The details of the 6/19/2024 JST maintenance are as follows.
◆Balance Adjustments
The following balance adjustments will be implemented.
◆Others
The following changes have been made to the Arena.
・In Union Wars, some of the following Room rules have been changed. - Union Wars [20vs20] :Healing Power Spot - Union Wars [20vs20] :NPC Participation Room
・In Event Battles, the following Rooms have been deleted. - Union Wars [20vs20] :Healing Power Spot - Union Wars [20vs20] :NPC Participation Room
・Some [Union Wars] Battle Ranking Restricted Rooms have been increaded to [30vs30] rules.
◆Bug Fixes
・Fixed an issue where a subweapon with a Derivative attack would automatically trigger said Derivative attack if the subweapon was used while also using the main weapon.
- Victory Screen not showing up fixed: If the player has paused the game or managed to get a level up when the timer was reaching 0:00 it sometimes happened that no Victory Screen popped up and so the player was not able to win the game. This has now been fixed.
- Character Progress is now also bound to the achievements: Some players save data was not saved correctly if Steam Cloud was used. To prevent the loss of the obtained characters and give back the progress it should now check which achievements are unlocked and unlock the character counter-part ingame.
- A small audio feedback when buying a character was added
Chapter five is finally released, and it was the most challenging of all, as it is divided into three paths. What's new:
* 3 new CG; * new BG; * 4 new illustrations for fairytales; * 3 new achievements; * two new suits at the love interest's.
Now let's get to the list of changes:
* The map now has a skip button. It will not affect the gameplay, so if you don't want to explore the estate again, you can just skip it.
* Other characters have been added to the wardrobe!
* Relationship Scale. You can now see your relationship progress. However, the stats do not show all possible relationships in the game. The progress button is located on the textbox.
* Small visual adjustments that most likely no one will notice, but they are there~
Fixed The Fool, his throws should no longer YEET you off the stage. Improved visibility of arcana cards when dropped. Fixed bad doorway connection in Jelling. Fixed Helheim bosses from registering as defeated in the overworld. Further adjusted boss backstep force. Reduced a bit more now. Fixed exit point in prison doorway (the one Ingrid needs to open for you). You will not get trapped behind the porticullis now. Fixed achievement triggers for the dragon sisters and Shades. Expanded the ingredients frame when smithing weapons/armor. Adjusted pushable/pullable walls to prevent NPC's from moving them. Adjusted the battle area for Hrotsvitha Non swimming enemies who fall in the water should despawn now. Adjusted the zoom level of cameras along the roads leading to Iron Abbey. Fixed bad data paths for Linux users cloud saves. Reduced bloom lighting from Qhroth'un's eye Greatly increased your odds of getting all hats in the slot machine.
As we close in on Chapter 9's release, it's well past time for another update. As of today, our render count sits at 1200, with one remaining scene requiring animation, and about three remaining scenes requiring art.
Chapter 9 will feature two crossovers from other popular titles, both of which leave a mark on the story. (Sorry, no spoilers!)
This chapter is taking a bit more time to finish, but it's also a somewhat longer update, as you will know your character's ending when the credits roll.
This will be the last time you see the chapter summary screen that's become a hallmark of this title.
This will also mark the end of "Early Release" and the title will head into the mainstream on the Steam Store.
To be absolutely clear, this is NOT an episodic property that will be released over multiple "seasons," but rather a self-contained story. As teased previously, some of these characters will have roles in in future titles.
The last update (targeting late Nov/early Dec) will be something between a normal chapter and an extended epilogue showing how your ending plays out once the immediate crisis is past. At least one choice made in the first five minutes of the game comes full circle as the sun sets on the present for the final time.
Assuming we finish the game by the end of the year, we'll will then remaster the prologue and first chapter to bring the art/animations and sound up to the standard our current state-of-the-art.
All of that nitty gritty aside, we are shooting for a July release for Chapter 9. This will be a bit of a squeeze for us, but that'll mostly fall on the coding side of things to make sure everything is as bulletproof as it can be before being released.
On a personal note, when we started this, it was a different time. People were locked down with COVID, there was less war in the world, and the AVN community was full of promise.
As we begin putting a bow on our first game, Kentyrr and I want to thank everyone who's supported us from the bottoms of our hearts!
Early release asks a lot of the purchaser, and we couldn't be more pleased that we're on the cusp of delivering on the promise we made when we launched on Steam!