Chinese translation tweaks Can now put heroes into legacy after a game over(!) Greatly reduced bandwidth use in overland (Multiplayer Lag) Made multiplayer mouse smooth again New female face Updated crow head visuals Improved player account save/load robustness Added error dialogs when account or legacy fails to load Add error dialogs for some rare cases New option to turn off camera angle snap New option option to turn off overland notifications New option to speed up overland time Adjusted some tidings Broken legacy entries will no longer crash the game Tentside victory handles family better Oldwane dagger now grants spell damage (consistent w/ theme) One-panel comics (jobs mostly) now show choices immediately Fix bug with read along in multiplayer Fix bug with Thnarr's Accordica and ignite / arches Fix bug where unclickable banners would show on sites Fix multiplayer bug with dialogs not opening for all Fix bug where achievements wouldn't show on steam until exit Fix an issue with morthagi theme achievements Fix some cases where spirits failed to spawn Fix a bug/exploit in monarchs final mission Fix Cutthroat Competitors achievement logic Fix bug with retirement showing too soon in some places Fix a possible softlock in some missions Fix rounding errors in stat calculations Fix a crash when typing only a space as a name Fix wrong combat modifier in Volchasm Fix some rare crash cases Fix dead heroes in name the company Fix some generic intros to work better with various parties Fix some bugs with dead heroes in tidings Fix Song for Someday Gone battle difficulty Fix some event targeting bugs Fix some broken tooltips Fix some typos Fix some visual comic issues
Fixed filename recognition for automatically loading fisheye lens settings and added "_MKX22" to the filename list ("_MKX220" also works).
Added keybindings "Update AB Loop Start", "Update AB Loop End", "Update Tag Start", and "Update Tag End" which can be used when the menu is hidden.
When creating a new tag track, the new tag start and end times will use the AB loop start and end times if they are valid ranges.
Added new actions when holding the secondary click on the seek bar. Pressing left/right will do a tiny seek operation of 0.1 seconds backward/forward. This can be used to fine-tune AB loop or tag time ranges. Make sure to disable fast seek when using this. Pressing center will reset the AB loop start and end time to span the entire video.
From Aspirants to Elders, we've seen some incredible pieces of fan art shared within our community that we wanted to showcase today. Check out their works below!
We love seeing your creativity in action so if you’d like to share any artwork with us and your fellow Exiles, please post your submissions on the Community Showcase forum!
God of Riffs: Battle For The Metalverse - Rocket Man
What’s crankin’, metalheads?
Pleasure to meet ya, we’re VYERSOFT and Boss Music Games! We are made up of active VR gamers and enthusiasts, looking to contribute some games to the revolutionary platform of Virtual Reality.
We wanted to quickly say hi with this introductory post and also let you know about a game we’re publishing called God of Riffs, developed by Boss Music Games.
God of Riffs is a tribute to one of the last true passionate forms of music.. heavy friggin’ metal.
There’s no stairway to heaven for the God of Riffs. Instead, you must wield musical battle axes to thrash, smash, and slash incoming hellspawn in rhythmic melee combat fueled by screaming guitar solos and thunderous double bass pedals!
Starting on July 27th, for $4.99...
Slay swarms of undead skeletons — with fearsome ice giants, trolls, and more joining the armies of hell throughout Early Access — or face a dreary, metal-less afterlife.
Harder axe slashes earn more points, so bash your enemies’ skulls in (literally) with all your might to soar to the top of the leaderboards!
Check out the GoR trailer for a sneak peek at what the game will play like:
We plan to debut more songs, modes, and accessibility options before the 1.0 launch later this year. Early Access players unlock the full version of God of Riffs for $4.99 before the price increases when the game graduates to full release. Wow.. Savings!
God of Riffs, the rhythmic heavy metal slasher from publisher VYERSOFT (that’s us!) and developer Boss Music Games, sets the stage for battles against the undead when it launches onto Early Access on Tuesday, July 27 with support for Oculus and Steam.
Thank you so much for reading and we can't wait to show you more God of Riffs, as well as some other cool VYERSOFT projects we've been working on!
- Team VYERSOFT and Boss Music Games
About VYERSOFT
VYERSOFT Corp. is a new publisher made up of game industry veterans who have worked on titles such as 2064: Read Only Memories, DAMN! and ToeJam and Earl: Back in the Groove! The team believes in bringing new unique gaming experiences using emerging technologies as a new, innovative medium.
