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Shrine's LegacyEventsShrine's Legacy v1.2 Patch Notes
In-game event

Shrine's Legacy v1.2 Patch Notes

Shrine's Legacy · published 10 Apr 2026, 17:40 UTC · build 22734693

All eventsPlayers around this dateRead on Steam

Holy moly, the patch notes kind of speak for themselves for this update. But the TLDR most important changes in this patch are:

  • Many bosses, especially late game bosses, got huge reworks. They will put up a proper challenge now

  • The Cat Call works now! Sorry this one took so long! To use, make sure you found the Cat Call item, and then go to the world map and select a place to go. Will only work while you are outdoors and not inside a dungeon

  • A ridiculous number of bug fixes, mapping fixes, and general improvements to the game

  • Some fixes to a few scenes

  • Better balance for freeze and stun status effects (ice and wind spells), especially against bosses (no more perma-stunlocking with wind)

  • A little bit of enemy balancing

Leave a comment if run into any issues, there's a lot of changes so it's possible bugs could have slipped through the cracks. And we'd love to hear how the bosses are feeling after the changes if you play through any of the late-game content! :)

We will be releasing more information about the upcoming free DLC soon as well, so keep an eye out for that. There's a good chance we'll release at least one more much smaller update before the DLC.

At any rate, for those daring enough to look through the full list of changes, here they are:

Patch Notes:

New Content / Features:

  • Cat Call works now! Use it from your main menu by selecting points on the world map

  • Cutscenes: Moved the scene that used to happen after the Sand Seas till after the Canyon if you do the dungeons in the opposite order

  • Siltens Overworld / Cutscene: Added a pan to the wind flower as a tutorial during the cutscene after the battle to make the way forward more clear

  • Ending: Added a new sprite to one of the areas / scenes

  • Sound Effects: Added a new pot breaking sound for all pots

Core Mechanics:

  • Movement: Greatly improved ally's and guest member's ability to comfortably follow the player while using the new dodge mobility added in the previous update

  • CPU Ally: Fixed a bug where the ally was taking damage from enemies even when the player wasn't getting hit

Bug Fixes / Adjustments:

  • Groonis Island: Fixed an issue where the boss wasn't taking the damage from the rock drop during the cutscene

  • Omdale / Aesthetic: Sunset is now daytime whenever you return to the room with the sunset parallax

  • Galadine: Fixed an issue where the Castle guards would not be present in front of the castle at a time when they were intended to be

  • Siltens: Mac's Shack torches now are visible when the roof is visible and not visible when the roof is invisible

  • Fellinore / Quicktravel: Fixed a bug where you could quicktravel out of town at a few points that would lock you out of the town with events if you tried to re-enter the town manually without quicktravelling back

  • Pyragord / Boss: Can no longer be hit by Reima's ranged charge attack before the battle starts

  • Pyragord / Overworld: Fixed an enemy that was placed outside of bounds after changes to flyer type enemies

  • General: Light / Water status are no longer visible during conversations or cutscenes (except for when you obtain the light gem)

  • General / Polish: Things in the sky such as seagulls and weather effects now disappear while inside a building

  • General: Fixed an issue where a player character could take a hit from sand whirlpools during a conversation in rare cases, causing unexpected behavior

  • General: Fixed an issue with the animation of saw blade obstacles

  • Potions: Delane no longer takes jelly if you have it when making the free potion

  • Sand Seas: Sandilopho, Shadow Goat etc (teleporting enemies) no longer chase you onto other elevations

  • Aesthetics: Added new hit effect graphics for purple and green poison type attacks (a handful of enemies use these)

  • Aesthetics: Added new hit effect for the lasers some enemies use

  • Aesthetics: New poison status effect graphic!

  • Aesthetics: New lightning shock status effect graphic!

