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  3. Alterium Shift Updated to Version 1.4.0

Alterium Shift Updated to Version 1.4.0

Hello Everyone!

Alterium Shift has been updated to version 1.4.0. Check out what's changed, new, and fixed!

Also, please see the "known issues" section. While we've tried to catch as many issues as we could, there are still some out there. Please let us know if you run into major issues so we can start looking at them right away. You can post on the community boards or stop into our discord: https://discord.com/invite/AYK8quBXDm

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[h2]Version 1.4.0[/h2]

[h3]Changes[/h3]
  • Removed localization for non-English languages (see announcement regarding publisher termination)
  • Removed beta menu
    • This is due to multiple complaints about enhanced battles causing a game-breaking black screen on every 2nd battle

[h3]New Features[/h3]
  • Add map edge detection to more clearly show when the player is near the edge
    • This will help in knowing where map transitions will occur
  • Performance improvements across all maps
  • Camera nudging
    • Keyboard: I, J, K, L - Zoom out with ; (semicolon) key
    • Gamepad: Right stick - Zoom out with the right stick button
  • Enhanced save system
    • Multiple autosaves
    • Autosaves happen every 5 minutes on map transition
    • Unlimited manual saves
    • New UI for better clarity on characters and saves
  • Added ability to explore after Early Access end credits
  • Moved Cloud Saves out of Beta and into the general settings
    • This includes an option to reload the saves from the current machine
  • Added ability to skip intro cutscene
  • Added initial key/gamepad prompts to some menus
  • Added generalized object interactions
    • This can be seen with all blue flowers being pickable
    • More generalized actions to come!
  • Added the ability for linear walking for characters during cinematic sequences
    • This can be seen in Pyra’s sequence after her monster “gauntlet” quest
  • Replaced +/- icons for arrow icons in the equipment stats menu to more clearly show the differences
  • Enhanced intro to have a consistent radial transition out and in
    • Note: there may still be some places where this doesn’t happen due to legacy methods we used to do battles in the past
  • Added engine ability to direct other party members during cinematic sequences
    • This can be seen in Atlas’ waterfall sequence
    • We are still working to replace other cinema sequences that used the “old” way of turning off the party train and animating separate objects
  • Added "Books" menu item to the in-game menu
    • Books get added to this list whenever you’ve read them
    • This is retained for any save!
  • (minor) Books can now only be closed using the “cancel” key or button
    • Pressing “right” or “decide” will take you to the end of the book but won’t close it


