In this update4
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
- Ancientmap
OVERVIEW
โจ Gameplay: more fixed gamesaves ๐จ Graphics: fun with dust renderers ๐ต Audio: dialogue volume adjustments ๐ค Text: fixed typos thanks to your submissions โ๏ธ UI: Cutscene subtitles, and Chess puzzle ๐ฎ STEAM DECK: more touch control stuff!!!!
A small update just in time for the weekend...
GAMEPLAY
Last update we talked a little bit about areas in the game that could get you stuck if saved in a particularly inopportune time. We're now following up with two more areas that will now feature 100% less getting stuck. Hopefully. We think... Hover over black bars with care!
๐ Night at the Museum It's all about timing. Unless of course you, or the game, decided the best timing to create a gamesave was
the very split second before George gets shot...
Then it's all about regretting that terrible choice, because reloading this gamesave would load you in just in time to
get shot again
and not much else. That's what we in the biz call a
deathloop
and that's what we in the biz also call a
bug
. So we squashed it.
๐๏ธ Locked out of the toilet This one requires a bit of setup. In Syria when Ultar has left to
wait for you at his taxi
George can not leave the club
without leaving the toilet keys on the bar!
When you do that, a bespoke animation plays, and it would really appreciate if you let it finish. Because for those who interrupted the animation by Fast Exiting out of the club, that animation was still pending! Not a big deal if you return to let the animation finish before saving or quitting the game. Else you'd get stuck forever...
Pending logic is never saved because the game never expected to be so rudely interrupted. Well it should get used to it, cause Fast Exits are here to stay! This should now be adjusted in past, and future gamesaves!
GRAPHICS
โ Fun with Dust Renderers This is an environment you briefly experience in Spain when you
descend into an ancient well
- and if you know anything about
descending into ancient wells
it's how dusty it can be. That's why this animation was so befittingly labelled "Dust". Though, we wouldn't blame you if you never noticed that it was supposed to be dust at all...
Here it is in Original:
Here it was in Reforged: (can't tell? neither could we...)
Here it is in Reforged now - new and improved flavour:
Steam Updates only support gifs 5MB and under, so maybe you should check it out for yourselves, but we can really tell the difference, and we think it's so pretty :)
โ๏ธ V-Sync enabled by default Smoother and better behaved on devices with high refresh rates!
๐ Under Pressure In Update #1 we briefly touched on the light map! While this is not technically related, it's still affecting the overall feel of vibrancy in the game. This time just a little colour adjustment on the blood pressure gauge in the Hospital. We debated even mentioning it, but are curious if you'd notice the difference?
AUDIO
๐ More Adjusted Audio Levels We have already turned the default music volume down and adjusted the master levels! This time we've also revisited dialogue volumes in one of the final impactful cutscenes. Hopefully that's now a lot more enjoyable.
This is just a continuation of our initial improvements. Please
Source
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