The First Descendant 1.05 update patch notes – New character Luna, Ultimate Valby & Peace Maker weapon

The First Descendant 1.05 update patch notes – New character Luna, Ultimate Valby & Peace Maker weapon

After diving back into The First Descendant post-update 1.05, I must say it feels like stepping into a well-oiled machine. The developers have been working tirelessly to squash those pesky bugs that were niggling at our gameplay experience. From fixing the extra shots when firing single shots with a repeating firearm, to addressing the confusing descriptions of certain modules, they’ve left no stone unturned.


Following a successful debut, the latest version of The First Descendant is now being updated with its largest post-release modification yet – the 1.05 overhaul.

With excitement building, this latest update unveils the debut of a brand-new character within Luna’s world, alongside an Ultimate version of Valby and a fresh Ultimate weapon.

Check out the full patch notes below.

The First Descendant July 31 update patch notes

New Descendant: Ultimate Valby

– Added “Ultimate Valby.”

Ultimate Valby Modification Modules

Swirling Tide Projectile: The previously used Bouncy Bubble Bullet has been swapped out for a linear-flying projectile. This Spiral Tide Projectile is capable of being stacked and fired up to three times consecutively, and it draws in impurities during the Gluttony Intercept Battle.

As a devoted fan, I’d express it like this: “With each leap, I unleash the ‘Hydro Pressure Bomb,’ dealing damage to foes within the blast radius. The greater the number of enemies caught in the ‘Laundry’ state, the more potent the impact becomes.”

Added Ultimate Valby Amorphous Materials

The specific patterns of Amorphous Material (11, 44, 115, 30, 55, 113, 23, 52, 73, 87, 110, and 125) are no longer available for purchase. However, you can continue to utilize the existing Amorphous Materials as you have been doing previously.

I incorporated the “AA versions” for substances 111, 44, 115, 30, 55, 113, 23, 52, 73, 87, 110, and 125. These can provide you with the Enhanced Cell Blueprint, Improved Stabilizer Blueprint, Spiral Catalyst Blueprint, and Ultimate Valby’s Code. Replacing one of the original Amorphous items, you can obtain Ultimate Valby’s blueprint and code materials from these sources.

In the same location, you can procure and utilize the “AA variant” of Amorphous Materials, which is similar to the original one.

New Descendant: Luna

– Added new Descendant, Luna.

Luna Skills

In simpler terms, utilizing any talent or ability boosts Luna’s Inspiration Meter, enabling her to deploy advanced skills.

– Skill 1: Commanding Stage Presence: Utilizing this ability transforms Luna’s weapon into her signature one. By synchronizing her actions with the rhythm of the music (through skill use or monster attacks), she builds up a modifier for her Skill Power.

At an enthusiastic level, employing this skill causes Luna to produce lively tunes, boosting the Skill Power Modifier for Luna and her companions. Obtaining the Amplified Effect further enhances the Skill Power Modifier and also raises the Skill Critical Hit Rate and damage output of allies.

As a fan, I’d put it this way: “With my skill activated, I make Luna play soothing tunes that not only hit enemies but also instantly revitalize Luna and her comrades’ MP. The more skilled I am, the greater the MP recovery, and the less I pay for each use.”

With this ability, Luna produces charming tunes that make her play delightful music (Active Skill 4). When an adversary is struck by one of these notes, it boosts the Inspiration Meter and shortens the cooldown time for allied skills. Moreover, when this skill achieves its enhanced effect, it significantly increases the Inspiration Meter and instantly resets the cooldown period for allied abilities.

Luna Modification Modules

– Enhancement Add-On for Luna: Boosts Luna’s Running Pace and Expands the Reach of her Show, Facilitating Easier Assistance for Her Teammates.

Luna’s abilities are reconfigured for combat purposes. Hitting the notes in time triggers a potent area-of-effect assault. Once her Inspiration Meter is fully charged, she calls forth a dance platform that moves around, restoring MP and providing a shield as it goes.

Added Luna Amorphous Materials

The specific patterns 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094 of the Amorphous Material are no longer available for purchase. However, feel free to keep using the existing Amorphous Materials in your possession as you have been doing previously.

I incorporated the “AA versions” of substances 17, 38, 81, 20, 98, 68, 15, 49, 71, 27, 90, and 94 from Amorphous Materials. These can provide you with the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Luna’s Code. Replacing one of the original Amorphous items, you will obtain Luna’s blueprint and Code Materials.

