・Added The Cliffs of Wyrmrest (Wryz Saga I) Starting Location: Ratle Chapter 13 of the Main Story must be cleared The app must be updated to version 3.3.100.
Episode Characters
・Added new maps and areas ・Added a new Another Dungeon ・Added new background music
Astral Archive
Added new Astral Archive content ・Episode Added 1 Book related to The Cliffs of Wyrmrest (Wryz Saga I) ・Allies Added the Book of Dragon Bearer
By clearing the new Stellar difficulty in the Book of Dragon Bearer and fulfilling conditions, you can earn Dragon Bearer Starcharts. To unlock Stellar difficulty, you must first clear Hard and Very Hard difficulties. *Stellar difficulty will not grant Repair EXP. *Astral Tomes' unlock conditions can be checked from the Astral Archive page.
New System: Stellar Awakening
Stellar Awakening unlocks a hidden power available to 5★ Styles. To perform Stellar Awakening, you must fill the Awakening Gauge to 3.
You can increase the Awakening Gauge by 1 each with an Allcosmos Starchart, a Starchart specific to that Style, or by Encountering a character that can be Stellar Awakened. In the Version 3.3.100 Additional Update, Aldo and Cerius will gain Stellar Awakening! *You can obtain Allcosmos Starcharts by clearing the related Trial. *For characters with multiple Stellar Awakening Styles, the Awakening Gauge must be filled for each Stellar Awakening.
Also, certain Encounters in the Gallery of Dreams will feature Pick-Up Bonuses. During a Pick-Up Bonus, the amount of Awakening Gauge you receive upon Encountering specific 5★ Styles will be increased. If you encounter a Pick-Up Bonus character who has already been Stellar Awakened, you'll receive bonus Light or Shadow points.
Encounters
・Ally Encounter Cerius... New Ally "Cerius" is available. *Cerius is eligible for a Pick-Up Bonus! Encounter Cerius in his 5★ class and he will be automatically Stellar Awakened. *If you encounter Cerius in his 5★ class when he is already Stellar Awakened, you will receive a bonus +10 Light points.
・Fateful Encounter Cerius is available (Paid, 3 times max) *Cerius is eligible for a Pick-Up Bonus! Encounter Cerius in his 5★ class and he will be automatically Stellar Awakened. *If you encounter Cerius in his 5★ class when he is already Stellar Awakened, you will receive a bonus +10 Light points.
・Encounter The Ways We Walked Round 6 is available (1 time only) *You can encounter one of the 5★ class characters listed below on the tenth encounter.
5★ characters available on 10th encounter
Premaya Another Style (Devotroid)
Dewey Another Style (Phantom Thief)
Biaka Another Style (Rose Unseen)
Cynthia Another Style (Avesta)
Philo Another Style (Bûcheron)
Hardy Another Style (Maverick)
Ciel Another Style (Mellow Diva)
Shannon Another Style (Beauty Police)
Renri Another Style (Covert Agent)
Cetie Another Style (Crimson Ray)
・The "Ally Encounters" under Regular Encounters were updated.
Added Round 6 of character quests to the Replay Story feature
Eligible Characters
Biaka
Nonold
Krervo
Cetie
Renri
Rovella
Riica
Cynthia
Hardy
Shannon
Ciel
Dewey
Premaya
Philo
*The stories must be cleared first to replay them. *We are planning to add more stories to the Replay Story feature in the future.
In addition to characters added in Round 6, Pom's Another Style Venus will also be added to Replay Story.