About Boss Music Games
Boss Music Games is a group of crazy blokes that had the totally reasonable idea of starting an indie dev studio. Straight out of school…with limited funds…during a pandemic…from a city no one has heard of (Perth, by the way!). But through the power of persistence and the spirit of metal, they plan to rock the world with their VR projects.
If you’d like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.6 version) is scheduled to be released a week from today.
Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love with our users. This project exists because of your support and belief in us to keep going doing great things. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!
Release notes
Be sure to also read our Libretro Cores Progress Report (a link will appear here later).
Windows users (with XAudio2 audio driver): RetroArch would previously hang/lock up if you happened to disconnect your current audio device. For instance, this could happen if you were playing with headphones on and you decided to suddenly disconnect your headphones. This has now been fixed. Instead of it locking up the program, instead the sound is just lost instead.
Security concerns over the AI Service on Windows have been addressed.
Improvements to the Windows installer have been made. This should hopefully prevent potentially disasterous situations from happening again. This could happen for instance when the user pointed the installer to install to a directory he should not be pointing to (like C:\Program Files for instance or the desktop), and did not heed the warning.
Linux users should hopefully no longer experience crashes when toggling between normal and threaded video mode with OpenGL thanks to a patch by grant2258.
The Direct3D 11 driver has been improved for Windows users thanks to Stenzek (DuckStation author). Several fixes: tear control support is queried. If not supported, flip mode presentation will not be used and Direct3D will resort back to the legacy blit model instead (less optimal and worse windowed mode). DXGI Alt+Enter handling has been disabled since it would conflict with RetroArch’s fullscreen mode switch. Non-vsynced output without the flip model should also be properly fixed now, when tear support is enabled and flip model is used, it should be possible to fastforward.
Highlights
Optimize scanning of large data sets
When scanning content, the amount of time required to push each new entry to the resultant playlist increases exponentially with playlist size. For small romsets this is typically unnoticeable, but when dealing with very large data sets (e.g. arcade romsets) scanning quickly becomes impractical. A full arcade romset can take several hours to scan – or days on Linux (where certain file operations that are a NOOP on Windows, etc. are very slow).
This happens because the ‘push entry to playlist’ routine is highly inefficient. It has to check whether the entry being added already exists in the playlist, which requires a content path comparison – which in turn involves several expensive operations to resolve ‘real’ file paths and deal with any inconsistencies in archive path notation. The problem is that these expensive operations happen every time: push an entry to the playlist, and it will process and compare every existing content path until it finds (or does not find) a match; push another entry and it will process every path again. Once a playlist hits a couple of thousand entries, this constant reprocessing grinds the scanning process to an effective halt.
1.9.6 solves the issue by caching all parameters derived from content paths on first use, so when pushing multiple entries to playlists the expensive path operations are only carried out once per existing entry. In addition, hash keys are used to minimise lengthy string comparisons. This greatly improves the efficiency of content scanning – and also of playlist management features (since these require nested playlist searches, which now also use the cached content path values/hashes).
For example, before with 1.9.5 and earlier, it was effectively impossible to scan 100k files. Now with 1.9.6, on a low spec development machine running Linux:
A manual scan of 100k files takes 20 minutes
Performing a Clean Playlist operation on the resultant playlist takes 5 minutes
Add support for mapping multiple controllers to a single input device
1.9.6 adds support for the remapping of individual controllers to arbitrary core input devices. This allows multiple controllers to be assigned to one input. To configure this, a new Mapped Port option has been added to the Quick Menu > Controls > Port N Controls menu:
Here, the Port 2 Controls refers to the physical controller; Mapped Port refers to the core port that will receive input from this controller.
For example, to map physical controllers 1 and 2 to the player 1 input of a core, set the following:
Port 1 Controls > Mapped Port > 1
Port 2 Controls > Mapped Port > 1
There are various use cases for this remapping:
It allows multiple controllers to be used when playing hotseat multiplayer games that normally support only a single controller
It allows hybrid-type controllers (e.g. two joysticks mounted in a cabinet) to be used as a single device
It allows easy swapping of player 1/player 2 (etc.) inputs – for example, when the PSX version of Metal Gear Solid asks the player to plug their controller into port 2
Note that these configuration settings are independent from the main RetroArch config file. To make any changes persistent, a Core, Content Directory or Game remap file must be saved.
