This one is focused on everybody’s biggest complaint with the game these days: enemy variety. Four new enemies have been added, and two new minibosses have been added. There were already something like 40-50 enemies in the game, but given that many of them were unlockables or limited to just specific region types, that made them feel thinner on the ground than they really were.
In particular espers were annoyingly ubiquitous. Well, espers are no longer native to the grasslands, since those now have enough other monsters to take their place now. Espers will also be withdrawing from various other time periods as more monsters are introduced.
In general, adding more monsters will be our major focus for most of this week unless something else comes up, and then after that the focus is probably going to be on more exploration rewards plus more mission types. That’s the current plan, anyhow!
Check out the release notes if you want the goods on the new monsters, or just wait and experience them in-game if you want to avoid spoilers. There’s also a number of notable bugfixes, including that “stuck in urban crawler” one and a fix to an exploit that made shields ridiculously overpowered in journey to perfection missions.
More to come soon. Enjoy!
UPDATE: 1.012 fixes a bug that was causing exceptions to be thrown in some worlds when missions were completed in the prior version. Sorry about that!
This is a standard update that you can download through the
in-game updater itself, if you already have 0.500 or later. When you
launch the game, you’ll see the notice of the update having been found
if you’re connected to the Internet at the time. If you don’t have 0.500 or later, you can download that here.
Since downloading this update I can’t complete any missions — I get a huge red error spew and don’t get the rewards, and the mission doesn’t know it ended.
I can confirm missions are broken got this error message:
ProcessAsertionFailure while IslnAbilityDeserializationOrProcessing,Message:Object reference not set to an instance of an object
at Mission.GetMissionAdditionalRewardsMaterialList(Boolean IsForDisplay,AbilityUseResult Result)[0x00000] in :O _
at Mission DoMissionSuccesLogic (.AbilityUseResult)[0x00000] in :O _
at Mission.FinalizeMission(MissionConclusionType ConclusionType,.AbilityUseResult)[0x00000] in :O _
at Ability.TryExecuteInner(.GameEntity UsingEntity,.GameEntity TargetEntity,.QueuedAbilityUse QueuedAbilityUse,.AbilityUseResult Result)[0x00000] in :O
UsingEntity:null
TargetEntity:null_
QueuedAbilityUse.Ability.TypeData.Type:AnnounceMissionSuccess
Hope it Helps! need to complete that first mission 😀