Changelog / Release Notes
Oh So Hero! v1.12.004 Beta Build
Summary:
This is the twelfth build following the release of Act 1. As mentioned in recent posts including our launch-versary and development roadmap—as well as our dev preview—this is primarily a technical build with fixes, difficulty adjustments, and a preview of our new water shader. While it's an overall improvement to v1.11, there are still some regressions that I feel make this a bit unstable, so I'm labeling v1.12 as a beta build. New players should stick to v1.10. As for Steam, v1.12 replaces v1.11 on the beta branch, and later when I have a stable build ready (possibly v1.13), both the main branch (currently on v1.10) and the beta branch will get the new stable version.
I previously announced v1.12 would be available last month, and I'm sorry for not delivering on that. We're now on a bi-monthly build release schedule since a lot of our work is taking more passes over QA and I'm still trying to wrap up localization. I expect the first build with localization will be available in August as v1.13, but I don't want to overpromise. Nevertheless, I'm getting back to localization this week, and Red is still full steam ahead on Act 2 development! Thank you all for your patience and support! =}
New features:
Improvements & bug fixes:
Joe ability adjustments:
Knockback calculation adjustment:
Joe collider adjustments:
Joe's collider (bounding box) has been adjusted for consistency with our new level editor and design plans.
Made Joe thinner (0.5 ➜ 0.4 units wide) so he can squeeze through gaps of 0.5 units wide, but still run across those gaps without dropping.
Made Joe shorter (0.94 ➜ 0.75 units tall). When combined with the lift and safety cushion of his movement code, this will allow him to run through passages that are 1 unit tall.
Allow Joe to slide and stand up within passages that are 1 unit tall.
Item collider adjustment:
Hiroto Dojo difficulty adjustments:
Haya: Added cooldown between ninja/sexy star projectiles.
Haya: Removed knockback from ninja/sexy star projectiles.
Bax: Removed knockback from bubble projectiles.
Puca: Reduced HP from 35 to 30.
Added two life spring auras to Hiroto Dojo (full HP/SP).
More enemy/boss difficulty adjustments:
Daku: Removed knockback from and reduced hitstun of lust attacks/projectiles.
Lono'e: Buffed Kick Attack: Move forward ~0.5 units upon kicking.
Bates: Buffed Hearts Attack: 50% faster Heart Meteors upon descent.
Bates: Updated boss max lust defense debuff. It now gives Joe 30% increased poise damage in addition to the original 30% increased HP damage, providing some compensation for Joe's Butt Stomp poise damage reduction.
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Credits Update:
Unity 2022 upgrade:
Rewired (controller support) upgrade:
In-game visual fixes/improvements:
Damage numbers have revised animations with scaling that also fan out horizontally from the attacker. These are visible if you have the Abacus item skill.
Fixed lighting on loot gems (removed darkness/shadows).
Trailer Mode fixes/improvements:
Trailer Mode (“T” key) hides UI elements during gameplay and dialogue (the dialogue text will always be visible). This is a useful tool for making trailers of Oh So Hero!
There are a couple visual elements not managed by Trailer Mode that can be toggled separately:
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Improved Trailer Mode behavior to hide even more UI elements but still show essential elements.
Additional improvements to game over screen and skip cutscene prompt.
Mouse cursor fixes/improvements:
New functionality: Always On & Always Off.
Visible When Paused now shows the cursor on the map and other menus.
Fix: Enabling and disabling touch controls will not immediately restore the mouse cursor if it was visible before.
Android/touch fixes/improvements:
Removed the title screen back button. Instead, you can now click/tap on the main menu corner banner to go back to the full title logo.
Added a touch controls preview button to the Options screen (controls category only). The touch control buttons will now overlay the options only while this is toggled on.
Made option screen value arrows slightly easier to press. See known issues for a followup.
UI fixes/improvements:
Fixed area name (title) layering when pausing the game.
Fixed the “Options” text getting bigger and bigger on the title screen
T#261.
Fixed black text on black background for category buttons in the options screen when clicking/tapping on option value selection arrow buttons.
Always show the back button on the options screen (for mouse or touch).
Updated mashout hold and rhythm meter prompts.
Smaller keyboard input glyphs (they were too big).
Fixed speech bubble dialogue carryover between NPCs.
Stopped speech bubble writing while the game is paused.
Unused player fap mode input update:
Removed unused “player fap mode” input (“F” on the keyboard). This was intended for a conceptual gameplay pause feature that had most of its ideas implemented into the Gallery instead. Since the feature was never worked on, and we have no plans to work on it in the near future, we are removing the input since it conflicts with Tactical Stance (“F” on the keyboard; used for throw moves).
Do not confuse this with “Fap on Command” / TheOne™ Cock Ring / JO ability. Fap on Command remains intact. (For those who are still out of the loop, by the release of v1.00, the “L” debug key was replaced with an in-game item [TheOne™ Cock Ring] that allows you to max your lust to 100% at any time by pressing Down + Sex after acquiring said item.)
The following are fixes made after our Unity 2022 upgrade, so they may have been internal issues related specifically to that upgrade and not issues in v1.11 or earlier:
Fixed screen resolution option value's frame rate (don't show fraction of a Hertz).
Fixed invalid PlayStation input localization keys.
Fixed missing item/skill names.
Fixed inventory screen paginator in standalone builds.
Fixed enemy AI.
Fixed camera scrolling when entering a new scene.
Fixed sexy switch camera framing on elevators in Treewish Forest.
Fixed Korko's speech bubble over his dialogue menu.
Fixed camera clipping on Bates ending cutscene.
Fixed Amarus at Sheo Islands Beach.
And even more fixes that are too trivial to list!