In the same location, you can procure and utilize the “AA variant” of Amorphous Materials, which are comparable to the originals.

The First Descendant 1.05 update patch notes – New character Luna, Ultimate Valby & Peace Maker weaponNexon GamesUltimate Valby arrives in the 1.05 update.

Added New Hard Void Intercept Battle: Gluttony

– Added new Hard Difficulty Void Intercept Battle, Gluttony.

As a seasoned adventurer with years of treasure hunting under my belt, I can confidently say that the quest to obtain the Hungry Sonic External Components Set and the blueprint for the Ultimate Weapon Peace Maker is one I’d be eager to embark on. With my extensive knowledge of ancient artifacts and hidden caches, I believe this journey would provide an exciting challenge that would test my wits and determination. The thought of uncovering long-lost secrets and piecing together the puzzle that leads to these coveted items is tantalizing, as it promises a sense of accomplishment that few can claim. Moreover, the potential power that such items could bring makes this quest all the more enticing. I’ve faced many trials in my past, but none quite like this one. If given the opportunity, I would seize it with both hands and set forth on an adventure that could redefine the limits of my abilities.

Gluttony External Components Set

2-Piece Hungry Sonic Set: Grants Toxin Resistance.

New Ultimate Equipment: Peace Maker

As an avid gamer, I’ve just introduced a groundbreaking weapon into the game – the Ultimate Peace Maker! With the ability to manipulate dimensions, I can now activate the “One-Time Tranquility Reload” effect. This means that when I use my Dimension skill, it not only reloads my weapon but also promotes peace in the process!

When your ammunition reaches its max capacity, the “One Shot for Tranquility” effect allows you to discharge all loaded bullets in one swift continuous shot during a well-aimed firing.

New Module

– Arche Concretion: Decreases Movement Speed, Firearm ATK, and all Attribute ATK except the Non-Attribute ATK every time a skill is used, but each stack of Arche Concretion increases DEF and MP.

Added New Products

– Added “New Descendant: Exclusive Luna Bundle” which includes Luna and the “Pool Party” skin.

– Added Luna to the list of standard Descendants in the shop.

Included “Valby Premium Ultimate Package,” featuring the “Ultimate Valby” game along with the “Vermillion Wave Skin,” in this package we refer to as “Premium Ultimate Valby Bundle.”

– Added “Valby’s Summer Theme,” “Viessa’s Summer Theme,” and “Male Summer Theme Set.”

Introduced restricted skins for “Luna’s Albion Academy Cadet”, “Luna’s Classic Maid Outfit”, “Luna’s Panda”, and “Luna’s Dinosaur”.

– Added “Luna’s Augmented Reality of Madness” premium skin package.

– Added Luna’s exclusive “White Mouse” premium head skin.

– Added Luna’s exclusive Hair & Makeup 1 & 2.

– Added Luna’s “The Ultimate High Feeling” and “Volume Up” standard skins.

– Added Luna’s makeup “Sly.”

– Added “Adjustment Control Axis X30” and “Fine Adjustment Control Axis 20” support items.

■ Hotfix 1.0.5

Content Improvements

As an enthusiast, I’d rephrase that as: “To ensure fair play during Intercept Battles and Infiltration Operations, I understand that modifying my equipment setup, including swapping modules, adjusting presets, and altering loadouts, is no longer allowed.”

– Added a feature to collect all Lost and Found items at once in the Mailbox.

Following a review of the map and data gathered from the Library, closing the map doesn’t mean the Library itself is closed. It remains open for further exploration.

– Added Camera Shake ON/OFF feature in Game Options.

– (PS, Xbox) Introduced a feature for quicker module and research searches using predefined keywords.

I decided to insert commas after every three digits in the game menu and HUD for an improved reading experience, making it less of a struggle when dealing with large numerical values.

As a fan, I’m excited to announce that you now have the ability to easily access crucial stats for your weapons, reactors, and external components right at your fingertips!

– You can now register equipped items as Attached Items.

– Saving a preset now automatically registers equipped items as Attached Items.

– You can now turn the red dot crosshair display on or off cities in Game Options.

– Added an image to some items in Graphics Options to show what they do.

– Increased the speed of scrolling when scrolling the map with the gamepad’s R-stick.

