Crimson Keep Chapter 1 I Can t Click to Continue on the Menu

New Chapter Added


- Winter has come, and it has led to the addition of a new chapter set with a winter concept.

This new concept that we have been waiting for so long is set in a cold land of water and ice.

You are always trembling in the cold, and during the expedition, you can keep an eye on the chapter exclusive thermometer on the upper right-hand corner, so that you can keep yourself warm near a bonfire or by a fireplace inside the house.

If the fire dies out and you have to reignite the bonfire or the fireplace, you will need "Fireflower" that can be found throughout the game, and "wood," which you are already familiar with.

New massive system "Monster Conquest" is added


- A new system of conquest has been added to forget about the past when the wild monsters struggled to catch the soul but then had to blow everything up after clearing the stage.

The monster soul obtained in the wild adds one level of monster conquest level per five souls, and each monster has five conquest levels.

The conquest experience is translated into experience points according to the number of souls after the stage is cleared, and When the conquest level of a particular monster increases, the player gets a random skill, which is automatically cast each time the monster is summoned.

However, monsters that are summoned through a card cannot activate their conquest skill, and the conquest skill can be repeated and overlaid on an existing skill. Also, the power of the conquest skill is increased by three times according to the level of the monster. In the future, we will continue to add more conquest skills.

Three new monsters added from Chapter 2


- They are lowest-level long-distance ground monsters that roll snow in seconds with their cold breath to attack. Unlike other long-distance monsters, they cannot damage airborne monsters because they roll snow from the ground. It causes damage through rolling the snow, so it can be blocked by even a small obstacle, but as it rolls, the snowball gradually grows over three stages, causing more damage. Also, the snowballs have ice property, which slows down enemies.


- They are the lowest-level airborne monsters that attack any flying creatures by approaching quickly and biting with their sharp teeth. They are the worst predators for low-level airborne monsters. Two can be summoned as an ally, and they are able to tear enemies to pieces in the air with no mercy, despite their low HP.


- They are low-level airborne monsters that have evolved from electric rays into its current deformed form that allows them to use fins like wings. They are able to attack from both in the air and on the ground, and they generate electricity from the horns of their heads to emit electricity in all directions using their entire body. It is a natural enemy of the killer bird and the only airborne monster that is able to float on ice without a worry.

Three new types of monster cards added


- Three new types of monster cards have been added to Chapter 2.

Four Elements Added


- Fire, ice, poison, and electrical properties have been added. Although the effect was incomplete with the previous version, we have completed more than 80% in this update and plan to complete the rest in future updates.

New curse 'Block One Card Slot' added to the emergency exit


- A new purple emergency exit has been added. Forced escape from the stage via this exit will start the curse of block one card slot on the next stage.

Added function to view the last ten items acquired


- In case you miss information when you acquire many items at once, you can expand the window to check missing information again on the information window of the lower right of the game screen. You can use the shortcut F1 or the expansion icon in the lower right corner to click and turn the extension on and off.

Modified UI Design and Hide Features


- We modified a UI Design on the center of the right-hand side of the game screen. For those who use the shortcut key instead of clicking, we designed a hide function so that you can turn it on and off by clicking the hide function.

Progress length of Chapters readjusted
- Playing just one chapter for a long time can be boring, so we plan to reduce the number of stages per chapter for rapid progress and immersion. The length of progress will be adjusted appropriately every time a new chapter is added.

Elimination of move chances like two spaces forward or one space backward, and reduction of escape-type missions
- The move chances of two spaces forward and one space backward have been eliminated in scroll travel in order to find the balance of preventing overly fast progress and eliminating wasted time. However, in the escape-type mission using the portal, instead of going two spaces forward, we have changed it to just one space, in order to speed up the progress at the appropriate time. Instead, we have decided that even one space could cause confusion and progress the game too quickly. As a result, we decided to reduce the number of escape type missions. We are also considering the possibility of reapplying the previously removed move chance with the new chapter additions and updates.

Change of progress map at the bottom of the scroll
- The player icon originally started from left and progressed one space at a time to the right, but this update has centered the player icon, and the left-hand side of the progress line will show events that have already passed, and the right-hand side will display the upcoming events in advance. In addition, the design of the progress indicator has been modified on the scroll and the distance of the scroll objects will be displayed in relation to the player icon. Unfortunately, we have not been able to apply many events in this update, but we will continue to add new events from the scroll trip as a result of future updates.

Video guide Auto-open functions added
- To quickly and conveniently explain the game system by video guides, the video will automatically open. You can turn it on and off from the game's gear-shaped option icon.

In the tutorial battle, the warrior hero does not gain experience.
- In order to prevent the influence of the negligible tutorial and consider the beginners, no hero will gain experience on the tutorial stage. A hero can gain experience from the actual stages.

You can turn the 'player status window' on and off on the game over screen.
- The reason for allowing the status window and other functions to be turned on and off on the game over screen after death is to help the player by looking back on this play and help them make a better choice for the next play by looking at the options, the items installed or used, the skills acquired, and so on.

The rabbit's card store on the main menu screen has been modified to appear on the scroll progress map from Stage 2.

The field design of the tutorial stage has been modified slightly.

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Source: https://store.steampowered.com/news/?appids=930470&appgroupname=Crimson+Souls&feed=steam_community_announcements

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