Teaser for the update of Depersonalization
Hello everyone! We plan to update the version on June 15th at the latest!!
Although it looks like very justified, it's actually a month's delay compared to the previous schedule we talked in this Spring...But we have a REASON! The main thing is that we want to update both 2 NEW module types and the corresponding NEW stories this time. And of course some optimization.
So after all things considered, we're going to build on this update by incorporating some of the content in summer and combining it together into one big release.
[h3]Notice:[/h3] This update does not include the Cursenday module. The main reason is the lack of manpower & effort, so we plan to update this module in Winter.
Although it looks like very justified, it's actually a month's delay compared to the previous schedule we talked in this Spring...But we have a REASON! The main thing is that we want to update both 2 NEW module types and the corresponding NEW stories this time. And of course some optimization.
So after all things considered, we're going to build on this update by incorporating some of the content in summer and combining it together into one big release.
[h3]Notice:[/h3] This update does not include the Cursenday module. The main reason is the lack of manpower & effort, so we plan to update this module in Winter.

- [h3]2 new types of module: [/h3]
· 【New version of text module】
“How to fight in text module?”, ”How to make a team in text module(not online of course)?”, ”How to use items in text module?”All these questions has been treated in this new version of text module.
Generally, for investigators who are good at creating settings can only set the story structure/character content and upload some of the art resources(such as background art/stand-ups, etc.) to create a text module which looks like a novel.
· 【Rules module】
This genre was created for the Workshop which can support all kinds of self creation in the future, such as anime/novels/rules play/suspense. In this type, each identity of a character is determined by the module, and the are no limits in the growth of career changes, item acquisition, collection and others.
We would have liked to give a general preview of the stories of the corresponding new module, but it's a busy time for changing the setting, so we won't show much details in this announcement. But we will give come back with a report in the April monthly report when the direction is confirmed. - [h3]The return of AI Yog-Sothoth[/h3]
· Now Yog-Sothoth has been connected to the ChatGPT, conversations will be much smarter than before! As long as there are no unexpected things that necessitate a delay, this will be ready for you in the new version. - [h3]Workshop: MOD Resource Manager[/h3]
· We’re currently in the process of overhauling and optimizing the underlying codes to make sure it can support underlying functional support for the Workshop content: Make all resource configurations readable via the resource directory for in-game and external mod-loaded resources, such as sound and images. - [h3]Support controller & full keyboard interaction[/h3]
· The new version will support controller interaction. Meanwhile, the UI will also be completely reworked as some of the original interfaces were not adapted to controller operations, such as backpack, create characters, etc. - [h3]Profession System[/h3]
· The Profession system is a new system for the rule play module, where players' characters can obtain some special items in this module and bring back to the Space-Time Temple to activate and enhance their Profession.
· Advanced Professions will be more like an ability that resembles a trait but takes on a different role. Plus, some modules in the future will also have Class and Level requirements for characters.

- [h3]QOL[/h3]
· Combat: We add some convenient functions in the combat, like re-start the battle quickly, forfeit, and adjust team member’s position. Moreover, you can check the tips related to the enemy in the battle now.
· Check success rate indication: You can see all the factors that will affect the final success rate before the test.
· Re-roll with Luck: Now the logic of re-roll with Luck consumption has been adjusted, as the number of re-rolls increases, players will be more likely to throw a result that would not otherwise be easy to see.·
- [h3]Exploration[/h3]
· General: Now the Skills required for important branches during exploration can be replaced, as well as the option to add remedies after fail check.
· Active action function: With this new function, players can take some actions now in the exploration. For example, hiding to avoid enemies in chase, heal without relying on healing items, consuming one turn to make some Character's status changes, and some actions that could otherwise only be performed in combat, such as [removing infected tissue]. - [h3]Optimization of Ending Records/Interface of Character's information[/h3]
· Ending Records
Now you can reload after the Scenario Settlement, and then try other endings from a previous point.
· Interface of Character's information
Because of the controller and new functions, the old interface of Character's info is not enough for all the information now.
So we have turned it into a full screen and added some new tabs for every character to be able to display more information.
Except for the current info, you can also check Character's Myth projection and Profession. Now you can edit Myth projection for each character and not affect others. The consumption of projection will also change from continuous consumption to one-time consumption.
Besides all the things above, the experience interface also allows you to view a more detailed record of your character's experience in the module. - [h3]Refine System[/h3]
· For a better experience, we have not only made the processing interface full-screen, but also modified and reconfigured the processing list. - [h3]Equipment Wearing Logic[/h3]
· To avoid some extreme situations, we have added new categories for books and clothing.
· A character can equip one book and one piece of clothing at a time. In addition, some items carried by NPCs will become binding items, and the binding items cannot be removed from the character by "Assigned to teammates". - [h3]Others[/h3]
· We have added alternative checks to more than 40 places in the original four modules that need to be checked with a skill attribute. Players can more freely choose the skills to test.
Characters are able to use the skills they are good at to pass a certain check. And we canceled more than a dozen of checks that are purely interaction of resource acquisition, and now you can directly obtain these resources.