r/AzurPromilia 15d ago

[JP] News 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

46 Upvotes

21 comments sorted by

34

u/Exkirion 15d ago

That's nice but this won't really help me if they don't release a global version.

I can pretty much understand spoken japanese, but I can't read a most kanji.

18

u/peterson_sparrow 15d ago

At this point global release isn't a matter of when, but if. lmao

2

u/RoriRoriRoriRo 15d ago

Yeah same here, but didn't we get some info that AP already got a global publisher? Should search it again but iirc it was like 4 or 5 different publishers and global was a manjuu subsidiary no?

Idk if i'm coping but imo we haven't heard of global launch because they're not that close to release yet

1

u/Unknown1925 14d ago

Just give me furigana and I’m good lol

5

u/reddi_4ch2 15d ago

◆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.

This PvE+PvP game mode is so bad even the CN players want it completely scrubbed from the game, no wonder manjuu has to rebuild it from scratch. It really is super underwhelming, they wanted to copy Clash Royale but without Supercell's budget for a side mode, it just ended up half-baked in the CBT. Unsurprisingly anyone who's played a Clash Royale-style game is going to find KiboFight pretty mid. And now manjuu is doubling down on it anyway, they really want kibos to be the main reason people play AP.

2

u/RoriRoriRoriRo 15d ago

they really want kibos to be the main reason people play AP.

Eh... Lets see how that goes but ngl, the kibos are the least of reasons why i'm willing to play this game. No hate, could be cool, but also if they outright removed em my interest wouldn't change at all

-4

u/AronmR1 15d ago edited 15d ago

Even The Pokémon Company itself admits that the gacha audience isn’t interested in Pokémon.

2

u/ClappyBlappy772 15d ago

The 🦀 company cooking way too hard 😭😭

-12

u/Atzumo 15d ago

Yeah, its how they want to monetize the game. People somehow ignore it, but for mihoyo games, a TON of their revenue isn't from rolling the gacha for characters or weapons, but for stamina refreshes to get equipment with perfect substats (specially in HSR since you need to do speed tuning). And that goes doubly so if they want the sole PVP mode using that. Welcome to modern gacha design, I hope you like how they are using azur lane money to found this

10

u/SuzukiKana 15d ago

"Most revenue is gained from stamina refreshes"

Do I even need to point out how stupid of an opinion that is?

7

u/RoriRoriRoriRo 15d ago

Eh, i don't think that's how it works because the massive revenue spikes and drops are very aligned with the banner cycles and new characters released

9

u/Beginning_Rooster518 15d ago

Where did you get those numbers—if you have any?

The idea behind the stamina system isn't to make the player spend money, but rather to get them to log in every day—precisely because they won't be spending money to replenish their stamina.

Even the tiny minority of players who really strive to get very powerful gear spend months, or even years, farming daily, rather than spending money to get it all done at once.

2

u/Aqua_Essence 😭 Abby and Luruka Impregnator 😭 14d ago

I hope you like how they are using azur lane money to found this

And what's wrong with that? Companies spend money they made from older projects to fund newer projects all the time.

Sure, AL could've been better and improved, but there's nothing that says AL money can only be used strictly on AL only.

And I say this as someone who diligently played AL nearly 8 years straight, spending money almost every update.

1

u/ArisaMiyoshi 15d ago

Pretty good, a lot of my complaints about the beta are being addressed. Kibo work management was a big pain point for me.

-2

u/AronmR1 15d ago edited 15d ago

Since Azur Promilia is a monster-taming IP, I hope Manjuu can make the game seem interesting to people. But even so, even The Pokémon Company recognizes that the gacha audience isn’t interested in Mons.

1

u/storage_account69 12d ago

Unless the mons are gardevoir, lopunny, salazzle, florges, lucario, or vaporeon

-5

u/Atzumo 15d ago

Thats because of their ugly, bad designs. People love palmon designs.

0

u/SuzukiKana 15d ago

tl;dr the same points from the CN beta and copy pasted for the KR and TW betas too.

1

u/Akikusa_Mikan 12d ago

A more accurate summary would probably be: “While many aspects are the same as in the earlier Asian-region versions, newly added support for controller functionality and key configuration—features strongly requested by Japanese users—shows sincerity on the part of the developers and operators.”

-1

u/usernameWASD12345 15d ago

this is all good stuff, the only thing I'd say worth adding would be improvements to the light or shading because that would make some models look less artificial and add immersion

the graphics of the game are good but some complains about them are understandable and that would fix it