✨ New Features & System Revamp
- Variant Recognition Effect: When a Variant monster appears in a reward pack, it will now trigger special visual and sound effects to make it easily recognizable.
- EXP Acquisition Revamp (Essence/Blueprints): The way EXP accumulates for monster essences and facility blueprints has been improved.
- Previously, the initial acquisition gave too much EXP, making the difference between clearing Stage 1 and Stage 4 negligible.
- Now, EXP accumulates more steadily throughout the run, making it significantly more rewarding and valuable to clear up to the final stage (Stage 4).
- Trial Difficulty Additional Rewards: Clearing a boss on Trial difficulty or higher now grants additional [Memory Fragments] and [Abyssal Ink] based on the chosen Trial level.
- The bonus amount is proportional to the fragments/ink you manually acquire by skipping reward packs during that stage.
- Clearing all the way to Stage 4 yields the highest amount.
- Reward scaling caps at Trial Level 20. At Trial Level 20, clearing Stage 4 will grant roughly twice the normal amount of resources.
⚖️ Balance & Changes
- Transfer Cost Reduction:
- The overall costs required for the Monster Transfer system have been reduced.
- Notably, the cost to transfer 'Variants' has been drastically decreased.
- The cost to transfer Traits of 'Normal to Heroic' grades has also been significantly reduced.
- Debuff Timing Unified: The [Collapse] debuff now triggers at the start of combat, consistent with other debuffs.
- Equipment Stat Change: The stat affecting the Attack Roll and the Part stat bonus for the [Frostfang Greatsword] has been changed from Dexterity (DEX) to Strength (STR).
🛠️ Bug Fixes
- Fixed an issue where pressing the
? button in the Event screen displayed nothing.
- Updated outdated tooltips and descriptions to accurately reflect recently changed mechanics.
- Fixed various minor UI and text localization errors.
💌 Developer Comment
We sincerely apologize for the disappointment and inconvenience caused by the excessive costs of the newly introduced 'Transfer' system.
The pricing was unreasonable and failed to carefully consider the time and effort you put into acquiring these transfer elements. With this patch, we have increased the supply of related resources and drastically reduced the transfer costs. Moving forward, we will pay much closer attention to your gameplay experience and efforts from the very early stages of system design.
For the time being, we will focus on stabilization—making minor QoL improvements and fixing newly discovered issues based on the current version. After that, we will dive back into developing full-scale new content. To provide a richer and deeper experience, we plan to take a slightly longer development period for the next major update to ensure we prepare sufficient content.
Thank you to everyone who always plays Dungeon Within and provides invaluable feedback to help us make a better game.