changelog
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| changelog [2024/07/31 19:54] – (Sound FX Update) francis | changelog [2026/10/19 03:25] (current) – Oh So Hero! v1.14.007 Android Gallery Hotfix francis | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | [[development|🐸 For the Development Roadmap, go here!]] | + | ====== Changelog / Release Notes ====== |
| - | **Older Versions:** **[[changelog v0.19|v0.19]]**, | + | **Older Versions: |
| - | ====== Oh So Hero! v0.20.500 (Sound FX Update) ====== | + | ====== Oh So Hero! v1.14.007 Android Gallery Hotfix ====== |
| + | |||
| + | 2026-10-19 | ||
| + | |||
| + | **The Gallery has been fixed on Android! // | ||
| + | |||
| + | Yes, the gallery is fixed~ For improved performance and consistency, | ||
| + | |||
| + | 1. Improved quality of game over animations in Hiroto Dojo and Lood City West Avenue | ||
| + | |||
| + | 2. Improved gameplay performance: | ||
| + | |||
| + | 3. Improved gallery performance: | ||
| + | |||
| + | 4. Improved high quality animation performance: | ||
| + | |||
| + | 5. Safe handling of gallery memory: Prevent crashing on some low-end devices by limiting animation memory use when device memory is too low. // | ||
| + | |||
| + | All of these fixes will be available to all other platforms in v1.15. | ||
| + | |||
| + | Thanks for your patience and I hope this new build works better! | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ====== Oh So Hero! v1.14.002 Multilingual Edition ====== | ||
| + | |||
| + | 2026-10-15 | ||
| + | |||
| + | ===== Summary: ===== | ||
| + | |||
| + | This is the fourteenth build following the release of Act 1. I'm calling this the **Multilingual Edition**! This is the finished version of last build' | ||
| + | |||
| + | But it's actually more than that, because this also adds some important **difficulty-adjusting items**. Red and I discussed the game's difficulty on many occasions and we decided that the best course for now is to provide more options to the player in the form of items and skills that could modify the difficulty. So, we created five new items; four of which you will start the game with. We hope these items make the game more enjoyable and add more value to your experience on Aeter! | ||
| + | |||
| + | And of course we got **new animations** and a new vendor **NPC**, so give this update a look~ | ||
| + | |||
| + | Thanks for playing and supporting //Oh So Hero!// =} | ||
| ===== New features: ===== | ===== New features: ===== | ||
| - | * **Sound Design | + | * **Multilingual Edition - Localization Complete!** |
| - | * Bates boss battle: | + | * //Oh So Hero!// Act 1 is now fully playable in **13 different languages!** |
| - | * Add boss lust max debuff jingle (Bates at 100% LP). | + | * Since v1.13, **French** has been added, and all translations have been updated. |
| - | * Life Spring Aura (new original sound). | + | * Localization team credits have been updated as well~ |
| - | * Liath' | + | * Please note that although the game text and Steam store page are fully localized, ongoing news posts will be English only. This is because localization requires a large effort involving a dozen people and we just barely had the resources for Act 1 over a limited time of development. We're hoping to expand our capabilities in the future. |
| - | * Add hum to elevator/ | + | * **New Vendor NPC: Buddy!** |
| - | * New platform activation sound for forest sexy switches. | + | * Find him on the east side of Sheo Islands Beach for a free hotdog! |
| - | * New sounds for grabbing an enemy and being grabbed by them. | + | * Buddy' |
| - | * New sound for damaging an enemy that has poise (e.g. Stier). | + | * No sex animation at this time, but we'll keep that possibility open for the future~ |
| - | * New sounds for Joe: footsteps, jump, land, fall down. | + | * **New Animations!** |
| - | * New sounds | + | * Added **Signal+Signal+Signal**+Joe |
| - | * New gong sound upon Gallery cheat verified. | + | * Unlock all Lood City West Avenue Game Over animations in the gallery when any one of them is viewed. |
| - | * New teleporter synth sound. | + | * Existing gallery data is updated to provide this as well. |
