Thank you for playing Märchen Forest. This is Shinano Ishiguro, the game's developer.
This patch is a response to bug reports sent by everyone on a daily basis. There are no major changes, but it's a patch with lots of small improvements.
Bug Fixes -Fixed the collision of the part that gets stuck in the terrain over the mushrooms in the EX dungeon. -Fixed a bug where dungeon levels were not displayed correctly under certain conditions -Fixed a bug that quest tasks were not displayed correctly -Implemented a screening script for achievements at the 4th layer entrance Other minor bug fixes
I hope you continue to enjoy playing Märchen Forest.
Today's another short preview of something we're trying to finish before 0.9.0 update drops, a co-op mission! We might've said we wanted 0.9.0 to have just a simple lobby where players can run around, but due to how the system is taking longer than expected, our level designer was able to try and squeeze an extremely simple co-op mission into the development timeline.
Take note this is for 2-4 players and you should be able to play it when 0.9.0 drops and we'll get to test how multiplayer works in a co-op setting! Hope we'll able to release it soon, more images below, see you again next week!
It's Dreamhack Beyond this week and with that the Coridden demo is live on Steam once again, with more polished graphics, combat and new features!
Here are some of the things we've been working on since the last update that's included in the demo:
You can see the new style of the UI in the Character menus (equipments, inventory, skills etc)! We haven't implemented new UI everywhere, but we wanted to include this already so you can get a feel for it and so we can hear how you like it 😉
We've also added some new options (more are coming later on), such as windowed mode.
Now you can try out different difficulty levels for your demo or horde playthrough! ːsteamthumbsupː
It's still very early, so the balancing will no doubt need more work further on.
We also have an early version of the Beast Masteries into the demo now! We'll be working more on this feature during the next coming weeks (atm they are quite limited).
We'll be doing a live stream on Sunday 5/6 at 18.00 CEST talking about the new features and more, join us then!
ProjectUtgardr has just begun a new chapter of its journey. The landing of the Alpha version on Steam and on the other stores is creating a new appearance for the game. New logos, screenshots and descriptions are filling the pages regarding this project...
What's going to be in this demo?
- new zones to hike and climb; - new kind of rocks, trees and uncontaminated nature in high resolution; - nordic altars, puzzles and new perils; - new UI, sounds and musics; - soul's call and green crystals's savings;
(coff... coff... and surely some bugs <3)
Feel fre to share any ideas, feedbacks and improvements and well, to wishlist the game ^^
Thanks for the attention and see you inside Utgardr, Tronus...
Because there has a fullscreen bug in the game engine, player will encounter serious problem of graphics (blurred, only display the top left corner, etc...) on the Windows 10 system.
You can use this solution to solve the problem:
Enable High DPI settings for Windows 10 system.
Please use Right Mouse Button to click the executable program (RPG_RT.exe) of game. Then select Properties => Compatibility and checking the follow option box:
Override high DPI scaling behavior. Scaling performend by: Application
This option's name and location maybe different. It depends on various version of Windows 10.
If your game is very laggy, please check the following checkbox:
Compatibility mode: Windows XP(Service Pack 2) Reduced color mode: 8 bit(256 color)
For detailed technical support information, please view "Trouble shooting.txt" in the game folder.
The game was replaced from the experimental version to the normal version. From the past evaluation, it was found that most players reported that the shooting feel was bad, and the reason was that the recoil force was too large. It seems that there is a fact that the recoil force after shooting is related to the screen size of players. Players who play games with laptops like me seldom respond to the excessive recoil force. This situation needs to be further verified and repaired. At present, the recoil force will be further reduced to take care of the hand feeling problems of players. Specific modifications are as follows: 1. removed group B game version 2. reduced the recoil of scar and increased the firing speed. 3. the recoil force of the AKM is greatly reduced and the firing speed is reduced. 4. fixed several bugs related to game flow and archiving. 5. now you can directly select the game map. 6. the grade will be inherited from the highway map to the village map. PS: please be careful to recommend this game to your friends. This game is a game demo made by a single person. It is a product of the learning process. Its quality cannot be compared with that of commercial games. Many players did not understand the situation, downloaded the game, and the size of the game is relatively large, delaying time and energy. I am very sorry for the trouble caused to these players. The QAQ will be updated slowly after some time
Version 1.0.6 implements new features such as mirroring and 3D reference images. Mirroring is a useful tool to quickly pose a character where matching of one body part to another is required. Simply copying, pasting IK chains and applying mirroring on them can quickly achieve this. The user can also adjust the Mirror in the GUI settings with free orientation or axis-aligned options. 3D reference images are also useful for posing. ImageOverlays can be set to 3D (in viewport) and then exactly aligned with the character to quickly trace out a pose using IK and sketching. Full list of fixes and updates in this release are as follows:
Added: Mirroring IK chains, added controls in GUI Settings & new button in the ToolBar, shortcut Crtl+M. Note: Mirroring is experimental for now, it may contain bugs and errors and may not work in all cases. Added: Button to show joint trajectories in the ToolBar (shortcut T), removed IKEffector priority buttons. Note: Priorities can be set from the IKEffector panel, the buttons were redundant and not used very often. Fixed: Multiple trajectories being shown for the same joint, now only one trajectory can exist at a time. Added: ImageOverlays can be switched between 2D/3D, button added in the top imageoverlay toolbar. Added: If in 3D, ImageOverlays can be moved around in the scene and selected like any other object. Fixed: Setting Preferred Posture and ImageOverlays to 'always active' is now much simpler. Added: 'Always active' buttons added to the preferred posture settings and the imageoverlay toolbar. Fixed: Font selection now properly shows the font text-type instead of just naming it. Fixed: ImageOverlay opacity not working correctly. Note: Moved to Qt version 6.3.0 for up-to date stability.