Primal Fray prepares for release with 2.0 version
[p]It's a last update before release and there was a lot that had to be done. Mostly making sure all 17 languages work as intended. In hindsight, it may have been a little bit of an overkill. [/p][p]Fun fact: Atlas with chinese glyphs is the largest file present in the game
Changes: [/p][p]Tested and fixed 17 languages Primal Fray is translated to:[/p]
Changes: [/p][p]Tested and fixed 17 languages Primal Fray is translated to:[/p]
- [p]Made sure all descriptions are translating correctly[/p]
- [p]Made sure all fonts are displaying correctly[/p]
- [p]Made sure all text is keeping to the confines of display boxes[/p]
- [p]Primals were sometimes walking when supposed to attack leading to unpredictable outcomes[/p]
- [p]Primals spawning sprites could contradict each other f.e. Serpia spawning sprites from ice on the tile where a blockade is, resulting to both blockade and primal being on the same hex[/p]
- [p]Enemy primals weren't always able to be slowed[/p]
- [p]Enemy primals weren't properly receiving Berserk and Overload damage bonuses[/p]
- [p]Primals dying to fire now correctly interact with Ann's Passive of one time death denial[/p]
- [p]Flying primals displayed range was sometimes incorrect[/p]
- [p]It was possible to softlock the game by repeating specific steps when recruiting a primal with a full team already[/p][p][/p]
- [p]Fullscreen, windowed and borderless modes now all work as intended[/p]
- [p]Players who finish a full 3 biome run of the game will no longer be warned about difficulty of pvp mode[/p]
- [p]Sounds of moving rocks now isn't able to unintentionally loop[/p]