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Shrine's Legacy Beta Patch Notes v1.0.8

[p]This beta patch includes a host of changes, including changes to dash mechanics, dodge mechanics, enemy knockback, attack mechanics, healing mechanics and more![/p][p][/p][p]Because we've heard a lot of complaints about combat and movement, we wanted to start working towards improving some of the sticking points and making the game feel more fun to play. There's a lot of experimental changes in the patch, so let us know what you like and don't like. This patch is for the beta branch only. Expect more changes / fixes / and adjustments with at least one or two more beta patches before these changes go live for everyone on the default branch later in the month.[/p][p][/p][p]Because these new changes haven't been thoroughly tested yet, expect some potential bugs and balance funkiness until it gets polished a bit more.

How to access the beta branch to try this patch:[/p]
  1. [p] Right click the game in your Steam Library and select "Properties"[/p]
  2. [p] Go to the "Betas" tab[/p]
  3. [p] Where it says "Beta Participation" Click and select "public-beta"[/p]
[p][/p][p]Edit / Note: The save file format was updated for this patch. What this means is that save files for this particular beta branch patch will NOT work in the default branch yet (if you revert back after saving in beta branch). They will work again once we update the default branch later this month. If anyone needs to revert back to default, let me know and I'll make a hotfix for the default branch to load the new save file format.[/p][p][/p][h2]v1.0.8 Beta Patch Notes:[/h2][p][/p][p]New Content / Features:[/p]
  • [p]Movement: You can move fully diagonal while dashing[/p]
  • [p]Movement / Inputs: Dodge now has it's own button. You'll need to remap your controls now if you weren't using the default controls[/p]
  • [p]Movement: Dodge was completely revamped and should now be more useful[/p]
  • [p]Combat: Reviving your ally now works differently. You no longer need to talk to them, you only need to stand near them to fill the bar. Moving away causes the revive bar to decrease quickly. To balance this new mechanic giving you more movement during revival, it now takes longer than before to revive. The character will still revive rapidly if there are no enemies nearby[/p]
  • [p]Combat / Magic: Light and Water Magic are reworked. They now heal you once immediately when cast and no longer steal life on hit. This is to make them a bit less overpowered when spamming attack. Their elemental properties still work on your weapon for damage, though! The amount healed still scales with your magic stat, too. And now they last less time overall, but don't lose tons of time when you hit something anymore. And you can gain MP even while the effects are active now[/p]
[p][/p][p]Bug Fixes / Adjustments:[/p]
  • [p]Water Magic: Now gives your weapon a more bluish tint compared to light's pure white tint[/p]
  • [p]Localizations / Portuguese: Added in some missing text[/p]
[p][/p][p]Mapping Fixes:[/p]
  • [p]Yuril Overworld: Fixes / improvements to a few rooms[/p]
  • [p]Marize Overworld: Fixes / improvements to a few rooms[/p]
  • [p]Galadine Overworld: Fixes / improvements to several rooms[/p]
  • [p]Omdale Overworld: Fixes / improvements to several rooms[/p]
  • [p]Marsh Overworld: Fixes / improvements to a couple rooms[/p]
  • [p]Fellinore Overworld: Fixes / improvements to several rooms[/p]
  • [p]Pyragord Overworld: Fixes / improvements to several rooms[/p]
[p][/p][p]Balancing:[/p]
  • [p]Combat: Enemies basic contact damage is now disabled for longer after hitting them depending on the type of attack you used. Dash attack lasts the longest[/p]
  • [p]Combat: Increased enemy hitstun time slightly when hit by dash attacks and charge attacks[/p]
  • [p]Combat: Enemies now take less knockback on average from player hits[/p]
  • [p]Combat: Basic attacks now have less endlag by default. Accelerator Topaz now makes you attack even faster.[/p]
  • [p]Combat: You can now cancel your attack into itself without having to turn[/p]
  • [p]Combat: Dodge mechanics were buffed significantly[/p]
  • [p]Combat: Dodge now has some i-frames, but can no longer be cancelled early into other attacks[/p]
  • [p]Combat: Knockback on Rio's charge attack was buffed to counteract the knockback adjustments and remain strong in knockback[/p]
  • [p]Combat: Rio and Reima move forward slightly more while attacking now (if you are holding a direction)[/p]
  • [p]Enemy AI: Slime Archer now attacks more frequently[/p]
  • [p]Enemy Balance: Slimes now take much less knockback so you have to be more careful about positioning[/p]
[p][/p][h2]v1.0.8b Beta Hotfix Changes:[/h2][p][/p][p]This is included with this patch, just a quick hotfix to fix a few bugs with the immediate release.[/p][p][/p][p]Bug Fixes / Adjustments:[/p]
  • [p]Crash: Fixed a newly introduced crash when cancelling your attack with a magic cast within a very specific window of time[/p]
  • [p]Minor: Fixed a newly introduced text bug where the gamepad style text would display the wrong controller type[/p]