1.9.6 also cleans up a long standing issue when configuring remaps: before, changes to Device Type and Analog to Digital Type via the Quick Menu while a core is running will ‘bleed through’ to the main config file. This is harmful and unintuitive behaviour. With 1.9.6, the global settings for these values are cached when initialising a core, and restored when the core is unloaded. (This essentially became a necessity for using the port remapping functionality, since it is rather easy to create complex configs that should in no way touch the main config file…)
‘Analog to Digital Type’ usability improvements
RetroArch is able to map the left or right analog stick of a gamepad to D-Pad input via the per-port Analog to Digital Type menu setting. Unfortunately, this is a ‘trap’ for new users: mapping a stick in this fashion disables its analog input, which creates confusion when using cores that have native analog support. Many users enable Analog to Digital Type by default, then complain on reddit/discord that analog controls do not work for PSX/N64/etc. games.
1.9.6 modifies the Analog to Digital Type functionality such that it can be disabled automatically for cores that have native analog support. The setting now has the following values:
None: No mapping
Left Analog: Map left stick to D-Pad, but disable mapping if core attempts to read analog input
Right Analog: Map right stick to D-Pad, but disable mapping if core attempts to read analog input
Left Analog (Forced): Always map left stick to D-Pad, disabling left stick analog input
Right Analog (Forced): Always map right stick to D-Pad, disabling right stick analog input
In addition, a sublabel has been added to the Analog to Digital Type menu entries, which should help to explain what they actually do.
Finally, this PR required some modification of input overlay-related code, during which the following bugs were fixed:
There is no longer contention between analog stick inputs when an input overlay and physical controller are attached to the same port
Input overlays no longer generate analog stick input in addition to D-Pad input when Analog to Digital Type is set to the left or right stick
AI Service (Windows) Security Improvements
Several security-related improvements have been made to the AI Service functionality for Windows in an attempt to address concerns that this could be abused. Speech input is no longer sent as a commandline argument to PowerShell, and both the language and speed parameters are properly sanitized and only allow for a few hardcoded safe values to be passed now. This should mitigate most of the attacks that could be thought of with regards to injection.
Windows Installer improvements
Several safeguards have been put in place to prevent people from making a severe mistake during the installation process on Windows. With the installer program, it is no longer possible to install RetroArch to a directory that has existing files or subdirectories. Instead, it has to be written in a new directory. We have to insist on this because the uninstallation process involves wiping RetroArch’s entire directory and everything in it. In the past, people could have made the mistake of pointing it to “C:\Program Files” without putting it in a separate subdir, with disastrous results on deinstallation. While the installer program did warn about this and asked you with a dialog prompt if you were sure, nevertheless we cannot take this risk to begin with. This has been resolved by simply deallowing this to happen by forcing you to install RetroArch to a new empty dir.
Changelog
1.9.6
ARCHIVE: Fix archive delimiter detection when file path contains no slashes
ANDROID: Do not duplicate port 0 mouse and gun inputs to other ports
AUDIO/XAUDIO2: Fail instead of crashing when disconnecting an audio device
CHEEVOS: Reset cached progress each time menu is opened
CRT/SWITCHRES: Add support for switchres.ini core and directory overrides
D3D11: Don’t use allow tearing flag with blit swap chains. Also disables the flip model if the allow tearing flag is not supported.
