Hello everyone!
This update focuses on improving controls, making several gameplay adjustments, and fixing various bugs!
Changes
- For dungeons starting from "———— Day 1", you can now view more detailed information about the final boss from the Select Dungeon screen and the Dungeon Guide.Additional boss stats are now displayed when clicking on the boss icon.
- In the Gem Transmutation screen, you can now place a held Gem into a Transmutation Slot simply by clicking on it.As before, you can still place Gems via drag-and-drop.You can also click on a Gem already placed in a Transmutation Slot to return it to your inventory.
- Added key indicators from Keybinds to the Gem slots.Please note that if a key other than a letter or number is assigned, it may not be displayed due to limited space.
- Adjusted so that when using a Gem that increases Gem damage, the damage dealt to ally units will no longer increase.
- Adjusted so that self-inflicted damage from skills or Gems is no longer blocked by buffs such as [â–˛Mettle], [â–˛Sacred Tool], or [â–˛Poison Shell].This change ensures that self-damage used to activate buffs like [â–˛Fury] or [â–˛Compensation] will no longer be negated by defensive buffs.
- Adjusted how certain bosses’ skills select their target units.For example, in the boss fight of the dungeon “Depths of the City of Avarice,” skills used by the boss are now less likely to target Gold Star and similar units.
- Adjusted the Too Heavy message displayed on the Change Party screen so that it no longer overlaps with the HP of Reserve Units.
Bug Fixes
- Fixed an issue where, when a specific Sticker was equipped, using the Potion Gem during battle would sometimes not consume the Potion.
- Fixed an issue in the Upgrade Dungeons screen where a Gem’s description text could differ from its actual effect.The descriptions in the Upgrade Dungeons screen have been corrected.
- Fixed several minor visual issues and typos.
Notice
- Regarding the final bosses from "———— Day 1" onward,we believe that some aspects of their design may have unintentionally limited players’ strategic freedom.To address this, we plan to adjust the bosses’ performance so that a wider variety of builds can be used to challenge them.Our planned direction for these adjustments is as follows: Relax certain mechanics that excessively restrict specific actions. Keep each boss’s core traits and behavior patterns unchanged.Please note that this update is not a “nerf”, but rather an effort to increase strategic freedom.We will take great care to ensure the overall difficulty remains largely consistent.Once the balance adjustments have been implemented, we will provide details in the patch notes.We appreciate your patience and understanding as we work on these improvements.
If you encounter any issues or bugs, please report them on the official Vivid World Discord!
Thank you for your continued support, and we hope you enjoy Vivid World!