Based on data collected by the EDF Strategic Information Division, a simulator that allows users to experience battle against enemy Primers in a safe and secure manner has been developed.
The “Primer Virtual Local Warfare Simulator” is overseen by the latest AI, Malice, which analyzes a vast amount of combat data collected from all over the world. A warning to all EDF personnel: this simulator is dangerous. The battles are unlike anything you've ever seen. Only true heroes may enter. But for those who are willing to take on the challenge, over 100 new weapons can be obtained.
Includes 30+ unique missions and 5 difficulty levels + online co-op play.
Based on data collected by the EDF Strategic Information Division, a simulator that allows users to experience battle against enemy Primers in a safe and secure manner has been developed.
The “Primer Virtual Local Warfare Simulator” is overseen by the latest AI, Malice, which analyzes a vast amount of combat data collected from all over the world. A warning to all EDF personnel: this simulator is dangerous. The battles are unlike anything you've ever seen. Only true heroes may enter. But for those who are willing to take on the challenge, over 100 new weapons can be obtained.
Includes 30+ unique missions and 5 difficulty levels + online co-op play.
For this spooky October we are release updates for the client and server. We are also rolling out another set of balance changes based on user feedback and requests for additional themes and playability.
Client
User Interface
Abilities now correctly paginate in the Lower HUD. Additionally, more space has been given for abilities
The Tile Info window has been moved above the abilities in the Lower HUD over the play area and now shows units that are hovered over
Fixed an issue with the Tutorial in which it would not correctly show which rune to deploy
In-Game text
Fixed a number of cases of incorrect descriptions and rules text
Please report any incorrect text in the Pox Nora community discord in the #rules-and-description-issues channel
Art
Added more high resolution rune art
Campaigns
Fixed issues with campaign games occurring due to it using the updated Runes of Valdac map rather than the older version
Maps
removed Tundra Lake from ranked rotation
added Ironfist Mountains to ranked rotation
removed the top middle font from Nora Glades
Balance Changes
The list of balance changes can be found on the Pox Nora website here
I’m excited to share a new update for Fix This House that brings even more flexibility to the way you play. You can now fully customize the controls for camera movement, zoom, and block rotation. 🎮
These new options let you set up the game exactly how you like it, making the experience smoother and more comfortable.
I’ve designed these changes to be as intuitive and responsive as possible, and I hope they make your building adventures even more relaxing and enjoyable!
As always, I’d love to hear your feedback. Enjoy customizing your controls and making the game feel just right! 😊
Today the Austrian Streamer Low3t plays the Demo live as Developers answer your Questions in chat!
Tune in at 10:30 AM CEST today for a quick look at the Demo during Steam Next October 2024. This stream will only be available in German and the game will be played in German as well.
Here are the details on The First Descendant Hotfix 1.1.5, patched maintenance-free on Thursday, October 17th.
■ Patch Date - Thursday, October 17th, 2024 00:00 PDT
■ Platforms - Steam, Xbox Series X│S, Xbox One, PS4, PS5
■ Patch Details
Content Improvements & Bug Fixes (1) Infiltration Operation: Hard on 400% - Improved an intermittent screen lag issue that occurs while playing Infiltration Operation: Hard on 400%. - Fixed an issue where Champion Monster attribute and reward information were not updated upon selecting the 400% score multiplier in the Infiltration Operation: Hard entry UI. - Fixed an issue where the right HUD information would display a fixed Max Score of 50,000 while playing Infiltration Operation: Hard on 400%.
(2) ETA-0 - Added a 'Select All' option that allows you to select all blueprints that you own more than one of when selling blueprints to ETA-0. - Energy Activator blueprints and Crystallization Catalyst blueprints can no longer be sold to ETA-0. - When selling blueprints to ETA-0, you can now only select blueprints up to the limit of rewards you can hold. - ETA-0 now continues to display the name of items that have been sold out.
