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]
How to access the beta branch to try this patch:[/p]
- [p] Right click the game in your Steam Library and select "Properties"[/p]
- [p] Go to the "Betas" tab[/p]
- [p] Where it says "Beta Participation" Click and select "public-beta"[/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]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]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]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]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]