Changelog for Patch 1.1 / GOG-9 (Windows) / GOG-?? (Mac) / GOG-7 (Linux) (added 19 October 2016):
New:
- Added a warning box pop-up for people who have less than 4GB of ram, which displays on boot-up.
- Added a dialogue box that pops up if the game has failed to connect to Steam’s Cloud Saves.
- Split save profiles into cloud save and local save tabs and added the ability to copy saves between the two of them.
General Bugs:
- Stopped a sneaky UI sound from playing when repetitively when it’s not supposed to.
- Cured an issue where the master volume setting was not being retained when you quit the game.
- Fixed some inconsistencies with the sparks from Tahira's Unbound Blast.
- Crushed some recurring text masking problems.
- Gave Tahira’s stat panel a stern talking to. Now it won’t display incorrect ability names.
- ‘Slippery’ no longer freaks out if you run past the same enemy twice in immediate succession. This is good.
- Cured a few mysterious cases of hanging stun icons after enemies were pushed off ledges.
- The game now does a much better job of remembering which profile you were using last when you quit.
- The Claw can now trigger the “Strike” Achievement.
- KO'd a bug that was occurring when two or more enemies were pushed off the same ledge with Ferocious Strike.
Audio:
- Bribed the audio system to fix an issue where the music would cut out if a loop was initialised while the menu was up.
- Tahira’s run sound was not being effected by the master volume slider, now it is.
UI:
- Fixed a typo in the Guard Boost tooltip.
- Clarified some ambiguity in Tahira’s ‘Slippery’ passive tooltip.
- Improved the logic for when to display the stat shields when ‘display all shields’ is switched on.
- Lowered the stun icon when displaying on The Hammer or ones her lackeys.
- Stun swirls now disappear while a character is attacking.
- Fixed an issue where the Steam overlay was getting stuck when ghosting over letter-boxing.
- Improved the UI when crushing people with Seismic Slam.
- The resolution pane in the options menu is no longer a pain in the ass to use.
- Obliterated a very quick shield flicker when moving between enemy attacks.
- Units who cannot be affected by Area of Denial attacks (eg. Sprint or Knights who have Guard Boosted) now have their movement tiles lit up in white, rather than blue.
Writing:
- Fixed a couple of grammar typos.
- Some minor adjustments to conversations.
AI:
- The AI has had a stern talking to and will now change its behaviour when it’s supposed to.
Save Games:
- Took the adventure save system back to school and made sure it knew exactly what it was supposed to be doing during the adventure sections. It’s now a model student.
Jasim and Saja’s Farmstead:
- Stopped the camera going rogue when resuming into combat or adventure mode.
- Made some improvements to the flashbacks in Jasim and Saja's Farmstead.
The Southern Waypoint:
- Removed a duplicate bag and pair of tongs.
A Red Ruin:
- Added cross-fades between Rizq's various body positions.
- With Me Knights of Avestan:
- Smoothed out some camera panning nonsense when the enemy reinforcements arrive.
- Smoothed out some minor weirdness for when the Captain is triggered by moving too close to his archers.
- Baby SFX fades out slightly earlier if you didn't help Rizq.
- Fixed a triggering issue that was placing a conversation under the combat UI when you saved all of the civilians.
- Fixed a strangely off centre camera zoom when rescuing one of the civilian groups.
We Have Been Here Before:
- Roasted an issue where ranks were not transferring correctly into the first battle.
- Added extra bodies into the trees. There were not enough bodies.
Tira:
- Fixed an issue where The Astral Empire would try a different strategy in part two of combat if you restarted the combat level.
- Changed the starting camera position in part two of combat when restarting it to avoid some funkiness.
- Smoothed out the audio transition between combat one and two.
Walk in the Light:
- Clarified some of the objective text.
- Spanked a few different triggers that were acting out when resuming into combat.
The Light Shifts:
- Fixed an issue with restarting the final part of combat.
- Fixed an obscure issue that could cause some naughty barbarians to begin spawning again.
- Made a number of interactions act consistently when resuming into the
- Rizq now remembers if he’s given up drinking and you quit, then resume.
- Tidied up some of the objective text.
Post edited October 20, 2016 by DeMignon