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Notice Regarding Score Adjustments for Chapter 9-1

◆Due to the effect of the newly implemented “Legacy” (Eternal Bottle), which has increased the achievable score on this stage, and separately because it is possible to achieve scores that are extremely high compared to other stages when playing in “True Pure” mode (without bringing items), we have decided to adjust the scores when the Unique Enemy Route is implemented (around the week after next).

(The score calculation formula for this stage is the product of three factors (Level × Energy × Skill Level), so even a small difference can result in a much larger discrepancy compared to regular stages, which use the product of two factors (Level × (Stat + Weapon Stat)).

For example, in the equations y = x² and z = x³, when x = 2, y is 4 and z is 8; however, when x = 3, y is 8 while z becomes 27.)

→ We plan to balance the stage so that, combined with the Unique Enemy Route, players can earn rewards worth around 2,000 to 3,000, and we will likely adjust the overscore limit from 15m to 50m.

Regarding the Unique Enemy Route, we plan to test it for a few days in the beta version first, evaluate the score multiplier, and then implement it.

◆The above adjustments will be made when the Unique Enemy Route is implemented.

Additionally, even after the update, the reward changes will not take effect until a new high score is set.

→For reference, we’ve included a version with a 50m score cap in the data. You can play this adjusted version by deleting “wdat92.dat” in TacticalNexus\tmp1\wwdata\ and renaming “wdat92_.dat” to “wdat92.dat” (essentially overwriting it).

(You cannot play the unique enemy routes in this version yet.)

This is intended solely for players who want a hardcore experience; there is no need to update your data otherwise.

◆The effect of the Eternal Bottle is intended to remain as is.

(If a stage were to accidentally appear where you can earn over +5,000 in rewards on its own, we might take measures such as adjusting the EXP multiplier from 100% to 50% or setting the base increase to 200% to disable the doubling effect—but we’ll address that if and when the issue arises.)

→The current intent behind the “Eternal Bottle” effect is to serve as a “precautionary measure in case a stage emerges where the “Last Inflator” becomes unmanageable due to stat inflation.”

We are currently anticipating that the final Sunstone count will reach 200,000, and due to the game’s end-game stat design, all stages up to Chapter 5 will be clearable using only the stats boosted by the “Sunwisher.”

(Initially, we had planned for the final Sunstone count to be around 50,000, but since that is no longer the case—and since we’re basically of the “if the game breaks, let it break” school of thought—we don’t plan to make many adjustments in this area.)

On the other hand, future stages tend to feature enemies with higher stats, and in the “Last Inflator,” where HP is tripled and stats are multiplied by 1.6, it’s possible that the game will become unbeatable due to a pure lack of stats.

As a countermeasure, we’re considering implementing Legacies with extremely overpowered effects—such as equipping a weapon with 255 ATK in the second slot using 99,999 Sunstones in the late game—but even this doesn’t guarantee you’ll be able to clear the game (in fact, this Legacy will generally be a disadvantage until you reach high levels).

Since Legacies become increasingly powerful toward the end of the game, I believe it will be fine regardless. However, in the unlikely event that this still proves insufficient, I’m considering adding a mechanic where “Eternal Potions are placed around the middle of stages” and boosting the Eternal Bottle Legacy level with extreme effects such as “setting the base ATK increase to 5,000” or “setting the MP increase to 50” to provide a boost. 

(I believe that “Legacies that drastically boost stats at the start of the game” can lead to a lull in the middle of the game, so adding the intention for the Eternal Potion to serve as a “midpoint where you can instantly boost your stats” will help establish a clear objective during gameplay, making it easier to play and creating a better sense of pacing.

In reality, neither the players nor we will know for sure until next year or the year after.)

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