| + | | ||
| + | * **New Items!** | ||
| + | * **Hotdog** | ||
| + | * **Four Starting Items** - Joe begins the game with one of each of the following items. In addition to getting these in a new save file, existing (older) save files will also have these items added to Joe's inventory (one time only). These four items are: | ||
| + | * **Platinum Orb** - One-time-use item granting you the offer to revive with full HP/SP after a knockout. Upon using the item, it is immediately consumed and the inventory is saved. | ||
| + | * NOTE: There is currently no way to get another Orb in Act 1 without starting a new save file, so make it count by reserving it for a tough challenge such as Bates or Hiroto Dojo. (Or maybe you want to use it quickly so you can enjoy easy defeats~) | ||
| + | * **Pillow Gloves** - Grants an optional skill to halve basic combo punch damage and double power move downed time (more time for you to reach and throw enemies). | ||
| + | * **Party Horn** - Grants an optional **Double Enemies** skill where every enemy spawns with a doppelgänger, | ||
| + | * NOTE: Upon turning this on, enemies already existing in the current environment will not be doubled until you leave the area or use the Battle Gong, because those enemies //have already been spawned//. Regardless, enemies spawned by a gauntlet spawner will always be doubled if the skill is on. | ||
| + | * **Battle Gong** - Infinite-use item allowing the player to reset all of the current environment' | ||
| + | * NOTE: Items with optional skills can be enabled in the Skills screen. You can navigate pages with up and down at the top or bottom item of the menu, and use left/right to enable or disable skills. This navigation will be improved upon in the next version to match the navigation used by the Inventory screen. | ||
| ===== Improvements & bug fixes: ===== | ===== Improvements & bug fixes: ===== | ||
| - | * **Sound Improvements** | + | * **High Importance:** |
| - | * Updated code to support new audio. | + | * **Fixed infinite spin when throwing Bates ([[https:// |
| - | * Limit SFX events | + | * **Fixed Bates' enemy AI to prevent him from becoming frozen ([[https:// |
| - | * Joe butt stomp and damaged sound adjustments. | + | * **Fixed Down Throwing Lono'e enemies in the lower area of Brask' |
| - | * Cas's House update (sounds | + | * NOTE: It is still possible for Lono' |
| - | * Updated audio credits | + | * Live enemies that are not part of a gauntlet |
| - | * **Bug Fixes** | + | * NOTE: There are still some issues with disappearing enemies around a previously completed gauntlet that we hope to fix in an upcoming build. |
| - | * Fix Bates falling | + | * Environmental: |
| - | * Fix Bates flying off screen and not returning. | + | |
| - | * Fix some of Bates’s errant fireball VFX (still more to do). | + | |
| - | * Fix initialization | + | |
| + | | ||
| + | * Enemies: | ||
| + | * Damaged and defeated enemies no longer fall through | ||
| + | * Daku projectiles (or any applicable attack that creates an effect upon hitting a surface) now work properly even if the surface is a jump-through platform. | ||
| + | * Both of these resolve [[https:// | ||
| + | * Graphical: | ||
| + | * The random loading | ||
| + | * Input & Moves: | ||
| + | * The game will now pause during gameplay if a controller/ | ||
| + | * Input glyphs | ||
| + | * Fixed Joe's Slide to operate uninterrupted as long as it has continuous movement, and will now pass completely under the boardwalk at Smol Beach once more ([[https:// | ||
| + | * Improved tappable area for modal dialogue continue (mouse / touch input / Android). | ||
| + | * Fixed directional labels for touch input. | ||
| + | * Text & Localization: | ||
| + | * Added balanced line breaks (equal-width lines) to modal dialogue, speech bubbles, | ||
| + | * Fixed Chinese | ||
| + | * Proper "SEE YOU IN ACT 2" localization. | ||
| + | * HUD: | ||
| + | * Added visual feedback upon gaining HP/SP or decreasing LP. | ||
| + | * Audio: | ||
| + | * Fixed issue with sound effects becoming inaudible after a cutscene or fullscreen animation. This should also improve SFX volume in other instances due to improved management of FMOD audio listeners ([[https:// | ||