– Switched the icon colors for challenging Void Intercept Battles (Hard mode) on the global map to ensure they stand out clearly against the normal battle icons.

– The map no longer displays the marker when a quest NPC being tracked disappears.

In the Library, you’ll now find all the Modification Modules related to the same descendant arranged side by side in a row.

If a clear initial reward and a repeated clear reward are identical, the Acquisition Information section within the Library will no longer display them separately.

When choosing to remove duplicate modules in Dismantle Modules, you now have the option to apply a filter and register just the desired modules for deconstruction.

– Simplified the module combining animation.

– Commencing a study from the Materials section under the Research menu will lead you back to the Materials section.

– Added the “Leave Party” button to the Social menu to make the function easier to find.

– Added a search function to the Consumables menu.

– Even when acquiring skins for Descendants not currently in use the red dot still appears.

– Added the red dot when acquiring paint.

– The red dot now appears in the Weapons List side tab too when acquiring a weapon skin.

Offspring or Successors, Add-ons – Amplified the poisonous spread area of Freyna’s Room 0 Trauma from a 4-meter zone to a 7-meter zone.

– Increased the maximum scaling range of Valby’s skills from 200% to 250%.

– Increased the maximum scaling range of Blair’s skills from 200% to 250%.

Instead, Viessa’s “Glacial Cloud” module now instantaneously creates snowstorms with no delay.

– Changed Valby’s “Albion Academy Cadet” head skin to be dyeable.

Switched “Incoming Final Damage” to “Incoming Damage Adjustment” in the summary for the “Secure Restoration” module. (This change aims to make it more intuitive and easier to understand.)

As a gamer, I’ve just spruced up my gaming experience by introducing an auto-fire function in the game settings for certain single-shot and burst weapons. Now, all I need to do is hold down the fire button, and these babies shoot automatically! It’s like having extra fingers on my trigger hand.

– Increased Enduring Legacy’s Critical Hit Damage from 1.7x to 2.3x.

Boosted Secret Garden’s chance of scoring a critical hit from 35% to 50%, and upped the damage inflicted in a critical hit from 1.85 times to 2.25 times.

Boosted Nazeistra’s Critical Hit Chance from 36% to 45%, and enhanced the damage of critical hits from 2 times to 1.25 times the normal hit.

– Lowered the activation frequency of Greg’s Inverse Destiny Blast, yet now it activates whenever an unprotected enemy is targeted by a weapon.

– Equipment can now be dismantled at once with no quantity limit.

Field enhancement – Boosted the number of Void Shards obtainable from Special Operations by approximately sevenfold.

# Developer’s Update: “In the latest update, Hotfix 1.0.4, Void Shards were introduced as rewards for Special Operations, but there weren’t enough of them. Our goal was to have Void Fragments serve as the main source for farming Void Shards, with additional shards coming from Special Operations. However, we’ve learned that many players aren’t fond of this process, so we’ve boosted the amount of Void Shards you can get in Special Operations. We’re also brainstorming ideas for future enhancements. Since some players are currently gathering materials without using the Fragments at the Fusion Reactor, we’re thinking about eliminating Fragments from the Fusion Reactor startup entirely. This would make Fragments necessary only when the Reconstructing Device is used at the Fusion Reactor. We’re carefully observing how our planned reward system functions in reality and aim to finalize a satisfying one soon.”

– Reduced the distance you’re knocked down when hit by a trap.

In Infiltration Operations, we’ve adjusted the named monster’s immunity sphere Health Points (HP) scaling rate based on the number of players, making it less dependent on the group size. Additionally, we decreased the length of the monster’s invulnerability period.

100% probability for Encrypted Vaults to appear upon the birth of locations like Agna Desert, Echo Swamp, White-night Gulch, Hagios, Fortress Fields, and Vespers.

– Increased the hit box size in “data collection” missions to make it easier to collect data.

– Outside environmental sounds are now less audible in the indoor areas in Kingston.

– Adjusted the distance that monsters spawn in the Laboratory to be closer as 15m.

As a veteran gamer with years of experience under my belt, I can confidently say that clear and concise communication is crucial in any gaming environment. The phrase “Miscellaneous” might seem straightforward, but it falls short in providing specific context. For instance, when playing a game, I appreciate being notified about shield destruction with balanced sound levels. It enhances the immersive experience, making me feel like I’m truly in the game world. Similarly, having a material research result window keeps me informed and helps me make strategic decisions more efficiently. So, in my opinion, it would be beneficial to replace “Miscellaneous” with something more descriptive, like “Game Settings & Notifications” or “In-game Communication”. This way, players like myself can quickly understand the options available without having to guess or spend extra time figuring things out.

