In the race settings, the new "last hoop" options are as follows: -last hoop is last hoop (normal) -first hoop is last hoop -last hoop on last lap only
these settings apply to the last lap. The race can be set so that the final hoop of the last lap can be the first hoop of the course, the last hoop of the course, or so that the final checkpoint is ONLY used on the last lap of the course. (allowing for a special finish gate or finish pad/dockport)
Dear bro who have paid attention and played our game.
First of all, we would like to express our sincere thanks for your attention, play, and feedback over the past three days. At the same time, for some of the more concentrated feedback in the past three days, we report the following work: We will make the following possible content updates in the near future (theoretically within the next week) 1) Add hints to the chat interface The game is designed to use chat sessions to choose who to meet next. But everyone doesn't seem to see that. And because the chat content every day is random according to a certain law, the intention is to hope that there can be some changes in the process of repeated play. Therefore, the prompt is specially added, and the option corresponding to the prompt is selected, that is, the next time you meet, you will date the corresponding object. 2) Increase the likability that can be displayed The design of the game is to try not to break the sense of engagement by having a particularly numerical representation of the game during play. At the same time, for the traditional understanding of the guideline goal, the author believes that it is not a guideline success together, so the numerical expression is easy to pursue the result of 100 points, which is what the author does not want to see. If you look at the results of 100 points, no one will look at the results of 0 points. But when it comes to relationships, there are no 100 points. Because everyone needs it, I chose to show this score 3) Add hints for the ending When selecting the ending, it prompts whether the ending corresponding to the current favorability has been completed. 4) Add the skip function of watched videos instead of the original acceleration function The final update is subject to the actual update notice.
A unified answer to the question of no increase directly from the "feeder". Since our game is based on accumulated favorability from the first 3 choices, we can't start from the middle, because some ending will not appear due to insufficient points. As a result, the structure is different from other similar games. It's not that we don't want to add this feature, but it wasn't designed that way.
As for the inaccuracy of some language translations (it should be said that it is very bad), limited by our ability and cost, we will gradually improve when conditions are available.
Finally, thank you again for all your comments, which will help us continue to improve the game experience and greatly help us make better games in the future.
Thank you for enjoying Momodora: Moonlit Farewell. Today, we have updated to Ver.1.0f26.
Ver.1.0f26 - Adjusted Cereza's inventory to have the sigil "The Profiteer" available from the beginning of the game - Adjusted the brightness of the field elements in the battle against the boss "Selin's Sorrow" - The map will now display a "?" when the "Dora" companion is obtainable by the player
Ver.1.0f25 - Fixed an oversight related to a screen transition - Improvements to the japanese version of the game text - Other minor improvements
We hope you continue to enjoy Momodora: Moonlit Farewell!
The goal of this update, besides the usual fixes and QoL tweaks, is to address some of the feedback I've been receiving in regards to certain mechanics.
It has become clear from watching gameplay and listening to players that certain elements could do with some adjustments: - Shoving is too fast to react to, and too powerful as a gameplay crutch for interrupting opponents - Trading blows feels like a dead-end, there isn't enough strategy to the back-and-forth of clashing and parrying. - Counters are underpowered.
This patch addresses those issues with some gameplay changes. With the exception of the shove, which has received an increased wind-up time, all the other mechanics have either been buffed or left as they are. The goal of this patch is not to re-invent the gameplay, but to give players more options and more freedom in how they approach each engagement, and to rely less on the same techniques in order to win.
This patch also attempts to make difficulties on Normal and below a little more friendly to new players by adjusting the stats of the AI enemies. Those who preferred the original tuning of the enemies on Normal should now try playing Tough mode, which has identical AI stats to the original Normal.
------------------ Version 1.25
Gameplay Tweaks:
Adjusted parries: - Two equally-charged attacks will cause the blades to slide off eachother, and both players will be pushed back. - An attack with more charge will overpower the other attack, granting the attacker a faster follow-up attack, faster stance-change speed, and a burst of forward speed to close the distance. - An incoming attack that has more charge can be overpowered by matching its stance - causing a reversal parry. Ie: An enemy charging a mid-attack can be parried using a mid-attack.
