Update #43 - Small update
Hi! Today we're releasing a small update with a number of balancing changes and bugfixes that should improve the overall experience:
Gameplay changes:
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Decreased amount of Summoners spawned in a fight
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Made it so guardians will be spawned in a room that matches the style of the fight (more open, or with more cover).
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Slightly changed the layout of a couple boss rooms.
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Increased initial and per-floor charges of Amulets that use charges.
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Reduced cooldown of most amulets with unlimited charges.
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Decreased power/duration of most amulets with unlimited charges. We think that amulets with unlimited charges felt a bit too powerful in short fights, were a single use of the amulet is always available right away. Reducing their power and cooldown makes them useful tools, available more often, but not overpowered.
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Increased a bit effectiveness of Argo's Resolution.
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Decreased effectiveness of Carina's Unmatched Talent.
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Slightly decreased enemy damage boost on missions with higher threat levels.
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Decreased power of the skills that increased weapons' damage per level.
Improvements:
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Increased enemy spawn sound volume a bit.
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Decreased TAA (Used when Antialiasing is set to "Very High") blurriness a bit, should mitigate the "seeing double" problem.
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On Scavenge fights, a few shards will be spawned right away.
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Made cutscene texts more readable in Japanese.
Bugfixes:
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Should have fixed a bug when entering a boss room and trying to leave right away while the intro cutscene is being loaded.
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Fixed bug in the random room generation algorithm that allowed several repeats of the same room type to be spawned on specific circumstances.
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Fixed minion bar switching too soon to "X Minions remaining".
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Fixed double purchases when using a controller in the skill tree.
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Fixed Forge being always shown in the map key.
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Fixed Mana Shield being half as effective as intended.
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