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[Dev Note] December Memolith Fragments



Hello, Survivors!

Starting with this Dev Note, we'll be switching the Dev Note to a monthly cycle and will be making some style changes.

In our previous weekly series, we tended to delve into the "What, Why, and How" of the game itself, as we were rebuilding its fundamentals.

As this style continued, we found it difficult to cover elements that "looked interesting but weren't suitable for a single topic." Conversely, delving into these topics often resulted in excessive spoilers.

So, starting with this Dev Note, rather than delving deep into a specific topic, we’ll be going a bit more "shallow and broad," by showing you a bit more of how the game has changed since the last update.

[h3] Changes in the Memory Binding System[/h3]
Let's start by introducing the changes to the [Memory Binding] system, the core system of the revamped game and the one that has the greatest impact on the combat experience.

First, the UI artwork has been comprehensively renewed to reflect the core themes of the new narrative. A closer look reveals differences not only in terms of theme but also in functionality.



The biggest change is the addition of Auxiliary Memories, which can significantly alter the skills and traits acquired through Core Memories.

The currently updated Memory Binding System is more like a "Shared skill-trait" system that distributes them appropriately for each character. However, once a character has a somewhat optimized setup, the potential for further growth and customization is significantly reduced.

Accordingly, the “Memory Fragment” that previously contained memories retains a “Core Memory,” and by obtaining a “Memolith Shard” associated with this Core Memory, you can apply additional changes to the skill.

For example, if you add [Memory of Expansion] to the [Shoulder Bash] skill, the skill that could originally only be used in adjacent positions can now be used diagonally, [Memory of Continuity] removes TP consumption but turns Shoulder Bash into a 2-stack skill with 2 cooldowns, and [Memory of Vitality] gives you the ability to obtain 1 TP every time you collide with a target with a slam.



Each core memory contains three to four auxiliary memories, depending on the type. However, only up to two auxiliary memories can actually be bound.

With the expansion of stages, including the Outer Ward, the number of core and auxiliary memories has also increased significantly. Therefore, the fun of collecting the memories of the dead and customizing their skill and trait settings is expected to increase even further.


[h3] Differentiating Customizing Styles through [Keyword] Concepts[/h3]
The existing Memory Binding system allowed "all characters to bind all memories," which in some ways allowed for a lot of freedom. However, it also made it difficult to bring out the individuality of each character (especially when pursuing efficiency).

Therefore, we assigned ten different [Keywords] to each memory, limiting the number of memory keywords each character could equip to a maximum of three. This allowed for more daring attempts, such as the ability to grant stealth as an active skill.



For example, the new character Hunter Pia, unlike Shadow Sister Mienne, can only Stealth immediately after the start of combat. However, by binding [Memory of Infiltration] to [Assassin Bertram's Memory], she can use the [Infiltration] skill, which has a cooldown limit but provides both the 'movement to a specific location' and 'stealth' effects, allowing her to remain stealthy for a long time.

The keyword given to [Assassin Bertram's Memory] is [Stealth], and the [Stealth] keyword is only allowed for three characters designed to suit the ability (Shadow Sister Mienne, Jester Nathaniel, and Hunter Pia). In this way, we can create memory skills with stronger individuality while preventing the terrible situation where a stealthy barbarian slaughters all the monsters(!).



Inquisitor Becket gains the [Control] keyword, allowing him to create new playstyles, such as immobilizing distant enemies while taunting remaining enemies, or gaining additional bonuses when "Suppressed" enemies.

We'll be introducing more interesting Memory Skills and Traits in the future whenever the opportunity arises!


[h3] Changed Weakness: More Noticeable! [/h3]
Despite my claim of covering the topic "shallowly and broadly," we ended up delving quite deeply into the topic of memory binding. It's a crucial system, after all, but if we delve any further, it'll become too long.

Let's switch gears and show you the newly added weaknesses for Mienne and Becket.

As of the current updated version, the weaknesses of the initial trio Willam, Edwin, and Diurmuid are quite noticeable and fit well with the personalities we intended for each character, but the weaknesses of Mienne and Becket, which were in the form of an ‘accuracy penalty’ under certain conditions, were a bit difficult to recognize.

Even during the internal testing of the development team, screams of “Why on earth are my attacks not hitting?!” were heard as they continued to attack from the spot without knowing that I was receiving a weakness penalty (...).



So, while maintaining Mienne's unique concept of "keeping distance from allies," we've updated her weakness to "when adjacent to an ally, there's a certain probability she'll move to a non-adjacent location." If it seems like Willam is stalking a nun, you're mistaken.



Inquisitor Becket, who has a somewhat impatient personality, has a certain chance to taunt all adjacent enemies when moving and adjacent to two or more enemies. Unlike other weaknesses, this can actually be beneficial if you're lucky... but we like the concept and feel, so we're going to keep it that way.


[h3] Interact with New Objects! [/h3]
In addition to this, you can encounter many new objects in the Outer Ward.



A winch hanging from a rope. You can lure enemies to a shadowy area, then lightly hit the switch to inflict massive damage on a group of enemies.



We've already shown you the [Powder Keg] in the previous Georg Developer Note, but we've positioned them so you can have fun detonating them not only during boss battles, but also on regular stages.

Oh, and by the way, the function of the consumable [Torch] has been completely changed to inflict area-of-effect damage in the crosshair area. Throwing a torch at a powder keg will instantly detonate it without any hassle.



The level designer's strong recommendation that "If you can see water and can push an enemy... you should be able to drown it!" ultimately led to the addition of this feature. In fact, the placement seems to have been made more viciously and in greater quantities to accommodate the potential for drowning... but, hey, if it's fun, it's fine, right?


[h3] New NPC Appears! [/h3]
There's a lot more we want to show you, but it seems like it's getting too long, so I thought I'd wrap it up here. But I still feel a bit sad, so I'll end it with illustrations of the new [Outer Ward] NPCs.



If you've been following along with the Dev Notes, you've likely already seen illustrations of these characters. You'll meet them in the early and late stages of the Outer Ward, each as one of the few survivors.



However, this friend's role is a bit different, and if you look at his outfit, you'll probably be able to guess what he does.



Of course, given the current state of affairs in REMORE, don't expect too many items or abundant trade. The items this guy will receive... won't be your normal "currency."

How did you like this Developer Note? We've provided a more comprehensive overview of the Memory Binding System and the newly added content on the Outer Ward.
We hope you enjoyed it.

If you have any further questions or thoughts on the content presented, please leave a comment and we will actively communicate through the following Dev Botes.

Well, we'll see you again next month with more news!
Thanks, Survivors!
REMORE