| + | * Collecting items now plays the item collect sound when they are obtained/ | ||
| + | * Using items in the Inventory now plays a distinct item use sound (Battle Gong, Lazurlite Mirror). | ||
| + | * Misc: | ||
| + | * Added "Made with Unity" attribution notice to the credits. | ||
| * And even more fixes that are too trivial to list! | * And even more fixes that are too trivial to list! | ||
| ===== Known issues: ===== | ===== Known issues: ===== | ||
| + | * **[[https:// | ||
| + | * Enemies can be thrown out of Gauntlets with Joe's Down Throw and get stuck outside the boundaries of the gauntlet. We have a fix ready for the next version. If you get stuck or softlock, you can escape by using the Battle Gong or Lazurlite Mirror in your Inventory. For now, please avoid using the down throw in gauntlets. Sorry! | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| * [[https:// | * [[https:// | ||
| - | ====== Oh So Hero! v0.20.400 ====== | + | ---- |
| + | |||
| + | ====== Oh So Hero! v1.13.000 ====== | ||
| + | |||
| + | 2026-08-15 | ||
| + | |||
| + | ===== Summary: ===== | ||
| + | |||
| + | This is the thirteenth build following the release of Act 1. This is the first build since v1.10 to come out of beta, and the most important release for international or non-English-speaking players, as we enter our localization preview! I'm so happy to have a team of translators helping to bring //Oh So Hero!// to the world~ I'll let the preview images speak for themselves (see backer or store sites). We'll be back later this month with more news for our backers. Thanks for playing and supporting //Oh So Hero!// =} | ||
| ===== New features: ===== | ===== New features: ===== | ||
| - | * **Two New Animations for Bates!** | + | * **11 new languages! (Localization Preview)** |
| - | * These animations | + | * In addition to the original English |
| - | * If you’ve already beat Bates in a previous version, you’ll need to beat him again to unlock these animations. | + | * To change the language, simply go into the Options screen and you will see Language as the first option in the General category. If you have a language set in your OS (operating system) or in Steam, the game may detect and set this language automatically! |
| - | * **Full Gallery Unlock Cheat Code!** | + | * We have put in a lot of work to make sure these languages are ready for the public, but there is still a chance of incorrect translations or broken formatting, so we're calling this a " |
| - | | + | * New **idle** animation for **Korko!** (Watch him mix a drink at Smol Beach~) |
| - | | + | |
| - | | + | |
| ===== Improvements & bug fixes: ===== | ===== Improvements & bug fixes: ===== | ||
| - | * Possible fix for Bates flying off screen | + | * Audiovisual feedback |
| - | * The title screen | + | * Character tint on becoming **aroused** (LP up). |
| + | * Enemy HP bar shows hearts on LP maxed. | ||
| + | * Update NPC heart color to match enemy HP bar. | ||
| + | * Updated **Damage Numbers** Again: | ||
| + | * Damage values are **colored** differently depending on who is damaged. | ||
| + | * When Joe takes damage, red numbers appear. | ||
| + | * When Joe deals damage, white numbers appear. | ||
| + | * Damage values now spawn uncoupled from their targets, which fixes [[https:// | ||
| + | * In recent versions, I had uncoupled the X-positioning. This new version uncouples the Y-positioning as well. The old number animation made it easy to see who took what damage at the cost of keeping the characters covered in numbers too often. Most players find the Abacus and keep the Damage Numbers skill enabled, so presentation is more important than ease of data. | ||
| + | * Fix **Bates'** X-positioning upon facing in a new direction (" | ||
| + | * Prevent " | ||
| + | * New water shader added to Southeast Beach. | ||
| + | * Speech bubble auto-advance has been revised to use a 1.5 second base delay with added time calculated from the text length and alphabet type (e.g., Kana, Han). | ||
| + | * Fix a line of dialogue | ||