Optimization Improvements

– (PC, PS5, XSX, XSS) Applied AMD FSR 3.1.

– (PS4, XB1) Optimized memory usage.

– (PS4, XB1) Optimized resolution to increase the maximum resolution by at least 5%.

Bug Fixes

1. User Interface/User Experience (UI/UX) – Resolved a problem where foes vanquished by the special abilities of Ultimate Weapons were omitted from the Battle Pass Challenges and Rewards.

As a gamer, I tackled an issue where the cost reduction of capacity when matching socket types on my weapon modules wasn’t showing up on the enhancement screen. Now it’s all sorted out!

– Resolved a problem that caused the game to become unplayable when the Capacity Exceeded warning was dismissed during the process of upgrading a module after it had been displayed.

Revised: Solved a problem where, upon restarting an Intercept Battle, Infiltration Operation, or Special Operation following completion, the game failed to connect you with the allies who had expressed interest in joining your restarted mission.

Let’s reword the Info screen’s description to clarify that as the “Incoming Damage Modifier” decreases, the amount of damage taken will correspondingly decrease as well.

Corrected a problem where accomplishing a mission using a weapon that has been equipped with at least one socket did not award Mastery Rank experience, even though it seemed like it did.

– Resolved a problem in which the names of the fundamental components and blueprints for Ultimate Weapons became interchanged.

– Fixed an issue where the quantity of attached paint was not displayed in the Mailbox.

– Resolved an issue that caused the DBNO user interface animation to linger when a DBNO ally departed, only for it to reappear upon the arrival of a new ally.

– Resolved a problem: Switching to a new loadout during battle isn’t allowed, but the user interface displays the chosen loadout instead. (This version aims to make it clearer and more concise.)

(2) Direct descendants – Resolved a problem where Lepic was able to activate the “Overkill” ability with no MP when using the “Increased Efficiency” module.

Resolved a problem that prevented Yujin from healing an ally with “Solidarity Healing” when part of the ally’s body was obstructed by an object.

Resolved a problem that prevented DBNO allies, who were saved by Yujin, from using their abilities temporarily right after being rescued.

Resolved a problem that left the visual effect of Viessa’s “Frost Road” ability persisting when switching weapons right after using it.

I’ll adjust an error that made Valby’s “Plop Plop” skill knockback reach further than its intended skill radius.

– Fixed an issue where Enzo’s “Shoot Support” was not applied to allies.

Corrected a problem that prevented Ultimate Gley’s “Massacre” and “Life Siphon” abilities from boosting their power if she had more than 50% health remaining.

– Fixed an issue where Gley’s “Life Siphon” skill and her Modification Modules “Massive Sanguification” and “Explosive Life” could be used on objects in Intercept Battles.

– Fixed an issue where Kyle’s “Repulsion Dash” could be used on objects in Intercept Battles.

– Resolved a problem that caused Kyle’s “Repulsion Dash” ability animation to occasionally get cut off.

Instead of Ultimate Bunny’s “Lightning Emission” power being based on her stored electricity at the moment of use, it’s more like Bunny’s power varies depending on the electricity she possesses at that instant.

Resolved a problem that caused the sound pitch of Bunny’s “Maximum Power” ability to continuously increase, resulting in an unpleasant, continuous noise.

– Fixed an issue where Esiemo would become uncontrollable while using the “Arche Explosion” skill.

In simpler terms, if Ultimate Viessa employed “Frost Road” with the “Absolute-Zero” module, or Valby activated “Laundry Bomb,” and then Ajax put up a barrier over it, this setup would cause the reflective damage to be inflicted on either Ultimate Viessa or Valby instead.

(3) Gear – Resolved a problem where traversing a field with three or four items from an additional accessory collection hindered the 2-part set benefit from activating.

As a gamer, I recently tackled a bug that occurred when whacking the Ultimate Weapon King’s Guard Lance after it had been unsheathed. The damage I dealt to it wasn’t properly logged in my stats before, but now it is!

I’ve corrected a problem that resulted in the Hip Fire Accuracy of the Ultimate Weapon Executor being less precise than expected.

