Hello Everyone!
Alterium Shift has been updated to version 1.4.0. Check out what's changed, new, and fixed!
Also, please see the "known issues" section. While we've tried to catch as many issues as we could, there are still some out there. Please let us know if you run into major issues so we can start looking at them right away. You can post on the community boards or stop into our discord: https://discord.com/invite/AYK8quBXDm
Version 1.4.0
Changes
- Removed localization for non-English languages (see announcement regarding publisher termination)
- Removed beta menu
- This is due to multiple complaints about enhanced battles causing a game-breaking black screen on every 2nd battle
New Features
- Add map edge detection to more clearly show when the player is near the edge
- This will help in knowing where map transitions will occur
Performance improvements across all mapsCamera nudgingKeyboard: I, J, K, L - Zoom out with ; (semicolon) keyGamepad: Right stick - Zoom out with the right stick buttonEnhanced save systemMultiple autosavesAutosaves happen every 5 minutes on map transitionUnlimited manual savesNew UI for better clarity on characters and savesAdded ability to explore after Early Access end creditsMoved Cloud Saves out of Beta and into the general settingsThis includes an option to reload the saves from the current machineAdded ability to skip intro cutsceneAdded initial key/gamepad prompts to some menusAdded generalized object interactionsThis can be seen with all blue flowers being pickableMore generalized actions to come!Added the ability for linear walking for characters during cinematic sequencesThis can be seen in Pyra’s sequence after her monster “gauntlet” questReplaced +/- icons for arrow icons in the equipment stats menu to more clearly show the differencesEnhanced intro to have a consistent radial transition out and inNote: there may still be some places where this doesn’t happen due to legacy methods we used to do battles in the pastAdded engine ability to direct other party members during cinematic sequencesThis can be seen in Atlas’ waterfall sequenceWe are still working to replace other cinema sequences that used the “old” way of turning off the party train and animating separate objectsAdded "Books" menu item to the in-game menuBooks get added to this list whenever you’ve read themThis is retained for any save!(minor) Books can now only be closed using the “cancel” key or buttonPressing “right” or “decide” will take you to the end of the book but won’t close itFixes
- Fixed: Affected stats were not showing properly for equipment in the shop
- Fixed: New monsters added to the bestiary after battles would show as a white square initially
- Note: 3d monsters still show as white squares (known issue)
Fixed: Every 2nd battle would stay on a black screen (due to people enabling enhanced battles in the beta menu)We have fully removed the option to prevent users from accidentally making their game unstableFixed: Issues in the inventory menu when trying to exit and come backFixed: Sometimes in the equipment menu an extra character profile would show upFixed: Exiting a game and loading a new one would sometimes cause the cursor to get permanently “stuck” on the screen.Fixed: Pyra would walk oddly after completing the monster gauntlet and walking to the camp area (cinematic)Fixed: In the waterfall area (Atlas’ sequence) an extra Dolion would appearFixed: When loading a save, the cursor would “stay behind” while the screen fadedFixed: Loading a save wasn’t properly retaining the volume settings from the main menuFixed: Title screen video would still have sound audio at full volume even when volume was reducedFixed: When music played there could be a visual “hitch” in the game due to a performance issueFixed: Players were unable to equip the 2nd accessoryFixed: Issues in the Endless Dunes quest with Dark Elves not eating delivered mealsFixed: Issues with shop UI and handling already equipped itemsFixed: Spells and items weren’t showing the correct stat effect values (such as how much a character would be healed) in the game menusFixed: Atlas Endless Dunes Rope Quest BugFixed: Rock Golem battle icon is no longer a question markFixed: Settings overlay no longer shows overlapped windowsFixed: Save game menu title would stay “stuck” on screen from the in-game menuFixed: North Oasis wasn’t accessibleFixed: There were some places where characters could “run in air” off of a cliffFixed: Jude would re-appear in his house after taking the rope and leaving (Sage’s quest)Fixed: Various typos in dialogsFixed: Quest descriptions weren’t properly showing in the quest logFixed: Shop menu allowed toggling stats on equipment no party member can equipFixed: Continuum Potion could not be used (showed as a key item)This was because it had no gold “value” - now it can also be sold if the player choosesFixed: Players could save in places of the game where they shouldn’t - this may have caused unexpected issues in cinematic sequencesFixed: Issue with the “Family Heirloom” quest showing the object before the quest is acceptedFixed: Notimmus Forest had a phantom “fluppy” appearing before a cinematic sequenceFixed: Random crash from a Notimmus Forest battleFixed: On Pyra’s “menial task” quest, Atlas wasn’t properly walking out of the dojo after you talk with the MayorFixed: During Sage’s Oldskee quest, a black screen occurred after Oldskee pays respects (random)Fixed: Atlas’ arrows did not always render properly when using his on-map shooting abilityFixed: After gaining Sage’s ability, the invisible monsters near the cemetery would still have targets that Sage’s ability would point toFixed: Sage’s ability wasn’t pointing to “Prickly Pears” bush in the Endless Dunes desertFixed: Sage’s sequence with the dark elf had visual issues with the amulet (and other things) not showing or animating properlyFixed: Sage’s on-map ability was still showing in battlesFixed: Sage’s well-bottom slime sequence only showed one slime when there were supposed to be twoFixed: There was no quest marker on the overworld map for Sage’s Oldskee QuestFixed: The music at the end of Sage’s ACT 1 sequence would still play after Sage’s shiftFixed: After Sage’s well quest to rescue Crystal, Dolion’s office door was locked when it shouldn’t have beenFixed: Ensure a looping water sound was playing properly when water raises/lowers in the water templeFixed: Dolion’s Meteor effect would only animate one time during the ACT 1 boss battleFixed: If you closed a book and opened the game menu quickly, it would stay on the screenUpcoming Features
These features are still being prepared for players, but will be coming soon!
- New fishing system
- Players will have a more dynamic fishing experience with a new casting, luring, and reeling system
Real-time on-map abilitiesPyra will be able to smash/swipe objectsAtlas will be able to “quick shoot”Sage’s ability is TBDOn-map battles (long term)Battles will be initiated on mapThe general battle structure will be similar (left/right battle setup)This will be coupled with an overall enhanced battle systemEnhanced battles (long term)Show health bars for enemies you’ve fought beforeShow strengths/weaknesses for enemies after you’ve used certain attacks against themProvide additional action capabilities to affect attacks and skillsBalance characters’ systems to encourage a variety of actions to be usedAdd visual improvements, including characters moving to the monster for melee attacksKnown Issues
- (visual) 3d monsters show a white square for their image in the bestiary and/or show as a different monster
- (visual) Some text and images that show on screen display on top of menus and windows
- (visual) At game startup there is a brief flash before the intro starts playing
- (visual) Some battles may not start with the appropriate transition and look “jerky” before the screen fades out
- (visual) Some cinematic sequences that direct other party members have an odd “jolt” as the party members collapse to the player before moving out
- This will be addressed with our engine feature to control those party members better
Quest descriptions are not properly showing in the quest logThe old save menu intermittently showed during testingRestarting the game will resolve the issueWe are actively investigating the causes**Please report any cases you may run into**Game may occasionally lock up when transitioning maps or after cinematic sequencesRestarting the game will resolve the issueWe are actively investigating the causes**Please report any cases you may run into**