The following will be updated
・Adjusted some of Aldo's skills
Skill
Adjustment
Spinning Slash X Slash X Slash Mk II
Type attack buff given to all party members lasts for 3 moves
X Slash: Light
Type attack buff given to all party members increased to +50%
Fire Slash
Added Guaranteed critical effect
Swift Cut
Added the ability to attack preemptively Additionally, increased the "PWR of a single enemy down" effect to -25%, and added an INT down effect
Blaze Sword
Adjusted target from "a single enemy" to "all enemies" Added MP Restore effect for all party members and MP Consumption Down effect
Volcano Blade
Adjusted the "Critical damage of all party members" effect to apply more strongly for Light allies
Dragon God Slash
Changed "Slash resistance of a single enemy down" effect to "Physical resistance of a single enemy down"
Dragon God S: Sign
Physical resistance of a single enemy down effect increased to -70%
・Adjusted the skill explanation for Ogre Rancorem: Light's Origin Force *This is only the display. The effect of the skill itself will not be affected. ・Added an NPC in Egarim ・By talking to this NPC, you can return certain weapons to their state before they were reforged ・Materials used in reforging will be returned ・Git used in reforging will not be returned
Identified Issues
・There are cases where the time duration for the 2,200 and 4,500 Chronos Stones' sales are displayed incorrectly. Correct: –12/6(UTC) *The issue can be fixed by updating to version 3.3.100. ・Sidekick Charge Skill attacks and Stellar Awakened characters' Stellar Burst attacks are not counted for certain "based on number of attacks this turn" effects
We have some important information to share about the forthcoming update to our game. This update is so substantial, effectively tripling the game's original size, and involves a wealth of new text that needs localization. As a result, we've decided to move the initially planned release from November to early December.
We sincerely apologize for any inconvenience that this rescheduling might cause you. However, we assure you that this extra wait will yield a significantly enhanced gaming experience.
Thank you for your understanding and continued patience. SuperluminalCat
In Fairune: Fragment Isles, we worked with the concept of “leaving old habits behind”. What do we mean by that? Here are some examples of the changes we worked on…
・Removing the outlines on graphics ・Departing from grid-based movements ・Letting go of the “bump battle” system ・Quitting the idea of leveling altogether ・Getting rid of looping field maps
There are other changes we made, but we feel these five factors contributed to making the game more up-to-date. Also, the prequels were intentionally made to be a nod to 80’s retro PC games, so apart from having an old interface, gameplay tended to be a little more tedious. (They were, after all, inspired by games made over 40 years ago.)
“Origin” was a Flash game made for old flip phones, “1” was a smartphone app, and “2” was made for the 3DS. All platforms had their own characteristics that added bits and pieces to the series that could get a little messy. So this time, we decided to make this an opportunity to clean up what we can.
How did we re-organize everything? …That’s the topic for our next post!
Week 103’s update brings two new rugs to Icarus, which require pelts and vestiges from two of the most fearsome foes - the Polar Bear and the Brown Bear.
These are craftable at Tier 3 on the Advanced Textile Bench, so get to gathering those materials and crafting.
In addition to cosmetic updates like these Rugs, we’re always working on new features and performance improvements and we have an update on big improvements coming to animals and taming, and batteries.
Jump in and have a read.
Notable Improvements
Updated the Brutalist Wardrobe & Cabinet and Industrial Wardrobe & Cabinet to have 25 inventory slots as originally intended (rather than 10)
Updated recipes for cooking, Masonry Bench and Armor Bench to allow access to T2 recipes in both T3 and T4
Added recipe for Gold Partition for Art Deco set which was accidentally hidden
Fixed travel quest step detection for mounted players, allowing those steps to be completed while mounted more reliably
Fixed a bug with inventory spoilage where there were some specific cases where spoil times of items would not increase as intended
This Week: New Animal Rugs
This week's update brings two new Rugs to Icarus, from the pelts of the most feared predators on Icarus, the Polar Bear and Brown Bear.
These require some unique materials including Vestiges, Arctic Pelts, Fur, Cured Leather and Platinum Weave.
These are unlockable on the Advanced Textiles bench at Tier 3 and require the ‘advanced rug set’ to be unlocked.
Coming Soon: Batteries
Batteries development is making good progress, and we’ve now done the initial refactor of the resource network system. From here, we’re testing and checking individual machines and how they interact with these changes and ironing out any bugs that crop up.
We’re also working on some tools for players to debug their systems and machines when these changes are implemented, so you can avoid the typical trial-and-error approach and get right to the problem.
Early Preview: Animal Expansion
We’re currently working on an expansion to the animal and mounts system in Icarus with some big improvements and new systems with a lot to interact with.
Tamed creatures will be receiving their own XP and leveling system, which comes with their own talent trees that you can invest points into. They will also have their own buff system and can gain two active modifiers from the food they consume, similar to how players have three.
