8th Developer Notes: Content Provision Direction and Mid-August Improvements (Edited)

Hello. I am the Producer of BrownDust2, Jun-hee Lee.

Are you enjoying the summer event special pack 'Summer Knight'?
It was an event pack with a limited period, so we paid more attention to the story, graphics and animation rather than the combat. However, after completing it, I felt that the play time was a bit short.
I like the music and the atmosphere, so even after clearing the pack, I continue to wander around the pool party.
After this event, when we release the pack again in the future, we will add more volume to it, including the NPC quest.

Also, it has been confirmed that users who who start with the event pack after the welcome pack are experiencing difficulties in the combat.
Through the update on August 16th (UTC), we plan to add helpful tips for formation setting so that users who are new to Brown Dust 2 will have no problems in enjoying the event pack.

Today, I would like to start the developer's note with the story of Justia, the main heroine of Brown Dust 2.

There were many questions and comments about the part where the image of this swimsuit Justia (Pool Party Justia) looks a little different from the original character.

During development, I started with a thought, “How will Justia, in a world where there is neither an evil warlock nor the pressure to defeat evil, show a different side of herself?”.
However, it seems that there was a lack of costume concept information to help understanding in advance, and a detailed build-up process such as images being exposed before the story.

There are so many things I want to talk about on the concept of the main characters in BrownDust2.
We are sorry that we have not been able to properly convey the contents in-game yet.
Starting with the character profile update on August 16th (UTC), we will continue to add content that allows you to feel the charm of the characters.

Moreover, I'd like to tell you a little bit about the production history of Justia.

Justia is a character that was conceived with the keywords of ‘pure whiteness and nobility’.

The initial idea was to look slightly older than now.

**Early concept image**

![유스티아초안1.png](https://www.browndust2.com/uploads/1_d76256d219.png)
![유스티아초안2.png](https://www.browndust2.com/uploads/2_683c1a05b2.png)
![유스티아초안3.png](https://www.browndust2.com/uploads/3_bd62f39868.png)
![유스티아초안7.jpg](https://www.browndust2.com/uploads/7_8171d808e6.jpg)
![유스티아초안8.jpg](https://www.browndust2.com/uploads/8_d2b20a5c2f.jpg)

**Early concept illustration**

![유스티아초안6.png](https://www.browndust2.com/uploads/6_432522d5ea.png)

**SD Character**

![유스티아SD초안01.png](https://www.browndust2.com/uploads/SD_01_eb90420b32.png)

I referred to several characters to save the keyword of ‘integrity’.
Because the image of the bundled hair is too strong, there were many opinions that it reminds of a certain character, so we ended up changing the overall concept.

First, we decided to lower the age and add a cute image suitable for a young age.
Although she is short, she has a glamorous body that people around her (especially Schera) envy.
I put the setting that she feels insecure with her body that and usually hides it with armor as a charm point.

Story-wise, at a young age, she had the role of a knight with a mission to slash evil, and since she is the type to get excited when she sees certain blood, she was looking for a way to relieve this excitement, and she preferred meat that was undercooked to the point of dripping blood.

However, since she can't eat meat dripping with blood in front of others, she learned to cook in the process of trying to have a humane meal.
Since her senses are more sensitive than ordinary people, her appetite is also picky, so she naturally became a glutton.
As she is strong and active, she consumes a lot of energy, so she became a glutton.

Justia in the Story pack became attractive as a character with such a noble but childish idea.
Justia in the character pack or event pack is in a state where there are no insecurities about the cursed body or pressure on the mission.
Therefore, we have expressed it in a more relaxed way and a character that enjoys the things she likes. We thought something like, “I wish you happiness in this world...”

* Concept images captured in the early days

**Image in the Story Pack: The Noble Image Concept**

![유스티아초안9.png](https://www.browndust2.com/uploads/9_5102664034.png)

**Image in character packs: Lovely Image Concept**

![유스티아01.png](https://www.browndust2.com/uploads/01_e60a005c01.png)

And the most important setting for Justia is, of course, ‘the state that gets excited when she sees a certain blood’.
So far, the story pack has focused on Lathel's story, so there hasn't been much room to talk about Justia’s story.
In the future, Justia's story will gradually unveil.
I think we can also talk about the scene of young Justia drinking blood, which was slightly passed by in the PV, in the future story.

![유스티아02.png](https://www.browndust2.com/uploads/02_9400f60c20.png)

Thank you so much for your love and interest in Justia.
Please look forward to Justia's performance in future stories.

**■ New Contents**
A lot of people are talking about the need for additional contents.
The development team is also putting a high priority on adding contents.
From the expansion of existing content to the development of completely new content, we are reviewing various directions to provide interesting contents.
First of all, let's talk about the contents that are scheduled to be updated in the near future.

