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Finished the first stage of FMW 4 (56th stage overall). Overall just a starting stage to catch up some of your falling behind units, featuring Team 9 playing a prank and dragging a new character alonge; though Rumia and Mystia are surprisingly difficult bosses because of their fields.
They added a few new features from more modern SRW games, such as the Sub-Order system (Z2--2011) to further help catch up lagging units and Full-Power mode, which simulates the Maximum Break function (2nd OG--2012, though it works more like the system from Z3--2014).
There is also new difficulty slider added, which adds sub-options to the already existing Easy, Normal, and Hard difficulties. The new sub-sections (Basic, Standard and Challenger) can be changed in the intermission menu, allowing existing carryover saves (which are locked to one difficulty) to have some change. I think Hard-Standard is the base Hard diffulty, which adds in Bosses regularly using spirits (SP) that the player normally uses; this has been a feature in Lunatic since the beginning. Lunatic difficulty apparently isn't affected by this slider, but I'm not touching that difficulty with a 10-and-a-half foot pole.
Really, I just wanted to make this post to comment about the final layer of polish they added:
--From the into screen showing a panning shot of several major canon areas (the Human village, Starlet Devil Mansion, the Shrines, ect) and what appears to be a non-canon one (the scarred landscape from the last mission)
SpoilerSpoiler--Adding more variations to character portraits to those who hadn't already gotten some added (ei Reimu). Also a good reaction image to this change
--Adding these NEW tabs to everything new post-mission in the intermission menu (and even a tab to separate returning characters)
SpoilerSpoiler-
@Wolfox now that I've gotten a taste of the next game, I'll probably spend the rest of my free time today binging Season 5 finally. Two character trailers and 14 episodes.
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