| + | * Various text and localization-related adjustments throughout the entire game. | ||
| + | * Add an animated cursor to the options screen (borrowed from the pause screen). | ||
| + | * Larger value selection buttons on the options screen. | ||
| + | * Lots of minor fixes: | ||
| + | * Fix Mac Intel build / water shader / title screen | ||
| + | * Defer water effect setting until leaving the options screen. | ||
| + | * Reword some option descriptions. | ||
| + | * Reposition lust/sexy hit VFX onto target center. | ||
| + | * Always show the back button on the credits screen. | ||
| + | * Lighting fixes in various scenes. | ||
| + | * Hide 0 HP damage values. | ||
| + | * Adjust/fix skip intro/ | ||
| + | * Options category button submit will change the cursor | ||
| + | * Fix option category button colors AGAIN. | ||
| + | * Add Steam and OS (e.g. Android) language detection. | ||
| + | * Seal the tiny gap to the unused room in Hiroto Dojo. | ||
| + | * Adjust the positioning of Hamill' | ||
| + | * Fix invisible water jet positions (and scale) in Hiroto Dojo. Each one needs to be directly above a spring or pair of springs. A couple excessive jets were removed as they were not matched with any springs. | ||
| + | * Fix missing dialogue portraits on quick re-talk. ➜ Also, ensure the Lood City Park under construction sign is still working! | ||
| + | * Fix forest moving platform SFX (sound effect) loop on lever retarget. | ||
| + | * Prevent errant Joe throwing animation on enemies recently KO'ed by throwing damage. | ||
| + | * Fix forest moving platform call lever (LifePlatEX B-1 Stop 1 Switch). | ||
| + | * Possible fix for forest Lono'e stuck between blocks when thrown by adding an invisible enemy blocker preventing the enemy from reaching that spot. | ||
| + | * Fix for Joe's jump animation stuck descending on jungle arrows (invisible water jets). | ||
| + | * Lock in Joe's throw target at time of input. | ||
| + | * Prevent enemy AI (e.g. Bax) from attacking while thrown. | ||
| + | * Update Hiroto Dojo invisible water jets to only push you during sex (stops repetitive bouncing on springs during the sex animation). | ||
| + | * Possible fix for linked-room enemy activation causing some enemies to spawn improperly. | ||
| + | * Fix screen shake (e.g. via butt stomp) during gameplay pause. | ||
| + | * Fix slide softlock in Lood City West Avenue by adding an invisible wall. | ||
| + | * Fix Sexy Pose VFX lingering after beating Bates. | ||
| + | * Fix modal dialogue portrait dimming. | ||
| + | * Tune legacy water reflection ripples for Lood City Park (experimental). | ||
| + | * Reduce size of controller/ | ||
| + | * Partial fix for thrown Bates infinite spinning ([[https:// | ||
| * And even more fixes that are too trivial to list! | * And even more fixes that are too trivial to list! | ||
| ===== Known issues: ===== | ===== Known issues: ===== | ||
| - | * Some systems | + | * [[https:// |
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| * [[https:// | * [[https:// | ||
| - | ====== Oh So Hero! v0.20.300 (+ Android Options Fix) ====== | + | ---- |
| - | __**UPDATE: Android builds have been updated | + | ====== Oh So Hero! v1.12.004 Beta Build ====== |
| + | |||
| + | 2026-06-15 | ||
| + | |||
| + | ===== Summary: ===== | ||
| + | |||
| + | This is the twelfth build following the release of Act 1. As mentioned in recent posts including our [[https:// | ||
| + | |||
| + | 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 | ||
| ===== New features: ===== | ===== New features: ===== | ||
| - | * **Bates has a new Dive Grab move with its own sex animation. This may be new to you!** | + | * **New Water Shader Preview** (Win/ |
| - | | + | * New water effects have splashed onto the **title** screen and **Sheo Islands Beach** as a preview for our new water shader. We are still in the process of customizing this new water shader and implementing it on additional scenes, so you can expect the appearance and performance of water across the game to change over the coming updates. |
| - | * This move is introduced in Phase 3 and is upgraded in subsequent phases. | + | * If you experience |
