LeGaosaure

joined 2 years ago
MODERATOR OF
 

Announcement on Steam.


Hello, this is Kim Jihoon, director at Project Moon.

I write to share some information regarding the following subjects:
"Theater - Identity Stories -Sinner employee card resources changed" from the April 17th (THU) Scheduled Update Notice,
and our current "Walpurgis Night schedule".

I would first like to apologize for delivering this delayed response despite recognizing the issue early on. Due to several internal meetings, it took me some time to write and post this announcement in a timely manner. I apologize.

The employee card images applied to the current version of the game, which are reverse sides of the Sinners' employee cards that display their logos, will be replaced with new illustrations as soon as possible(current deadline - by April 30th, Wednesday).

I informed our users long ago that the mugshot illustrations present in the Theater tab will be replaced.
So, given that the mugshot illustrations were going to be changed, I became somewhat overzealous, wondering if there was anything I could express more of or elaborate regarding the Sinners' stories in their pre-employment statuses. Because of this, I wavered on making a judgment call, constantly delaying the finalization of the new mugshots' design directions, and prioritized other urgent upcoming schedules.

The current placeholder versions of the employee cards applied to the game are a result of that hesitation—I began to believe that the image change should be applied as soon as possible, given that we had shared the information that they would be changed long ago, and that the new Season was approaching fast.

However, this decision was problematic for both our players' and my expectations.

Therefore, to prioritize improving the employee card UI image qualities, we intend to produce new mugshot illustrations with minimal changes to the design directions applied in our previous illustrations.

After an impromptu internal discussion, we concluded that our schedule allows for the mugshots to be updated by Apr. 30th (WED).

However, please understand that, in favor of speed, there won't be any significant changes to the characteristics of each Sinner expressed in the previous versions of the mugshots in the re-drawn illustrations. Given that I wavered for such a long time on making any changes to them, we concluded that the lore and design direction of the previous mugshot images were already good.

Also, I regret to inform you that the Walpurgis Night event will be released after Canto 8 is complete, so I beg your forgiveness and patience.
As we are currently all-hands-on-deck for the development of Canto 8, attempting to match the beginning of our Walpurgis Night event with the real-life Walpurgis Night again could cause a significant delay, so I decided to forgo that choice this time.

Once again, I sincerely apologize for causing our managers this inconvenience.

I will try my best to ensure that similar cases do not occur again.

Thank you.

 

Announcement on Steam.


Hello, this is Project Moon.

We have added a new function to be able to set different fonts for title vs. content texts when using custom fonts. (ex) Set different fonts for ID Skill names & descriptions)

Please refer to the following link for a tutorial on how to apply the custom languages.

[제목, 본문 폰트 별도 적용 방법]

  1. Find the following folder: "LimbusCompany_Data/Lang/(your Custom Language folder name here)/Font".
    ex) If your Custom Language folder is called "lang1", find the "LimbusCompany_Data/Lang/lang1/Font" folder.

  2. Create two new folders "Title" and "Context" in the above directory.

  • Title: For "titles"
  • Context: For "content"

  1. Add the fonts you want to apply in each respective folder.

  1. Run the game.

Also, we are planning to deploy the following fix with our next update.

To be fixed:

  • An issue where, when implementing Custom Languages, custom fonts and official fonts could load in simultaneously next to each other when alphabets or letters that are shared between one of the official languages(KR, JP, EN) and the applied Custom Language are present

We will bring additional changes and improvements to the Custom Language function to help provide a more accessible gameplay experience.

Thank you.

[–] [email protected] 1 points 3 weeks ago

The voice actors nailed it and it's glorious ^^

Glad you enjoyed this =)

[–] [email protected] 1 points 3 weeks ago (2 children)

A very good April Fool's, yes. Project Moon really went above and beyond this year ^^

[–] [email protected] 1 points 1 month ago

I was extremely not expecting this, but I'll hold the condiment tray for them ^^b

[–] [email protected] 2 points 1 month ago (1 children)

I thought of you when I saw this teaser ^^

[–] [email protected] 1 points 1 month ago (1 children)

Now that you mention it... I can see the potential, yeah.

[–] [email protected] 2 points 2 months ago

I see, I can understand that, I'm the kind to always be overprepared too x') Your employees are not that lacking in number nor levels, though. Your Briah layer is super solid in that regard, and with a bit of focused training + LOB points you should be able to bring up to speed your most fragile Agents. Trying for 5 Agents everywhere might be tempting, but it's generally better to not spread ourselves thin trying to train and equip and manage more people than we have the resources for. 3 Agents per Department (on average, depending on your facility you might want to deploy them differently) can do the job, if you can reasonably bring more it's good but not absolutely necessary.

[–] [email protected] 2 points 2 months ago (2 children)

Keeping in mind that I didn't play myself so I'm far from a specialist: the more you progress in the game, the more challenges it will throw at you on top of managing the Abnos, so while you of course can't avoid dealing with the Abnos I'd personally try to avoid those that force me to pay even more attention than average, like the Train, the Button, or Happy Teddy Bear, though which Abnos count for you depends on your comfort with them. On the other hand your current facility doesn't have the most... explosive combinations I can think of, which is nice. If you do restart, avoiding Abnos that create chain reactions when they're all in the facility would be preferable.

I don't have a firm opinion on restarting or going on. Hoping that someone else will come in to help!

[–] [email protected] 1 points 5 months ago (2 children)

Project Moon heard your desperation ^^

[–] [email protected] 1 points 6 months ago

Thank you! Though I don't understand github enough to see if this mean the fix will apply with the next update of the instances or if it's supposed to already be deployed? If someone could clarify for me I'd very much appreciate it!

[–] [email protected] 6 points 6 months ago

Thanks everyone for your confirmations. I'll keep the workaround in mind in case this doesn't get solved soon, and can confirm it worked for me before.

[–] [email protected] 1 points 6 months ago

※ Additional Error Fix Notice (Hotfix ETA: 10/3 19:30 (KST))

▶ (JP Only) Fixed an issue where the translation for the description of Zwei West Section 3 Ishmael's Skill 2 Coin 3's effect stated that it inflicts "Tremor Count" instead of Tremor

Before: Inflict Tremor Count equal to ((Tremor Count on self)/2)

After: Inflict Tremor equal to ((Tremor Count on self)/2)

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