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> [PC/XBOX] Ghost of a tale, Avventura INDIE a misura di topo
TheRuler
messaggio29 Dec 2016, 21:28
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ATTENZIONE, GIOCO IN EARLY ACCESS.
http://www.ghostofatale.com/
Una sorta di THIEF in salsa medioevale topesca.
L'autore garantisce si possa terminare il gioco senza mai uccidere alcun animale. Che tema una class-action degli animalisti?
CITAZIONE
About This Game
Ghost of a Tale is an action-RPG game in which you play as Tilo, a mouse and minstrel caught up in a perilous adventure. The game takes place in a medieval world populated only by animals, and puts an emphasis on immersion and exploration. It features stealth elements, disguises, conversations with allies and enemies, and quests.

You’ll be able to explore the secrets of Dwindling Heights Keep and navigate its dangers. Tilo is not much of a fighter, so stealth and nimbleness are your allies when confronted with enemies twice your size. Talk to the characters you meet and leave no stone unturned in your quest to find Merra, your true love….
About the team:
Ghost of a tale is developed by a very small team. Lionel "Seith" Gallat does 90% of the art, design and coding. Paul Gardner is the game's writer and an experienced game designer. Cyrille Paulhiac does coding and develops tools. Jeremiah Pena is the game's composer, while Nicolas Titeux is responsible for sound design.

Ho preso la versione GOG perché era in saldo, ma d'ora in poi sempre e solo STEAM per i giochi in early access.
La versione GOG è ferma ad agosto 2016 (v1.93) mentre quella steam è costantemente aggiornata (v2.75 rilasciata ieri)
Lo sviluppatore, interrogato sulla stranezza ha così (comprensibilmente) risposto:
CITAZIONE
Hello Jay,

Thank you for your email. First I want to say that I understand the frustration that might stem from such a situation. The reason for that state of affairs is simple: it takes us roughly 5 to 10mn (at most) to update the game on Steam. It takes us at best a couple of hours to do the same thing on GOG, as I don't have a blazing fast connection. After which GOG has to manually disseminate the new build on their server (webpage + Galaxy), which can takes anywhere from a few more hours to a day (depending on their workload).

As a result we have decided to output hot bug fixes quickly on Steam (sometimes twice a day) to knock down any new bugs we might have introduced with the latest release and when we reach a plateau, then we can invest the time needed to upload the stable build on GOG.

I know this won't necessarily make you feel better about the whole situation but I hope it at least sheds some light on what goes on with pushing a new build online.

As to your comment on the GOG's forums I apologize as it probably fell through the cracks.

We are currently preparing another bug fix release on Steam and as soon as this one gives us satisfaction then we'll upload a new build on GOG. Thank you for your patience!

Cheers,
Seith

Dovrebbe arrivare a breve un corposo update che riguarda sia il gameplay che il motore (FPS raddoppiati a parità di HW utilizzato!).
Ora i vari equipaggiamenti e costumi di Tilo influenzano il rumore prodotto e dunque le modalità di individuazione delle guardie.


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TheRuler
messaggio29 Dec 2016, 21:44
Messaggio #2



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Rilasciata ORA la versione 2.75 anche su GOG dopo quasi 6 mesi di NULLA.


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Gwenelan
messaggio31 Dec 2016, 14:08
Messaggio #3



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Aggiornamento rimbalzato sul sito blush.gif!

Sto guardando un po' questo gioco, di solito quelli con animali protagonisti non mi entusiasmano, ma questo sembra grazioso blush.gif.


--------------------
Conformati.

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*My Youtube Channel*

La vita è dura e grama - e poi si muore.

Chi è intelligente per definizione non può avere qualcosa di negativo da dire contro lo studio e contro il buon senso.
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Tutti hanno opinioni: io le ho, tu le hai. E fin da quando abbiamo aperto gli occhi ci hanno detto che abbiamo diritto di avere nostre opinioni. Be’, è una stronzata, naturalmente. Non abbiamo diritto di avere opinioni, abbiamo diritto di avere opinioni informate. Senza studio, senza basi, senza comprensione, un’opinione non vale niente.
È solo un farfugliamento. È come una scoreggia nella galleria del vento, gente.

 
Festuceto
messaggio31 Dec 2016, 16:18
Messaggio #4



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Proprio carino, l'ho messo nella wishlist. Comunque ci scommetto che è ispirato alle avventure anali di "Topofurbo" di South Park biggrin2a.gif


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La vita è un balocco!
 
Grifen
messaggio2 Jan 2017, 03:38
Messaggio #5



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Sto seguendo gli sviluppi su Twitter, dove l'autore butta occasionalmente aggiornamenti.
https://twitter.com/SeithCG

Ho dato una breve occhiata anch'io ai vari video e simili, e lo sto trovando promettente e con una bella atmosfera (oltre al mio genere di roba :p). Parte dello Stealth sembra giocarsi anche sul trovare nascondigli, non solo come accucciarsi nell'ombra come funzionava per Thief e derivati vari dove consisteva molto "riparati dietro l'angolo"/"evita la luce". Chi ha provato l'early access cosa ne pensa in generale?
 
TheRuler
messaggio2 Jan 2017, 11:37
Messaggio #6



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Che sembra un Grimrock non a mattonelle. Scherzi a parte, è molto valido. Sono più di 3 anni che è in sviluppo (dalla campagna indiegogo) e di passi giganti ne ha fatti. Non so e non vglio sapere se è terminabile, diciamo che sto rigiocando sempre i primi 2 livelli per non spoilerarmi troppo, non voglio finirlo in early access. Proprio questo re-play però mi sta facendo apprezzare le differenze di versione gog (1.93 --> 2.75, una enormità)


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Gwenelan
messaggio2 Jan 2017, 13:43
Messaggio #7



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Ma a parte nascondersi, ci sono anche piccoli puzzle o simili? O altre cose? Volendo puoi metterti a fare Rambo o è un "nono" come in Thief?

EDIT: Ruler faccio un bell'articolo che fai prima XD.


--------------------
Conformati.

What can change the nature of a man?
*My Youtube Channel*

La vita è dura e grama - e poi si muore.

