Greetings, Descendants! This is The First Descendant Dev team.

 

In this Dev Note, as mentioned in Dev Note vol. 8, we'd like to tell you about our progress with the mission gameplay content improvements. As previously announced, in preparation for the launch, the Dev team has changed the structures and rules of the fields. To accommodate these changes, the Dev Team is in the process of redeveloping missions, contents, and monster placements. Given that missions are the most integral part of The First Descendant's co-op PvE experience, various improvements are in development to bring tangible change and more fun gameplay.

 

To this end, we are working diligently on noticeable improvements, from meticulously enhancing the Mission UI and UX to introducing new features such as Instance Dungeons. In this Dev Note, we want to share our current progress in as much detail as possible.

 

(All images included in this document were captured directly from the build in development.)

 

Instance Dungeons

The biggest change pertaining to mission gameplay is adding Instance Dungeons. Not only are Instance Dungeons intended to offer convenient mission gameplay, but our goal is to guarantee content volume and variety. Specifically, in addition to Intercept Battles, we aim to establish Instance Dungeons as end-game content. To allow a variety of gameplay for many players, both single-player and co-op gameplay are supported, and the difficulty level can be adjusted according to the number of participants.

 

[Reclamation Operation (Instance Dungeon) Terminal Screen]

 

First of all, the Instance Dungeon is called [Reclamation Operation] in-game. You can enter it through the terminal in Albion. You can also enter each dungeon through Mission Beacons in the field.

 

As shown, there are Normal and Hard difficulty settings. Both difficulty settings use the same map, but there are big differences in the actual gameplay and content system. While clearing the given mission is the focus of Normal difficulty, Hard difficulty is a mode with a stronger end-game character, providing a bigger challenge and offering distinct rewards based on how the level is cleared.

 

[Reclamation Operation Hard Mode Start Screen]

 

As shown in the screenshot above, players whose goal is not to just clear the dungeon can select additional difficulty options to aim for higher rewards. We wanted to provide players with the enjoyment of working closely together in a party to brave higher difficulties.

 

In addition, we worked hard to make strategic gameplay more fun by introducing new hidden mechanics and traps. Our goal is to establish "Reclamation Operation (Instance Dungeon)" as a key component of The First Descendant through its implementation of difficulty, strategy, and challenging tasks.

 

[Instance Dungeon Difficult Mode Gameplay]

 

Matchmaking System Improvements

A "Private" option has been added to matchmaking, which many requested during the previous Crossplay Open Beta Test. In an Intercept Battle or a dungeon, you can play alone or in a party using the "Private Matchmaking" option. When playing alone, you will be entered immediately, and when in a party, the Party Leader will select the "Private" option and then enter with the Party Members.

 

Furthermore, the "Close" option has been added to the matchmaking screen. Previously, the player had the inconvenience of having to remain on the screen until matchmaking was completed, but now you can close the screen to resume your gameplay! When the matchmaking screen is closed, the HUD indicates the matchmaking progress. If you start a new matchmaking process from another void battle or dungeon, the previous one will be cancelled.

 

[Improved Intercept Battle Matchmaking Screen]

 

[Matchmaking Progress Indicator on HUD]

 

Mission Gameplay UX Improvements

Beyond the ability to request support from another player, as announced in the previous Dev Note for field improvements, we developed further solutions for a better gameplay experience. Among these were improvements to mission functionality. For instance, in missions requiring interaction with multiple objects, not being able to interact with the objects simultaneously became a problem. To correct this, now when there are various targets within a mission, you can interact with multiple objects simultaneously and see them at a glance on the UI. Furthermore, we improved the visibility of information such as mission tracking and status notifications on the UI.

 

[Multiple Mission Objects Indicator]

 

 

[Mission UI Improvement : Before(Up), After(Down)]

 

To make the mission gameplay more fun, we also made overall improvements to the Monster AI. We are actively making detailed improvements such as the monsters' ability to track the player when in battle and their movement when hiding or taking cover. One more thing also sparked a lively discussion among the Dev Team. It was about how to resolve situations where there isn't enough ammo. We wished to preserve the sense of excitement and tension from having to manage the rounds resourcefully, but avoid the feeling of frustration. To that end, we implemented "Support Droids" in key locations within the camps, dungeons, and fields to provide players with additional rounds.

