Full notes
Full Miuratale update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Fixes
- Balance
- UI and audio
Miuratale changes
Prologue is complete!
This update fixes, adds, and polishes many things from the previous Overhaul updates.
New item notification (stacks vertically and shows multiple items at once)
3D tesselated water with new seamless physics
New mount animations for dolphin and sunbus
Stun meter current hidden until relevant in future updates
New world map
Missing colliders fixed
Fixed the 'sad' expression for Keena and made her eyebrows darker
Applied Nara's damage animations
Added post processing to all cutscene cameras
Added missing map and minimap areas
Fixed HUD appearing during cutscenes and loading screen
Made the Shoht miniboss have cooldowns on attacks to prevent spamming
Replaced the conversation blur effect with a better depth of field blur
Fixed the game over screen from not showing after death
Improved color mixing
Replaced Enviro3 asset with a simpler custom atmospheric solution
Added floating debris in water
Tweaked the dash, does not fire-off when at a stop except in combat
Shoht's battle music was too loud, fixed
Improved follower mechanics
Added a 'fruit explosion' in the storage hut
Adjusted lighting in the Grand Temple to help with metallic glare
Targeting is no longer forced, and can be toggled on and off
Nara will no longer do the same attack twice
Blocked player and camera controls when using the map
Removed fog from the map screen
Fixed the damage sound from playing when spawning new player characters or full-healing
Fixed various sound mixing issues that ignored audio settings
Fixed night time lighting in Faewell
Added an Ideal Range indicator to the targeting icon that adjusts to players current range
Made sure players can change display settings on main menu (resolution change coming with next update)
Added a "Save and Exit" to the main menu/options
Hypermatrix boss fight targeting fixed
Dismount prompt added to mounts
Added various intro cutscenes with area names
Enemy/battle spawn locations are no longer invisible (temporary effect while I think of a better solution)
Fixed a bug where Cess would swim the wrong way during the first fight of the game, leading to broken controls
WIP Consumable effects
Fixed Hypermatrix animation not working
Adjusted various conversations to fit the overhaul's context better
Added a "End of Overhaul" notice
Battle menu now works with gamepad
Added the Discord link back into the main menu
Time to move on to the next chapter, and the Crushed Ruins level!
That doesn't mean the prologue is perfect and won't be further improved, I'm still figuring out various things, some design related, others technical, and will continue to improve and patch things during future updates, and there will be a final 'clean up' update for the whole game before release.
I know some things are still pretty rough, some cutscenes and animations are slightly off, or having glaring issues. I do want to thank everyone playing for their feedback and support, I'm going to make sure all these issues are fixed before leaving early access and there are also a few oddities that I'm looking into regarding losing camera control and magic not firing off reliably that I want to fix ASAP.
I hope with this update, and the completion of the prologue, the game's vision is starting to shine through. The next update will be the start of the game's true gameplay loop, Keena's trident combat.
Miuratale's deep sale will last until May 25th, if you know anyone who wants to support mermaid games, please share our steam page!
Also every wishlist helps, for those who want to wait until the game is complete.
Thanks for the support, and feedback! Please consider joining the discord if you haven't, I try to help everyone with any issues they discover ASAP.
-Devdre
Carrionwave
Source
Changelog.gg summarizes and formats this update. How we read updates.