D3D11: Disable DXGI’s ALT+ENTER handling
D3D11: Don’t pass ALLOW_TEARING when unsupported
D3D11: Fix non-vsynced output without flip, black screens in fullscreen
D3D12: Relocated ‘d3d12_gfx_sync’
D3D12: Fixed swap interval option
GFX: Fix uninitialized variables in gfx_display_draw_cursor
HISTORY: Hide ‘Add to Favorites’ when viewing an entry of the favorites playlist
INPUT: ‘Analog to Digital Type’ usability improvements
INPUT: Add support for mapping multiple controllers to a single input device
INPUT/REMAPPING: Add support for mapping multiple controllers to a single input device
INPUT/LIGHTGUN: Bind lightgun trigger to first mouse button by default
INPUT/UDEV: Only add mouse if it has buttons and add vebose device friendly names
INPUT/UDEV: Skip mouse with no button errors and keep the rest
INPUT/UDEV: Fix Game Focus mode
INPUT/UDEV/X11: Change udev driver for dual lightgun support in X11
LIBNX/SWITCH: Update to libnx 4.0.0
LOCALIZATION: Fetch translations from Crowdin
LOCALIZATION: Fix Switchres menu texts
MENU/OZONE: Ensure sidebar display status is updated correctly when performing rapid menu navigation
MENU/XMB: Dynamic wallpaper fix
MENU/XMB: Icon opacity fix
MENU/QT/WIMP: Fix default core detection when playlist file name does not match ‘db_name’
PLAYLISTS: Optimise scanning of large data sets
SECURITY: Plug so-called high-risk vulnerability related to Powershell – avoid injection – don’t send speech input as commandline argument
UWP/XBOX: Add expanded resources Rescap to increase performance of UWP version in app mode on Xbox
WINDOWS/INSTALLER: Add smarter isEmptyDir reference implementation that looks for subdirectories from NSIS documentation
WINDOWS/INSTALLER: Register new function DirectorySet that is called when pressing the “Next” button on the MUI_PAGE_DIRECTORY, aka the install folder selection GUI. DirectorySet contains the criteria for an acceptable folder, which are:
IfFileExists “$INSTDIR\retroarch.exe” returns 1
IfFileExists “$INSTDIR\*.* returns 0, there is no existing folder
IfFileExists “$INSTDIR\*.*” returns 1, there is a folder, and isEmptyDir returns 1, therefore the folder is empty, including of subdirectories
It's with great joy that I'm announcing the Patreon release of Hotel Paris. Those of you who are supporting me on that crowdfunding platform will get the game 10 days earlier as a token of gratitude for your support in this difficult times.
Hotel Paris will also be available in French soon, but the localization process has been slowed by the pandemic, but my French fan will be able to play it in their native language very soon!
Hotel Paris is also my first "non-adult" videogame to date, it's a different story, nice and romantic, with three different paths to take and many interesting characters to meet. It is also in a 2k HD resolution, for dozens of detailed renders and background of one of the most beautiful cities in Europe.
Meet Elizabeth, Matthew, Jeremy, Takeda and other characters and choose how to play the story.
I hope you'll enjoy the game, I've been working on it for the past few months, and it got delayed because of personal and professional issues. But now it's ready and in a few days you will also be able to grab it on Steam with a launch discount!
Thank you for your support, you are making it possible for me to keep doing this job.
The art book is finally here after weeks' working! Now with a 20% release discount (I'm really glad it's still summer sale time XD)
Hope you enjoy it!
Don't forget the the 3rd Popularity Vote is still going on! * You don't have to play all the games to vote. * End Date is to be announced, but at least it'll be the end of August. Please take your time playing!
Thank you very much for your support! Please take care and have fun playing!ːtwtpbearː
As we get closer and closer to launching on August 2nd, we thought it might be nice to show off some of the game's devastating living weapons. If you played the demo, then the Maul Axe and Dual Fangs are probably familiar to you but just in case you're still itching to learn more about the game, check out this video!
• Added UV lights around safe camps • Added audio radios ready for Blackout FM (Hosted by Sid Alpha) • Added additional character to NoMad camp, quest giver & notice board rewarder. • Added additional vendor/Trader to the stables, new black smith character • Added vehicle repair to action wheel, use a small kit, 50% of a medium kit or 25% of a large kit to fully repair the vehicle, this does not count parts. Only if vehicle is on fire or smoking.
• Redesign for improved infected melee and movement during combat • Updated Brendan, Jess and Lielani's models • Minimum infected height slightly increased. • Increased the chance of getting pipes from scrap piles and lootable machines • High tier outfits have been added to locked military loot creates
• Fixed Infected Nests - Nest spawners will now produce infected continuously until burned. • Fixed Loot spawn at Liams regenerating loot as you leave the area nd come back • Fixed vehicles getting spawned on top of each other on game-load, may require new game if duplicated vehicles have already happened. • Fixed stealing being applying to player owned inventories like the vehicle and tent inventories • Fixed stealing being bypassed by using take all or right click • Fixed character wielding weapons after eating, drinking picking up and dismounting a vehicle in the safezone.
Please be aware loading a previous save, may cause a fatal error due to new save data not existing on the save file. Due to the fix above. Starting a new game is recommended.