Revised the problem with the Thunder Cage’s special ability in the Ultimate Weapon. Previously, it dealt over 1.33 times more damage to clusters of monsters. Now, the Electric Shockwave ability will always deal double the damage, regardless of how many enemies are grouped together.

# My Update as Game Designer: “During our testing phase, we found an issue with the Thunder Cage. As per its description, it should deal 1.33 times damage, but it was dealing more when there were numerous monsters around. To rectify this bug, we’ve adjusted it so that it functions correctly. However, to ensure it remains efficient while hunting, we’ve doubled the damage multiplier from 1.33x to 2x.

Resolved a problem that caused an additional one or two gunshots when using a repeating firearm for single shots.

(4) Modules – Fixed an issue where the Firearm Critical Hit Rate increase effect was missing in the description of Valby’s “Supply Moisture” module.

I resolved a problem that prevented Valby’s “Tidal Wave” module from correctly applying the Finishing Attack effect when penetrating an opponent.

As a gamer, I recently resolved a bug that was causing varying outcomes when applying Ajax’s “Body Enhancement” module at different save points. Now, the results should consistently match regardless of when you decide to hit ‘save’.

In simpler terms, when Ajax equips the “Matrix Recomputation module,” the Shield automatically recovers rapidly, resetting to half strength after each use.

Resolved a problem where, under the influence of the Flame Zone, the “Pitmaster” passive persisted permanently whenever Blair deactivated the “Classic Chef” module instead of expiring.

Resolved a problem that prevented the knockback effect from activating when Blair employed “Deadly Cuisine” while carrying the “Backdraft” module.

– Corrected a problem that displayed the buff for the “Sharp Precision Shot” module as “Lethal Finish,” when it should have been “Sharp Precision Shot.”

Resolved a problem that prevented the progress of Bunny’s Evolving Skin quest when Bunny had a Modification Module equipped.

As a dedicated player, I recently tackled a pesky bug related to my beloved “Electric Condense” module in the game. It seemed that when my character, Bunny, would unequip this module, a status effect display lingered without actually having any impact. Now, it’s all sorted out!

Resolved a problem that caused Gley’s “Predator Instinct” module skill to show the Frenzied state icon and title repetitively upon use.

Resolved a problem that prevented Ultimate Gley’s “Demonic Modification” from dealing damage properly during use.

Solution: Issue with the Field – Previously, when players simultaneously defeated named monsters and were engaged in a Void Fusion Reactor mission, defeating those monsters would not cause the consumption of Void Shards when using Reconstructing Devices. This has now been resolved.

As a dedicated gamer, I recently tackled a snag with the zone map in “Hagios: The Old Mystery”. It seemed like the indicated paths didn’t match up with the ones I was actually taking during gameplay. So, I fixed that issue, ensuring the map now aligns perfectly with the actual paths for a smoother gaming experience!

– Fixed an issue where the traps would remain on restart after dying in the No Resurrection Zone in Hagos: The Haven.

Resolved a problem that caused movement indicators to show up as you navigated through the Void Fusion Reactor.

Resolved a problem that prevented wandering creatures from appearing during battles on the White-night Gulch Hatchery battleground.

– Adjusted the patterns and structure maintainers procured during nighttime incursions in the White-night Gulch and Hagios, which were obtained through tough infiltration operations.

(6) Miscellaneous – Fixed an intermittent terrain rendering bug.

For the Xbox One (XB1) and Xbox One S (XB1S), a problem has been addressed where the terrain’s textures occasionally showed black lines during rendering.

As a devoted fan, I recently resolved a glitch where completing “Rockfall: Vulgus Strategic Outpost” wouldn’t necessarily mean obtaining “Amorphous Material Pattern: Freyna” for the Sub Quest “Obtain Freyna’s Research Materials 1”. Now, everything should run smoothly!

Resolved a problem preventing the side mission titled “Preparing Extra Materials for Freyna’s Research” from being finished using Ultimate Bunny.

As an enthusiast, I took care of a problem that used to cause my game’s camera to sporadically lock up during disassembly phases in Intercept Battles. Now, it runs smoothly!

– Fixed an issue where the Elite Vulgus Special Effect “Chasing Orb” would not deal damage.

If you’re hopping back into The First Descendant after the 1.05 update,

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2024-07-31 12:08