We’re also investigating a solution for being able to bring tamed creatures up to the Orbital Station and back down with you on other prospects, so you can invest more into your furry pals and utilize them across multiple expeditions.
All of these features are in development with substantial testing and iteration needed before being released, but we wanted to give you an update on our work and will continue to do so.
Next Week: Seed Pouch
Next week we’re adding a new ‘Seed Pouch’. This is a bag that can be carried in your inventory and acts as specialist seed storage which can be opened using the context menu. Seeds you pick up are automatically placed in the pouch and we’ve increased the stack size as well.
Ideally, this should clean up your inventory when foraging, and allow you to actually collect more seeds without having to compromise for other necessary items.
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Slight adjustments on the wall light and gold chandelier gold decoration. Removed the emissive material from a small section
Fixed typo in Prometheus map selection warning
Fixed unlinked confirmation and cancel buttons on terrain selection
Adding new event for metal wall cupboard closing. Retiming to fit animation and adding a new socket for audio
Updating items in the deployable table for glass metal
Added new collision type for NPC capsule that allows QuestQuery overlaps
Fixed mounted players not being counted for travel quest steps
Fix a merge issue in the string table
Fixed signs not showing fertilizer icons. Added a new tag query for signs to check against 'Any Fertilizer'
Fixing bear Cub having the wrong PM causing it to not have a flesh impact sound when hit
Updated recipes for cooking, masonry bench and armor bench to allow access to T2 recipes in both T3 and T4
Locked Industrial Set behind level 20, as the set requires steel screws (any players that have already unlocked the talent will keep it)
Fixed Roat Trophy not granting Bestiary Points
Added recipe for Gold Partition for Art Deco set
Updating Processing Recipes to Remove the Alpha Wolf Rug as it is not ready yet
Fixed storage tag on Industrial and Brutalist storage options, allowing them to benefit from additional storage talent
Fixed a bug causing the player stat container to update every frame which also caused the inventory weight to recalculate and the spoil update timer to restart
Updating Brutalist Wardrobe& Cabinet, Industrial Wardrobe & Cabinet to have 25 inventory slots rather than 10 as intended
[/expand]
New Content [expand type=details]
Field Guide breaks bestiary, fishing and items into separate tabs
Decal pass, Ground cliff pass and Landscape Sculpting, Ashlands, Prometheus
Fixed physics asset for the scorpion crossbow by redoing the physics bodies, fixed animations not playing correctly by using correct anim BP in the SkeletalItem BP entry in D_Meshable
Field Guide - Add a back button for items view
Updated Cave Entrance trigger for cave network, Ice Sheet Yellow Quad on Prometheus
Added Macro Cliffs to Open area and Cliff Pass, Ashlands, Prometheus
Added snow variant materials for CaveFloor meshes (MI_ROCK_SW_CaveFloor_XX_SNOW)
Added Nav Blockers, Ice Sheet Yellow Quad on Prometheus
Ground cliff pass and Decal Pass, Ashlands, Prometheus
Fixed has no cave entrance, Ice Sheet Yellow Quad on Prometheus
Ground cliff pass and Decal Pass, Ashlands, Prometheus
General Polish Pass & Cave fixes, Ice Sheet Yellow Quad on Prometheus
Submitting Mini Hippo 2nd variation
Adding Scorpion Weapon Living Weapon initial setup
WIP commit of Biomass mesh, materials, textures (ITM/ITM_Biomass)
Scorpion Rifle - added static mesh versions of stocks
Updated Field Guide Item categories
Fixed some item tags and added extra filters, as required for Field Guide
Biomass samples - mesh and material variants, tweaked textures. Added new master material MA_GLS_Emissive for emissive glass
Fixed incorrectly enabling of Items section of Field Guide
Decal pass, Ground Cliff Pass and Landscape Sculpting, Ashlands, Prometheus
Hello We believe that you are very suitable for the position of [100% Hotel], so you will report to JOY or Ovi of [100% Hotel] on time starting from December 1st. They will tell you the specific work content and also bring you guidance. You get started If you accept the job offer, please sign and reply to this letter and we look forward to working with you
Hello We believe that you are very suitable for the position of [100% Hotel], so you will report to JOY or Ovi of [100% Hotel] on time starting from December 1st. They will tell you the specific work content and also bring you guidance. You get started If you accept the job offer, please sign and reply to this letter and we look forward to working with you
Rolling out a few more fixes and balance changes before starting on the next big update, including some changes that will make the game harder across all difficulties!
