Official Steam Demo release and Demo v1.6 Patch Notes
Shrine's Legacy Demo v1.6 is now out
In addition, you can now play the demo on Steam without joining the mailing list now! Just download the demo from the official Steam page: Shrine's Legacy on Steam
[h2]Important Notes for those who have played the Mailing List Demo:[/h2]
Unfortunately, owning the mailing list demo may cause issues with downloading the new demo. Because of this, we will be disabling the Steam keys for the Mailing list version of the demo shortly, but the DRM-free version from our mailing list should continue to work if you wish to keep playing the older version in the future. Once we disable the Mailing List demo keys, you should no longer have any issues downloading the new version of the demo directly from Steam via the above link.
Additionally, if you played the demo via our mailing list before this, please note that the new version of the demo uses a new folder for storing config and save files, which means by default your save data and config settings will be gone when you start up the game again.
However, It is possible to copy the contents from the old folder to the new folder and they should work. Both folders should be in appdata for most windows machines. The old folder is called "Project_Shrine" and the new folder is called "Shrines_Legacy".
If you copy the files over you should be able to continue where you left off. The new save files will not be backwards compatible though due to changes in how Game Maker handles save files in its newest version, so keep this in mind.
[h2]Shrine's Legacy Demo v1.6 Patch Notes:[/h2]
[h3]Major Changes:[/h3]
- Updated Shrine's Legacy to the newest version of GameMaker Studio 2.
- It's now possible to switch characters and play co-op as soon as Reima joins the party.
- Uses a new folder to save and load config and save file data from.
- Somewhat major co-op changes, listed next.
[h3]Co-op Changes:[/h3]
- When Player 2 triggers a cutscene by walking into a trigger, they will now be in control of that conversation (before, it was always P1).
- When the party changes, players will get to keep control of their respective characters they had BEFORE the party change.
- It's now possible for P2 to control P1 if there's currently no second character. You can switch between the two players at any time by pressing any major button or start button on the respective player's controller or keyboard.
[h3]Bug Fixes:[/h3]
- Using a HP or MP increasing potion on a character that's not in the party no longer causes a potion to fly across space and time.
- Footstep sounds now properly play when important characters in scenes are running.
- Fixed a bug where you could potentially cause issues in a couple of different scenes in co-op mode when P1 was down at the end of a battle event.
- Fixed a mistake in the intro where the sprite of the character didn't quite match up when their eyes blink.
- Fixed a oversight where the game could think that a character is outside of a building when they are really inside the building.
- Fixed an exploit where Reima could get free EXP every time the player saves/loads at a specific moment in the game.
- Fixed a crash that could happen when loading the game with a specific jewel equipped to a specific character.
[h3]Other:[/h3]
- Removed links to website and other places now that this is an official release of the demo. Also adjusted post-credits text a bit.
- Made an adjustment to a room in the first dungeon to make the way to progress easier to understand.
- Updated the art on the Postcat Office.
Oh... also, we never actually posted patch notes for the v1.5 of the demo (and there were a lot!), so I'll include those here too:
[h2]Shrine's Legacy Demo v1.5 Patch Notes:[/h2]
[h3]Major Changes:[/h3]
- World Map added! You now get a map at the beginning of the game and can see the layout of the world of Ardemia!
- Many adjustments to combat and enemies to make both hitting and getting hit feel more impactful.
- We have a new Logo for the game now! It's implemented both on the Title Screen and in-game.
- A special surprise if you find and talk to the goats in the pen at the beginning.
[h3]Adjustments:[/h3]
- Slight rebalancing of most enemies and bosses.
- Knockback has been increased all around the board, both for players and enemies. Many enemies have had their hp has been slightly decreased to account for this.
- Enemies have slightly more damage on average.
- Dash attacks have slightly increased i-frames. You'll still take damage if dash attacking recklessly though.
- There is now hitstun when getting hit/ hitting enemies.
- When taking damage, you can't act instantly like before: there is now a short stun period where you can't do anything.
- Critical hits (i.e. exploiting weaknesses) now have new cool effects to show that you're dealing extra damage.
- You can now speak to npcs and examine objects from further away.
- Opening a treasure with a jewel in it now gives you a description of what that jewel does.
- Changed the wording and order of the options when speaking to Delane in Marize to make more sense and be clearer.
- The dummy juice is now slightly more effective. ;)
- If you are dashing but not holding the dash button, you'll now do a normal attack instead of a dash attack when attacking.
- Adjusted credits at end to be up-to-date.
- Lodestone jewel now pulls in pickups with less delay.
- Lots of small cutscene adjustments.
[h3]Aesthetics:[/h3]
- Getting hit has much more effects now. Hitstun added, which makes it look more impactful when damage is dealt or taken. Players now flash red when hit as well.
- Adjusted the minions in the opening with the cloaked figure and added a new big minion.
- Player UI, boss health bars, enemy healthbars, revivebars and more have all been greatly improved visually.
- There are visual effects for stepping in certain terrain now, such as leaves in the grass, and footsteps in the sand on the beach.
- Wind-blown leaves now flow in the forest.
- Adjusted the shadow of the Froogah enemy and the hitbox of the friendly Froogah NPC.
- Adjusted Aklor's shadow positioning.
[h3]Bug Fixes:[/h3]
- Fixed a bug where your animation would reset every time you turned while dashing.
- Fixed an input bug where letting go of a button for exactly one frame, then repressing it would still count as you not pressing the button.
- If you are controlling Reima during the beginning of the mask fight, you will now automatically switch to Rio at the start of the fight.
- Fixed a small camera bug at the beginning of the final scene of the demo.
- The light orbs the mask boss could shoot had health and could be hit, but wouldn't be destroyed even at 0 hp. Now they are destroyed at 0 hp.
- You can no longer faintly see the cloud fog over the credits screen now.
- Fixed a bug where the light orbs surrounding the trap monsters could survive when finishing off the trap with an ice spell.
- Fixed a bug that would show text when rapidly exitting or entering Carolyn's basement via the door after speaking with the save point outside.
- Fixed a bug where Reima sometimes wouldn't move to the doorway properly for the scene when first entering Carolyn's house.
- Normally when attacking the slime boss, it will create it's next set of slimes quicker for each hit you land. This wasn't working for the second phase of the battle, but has now been fixed.
- Fixed three uncommon bugs related to 2 player mode and roofs appearing/disappearing at the wrong time in Marize.
If you decide to play for the first time, hope you you enjoy the demo! And if you a returning player, we hope you enjoy the updates!
We also have a public Discord where we love to hear player feedback and ideas or even just chat! Check it out if you are interested: https://www.discord.gg/KxnRukD
At any rate, that's all for now,
Until next time!