Shrine's Legacy v1.1.0 Patch Notes
[p]We hit v1.1.0, our first major patch! There's still a lot we want to do, but this update should hopefully be a noticeable improvement to the combat and movement in the game in particular.[/p]
To compensate for this new boost in player power, knockback was adjusted so standing and swatting enemies away with basic attacks is no longer nearly as effective. You'll need to use your mobility more now. And some enemies got additional buffs where necessary.
For those waiting for the Brazilian Portuguese translation, due to unforeseen circumstances it will be on hiatus for a while. The beta for the localization will remain available on the beta branch in the meantime, though!
A few known issues with this patch that will be addressed soon:[/p]
- [p]The dodge ability was overhauled to be a built-in upgrade to the dash and now works automatically instead of needing a short button tap to initiate. [/p]
- [p]Dashing is now more maneuverable (a very highly requested change!). [/p]
- [p]The speed of player attacks was boosted and adjusted. We generally tried to make everything feel smoother to play. [/p]
To compensate for this new boost in player power, knockback was adjusted so standing and swatting enemies away with basic attacks is no longer nearly as effective. You'll need to use your mobility more now. And some enemies got additional buffs where necessary.
For those waiting for the Brazilian Portuguese translation, due to unforeseen circumstances it will be on hiatus for a while. The beta for the localization will remain available on the beta branch in the meantime, though!
A few known issues with this patch that will be addressed soon:[/p]
- [p]There's a new unused key that can be mapped that says "dodge". It will be used for a cool new ability soon. You'll need to remap your keys once you update to this patch because of the addition of this new button.[/p]
- [p]The updated dodge will also be getting a cool new graphic soon :)[/p]
- [p]Mid to late game encounters haven't been rebalanced for the new mechanics yet so they might be on the easy side until the next patch.[/p]
- [p]Movement: You can now move fully diagonal while dashing[/p]
- [p]Movement: Dodge was completely revamped and is now an upgrade to your dash[/p]
- [p]Combat: Reviving your ally now works differently. You no longer need to interact with them. Now 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]Movement / Inputs: A new button was added in anticipation of a new ability. You'll need to remap your controls now if you weren't using the default controls[/p]
- [p]Reduced Player and Enemy hitstun time after getting hit[/p]
- [p]Very slightly Increased the hitstun time for the player when you hit an enemy[/p]
- [p]Reduced knockback of the basic player attack majorly (standing and swinging will be more likely to get you hit now). Dash attack and charge attacks still have strong knockback[/p]
- [p]Enemy touch hitboxes on their body are now deactivated for a short time after the enemy is hit by an attack[/p]
- [p]Basic attacks and dash attacks are now faster[/p]
- [p]Enemies are no longer knocked back by your base attack while they are attacking, making their attacks way more threatening. In return, some enemies had their startups for certain melee attacks increased to give the player more time to get out of the way[/p]
- [p]You now can swim faster than before when tapping the action button[/p]
- [p]Sideways momentum of dash attacks was increased[/p]
- [p]Basic endlag for spellcasting was slightly reduced for both characters[/p]
- [p]You can now buffer magic out of an attack without turning, making attacking and spellcasting immediately afterward easier[/p]
- [p]Rio and Reima move forward slightly more while attacking now (if you are holding a direction)[/p]
- [p]General buffering improvements[/p]
- [p]Water Magic: Now gives your weapon a more bluish tint compared to light's pure white tint[/p]
- [p]General: Wizard Statues can be attacked more quickly now[/p]
- [p]Dialogue: Fixed an issue where Reima's name would appear instead of "???" in the first few scenes with her[/p]
- [p]Crash / Portuguese Localization: Fixed a localization typo that would crash the game when talking to a certain npc in Kaliko Forest with Portuguese language set[/p]
- [p]Cutscene: Fixed a bug accidentally introduced in the last beta build version where certain characters wouldn't animate correctly in the beach room near the beginning of the game[/p]
- [p]Cutscene / Crash: Fixed a crash accidentally introduced in the last beta build when sleeping at the inn near Galadine[/p]
- [p]Major: Fixed an issue where the stiroot enemy could burrow and not reappear if you disengaged from a battle against them and then returned[/p]
- [p]Minor: Fixed an issue where Dovyrn (bird enemy in the Canyon) would go through walls. Now they collide with walls the same way as grounded enemies[/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]Belkhar Overworld: Fixes to a few rooms[/p]
- [p]Sand Seas: Fixes / Improvements to several rooms[/p]
- [p]Tunnel Dungeon: Fixed some various minor mapping issues[/p]
- [p]Siltens Overworld: Fixed some minor mapping issues and improved a couple screen transitions[/p]
- [p]Siltens: Fixed some very minor occlusion and layering issues[/p]
- [p]Combat: Hitstun freeze timing for the player and enemy during various attacks was adjusted slightly[/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]Items: Many zuell treasure chests were increased in value[/p]
- [p]Enemy Balance: Many other enemy and boss properties were adjusted to feel better with the new mechanics. More to come with the next patch![/p]