| - | | + | * Some **Mac Intel** machines |
| - | * The desperation attack | + | * **Android** will always use Legacy |
| - | * **Bates’s Smash attack | + | |
| ===== Improvements & bug fixes: ===== | ===== Improvements & bug fixes: ===== | ||
| - | * Fixed Bates’s dashing for Flare Beam (fireball | + | * **Joe ability adjustments: |
| - | * Made Bates’s animation speeds more consistent | + | * Buffed Joe's Crescent Moon: |
| - | * Updated Bates' | + | * Added Red's crescent wind VFX. |
| - | * Reduced | + | * Increased hitbox range (1.5 ➜ 2 diameter). |
| - | * Added Joe’s Crescent Moon to the Skills Screen. | + | * Slightly more damage (15 ➜ 20 HP). |
| - | * Adjusted Joe's Pose Sexy VFX to more closely match the hitbox. | + | * Tiny bit more knockback (1 ➜ 1.25 force/ |
| - | * Only the VFX have been altered. The hitbox remains unchanged. | + | * Maintain character momentum during the attack |
| - | * Fixed double shadows | + | * Reduced Joe's Butt Stomp poise damage (10 ➜ 5 Poise). Regular HP damage remains |
| - | * Added cursor control | + | * Knockback calculation adjustment: |
| - | * This can be useful if the controls have been bungled and you need to use the mouse, for instance. | + | * Knockback now relies upon the attacker' |
| - | * Fixed “Select Monitor” Option. | + | * **Joe collider adjustments: |
| - | * This is used if you have multiple displays connected | + | * Joe' |
| - | * This option | + | * 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. |
| - | * Replaced “Full Screen” Option with “Full Screen Mode” Option. | + | * **Note** that this also means Joe now needs to jump sooner when stepping off a ledge to prevent falling! |
| - | * Rather than simply “Full Screen: On or Off" we now provide all Unity-supported full screen mode options, including borderless window | + | * 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: | ||
| + | * Larger item colliders (0.35 x 0.35 ➜ 0.4 x 0.4 units) so Joe can more easily collect key items with his head (because Joe's collider is now shorter). | ||
| + | * **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/ | ||
| + | * 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 | ||
| + | * **Fix for Bates bugs [[https:// | ||
| + | * Credits Update: | ||
| + | * Updated asset credits. | ||
| + | * [[https://f.ff-f.co/ | ||
| + | * **Unity 2022 upgrade: | ||
| + | * Upgraded Unity from 2021.3.45f2 to 2022.3.62f3 | ||
| + | * Rewired (controller support) upgrade: | ||
| + | * Upgraded Rewired from Version 1.1.60.2.U2021 | ||
| + | * In-game visual fixes/ | ||
| + | * 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/ | ||
| + | * Trailer Mode fixes/ | ||
| + | * Trailer Mode (" | ||
| + | * There are a couple visual elements not managed by Trailer Mode that can be toggled separately: | ||
| + | * Damage Numbers can be turned on/off in the Skills menu (pause game ➜ Skills). | ||
| + | * FPS Display (frames per second) can be turned on/off in the Options screen (Visual category). | ||
| + | * Fixed Trailer Mode bugs [[https:// | ||
| + | * 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/ | ||
| + | * New functionality: | ||
| + | * 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 | ||
| + | * Android/ | ||
| + | * Removed the title screen back button. Instead, | ||
| + | * Added a touch controls preview button | ||
| + | * Made option | ||
| + | * UI fixes/ | ||
| + | * Fixed area name (title) layering when pausing the game. | ||
| + | * Fixed the " | ||
| + | * Fixed black text on black background for category 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 | ||
| + | * **Do not confuse this with "Fap on Command" | ||
| + | * The following are fixes made after our Unity 2022 upgrade, so they may have been internal issues related specifically to that upgrade | ||
| + | * Fixed screen | ||
| + | * 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' | ||
| + | * Fixed camera clipping on Bates ending cutscene. | ||
| + | * Fixed Amarus at Sheo Islands Beach. | ||
| * And even more fixes that are too trivial to list! | * And even more fixes that are too trivial to list! | ||
| ===== Known issues: ===== | ===== Known issues: ===== | ||