Chi è intelligente per definizione non può avere qualcosa di negativo da dire contro lo studio e contro il buon senso.
- Duca


Tutti hanno opinioni: io le ho, tu le hai. E fin da quando abbiamo aperto gli occhi ci hanno detto che abbiamo diritto di avere nostre opinioni. Be’, è una stronzata, naturalmente. Non abbiamo diritto di avere opinioni, abbiamo diritto di avere opinioni informate. Senza studio, senza basi, senza comprensione, un’opinione non vale niente.
È solo un farfugliamento. È come una scoreggia nella galleria del vento, gente.

 
TheRuler
messaggio2 Jan 2017, 14:43
Messaggio #8



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CITAZIONE (Gwenelan @ 2 Jan 2017, 13:43) *
Ma a parte nascondersi, ci sono anche piccoli puzzle o simili? O altre cose? Volendo puoi metterti a fare Rambo o è un "nono" come in Thief?

EDIT: Ruler faccio un bell'articolo che fai prima XD.


Al momento io sono riuscito solo a stordire le guardie. Più avanti si acquisiscono vere armi che forse potrebbero uccidere.
Più che puzzle (per lo più ambientali) ci sono elementi di ruolo (missioncine).

Ho trovato su Steam la lista delle quest attualmente disponibili (26).


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Gwenelan
messaggio2 Jan 2017, 15:26
Messaggio #9



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CITAZIONE (TheRuler @ 2 Jan 2017, 14:43) *
CITAZIONE (Gwenelan @ 2 Jan 2017, 13:43) *
Ma a parte nascondersi, ci sono anche piccoli puzzle o simili? O altre cose? Volendo puoi metterti a fare Rambo o è un "nono" come in Thief?

EDIT: Ruler faccio un bell'articolo che fai prima XD.

Al momento io sono riuscito solo a stordire le guardie. Più avanti si acquisiscono vere armi che forse potrebbero uccidere.
Più che puzzle (per lo più ambientali) ci sono elementi di ruolo (missioncine).

Ho trovato su Steam la lista delle quest attualmente disponibili (26).

Aaaaah, ho capito forse.


--------------------
Conformati.

What can change the nature of a man?
*My Youtube Channel*

La vita è dura e grama - e poi si muore.

Chi è intelligente per definizione non può avere qualcosa di negativo da dire contro lo studio e contro il buon senso.
- Duca


Tutti hanno opinioni: io le ho, tu le hai. E fin da quando abbiamo aperto gli occhi ci hanno detto che abbiamo diritto di avere nostre opinioni. Be’, è una stronzata, naturalmente. Non abbiamo diritto di avere opinioni, abbiamo diritto di avere opinioni informate. Senza studio, senza basi, senza comprensione, un’opinione non vale niente.
È solo un farfugliamento. È come una scoreggia nella galleria del vento, gente.

 
TheRuler
messaggio5 Jan 2017, 01:24
Messaggio #10



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Il changelog completo rilasciato da gog:

CITAZIONE
Patch 2.75 (29 December 2016)

You will need to start a NEW game as saves from version 1.93 are not compatible with version 2.75!

Fixed:

Hole near courtyard wall under rocks where Tilo can fall out of the world.
Elevator basket (between tower and garden) is not useable after a reload.
Tessellation sliders jump back to their default values.
Antialiasing option resets to ON.
Texture resolution reverts to normal.
Sneak Desaturate option reverts to ON.
Ambient occlusion option reverts to ON.
Debug menus linger on even after latest build fix.
Section trigger missing when dropping from outcrop in courtyard next to G&F’s cell.
Tilo sometimes throws the tool he's holding when closing a menu via the mouse if the “Throw” action is mapped to the left-click.
Rats can stop giving chase to Tilo in some cases.
Show HUD option not synchronized with actual option.
Some NPCs' inventory is not repopulated after loading a save during the same session.
Missing section trigger for elevator corridor.
Duplicated tools (ie: bottles, sticks, etc…) beyond maximum allowed when reloading a save.
Music can still be heard even when the option slider is set all the way down.

Added:

New experimental vegetation bend behavior.

Patch 2.64 (29 December 2016)
Fixed:

Dev input shortcuts prevent proper key/button binding (oops).
Some walls in the sewers are walk-through.
Rare case where combat music would start to play right after reloading a save.
Dialog choices systematically appear scrolled down.
Some shadow casters are missing causing light leaking through walls in several places.
Cannot exit Credits menu (“Back” button is inactive and loads a save if pressed).
No option is selected in the main menu when the game launches.
Skybox showing through faraway wall beyond grate in flooded cell.
Very rare case of a guard’s model becoming invisible.
Footnotes appear scrolled down even when they shouldn’t.
Inside of main tower can appear empty if Tilo drops from the beetle cot’s roof in a certain location.

Changed:

Material for tower stairs doesn’t exhibit jail's wetness anymore.
Replaced broken cobwebs in Powderkeg’s cell with new assets.

Added:

Added a light source in the shortcut between the jailer's office and the drawbridge room to better see the door lever.

Patch 2.6 (29 December 2016)
Fixed:

Some florins in containers show a placeholder icon.
Some items stolen from guards do not reappear after reloading a save.
Guards stay knocked out even after reloading a save where they shouldn’t be.
Rare bug where some doors could appear open after a reload where they should be closed.
Some floating meshes.
Ceiling in flooded cell is not visible.
Water particles are not visible in Tilo’s wake.
Banner disappearing instead of getting burned.
Missing footnote description for “Ringtail” in Silas’ dialog.
Table drawer in room above courtyard wall can’t be looted.
Skybox is visible when getting to the tunnel shortcut between holding cells and jail.
Inside of main tower can appear empty when standing at a certain spot on the ramparts.
Camera freaks out when trying to open the locked door in the barrel room.

Changed:

Made sure the new areas are sealed off for now (apologies to all of you pioneers out there!).

Added:

Added a light source in the shortcut from the jailer’s office to the drawbridge.