Shrine's Legacy Patch Notes v1.0.7

[p]Today's patch is launching alongside a discount! There are a couple major additions, including the beta for the Portuguese translation and a basic hard mode option! There're also some map improvements and fixes, and some balancing improvements to the endgame so that damage is a little more severe during the final dungeon.[/p][p][/p][p]For now, hard mode simply doubles the enemy damage. However, we are still planning a "true" expert mode sometime next year which allow enemies to also act more challenging and interesting. We are also planning to work on the base AI of some bosses and battles to make them better even on normal mode. But...hopefully this version of hard mode can help as a stopgap in the meantime for the people who crave more of a risk and challenge in their play-through.[/p][p]
About the Localization / Sobre a localização:[/p][p]If you wish to check out the Portuguese localization beta, you can opt-in to the beta branch. To do so:
1. Right click the game in your Steam Library and select "Properties"
2. Go to the "Betas" tab
3. Where it says "Beta Participation" Click and select "public-beta"[/p]
  • [p]Note that there are still a few lines missing which we'll remedy very soon, and there could be bugs as well. Let us know if you run into anything odd via the comments or community pages. We'll get this to the default branch as soon as we feel that it's been tested thoroughly enough. Thanks for your patience![/p]
[p]Português:
Se você deseja experimentar a localização em português beta, pode participar da versão beta. Para isso:
1. Clique com o botão direito do mouse no jogo na sua Biblioteca Steam e selecione "Propriedades".
2. Acesse a aba "Betas".
3. Onde está escrito "Participação Beta", clique e selecione "public-beta".[/p]
  • [p]Observe que ainda faltam algumas linhas, que corrigiremos em breve, e também podem existir alguns bugs. Informe-nos caso encontre algo estranho através dos comentários ou das páginas da comunidade. Incorporaremos esta alteração à branch principal assim que considerarmos que ela foi testada o suficiente. Obrigado pela sua paciência![/p]
[p][/p]
Patch Notes
[p]New Content / Features:[/p]
  • [p]BETA BRANCH ONLY: Portuguese Localization implemented![/p]
  • [p]Difficulties: Hard Difficulty was added! Can be selected in the menu. While active, you take double damage from enemies. Potentially other changes or adjustments to come soon...[/p]
[p][/p][p]Bug Fixes / Adjustments:[/p]
  • [p]UI / Bugfix: Fixed an issue with the positioning of the potion description text introduced in the previous patch[/p]
  • [p]Cutscene: In the scenes in the room before Fellinore, fixed issues with characters not animating[/p]
  • [p]Lightning Dungeon / Minor: The final room is no longer slightly dark, so it should look more natural now as you exit[/p]
  • [p]Veyrlorn / Crash: Did a quickfix to hopefully stop a rare crash caused by the hopping cyclops enemy laser when it loses its target during the attack[/p]
[p][/p][p]Mapping Fixes:[/p]
  • [p]Caves: All caves should now have lights revealing the exits[/p]
  • [p]Omdale and Uncharted Overworld: Improvements to several rooms[/p]
  • [p]Fellinore Overworld: Improvements to a few rooms[/p]
[p][/p][p]Balancing:[/p]
  • [p]Final Dungeon / Enemies: Increased their attack stats significantly[/p]
  • [p]Final Dungeon / Bosses: Increased the health and damage of all bosses inside the dungeon to make them more of a threat[/p]
  • [p]Dark Moophant: Increased damage by 1[/p]
  • [p]Jewels: Citrine cost down from 4 -> 2[/p]
  • [p]Potions: Reduced cost for Experience Sauce (costs 40 -> 25 zuell and 1 less capsaicin)[/p]
  • [p]Potions: Reduced cost for Catholicon (costs 120 -> 100 zuell and costs 1 less ginseng)[/p]
  • [p]Potions: Reduced cost for Questionable Sauce (costs 1 less serrano)[/p]