**■ Story pack 9 (August 30th (UTC) update)**
For the next pack update, we're going to add Story Pack 9, which many people have been waiting for.
In Story Pack 9, the story begins after a year of traumatic events in Story Pack 8.
The Warlock’s spirit is burning and threatening the world. The main characters who were still fighting against the Warlock for their own reasons, hear a surprising news and gather up together.

The story from Story Pack 9 is structurally equivalent to "Season 2" of the BrownDust2 story. as the past and stories of each of the main characters are unveiled, a denser development will be carried out than before.
We ask for your continuous support.

**■ Evil Castle 4th to 6th floors update (August 16th (UTC) update)**
Evil Castle 4th to 6th floors will be added.
The 4th to 6th floors are made up of new monsters that were not seen on the 1st to 3rd floors, and have a higher level of difficulty than before.

The 4th floor demon castle butler who uses powerful magic attacks and silence,
The 5th floor gargoyle ruler who strengthens himself and reduces all kinds of damage,
And the final boss on the 6th floor, the Satyros, who gives the player an unavoidable 'death sentence'.
You can test the strength and strategy of the characters you have grown up against various enemies and compete for rankings.

Also, with this update, we plan to unify the map composition of all floors of the Evil Castle into a simple structure on the first floor.
This will improve the environment to focus on battles more than before.
Please challenge the new Evil Castle and compete for rankings.

**■ Evil Castle Ranking Score Criteria Improvement (August 16th (UTC) update)**
Currently, we are aware of the lack of criteria in the ranking, as you will receive the same score for all 1 turn clear battles.
The goal is to make the ranking competition more meaningful through sufficient criteria.
The following improvements will be made to the method of obtaining evaluation scores.

**A. (New) Maximum damage score**
Among the attacks on the enemy in turn 1, bonus points are awarded based on the value with the highest damage.
It is a challenge factor that aims for maximum damage by utilizing properties and chain damage.

**B. (Change) Survival Score**
Before Change: Bonus points are awarded based on the number of characters survived after the battle.
After Change: Bonus points are awarded based on the percentage of remaining HP of the character after the battle.
We need to consider not only the number of survival of the character, but also the percentage of remaining HP, so more strategic judgment is needed.

**C. (Change) Re-try score**
Before Change: The fewer retries, the more bonus points you get.
After Change: The number of retries does not affect the score. Instead of creating other challenges, there is no limit to the number of retries, so you can easily repeat them until you achieve your goal score.

**D. (No change) Turn score**
The fewer turns you've consumed, the more you'll get a bonus point.

With this change, you will need to think more deeply about strategy and growth in the Evil Castle.
We expect that this update will be able to bring out the fun of ranking competition.

**■ Improvements on repetitive contents**
In daily repetitive content, we want to reduce unnecessary time consumption as much as possible by improving manual play or animations.

First, after clearing the summer event pack, we have reduced the number of enemies to be cleared repeatedly while increasing individual rewards. Also, we have only placed the Finds near the entrance to the battle area so that you don’t have to wander around the entire area.

In addition, through the addition of Hunting Request, the convenience of replaying the hunting grounds and Path of Adventure has been improved.
In the future, we plan to add Adventure Request (tentative name) so that manual field play content such as stealing or field monster battles can be performed in the background, like the Hunting Request.

Other upcoming repeat play improvements include:

**■ Daily Missions → Weekly Missions (August 16th (UTC) update)**
Missions that are somewhat less important in repetition in daily missions are moved to weekly missions.

![데일리 위클리.png](https://www.browndust2.com/uploads/_bb45854ce2.png)

The rewards for completing missions that are moved to weekly missions are expected to be increased according to weekly performance.

Daily mission, weekly mission requirements adjustment (August 16th (UTC) update)

We plan to reduce the number of missions that need to be completed to obtain rewards for the Daily Mission and Weekly Mission, making it easier to obtain rewards.

**Daily Mission** (Edited on Augut 8th 3:30 pm (UTC))

![daily.png](https://www.browndust2.com/uploads/daily_5567b67e29.png)

**Weekly Mission** (Edited on Augut 8th 3:30 pm (UTC))

![monthly.png](https://www.browndust2.com/uploads/monthly_4b319046cb.png)

**■ Today’s Quest Adjustment (August 16th (UTC) update)**
The following modifications are made to ease the burden of Today’s Quest progress.
- Move Today's Quest mission to Daily Mission -> Weekly Mission
- Increase rewards to match weekly performance
Current: If one Today’s Quest is completed, the reputation in the village is good for 20 minutes, and if three are completed, it is maintained for 1 hour.
Improvement: When one Today’s Quest is completed, the good reputation in the village is maintained for 7 days

**■ Simplification of crafting and strengthening actions (September update)**
We are also planning to improve the inconvenience caused when using [Craft] talent skill to craft a large number of items or to enhance multiple gears at once.
We are reviewing functions such as skipping the animation when using the [Craft] talent skill.

In addition to the above, we will tell you about the details scheduled for an update on August 16th (UTC).