Patch 2.55 (29 December 2016)
Fixed:

Complete minstrel costume bonus wasn’t assigned at start
Bug when opening sewer map after buying info about spider location from Rolo
In some rare cases Tilo's heavy item is not dropped when he dies
Armor encumbrance is not properly reset after loading a save
Light trigger missing when exiting from the rafters onto the roof in the courtyard
Name error in dialog of main gate guard
Being able to enter the passage next to Gusto & Fatale’s cell without pushing the barrel
Collider for grid in underground shortcut to jail is missing
Tilo automatically goes down a ladder when opening the inventory
Spider web remains visible after getting burnt
A splash sound can sometimes be heard when entering the jail from the courtyard
Rats not able to attack Tilo while in Kerold's cell
Tilo can get killed while climbing on the elevator when it hasn’t fully come down to rest
Rats can sometimes chase Tilo even though they're knocked down (funny/creepy)
Missing sound for Kerold breaking the rotgut bottle during dialog
Rat’s animation sometimes popping to idle after crossing a doorframe
Resistances are not properly updated when equipping clothing items
Rolo sometimes does not appear when exiting the jail
The guards’ alert icon doesn't empty itself and disappear when it should
Bug with resistances when equipping full costume set and unequipping items one by one
Knockdown timer sometimes doesn't appear on knocked-out rats
Gusto sometimes doesn’t go to sleep at night
Micro-holes/bad scintillating pixels caused by faulty tessellation algorithm
Grease jars don't break when thrown on planks
Hanging key keeps playing hanging animation even after being knocked down
Hanging key can occasionally land in a non-pickable position
Plague doctor mask vignette is not reset after loading a save where Tilo doesn’t wear it
Exterior sound trigger missing on top of tower when exiting main tower
Sometimes combat music doesn't stop, even though Tilo's not chased anymore
Lots of holes in the geometry!
Small freezes noticeable when moving from area to area
Costume item description panel appearing behind the inventory UI
Some stairs where Tilo bumps in at slow speed
Long pause happening whenever accessing the save/load menu

Changed / Improved:

Sewer key is out of the game; the jail’s master key replaces it
Spider webs have been replaced with new higher-quality assets
Tessellation shaders have been recreated from scratch with much better results (ie: humidity/wetness)
Most textures have been refined, doubled in size and enhanced with detail mapping
Rats are now a bit faster when chasing Tilo
Improved all vegetation shaders to show better translucency
Huge overall performance boost (50-75% fps gain on some machines)
All trees have been replaced with much higher quality assets (oaks, beech, etc…)
Implemented consistent wind direction for all vegetation
Actor detection has been redone from the ground up to take into account bonus from Tilo’s cloth items
You can now quickly swap tools using the mousewheel
The middle-mouse button now unequips/re-equips the current tool in Tilo’s hand (no need to go to the inventory anymore)
Implemented an entirely new zone/sectioning system, meaning there is no more streaming/stuttering
Rewrote entirely the load/save system to work seamlessly on PC + consoles
Changed and improved the overall layout of Dwindling Heights
Changed a few quests + dialogs + items locations in preparation for the full game
Tilo’s jump/climbing is now much more responsive
You can now use the mousewheel to turn book pages
Book pages now have their page number displayed
Tilo can now climb on a moving platform/elevator
Tilo's health and stamina are no longer connected to the costume he's wearing (no more health/stamina lost when changing costumes)
Removed trapdoor near the main gate
Added a separation wall in the courtyard with new building
Costume items belonging to the same set are now automatically sorting next to each other in the inventory
Removed the option to knock the helmet off of the guard for Gusto & Fatale (no more confusion between different kinds of helmets)
Better aiming reticle
It is not possible anymore to kite more than 3 rats (so you can’t lock all the rats in one room anymore)

Added:

Added a progress bar when loading a save
The amount of florins in Tilo’s inventory is now displayed during dialog when money is involved
Started using photogrammetry assets for rocks
It is now possible to light up candles laying around in very dark places
Costume items are now affecting how much noise Tilo creates and his visual conspicuousness
Introduced sound attenuation which plays in when creating auditive distractions through walls
Added a couple of shortcuts to go from one area to the next (ie: elevator basket from top of main tower to garden below)
Added a visual 'splash' effect that shows how far the sound created by distractions travels
Added visual hud indication when Tilo is getting poisoned or burnt (providing a clear representation of his resistance to those hazards)
Added an option to turn off the HUD (in the debug menu)
Added options for controlling tessellation amount and distance
Added knockdown timer on unconscious rats to indicate when they’re going to regain consciousness

Patch 1.93 (26 August 2016)
Fixed:

Camera doesn’t show the inside of Tilo’s head anymore.
Reloading a game while the chase music is playing causes that music to play forever until you escape successfully from an enemy again.
Perform song volume can be much too loud sometimes.
Stairs near Silas (and leading to empty tower) block Tilo when walking with the armor on.
Main menu’s black background appears slightly transparent.
Idle stance of rats corresponds to sword & shield instead of halberd.
Missing sleeping particles (“Zzz”) in some cases.
Fade planes in final corridor and off the main gallery appear transparent instead of dark.
Current resolution doesn’t show as selected in visual menu.
Screen resolutions in the Visuals menu are not properly revealed when scrolling down with gamepad.
Tilo can push sleeping guards off their chair while wearing the armor.
Game sometimes crashes when showing the Save/Load UI (fixed in Unity 5.3.6p2).
Oil lamp intensity weakens too much when depleting below half point.
Rats can get stuck in front of an opened sliding door after reloading a game.
It is possible to keep refilling the lantern while running away from an oil jar and maintaining the interact button pressed.
Parented mouse camera mode can cause the camera to freak out in small spaces.
Obstacle camera correction setting sometimes reverts to active even though it’s been turned off.
Mouse-clicking on an empty space in a container UI is interpreted as picking up the last remaining item (or “I didn’t MEAN to take that hornets’ nest!”).
Grain bag near the broken cart in the courtyard cannot be looted.
Wrong costume message displayed when swapping costumes.
Corrupted animation when Tilo throws an item while wearing the armor (salute animation gets triggered).
Some items (ie. plague doctor hat) can get their scale values out of whack when repeatedly equipping/unequipping them via mouse-click.
Tilo can climb short walls while carrying a heavy item.
In some older saves Gusto sleeps in the air.
The flatulent rat is still floating off his bed in old saves.
Grease slicks from grease jars remain visible after reloading a save.
Grease vials thrown directly on rats do not make them slip and fall down.