Known issues:
T#272: Some Mac Intel May Not Work / Water Shader
T#262: On Windows and macOS, there are multiple issues with the water. Changing Water Effects to Auto, Balanced, or Basic during gameplay does not apply all of the appropriate effects and requires quitting and re-entering gameplay to make the water to display correctly. The same occurs if changing Graphics Quality while Auto/Balanced/Basic is selected. Furthermore, Auto/Basic/Balanced do not apply all of the effects on the title screen. On some Macs, it may not be possible for the appropriate effects to display at all while Auto/Basic/Balanced is selected. These issues do not affect Full or Legacy (or Auto with Graphics Quality 5, which is effectively Full).
T#263: On Android, in the Options screen, tapping the “<” & “>” buttons to change option values can still be difficult since the buttons are so small (it is an improvement over v1.11, but not by much). The next version will have much larger buttons to tap on.
T#264: Damage numbers sometimes jiggle slightly after they land (often during throws).
T#265: Black transition overlay and Pause menu issue
T#266: One-way collision fall-through issues
T#267: Pausing game reset's Joe's momentum
T#268: Joe stuck in falling animation
T#269: Fall-through floor spot in Hiroto Dojo
T#270: Buggy Bates positioning
T#271: Bates stuck spinning when thrown down near edges of the battlefield
T#273: Joe's sprite is slightly darker than usual on Sheo Islands Beach due to a character light source being disabled.
T#274: Forced Game Over upon getting double grabbed frame 1
T#276: Higher jump on springs
T#275 (Unity Editor Only): Lood City Park Water Reflections Are Buggy
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Oh So Hero! v1.11.000 Beta Build
Summary:
This is the eleventh build following the release of Act 1. This build is not recommended for new players. New players should use v1.10 (currently live on Steam). This v1.11 Beta Build is the first build in a series of occasional experimental builds that can be used to preview new features, but may contain some game breaking bugs. On Steam, a new “beta” branch will be created so Steam players can check it out there.
We have been busy with localization, so I apologize that I couldn't show off anything more interesting. But I'm fixing bugs more quickly now (v1.12 will arrive within a month as a legit bug fix build) and I'm looking at getting new features done soon. Thanks for your patience and support! =}
New features:
Improvements & bug fixes:
Done between v1.10.000 & v1.10.044:
Fix:
T#6 Rapidly switching between levels causes complete control lock-up.
Fix: HP bars are now hidden for enemies entering a multigrab.
Fonts are updated and text has been adjusted game-wide.
Added input glyph to Joe knocked out message: [“Press (A) to Continue”]
Done between v1.10.044 & v1.11.000:
Fix: Map screen UI layering.
Fix: Speech bubble positioning and layering.
Fix: Area name waits for loading screen fade out.
Fix: Pause menu cursor has corrected oscillation.
Added extra logging around victory against Bates to help with the known issue.
And even more fixes that are too trivial to list!
Known issues:
(The following known issues for v1.11 already have fixes prepared for the next version, v1.12.)
Android: Option screen value selection arrows are difficult to press.
Clicking/tapping on a value selection arrow makes the category name invisible (black text on black background).
When entering an area and then pausing the game, the area name overlays the pause menu.
On the title screen, entering and exiting the options screen makes the “Options” text on the title screen bigger and bigger.
Title screen back button:
The title screen back button is difficult to click/tap on (only visible with touch controls enabled or mouse cursor visible when paused).
This button is going away in the next version. Starting in v1.12, you can click/tap the “Oh So Hero! Act 1 Main Menu” corner banner to return to the initial “Oh So Hero!” title screen.
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Oh So Hero! v1.10.000 Throw Moves
Summary:
This is the tenth build following the release of Act 1. This build finalizes Joe's Throw Moves! This is a feature we've been hinting about for the past several months, and has come out of beta since v1.09. We hope you enjoy yeeting those opponents as much as you enjoy romancing them~ We also have new idle/walking animations, gallery improvements, and various fixes. We expect to have news of upcoming work to share with patrons/substars before the end of the month. In the meantime, please enjoy this new v1.10 build of Oh So Hero!
New features:
Improvements & bug fixes:
Known issues:
Joe attempts to throw KO-ed enemy
T#249.
Throwing crates at swooned/KOed enemies moves them
T#250.
Incorrect movement of Amaru body on the crane
T#251.
Speech bubble graphic bug on ultra widescreen (21:9)
T#252.
Behind O'Tary at Hiroto Dojo Secret Basement
T#253.
Enemies can escape slightly outside gauntlets
T#254.
Very short hops may glitch out Joe's animations
T#255.
Sex with thrown KO'ed enemy grants loot gems
T#256.
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Oh So Hero! v1.09.002
Summary:
This is the ninth build following the release of Act 1. This is primarily a bug fix build, but we have an additional feature in development we are close to completing, so we're allowing beta access to it in this build: Joe's Throw Moves! Read the changelog to see how to access these moves and give them a spin! We estimate to have these completed by next month. Hope you enjoy what we're workin' on~
New features:
Improvements & bug fixes:
Gamepad controller input glyphs will take precedence over keyboard input glyphs when both input methods are available.
Potential improvements for certain controllers unknown by Rewired (input framework).
Fix: Incorrect threesomes during gauntlets
T#186.
Fix: Bates may get knocked off screen
T#207.
Fix: 8BitDo Controller requires manual config on Mac
T#229.
Fix: Bates spamming flame shield at the edge of the screen
T#231.
Fix: Speech bubbles are visible during modal dialogue #1100.
Fix: Defeated enemies can push around other defeated enemies, and be pushed by them.
And even more fixes that are too trivial to list!
Known issues:
Second interaction with certain characters will freeze the game
T#247.
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