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Update notes via Steam Community
  • Added a smoother endgame difficulty curve for the main campaign after Stage 100. Normal and Hard difficulty progression remain unchanged.
  • Added infinite depth to cleared Trials: the first repeat run greatly strengthens the boss, with each subsequent depth increasing the difficulty further. A Pure Heart Clover can be earned every 5 depths.
  • Adjusted the difficulty of Level 60 Trials, and added Trial depth, stat multipliers, and reward progress to the map interface.
  • The summon limit is now calculated independently for each caster.
  • Summons now inherit their caster’s Bond damage and resistance bonuses.
  • Summons created by “Casting Diffusion” now additionally inherit 30% of the regular stat values from each of the other two permanent party members.
  • Damage and damage-over-time skills from a Mage’s own equipment now deal 50% more damage to the primary target.
  • Reworked the Incense targeting algorithm so that matching species are intended to account for roughly 50% of total drops, instead of being diluted by the number of species in the pool.
  • Adjusted the colors and border effects for Common, Uncommon, and Everdream rarities. Everdream now features a silver-white dual-tone breathing glow.
  • Fixed an issue where animated Shiny portraits could show frame bleeding and horizontal stretching under D3D12.
  • Fixed automatic line-wrapping issues in the Simplified and Traditional Chinese Incense tutorial and Trial depth prompts.
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