✅ ソースは次の方法で検証されました スチームコミュニティ
- パッチのタイトル: 💡Update Information for 4/21💡
- パッチのリリース日: 4月 21, 2024
The developer of HoloParade has released a new update for the game on April 21, 2024. この新しいアップデートで確認または変更される予定の新しい点は次のとおりです。. この情報は Steam の公式発表から直接抜粋したものです。
I have implemented the following updates for #HoloParade:
■Specification Changes and Improvements
-
Expansion of the number of savable formations from 5 に 8
Due to the addition of stages requiring Gold Aura and mascot parades, we have expanded the number of savable formations. -
Change in the specification for gaining motivation when an ally is defeated during the parade
I have changed it so that you gradually gain motivation when both enemies and allies are defeated.
(This is a compromise between the old and new specifications)
Due to the series of specification changes in the major update, I have adjusted to ensure that the difficulty level does not change as much as possible. しかし, this is based on the assumption that players will adapt to new strategies and master them, and core players who were accustomed to the old specifications may feel that the difficulty has increased.
One reason for this is that the specification has changed from gaining motivation when defeating enemies to gaining motivation when an ally is defeated.
ゲームの後期段階, especially in levels with many enemies, it is necessary to skillfully use A-chan’s beam to keep the front line. さもないと, you will likely feel that the difficulty has significantly increased.
Considering the above,
while retaining the good aspects of the old specification where you can fight more than expected on stages with many enemies due to more opportunities to gain motivation,
the intention of the new specification is to provide a chance to regroup when the front line allies are defeated rather than just gaining an advantage when pushing forward,
and we have changed it so that a small amount of motivation is gained whether an enemy or an ally is defeated.
■バグ修正
- Correction of the issue where the status increase due to affinity was slightly lower than originally intended
- Correction of an issue where the CT was reversed between the high-cost and low-cost versions of some URs.
- Correction of English translation
Despite the changes above, except for a very few event stages (the final of the Blue-Red Trials & Endless Trials), all high-difficulty stages can be cleared without limit breaks and with a purple rarity abilities through creative formation and gameplay.
Even if it feels like there’s no room for creativity due to the simple controls, small differences in timing can lead to surprisingly different outcomes! (This applies to new features in the major update as well)
しかし, this also means that, 最初から, there has been a significant difference in how players perceive difficulty, making game balance adjustments extremely precise.
I anticipate making further fine adjustments in the future, and I aim to consider these carefully while listening to your feedback. 今後ともよろしくお願いいたします!
この新しいアップデートの詳細については、, 上記の公式ソースを確認してください.