 

[Support Droid]

 

New Content: Special Operation Research Blocking

We'd like to announce some new content to be added at launch. First, after the current Mine Blocking and Resource Defense there is a new Special Operation. Bearing the Dev codename of "Research Blocking," it offers a new fun experience that stands apart from the standard extermination objectives. To elaborate on the concept currently in the works, as the codename suggests, the mission is to stop the Vulgus, which infiltrated the continent of Ingris, from conducting secret research. The Vulgus Researchers that appear in the applicable missions do not engage in battle, but as monsters possessing specialized abilities who were granted a secret mission, they carry out research and experiments. To protect these Vulgus Researchers, a large number of Vulgus legions are deployed. The players' mission is to eliminate these monsters and to locate the Vulgus Researchers to halt their progress.

 

New Content: Achievements and Titles

Achievements and Titles have been added! It is our plan to present various activities within the game in the form of Achievements. We would like you to experience the fun of attaining Achievements as you progress through the missions. On top of the satisfaction of making Achievements, we plan to offer various rewards. One such reward is obtaining a "Title" that can be used within the game. Titles can be obtained through Achievements, and because they are formed by combining a prefix and a suffix, you can show off your Achievements by making a wide variety of fun Titles.

 

[Achievements Screen]

 

[Title UI]

 

New Content: Laboratory

Finally, we'd like to introduce a different kind of new content. It is the "Laboratory." As you already know, there are many diverse characters and various equipment like firearms and modules in The First Descendant. It is very important to try out different combinations of modules and equipment to compare their performance, but having to do so within the game has admittedly been inconvenient.

 

The Dev Team concluded that this inconvenience should be done away with. We now offer you a new space designated as the "Laboratory" within Albion. In the Laboratory, you can change Descendants and different equipment you own to test their performance. You can also summon monsters to battle to verify the results first hand. Even after launch, we will continue to improve this functionality to provide convenient gameplay. We hope this feature helps all Descendants, with your growth and your diverse build settings.

 

[Laboratory]

 

In this Dev Note, we introduced new elements that will enrich your gameplay experience, from mission gameplay improvements to new features like Instance Dungeons, the Laboratory, Achievements and Titles. We are preparing these features to be ready for the upcoming additional test, so please continue to give us lots of feedback. The Dev team is always looking forward to hearing your thoughts.

 

Thank you.

 

[DEV NOTE Vol. 9 Community FAQ for UI & UX]

 

Q1. How many Preset slots in Loadout will be available at start?

A1. 1 Preset slot will be available from the start, and as your mastery rank rises more slots will be opened. For Weapon and Descendant Loadout, there will be total of 3 slots all available regardless of your mastery rank.

 

Q2. In order to switch loadouts, how do you know if you’re not in combat?

A2. Basically, to be in a combat condition you need to attack an enemy or be attacked by one. Equipment can’t be changed during combat, and this applies same to Loadouts. In order to be in a non-combat condition, simply escape the battle and it will take only few seconds to be free to switch your Loadouts.

 

Q3. Is there an auto(recommend) equip for Reactor/Module on my Weapon/Descendant? And is there a filter for showing only the Modules that fit my Weapon/Descendant?

A3. For Module auto equip, the Dev team is currently contemplating various improvement directions, we intend to share the progress and outcomes later.

For filters, we already have a filter system where you can select to see only the modules that fit your Descendant or Weapon. In addition, you can also a ‘Search’ modules, so for example, when you enter 'range', it supports filtering to view all modules related to expanding skill effect ranges.

 

Q4. Can you auto-sell/auto-dismantle items or equipment right away as you obtain it?

A4. There is no function that will auto-sell/auto-dismantle items or equipment right away at the point you obtain it. But we improved the ‘Junk’ function to make selling and dismantling easier. When selecting ‘Junk’ items, you can also determine the grade, level, and enhancement status for weapons, reactors, and items separately. Furthermore, we have improved the UX to prevent accidental selling or dismantling high-value items.