**■ Draw System Improvements and Compensation (August 16th (UTC) update)**
The Draw Safety Device mentioned in the 6th developer notes will be added.
In the improvement plan that was introduced in the previous developer note, we have made some changes to broaden the scope of correction and provide it as a practically meaningful system.

Previously, it was a method of applying correction by viewing pick-up and integrated pick-up separately, but the changed method is to apply the Safety Device by adding up the draw history of the pickup and integrated draw.
For example, if you did not acquire a 5-star costume 70 times in the pickup draw and 30 times in the integrated draw, the Safety Device system was not applied in either of them.
As for the changed method, it is calculated as not obtaining a 5-star costume during a total of 100 draws by adding the two draw records, so you can definitely acquire a 5-star costume in the 100th draw.

In addition, the Safety Device system criteria for the exclusive gear will be changed to quality grade (SR, UR) rather than star rank.

In addition, along with the addition of the Safety Device system, we introduced random ticket rewards to all those who proceeded with the draw prior to the addition of the system.
Distributing random tickets based on the Safety Device system is the same.
For detailed changes, please refer to the table below.
※ The reward will be sent to your Mailbox on August 31st (UTC).

**Before Change**

![before.png](https://www.browndust2.com/uploads/before_f17f2f0d90.png)

**After Change** (Table edited on August 16th 1:30 pm (KST))

![2023-08-16 13 30 28.png](https://www.browndust2.com/uploads/2023_08_16_13_30_28_11220e5b7f.png)

※ Costumes given in random tickets include the updated costumes within June 22 to August 3 (UTC).

**Costume Diversity**
Until now, in order to strengthen the charm of the four main characters, we mainly added the costumes of Lathel, Justia, Scheherazade, and Gray.
From September, we plan to make costumes for other characters evenly to solve the problem of costumes being concentrated only on certain characters.
In particular, we will prioritize making costumes for characters that users love a lot, so we ask for your continuous interest.

**■ New Pickup (August 16th (UTC) update)** (Table Edited on Aug. 9th 2:45 am (UTC))
A lot of people have been curious about the new pickups for the 3rd and 4th weeks starting on August 17th.
We will tell you what kind of pickup we are preparing to relieve your curiosity.

![EN costume edit.png](https://www.browndust2.com/uploads/EN_costume_edit_b0ded14243.png)

**■ Sylvia Skill Cut Scene Update / Sylvia Acquisition Event (August 16th (UTC) update)**
Sylvia's skill cutscene will be added on the August 16th (UTC) update.
At the same time, a special pass to obtain Sylvia is added, and Sylvia will be also added to the Powder of Hope Shop.
We will continue to hold acquisition events for characters that did not appear in the pickup to provide you with opportunities to acquire the characters you want.
Details of the event and period will be announced through a later notice.

**■ Mirror War Replay (August 16th (UTC) update)**
The Mirror War Replay feature, which I delivered to you in the seventh developer note, will be updated on August 16th (UTC) update.
We would appreciate it if you could enjoy the battle of the Mirror War, which will be polished.

**■ Death Time Improvements (August 16th (UTC) update)**
After the defensive ability was increased with the balance update, we have confirmed with a situation where the battle becomes too long in certain situations in the Mirror War combat.
To solve this, we will improve death time so that one battle does not last too long.

**■ Character Profile/Voice Replay Function (August 16th (UTC) update)**
From the character costume page in the Companion menu, or from the costume details in the Collection menu, you will be able to see the character profile and listen to voices for each character.
We will continue to add contents that allow you to see the settings and stories of each character.

**■ [Collection] > maximum cap range system (August 16th (UTC) update)**
The collection buff numerical upper limit setting system, which was delivered in the fifth developer note, will be added.
We want to set the maximum limit considering that anyone should be able to achieve it with steady play.
Rather than being a factor that affects battle balance, it will provide the fun of collecting.

**■ Powder of Hope Shop Product Name Improvements (August 16th (UTC) update)**
In the Powder of Hope Shop, the character illustration portrait wearing the costume will be displayed, and not the SD appearance of the costume.
In addition, we plan to add remaining time information to the UI so that you can know how much time is left for the costume to be purchased.

Here's what we've prepared for you today.

As I write developer notes every week, I feel that the mindset of writing notes is gradually changing.
In the early days of the service, I wrote the contents with a little haste to quickly guide you about the parts you feel uncomfortable with, but now, I'm thinking about how to fill it with content that users will like more, and how to update the game it in the future to give our users greater fun, so this time feels more meaningful.
In that sense, we have prepared a gift in this developer note to express our gratitude to our users who always support us.

**[Developer Notes Gifts]**
DIA 600
Cooked Rice 40
* You can claim them from your Mailbox until August 11 2:59 pm (UTC)

In the future, through developer notes, we will continue to honestly deliver and communicate the thoughts of the development team to users.
There are still many shortcomings, but we will try to make BrownDust2 a better game.

Thank you.

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