In this update2
Full notes
Full Broken Sword - Shadow of the Templars: Reforged update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Maps
Broken Sword - Shadow of the Templars: Reforged changes
OVERVIEW
✨ Gameplay: restoring beloved exits, and getting you unstuck 🎨 Graphics: textures, cropping, and lighting 🎵 Audio: some important initial improvements 🔤 Text: subtitle shadows, typos, and updated credits ⚙️ UI: a few bits for quality of life, and a little bit of fan service 🎮 Steam Deck: tap your way through the game
End of cliff notes! Beginning of mountain notes...
GAMEPLAY
🔍 Operator - I need an Exit In the original Broken Sword - the Shadow of the Templars, some doors or exits to scenes also gave additional dialogue when explored. This was always kind of hidden, because most of the time, right-clicking to leave would just do the same as a left click. When launching Broken Sword - Shadow of the Templars: Reforged we got so many reports about this being missing from the game, which surprised us for two reasons; 1) How did you even find these?! & 2) They're in the game! - or at least now they are.
Turns out we forgot to add hotspots to the few doors that did originally have that feature! Happy hunting :)
🗝️ (Can't) Open Sesame This one's a spoiler, so only hover over the black bars if you don't mind knowing what happens in Syria. When solving one particular puzzle with
a ring pull
it triggers an
animation
. It's in our nature as adventure gamers to want to save when exciting things happen, and for a very unlucky few that was exactly what got you stuck!
Specifically
when the ring pull was used to open the cave, and a gamesave was created before the cave had fully opened. This gamesave would recall a cave that had not yet been opened, and on the other hand also recall that the item to do so had already been interacted with.
The game now understands that it shouldn't restore your gamesave without certain key elements being reset, so going forward saves made in areas like these will self-adjust.
If you were affected, your gamesave should now be adjusted, and give you the opportunity to continue your playthrough. The game also now recognises how to prevent you from saving yourself into a pickle, so hopefully you have nothing to worry about!
We know that there are more areas where this is technically possible to have a gamesave that leaves you with limited options, like
in the museum
, and while those are caused for slightly different reasons, we know they can feel very similar, and we're already exploring solutions for those too!
🚶 On the road to nowhere Or at least he was! This was an extremely rare case of the game crashing when exploring wide maps. Specifically when asking George to walk the opposite direction to an item you wanted to take a quick look at, just before it scrolled off the edge of the screen.
Broken Sword is overall a pretty sedentary game. George stands around, you click, you wait until George ambles over, you click, you are listening to dialogue, etc. The game does not ask for much. And to make that experience more cinematic, we actually hide the interactable "hotspots" you just clicked on, while George is en route or already interacting with them. Repeated clicking on the hotspot you're already going to wouldn't make anything go faster anyway.
Turns out that if the conditions were just right, and you managed to get George to amble across a wide
Source
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