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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]

Shrine's Legacy Patch Notes v1.04b

[p]This is a patch mostly for fixing major bugs, but it also brings forward the tweak to the AI ally's vulnerability from the public-beta patch, with some tweaks. Let us know if it feels like an improvement![/p][p][/p][p]New Content / Features:[/p]
  • [p]Less Damaged Ally: The AI ally is now able to avoid most damage from enemies, except for when the player is also hit. This is slightly nerfed from the original beta patch where they were completely invincible but should still generally make the ally survive much better than before and should generally feel fairer when they do take damage. [/p][p]NOTE: Activating easy mode will make them completely invincible to enemy attacks like they were in the most recent beta patch. [/p][p]This is a big change so let us know if you run into any bugs or issues with it.[/p]
[p][/p][p]Bug Fixes and Adjustments:[/p]
  • [p]Softlock / Major: Fixed an easily triggered bug where a choice during a conversation with Carolyn late in the game could cause the conversation to freeze[/p]
  • [p]Pages: After completing the page quest resolution, fixed an issue where new pages wouldn't get appraised anymore[/p]
  • [p]Softlock / Major: Fixed a bug in Moglore where you could get stuck if you don't have enough MP to cast the spell to start an earth puzzle, specifically when the Lapis Lazuli jewel was equipped[/p]
  • [p]Balance / Bug: Fixed an issue where a certain enemy in the second post-game dungeon was getting stuck trying to use its attack[/p]
  • [p]Visual / Bug: Fixed an issue where the magical minion wasn't looping its casting animation[/p]
  • [p]Balance / Bug: Fixed an issue where the basic big minion wasn't using its attack often enough[/p]
  • [p]Balance: The big minion hitbox for their attack now ends sooner, as it was still active during the endlag of the attack which felt wrong[/p]
  • [p]Out of Bounds / Fellinore Overworld: You can no longer fall off an elevation in a couple of specific spots in the room with a cave past Fellinore now[/p]
  • [p]Out of Bounds / Lethoral Canyon: You can no longer fall off an elevation in a specific spot out of bounds in the room with one torch now[/p]
  • [p]Minor: Fixed an issue where the previous area would be darker if you went into the 2nd postgame dungeon while it was still dark and then came back[/p]
  • [p]Dummy Minigame: Fixed a couple of funky bugs involving using the reward for the dummy minigames inside the dummy minigames[/p]
  • [p]Major: Fixed an issue where it was difficult to revive your ally during the golem boss due to the body and hands counting as nearby enemies even while the hands were in the air or resting[/p]

Shrine's Legacy Patch Notes v1.04

[p]This patch doesn't contain a lot of changes, but the ones it has are important.[/p][p][/p][p]Perhaps most worthy of note, we added an Easy Mode setting in the in-game options. You'll take less damage and deal more damage to enemies. It will be a good choice if you are struggling or just want to enjoy the story. At some point we will add an expert difficulty, but we want to put some real effort into making it feel and play different from normal, so this will be sometime down the line.[/p][p][/p][p]Besides that, we fixed a handful of major bugs and also improved the polish in a handful of Fellinore Overworld rooms, with more polish to come in that area very soon.[/p][p][/p][p]Full Patch Notes:[/p][p][/p][p]New Content / Features:[/p]
  • [p]Easy Mode: You can now set the difficulty in the in-game options menu, choosing between Normal and Easy. (Easy lowers damage taken, and increases damage dealt).[/p]
  • [p]Before you get the mobility potion, diagonal dash attacks now function but at 1/3 speed[/p]
  • [p]Fellinore Overworld: Polish improvements in some of the rooms after Fellinore (more to come soon!)[/p]
[p][/p][p]Bug Fixes / Adjustments:[/p]
  • [p]Ending / Softlock: Fixed a rare bug where the game could get stuck during dialogue (2p seemed to gain control of the conversation despite not being active)[/p]
  • [p]Ending / Minor: Fixed a name that wasn't localized[/p]
  • [p]Ending / Major: Removed the unintended save point in the best ending[/p]
  • [p]Ending / Major: If you previously saved during the best ending, your save file location and story values will be returned to just before the point of no return in the story, so you aren't trapped in the ending[/p]
  • [p]Ending: You can now close out of the very ending screen and return to the title screen by pressing a button instead of having to close the program[/p]
  • [p]Minor: F12 now correctly takes screenshots via Steam's API in addition to saving them in the %localappdata% for the game[/p]
  • [p]Credits: Adjusted a name[/p]
  • [p]Dialogue: Delane talking about the Parum Tunnel typo fixed: wondering -> wandering[/p]
  • [p]Dialogue: Slightly adjusted the dialogue of a secret shop[/p]
  • [p]Walter Quest: Updated the dialogue to make it clear you don't need every single page to complete the quest[/p]
  • [p]Blacksmith Shop: Fixed the icons displaying the incorrect frame after being purchased[/p]
  • [p]Fellinore: Fixed a bug where Delane was not in town when she was supposed to be[/p]
  • [p]Fellinore: Slightly adjusted one of the NPC's hair color[/p]

