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0.9.1 Beta Update

[p]First of all, we want to extend our heartfelt thanks for the incredible amount of feedback you’ve shared! We spent a lot of time preparing for this update and had many worries going into the beta, but you’ve given us a lot of strength with your enthusiasm and support.[/p][p][/p][p]Before we released the official patch, we wanted to use this beta to check for and fix any issues. For those of you who haven’t gotten a chance to, you can join the beta test by opting in and updating the game on Steam.[/p][p][/p][p]We’d like you to freely share your thoughts about areas of the game you feel can be improved.[/p][p][/p][p]※ When updating to version 0.9.1 Beta, any ongoing runs will be reset.[/p][p][/p]
Combat Difficulty Adjustments
[p]If you’ve unlocked all upgrades in the previous version (0.8.2), your total currently held gold will be converted into EXP, allowing you to start around the early Level 50 range. This range is set to be the rough equivalent to the Base Attack Power of your fully upgraded character in version 0.8.2.[/p][p][/p][p]Our original intent was to allow players in the early-to-mid Level 50s to clear Chapter 4. However, we have determined that the HP of the enemies in Chapter 4 and Epilogue 1 were set slightly too high.[/p][p][/p][p]Therefore, we have lowered the overall difficulty so that players in the early-to-mid Level 50s can clear Chapter 4 more reliably. Additionally, we are aiming for Level 70 to be the point where players can clear Challenge Run by a relatively comfortable margin.[/p][p][/p][p]To achieve this, we have adjusted enemy HP across the board relative to the Final Boss, and we have also slightly decreased EXP requirements for Epilogue 1.[/p][p][/p][h2]Key Changes[/h2]
  • [p]Enemy HP Adjustments (Relative to the Final Boss)[/p]
    • [p]Chapter 2: Reduced by approximately 8%[/p]
    • [p]Chapter 3: Reduced by approximately 18%[/p]
    • [p]Chapter 4: Reduced by approximately 33%[/p]
    • [p]Epilogue 1: Reduced by approximately 40%[/p]
    • [p]Main Chapter Challenge Run: Reduced by approximately 33%[/p]
    • [p]Epilogue 1 Challenge Run: Reduced by approximately 40%[/p]
  • [p]Epilogue 1[/p]
    • [p]Slightly decreased EXP requirements[/p]
    • [p]Final Boss Enrage Timer: 180s → 210s[/p]
[p][/p]
Main Chapter Dungeon Layout Changes
[p]Since clearing Elite Monsters provided an Imprint and an Attribute, their clear value was so high that they tended to feel mandatory. This increased the importance of map layouts that allowed players to clear two Elite Monsters in a single path, making the gameplay experience depend heavily on whether such a layout appeared. Also, we determined that map layouts where players had to defeat up to 6 Elite Monsters in a run (under certain conditions) led to high player fatigue.[/p][p][/p][p]To resolve these issues, in Chapter 3, 4 and Challenge Run, we have reduced the number of Elite Monster encounters to one per area. In place of the second Elite Monster Room, we have added an Imprint Room where players can clear a normal wave of monsters to acquire an Imprint. Additionally, to compensate for the reduced number of Elite Monsters that you can clear, we have added an extra floor to the third area of Chapter 2, 3, 4 and Challenge Run.[/p][p][/p][p]Finally, to alleviate the difficulty of removing Curses, we have changed the Relic Rooms so that combat now occurs within them. Along with the new Imprint Rooms, we expect that this will make lifting curses much easier than before.[/p][p][/p][h2]Key Changes[/h2]
  • [p]Added an extra floor to the third area of Chapter 2, 3, 4 and Challenge Run[/p]
  • [p]Added normal combat encounters to Relic Rooms[/p]
  • [p]Reduced the amount of Elite Monster Rooms that appear to 1 per area in Chapter 3, 4 and Challenge Run[/p]
