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Depersonalization News

【Reissue】1.4.25 & 1.4.24 & 1.4.23 Update Notes

Whoops! Forgot to release the update notes for the previous versions! Turns out it was me!

[h3] September 22nd Update【1.4.25】[/h3]


Update

Details



Game Optimization

The initial module "All Things in One" can now be skipped directly.



Bug Fixes

Fixed the issue where players couldn't play in the Will Space of the "All Things in One" module



Bug Fixes

Fixed the problem where players couldn't leave the gate of Biwang Amusement Park



Bug Fixes

Fixed the issue with incorrect closing of clue interface



Bug Fixes

Fixed the problem where exploration dice interface displayed incorrect values.

September 14th Update



[h3]9月14日更新【1.4.24】 [/h3]


Update

Details



Game Optimization

Basic attributes and skills information of characters now show their modifiers, excluding traits



Game Optimization

Added "Lucky Enhancement" feature during battles,
allowing characters to consume 7 Luck Points before each action to enhance their chances of success temporarily



Bug Fixes

[tdFixed an issue where occasionally selection boxes for traits and experiences in character information interface could move outside visible lists



Bug Fixes复

Fixed related issues during Lady Shixin's battle





[h3]September 5th Update [/h3]


Update

Details



Bug Fixes

Fixed an issue where icons on clue interface might not display properly



Bug Fixes

Fixed abnormal triggering of achievement "Greed at My Fingertips"



Bug Fixes

Fixed abnormal triggering of achievement "Deception and Ambush"



Bug Fixes

Fixed freezing issue when obtaining certain spoils from battles



Bug Fixes

Fixed missing save button during module settlement

1.4.22 Update Optimization & 1.5 Text Module Editor Beta Version

[h2]1. Regular Update Description[/h2]
Hi! Hi! Fellow investigators! (pop up
Since the last major release, we've maintained a weekly update schedule. We've adjusted our development plan. Instead of releasing a major version several months apart, we've kept a regular update frequency.

There are 3 main reasons for this:
1. Update the optimization from your feedback regularly. Avoid having to wait until the next big version for changes.
2. Relieve some development pressure. Spreading the update to small weekly phases, instead of preparing months for one version.
3. Keep you guys updated as the game's continuously crawling towards the official release

We'll be doing two updates this week. In addition to yesterday's regular Thursday update, today's update is 1.5 version of the text module editor (beta). Please give us some more feedback! Much appreciated!

【Editor tutorial (read-only)】
https://meownaturn.yuque.com/org-wiki-meownaturn-yapn0n/depersonal

【Bug & Optimization Feedback (Collection Form)】:
https://docs.google.com/spreadsheets/d/181XJdypLrqmH7_XLNXtuljfNafG7J2HQCtFD5E54tjE/edit?pli=1#gid=0

[h2]2. 【text module editor (beta)】 start method[/h2]
Since the editor is still in the pre-testing phase, we have placed it under the test branch to avoid any possible impact on the official version.
We plan to start with a testing period of two to three weeks, then place it in the official version when it stabilizes (mid to late September).
Due to the unstable environment of the test, the content produced by investigators during the test period may not be fully preserved and inherited to the official version. If there are missing/crashing and other error reporting problems at the time, you can drop feedback through discord. We will arrange our programmer to troubleshoot.

The editor launches as follows:


The current text module editor is relatively basic. There are functions such as to replace game resources, modify existing configurations, quickly create modules, etc. Next we'll be adding new features and keep on updating, all the way to a full version, freely-created editor.

[h2]3. Patch Notes v1.4.22[/h2]
【New Optimization】
1. Added 73 Steam achievements
2. Translation update for module Moonshade Monolith
【Bug Fixes】
1.Optimized the display of icon from lead page and detailed titles
2.Fixed the bug that consecutive attacks with Ghoul Constitution were not triggering properly
3.Fixed the bug that the Epilogue state of the King in Yellow's incarnation was not switching to the Prelude state properly
4.Teammates who have been taken down can no longer trigger the aid action
5.Fixed the bug that Nora and the Bloated's decapitation would be triggered in the wrong circumstances




【Weekly Regular Update】1.4.19&1.4.20 Patch Notes Supplement

【1.4.19 Game Optimization】
1. Added the function to view the success rate of the current check and the skill value and modifier from various sources before making a check (including alternative checks, selecting teammates for specific skills, and switching between left and right display in action descriptions during battles).
2. The spell interface in modules can now display spells of all teammates, and teammates' spells can be used during exploration.

【1.4.20 Game Optimization & Bug Fixes】
【Game Optimization】
1. During battles, it is now possible to switch to different characters' backpacks when using "Item Use".
(However, using items from another character's backpack will consume that character's item usage count; each character can use an item once per turn.)
2.The layout of the crafting system interface has been adjusted to support item search and display more detailed item categories.
【Bug Fixes】
1.Fixed the issue where attribute checks in battles would become 0.
2.Fixed abnormal values of some monster attributes.
3.Fixed the issue where the backpack interface did not close correctly when using Star Festival.
4.Fixed the issue where relevant checks were not triggered correctly when there was a grappling target in battle.

v1.4.18 Optimization & New feature

QOL
1. When the team is full, if a new teammate joins the team, a pop-up window will prompt the player to choose to add the new teammate to the battle queue or just accompanying.
2. Characters with perfect endings can re-enter the rules module as teammates.