| - | * Windows | + | * **[[https:// |
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | * // | ||
| * [[https:// | * [[https:// | ||
| - | ===== Other notes: ===== | + | ---- |
| - | * The area known as Lood City has been renamed to “Lood City - W Ave” (West Avenue). This change has been made in preparation for the expansion of the city further east beyond Lood City Park (where you fight Bates). | + | ====== Oh So Hero! v1.11.000 Beta Build ====== |
| - | ====== Oh So Hero! v0.20.200 | + | 2026-04-15 |
| + | |||
| + | ===== 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 " | ||
| + | |||
| + | We have been busy with localization, | ||
| ===== New features: ===== | ===== New features: ===== | ||
| - | | + | * New Options Screen UX //(added between v1.10.000 & v1.10.044 [internal localization build])// |
| - | * Find this demon frog (auranura) in Dyabal’s Cabin! | + | * This is not a full redesign. I just wanted |
| - | * **New Environment: | + | * Android note: It's currently difficult to tap on the value selection arrows ("<" |
| - | * This is a small area added to the __far right side of the Forbidden Bayou__. | + | * New desktop mouse cursor visibility option |
| - | * **New attack for Bates: Fire Pellets** | + | |
| - | * This spawns patterns of flaming bullets. Bates starts using this in Phase 3, and adds new patterns in Phases 4 and 5. | + | * Visible When Paused (new) [shows |
| - | * **Mastered Soundtrack** | + | * Let me know what you think. Is this working correctly? Any other mouse cursor option you want to see here? =} |
| - | * The game’s music has been updated to the mastered soundtrack. | + | |
| ===== Improvements & bug fixes: ===== | ===== Improvements & bug fixes: ===== | ||
| - | * Forbidden Bayou modifications: | + | * Done between v1.10.000 & v1.10.044: |
| - | * Liath now has a cauldron, an updated | + | * Fix: [[https:// |
| - | * The door to Smol Beach has been moved a bit more to the right. | + | * Fix: HP bars are now hidden for enemies entering |
| - | * Updated Credits. | + | * Fonts are updated and text has been adjusted game-wide. |
| + | * Added input glyph to Joe knocked out message: [" | ||
| + | * 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! | * And even more fixes that are too trivial to list! | ||
| ===== Known issues: ===== | ===== Known issues: ===== | ||
| - | * There are some bugs in the Bates battle | + | * **Bates lockups: |
| + | * **The game may freeze | ||
| + | * **The game may freeze after the ending cutscene.** | ||
| + | * These issues may occur intermittently. | ||
| + | * This bug reappeared while adding code for localization into different languages. We are still trying to find a solution for this. (If you encounter this issue, please send us a debug log!) | ||
| + | * Enabling and disabling touch controls will not immediately restore the mouse cursor if it was visible before. | ||
| + | //(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/ | ||
| + | * 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 " | ||
| + | * 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. | ||
| * [[https:// | * [[https:// | ||
| - | ====== Oh So Hero! v0.20.100 Bug Fix Build ====== | + | ---- |
| + | |||
| + | ====== Oh So Hero! v1.10.000 Throw Moves ====== | ||
| + | |||
| + | 2026-02-15 | ||
| + | |||
| + | ===== 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/ | ||
| + | |||
| + | ===== New features: ===== | ||
| + | |||
| + | * **Joe' | ||
| + | * Throw DOWNED ENEMIES and CRATES in one of multiple directions: DOWN or to either SIDE! | ||
| + | * Hold down the Tactical Stance button and press Down to Down Throw, or Left/Right to Side Throw. | ||
| + | * Tactical Stance defaults to R1/RB on a controller, or F on the keyboard. | ||
| + | * //Tactical Stance will be expanded upon in future acts.// | ||
| + | * Joe's Throw Moves are now enabled by default. They can be turned on and off in the Skills menu. | ||
| + | * //The Beta Throw Moves setting in the Options screen has been removed.// | ||
| + | * The Throw Moves skill is granted by a new item, Weighted Shorts, which Joe starts with by default in both new and existing saves. View it in the Inventory or Skills screen for additional info. | ||
