In this update14
Full notes
Full The Artisan of Glimmith update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- UI and audio
- Workshop
- Fixes
The Artisan of Glimmith changes
Greetings Artisans,
We've been hard at work to bring you our first of many large patches for The Artisan of Glimmith, and we're finally ready to share it with you.
This update contains a number of bugfixes and improvements to various parts of the game. Many of these changes have been the direct result of the suggestions and bug reports we've received from the community, so thank you to everyone who provided feedback.
Here are the chages:
Grid quality and readability improvements:
Dotted lines between cells are now easier to see at smaller sizes and on grids with large numbers of cells. The number of dashes decreases from 8->7->6 as squares get smaller, and the overall boldness of the dotted lines should be better preserved at smaller sizes. This should massively improve the issue of not being able to see whether two similar-colored regions are joined together or not.
We've added resolution-dependent tweaks to temporal anti-aliasing settings when entering puzzles. These should help reduce flicker when playing on smaller resolutions or grids with large numbers of cells.
Added TAA upsampling and a small amount of sharpening to make grid symbols and dotted lines more crisp.
Performance:
Fixed a major bug that was causing poor GPU performance when the quality settings were set to LOW. This was caused by an interaction between Unreal Engine's quality settings code (which sets r.LightMaxDrawDistanceScale=0 on LOW) and the custom code we wrote for the lights illuminating puzzle grid surfaces. The result was that on LOW settings, none of these lights were being culled at all. The game should now perform significantly better on LOW settings for players who were GPU bound (particularly those with on-board integrated graphics).
Fixed a bug that was automatically setting some players to Epic settings when they first started up the game, even though they should have been set to High or Medium. (The fix will not impact players with existing save files, but will provide better default settings for new players.)
Made the shader for the small fog clouds in the map much more efficient.
Area counter:
By popular demand, we have added the ability to hold CTRL while mousing over the grid to view the number of cells in any connected region in a puzzle (whether colored or uncolored). This also highlights the area, making it easier to see which squares are being counted.
Added a description of the area counter to the (?) controls popup in puzzles.
Added a tutorial tip for the area counter in the intro to the Precision section.
Puzzle UI:
Added tooltips for the buttons on the left that let you select your puzzle input mode.
Changed [Show Errors] in the settings menu to have 3 options instead of 2. The options are: (1) Enabled (2) Side Panel Only (formerly Disabled) (3) Disabled (new 3rd option, and now fully disables the error highlights).
Fixed a bug where the diamonds on grid vertices disappeared while dragging.
Made the diamonds on grid vertices larger when playing on grids with small squares.
Made the diamonds on grid vertices visible in the workshop editor.
Fixed a bug where rule images would vibrate or bounce if you moused over their right edge.
Fixed a missing red X in the loopy rule image (fixed on the achievement as well).
Fixed a bug where, when drawing notes, mousing down would not cause any ink to appear until the mouse was dragged.
Progression:
Added the names of each zone of the map to the mouseover popups for the windows (the names will now appear instead of [restoration progress] once the window has been filled up):
Added a new letter from Elias Vidimus at the end of the game that displays completion statistics and shows the name and completion status of each window in the game:
Added helpful images to many of the tutorial tips:
Workshop:
Made the bookmarks at the top of the workshop book animated and a bit shiny so that people will notice them!
Added an illustration when no puzzle has yet been selected in the workshop book.
Puzzles:
Made one endgame puzzle easier.
Fixed a puzzle that was accidentally uploaded without a solution (which disabled its Check Progress button).
Adjusted the difficulty indicators of some puzzles without changing the puzzles.
Fixed some puzzles that had multiple solutions (mostly done in a series of hotfixes late last week)
Added versioning to puzzles so that future puzzle corrections will not require that we reset player progress on them.
Input:
Added tilde/backquote as an alias for the 9 hotkey.
Adding bindings for Mouse4 (Z/undo) and Mouse5 (ESC).
Fixed an inconsistency where the mouse was sometimes constrained to the window and sometimes not.
Localization:
Added translations for all the new features in this patch.
Updated French, Spanish, German, and Chinese with various fixes.
Fixed some inconsistencies between achievement names and in-game names.
Misc:
Adjusted some settings (graphics quality, vsync, motion blur, frame rate, larger text) so that they are NOT cloud-synced between different devices (so you won't have to keep readjusting these settings if you play on, e.g. both a desktop PC and a laptop or Steam deck).
Fixed a bug where you could sometimes click puzzles through fog.
Made saving the game write to a temporary file first, and then replace the player's save file with the temporary file once the full save file has been written out. We hope this will reduce the number of save files that get corrupted when DirectX decides to crash at the exact moment that a game is being saved (often when loading the game or returning to the menu).
Fixed a bug where a 2nd difficulty number could sometimes end up appearing while mousing around the overworld.
Fixed a bug where the sides of the plinths remained glowing after entering a puzzle.
We're not done yet!
We're still working on more bugfixes and quality-of-life improvements for the game. Some features that will be coming soon but didn't quite make it into today's patch include:
Reducing the number of situations in which similar colors appear next to each other.
A feature that will allow players to customize their own random color palettes.
More languages.
We know that players are eagerly awaiting these features, and we hope to have another update for you soon!
Happy puzzling!
~ Elyot Grant
CEO and Game Director, Lunarch Studios
Source
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