Changed:

V-sync now has more refined settings (off, every 1 v-blank, every other v-blank).
Alert icons of enemies now have a different frame color when they see Tilo (full white) and when they can only hear him (thin black).
Items belonging to the same costume now appear next to each other in the inventory, always from head to toes (no more looking for items spread all over).
NPCs now give out more precise information about the location of the quest items you’re supposed to find.
The last quest now completes successfully when entering the final corridor.
Key from rat in barrel room can now be pickpocketed more easily from behind.
Removed deaths counter in statistics menu since it doesn’t really make sense within the scope of a session.
Replaced some of the trees with new models and better textures.

Added:

Spider venom location can now be revealed on your map (for a price).
Added master volume slider in the audio options.
Added texture resolution setting in visual options.
Added ambient occlusion setting in visual options.
Added antialiasing setting in visual options.
Smoke from torches now automatically adapts to the proper ceiling height (curling along low ceilings, rising under high ceilings).

Patch 1.75 (08th August 2016)

(Edit: There was an issue with the publish of 1.74 so it has now been superseded by 1.75, which additionally takes care of ALT, CTRL and page up/down keys not being able to be rebound)

This new update focuses on improving the game’s controls. From keyboard remapping (including movement keys) to Dualshock 4 controller support, to better control over camera inversion settings, etc...

In addition you’ll also find many other fixes and improvements (several of which were requested by you guys). Enjoy! blush.gif
Fixed:

Camera spinning endlessly when Dualshock 4 is plugged in
Impossible to click on anything or call inventory/main menu via keyboard when Dualshock 4 is plugged in
Gamepad preset dropdown menu remains open when leaving the Controls menu with ESC
Lights and shadows sliders have no effect (still need to exit light’s range first to see the effect)
Lights, shadows and dynamics sliders are not properly stored in preferences
Some floating trees are visible from the garden
Left-click is not working when reassigning keyboard shortcuts
Keypad keys can’t be remapped
Faustus’ mushroom quest is mentioned before player has met him
Faustus doesn’t give the mushroom quest if the plague doctor mask is already in inventory
Tilo sprints automatically when entering water while wearing the armor
Tilo is allowed to sprint while in water
Many steps are blocking Tilo when he walks slowly (ie: sneaking or walking with the armor on)
The back wall of the underground tunnel (shortcut to the jail) is invisible as long as the jail zone is not loaded
Some heavy items (ie: stools, buckets) disappear from their location
Fatale can’t give back the figurine because it’s not in her inventory
Dialog “talking” sound remains audible when reloading a save while in the middle of a dialog
Rebinding an unrecognized key prevent from accessing the main menu again
Many holes in the set’s geometry (please send screenshots if you find more!)
Guards' colliders are not always properly reset at reload (ie: Tilo can walk through them and they can't be knocked out)

Changed:

Invert vertical and horizontal camera setting is now split into specific settings for gamepad and mouse
Upon trying to open a locked door (or container) the player is now made aware of which key is required
Pressing ESC while within an option menu now steps back one level instead of going back to the game right away
Removed option to show AI gizmos in the debug menu
Pressing ESC while the game is listening for a key to be rebound will stop the listening

Added:

Implemented native support for Dualshock 4 controller (with matching icons)
Implemented keyboard remapping of movement keys
Added bucket on top of trapdoor near entrance (justifying Tilo can’t open it from under it)
Added a handful of new resolutions (1366x768, 1360x768, 2560x1080, 2880x1620)
Added button to reset keyboard/gamepad mapping (useful when things went horribly wrong)
Added “too dark” feedback message to all the dark places that still needed it

Patch 1.63 (02nd August 2016)

Hornets stay visible around Tilo after death
Light trigger in sewers not correctly fading darkness level
Reloading while holding a heavy item causes Tilo to carry invisible item
Dynamics distance slider not being recorded in preferences
Mouse cursor invisible in Statistics UI
Statistics screen not closing when pressing ESC
Various UI fixes (gamepad icons visible when using mouse, etc…)
Sleeping in Silas bed puts Tilo through the wall when he wakes up
Continue/Footnote buttons not clickable in narration during dialogs
Reloading a save while in the middle of a dialog doesn’t close the dialog UI
“You must hide...” text remaining visible after hiding and showing main menu with ESC
Aborting song performance does not stop the song from playing
Various steps blocking Tilo’s movement at slow speed (send us screenshots if you find more)
Rebinding some keyboard keys doesn't work (sprint, sneak, etc…)
Sliding door under war room resetting to open when leaving/re-entering zone
Map not being displayed when holding the gamepad map button
Map disappearing right away when called from inventory
Floating empty grain bags
Knocked out guards can’t be knocked out again after reloading a save
Lantern not equippable from inventory via mouse/keyboard once it’s depleted/refilled
Silas beetle missing when opening the cage
Dying when wearing the armor does not unequip the armor after reloading
Silas doesn’t react to Tilo wearing the armor
Traps can’t be triggered when throwing things at them
Rolo sleeps away from his chair
Gusto can end up inside a wall of the cell
Map markers for tarot cards are not displaying
Being able to unequip costume in front of an NPC
Missing/duplicate items after reloading a save
Save slots sometimes becoming unresponsive with gamepad
Being able to go back in-game after the credits are done
Map markers for escaped beetles not showing on the map
Rats stay stuck in front of a closed sliding door even though they could go the long way around it (some cases may remain)
Map not updating to show the proper area when moving from jail to courtyard
AI systematically entering confused state (blue exclamation marks) just after reloading a save
Various keyboard/mouse related issues
Cycling tools while Tilo’s jumping stops him in the air
Invert vertical camera works opposite of what it should when using a mouse
Faustus doesn’t react to Tilo having the 7 mushrooms
Flatulent Rat picking up distractions and moving in his sleep

Added/Changed:

Optimization pass to improve framerate
Alleviated the freezes occurring when streaming zones
Moved rose in jail tower so that it’s less difficult to pick up
Replaced stairs in flooded cell (fixed collider issues)
Added wooden beams in front of un-openable doors (off-limit during EA)
Increased damage of Rats’ halberds
Added a slew of new screen resolutions (ask us for more and ye shall receive)
Added prompts when a dark location requires a light
Added some florins to various locations and containers in the keep
Fixed the dreaded wooden-beam jump outside jail tower
Finished area beyond grid-ladder in jail tower
Lights and shadows distance sliders can now go much higher (for powerful PCs)
Added V-sync option
Added depth-of-field option
Added feedback when donning a complete costume
Implemented exclusive full-screen mode
Fixed chains physics exploding (bad: not interactive anymore/good: they look and animate better)
HUD frame color now turns red when being chased by an enemy
Added parented camera mode which keeps the same camera angle when Tilo moves (mimics The Witcher 3’s camera)
Changed check marks in check boxes UI
Added music for “Rat with two tails” song
Added death music when Tilo buys the farm (still have to create animation)
Added option to lock the framerate at 30, 60 or 120fps
Added option to remove desaturation effect while in sneak mode
Added support for directional keys on keyboard (for left-handed players)
Added some florins in the world


--------------------
 
Micartu
messaggio5 Jan 2017, 12:10
Messaggio #11



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Praticamente un altro gioco!

Esiste una data definitiva per la 1.0?


--------------------
 
TheRuler
messaggio5 Jan 2017, 22:59
Messaggio #12



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Entropologo part-time

BGE AG: Indy3
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Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
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Nessuno si è ancora sbilanciato purtroppo. L'unica notizia ufficiale (e succosa) circa il prodotto finito è questa:

CITAZIONE
Our best estimate for the length of the full release is that the E.A. part is roughly 25-30% of the final game. This would mean the final game will be roughly 15 to 30 hours long, depending on how much of an explorer/completionist you are.


se in 3 anni hanno fatto il 30%... ahahaha ;-) speriamo di no!


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TheRuler
messaggio9 Jan 2017, 19:37
Messaggio #13



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Entropologo part-time

BGE AG: Indy3
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RTS: Praetorians

Playing Magari...
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CITAZIONE
The early access version is english only, but the final version will provide many languages, including Italian.
...
The list is not official, but we are quite sure the game will be translated into (no order):
english, spanish, french, italian, german, russian, japanese, chinese

parrebbe proprio una produzione grossa.


--------------------
 
Micartu
messaggio9 Jan 2017, 20:17
Messaggio #14



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Beh il gioco è carino e tradurlo only subs non costerà di sicuro molto. Magari trovano anche un publisher oppure si appoggiano a qualche anima pia che glielo traduce gratis come succede sempre più spesso.


--------------------
 
TheRuler
messaggio30 Jan 2017, 21:45
Messaggio #15



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RTS: Praetorians

Playing Magari...
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L'ultimo update (2.81 già di qualche settimana fa) è dedicato al nuovo comportamento della vegetazione. Decisamente realistica.




--------------------
 
TheRuler
messaggio10 Mar 2017, 00:43
Messaggio #16



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A distanza di pochi giorni due bei corposi update sono stati rilasciati anche su GOG.
Va come un treno questo one-man-team.


CITAZIONE
Patch 3.60 (08 March 2017)
Fixed:

Tilo and the rats can’t go down stairs to flooded cell
Rats cannot follow Tilo inside the room in the gatehouse atop the wall separating the courtyards
The camera is going through some thin piece of geometry as the door to Kerold's cell opens
During the daytime, on loading a save made during nighttime, the scene remains daytime for a few seconds
Rare bug after reloading where Rats’ halberds spew sparks as if they’re hitting something
Tilo dying doesn’t interrupt his hiding in a chest
The rat patrolling the rampart is not visible through the window in the small tower above
More geometry holes!
Loading an autosave sometimes loads the wrong save (in a specific series of save/load manipulations)
Basket elevator rope goes through the ground after loading a save where the basket is down
Section visibility issue when Tilo climbs on the roof to the gatehouse

Patch 3.58 (08 March 2017)
Fixed:

Rats can't open/cross doors anymore!
Cannot knock down the key to Silas’ footlocker by throwing something at it
Tilo can release buckets in the air (floating buckets)
Lots of little geometry holes!
One of the garden walls is missing its collider
“Test Quest” appearing under markers on the map (the fix will likely mess with existing rose icons, sorry about that)
Can’t pick up grain bag behind Faustus (moved the bags around)
Pumpkin hat in garden is physicalized
NPC name labels still appear when Tilo is chased by a guard
Sewer elevator lever label says “door lever”
Ambient lighting gets lighter at night when going through passage between the courtyards (and in other places)
When a tutorial is up it’s not possible to interact with the main menu anymore
Accessing main menu and closing it when a tutorial prompt is up unpauses the game
The main menu sometimes pops up after the very first autosave
Renown points appear over the books UI
NPCs have lost their speech bubble icons!
If Tilo is knocked down, opening and closing the inventory grants control again
Falling through far wall in sewers under Kerold’s cell

Patch 3.54 (01st March 2017)
Fixed:

Can’t burn banner at top of highest tower
When being chased by a guard, the second guard to detect Tilo doesn’t attack him
Gamepad's LB + RB are still functional in inventory while inspecting an item
Sun longitude is wrong
Floating tree near far tower
Rats can still sometimes see Tilo through walls
Rats can walk through one of the doors separating the two courtyards
Tilo gets detected as soon as he climbs a ladder (ie: jail and stables)
Rats can walk through the tree in front of the stables in the north courtyard
Tilo cannot cross through the window in the garden
The rat patrolling the rampart disappears when Tilo climbs the first stairs leading up to the war room
Weird collision issue near bottom of second bed in Tilo’s cell
Several geometry holes
Brazier light popping in/out in small tower leading to far tower bridge
Lots of light-leaking in highest tower
Framerate shot down when Tilo gets hurt (fire, hornets, poison, etc... )
Wall on the rampart doesn't have a side where it meets the gate to the forest area
Silas’ visibility toggles while Tilo is inside his cot
Main menu pops in uninvited after sleeping in a bed
Underground sections are sometimes visible from the top of the tower

Changed / Improved:

Moved barrel position in garden so not everything is bunched up in the corner near the window
Removed visual noise indication when creating auditive distractions (white particles mistaken for a splash)
Lake water now looks correct at night! blush.gif
Braziers that are unlit do not set fire to Tilo anymore