Fixes:
Reworked the algorithm for enemy placement to put enemies at their ideal ranges more frequently, i.e. melee enemies will spawn closer and ranged enemies farther away.
Fixed a long-standing numerical error that was making the player significantly faster than intended.
Corrected grammar in the description for backstep effects.
Tweaked the relative size and positions of crafting screen elements to make visuals more consistent across different resolutions.
Fixed a bug where the Sentry's Magnetic Mark could cause a turn lock.
Fixed a bug where tutorial text could appear clipped off the screen on the world map.
Flattened and simplified parts of the Tundra and Desert battle maps to make clicking around them less awkward.
Fixed a bug where a sliver of black screen was appearing in the main menu.
I am excited to update you today on the latest developments in my game. A crucial step has been taken to improve network stability and performance: the switch from UNET to FishNet! Additionally, I want to give you an insight into the upcoming content. But first:
Why the Switch?
Since Unity 2018.4, UNET has been officially declared obsolete and no longer receives updates or support from Unity. This change meant that I had to look for a modern and efficient alternative to offer you the best possible gaming experience.
What is FishNet?
FishNet is a modern network framework for Unity, known for its high performance and stability. It offers me the flexibility and scalability I need to further develop and improve our game. With features like efficient message handling, support for dedicated servers, and easy implementation, FishNet is an excellent choice for our game.
What Does This Mean for the Game?
With the switch to FishNet, you can expect a more stable and smoother online experience. There will be improvements in network performance and reliability, which are essential for multiplayer gaming. I now also have the opportunity to integrate new and exciting features that were not possible before.
Rebalancing the Talent Tree and Items
Another important aspect of my work is the rebalancing of the talent tree and items. My goal is to reduce the influence of items and talents so that choosing the right talents and items becomes less crucial. Instead, strategically building the right towers should take center stage. I want the strategic depth and player skill to have more weight.
Level 4 for All Towers
Furthermore, I am working on introducing a level 4 variant for all towers. This will add another layer of strategic planning and customization to the game. I am excited about the possibilities that this new level of tower development will bring and look forward to seeing how you use these new options.
Standard Mode
In the upcoming updates, some exciting revisions are planned for the standard mode. This mode will get its own scene, where you can select levels and talents. This allows you to plan your talent tree in a relaxed manner outside of the actual game. Also, it will soon be possible to purchase bank slots to safely store your items. Another planned feature is the ability to invite friends to play the mode together.
Roadmap: Additional Points
I am nearing the completion of three additional languages. All three languages are already selectable in the game and will be officially supported with the upcoming updates.
The custom key-bindings have also been completed. With the next update, you can easily set your own shortcuts!
I have also revamped the User Interface (UI). All windows can now be selected via a quick selection on the side of the screen. By default, no toggle is set, so opening one window closes all others. However, the windows can now also be pinned, which means they remain open even when another window is opened. In addition, there is an indication in the quick selection if new information is available in a dialog – for example, if new talent points are available or if an item has been picked up without the inventory being opened. There is also a new window for in-game notifications. For example, when a new enemy type is discovered, a click on the notification takes you directly to the description of the enemy type.
The Roadmap
New Map It's not on the roadmap, but with the new update comes another new map for the game.
Emberwood Forest
Teaser (not final)
Large Map
Lava Dungeon
Graveyard Entrance
Your Support
I want to thank all of you for your ongoing support and patience during this development phase. Your feedback is incredibly
valuable and helps me steer the game in a direction that is fun for all of us.
Stay tuned for more updates and exciting developments!
The new version of 'Succubus' is scheduled to be released on December 5, 2023. The Meimo version will have a complete main storyline and new gameplay. We have added new large map scenes for players to play, and at the same time, the fishing system will also be unlocked in the Meimo version for everyone to play, further enriching the gameplay. In terms of combat, we will add a new boss mechanism that is different from traditional monsters, and increase player attack methods to increase combat fun. After a boss battle, there is a chance to drop rare fashion for everyone to experience.