(3) Invasion - Fixed an issue where the mission marker would display at the previous location on restart after dying in the final battle area of Echo Swamp - The Chapel where the Invasion is taking place. - Fixed an issue where you could only join allies near the entrance of the final Commander Monster battle area of Vespers - The Shelter, Fortress: Quarantine Zone, and Echo Swamp - The Chapel where the Invasion is taking place. - Fixed an issue where the UI did not display normally on the start screen when starting an Invasion mission.
(4) Descendants - Fixed an issue where the 'Outgoing damage increase per bomb' of the Creative Explosion skill did not reflect correctly when using Esiemo's Creative Explosion skill module.
(5) UI/UX - Added a button to the bottom of the Game Menu UI to check the event banner in-game. - Selecting a Paint to dye a head skin or hair now highlights the Descendant's head. - Fixed an issue in the 'Forgotten Comms Device' and 'Ancient Transmission Detection Facility' missions in White-night Gulch where designating a beacon as a waypoint displayed two markers. - Fixed an issue where additional monsters summoned by a monster's skill during Extermination missions displayed the Extermination marker. - Fixed an issue where some text in the Inventory list sorted by Reactor was not displaying correctly.
(6) Miscellaneous - Added 'Dismantle all tiers' option to the 'Exclude from junk' filter. ㄴ Added 'Dismantle all tiers' option to the tier settings in Reactor and External Component tabs. ㄴ Selecting 'Dismantle all tiers' designates all reactors and external components you own as Junk. However, enhanced reactors and external components with set effects need to be designated separately. - Cash shop bundles that include Descendant exclusive items now display the text "This product includes an exclusive item." - Made some changes to the chat banned word system.
# Director's Comments Greetings, Descendants. This is the Director of The First Descendant, Minseok Joo.
Over the next week, the Dev Team will be conducting a final review process of the PS5 Pro build in order to deliver the "Pro Enhanced" features as a Day-1 patch in time for the launch of the PS5 Pro. With the "Pro Enhanced" feature, we aim to bring you enhanced performance and visuals that could not be experienced on the original PS5 from day one of the PS5 Pro launch. The final review of the PS5 Pro build is expected to last approximately one week, and there will not be any updates next week to ensure QA and build stability. The 1.1.6 update is scheduled to go live on Wednesday, October 30th.
Today, I'll briefly comment on the upcoming 1.1.6 update scheduled for October 30th.
First up is an update on the improvements to Special Operation - Resource Defense. We're changing the waves in Resource Defense to 10 stages, dramatically reducing playtime so that all waves can be completed in about 15 minutes and can be cleared even quicker as your Descendant grows stronger. Previously, players had to move to monster spawn areas to find them, but with these improvements, battles will be concentrated around defense objects. We've also increased the number of monster spawns per wave, allowing you to experience tense battles as you defend your resources against Vulgus onslaught. In addition to this, we will provide Weapon Proficiency as an additional reward, while maintaining the existing reward system. The Dev Team's goal is to make Resource Defense the most efficient Weapon Proficiency farm.
Next, I would like to mention the addition of the 'Reactor Implant' system. The Dev Team has been working on the Reactor Implant system to eliminate the inconvenience of having to farm a new Reactor every time you switch to a new weapon. Now, one Ultimate Reactor can have up to three weapon Optimization Conditions. This allows you to change weapons during combat and still maintain your Optimization Conditions. Also, the second and third Optimization Conditions can be changed at any time, giving you the freedom to apply the Optimization Conditions you want whenever your weapon settings change. The Dev Team is constantly reviewing feedback and data on the Reactor system and Reactor farming, and looking to bring you a more improved Reactor system in the long term, so please stay tuned.
We also have various QoL improvements and Ultimate Weapon revamp in the works.
And on Thursday, October 24th, we'll be rolling out the 'Primary Account Setup' feature on our official website. If you play The First Descendant on multiple platforms and have linked your Nexon account, this feature will allow you to set up and change the Primary Account on the official website and play the game with the set Primary Account. We'll provide more details in another announcement on Thursday, October 24th. Then on Wednesday, October 30th, the much-requested 'Rename Game Account' feature will become available, which will also be announced in a separate announcement.