Patch 3.47
Fixed:

Colliders are visible in the jail and the courtyard!!!
Pressing ESC when in the Support & Feedback menu doesn't close that menu

Patch 3.46
Fixed:

Enemy detection is FIXED!!!
The first rat doesn't come to open the gate if you die and reload the first autosave
Tilo's feet penetrate the jail floor a lot
Main menu shows up after loading a save and talking to a character
Wrong instruction in inventory for "Put on Costume" button
Actor dynamics are broken in some situations
Tilo falling through the floor before reaching the jailer's office

Patch 3.44
Fixed:

In-game labels for interactable objects don't appear when the HUD is hidden
The courtyard disappears when going down the basket elevator
Mouse cursor still interacts with main menu when confirming quit (or save overwrite)
Cannot access all the debug menu elements via the gamepad
Mouse and mousewheel are still active when the save menu is accessed while hiding
Inventory slots are still active when inspecting an item/costume via the gamepad

Changed:

Pressing F8 (or left stick) while hiding to access the save menu now pauses the game
Leaving the save menu (when it was accessed while hiding) now brings you back directly to the game without going through the main menu
Reverted to using the B button to close the inventory (X is back to putting on the full costume)

Patch 3.43
Fixed:

Cannot open metal gate leading to far tower
Main menu and option menus are broken when using the mouse
Black screen when coming back from the Options menu
Map doesn't work with the gamepad (left shoulder button)
Tilo sometimes falls and climbs when transitioning between the north and south courtyards
Rat on rampart disappears and reappears just in front of Tilo when going beyond the gate leading to the far tower
Cannot reach bottom option of debug menu using the gamepad


Dice che "comincia ad essere soddisfatto del risultato" ma vuole aggiungere qualche altro asset qua e la.
Se proprio dovessi trovare qualcosa di ancora non pienamente convincente, direi l'acqua. Per il resto: UAO.








--------------------
 
The Ancient One
messaggio10 Mar 2017, 09:48
Messaggio #17



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pulley-in-the-middle

BGE Ultima 7
Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO!

Dungeon Master 1 (PC - DosBox)
Sonic (Wii)
Runaway (PC)

SO WinXP




Che bello!

I progressi fatti dalla grafica sono davvero impressionanti.


--------------------
 
TheRuler
messaggio21 May 2017, 20:12
Messaggio #18



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Nuova versione per GOG!

CITAZIONE
Patch 3.95 (16th May 2017)
Fixed:

The rat on the rampart cannot follow Tilo to the bridge to the far tower
Weird “midnight sun” glitch causing the sun to go back through the sky at exactly midnight
Next and previous page UI buttons do not appear when they’re supposed to
Rats in courtyard disappear when Tilo is close to the broken cannon (under the gallery)
Quest UI doesn’t pop up when picking up an escaped beetle
Rare case where escaped beetles do not properly reinitialize after consecutive reloads
After reloading a save the sun can sometimes linger in a wrong orientation before time of day catches up to the one in the save
Button to put on a full costume is absent from instructions when using mouse/keyboard
Colliders are missing on the arches’ roofs on the bridge to the far tower


Ancora non sono state inserite le catacombe, speriamo solo lo sviluppo termini entri il 2018!





--------------------
 
Micartu
messaggio22 May 2017, 01:44
Messaggio #19



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non so che dire, sono immagini da acquolina in bocca ma la mia preoccupazione è che il progetto possa avere la meglio sull'essere umano. sviluppare un gioco del genere da soli è da pazzi, l'autore è senza dubbio un genio ma i tempi di realizzazione stanno diventando sovrumani. e se poi il gioco non viene un capolavoro che fa? si appende a un lampadario?
roba che quando arrivi in fondo hai creato un gioco con lo sforzo che un team impiega per farne 3 o 4 XD


--------------------
 
TheRuler
messaggio24 Jun 2017, 13:55
Messaggio #20



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Rilasciata nuova Patch!
Per lo più glitch e comportamenti grafici anomali risolti.

CITAZIONE
Patch 4.18 (22nd June 2017)
Fixed:

Courtyard sections are turning off too soon when going through the elevator corridor door
Fog in sewers is sometimes rendered under the water
Untextured walls in sewers beyond the large metal grate
The moon’s specular lighting gives strange result (overbright speculars) indoors when night falls
Flatulence FX of farting rat is almost invisible (sacrilege!)
Some rocks pop in when getting close to the distillery shortcut
Water droplets particles effects (in the jail and sewers) are broken
Some gaps in the sets geometry (far tower)
Throwing a grease jar on a brazier doesn't fan the flames anymore
Silas’ key is not pickable after it's knocked down by a projectile
Candlestick erroneously shows 10 remaining candles when starting a new game and opening the inventory
All of the queued quest updates spam the UI after hiding and showing the HUD
Cases where the inventory UI fails to show a tool as equipped after picking one up
Quest update popups completely obscure the dialog UI in 4:3 resolutions (text under should remain readable now)
Tilo can seemingly pickup candles after reloading a save even if he’s already maxed out
Latches that lower ladders cannot be triggered by throwing projectiles at them
Some icons pertaining to gamepads are still visible in the inventory UI when using mouse/keyboard
Irrelevant colliders left in jail tower

Changed/Improved:

Some areas like the stables and the top of the tower now let more light in
Hiding is now forbidden while Tilo’s wearing the armor
More coherent specular highlights on the lake at night (the moon is not THAT bright)

Patch 413
Fixed:

Rare case where a rat doesn’t go back to patrolling after chasing Tilo
Missing wall colliders inside main tower (for stairs leading up to the rampart)
Missing ceiling geometry above staircase in main tower
Rats disappear when crossing the second bridge of the far tower
Rats can open the door at the end of the second bridge
Cases where rats aggressivity is not properly reset after reloading a save
Rare cases where shadows from a light source fail to appear
Ladder in gallery rafters doesn’t properly reset after lowering it and reloading a save where it was still up
Camera masks when Tilo is hiding do not extend far enough for ultra-wide resolutions
Rolo disappears when climbing on a specific spot in the forge
Lore UI instructions show "Button_B" for "Close" when using mouse/keyboard
Quest update popup hides books UI in 4:3 resolutions
Rat patrolling stairs in front of holding cells is not visible from area above
Cannot talk to Fatale after reloading a game where she went to sleep
After taking the rec room key then dying and reloading, the key can't be picked anymore
Sometimes after a reload rats chase Tilo but don't attack him for a few seconds
Sometimes after a save the confirmation UI remains faintly visible on screen
After grabbing a stool and dying the stool remains attached to Tilo after respawning
Bad colliders in a couple of places within the main tower
Rare cases where Kerold moves off of his stool after reloading a save
The rat guarding the elevator corridor disappears too soon when entering
Inventory can be called up while the stats UI is displayed
The camera sometimes remains in the void after reloading a scene and flies back to Tilo only as he exists his hiding place

Added/Improved:

Replaced all the trees with new SpeedTree assets
Improved performance when standing on top of the main tower
Set dressing is now complete in many places
Improved textures and shaders on several assets
New shader for the lake looks MUCH better
Nights outside are not as dark anymore
Candles are now automatically equipped onto the candlestick (no more fidgeting in the inventory)
The HUD now displays the remaining candles next to the candlestick icon (candles are now like “ammo” for the candlestick)
Books UI now makes Previous, Next and Close buttons more readable when using mouse/keyboard
Re-implemented fog in exteriors
Some yet non-public areas could sometimes be reachable via hacking. They shouldn’t be anymore (sorry!)


--------------------
 
TheRuler
messaggio27 Jun 2017, 20:16
Messaggio #21



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E subito una seconda!


CITAZIONE
Patch 4.33 (27th June 2017)
Fixed:

If Tilo stands in the window with the rose by a lectern and look back through the windows the interior section disappears
Colliders of window sills are too low (Tilo's feet penetrate the geometry)
In the collapsed tower the pushable beam's hole in the wall doesn't match the shape of the beam itself
Various parts of the courtyard are switching off when Tilo's on top of the gatehouse roof (between the 2 courtyards)
Tilo doesn't die when falling from the window of the highest tower
Tilo can get stuck behind the open metal gate off the rampart (if falling from the outcrop above)
Small geometry hole in the ceiling of Tilo's cell
Torch light leaking through wall in Powderkeg’s cell
Couple of typos in Faustus and Rolo's dialogs
When opening the door to the tunnel that leads beneath Kerold's cell the "pull lever" text stays on screen
Cases where the wrong (unequipped) tool is highlighted when opening up the inventory
Case where some icons still refer to the mouse although only a gamepad is being used
Light leaking in spiral staircase passage between the courtyards
Some fog particles can be seen in the sewers' cistern which disappear when getting towards the stairs
Light leaking in Rolo's forge in the morning
Gusto & Fatale disappear when entering the cell next to theirs (while they should still remain visible)
Light leaking in war room at different times of the day
If you save before the first rat comes in to open the metal gate and Tilo afterwards get killed, the rat won’t come to open the gate (as he’s supposed to) after reloading the save

Improved/Changed:

The sun is now more visible during sunrise and sunsets (to justify the specular highlights on the lake)
Text font on the song book’s UI is now larger (easier to read)


--------------------
 
TheRuler
messaggio11 Jul 2017, 23:34
Messaggio #22



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BGE AG: Indy3
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v4.40

CITAZIONE
Patch 4.40 (07th July 2017)
Fixed:

Location prompts are not displaying anymore
The moon still triggers blue specular highlights through walls at sunrise and sundown
The torch in the bedroom by the gate to the far tower sometimes disappears
Some window sills are missing their underside geometry
Some see-through gaps around wooden doors’ frames
Rats can walk right through the columns in the courtyard near Rolo's forge
Rats can't chase Tilo up to the top of the tallest tower
Tilo can run up to the rats and pop up over them (collider issue)
Costumes stats are wrong after reloading a save
Crimson mushroom model in torture room’s cage doesn't fall when the cage opens
Spam LB + B while Tilo is in basket elevator (near Silas) leaves Tilo stuck floating in the air
Guards keep walking on the spot after Tilo dies (that always annoyed me)
Sometimes Tilo doesn't play his hit reaction animation when getting hit by the guards
Butterflies are present at night after a reload
Tilo is still considered in water after dying while being in water and reloading
Equipped boots can sometimes appear offset from Tilo's feet
When Tilo dies by falling down while holding a stool the stool is no longer there after reloading a save
Rare cases where a stool is not longer interactible (nor solid) after reloading a save
It is still possible to interact with items after Tilo dies
Greaves (armour piece) marker doesn’t appear on the map after Rolo reveals it
Reassigning buttons sometimes breaks making it impossible to complete the process
Sometimes leeches fail to attack even though they’re within range of Tilo
Leeches’ detection origin is much too high (they still see Tilo when he’s high above them and shouldn’t been seen anymore)


--------------------
 
TheRuler
messaggio16 Aug 2017, 18:01
Messaggio #23



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Playing Magari...
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Nuove patchone estive con carrellatona di fixaggi e improvazioni:

CITAZIONE
Ghost of a Tale
Downloads Changelog
Patch 490 (16th August 2017)
Fixed:

Tilo can change in front of Rolo (how rude)
The peculiar physical condition Tilo develops after completing the mushroom quests is still present after reloading a save (when it shouldn’t)
The brisance description erroneously refers to a wooden barrel
The sound of Tilo hiding in barrels is too loud
The obelisk quest doesn’t work if Tilo lights up the candles using his candlestick instead of his firesteel
Some rocks at the bottom of the armory stairwell have wonky colliders
The armory rat cannot follow Tilo to the garden

Changed:

The armory guard now goes back to the armory stairwell when Tilo goes to sleep, even if he has moved very far away
The intentionally missing words on the obelisk quest parchment now use dots instead of underscores
Tilo won’t throw projectiles at NPCs anymore
If you have a tool equipped which is ineffective against your opponent (grease jar vs greaves, bottle vs helmet, etc...) and you try to throw anyway Tilo won’t throw the projectile
Upon completing the beehives quest you’ll now find honey within the restored beehives
Honey now gives back a lot more health

Patch 486

Fixed:

If Tilo dies while opening a container the container UI remains on screen after reloading
Lighting up the correct obelisk’s candle with the firesteel (instead of the candlestick) doesn’t register properly for the “Heroes All” quest
The lighting pops up bright/dark when the brightness slider is not at the default value
In the footnotes UI some words might be slightly cut off to the right
Missing geometry to doorway arch to the actual armory room at the bottom of the spiral staircase
The sun light is visible in the shortcut to the armory when entering the garden
The main tower disappears while it should remain visible when entering the shortcut from the garden to the armory
The guard patrolling the armory stairwell does not react to Tilo’s presence
Tilo partially clips through the cliffs near the last obelisk overlooking the lake in the northern slopes
When interacting with the basket elevator counterweight in the garden and the basket starts to come down and Tilo runs into the armory shortcut before the basket reaches the bottom and then comes back, the basket is not interactable anymore (say that sentence in one breath)
Some HUD elements appear very aliased when running at a lower resolution than 1080p
The path at the bottom of the northern slopes is open (stairs leading to void)
The brisance warning in the armory is clipping through the column and is not readable
Bear traps can’t be triggered by throwing a stick at them

Patch 483

Fixed:
Cannot trigger bear traps by throwing projectiles at them anymore
Remaining cases of Tilo getting slowed down after dying in water and reloading
Bad ground collider in courtyard (Tilo is floating next to well)
Kerold’s bucket appears in the wrong place when Tilo empties it
The hammer puzzle (rings) in the flooded cell sometimes becomes unresponsive
The loading bar restarts from zero when it's almost done loading a save
Kerold still sometimes moves from his stool
Rolo doesn't show greaves marker when he should
The number of candle in the inventory is wrong after reloading a save
Cases where the candle on the candlestick doesn't deplete anymore
Rare cases of keys not being on a guard's belt after a reload
The fur on some guards is not properly oriented
The far tower section disappears when stepping back into the small tower on the rampart
Rats can walk through some walls on top of the main tower (near Silas)
Some levers cannot be activated by throwing a projectile at them
Tilo doesn’t animate when throwing a stick while being assaulted by bees
Tilo doesn’t hold the candlestick/lantern correctly after falling on this butt and getting back up
Some cases where map makers’ visibility don’t accurately reflect whether or not an item was already picked up
It is sometimes impossible to loot a guard’s items after he’s been knocked out on his back
Stamina depletion sometimes stutters when Tilo’s sprinting down a slope/stairs
The inventory can be closed even when a tutorial about it is currently displayed
Guards can walk through the wooden walls of the stables
Dynamics animation on NPCs sometimes turn off even when they’re close to the camera
Sometimes you can miss when throwing a bottle at a guard’s head from a high vantage point even though the magnet aim says it should work
Some guard attack sounds are not playing

Added / Improved:

Added 5 quests (the total number of quests in early access is now 33)
Opened up new armory location + wooded area
The north courtyard and the far tower now communicate through the armory
Added a brightness slider to visual options menu
Added inventory option to sort out cloth items by costume or body part
Added an LODs slider to visual options menu
Swapped gamepad menu buttons: main menu <-> inventory (it feels more natural)
Improved the look of the candle flames shader
Implemented camera shakes when Tilo gets hit (as well as for explosions)
Implemented new brisance kegs (exploding barrels) mechanic
Put the flint tool in the first chest outside Tilo’s cell (this will allow us to have a tutorial for it later on)
Pressing up on the D-pad doesn’t put the equipped tool away anymore (pressing down is there for that)
Added magnet aim system to spider traps
Redid countdown counter icon for knocked out rats (bye-bye Atari 520 ST wait cursor icon!)
It is now possible to light up candles (and brisance) using the firesteel tool
Added beehives to the garden (+ associated quest)
Added bees nests in wooded areas
Implemented burning dead ivy mechanic
Added obelisks around the far tower (+ associated quest)
Created greaves for guards. Rats wearing these won’t slip down when hit by grease jars anymore
Burning a banner now creates a distraction (will wake up any sleeping guard nearby)
Implemented getting renown points via dialog choices
Implemented contextual label when carrying heavy items so that the effect of dropping the item can clearly be anticipated
Implemented burning sticks in brazier (watch out for the flames!)
Causing a brazier to flare up now creates a distraction for the guards
Dialog icon doesn’t remain on-screen anymore when the NPC is behind the camera
Improved look for all particles (dust + smoke + leaves)
Implemented new durability bar system for items like bees’ nests and exploding barrels
Added twelve different types of mushrooms in the world (+ associated quests)
Added spider traps around the far tower
Extended the number of items which can fit in Tilo’s inventory (the inventory is now scrollable)
Map icon markers now indicate if the items are located above or below Tilo’s position
Added thorn bushes which hurt Tilo if he steps into them
Added new map for Far Tower and Northern Slopes
Added shortcut between the garden and the armory stairwell
Added new pages to Tilo’s flower book (with more backstory on Tilo & Merra)
Added new sounds for the guards attacking Tilo
Readability has been improved with some fonts on the books UI


--------------------
 
TheRuler
messaggio24 Oct 2017, 20:33
Messaggio #24



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Playing Magari...
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http://www.ghostofatale.com/

Nuove indiscrezioni. Il gioco avrà 60 quest, costerà 25 dolla, ci vorranno dalle 15 alle 20 ore per terminarlo ed uscirà a Marzo 2018.


nuovo effetto luce (UAO):


--------------------
 
Micartu
messaggio24 Oct 2017, 21:51
Messaggio #25



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BGE Elvira 1
SO WinXP




Sì e sto leggendo uscirà in italiano, ma specificano che non sarà una traduzione fatta con google translate (parole esatte) ma una traduzione curata con pieno supporto e materiale per far capire il senso e il contesto di ogni frase ai traduttori, insomma ci tengono.
E l'effetto di luce è fighissimo, praticamente prima se la fonte di luce era occlusa la luce non filtrava, ora la lcue filtra a prescindere.

Spesso con questi giochi un po' particolari, prendo il gioco e poi demando la partita di molto, in questo caso penso che appena uscito mi barricherò a giocarci.


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Versione Lo-Fi Oggi è il: 24th November 2017 - 23:26