Slightly adjusted attack timings, here's a full breakdown of them for reference:
- The high-attack is 2-frames faster than the mid-attack (this is new) - The low-attack is 2-frames faster than the mid-attack (this is new)
- A dodge attack is 2-frames faster than any normal attack (increased from 1) - Attacking after a successful parry is 2-frames faster than any normal attack (this is new). - A perfectly-timed counter is 8-frames faster than any normal attack (increased from 5). - A combo attack (left-right, right-left, up-down, down-up) is 7 frames faster than any normal attack (this is 1-frame slower than it was before).
(note that 'frames' refers to the FPS of the game, not animation frames). (note that this does not account for wind-up time when an attack is started from neutral - this is the release time of each attack after it has entered the correct stance height in the 'held' position behind the character)
Buffed counter-attacks: They now have faster release time, faster stance-change speed, and a burst of movement speed.
A player that has been blocked will momentarily have faster stance-change speed to adjust their stance for a followup attack.
Slightly increased the window to start instantly running after a kill.
Players will no longer be able to pass each-other when one or both is attacking - unless performing a dodge.
There is now a slight delay during the shove windup (the pre-shove pose now lasts for 10 frames rather than 4).
The shove now pushes the shoving player away very slightly when it connects from very short range.
The AI will no longer attempt to shove the player in the back.
Slightly lowered the Dojo boss' shove force.
The AI's reactions are now slightly reduced on Normal Mode and below. Tough Mode now has the original settings that were on Normal Mode.
Reverted changes to the boss stare-down. Now if the player is facing the opposite way he will just turn his head.
Enemies spawning off-camera on Nightfall now have an increased distance when the camera edge is too close to the player.
Bugfixes:
Fixed an issue causing some local Last Man Standing scores to be saved incorrectly (thanks namelessdoll).
Addressed an issue causing zombies to get stuck in the 'shoved' state. I couldn't recreate this myself but I'm 90% sure I know why it happened (thanks shentu).
Fixed an issue causing zombies to get permanently stunlocked by fleeing civilians (thanks shentu).
Addressed an issue causing zombie grab targets to be moved off-screen when grabbed from very small distances (thanks puttputt).
Removed the ability to turn around with the shove-input + up (legacy feature, redundant).
Fixed NPCs doing That Thing where they sometimes waggle their sword around after spotting the player.
Fixed an enemy spawning too far behind and getting stuck in Sunset Act 1 hard mode / co-op, and another enemy spawning in the ambush state too far away to trigger (thanks CheshireChester).
Fixed dropped swords from reverting to their default colours when they stop being active.
Fixed non-ai players triggering the master achievement when killed.
Fixed a crash during certain scenes when the fog is set to 0%.
Hidden enemies now hide their laser swords until they stand up.
Other Changes:
Added 'goatee' face option.
Reorganized the credits slightly to put the much shorter 'special thanks' list before the longer one.
Optimized the wind-on-grass effect very very slightly.
The Player Setup screen now clarifies whether it's Singleplayer or Multiplayer to prevent confusion.
The mission difficulty setting now defaults to 'Merciful' for new players.
We know this update is hot on the heels of our last, but we have some exciting news! Our first two localized languages, Traditional and Simplified Chinese, are now active within the build!
Over the next week, we will also add support for:
French
German
Spanish
Japanese
Korean
Brazilian Portuguese
Russian
In addition to the language updates, we have improved UI visuals to better support controllers and given Granny a visual update at home and Emily a visual upgrade in the world!
We can't wait for you to dive back into the enchanting world of Potions with these new features. As always, we're eager to hear your thoughts, so don't hesitate to leave us your feedback.
Thank you for playing Potions: A Curious Tale, and look forward to our next set of updates soon!