[h3]Fixes[/h3]
  • Fixed: Affected stats were not showing properly for equipment in the shop
  • Fixed: New monsters added to the bestiary after battles would show as a white square initially
    • Note: 3d monsters still show as white squares (known issue)
  • Fixed: Every 2nd battle would stay on a black screen (due to people enabling enhanced battles in the beta menu)
    • We have fully removed the option to prevent users from accidentally making their game unstable
  • Fixed: Issues in the inventory menu when trying to exit and come back
  • Fixed: Sometimes in the equipment menu an extra character profile would show up
  • Fixed: Exiting a game and loading a new one would sometimes cause the cursor to get permanently “stuck” on the screen.
  • Fixed: Pyra would walk oddly after completing the monster gauntlet and walking to the camp area (cinematic)
  • Fixed: In the waterfall area (Atlas’ sequence) an extra Dolion would appear
  • Fixed: When loading a save, the cursor would “stay behind” while the screen faded
  • Fixed: Loading a save wasn’t properly retaining the volume settings from the main menu
  • Fixed: Title screen video would still have sound audio at full volume even when volume was reduced
  • Fixed: When music played there could be a visual “hitch” in the game due to a performance issue
  • Fixed: Players were unable to equip the 2nd accessory
  • Fixed: Issues in the Endless Dunes quest with Dark Elves not eating delivered meals
  • Fixed: Issues with shop UI and handling already equipped items
  • Fixed: Spells and items weren’t showing the correct stat effect values (such as how much a character would be healed) in the game menus
  • Fixed: Atlas Endless Dunes Rope Quest Bug
  • Fixed: Rock Golem battle icon is no longer a question mark
  • Fixed: Settings overlay no longer shows overlapped windows
  • Fixed: Save game menu title would stay “stuck” on screen from the in-game menu
  • Fixed: North Oasis wasn’t accessible
  • Fixed: There were some places where characters could “run in air” off of a cliff
  • Fixed: Jude would re-appear in his house after taking the rope and leaving (Sage’s quest)
  • Fixed: Various typos in dialogs
  • Fixed: Quest descriptions weren’t properly showing in the quest log
  • Fixed: Shop menu allowed toggling stats on equipment no party member can equip
  • Fixed: Continuum Potion could not be used (showed as a key item)
    • This was because it had no gold “value” - now it can also be sold if the player chooses
  • Fixed: Players could save in places of the game where they shouldn’t - this may have caused unexpected issues in cinematic sequences
  • Fixed: Issue with the “Family Heirloom” quest showing the object before the quest is accepted
  • Fixed: Notimmus Forest had a phantom “fluppy” appearing before a cinematic sequence
  • Fixed: Random crash from a Notimmus Forest battle
  • Fixed: On Pyra’s “menial task” quest, Atlas wasn’t properly walking out of the dojo after you talk with the Mayor
  • Fixed: During Sage’s Oldskee quest, a black screen occurred after Oldskee pays respects (random)
  • Fixed: Atlas’ arrows did not always render properly when using his on-map shooting ability
  • Fixed: After gaining Sage’s ability, the invisible monsters near the cemetery would still have targets that Sage’s ability would point to
  • Fixed: Sage’s ability wasn’t pointing to “Prickly Pears” bush in the Endless Dunes desert
  • Fixed: Sage’s sequence with the dark elf had visual issues with the amulet (and other things) not showing or animating properly
  • Fixed: Sage’s on-map ability was still showing in battles
  • Fixed: Sage’s well-bottom slime sequence only showed one slime when there were supposed to be two
  • Fixed: There was no quest marker on the overworld map for Sage’s Oldskee Quest
  • Fixed: The music at the end of Sage’s ACT 1 sequence would still play after Sage’s shift
  • Fixed: After Sage’s well quest to rescue Crystal, Dolion’s office door was locked when it shouldn’t have been
  • Fixed: Ensure a looping water sound was playing properly when water raises/lowers in the water temple
  • Fixed: Dolion’s Meteor effect would only animate one time during the ACT 1 boss battle
  • Fixed: If you closed a book and opened the game menu quickly, it would stay on the screen


[h3]Upcoming Features[/h3]
These features are still being prepared for players, but will be coming soon!
  • New fishing system
    • Players will have a more dynamic fishing experience with a new casting, luring, and reeling system
  • Real-time on-map abilities
    • Pyra will be able to smash/swipe objects
    • Atlas will be able to “quick shoot”
    • Sage’s ability is TBD
  • On-map battles (long term)
    • Battles will be initiated on map
    • The general battle structure will be similar (left/right battle setup)
    • This will be coupled with an overall enhanced battle system
  • Enhanced battles (long term)
    • Show health bars for enemies you’ve fought before
    • Show strengths/weaknesses for enemies after you’ve used certain attacks against them
    • Provide additional action capabilities to affect attacks and skills
    • Balance characters’ systems to encourage a variety of actions to be used
    • Add visual improvements, including characters moving to the monster for melee attacks


[h3]Known Issues[/h3]
  • (visual) 3d monsters show a white square for their image in the bestiary and/or show as a different monster
  • (visual) Some text and images that show on screen display on top of menus and windows
  • (visual) At game startup there is a brief flash before the intro starts playing
  • (visual) Some battles may not start with the appropriate transition and look “jerky” before the screen fades out
  • (visual) Some cinematic sequences that direct other party members have an odd “jolt” as the party members collapse to the player before moving out
    • This will be addressed with our engine feature to control those party members better
  • Quest descriptions are not properly showing in the quest log
  • The old save menu intermittently showed during testing
    • Restarting the game will resolve the issue
    • We are actively investigating the causes
    • *Please report any cases you may run into**
  • Game may occasionally lock up when transitioning maps or after cinematic sequences
    • Restarting the game will resolve the issue
    • We are actively investigating the causes
    • *Please report any cases you may run into**