What changed
1 fix0 additions2 changes0 removals
- Events
- Compatibility
- Performance
changedThe Steam Fest is coming to an end, and we're still gathering feedback and improving Holy Grain for the official launch. This fine Sunday morning, I bring you something I DESPERATELY wanted—seriously, testing events was such a drag sometimes.
fixedChangelog : - CINEMATICS ENGINE FIXED : Sometimes cutscenes would freeze or loop endlessly. This bug had been haunting us since last September. I sat down, dug through the code, and finally fixed it. And since it’s working now, you can now skip cutscenes using the spacebar or "A" on a controller . - We're still working on controller support. It's still a bit clunky, but we're making progress. Now combat is playable with a controller , though it’s a bit meh at the moment. But hey, if you want to try it, go ahead! - Fixed some minor bugs. - Added a new base castle event when passing by a castle.
changedLots of changes have been made to the cinematics engine. I tested it, but obviously, I might have missed something. If the game gets stuck or crashes, let me know, pls.
Holy Grain changes
changedThe Steam Fest is coming to an end, and we're still gathering feedback and improving Holy Grain for the official launch. This fine Sunday morning, I bring you something I DESPERATELY wanted—seriously, testing events was such a drag sometimes.
fixedChangelog : - CINEMATICS ENGINE FIXED : Sometimes cutscenes would freeze or loop endlessly. This bug had been haunting us since last September. I sat down, dug through the code, and finally fixed it. And since it’s working now, you can now skip cutscenes using the spacebar or "A" on a controller . - We're still working on controller support. It's still a bit clunky, but we're making progress. Now combat is playable with a controller , though it’s a bit meh at the moment. But hey, if you want to try it, go ahead! - Fixed some minor bugs. - Added a new base castle event when passing by a castle.
changedLots of changes have been made to the cinematics engine. I tested it, but obviously, I might have missed something. If the game gets stuck or crashes, let me know, pls.
The Steam Fest is coming to an end, and we're still gathering feedback and improving Holy Grain for the official launch. This fine Sunday morning, I bring you something I DESPERATELY wanted—seriously, testing events was such a drag sometimes.
Changelog: - CINEMATICS ENGINE FIXED: Sometimes cutscenes would freeze or loop endlessly. This bug had been haunting us since last September. I sat down, dug through the code, and finally fixed it. And since it’s working now, you can now skip cutscenes using the spacebar or "A" on a controller. - We're still working on controller support. It's still a bit clunky, but we're making progress. Now combat is playable with a controller, though it’s a bit meh at the moment. But hey, if you want to try it, go ahead! - Fixed some minor bugs. - Added a new base castle event when passing by a castle.
Lots of changes have been made to the cinematics engine. I tested it, but obviously, I might have missed something. If the game gets stuck or crashes, let me know, pls.