on some lower-end PCs
Destroyed buildings and terrain are not being correctly reloaded when loading the precombat save
Tooltips can flow off the sides of the screen in some circumstances
Occasionally UI can be carried from one context to another by accident
Occasionally destroyed mechs are flung around the map after viewing replay mode
On launch, it seems audio is occasionally not playing on the main menu and in gameplay except for cutscenes. If you do encounter this please relaunch your game
If hit a specific angle with a melee, sometimes tanks can be pushed underground, preventing completion of the combat scenario
There is a change of the province liberation event being interrupted by other post combat events, meaning the opportunity to participate in the parade is not given to the player when the province is won
Some events do not end correctly - this could be caused by playing with an older save file
Subsystems are frequently not altering equipment stats by the amount listed in their tooltips
Sometimes patrols can get stuck behind the mobile base without engaging in combat. This can be resolved by entering liberated territory briefly
Take It Back achievement is unlocking early for some players
Many maps that contain turrets do not also have generator buildings - turrets must be manually destroyed on these maps
Some spawn locations for starting combat are in locations that make it hard to win the battle (corners, right in front of the enemy etc)
Performance issues are common
Tsubasa workshop project has the same text as Arrow workshop project
Shop buyable Reroll/Rarity Reroll/Banishes now show you current and max owned Reroll/Rarity Reroll/Banishes
Change
Optimization for Pike: Pike now only spawn one projectile per frame for each attack at most multiple attacks can stack if they are fact enough, this should not affect dps of the weapon (as the attack will still happen at the same speed as before)
Thorn Firework change Thorn firework only chain once, it will no longer have an infinite loop of sub-projectile triggering thorn firework. This change aim to improve performance of thorn firework
Armor-less now only ban card with both defence stat and Moon tag
Portal shard now only loop projectile Once per projectiles
Slighty increased light in cave zone(yet again)
Fixes
Some Post-process thing not being correctly disabled on low
Silph's blade having "-1 tag"
Artificer's Katana, Thunder Staff, Staff of Storms, Explosive vials and Thunder vials missing area weapon tag
character stats staying open upon re opening the pause menu
When automatic level-up is disabled you only level-up once at a time
Event Rewards Menu Selection automatically selects Next Stage instead of Loot