0.9.5 Antiques!

Hello, Retrievers! [img]{STEAM_CLAN_IMAGE}/43311458/0578c66e82e520eca3c0eb318a126cb92c0708fd.png[/img] Today, we bid farewell to the Formula system and introduce the new system: Antiques. [h2]Formula[/h2] Formula was a concept born out of necessity. Since gear was dependent on teammates, there was a need for a component independent of teammates. Initially, the Formula had the following roles: A deck-building component not dependent on teammates A role in adjusting probabilities (The reason Gestor was continuously linked with Formula was due to sharing this characteristic) A solution for unanticipated crises (injuries, grey resources, etc.) without using teammate slots As the concept evolved, Formula began to fulfill additional roles: Rewards in various scouting and event scenarios Feedback for specific playstyles (like completing a mission with four people using a secret weapon) However, due to design issues, after several changes, we determined that Formula was no longer contributing positively to the game experience. Given the dice-building nature of the system, the card-formula was always meant to be ancillary. Its effects and mechanisms were intended to adjust probabilities, not directly solve problems. For example, the original basic Formula, which scattered a resource when two teammates entered, was meant to be used for assessment and decision-making before fully engaging in an attempt. However, the requirement of fulfilling a quest to use it and the card consumption mechanism led players to have higher expectations of the Formula's utility. This mismatch led to feedback on Formula's underperformance, which was followed by a patch significantly enhancing the utility of the basic Formula. This change led to Formulas becoming as effective as teammates, making them too important in solving quests. The situation where the secondary overtook the primary led to increased fatigue from overusing Formulas, and other Formulas besides the basic ones became relatively underused due to their lack of effectiveness. At this point, we decided to add a new system to replace Formulas, focusing on the following constraints and objectives: No direct interaction required by the player Designed to influence playstyle without concentrating decision-making at one point Supports a focus on dice rather than detracting from it After much deliberation, we came up with the Antiques system. [h2]Antiques[/h2] [img]{STEAM_CLAN_IMAGE}/43311458/61200205f7eef65dcd4744920d639a5b2df129a7.gif[/img] Antiques are passive elements that assist in resolving situations. Divided into three rarity tiers, Antiques provide subtle assistance in tier 1, interact with the team and influence decision-making in tier 2, and have a significant but hard-to-find impact in tier 3. The method of acquiring Antiques remains similar to Formulas, either by completing missions with a certain probability or as additional rewards from scouting, landmarks, and specific missions. [img]{STEAM_CLAN_IMAGE}/43311458/20213d4889dfd4600a12061b47fcae2447bf04bb.gif[/img] You can hold up to three Antiques, viewable in the teammate management view and on the board. There are currently about 50 different Antiques in the game. We hope the introduction of Antiques will provide a more enjoyable and comfortable experience. Changes ✨ Gear Attribute - 'Destroyed After Mission' has been removed, and the method of choosing the first teammate for a new run has been changed to selecting Antiques. Bug Fixes 🐛 An error in the initiation judgment when using 'Pocket Arbetti' has been corrected. 🐛 'Bouncy Foot' activating on all entries, not just rushes, has been fixed. 🐛 'Cassie' changing or adding 'Persons of Interest' upon resume has been corrected. 🐛 'Velvet' not triggering the effects of 'What if Projector' properly has been fixed. 🐛 The action 'Remove All Harmful Auras' not functioning has been resolved. 🐛 'Annoying Lightness' not making heavy resources light has been fixed.