1. 旅行こいし: デスクトップ少女 ~ Koishi Navigation Desktop Youkai
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旅行こいし: デスクトップ少女 ~ Koishi Navigation Desktop Youkai News

Main Branch Update! Ver2.0 Now Live on Main Branch

[p]Sorry for the delay. Due to more bugs than expected, we postponed the main update merge originally promised for February 27th to ensure a better gameplay experience.[/p][p]Ver2.0 has now been merged into the main branch on March 1st.[/p][p][/p][p]Changelog (February 26 - March 1)[/p]
  • [p]More Stable Map Transitions: Significantly reduced issues with getting stuck during map changes, duplicate triggers, and state desynchronization.[/p]
  • [p]Smoother Interactions: Attack/gathering actions now automatically move the character into range before executing, reducing misclicks and "can't click on it" frustration.[/p]
  • [p]Fluid Map Operations: Improved continuity for movement, gathering, and combat. Fixed issues with characters abnormally continuing to move in certain scenarios.[/p]
  • [p]More Stable UI Display: Reduced flickering, occlusion, and jittering of enemy info and tile info. Hover tooltips are now clearer.[/p]
  • [p]More Reliable Inventory & Items: Fixed issues with item count desync, duplicate additions, and abnormal consumption for certain items.[/p]
  • [p]Enhanced Save Compatibility: Fixed issues with items and map states caused by some old/corrupted saves. Improved loading stability.[/p]
  • [p]Combat & Animation Feel: Reduced "button didn't respond" feeling caused by input locks and animation desync.[/p]
  • [p]NPC & Dialogue Experience: Fixed some dialogue trigger/progression issues. Interaction detection feels more natural.[/p]

Koishi Navigation, embarking once more more

[p]Koishi Navigation – Return & Technical Refactoring Update Announcement[/p][p]Hello to those meeting us for the first time,
And long time no see to those returning.[/p][p]This is Nuctori (Chuuni-maru), project lead of No.0 Research Institute Σ Division. Due to unforeseen circumstances and personal work commitments, updates for Koishi Navigation had been suspended. Now, with mature technology and the right timing aligned, it is finally time to resume this journey.[/p][p]As our first update upon returning, we haven't added new gameplay content yet. Instead, we have conducted a comprehensive cleanup of historical bugs and technical debt, adhering to the philosophy that good software is the foundation of good games. This lays the groundwork for all future content updates.[/p][hr][/hr][h3]Changelog[/h3][p]Koishi's Mischief Mechanism Adjusted: Now only triggers item discarding when the inventory is full and a new item is obtained.[/p][p]Koishi's Hide-and-Seek: No longer enters a fully invisible state.[/p][p]Optimized Single-Save Launch Flow: Skips unnecessary login steps and announcement processes for faster game entry.[/p][p]Fixed: Desktop layer suddenly changing when touching Koishi to trigger movement.[/p][p]Added Multi-Monitor Support: Menu/Huapan edge-snapping,吸附(adsorption), burying, and flipping logic are now more stable.[/p][p]Fixed: Text window layer jittering and abnormal movement—reading and interaction are now more stable.[/p][p]Fixed: "Click to accelerate" occasionally not working during gacha/drawing animations—input feedback is now more consistent.[/p][p]Significantly optimized Koishi's touch feedback in Live2D mode.[/p][p]Moderately reduced memory usage and optimized startup speed.[/p][p]Removed non-essential login functions and in-game update announcements—summon Koishi faster now.[/p][p]Stability Fixes (reducing "random weird issues"):[/p]
  • [p]Fixed auto-save startup sequence issues, reducing post-launch anomaly risks.[/p]
  • [p]Fixed cursor-related issues and partial visual display anomalies (including visibility during fade-out phases).[/p]
  • [p]Fixed multiple low-risk runtime defects and potential resource issues, continuously reducing instability during long play sessions.[/p]
  • [p]Integrated and improved global exception reporting (Sentry), helping us locate online issues faster and shorten fix cycles.[/p]
[p]Ongoing Core Service Decoupling & Testability:[/p]
  • [p]Decoupling and making testable core services (Settings, Time, Character, Items, etc.) to reduce cascading risks in future feature development and fixes.[/p]
  • [p]Replaced numerous historical magic strings/magic numbers, reducing sources of hidden errors and improving maintenance efficiency.[/p]
  • [p]Improved service initialization and dependency management, reducing initialization issues that "reproducible on some machines but not others."[/p]
  • [p]Recent refactoring further reduced coupling between UI and save logic, minimizing bugs.[/p]
[hr][/hr][p]This update is available on the preview branch for early access, and is scheduled for release to the main branch on Friday, February 27th.[/p][hr][/hr][p]As an early access game being released "once again," Koishi Navigation evo inevitably contains numerous imperfections and bugs. I am also not a professional gameplay designer—I need your inspiration for game design. If you have any suggestions or feedback, please join our discussion groups.[/p][p]● We sincerely welcome your testing and feedback. With your participation, we can effectively accelerate the game's development speed.[/p]
  • [p]Group 1 (General chat, large population, anything goes): 726919993[/p]
  • [p]Group 2 (New group, Koishi Navigation topics only for now): 1002911774[/p]
[p]Finally, thank you all for still remembering this game. Whenever you choose to return, we will be here waiting for you.[/p]

If you still remember Koishi Navigation, we will be very happy~

秋促貌似开始啦,一觉醒来发现幻恋一天卖了一星期的量
顺便图透一下CP30准备上新的恋心组合立牌!❤

感谢大家支持幻恋夜宴!
https://store.steampowered.com/app/1684100/
昨天更新了新的精英怪关卡,这两天应该会把“恋之埋火”给实装。

看了下日程表,虽然概率不大但是还是有在2月份让幻恋结束EA的可能性的,倒是还有几只小可爱BOSS想要放入游戏呢,得加班啦~❤

感谢大家的踊跃购买支持,可乐钱有着落了~❤
当然最重要的还是,看你们攻略BOSS的样子真的很开心(

当然,言归正传,大家有没有忘了旅行恋恋呢~
来为它提名个爱的付出吧~
说不定它过两天就有新内容了呢~

小型跟新补丁20231020 ver.3.0.11-DY+

1、小树林和草地会极小概率刷新露水,少量增加水分
2、采集没有果实的灌木丛,如果没把灌木丛消耗殆尽,产出物从树枝改为树叶
3、在清晨(4-9时,时钟上接近太阳图标的时间段)采集灌木丛,有50%概率额外掉落1个露水
4、灌木丛在6-7时小概率在附近刷新露水
5、地图上的怪物和探索掉落的刷新范围缩小到半径30格,但是资源点的刷新无视距离限制
6、姐姐的饭延长1小时,也就是每天现实时间的12.00-13:59、18:00-19:59都可以吃饭
7、在阁楼和河畔山洞显示时间和地图信息UI
8、修复探图进度80%时开全图导致卡死的BUG,现在每次开启第一次进入某张地图,都会刷新一次开全图的判断

小型高效补丁20231014 ver.3.0.10-DY+

1、修复传送时坐标错误的BUG
2、修复连续点浆果丛闪退的BUG
3、修复水井打水后水量不归零,并加快了水井的水量恢复
4、所有的地图刷新项目均增加刷新距离限制,以减少CPU占用,刷新距离为半径40格的圆形

以上