(Note that both controller types can still be used simultaneously.) Saving options controller type selection. Skills now shown in the order picked in Collection. Low health indicator isn't triggered as easily. Another slight change to "Tomb of Timing". Modifiers now listed in more compact form. The player is now able to throw the monster lure. A message is now played when the player tries to destroy an object that is required for a quest. New player character remarks for different situations Audio option for playing copyrighted music (streamers can use this to avoid having to clear the copyrights for videos). Gameplay option for pausing the game when app window is out of focus. Audio option for pausing sounds and music when app window is out of focus. All Modifiers listed in categories in Inventory screen. Quest HUD items can be minimized by clicking the icon with mouse. Showing Material names in Collection Material grid. Showing Material names in Carried Materials screen when focus is over a material slot. Showing Material names when hovering mouse over game screen material slots (mouse only). Graphics options / resolution screen has display index selection. Access to new area 'Narrows Vale' (Part I, east side) Don't want to spoil it, but here's an anonymous teaser. There's a new monster type/variant added in the new area. This interaction is not available with gamepads, but you can of course toggle tracked quests in the pause menu Quests tab. Quest HUD items can now be minimized and maximized by clicking the icon with mouse. (Spoiler: we also have a new non-pizza billboard now, and more coming soon.) You can finally drool after that pizza billboard in sharp 4k. The biggest reason is that we now have 4x sharper textures included. You may have noticed the game build size increase with the latest update. Modifiers are now listed in more user friendly manner in the inventory screen and organized under offense, defense, and misc categories. In terms of overall progress, I'd say the island is roughly 40% complete now, and we're making good progress with the next areas as well. So expect to see some under development barriers there. The next part will be available in the next update. And yes, that's a katana in the update banner above.Īs usual, to avoid more spoilers I'm not going to say much about the area itself, but I do want to make clear that this is Part I of the new area Narrows Vale. Among other things, you'll be checking in to Blue Ponds Motel, kicking tires at Fincher's Auto Salvage, and wondering when you'll be able to get to that broken Narrows Vale Link Tower (spoiler: in the next update). New update is now here! This one expands the game area in the south by opening up the Checkpoint Rho. UI optimizations for screens with lots of items. Usual fixes to graphical bugs and glitches. Tab key doesn't change pause menu tabs if bound to inventory or map. Sleeping now increases the related medal progression correctly. No longer possible to change secondary item while aiming a throwable. Ruthless Pitcher should not respawn any more when ascending. Various crash bugs that happened when playing longer sessions. A bug that permanently prevented materials being collected. Oddly placed broken wall pieces are now also destroyed when nearby walls get destroyed. Critical hit damage increases are now calculated correctly. Window cursor being offset after starting the game or changing display config. Crash that could happen when opening up the map. Slight wording change to "Endless Trash" to avoid confusion re: digging. Fishing quest now takes previously fished fishes into account. Enemies don't just blindly follow animals any more if there are other targets. Made "Hedgefield" tower area slightly smaller so all enemies needed for ascension are encounterable. Timed Chests are not hidden from the map after opened to make it easier to track them. Link Tower now has 'Scan Monsters' button option after you've installed the Radar. Dropping bigger amounts of materials results in tighter stacks and doesn't bloat the save file. Slightly reduced miniboss colliders sizes, so they should fit through narrow doorways. Useful for grabbing screenshots without the UI elements. Showing farmed plants on world map and minimap. Added Gameplay Option to remove Material Tracking Notification Animation bouncing. Showing completed Quests in pause menu. Depth of Field effect (simple approximation) in Graphical Options. Hold down mouse buttons, space, or gamepad A/B to skip. In-game cutscene skip support (not all cutscenes support this yet).
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