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Full notes
Full Grimslair update
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What changed
- Gameplay
- Store
- UI and audio
- Balance
- Compatibility
- Server
Grimslair changes
Hello, Reapers!
We finally have Version 2.1... by far the best version of Grimslair to date!
The Steam page has been updated with a brand-new trailer, new screenshots, and revised short and long descriptions that give new players a clearer idea of what Grimslair is all about!
Here’s the YouTube link to the new trailer if you’d like to share it with your friends: View store page
As the title states, I have finally completed all Steam-related localization for the following languages:
Arabic
Bulgarian
Czech
Danish
Dutch
English
Finnish
French
German
Greek
Hungarian
Indonesian
Italian
Japanese
Korean
Malay
Norwegian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Romanian
Russian
Simplified Chinese
Spanish (Latin America)
Spanish (Spain)
Swedish
Thai
Traditional Chinese
Turkish
Ukrainian
Vietnamese
This was one of the most brutal tasks I have ever completed. Grimslair contains thousands upon thousands of lines of text, and localization was not completed in earlier updates because I was still developing more of the game. Otherwise, I would have had to redo all of the translations with every patch.
It has been one of the most challenging parts of development. I envy game developers whose games don’t contain this much text! But now that it’s finished, I can finally breathe again.
I hope players around the world can now experience the game in their native languages and fully understand everything it has to offer.
MAJOR UPDATES:
POWER (ADAM VS. GRIM)
I have added a new Power feature to the game.
Version 2.0 was a huge step forward, but it was missing one thing: a clear way to determine whether you should fight Grim based on your cards, perks, health, and other factors.
Your Power is now displayed at the top of the screen. You can also view it by hovering over the clock or opening the Soulwords book. This allows you to compare your Power directly with Grim’s.
Grim’s Power increases every night as you progress. As you collect Perks, Cards, Soulwords, and other upgrades, the Power system will give you a much better idea of how difficult the final fight will be... whether you try to rush Grim or take your time preparing.
Matching Grim’s Power does not guarantee a win, but it should give you a much better chance of defeating him during that run.
PERFORMANCE & BUGS
While testing Version 2.0, I noticed far too many frame-rate hitches throughout the game. These were caused by the overly complex autosave system, real-time data processing, and several backend systems that were slowing everything down.
I have now achieved up to a 300% performance increase across Grimslair. The game should rarely hiccup or freeze anymore.
Card play during battle has also received a major responsiveness upgrade. The game now flows so quickly that you can play cards as fast as you want, which should be especially useful for speedrunners. As you can probably tell from the trailer, this makes the game feel and play so much better.
With the performance improvements and 2x animation speed, I completed a full run and defeated Grim in 36 minutes—a new record!
In previous versions, a full run could take around an hour to an hour and a half because of the slower overall pacing. The improvement to the game’s flow is massive. Woot!
Additional fixes and improvements include:
Eliminated various performance-related bugs, including issues involving raycast targets and the UI.
Completed a full audit of all Battle Cards and Soulwords to ensure they behave correctly when activated during Battle Mode.
Fixed an issue that prevented players from clicking the Continue button after choosing a Perk that levels up cards, which could soft-lock the game.
The game now autosaves after tutorials, shortly after moving to a new location, and when the clock advances to the next day at 9:00 a.m.
Fixed an issue that prevented the player’s deck from appearing the first time the High Scoreboard was activated. The deck will now appear correctly after the first death or victory and every time after that.
Fixed issues that caused the Agility Counter to update incorrectly during Battle Mode.
Fixed an issue that prevented The Time Keeper from speaking after the player died or won a run while returning to the starting position.
The only area I’m still concerned about is Linux. That’s a completely different ball game, and I’m hoping this version works better than the last one. Please let me know how it goes, Linux users!
GAME TWEAKS
Whenever I fought an enemy with multiple allies, every additional enemy had full health. This created a major pacing issue and caused battles to drag on for too long.
To improve the flow of these encounters, all additional enemies and summoned enemies will now begin with 50% of their maximum health. This should make them faster to defeat and prevent battles from overstaying their welcome.
When hovering over an Enemy Card before battle, the card will now display this 50% health reduction for enemies supporting the Front/Center enemy.
VISUALS
Added a new logo that appears when launching the game!
Enhanced the capsule artwork to make the game’s visuals stand out even more.
Added more 3D models and environmental details to each location’s battleground, including snow in Snowy Ridge, additional debris, more decal work in Abandoned House, ruins, and much more!
Reorganized several UI elements within the Map Tile Enemy Panel and the Current Location Panel.
Enjoy the new update, Reapers! Please send me any bug reports via Community Page and/or New Discord Server
Thank you! -Austin Williams-
Source
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