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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]
  • [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]
[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]If you run into any other issues, let us know. We're planning to do a follow-up patch in the next couple days.[/p][p][/p][h2]v 1.1.0 Patch Notes:[/h2][p][/p][p]New Content / Features:[/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][/p][p]Combat Mechanics:[/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][/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]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][/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]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][/p][p]Balancing:[/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]

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