The Dev Team is always listening to your feedback, and we're giving our all to make The First Descendant even more enjoyable to play. We sincerely appreciate your continued interest and valuable feedback, and we'll continue to make progress step by step to meet your expectations, so please look forward to it.
We announced this on Twitter, but we'll also be announcing it here. We had planned to implement 8-2 next week, but after the programmer played TacticalNexus for a while last week, he was left with the impression that “QoL improvements are absolutely necessary for high-difficulty stages” and “we should start working on QoL improvements that we can do now rather than new stages”, so we'll be making QoL improvements in next week's update and postponing the implementation of 8-2 to the week after next. Sorry.
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There are a few reasons for this, but while you can play through high-difficulty stages and wide stages with 50-70 floors well when you're “in the zone” and playing through them as a test, when you play them a second or third time, you really want to be able to “refer to past data”. In other words, you get the feeling that you want more information to be presented about “what strategy you used to clear the stage the last time you tried it”. We implemented a function called <Memory from 0> that saves the history of previously opened locks, but to be honest, I also wanted information such as “at what level did you unlock this door?” and “what did you choose for your last level-up bonus?” to be displayed. Also, I don't know how far this can be taken, but if it's possible, I'd also like to see a history of things like the use of orbs.
Basically, “using your head” is fun, and in TacticalNexus, I think that “improvements” that allow you to play better than last time are a good thing in terms of the gaming experience. However, there is a side to this where it is difficult to really experience the “improvements” unless the player is quite proactive about taking notes, so I thought that I would like a function that “shows the player things like ‘you made this choice last time’” from the game itself, even if the player is not actively taking notes. (The next chapter to be implemented, Chapter 8-2, is also a fairly unique stage, with around 45 floors in terms of size alone, but we wanted a function that would allow players to compare “what they played last time”).
We expect players who have played for thousands or even tens of thousands of hours to take on the game, but on the other hand, the QoL of this game is insufficient, and the weapons that muscular players can use tend to be their own fists, rocks, and clubs. It's beautiful to see a well-trained player challenging themselves with just their own body, but as long as the developers are challenging the players, we felt that we should provide players with steel axes, carbon fiber armor, and heavy weapons, and raise their potential first.
I apologize for the confusion caused by the order of events, but from now on, the programmers are expected to work for 16 hours a day for the next two weeks, including personal matters, and I will report on the progress on Twitter while writhing in agony, so I hope that will help to ease your frustration.
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The following content is scheduled to be implemented next week.
◆ The enemy version of the Item Catalog will be implemented as a shortcut key: 4.
◆ The “level when the key was opened” will be displayed as additional information in “Memories from 0”. (I actually thought about just displaying the “order in which they were opened”, but I felt that it would be difficult to process and that it would be easier to use “level” as a measure to some extent... )
◆ When “Memories from 0” is activated, a function will be added to display the “previous command selected” in the level-up command.
◆The basic resolution is expanded from 640*508 to 960*508, and a special space “Extend Space (commonly known as ES)” is created on the right side. (It is also possible to select the existing resolution)
◆The following content is planned to be displayed in ES. ★Calculator ★Enemy Catalog (enemies can be pinned, allowing you to always check the status of any enemy character and the map where they are located) ★List of reserved Legacy and Magic items, with quick activation buttons ★Clear floor score calculation ★A function to display the Nexus Medals, Sunstones and stages you are currently challenging (for broadcasters) ★A more detailed status screen (we plan to add the ability to check things like weapon status increases and total EXP) ★A function to pin the keys you have reserved ★The previous level log from <Memories from 0 ★A help screen where you can see a list of the shortcut commands that have been implemented so far
◆ES has a scroll bar, so you can display the content you want, and you can also change the display order of each item. This allows you to customize the content you want to display for each player.