Public Beta Patch Test v1.03b

[p]A small patch to test a couple potential big changes! Opt-in to the public-beta branch in the properties->betas for the game in your Steam library to test them out.[/p][p][/p][p]Please let us know what you think about these changes and whether you run into any issues caused by the first change, and hopefully they will come to the main branch soon. :)[/p][p][/p][p]Adjustments:[/p]
  • [p]Ally can no longer be damaged by enemies when controlled by the AI[/p]
  • [p]You can do diagonal dash attacks at half speed without brewing the potion now. Mobility potion still gives you a better version of the diagonal dash attack so it's still worth getting.[/p]

Shrine's Legacy Patch Notes v1.03

[p]Shrine's Legacy Patch v1.03 is out now!

There are a few critical fixes in this patch:[/p]
  • [p]Hotfix for a few crashes that were still on-going! Let us know if you run into any more crashes, we'll try to weed them out as quickly as possible![/p]
  • [p]Some smaller bug fixes and polish improvements[/p]
  • [p]Some important polish improvements for maps, especially one of the post-game dungeons[/p]
  • [p]Localization fixes[/p]
[p][/p][p]Additions / Adjustments:[/p]
  • [p]Galadine Overworld: Several rooms got some polish adjustments[/p]
  • [p]Yuril Overworld: A couple rooms got some tiny adjustments[/p]
  • [p]Belkhar Overworld: A few rooms got some tiling improvements[/p]
  • [p]Veyrlorn: One of the rooms is designed in a way that makes it more clear that wind could be used now. Will add a proper tutorial / tutorial message for the wind spell in a future update[/p]
  • [p]Post-Game Dungeon 1: Got a pretty significant visual polish pass[/p]
  • [p]Yuril / Cutscene: Slightly adjusted Mala's dialogue when she receives the first letter to better flow into the next scene with her[/p]
[p][/p][p]Bug Fixes:[/p]
  • [p]Crash / Co-op: Opening a treasure chest on a different elevation from the other player could very rarely cause a crash. This is fixed now[/p]
  • [p]Crash / Dialogue: Fixed an error where very dialogue could randomly (but rarely) crash the game (found at the Lethoral Canyon early battle scene, but seems like it can happen in different places. It should be fixed for all instances as the bug was the same, but let us know if you get a dialogue crash in the future.)[/p]
  • [p]Crash / Test: It was possible to very rarely crash when retrying boss battles. I wasn't able to replicate the bug, but I added code to hopefully catch it and prevent the crash. Please let us know if you run into any future issues with retrying boss battles in the future.[/p]
  • [p]Softlock / Co-op: 1st battle with the cloaked figure no longer softlocks or puts a player on the wrong elevation if one of the players is climbing or on the lower elevation when the scene starts[/p]
  • [p]Softlock: 2nd battle with the cloaked figure no longer softlocks with the boss out of frame if you die and retry[/p]
  • [p]Moglore Miniboss / Softlock: Fixed a bug where the enemies stop spawning after a little while, potentially soft-locking the player until they reload[/p]
  • [p]Moglore Miniboss / Clarity: Battle starts with one torch lit now, so that the challenge of the encounter is more clear[/p]
  • [p]Siltens / Minor: Thaiden's name and portrait now appear correctly in town after you learn his name[/p]
  • [p]Yuril / Minor: Mala now sits facing the correct way while reading a book during a cutscene[/p]
  • [p]Localization / Chinese: The script should have properly updated this time (it seems like it didn't update correctly in the last patch). Also made additional improvements to dialogue that previously could go out of bounds of the textbox.[/p]
[p][/p][p]Balancing:[/p]
  • [p]Volume: Further reduced the volume on the ooze enemies attack in the first post-game dungeon (it was still too loud)[/p]