| + | * Thrown enemies now collide with solid objects and enemy blockers (invisible barriers) such as the enemy gauntlet boundaries. | ||
| + | * The Tactical Stance button has been added to Android Touch Controls (needed for Throw Moves). | ||
| + | * Some other fixes and minor improvements have been made to Joe's Throw Moves since beta. | ||
| + | * New Animations | ||
| + | * Ryuta has a new idle animation (by Arty & Red). | ||
| + | * O' | ||
| + | * Trailer Mode | ||
| + | * The Trailer Mode feature has returned! This was originally added during development to aid in creating trailers for the game. | ||
| + | * Press T on the keyboard to hide the HUD/UI, and press it again to restore the interface. | ||
| + | * Trailer Mode is not bound to controllers by default, but you can bind it in the Key Bindings screen. | ||
| + | * //Trailer Mode has no effect in the Pause Menu or Options screen.// | ||
| ===== Improvements & bug fixes: ===== | ===== Improvements & bug fixes: ===== | ||
| - | * NPC animations: | + | * **Downed Enemy Glow** |
| - | * Fixed Koji (Daku NPC) & Joe's sex animation in Ali's Surf Shack. | + | * Enemies that have been knocked down but have HP remaining |
| - | * Fixed Ajax (Bax NPC) & Joe's sex animation in the Gallery. | + | * 1. It indicates you can **throw** this opponent |
| - | | + | * 2. It indicates you can have **sex** with this opponent |
| - | | + | * //By contrast, sex with a KO'ed (stars VFX) opponent grants no loot gems.// |
| - | * Fixed Amaru' | + | * 3. The glow oscillates and fades based on the downed time, providing a **visual |
| - | * Graphics: | + | * Enemy Gauntlets |
| - | * All characters use a new custom shader to allow for proper color overlay effects. This shader may be more performant than the old one as well. | + | * Enemies that are spawned inside a gauntlet and manage to escape through collision foolery are instantly knocked |
| - | * As a result, some visual | + | * //There is a known issue where this sometimes doesn't happen ([[https:// |
| - | * Gallery characters have been spread | + | * **Gallery** |
| - | * Added extra animation loops for fullscreen Game Over and Loading Screen animations when using the Gallery's Play All feature. | + | * Added a lock icon to gallery entries that are unlocked at 100% gallery completion (Brask' |
| - | * **Bates-related: | + | * Added entity completion stars next to gallery entity names. |
| - | * Bates' | + | * A solid star (★) means all animations are unlocked for an entity. |
| - | * Bates' | + | * A hollow star (☆) means some animations are unlocked for an entity. |
| - | * Bates' | + | * A question mark (?) means no animations are unlocked |
| - | * Joe will no longer be able to have sex with Bates while he is downed and invulnerable between phases. | + | * And as mentioned above, |
| - | * Bates' | + | * Various Fixes |
| - | * Bates will have a magenta overlay on his body when he is downed | + | * **Fix: Second interaction |
| - | * Five Chillpills have been added to Lood City Park to lower the player' | + | * Fix: Act 1 End Credits softlock |
| - | * Cleaned and optimized various areas of game code that may also improve performance. | + | * Fix: Enemies should voyeur if Joe has NSP #1360. |
| + | * Fix: Excessive box breaking sounds in Sheo Islands Beach [[https:// | ||
| + | * Fixed colliders around | ||
| + | * Made minor text changes in preparation for game localization. | ||
| * And even more fixes that are too trivial to list! | * And even more fixes that are too trivial to list! | ||
| ===== Known issues: ===== | ===== Known issues: ===== | ||
| + | * Joe attempts to throw KO-ed enemy [[https:// | ||
| + | * Throwing crates at swooned/ | ||
| + | * Incorrect movement of Amaru body on the crane [[https:// | ||
| + | * Speech bubble graphic bug on ultra widescreen (21:9) [[https:// | ||
| + | * Behind O'Tary at Hiroto Dojo Secret Basement [[https:// | ||
| + | * Enemies can escape slightly outside gauntlets [[https:// | ||
| + | * Very short hops may glitch out Joe's animations [[https:// | ||