Shrine's Legacy Patch Notes v1.0.6

[p]Today's patch has map fixes, some important fixes for the UI when using the Chinese Language, along with improvements to the save / load system! Lastly, there are a few other misc UI fixes included![/p][p][/p][p]If you had trouble starting the game in the past due to crashes, you should give it another try now. The game should now check for old or corrupted save/config files and move them to a backup folder if found instead of crashing on startup.[/p][p][/p][h2]Patch Notes[/h2][p][/p][p]New Content / Features:[/p]
  • [p]Saving / Loading: If the game detects an invalid, old, or corrupted save file or configuration file, it now moves it into a new a folder and ignores it, rather than triggering a game crash[/p]
  • [p]Saving / Loading: If the game fails to save for some reason, it should now give an error message instead of failing silently[/p]
[p][/p][p]Bug Fixes / Adjustments:[/p]
  • [p]Other: New numbering scheme for new versions[/p]
  • [p]Galadine / Softlock: Fixed an issue where the cutscene wouldn't start after defeating the guards if you died and retried, preventing you from getting the reward[/p]
  • [p]Marize / Softlock: Fixed an issue where you could fall out of bounds after using the wind spell in certain places in the town[/p]
  • [p]Menu / UI: Jewel slots display now makes it clear the current max total in the game at the moment[/p]
  • [p]Map / UI / Postcat Quest: The locations for the quest are now marked with easy to see postcat faces for better clarity[/p]
  • [p]Galadine / Layering: Fixed a couple boxes which were on the wrong layer drawing below the player[/p]
  • [p]Localization: The names of world locations in the menu and title screen now update immediately when you change the language (requires saving game once after update to apply)[/p]
  • [p]Localization: Rio and Reima's names now properly update upon loading a game saved with a different language setting than your current language[/p]
  • [p]UI / Localization: Chinese UI for many title screen and in-game menus was cleaned up significantly[/p]
  • [p]UI / Localization: Chinese button prompt text now has a proper dropshadow[/p]
  • [p]UI / Localization: Added a variant of the title screen textbox with more space[/p]
  • [p]UI / Localization: The quit / confirmation textbox now allows for a bit more space for text[/p]
  • [p]UI / Localization: Fixed an issue where the cancel button text would not update in the config menu after changing languages[/p]
  • [p]UI / Localization: Fixed an issue where the file select button descriptors on the title screen would not update after changing languages[/p]
  • [p]UI: Fixed an issue where all jewels after the first equipped jewel would incorrectly display at full opacity in the inventory selection menu[/p]
  • [p]UI: Moved "Speedrun Timer" option to "Other" config screen instead of "Visuals" config screen[/p]
  • [p]Dialogue: A very minor adjustment to one of Mala's lines in the early game[/p]
[p][/p][p]Mapping Fixes:[/p]
  • [p]Galadine Town: Fixed some issues with the collisions / appearance of the entrance and exit of Galadine and it's neighboring rooms[/p]
  • [p]Galadine Town: Fixed some other minor tiling and collider issues[/p]
  • [p]Galadine Castle: Fixed some minor tiling issues[/p]
  • [p]Final Dungeon: Fixed a wierd doorway collider at around the mid-point of the dungeon[/p]
  • [p]Fellinore Overworld / Layering: Fixed some layering issues such as with the bridges[/p]
  • [p]Yuril Village: Some map polish and layering fixes[/p]
  • [p]Early Game: A few of the early caves got some light coming from the entrances (more to come soon)[/p]
  • [p]Yuril + Marize + Siltens Overworld: Fixed some various layering and shadow issues in many of these rooms[/p]
  • [p]Groonis Island: Fixed some various layering and shadow issues in many of the rooms[/p]

Shrine's Legacy Patch (Hotfix) Notes v1.05b

Patch Notes:

- One simple fix for a new crash that was accidentally added early in the game

Shrine's Legacy Patch Notes v1.05

[p]This is a relatively large update with a highly requested inclusion![/p]
  1. [p]We are enabling Steam Cloud Saves finally! Keep in mind it is best to log into / sync with whatever device has the saves you want to keep first to prevent potential issues! Note: If you try to sync Steam to more than 1 device with unique saves, it will give you the option to pick which device's files to keep (it should give you a warning if / before this happens). If this happens and you are not sure what to do, manually back up your save files on both devices before picking an option to be safe. Otherwise, just pick the device you want to keep the files from.[/p]
  2. [p]A local backup save with a timestamp will now be added in your %localappdata% folder for Shrine's Legacy every time you save. This will assist in making sure you are protected in case of save data corruption or other save data issues.[/p]
  3. [p]There are also some pretty major map fixes and bug fixes, including fixing a lollipop that was bugged! See the notes below for the location if you were looking for it and don't want to search everywhere again.[/p]
  4. [p]The freeze bug with Carolyn should now be fixed effectively this time.[/p]
[p][/p][h3]Patch Notes:[/h3][p][/p][p]Save Game Adjustments:[/p][p]- Saves: Steam Cloud Saves Enabled![/p][p]- Saves: A local backup save is now made every time you save a game, with a timestamp, in your %localappdata%/Shrines_Legacy/save_backups folder. This is useful if your data gets corrupted or deleted for any reason, you can try older saves[/p][p][/p][p]New Content / Features:[/p][p]- Lollipops: One of the lollipop items wasn't properly placed and as a result, the final lollipop reward couldn't be obtained. This is fixed now. You can find the bugged lollipop hidden in \[minor spoiler] the Belkhar Desert Overworld area \[end spoiler][/p][p]- Easy Mode Improvement: Dummy Lord now takes 10 less hits to defeat on Easy Mode compared to Normal (his speed scaling also caps out lower). This is still intentionally a very challenging fight, though. If you are struggling with Easy Mode, some tips are to make sure you've unlocked diagonal dash attacks, also pay attention to his patterns, and focus on your positioning so you are never in his direct path[/p][p][/p][p]Map Adjustments:[/p][p]- Canyon Dungeon: Layering fixes and mapping adjustments to a few rooms[/p][p]- Desert Overworld: Layering fixes and mapping adjustments to the room before the dungeon[/p][p]- Sand Seas: Collider fixes and mapping adjustments to several rooms[/p][p]- Moglore Dungeon: Removed a tree from one room that was blocking view of an object[/p][p]- Fellinore Overworld: Major fixes and adjustments throughout, there's still some work to be done though[/p][p]- Crystal Dungeon: Fixed a lot of layering issues in various rooms, and replaced bush blockades with rocks to make more sense[/p][p]- Crystal Dungeon: Fixed an enemy near the end of the dungeon that would appear on the wrong elevation[/p][p]- Crystal Dungeon: Spots that look like ramps or stairs no longer climb like ladders[/p][p]- Final Dungeon: Fixed some layering, animation, and collision issues throughout the dungeon[/p][p]- Postgame Dungeon 1: Various fixes and improvements to several rooms[/p][p]- Postgame Dungeon 1: Fixed a bug where one room would have invisible spikes remaining after completing a battle challenge (they remain properly visible now)[/p][p]- Postgame Dungeon 2: Layering fixes in a couple rooms[/p][p]- Ending: fixed a mapping error connecting the first two screens in the final area[/p][p][/p][p]Bug Fixes / Adjustments:[/p][p]- Softlock: Did another workaround for the Carolyn freeze bug since it was still happening after the previous fix[/p][p]- Tunnel / Co-op: Fixed an issue where you could talk to two different mine carts at once and at the end you would become intangible and unable to progress[/p][p]- Crystal Dungeon: Fixed a cutscene where Reima was supposed to have a "?" above her head but it only appeared for a split second[/p][p]- Crystal Dungeon: The dungeon is no longer randomly darker if you got a certain scenario[/p][p]- Crystal Dungeon: Fixed an issue where you would permanently lock yourself out of a secret area by killing one enemy out of the 2 in front of a enemy blockade and leaving the room[/p][p]- Resolutions: Very small resolutions now properly scale the gui as intended and don't leave you staring at a black screen during gameplay (minimum resolution that should work is 480x360). There are still some small UI issues with the title screen that need to be handled for very small resolutions, though[/p][p]- Ending / Aesthetic: Water and light status are now cleared after the final boss battles, so they don't make the cutscenes weird[/p][p]- Ending / Quality of Life: You are now healed in a couple more instances during the ending[/p][p]- Menus: Improved text positioning on a few confirmation menus[/p][p]- Menus / Title: Fixed the SFX when deleting / cancelling deleting a file[/p][p]- Menus / Title: Now plays a different SFX when successfully copying a file for better clarity[/p][p]- Dialogue / Tunnel: Updated dialogue of the entrance sign for clarity[/p]