r/AzurPromilia

Translation of the JP post

I just pushed the last post here through google translate and seems to work fine, so i read through all and tl;dr they're revamping the kibo fights, adding a sweep function once you reached S rank on a stage, removing weekly key usage limit for treasure chests (don't know tf was that, but good), improving characters interactions a dorm content, rebalancing some clases, and then improvements improvements polishing polishing etc

Here's the full info

>Future improvement and update plans

To all our fans, thank you so much for your continued support of "Azul Promilia".

We, the development and operation team, would like to express our sincere gratitude to all of you who participated in the Azul Promilia Closed Beta Test (CBT). Every single memory we created together on the continent of Promilia is a great encouragement to us as we continue to create even better works.

During the testing period, we received a wide range of valuable opinions and requests through in-game surveys, customer support, and the official community, covering aspects such as the scenario, various systems, combat, and character interaction. We take each and every piece of feedback seriously and will incorporate them into future improvements.

Furthermore, we sincerely apologize for the inconvenience caused by the insufficient gamepad (controller) support during this CBT, which meant that we were unable to implement UI display, key configuration, camera settings, and other features in time. We will use your feedback to improve and update the game, focusing on the following items, in preparation for the official release.

>Optimization of controller operation

We will be prioritizing the optimization of gamepad controls in both the PC and smartphone versions of the game.

◆Compatible with all game functions

From combat and exploration to gathering, Starlink, Kibofight, farming, crafting, and menu navigation, we provide an environment where you can comfortably play with a gamepad.

◆ Highly flexible key configuration function

This allows you to freely assign the main buttons to your preferred layout on both gamepads and keyboards & mice. You can also select the assignment of the "Confirm/Cancel" button (e.g., A for Confirm/B for Confirm).

◆Expansion of camera settings

In addition to adding settings to invert the camera's X and Y axes, we will also enable individual camera sensitivity settings for each control device (gamepad/keyboard & mouse).

◆Automatic switching of UI display

The on-screen operation guide icon will be improved to automatically switch between keyboard and controller displays depending on the input device being used.

◆Priority fixing of defects

We will prioritize fixing currently known bugs, such as unintended screen transitions during conversations and tutorials, and the display of unnecessary cursors when a gamepad is connected.

>System/UI/UX improvements

[Overall/Convenience]

◆Tutorial distribution

We will redesign the timing of system unlocks and tutorials so that they are not concentrated in specific periods, and change the structure to allow players to gradually get used to the game.

◆Improved convenience of various screens

We will implement a function to equip and unequip items in bulk, and enhance the filter, sort, and search functions in "Kibo Encyclopedia," "Kibo Hut," and "Kibo Formation." We will also improve the usability when using items such as "Star Celebration Boxes," and the function to track the source of materials.

◆Balance adjustment

We will be reviewing the success rate and acquisition frequency of Stella Cards based on their rarity. In addition, we will be enhancing the notification and animation for the appearance of "Unique Kibo" and "Shining Kibo" (including color variations), and we plan to remove the weekly key usage limit for treasure chests.

[UI/UX]

◆Improved visibility and accessibility

We will optimize font sizes and UI element sizes overall. In particular, we will focus on reviewing button sizes, touch detection, and text readability for smartphone and tablet versions.

◆Organizing the menu structure

We will reorganize the menu hierarchy to improve quick access to frequently used functions such as daily/weekly missions and material acquisition. We will also standardize the "back" behavior during screen transitions and the consistency of operations across all screens.

[Anima (Equipment/Training)]

◆Prevention of misuse and improved visibility

We will add warning displays and confirmation procedures to prevent the accidental consumption of high-rarity Anima. Additionally, we will introduce a system that prioritizes the display of recommended Anima suited to each character, and improve the visibility of assigned job tags.

[Farm/Craft]

◆Segmentation of work management

We will be reviewing the functions and workflow of the farm's central system. We will significantly revamp the Kibo dispatch and automated work logic, fixing the issue where a different Kibo would be unintentionally placed in a manually released location, and adding detailed management functions such as fixing, locking, and excluding dispatch destinations.

◆Adjustment of synthesis and material balance

We will be improving the process of crafting advanced items by making it easier to navigate between the multi-layered synthesis screens. We will also be reviewing the balance of required quantities and acquisition amounts for items such as "round seashells," and improving the preview display of production items at Kibo Ranch.

>Performance optimization

◆Improved operation and stability

This reduces device overheating and power consumption, shortening loading times and improving stuttering (frame rate drops) during large fields and battles.

◆Optimization for each platform

We will continue to improve and optimize the operating environment and performance of both the PC and smartphone versions to ensure a more comfortable gaming experience on each platform.

>Improvements in graphics, sound, and presentation.

◆ Enhanced visual and physical representations

We will refine the artwork for fields and each scene, more vividly expressing the unique characteristics of each area. We will also enhance the detail quality of characters and costumes, making the physics of movement, such as the swaying of clothes and hair during action scenes, more natural.

◆ Sound and SE adjustments

We've adjusted the sound effects and impact sounds during combat and exploration to make them easier to distinguish. The background music (BGM) has been revised to better reflect scene changes and mixes, enhancing immersion. Additionally, we've fixed an issue where certain voice lines were excessively repeated during combat.

◆ Improved Japanese lip sync

In scenario scenes, we will focus on adjusting the lip movements to match the timing of the Japanese voice acting, aiming for a natural and seamless presentation.

