What changed
1 fix0 additions0 changes0 removals
fixedFixed a bug with the lack of ground underfoot when loading the game from a save, which was done immediately after moving through the teleport near a campfire that was not on the surface to one that was on the surface. But such saves still need to be re-saved by going through the same teleport. The mechanism for waiting for land to be loaded has been improved during movements/loads themselves, and the waiting timer has been increased in such cases so that on weak systems there is time to load land. I added some pictures to the loading screen so that they change in a random order, and make sure that they are not distorted due to different screen resolution widths. A little more optimization...
Tear of Time: Lost memory changes
fixedFixed a bug with the lack of ground underfoot when loading the game from a save, which was done immediately after moving through the teleport near a campfire that was not on the surface to one that was on the surface. But such saves still need to be re-saved by going through the same teleport. The mechanism for waiting for land to be loaded has been improved during movements/loads themselves, and the waiting timer has been increased in such cases so that on weak systems there is time to load land. I added some pictures to the loading screen so that they change in a random order, and make sure that they are not distorted due to different screen resolution widths. A little more optimization...
Fixed a bug with the lack of ground underfoot when loading the game from a save, which was done immediately after moving through the teleport near a campfire that was not on the surface to one that was on the surface. But such saves still need to be re-saved by going through the same teleport. The mechanism for waiting for land to be loaded has been improved during movements/loads themselves, and the waiting timer has been increased in such cases so that on weak systems there is time to load land. I added some pictures to the loading screen so that they change in a random order, and make sure that they are not distorted due to different screen resolution widths. A little more optimization...