Algunas de las mejoras respecto a la última demo (para el juego final):
Player movement speed has been increased by 40 percent, putting it in line with Phantasy Star Online 2: Episode 3.
Ring Fields can now be generated with one button. This has been accomplished with the inclusion of a new consumable item that can be equipped to a sub-pallete, the “Ring Generator.” Touching the corresponding icon on the sub-palette will allow players to erect a Ring Field. It remains possible to also summon Ring Fields via Gran Arts.
The game has been designed to now be as responsive to player commands as possible all around in order to combat perceived lag that occurred after button presses. The delay has been reduced to 1 frame in order to account for overlap rendering.
In order to accommodate the 1 frame delay in input, motion frames for Gran Arts and Techniques have been added. This is designed to prevent feelings of unease from occurring when using either one and the feature has as such been implemented for all Gran Arts and Techniques
The algorithm for target prioritization when using lock-on targeting has been improved in light of instances of distant enemies being selected. A bug where lock-on targeting lingered even after defeating an enemy has also been corrected.
Movement speeds have now been reduced to two tiers, walking and dashing. Previously, the levels were set to walking, running, and then dashing. This reduction allows players to achieve top speed more quickly and save time in commuting to places.
The default camera rotation speeds has now been set to a slower level.
Switching between weapon palettes is now faster, as the game is now designed to be constantly loading that data in preparation for transitions.
User interface animations have now been sped up so as to improve navigation.
Sub-palette-related touch screen ranges have been improved so as to avoid instances of the game not responding when touching a specific item.
Potential causes of lag/frame rate drops during Gigantes fights have been reduced. During the battle, as there was a tendency for the game to get bogged down trying to process things like concentrated amounts of hit effects, visual effects during this fight have now seen a reduction and limits are now in place to cap the amount of effects that can be on screen.
Improvements have also been made to improve processor load during peaks in the fight. Additionally, as there were instances of Gran Arts slowing the game down due to hit effects and the like, their implementation has been revised again.
In terms of when players can see these changes for themselves, Sega states that the first two can already be seen in the current demo of the game being shown off at retail stores. The other changes will be present when the game’s second demo goes live on PlayStation Network in mid-November, which will showcase the game’s opening segments. Given the disparity between the two demos, Sega will therefore be removing the battle demo on October 27.
Phantasy Star Nova is due out or PS Vita on November 27 in Japan.