Hello!
Following the 1.0.14 update,
we have reviewed the content from all of you who have inquired.
Recognizing some areas that required immediate attention, rather than just passing by,
we promptly mobilized the development team to initiate a patch!
we have also addressed minor bugs along the way.
To maintain the efficiency of the inquiry team, we typically take weekends off for rest.
Nevertheless, we carefully listen to each and every one of your valuable opinions,
and we are preparing responses and solutions.
Please feel free to actively reach out at any time :)
- Quest 'Perform 00 Draws' Normalized
We have addressed the issue where the accumulated draw counts on accounts were not reflected in the quest. Now, the draw counts are correctly accumulating for the quest.
(Do not worry; the draw history prior to this patch will also be accounted for!)
- Intermittent Rollback Issue
After investigating reports from users experiencing intermittent data rollbacks during specific time frames, we found that there was a server overload issue when a significant amount of traffic was directed to our servers.
We are actively reaching out to our backend server provider to address this issue promptly and ensure resolution.
However, we recognize that resolving this issue alone may not fully restore normal service. Rather than just waiting, we believe in taking proactive measures to safeguard your valuable time. We have reviewed all aspects where server load can be reduced and have applied patches using every possible method to alleviate the issue.
While we anticipate significant relief, we remain vigilant. If any other issues arise, we will address and update them immediately.
- Fixed the issue where the 'web view' could not be closed when transitioning to the lock screen while viewing notices and other 'web views'.
- Fever gauge normalization
- Fixed the issue where the loading screen did not close.
During gameplay, some content required a loading screen that remained active and did not close. We identified and corrected this issue.
- Inquiries about Gold Acquisition Rates After Update
We have noticed inquiries and comments stating that the rate of gold acquisition has decreased.
Gold is acquired when 'monsters are defeated'. However, a remnant issue from the very initial release was that an abnormal amount of gold was obtained when an active skill was triggered.
The intention behind the game design was to increase the reliance on gold and give users the choice to either 'Go or Stop' with the addition of new special enhancements.
Therefore, the perceived decrease in the rate of gold acquisition post-normalization of the previously lowered gold dependency rate can be interpreted as a consequence of this situation.
We have successfully uploaded the current patch build,
and it will be displayed as soon as the Google review process is completed.
You will receive an update notification message when you log into the game.
(We won't send any push notifications to avoid inconvenience to users!!)
Thank you :)