This is version 0.1.2. There are no major changes or additions to the game. Initial possession of Moriya Shrine has been increased from 3000 to 2500. Changed the overall UI color and frame. Also, the amulets UI has been significantly changed. All shop squares have been unified to "shop" since there was a mix of expressions.
Update ver 0.1.1
Version 0.1.1.
Added Marisa Kirisame to the player characters.
This character gains an advantage by destroying your opponent's store squares, mainly with aggressive bills. It can also take away your opponent's stock.
Balancing
Remilia Scarlett
Passive changed to "You can follow the bat". (Almost all of Remilia's passives, which were complicated, are gone.)
Vampire "Get money from the owner for a percentage of the store's shopping fee based on the bat you possess and the cumulative bat" to "Get 20% of the store's price from the owner. Summon a bat according to the amount. I changed it to "I will summon a bat according to the amount". Also, the maximum amount of money you can suck blood is no longer limited.
The awakening system has been removed and operations now start early in the game.
A new card, the "Emissary," has been implemented. The ability is "You get the bat you're following x 10 yen
She is a vampire and has the ability to manipulate her destiny. While I think the "bat system," "bloodsucking" and "manipulation" do a good job of reflecting her setting, race and abilities, I found an unhealthy problem with the game's progression. This game is essentially a game where the player with the most stores and the most shopping dollars is supposed to be the strongest, but from the design stage Remilia goes against those rules. For me, I had decided that if she could go on a rampage at the end of the game, it would be no problem, so I put a cap on her bloodsucking and so on, reducing her performance in the early-mid game. However, once the game was released and I saw how the actual players played, I was able to actively set her up early on with 5x buys, etc. to make the area all yours. I've found that the play of the game can be very incompatible with Remilia. Taking the same area increases the shopping fee, which makes Remilia's bloodsucking more powerful, which makes Remilia too much of a presence in the early-mid game. Also, despite buying five times as much, Remilia gets paid for stopping at that store. I decided that this was not the right way to play the game. So, we will make bloodsucking not dependent on shopping fees, but dependent on store prices. Bloodsucking is a plus from areas where the owner only has one store, but otherwise the shopping fee outweighs it. Also, the rate at which bloodsucking appears is lowered due to manipulation and the incoming messengers.
Koimeiji Koishi
It's harder to get mercy in the middle of the game and easier to get a day's walk.
Koishi has a higher time presence in the middle of the game compared to other characters, so make the adjustment.
Other
A list of bills has been added to the pre-start menu. It's a temporary fix and we'll be improving it in the future. Also, battle history and statistics are now in one tab.
Update var 0.0.2
var0.0.2. -Stabilized multiplayer and simplified the return of mis-synchronization.
-Changed the location and method of saving ingame save data.
-I have created a system to detect misalignment and freeze.
-The first player will now auto-save every time it is her turn in multiplayer. (It may be detected twice on recovery.) (Also, in rare cases, the game crash.)
-"Start with save data" is now available for multiplayer. (Start from the first player's save data.) Please use the same stage with the same members.