>Improved stage/exploration experience

◆ Improved search convenience

A countdown display for field boss reappearance will be added.

The number and placement of warp points (star vein nodes) have been significantly revised to make travel smoother.

This update reduces the hunger consumption when using the mounted Kibo, and improves the ability to open treasure chests, talk to NPCs, and gather materials while mounted.

◎Adjusted collision detection between characters, NPCs, and objects to improve the experience of material tracking and gathering.

For stages where you have achieved an S rank in a requested quest, we will enable the use of auto-battle.

Regarding the dish "Friendship Dumplings," we will revise the conditions for activating its effect so that both the character and Kibo can receive the buff.

◆Expansion of area exploration and ecological representation

We will expand the exploration content in certain areas to enhance the enjoyment and sense of accomplishment of exploration. Furthermore, we will continue to improve the depiction of the wild Kibo creatures inhabiting the field to create a more immersive experience of the game's world.

◆ Mini-game adjustments

We will be making adjustments to the judging criteria and reward balance for various mini-games. We will be focusing on improving the items that have received the most feedback, in particular, to make them more enjoyable for players.

◆ Expanding the methods for obtaining hypermutation factors

We plan to create alternative acquisition routes other than the "Unusual Star Nest."

>Improved combat experience

[General combat]

◆ Balance adjustment of occupations and roles

We will improve the operability and performance of the "Destruction" class, aiming for battles that make the most of their unique characteristics. We will also strengthen the performance of survival-type characters to make them feel more reliable.

◆Kibo's actions and combat depictions

To enhance Kibo's presence during battles, we will revise his combat abilities and presentation. We will streamline attack effects and enemy attack indicators to make it easier to understand the battle situation.

◆Improvements to camera view, lock-on, and map

We've improved the auto-lock-on priority and switching controls, as well as the camera behavior when facing large or flying enemies, making it more intuitive. We've also revised the map structure of some boss battles and dungeons to ensure a more manageable size for combat.

[Revision of each content]

>Crisis crusade

We'll add guidance for the progression path, adjust the UI and buff design during multiplayer to enhance party coordination, and add unique combat mechanics to each boss.

◆Treasure hunting trip

We will rethink the gameplay experience and content design from the ground up to improve its overall quality.

◆KiboFight (Major Renewal)

Based on the numerous feedback we've received from you all, we're completely redesigning the entire content of "Kibofight" and are undergoing a major renewal. We're revamping the rules, battle system, and content structure to create a game that's easier to start playing and offers a deeper level of enjoyment.

>Expansion of characters, dormitories, and interaction elements.

◆Expansion of dormitory life

We will continue to enhance the dormitory content and make improvements so that you can enjoy living with a wider variety of characters.

>Enhanced costume & shooting functions

We will continue to improve the costume system, camera modes, and shooting functions to provide a more flexible and satisfying experience.

>Improved scenario/quest experience

◆Strengthening tempo and production

We will revise the pacing of the main scenario, improving the connections between chapters and the way plot points are presented. We will make the transitions between battles and scenes in the scenario smoother, and in dialogue scenes involving multiple characters, we will refine the expressions, positions, and actions of the characters in detail.

◆Ease of understanding quest progression and guidance

We will continue to adjust the pace of various quests (main/sub/event). We will make the guidance and hints on the quest tracking panel easier to understand, and make the path to achieving objectives smoother.

◆ Expansion of the glossary and tips

We will enhance the in-game glossary and tips features to help players easily understand the game's world and specialized terminology.

>Improving localization quality

We will carefully review the feedback we have received regarding translations and wording, and implement more natural and polished Japanese localization. We will continue to work on consistency in terminology, improved expression in dialogue, and enhanced readability of UI text.

This closed beta test was an invaluable opportunity for us to gain unparalleled knowledge. We take seriously the areas where improvements can be made in some features and specifications, and we will strive to deliver a better gaming experience for the official release.

Drawing on the feedback we've received from all of you, the entire development team will continue to carefully refine the world of "Azur Promilia" so that we can deliver even better works to you.

I am truly looking forward to the day when I can meet all of you, Star-Gazers, again under the sky of Promilia. I hope you will continue to support "Azul Promilia" in the future.

Azur Promilia Development and Operation Team

reddit.com
u/RoriRoriRoriRo — 2 days ago
▲ 22 r/AzurPromilia+1 crossposts

My cbt review of taiwan

I know im kinda late on this review but if u guys want to see my review u can check also keep in mind it is the global cbt

youtu.be
u/AlexTheFun — 2 days ago

The supposedly official inactive Azur Promilia EN twitter had updated its profile picture

Used to be the default X profile icon but now is the usual Abby icon

u/SuzukiKana — 7 days ago

Publisher-based censorship confirmed. Pics are CN vs KR.

New character

Luruka and Metsa

CN version (self-published by manjuu) is getting censored, KR is still untouched from the CBT. No clue yet if there's going to be a hidden censorship toggle or not.

Keep in mind Global is self-published through manjuu’s shell company (Jimi), so this should show us if Global is getting hit with censorship too and if we'll need a toggle. Though keep in mind the game is eventually coming out on PlayStation (manjuu is still looking for devs with PS experience), and it’s pretty unlikely the PS version will get a toggle.

source: Arca

reddit.com
u/reddi_4ch2 — 10 days ago

Mitty in AL!!! the trend of porting chara form AP to AL continues! (post by r/AzureLane u/Siraza_)

u/PromiliaLane — 12 days ago