  • [p]Added a new Imprint Room[/p]
    • [p]Acquire 1 Imprint after combat[/p]
    • [p]Appears once per area in Chapter 3 and 4.[/p]
[p][/p]
Relics
[p]Internally, from what we have determined, the value of Relics and Imprints are not drastically different. Not every build requires a full loadout of Imprints, and we currently feel that Relics serve as a meaningful alternative for players. However, we have identified a critical issue with Relics. The Relic pool was so large that it was too difficult for players to obtain the specific ones they wanted.[/p][p][/p][p]To address this in this update, we have reduced the total number of Relics and shifted our focus towards increasing the value of individual Relic choices. We have removed some Relics that were either non-essential to builds or overly dependent on specific conditions to be useful. We expect this will make it much easier for players to select Relics they actually need. While the list of removed Relics may seem long, we have prioritized organizing the pool now while considering new elements that we plan to add in Epilogue 2.[/p][p][/p][h2]Removed Relics[/h2]
  • [p]Raven Talisman: Increases Crow DMG by 25%.[/p]
  • [p]Sewing Kit: Increases Needle DMG by 25%.[/p]
  • [p]Fragrant Flower: Increases Flower DMG by 25%.[/p]
  • [p]Shackles: Decreases Move SPD by 10%, but increases All DMG by 20%.[/p]
  • [p]Wolf Skull: Increases All DMG by 50% while HP is 30% or lower.[/p]
  • [p]Crawling Collector: Increases All DMG by 1% for every 1 Dice held.[/p]
  • [p]Smiling Ouija Board: Increases All DMG by 3% per 1 tag removed.[/p]
  • [p]Barbed Bangle: Increases All DMG by 10% for every 1 Curse held.[/p]
[p][/p]
Runes
[p]We are currently reviewing various opinions regarding the Rune System and are positively considering the addition of new Runes. Along with this, we are looking into transferring the functions of some recently removed Relics over to Runes (e.g., Effects related to Dice, Tag Removal, and Curses).[/p][p][/p][p]While we are still exploring several avenues to improve the Rune System, for this update, we have modified how the “Tag Lock” Runes function. We have changed them from activating simultaneously to activating sequentially. This will ensure that they are viable even when two are selected at the same time.[/p][p][/p][p]For other aspects of the system, we plan to monitor the current version after it goes live and adjust based on further feedback.[/p][p][/p]
Balance Changes
[p]We have noted feedback expressing disappointment regarding the changes to Spells. We changed Spells so that they assumed a more basic function in which they did not inherently generate the Attribute they were originally associated with. In particular, we really struggled with the removal of Needle Shot. However, since there are clear advantages to the changes we have made, we wanted to monitor the current direction a bit longer while we proceed with further updates.[/p][p][/p][p]For attribute balance, the Fire Attribute has been performing stronger than intended across all stages, so we have slightly nerfed the Fire Attribute. Conversely, we have buffed certain builds that have been underperforming. Regarding Summon Doll, we have determined that the previous “Attack Count Reduction” Imprint was not fun to use. Therefore, we have adjusted it so that attack count increases at the cost of reduced damage.[/p][p][/p][p]While it is difficult for us to perfectly balance every build, our goal is to tune the game so that most builds can reach a level where clearing the game is achievable.[/p][p][/p][h2]Key Changes[/h2]
  • [p]Singing Scissors[/p]
    • [p]CRT Stack Req: 3 → 2[/p]
  • [p]Base Burn Rate per sec: Decreased by 50%[/p]
  • [p]Flower DMG: 200% → 220%[/p]
  • [p]Synergy[/p]
    • [p]Fire 6[/p]
      • [p]Before: Increases Fire DMG by 400%. If Fire DMG exceeds a target's HP, the excess is immediately applied as Burn.[/p]
