What changed
0 fixes2 additions2 changes0 removals
- Performance
- Gameplay
- UI and audio
changedA number of reported crashes were caused because the GPU is not DirectX 11 compatible. We have made it so that the game will launch with older versions of DirectX. However, be aware that this may cause performance issues. We strongly recommend a GPU with DirectX 11 or above. NOTES ON ONGOING ISSUES
addedGame pad prompts We will add game pad prompts in a future patch.
changedLocalization We are working with the localizers, AGM Playism, to fix syntax errors and improve quality of the script.
addedFrame Rate Issues/Stuttering When your character takes an action, all enemies/NPCs in the world, even those off screen, also take an action. Your character can’t move again until these animations finish, so if an enemy/NPC triggers a trap/attacks/takes an extra action, you will be “stuck” for a moment. This is why the game appears to “stutter,” especially when dashing. This is how the title was designed and also occurs in the PS4/Vita version. Screen scroll speed and animations are based on 30FPS. Switching to 60FPS will be a difficult process that may introduce new issues. We have no plans to switch to 60FPS. With that said, we are looking into causes and solutions of true frame rate drop/performance issues.
Mystery Chronicle: One Way Heroics changes
changedA number of reported crashes were caused because the GPU is not DirectX 11 compatible. We have made it so that the game will launch with older versions of DirectX. However, be aware that this may cause performance issues. We strongly recommend a GPU with DirectX 11 or above. NOTES ON ONGOING ISSUES
addedGame pad prompts We will add game pad prompts in a future patch.
changedLocalization We are working with the localizers, AGM Playism, to fix syntax errors and improve quality of the script.
addedFrame Rate Issues/Stuttering When your character takes an action, all enemies/NPCs in the world, even those off screen, also take an action. Your character can’t move again until these animations finish, so if an enemy/NPC triggers a trap/attacks/takes an extra action, you will be “stuck” for a moment. This is why the game appears to “stutter,” especially when dashing. This is how the title was designed and also occurs in the PS4/Vita version. Screen scroll speed and animations are based on 30FPS. Switching to 60FPS will be a difficult process that may introduce new issues. We have no plans to switch to 60FPS. With that said, we are looking into causes and solutions of true frame rate drop/performance issues.
A number of reported crashes were caused because the GPU is not DirectX 11 compatible. We have made it so that the game will launch with older versions of DirectX. However, be aware that this may cause performance issues. We strongly recommend a GPU with DirectX 11 or above. NOTES ON ONGOING ISSUES
Use/Throw Currently the command to Use/Throw items directly from the menu does not work. We will fix this in a future patch
Game pad prompts We will add game pad prompts in a future patch.
Localization We are working with the localizers, AGM Playism, to fix syntax errors and improve quality of the script.
Resolution Options To properly upscale sprites, the resolution must be doubled. Otherwise graphics and text will become blurry. We have locked the resolution at the following options to preserve graphical fidelity: 480x270, 960x540,1920x1080.
Frame Rate Issues/Stuttering When your character takes an action, all enemies/NPCs in the world, even those off screen, also take an action. Your character can’t move again until these animations finish, so if an enemy/NPC triggers a trap/attacks/takes an extra action, you will be “stuck” for a moment. This is why the game appears to “stutter,” especially when dashing. This is how the title was designed and also occurs in the PS4/Vita version. Screen scroll speed and animations are based on 30FPS. Switching to 60FPS will be a difficult process that may introduce new issues. We have no plans to switch to 60FPS. With that said, we are looking into causes and solutions of true frame rate drop/performance issues.
Thank you for your patience and understanding。