定期更新 来自:Dark Stone: The Lightseeker 已发布 10月12日周一 Patch Notes #1 for October 12.
Oct, 12 Patch Note (Ver.0.62)
I found many of user who played a couple of campaigns think that it is very easy to make a specific build. If you already edit your team like a “Dream team” from start, it can induce players to stay in their comfort zone. There is no reason to find units to make new combinations and synergy because they are already strong enough. (There is nothing lacking, so there is nothing more to do)
As s consequence the game will become repetitive and boring. The stronger the initial characters are, more the game becomes repetitive. So I decide to make starting units unchangeable. I hope user to experience a different play each campaign with different team.
But I also have a plan to make team editable with a different mode or different way in the near future.
Changes
- Decreased number of starting units from 7 to 4.
- Starting units are not changeable.
- At trial level 0, only 2 kinds of enemies show up for each stage and the number of kinds of units increase as trial level goes up.
- Increased default reward for stage clear from 4 to 5.
- The price of units at the shop is equal to their costs(e.g. Cost 3 unit = Gold 3).
- Reward units are limited to enemies who were opponents in the previous stage.
- Replaced the word "Skill" for unit to "Power".
The number of starting enemy units no more increase by trial level.
- Trial Level 1: The number of starting enemy units increases.(4) --> Stage clear reward decreases.(4)
- Trial Level 7: The number of starting enemy units increases.(5) --> The Health recovery of the hero decreases.(4)
- Trial Level 13: The number of starting enemy units increases.(6) --> The Health recovery of the hero decreases.(2)
- Trial Level 19: The number of starting enemy units increases.(7) --> Stage clear reward decreases.(2)
Improvement
- Made tutorial simple and easy to clear.
Localization
- Updated Russian localization for several expressions and words.