      • [p]After: Increases Fire DMG by 300%. If Fire DMG exceeds a target's HP, 60% of the excess is immediately applied as Burn.[/p]
    • [p]Magic 2, 4[/p]
      • [p]Before: Increases Spell DMG by 15%.[/p]
      • [p]After: Increases Spell DMG by 20%.[/p]
    • [p]Magic 6[/p]
      • [p]Maximum Spell Enhance: 30 → 40[/p]
  • [p]Imprints[/p]
    • [p]Scissors[/p]
      • [p]Increases Weapon DMG by 15%.[/p]
        • [p]After: Increases Weapon DMG by 10%.[/p]
      • [p]Increases Weapon Crit DMG by 10%.[/p]
        • [p]After: Increases Weapon Crit DMG by 15%.[/p]
    • [p]Giant Scissors[/p]
      • [p]Increases Weapon DMG by 15%.[/p]
        • [p]After: Increases Weapon DMG by 10%.[/p]
      • [p]Increases Weapon Crit DMG by 10%.[/p]
        • [p]After: Increases Weapon Crit DMG by 15%.[/p]
    • [p]Magic Scissors[/p]
      • [p]Decreases Sharpness gain by 90%, but increases all Spell DMG by 30%.[/p]
        • [p]After: Decreases Sharpness gain by 90%, but increases all Spell DMG by 20%.[/p]
      • [p]Increases Weapon Crit DMG by 10%.[/p]
        • [p]After: Increases Weapon Crit DMG by 15%.[/p]
    • [p]Broken Scissors[/p]
      • [p]Increases Weapon DMG by 15%.[/p]
        • [p]After: Increases Weapon DMG by 10%.[/p]
      • [p]Increases Weapon Crit DMG by 10%.[/p]
        • [p]After: Increases Weapon Crit DMG by 15%.[/p]
    • [p]Singing Scissors[/p]
      • [p]Increases Weapon DMG by 15%.[/p]
        • [p]After: Increases Weapon DMG by 10%.[/p]
      • [p]Increases Weapon Crit DMG by 10%.[/p]
        • [p]After: Increases Weapon Crit DMG by 15%.[/p]
    • [p]Summon Doll[/p]
      • [p]Doll Max Attacks -1. Increases Doll DMG by 150%.[/p]
        • [p]After: Doll Max Attacks +1. Decreases Doll DMG by 30%.[/p]
    • [p]Sewing Wheel[/p]
      • [p]Decreases Sewing Wheel duration by 30%, but increases its Spell DMG by 70%.[/p]
        • [p]After: Decreases Sewing Wheel duration by 20%, but increases its Spell DMG by 80%.[/p]
  • [p]Relic[/p]
    • [p]Red Shoes[/p]
      • [p]Before: Decreases Cooldown of all Cooldown Skills by 10%. However, decreases Max HP by 30%.[/p]
      • [p]After: Decreases Cooldown of all Cooldown Skills by 15%. However, decreases Max HP by 30%.[/p]
    • [p]Keychain[/p]
      • [p]Before: Increases Needle, Flower, and Crow damage by 10%.[/p]
      • [p]After: Increases Needle, Flower, and Crow damage by 15%.[/p]
  • [p]Curse[/p]
    • [p]Receive a Curse that increases Dash Cooldown by 30% for 3 Battles. Once the Curse is removed, Cooldown of all Cooldown Skills decreases by 10%.[/p]
      • [p]After: Receive a Curse that increases Dash Cooldown by 30% for 3 Battles. Once the Curse is removed, Cooldown of all Cooldown Skills decreases by 15%[/p]
[p][/p]
Bug Fixes & UI Improvements
  • [p]Fixed an issue where Singing Scissors would not unlock in Main Story: Challenge Run[/p]
  • [p]Fixed an issue where the map would not reset correctly when saving and loading in Main Story: Challenge Run[/p]
  • [p]Fixed a bug that allowed players to pass through walls with Rush and dashes[/p]
  • [p]Fixed an issue where doors or other objects could soft-lock cutscenes in certain areas[/p]
  • [p]Fixed an issue where Butterfly Walk would get canceled when other spells were triggered by the Auto-Cast Imprint.[/p]
  • [p]Added input delay to the Reward UI in Epilogue 1 to prevent accidental skips[/p]
  • [p]Fixed various system and UI-related issues[/p]
  • [p]Updated text and translations to their latest version[/p]
[p][/p][p]The Beta Test is still ongoing! If you are interested in participating, please refer to the link below for more information.[/p][p][/p][p]※ Progress made during the beta may not be carried over to the official update.[/p][p]※ For instructions on how to participate in the beta, please check this \[Link].[/p][p][/p][p]Thank you.[/p]