[Dev Note] February Memolith Fragments

Hello, Survivors!
Finally, we're here with our new title name and a revamped Steam page.
Thanks to the support of everyone, development is progressing smoothly, and we'd like to introduce new aspects of the game this month.
[h3]Introduction of new concepts: ‘Light of Will’[/h3]
The game's core narrative is that the 'Guiding Pillars' have lost their light due to the shattered 'Memolith' and the Dark Shroud that spreads from them, and that the expedition members must restore the light of these guiding pillars using the 'Light Tracker'
However, it was disappointing that these core narratives only affected the story and the process of revealing the pillars that lead to the end of the battle, not the actual battle process within the game.
Accordingly, a new skill called "Light of Will" has been added. Light of Will emits light from the light meter when used, restoring 50% of the health of adjacent allies, but consuming one bar of the Will Gauge. In an emergency, it can be used on enemies without consuming WP or TP, dealing a small amount of damage.

Characters who have just joined and do not yet have a light meter, like Diurmuid in the beginning, cannot use it. They must return to the hideout and obtain a light meter from Scribe Giuseppe to use it.
Additionally, as the Memolith are restored and the expedition members regain their inner light, the Light of Will skill will gain additional functions tailored to each character's characteristics.
For example, when the Royal Guard Willam heals an ally, he also heals his own HP, or when the Hunter Pia can use Light of Will on a target at a distance, etc.
[h3]Will-Corruption System Reorganization [/h3]
With the update of the concept of ‘Light of Will’, the existing will system also needed to be reformed.
The original Will system was designed to reflect the phenomenon of the "Dark Shroud" spreading across Remore gradually eroding the will of the expedition members. The longer the expedition, or the more negative events that occur during it, the more Will is diminished. Conversely, positive events increase Will.
However, using "Light of Will" with only the existing will system creates a dilemma: instead of restoring allies' health, the risk of their will collapsing increases. Unlike the tactical dilemma of how to defeat a powerful enemy, this doesn't feel like a particularly pleasant dilemma.
Accordingly, the existing will gauge was left as a fixed gauge for using the ‘Light of Will’, and the original purpose of ‘encroachment by Dark Shroud’ was expressed as a separate gauge.

The role previously occupied by the "Will" gauge will now be replaced by the " Corruption" gauge. As the expedition progresses, the purple Corruption gauge on the right will fill up, and when it fills up, you will face the threat of " Broken."
If you neglect the Corruption Gauge, the ‘Will’ Gauge will decrease and the opportunity to use the ‘Light of Will’ will also decrease accordingly, so it is important to manage Corruption or not to spare the ‘Light of Will’ and to use it quickly and appropriately.
There are many other related changes, such as the removal of the somewhat complex "shaken of will." However, you can experience these for yourself after launch! We've streamlined the system to its core as much as possible, so we expect you'll find it intuitive when you play.
[h3]Changes in the Pleasure District[/h3]
In previous developer notes, we've focused on the newly created 'Guild District' and 'Military District', but there are also changes to the existing Pleasure District.
First, We always felt it was a shame that there weren't many tactically challenging stages before facing the final boss in the Pleasure District, so at the end of the tutorial, you'll encounter the "Black Knight," engulfed in the Dark Shroud. While not as powerful as the bosses, you must fully understand and utilize the concepts introduced up to this point to defeat and advance!

There are more hidden facts about this Black Knight... We will leave them for future discovery. We hope many of you can discover the secret!
Also, a very large guiding pillar has been installed on the Sunset Docks stage! This was something we really wanted to do due to the stage's narrative importance, but we were pressed for time, so we finally managed to do it. We are grateful to the art team for their hard work.

Likewise, there are many minor changes, such as the placement of early guides and a complete overhaul of drop items due to the revamped blacksmith system. We are curious to hear what you think.
[h3]Changes to restoration rewards and respawn rules[/h3]
There have also been overall changes to the settlement UI and rewards related to the "Restoration," which is the core narrative and where all the game's important content unlocks are concentrated.
First, in connection with the previous "Memory Binding" overhaul, you can now check both "Overall Restoration" and "Character-Specific Restoration" in the Expedition Settlement window. As each character's inner self brightens, they unlock unique core skills and traits in addition to shared memories, making this a crucial feature, just as important as the overall restoration.
The theme of the related UI has also been organized more neatly.

Also, previously, there was a rule that prevented respawning within two adjacent spaces as a reward for restoration when the ‘Large Guiding Pillar’ was revealed, but since it was difficult to distinguish and recognize this area, we have reorganized it so that when a certain level of memolith are restored, the guiding pillars in the entire first and second half of the Pleasure Village will no longer become blurred.
In other words, when the Hideout's Memoith regain a certain amount of light, a definite "safe zone" is created in the expedition area. When returning from an expedition, you can intuitively confirm this condition on the map.

This month, we've taken a look at changes that align with our current theme: "Illuminating the Dark Shroud with the light of a light meter." These are points where we've put as much effort into the overall game experience as we have into tactical combat utilizing cold weapons.
Well, we’ll see you again next month with more new content!
Thanks, Survivors!
MEMOLITH