Added "aim points" to each hole. Basically they are suggested areas of where to aim on the hole. Can cycle through them or use the numbers 1/2/3/4/5 as shorts if using keyboard. When you select aim point your character will automatically aim right at the point. Meant to make setting up shots quicker than before.
Also fixed an issue with key rebinding for golf causing crashes. Well I hope it's fixed at least. I also accidentally removed the "pings" you hear after perfect power/accuracy hit submissions and that should be added back now.
Bug Fixing: 1.Fixed a bug where the English version of some selected achievements on the achievement display page was in Chinese. 2.Temporarily closed a node that caused the enemy's speed to be abnormal.
I traveled home this week, but I still managed to get stuff done.
The first thing you may have noticed is the new trailer! I finally buckled down and got that done. I'm not 100% satisfied with it (and maybe I never would be), but I think it does an adequate job of explaining what the game looks like and is about. As more major updates are released, I will release new trailers, even though that will be a chore for me.
This week's focus for me was to make the game more user friendly. That means making a more sensible control system. I originally had a WASD system mated with the original Rogue controls as a dual system control for the game. I separated these, and added a pause menu for displaying their control keys and swapping between them.
I'll probably change this to make it a bit prettier but it's functional for now.
I also added the beginnings of a mouse control system this week. The system so far allows for mouse navigation of the menus, and admittedly is a lot easier to use than the old system of button navigation. I guess there's a pretty good reason why mouses and GUIs were invented and why they dominate the computer sphere. I also added hot-locations to allow the player to open the inventory (by clicking on the item display), the map (by clicking on the location), and the quest display (by clicking on the time). The mouse control system operates on top of a keyboard control system, and can be disabled.
I will submit the game for review by Steam in a few days, when it's ready. This is normal step in the development process which prevents fraud and abuse by con-men who develop software to take advantage of Steam's platform. This means I should be able to perform the beta release by the start of the Liturgical Year on December 3. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.
Horizon To Crinoa: Have Faith in Radiance -Prototype- - Noctis_Fatehart
Patch Notes for Patch 1.21
Fixed: -Fixed Issue where a story cutscene would not set an event flag to trigger an event. *After downloading the patch, saves made in patch 1.2 or higher will work without issue! -Fixed issue in cutscene where animations would not play.
The DOS version is now included for the Steam version of Blood. This is provided as a launch option as "Launch DOS" Blood One Unit Whole" and you can find the game files under the /DOS sub folder.
The DOS version is provided with limited support, but should otherwise be fully functional. Features such as multiplayer for the original DOS version will need an understanding of how to configure DOSBOX under the hood.
"Donate Generic Artefacts" now has a Settings button which will house customisation settings for the mechanic (Added over time)
Added an "All but 1" setting which can be toggled. When enabled, donating Generic Artefacts will always leave 1 remaining in your bank.
The "Show Artefacts" popup will now display if an Artefact is classed as Generic or not, as long as you have located at least one.
The tooltip for Artefacts will now mention if it is classed as a Generic Artefact.
Fixed
Fixed issue where Barrier amount could go into negatives.
Fixed issue where increased damage reduction with active Prayer modifier was being calculated after all of DR calculations, resulting in higher/lower effects than intended.
Fixed issue where Slayer Relic 1 was granting Slayer Coins regardless of actual poison damage dealt
Fixed issue where some Artefacts were classed as a Generic Artefact when they had a use around the game. For example, items required for Township Tasks.
Base Game
Fixed
"Upgrading" a charge stone of Rhaelyx back into a mysterious stone is now classed as a downgrade.
Fixed issue where Township worship tooltip was missing the 2x season multiplier (Visual only)
Hotfixed Bugs
These bugs were hotfixed shortly after the release of v1.2.2
Fix Summoning Shard quick buy using the new summoning packs instead of individual shards for purchase.
Fixed visual error with the Superior Woodcutting Skillcape name.
Fixed incorrect visual damage reduction calculation for Barrier damage when out of combat.
Speakers in the Carnival boss fight have a warning indication before activating
Disabled player controls while the level title screen is showing (after player death or level start)
Added a 'Return to last checkpoint' option in the pause menu, allowing the player to reset their position back to either the last checkpoint reached, or the start of the level if none have been activated. Note: Using this reset works the same way as a player death, in that you don't lose your geodes and enemies respawn.