After the latest maintenance for the new event (Skógrinn Svartr Vill Einn Draumr), HG has preloaded assets related to IS#4. There are some posts on Reddit/Twitter talking about parts of it already, but in this post, I will summarize all major additions for this patch.
This post will be split into three main sections:
IS#4 Mechanics
IS#4 Lore
Non-IS#4 related mechanics
IS#4 Mechanics
Some of the mechanics listed down below have already been explained in HG's official post on IS#4 mechanics. For a full translation, please refer to this post
There are three new mechanics:
密文板 (TOTEM)
坍缩 (CHAOS)
抗干扰指数 (VISION)
Totem
There are two parts to a totem (TOTEM_UPPER, TOTEM_LOWER), you need to assemble them to use it
Totems have "keywords" which can be used to create additional effects. Only obtainable on difficulty 3 and above.
Totems have four colors: None (might be just a placeholder), Red, Green, Blue
Totems have 2 positions: LOCATION and EFFECT
Totems' effects are applied on nodes
Totems have rhythm settings (unsure what it does)
Totems' effects might need to be manually activated
Certain totems might have synergy effects with each other
Totems might be related to being able to vertically travel from one node to another (?)
There's a child buff aside from the main buff that it gives (it might refer to "keyword")
There's a setting called [Foresight] where you gain a certain totem after completing a floor
There's a blurry node: The node becomes battle and non-battle node (which means you don't know what's the node type)
Vision can be used to predict boxes, shops and totems
New Nodes
STORY
HIDDEN_STORY
##Added the source of items that were dropped from stages
None
Treasure chests
Totems
Difficulty
Players might need to use the talent tree to unlock difficulties
The chance of obtaining totems for each difficulty is different, and the tier of relic upgrades is also different (please continue reading)
Shop
Added a new upper limit for withdrawing your balance in the Shop
Each time players withdraw balance, the consumption of system balance will increase (TL Note: Not too sure what system balance means)
There might be something related to Totems and Vision
Monthly Squad
Added sub team name (?), description of the squad's characteristics (?), and cross monthly tasks
Added the ability to select the difficulty level
Others
The buffs provided by talent tree only takes effect at a certain difficulty and higher
Nodes now have sub-types
Players can now exchange totems on Exchange nodes (Fortuitous Opportunity)
Upgrades relics as difficulty increases (if I'm not wrong)
You can bring back Equipments on Commission nodes (Regional Commissions), but certain Equipments are blacklisted and cannot be obtained from Commission nodes
Relics
For this part, the OP for the original post states that as the buff_template for IS#4 is not loaded in yet, the core logic is missing.
Hence, the effects listed as such are inferred by looking at the name and might not be 100% correct.
It should also be noted that any spelling mistakes in the name are not made by me, but rather HG's mistake.
Relics will be separated into two parts - on enemies, and on allies.
For enemies
enemy_get_damage[LevitateAndMassLoss]: Has a plus version (enemy_get_damage[LevitateAndMassLoss_ex]). When enemies are in Levitate/Weightless state, constantly takes damage
enemy_silence[levitateAndMassLoss]: When enemies are in Levitate/Weightless state, gains Silence
enemy_weak[levitateAndMassLoss]: When enemies are in Levitate/Weightless state, gains Fragile
enemy_lighter_while_massLoss: When enemies are in Levitate/Weightless state, decreases Weight by 1
rogue_3_hideEnemyHUD: Hides the UI for large enemies (e.g. Health Bar)
rogue_3_respawnSpeedUp: Increases the respawn speed for enemies
rogue_3_probDoubleEnemyHP: Enemies have a chance of doubling their HP
For allies
rogue_3_chargeSP[whenGetHealed]: Gains SP when being healed
rogue_3_levitate[whenManulSkill]: Levitates enemies when activating skill
rogue_3_decreaseDeployCost: Decreases DP Cost
rogue_3_atk_speed_boost[when_take_dmg]: Increases ASPD when being attacked
rogue_3_bornShield[via_MaxHp]: Gains a shield equivalent to a certain percentage of max HP when being deployed
rogue_3_increaseMaxHPWhenHavingShield: Increases max HP if the unit has a Shield (max HP might still increase even without a Shield)
rogue_3_dmgScaleViaTargetHpRatio: Increases damage dealt to enemies based on their HP percentage
rogue_3_damage_block[stack]: Gains a certain number of Shield when deployed
rogue_3_dmg_penetrate[filter_tag]: Gains Physical/Arts penetration based on the target's tag
rogue_3_extraDamage[whenAttack]: Deals additional damage after attacking
rogue_3_tokenEvolution: Unable to guess effect. Might be related to summons and can increase ATK
rogue_3_DoubleInitialSP: Doubles initial SP
rogue_3_unmovableAndDmgAura: Inflicts Bind and deals True damage every 2 seconds to all enemies within 1.2 tile radius of self
rogue_3_rangedATKSpeedUp: Increases ASPD within range
rogue_3_DefIncreaseAura: Increases DEF for all allies, can be stacked
rogue_3_MaxHPIncreaseAura: Increases max HP for all allies, can be stacked
rogue_3_lossHP: Loses HP every second
rogue_3_SetSpineColorBalck: Turns the color of the chibi model during battle to black
rogue_3_blackfog[random_tile]: Selects a random deployable tile on the field, similar to Emperor Blade's Dominion effect. Units on these tiles will have reduced ASPD; can be stacked, when stacked multiple tiles are randomly selected (will not repeat)
rogue_3_camouflagRange: Selects a random deployable tile on the field, this tile will become the center tile of a 9 tile area, units can gain Camouflage
rogue_3_SPChain: Selects a random deployable tile on the field, this tile will become the center tile of a 9 tile area, ??? (Unable to guess effect, most likely related to having max SP and dealing damage)
rogue_3_duplicate_self: Duplicates self onto 4 adjacent tiles after deployed, only effective for devices
A modifier that changes the stage's natural DP regen speed
IS#4 Lore
The ending text for each of the three endings are listed down below in a Pastebin link (not going to TL them):
(TL Note: There are two terms that I use here - elemental impairment and elemental damage. Elemental impairment refers to the damage taken to an unit's elemental bar, whereas elemental damage refers to the new damage type introduced. I know we often call elemental impairment as elemental damage, but in order to differentiate between these two terms (even the CN names are extremely similar to each other), I have chosen to change the wordings as such)
We can deal Elemental Impairment to enemies now, but the effects are different from the one that enemies inflict on us
The only elemental damage we can inflict on enemies is Corrosion Damage: For 15 seconds, gains Elemental Damage nullification (no longer receives any Elemental Damage), takes 800 sourceless Elemental Damage per second, and decreases ATK by 50% (gradually restores to 100% within the duration; there's a possibility that the highest value will be taken when paired with a future ATK decrease effect)
Elemental Damage: The fourth damage type after Physical/Arts/True (fifth if you want to count in healing damage type). Damage dealt = Damage * (1 - target's elemental resistance * 0.01), which is similar to the damage calculation for Arts damage. Fragile and other similar effects (like Inteference Mine) does not apply to elemental damage. Other effects that does not target specific damage types (e.g. Black Snake/Kristen's damage reduction) can be applied to elemental damage