  • Aesthetics: Fixed a bug where afterimage sprites wouldn't always be the correct palette

  • Aesthetics: Fixed a minor issue where Rio and Reima's weapons were not drawn to the correct depth when swimming in water

  • Aesthetics: When stunning an enemy with wind, a visual effect is now present

  • Aesthetics: Many breakable objects (pots, crystals, etc) had their break visual and audio effects fixed

  • Aesthetics: Added a new sound effect for the new kind of postcat that appears after completing the postcat letter sidequest

  • Crystal Cavern: Fixed some instances of breakable crystals not being interactable when they should be, and vice versa

  • Yuril: Fixed an issue where the background color in Carolyn's basement wasn't drawing correctly, causing some minor visual issues when you dash attack or cast through the walls

  • Aesthetics: Fixed an issue where when an AI player or guest character fades out to warp, they would lose their palette temporarily if wearing different armor

  • Menu / Status: Fixed a bug where the wrong text displayed for next level when you reached the max level

  • Canyon / Boss: Fixed a new issue with the wind platforms allowing you to exit the arena

  • Final Dungeon / Boss: Fixed an issue where it was possible for the first boss in the dungeon to teleport and move outside of their arena. Also fixed their shadow y position to look better

  • Final Dungeon / Boss: The first boss inside the dungeon now fades out correctly when they die. Fixed some other minor bugs with leftover objects that could occasionally happen when they were defeated

  • Secret Dungeon 1: Fixed an issue where the P1 character would lose control temporarily after finishing the quest when this dungeon was the final part of the quest completed

  • Secret Dungeon 2 / Boss: Can no longer be hit by Reima's ranged charge attack before the battle starts

  • Secret Dungeon 2 / Boss: Fixed a layering issue

  • Ending: Light / Water status are cured after certain encounters to prevent awkwardness

  • Ending: Fixed a character saying the line for the bad ending first before the correct line specifically during the best ending

  • Ending / Final Boss: Fixed an issue where the character graphic was set incorrectly during the battle

  • Ending: Made an improvement to the scene on the peak

  • Ending: Fixed the character's attack sound when swiping, dash attacking, and charge attacking during the final section

  • Ending: Removed enemy healthbars from a certain moment

  • Jewels: Azotic sound effect no longer triples up with ice / crystal magic

  • Combat: Fixed a bug where getting hit while falling would interupt the falling state, and briefly prevent the ally AI character from following you correctly

  • Combat: Fixed a rare bug where certain attacks could make the player character's get stuck in their "got hit" pose. Also added a quickfix to make this less likely to cause issues around cutscenes

  • Combat: No longer draws healthbars of enemies while they are invisible

  • Combat / Crash: Fixed a crash that could rarely happen when defeating one of the enemies in the second secret dungeon. Added a safe-guard to prevent the crash from happening with any other enemy just in case it's possible

  • Combat / Minigames: Fixed an issue where you were invincible in the Dummy Minigames while on Hard Mode

  • Combat: Fixed a bug where you could hit frozen enemies into enemies that otherwise shouldn't be possible to attack, damaging both

  • World Map: Lollipop NPC is now visible on the minimap once you've found them

  • General: Fixed an issue in the room before the final dungeon where the camera would flash a different part of a room briefly when you unpaused the menu

  • General: The quicktravel transition looks a little cleaner now

  • Menus: Updated the descriptions of the Cat Call and another item

  • Desolate Valley / Cutscenes: Fixed the outfits of a certain group of characters

  • Omdale / Cutscenes: During the boss here, the music now fades out during the beginning of the scene to increase tension

  • Omdale / Cutscenes: Fixed an issue where Delane wasn't properly walking up to the switch anymore

  • Fellinore / Cutscenes: Better sound effects and visual improvements during an important moment in the scene just before you enter Fellinore

  • Final Dungeon / Cutscenes: Fixed an animation bug with Rio during the cutscene before the first boss

  • Localization: Widened the quit confirmation box to fit the text better

  • Localization: Fixed an issue with npc names of guest party members not being translated correctly

  • Localization: Fixed an issue with "Mugger" not being translated correctly

  • Localization: Fixed an instance of "Lord Fisherman" npc name not getting translated correctly

  • Localization: Fixed a part where "Thaiden" was not being translated correctly

  • Bugfix: Fixed an instance of a character's name appearing too soon in the dialogue (Papaw)

  • Marize / Cutscenes: Fixed an issue with Dengy's story quest where one clue was getting found errenously when you talk to Dengy an extra time after finding at least one clue

  • Marize / Cutscenes: Fixed an issue with Dengy's story quest where he wouldn't run off correctly after finding all the clues if the last clue isn't the last one you turn in

  • Marize / Cutscenes: Fixed an issue with Dengy's story quest running an incorrect scene if you go to the end without talking to him first

  • Fellinore / Cutscenes: Minor fixes to several different scenes

  • Siltens Overworld / Cutscenes: Fixed a bug with the cutscene after the boss where they are briefly positioned incorrectly, and made some other improvements to the scene

  • Marsh / Boss: More variety and actions added to the background characters

  • More that I can't remember...

