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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]
  • [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] Squashed last gameplay bugs:[/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]Fixed multiple descriptions for better understanding of ability function[/p][p][/p][p]Improved Display settings:[/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][/p][p]Polished sounds:[/p]
  • [p]Sounds of moving rocks now isn't able to unintentionally loop[/p]
[p][/p][p]Added credits to give respect to people who helped me along the way. You are all the best This is the last update before launch. The game is finally ready. Can't wait for everyone to finally play.[/p]