I've finally added a "random trap placement system" that I've wanted to implement for a long time.
By unlocking the Idea Stone located in the final dungeon, random traps will now be placed in dungeons all over the world.
There are only three types of traps in this version, but I hope to gradually add more in the future.
In this version, magic-based traps are placed in areas controlled by the Red Church (churches and ruins), and bear traps are placed in all other areas.
Additionally, we've fixed some remaining bugs from the previous update.
Please see the update notes below for details.
So, here's what's in this update!
[New elements]
- Added a new idea: "Random Trap".
- We've added a new trap: "Bear Trap".
- We've added a new trap: "Chain Restraint Trap".
- We've added a new trap: the "Triangular Horse Trap".
[System adjustments]
- Fixed a bug where, when automatic battle mode switching was enabled, the player would become unresponsive after manually switching modes while an enemy was nearby and then examining objects activated by the confirm key, such as Idea Stones or treasure chests.
- Fixed a bug where, when automatic combat mode switching was turned OFF, the game would automatically switch to combat mode if you examined an object activated by pressing the confirm key while an enemy was nearby.
- Fixed a bug where Rain's "Time Acceleration" would fail to activate if the user moved immediately after using it while it was stacked at Lv.2 or higher.
- Fixed a bug where the accumulation of status changes (such as arousal and sleep) from items like aphrodisiacs and Runa's cooking was double that of the 30FPS setting when the frame rate was set to 60FPS.
- Fixed a bug where HP and MP natural recovery speed was doubled when the game was set to 60FPS.
- Fixed a bug where the EP decay rate and UP/LP accumulation rate were doubled when the FPS setting was 60FPS.
- Fixed a bug where the decay rate of buffs and debuffs (including the decay of enemy stun values) was doubled when the game was set to 60FPS.
- Fixed a bug where some UI animations would run twice as fast when the frame rate was set to 60FPS.