Bug Fixes
1. Fixed the problem of incomplete display of card numbers in the Mythic Items view interface.
2. Fixed the problem that when using Magics on NPCs in exploration, it can only be used on oneself will be filtered out.
3. Fixed the issue where the target's current turn action was not canceled when the Mind Domination spell was successfully released.
4. Fixed the issue that when creating a new character, some effects were not triggered when inheriting the ending's traits.
5. Fixed the problem that after switching models of some NPC characters, the equipped props were removed.

Feedback & Bug report link: Feedback & Bug report doc

The optimize direction about the combat feedback

(Here’s the answer if you don’t wanna look: Copy, we’ll change it)
In response to some of the feedback we received about combat, we sorted it out and met to discuss it, and worked out some new optimization directions. Generally, there are three total categories of negative feedback around combat :
1.Higher percentage of combat
2.Higher combat difficulty
3.When creating characters, you can have better experience when using Thug.
We feel that some of the investigators' negative experience with combat is not just a matter of numerical difficulty. After discussion and analysis, we summarized the reasons that really affect the combat experience as follows:

【High combat difficulty】
It belongs to the combat positioning issue, we need to review the current division of the combat difficulty gradient, to see if the design of some monsters need to be adjusted, as well as will reorganize the threshold of props/equipment use.
[High percentage of combat]
This falls under the category of not enough combat mechanics. It needs to be optimized, and we need to find ways to boost the fun factor so that the combat isn't just a fight, but becomes an exploration expansion.
[Combat Profession Card]
After discussion, we feel that there are certain problems with the current career cards and are ready to re-optimize the overall career system to achieve balance.
===================
So for the optimization of the combat experience, we will not only make changes to the numerical values, but we plan to make adjustments in four directions: [Functionality threshold] [Level Design] [Core fun] [Occupational balance].
If we can adjust these then we should be able to successfully solve the above problems about combat.

[Functionality threshold]
Goal: In our original design, combat was positioned in the game not just as a fight, but as an extension of exploration. The hope was to allow all professions and all investigators to experience the fun of combat (rather than just the fun of fighting) equally.

Since different professions have different sense of reward when obtaining the same props, the sense of positive feedback is also different. For example:
For example, if a scholar and a fighter get a weapon at the same time, the fighter's positive feedback may have 70 or 80 points, while as for the scholar, because of the higher threshold, it may only be 10 or 20.(Scholar: what a noob! Take my disintegration!)
What we're trying to do is certainly not to diminish the thug's positive feedback, but to pull up the scholar's poor feedback. For example, by making the prop available to the scholar as well.

Optimization directions:
1) Enhance the overall guidance of the battle
Let the focus of the battle not be all in the direction of fighting, but in the direction of collecting and props. Here we will start designing props system 2.0, now the props system is more biased towards iconography, later the props system will be expanded.
2) Reorganize the plan
Look to see if there are any equipment/other things besides props that have huge thresholds that cause you investigators to not be able to pass your cards.
The adjustment here will not affect the investigators who love the combat type, because the essence of the run is the freedom and wireless extensibility, although now we can not perfectly restore this technical manpower and other reasons, but we hope to be able to make certain adjustments, so that each type of investigators can feel more fun in the game.

Difficulty gradient
The essence of the difficulty of the battle is the difficulty gradient, we have previously for the monsters have been divided into a few simple basic gradient:
Humans, Investigators, Monsters, Mythical Creatures, and Old Dominators.

For low gradient monsters, such as humans/monsters, our overall design of low intensity, normally even if you don't fight, in most cases, you can beat them by lulling/charming them.
For mid-gradient monsters, like mythological creatures, there will need to be key items to collect (such as Sky Denizen's Color of Stars, which can be passed directly after collecting the key props) (such as the Blood of the Gods to use ■■). Such creatures will have some specific weaknesses. Regardless of the investigator's profession, it will be easier to pass the level once the key props have been collected.

Our next plan is to focus on where some players find it difficult.

If the monsters in the low level flopped a lot (died from rats), then we would definitely make adjustments.
If it's in the mid to high gradient and still dies often when the investigator makes the right moves, we'll also make adjustments (dying is normal, but dying often and often is not...)
Our goal is for every investigator to feel that their card is useful in battle, regardless of profession (e.g. in battle, a fighter can fight, a scholar can negotiate, counter the enemy, etc. )

【3. Career balance】
After the current career system was discussed, it felt like there were some design flaws that resulted in the beater type career cards giving stronger positive feedback to investigators, while other careers didn't do the same.
So next we'll be retooling the career balance piece. Not to weaken the current occupations with strong positive feedback, but to strengthen the other occupations to achieve a balance in the feeling of use.

[4. Core fun]
The core fun direction of our battles is not focusing on such MMO things, but rather on the collect & use (What's this? Use! What's this? Use! What's this? Use!)
We'd like to make the combat part an exploration expansion, if combat is tied to exploration, then exploration is tied to what is collected. For the items obtained, how to use them, matching combinations. Will be our direction afterward.
Regarding the next adjustment, we are going to target the [items/monsters] section, reorganize the relationship with each other, and improve the correlation between monsters and props.

That's all we're going to talk about this time. If you got anything to share or feedback, you can click here.