| + | * Sex with thrown KO'ed enemy grants loot gems [[https:// | ||
| * [[https:// | * [[https:// | ||
| - | ====== Oh So Hero! v0.20.002 ====== | + | ---- |
| + | |||
| + | ====== Oh So Hero! v1.09.002 ====== | ||
| + | |||
| + | 2026-01-15 | ||
| + | |||
| + | ===== 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' | ||
| ===== New features: ===== | ===== New features: ===== | ||
| - | * **New Boss: Bates!** | + | * **Joe's Throw Moves! [IN BETA]** |
| - | * __You can find and fight Bates in Lood City Park (see further below).__ | + | * This is the " |
| - | * **This is a beta version of Bates.** We have most of his moves and sex animations implemented, | + | * //**Beta Throw Moves must be enabled in the General Gameplay Options before use!**// |
| - | * After you beat Bates, go right to read a sign with a special message, and then check the Gallery for all Bates animations unlocked, including a bonus animation! | + | * HOW TO USE: **Tactical Stance** button |
| - | | + | * There is currently no touch control implementation for **Android**. |
| - | * **New Environment: | + | * Can't rethrow a thrown enemy until they get back up (by design). |
| - | * __You can get here through a new door on the far right side of Lood City.__ | + | |
| - | * This is a small linear area where you fight Bates! The design is subject to change in upcoming updates. We also added a Life Spring Aura to fill your HP and SP! | + | |
| - | | + | |
| - | * Hear these in Lood City Park and in the battle with Bates! | + | |
| - | | + | |
| ===== Improvements & bug fixes: ===== | ===== Improvements & bug fixes: ===== | ||
| - | * Increased default volume for sound effects and lewd sound effects. You may want to reset your audio settings to 100% for proper balance. | + | * Gamepad controller input glyphs will take precedence over keyboard input glyphs when both input methods are available. |
| - | * Updated the disclaimer at the start of the game, adding a photosensitivity/epilepsy warning. We try to avoid rapidly flashing lights, but please take precautions. | + | * Potential improvements |
| - | * Fixed damage numbers to display proper values when stats are modified. | + | * Fix: Incorrect threesomes during gauntlets [[https://github.com/ |
| - | * Sex rhythm meter now has a variable target (min of 15% and max of 75%). | + | * Fix: Bates may get knocked off screen [[https:// |
| - | * Sex rhythm meter and power struggle meter have been moved to the bottom | + | * Fix: 8BitDo Controller requires manual config on Mac [[https:// |
| - | * Sex rhythm meter' | + | * Fix: Bates spamming flame shield at the edge of the screen |
| - | * Joe's Crescent Moon special ability will now give him iframes (invulnerability) for the full duration of this move. | + | * Fix: Speech bubbles are visible during modal dialogue #1100. |
| - | * Joe's Slide and Butt Stomp abilities | + | * Fix: Defeated enemies can push around other defeated enemies, and be pushed by them. |
| + | * Note: While defeated enemies are now locked in place, KO'ed enemies (with stars VFX) can still be interacted with. | ||
| * And even more fixes that are too trivial to list! | * And even more fixes that are too trivial to list! | ||
| ===== Known issues: ===== | ===== Known issues: ===== | ||
| - | * Bates is incomplete and has several known issues. These will be rectified in the following updates as we complete our work. Here are the main issues: | + | * Second interaction with certain characters |
| - | * Bates' | + | |
| - | * Some of Bates' | + | |
| - | * Joe is able to have sex with Bates while he is downed and invulnerable between phases, though this should not be possible. | + | |
| - | * Bates may sometimes move bizarrely or go off screen. | + | |
| - | * There are no Bates Game Over animations. | + | |
| - | * Defeating Bates abruptly cuts back to normal gameplay with no post-defeat content (aside from the placeholder sign off to the right). | + | |
| - | * The Lood City Park environment needs performance optimizations. | + | |
| - | * Joe's Crescent Moon cooldown is irregular. | + | |
| * [[https:// | * [[https:// | ||
changelog.1722480845.txt.gz · Last modified: 2024/07/31 19:54 by francis