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  3. Idosra: The Electric Renaissance Version 1.1.5 Released

Idosra: The Electric Renaissance Version 1.1.5 Released

[p][/p][p]Version 1.1.5 is now available! Thank you to everyone who participated in the beta branch and left feedback. There are a couple of new changes since the beta released, but otherwise the changelog is mostly the same. This update mostly addresses bugs and quality-of-life issues that have been brought to our attention since the beginning of the month.[/p][h3]How to Transfer Saved Game Data from the Beta Branch[/h3][p]If you participated in the beta branch and want to transfer your save game data back to the main branch, please refer to the instructions provided in the beta announcement. Don't forget to also copy 'prefs.dat', located in the pak folder, and 'globalprefs.dat', located in the def folder, if you want to also copy over your configurations. The file 'wins.dat' can also be copied to transfer your achievements. It's safe to simply transfer the entire contents of the pak folder, but as always, be sure to make a back-up just in case![/p][h3]What Changed Since the Beta?[/h3][p]The updates flagged (New!) below were not included in the beta. These are all bug fixes.[/p][h3]What's Next?[/h3][p]There were a couple new features that needed to be postponed so that Version 1.1.5's bug fixes could be released in a timely manner. These are on the agenda for Version 1.1.6. These also may be a few surprises...[/p][h2]Changelog[/h2][h3]User Interface Updates[/h3]
  • [p]The preloader can now be skipped entirely. This requires editing the configuration file by hand. See next point:[/p]
  • [p]The preloader configuration options (greeting screen) are now saved in a new file format. Unfortunately, this may necessitate reconfiguring these options back to your liking. If that occurs, it should be the last time. This change will allow us to add more options without having to reset it. The preloader configuration file is also now human-readable, so you can still edit the configurations without using the pre-loader.[/p]
  • [p]The game can be made to run in "arcade mode". Arcade mode disables saving and adds an automatic timeout. This mode was originally implemented for Oak City Indie Games 2025. You will probably not want to run the main game in arcade mode, but it could be useful for some modifications.[/p]
  • [p]The action2 button will now close dialog boxes. This is the same button as used to skip animated text scrolling in dialogs. Thus, you will not need to use a separate button to close pop-up dialogs.[/p]
  • [p]Fixed a UI bug that caused the game to crash when closing UI elements in special circumstances, such as drinking an elixir in a boss battle. Credit: Vistul[/p]
  • [p]The slower camera speed options were made a touch slower.[/p]
  • [p]Reprogrammed right analog stick handler to address a conflict between scout/peer and run. Credit: Lucky[/p]
  • [p]Mapped left/right+down to dive skill.[/p]
[h3]Gameplay[/h3]
  • [p]Visual feedback added when the player holds UP to grab a girder or pipe (early Chapter 2 ability "Climb Lv 2")[/p]
  • [p]A small delay added when the player jumps from a girder or pipe before they can grab the next. This makes it easier to swing from girder to girder. The player can just hold UP while swinging. They don't have to repeatedly press and release UP to move forward.[/p]
[h3]Engine Updates[/h3]
  • [p]Added unhandled exception logging. This makes the error handler more robust. If the game crashes, the fault will be logged in the file crashlog.txt, which you can then send to our support for assistance.[/p]
  • [p]Hitboxes are now defined by a user-configurable data file, rather than by extracting data from .png files.[/p]
  • [p]Removed code that was making unnecessary copies of image data (from a deprecated feature).[/p]
  • [p](New!) Removed code that checks for a deprecated Steam achievement "outpost1". Credit: Stephen[/p]
  • [p](New!) Fixed a bug with the grab visual feedback (see Gameplay above) overrides the animation for the "falling upside-down" state. The upside-down animation indicates Marika is falling too fast to grab a pipe/girder. This creates a scenario where the player has no visual feedback that it is too late for Marika to grab a pipe. It also creates a scenario where all 32 audio channels fill with overlapping scream sound effects. Credit: Stephen[/p]
[h3]Balance and Level Design[/h3]
  • [p]Iron axes (in Desaka's shop) start at a cost of 1DN and increase by 1DN with each purchase. (Old behavior was start at 4DN and increase by 4DN each purchase). A maximum of 8 axes can be purchased (up from 4).[/p]
  • [p]The "sersphere" boss in Secret Garden has been reprogrammed to behave in a more predictable way. It now favors up-and-down movements, which makes it easier to hit with melee attacks. Credit: Moe Anthropomorphism[/p]
  • [p]Added an alternate route in "Construction Zone" to bypass the wide pit at the far right end of the second scene.[/p]
  • [p]Increased the reach of Frame 2 of the Punch attack by 1 pixel (to match the reach of Stand Kick).[/p]
  • [p]Increased the reach of Frame 3 of the Spin Kick attack by 7 pixels.[/p]
  • [p]Lowered the difficulty level of many of the guards in "Abandoned House" from 2 to 1.[/p]
  • [p]Lowered the speed of wasps in maps of difficulty 4 or less by 25%[/p]
  • [p](New!) Removed achievement trigger "outpost1" from "Outpost" (room240.tmx)[/p]
[h3]Cancelled Updates After Beta Test[/h3]
  • [p]Updated the game engine to Stencyl build 12558.[/p]
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