Mapping:

  • Canyon / Dungeon: Improved occlusions and shadows for the second half of the dungeon

  • Galadine and Galadine Castle: Added some new decorations and made some general improvements and layering fixes

  • Galadine Castle: Cloud fog no longer appears inside the castle

  • Moglore Overworld: Some collision, occlusion, shadow, and layering fixes

  • Moglore Woods: Some collision occlusion, shadow, and layering fixes

  • Omdale Overworld: Collision, occlusion, shadow, and layering fixes

  • Omdale: Improvements to the town. Fixed the appearance of the trees on the transition to the gulf screen

  • Fellinore Cemetery: Fixed a tile layering issue

  • Illdar: Beds on the upper elevation now have their blanket depth set correctly

  • Illdar: Fixed an NPC whose silhouette was partially visible through their house

  • Illdar: Fixed some very minor layering / collision issues

  • Crystal Cavern: Fixed a tile layering issue in one room

  • General: in some towns, some occlusion fixes with the top of house roofs

  • Final Dungeon / Entrance: Made some mapping fixes to the outside entrance

Balance:

  • General / Bosses: Almost every end-game boss (from the final dungeon onwards) got some much needed major reworks, improvements, and bug fixes! They are much more formidable foes now. The very final boss still needs a bit of polish but that will come soon

  • Status Effects / Wind: The stun effect is nerfed. Subsequent repeated stuns get weaker/shorter now unless you wait some time. The nerf is more pronounced on bosses. Still very effective if used sparingly!

  • Status Effects / Wind: No longer bugs out animations when hitting enemies during attacks which control their animation speeds (example, ice turtle spin attack). Some enemies used to even get perma-stuck

  • Status Effects / Ice: Improved how the freeze effect works when used in the middle of enemy attacks to match how the new wind stun effect does (i.e. better)

  • Status Effects: Some bosses now have more resistance to wind stun and freeze effect time

  • Intro: Buffed the stats of the character at the start a bit and adjusted the enemy AI to be less aggressive

  • Canyon / Boss: The wind attack now pushes you harder to account for the improved speed gained from the new dodge from the previous updates

  • Cloaked Figure: Adjusted the delay before attacking to be generally faster, and reduced the knockback received by the boss. Made some slight adjustments to his spawned enemies too

  • General / Aesthetic: Some additional small effects were added to a few enemy attacks

  • General / Bosses: Many late game bosses had attacks adjusted from physical type damage to magical type damage to make more sense (also helps out Reima a bit since her magic defense is better)

  • General / Bosses: During the final battles (after the point of no return only), Boss HP now scales slightly with your player level when you are level 20 or higher average

  • Final Dungeon / Boss: The boss fight before the dungeon was completely reworked and is much more threatening now. Much more HP, improved AI, an extra phase, and more clarity in the hitboxes

  • Siltens Overworld / Boss: Slightly boosted HP. Adjusted AI to be tougher, along with other changes

  • Omdale Overworld / Boss: Slightly boosted HP. Adjusted AI to be tougher, along with other changes

  • Marsh / Boss: Added a brief visual cue (flash) before one of the harder to react to movements, and adjusted the way the hitbox of the related attack works to be more fair

  • Marsh / Boss: Boss regains a tiny bit more HP on the final phase

  • Marsh / Boss: Slightly reduced the size of their standing hitbox and increased the size of the range where your attacks hit them

  • Desolate Valley / Boss: The first boss here got some buffs, a lot of bug fixes, and some AI adjustments

  • General / Monsters: A few enemies that used to stand still while they swing their weapons now sling forward to various degrees depending on the enemy.

  • General / Monsters: Monsters with bullet hell style attacks now have their projectiles immune to wall collisions, making them more challenging since projectiles won't be randomly disappearing

  • General / Monsters: Adjusted AI for the shadow goat enemy to be more effective, but also increased the startup and improved the visual cue on its scream attack

  • Omdale / Monsters: Prawna no longer take knockback, but have a bit more startup and endlag on their attack

  • Tunnel / Monsters: Egg shell barrage now can be destroyed with attacks if you swing at them

  • Crystal Dungeon / Monsters: Fixed a minor issue with depth sorting position of an enemy type, and now they play their unique sound effect more often

  • General: Charge attack hitboxes can now destroy any projectile that a normal attack can

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