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changelog [2025/12/15 17:45] – Update Changelog for v1.08 francischangelog [2026/10/19 03:25] (current) – Oh So Hero! v1.14.007 Android Gallery Hotfix francis
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 ====== Changelog / Release Notes ====== ====== Changelog / Release Notes ======
  
-**Older Versions:** **[[changelog v0.21 to v0.24|v0.21~24]]**, **[[changelog v0.20|v0.20 (Bates)]]**, **[[changelog v0.19|v0.19]]**, **[[changelog v0.18|v0.18]]**, **[[changelog v0.17|v0.17]]**, **[[changelog v0.16|v0.16]]**, **[[changelog v0.15|v0.15 (PE2)]]**, **[[changelog v0.14|v0.14]]**, **[[changelog old|oldest]]**+**Older Versions:** **[[changelog v1.00 to v1.08|v1.00~08 (Act 1 - 2025)]]** + A Note About Version Numbers, **[[changelog v0.21 to v0.24|v0.21~24]]**, **[[changelog v0.20|v0.20 (Bates)]]**, **[[changelog v0.19|v0.19]]**, **[[changelog v0.18|v0.18]]**, **[[changelog v0.17|v0.17]]**, **[[changelog v0.16|v0.16]]**, **[[changelog v0.15|v0.15 (PE2)]]**, **[[changelog v0.14|v0.14]]**, **[[changelog old|oldest]]**
  
-====== Oh So Hero! v1.08.000 ======+====== Oh So Hero! v1.14.007 Android Gallery Hotfix ======
  
-2025-12-15 (estimated release)+2026-10-19
  
-===== Summary: =====+**The Gallery has been fixed on Android! //[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/309|[T#309]]]//**
  
-This is the eighth build following the release of Act 1, and the last build of 2025! We'll be back with more Act 1 updates in 2026, including localization and a new feature (to be announced), with news of Act 2 to follow. For now, we have a new NPC (Ryuta) with a new sex animation, a newly included bonus animation, control enhancements, input glyphs, and bug fixes!+Yes, the gallery is fixed~ For improved performance and consistency, I have also fixed specific related issues:
  
-===== New features: =====+1. Improved quality of game over animations in Hiroto Dojo and Lood City West Avenue (both new animations). //[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/310|[T#310]]]// This only affects the standard quality animations. The high quality animations (HQA) are still lossless quality as always.
  
-  * **New NPC: Ryuta!** +2. Improved gameplay performance: An environment's game over animations are no longer loaded into memory with gameplay assets. They are now loaded only upon getting KO'ed and going to the game over screen.
-    * Find him in Super Import Tech And More in Lood City West Avenue! You can have fun with this ol' tanuki in a brand new sex animation~ +
-  * **New Bonus Animation: Brask's Palace Lono'e Orgy** +
-    * This is actually an oldie-but-goodie animation that was never included in the game until now! +
-    * You can view it in the Gallery after achieving 100% base Act 1 animations ("I've Seen Everything" achievement). You'll find it in the Environmental section, under Brask's Palace (new). +
-  * **Controller & Keyboard Input Glyphs** +
-    * The game now has proper controller and keyboard input glyphs (via Rewired). This includes support for Xbox, PlayStation, and Nintendo Switch (Pro Controller) button symbols. The game will automatically adapt to whichever controller you're using. Nintendo Switch 2 controllers may be supported as well, but are currently untested.+
  
-===== Improvements & bug fixes: =====+3. Improved gallery performance: Animations in the gallery load somewhat more progressively instead of all at once when loading a character or environment. This is a minor memory optimization (one that ties back to legacy functionality, as well as other changes here). I plan to make this configurable in v1.15.
  
-  * Control Enhancements: +4. Improved high quality animation performance: Reduced memory usage during gameplay and gallery by freeing RAM (system memory) when textures are loaded into video memory, with a special check and fix for Android upon switching apps (regaining app focus).
-    * Update Rewired (input plugin) to Version 1.1.60.2. This should improve support with some controllers. +
-    * Enable Windows Gaming Input, which provides vibration support. However, according to Rewired, this is currently disabled for DualShock 4 and DualSense controllers "due to numerous new Windows bugs causing various issues with these controllers." +
-    * Update Key Bindings screen including a fix for "Keybind Screen selector goes out of bounds" [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/159|T#159]]. +
-    * Allow a single player to use multiple joysticks. +
-  * Voyeur System Fixes ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/237|T#237]]): +
-    * Enemies will not attempt to multigrab when incompatible, and will voyeur instead, as intended. +
-    * Enemies will not continue to move back and forth when preparing to voyeur; they'll pick a spot more quickly. +
-  * Credits Update: +
-    * Add BraixenFan to Credits! //(Introduction forthcoming in Dev Preview #45~)// +
-    * [[https://f.ff-f.co/oshc|Patreon & Substar Credits Update~]] +
-  * Misc Fixes: +
-    * Potential fix for "Defeating Bates not triggering defeat cutscene" [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/211|T#211]]. +
-    * Potential fix for "After credits, game can freeze up on some platforms" [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/230|T#230]]. +
-    * Shift Lood City W. Ave Door to Smol Beach (by a smol amount). +
-    * Gallery Data update (v2): Renamed LoodCity -> LoodCityWestAvenue. +
-  * And even more fixes that are too trivial to list!+
  
-===== Known issues: =====+5. Safe handling of gallery memory: Prevent crashing on some low-end devices by limiting animation memory use when device memory is too low. //[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/144|[T#144]]]// I plan to make this configurable in v1.15.
  
-  * When starting the game with a controller plugged in, it will show keyboard glyphs until the first time a button is pressed on a controller. Afterwards, it will properly show controller glyphs for that controller while using it. +All of these fixes will be available to all other platforms in v1.15. 
-  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]+ 
 +Thanks for your patience and I hope this new build works better! =}
  
 ---- ----
  
-====== Oh So Hero! v1.07.000 ======+====== Oh So Hero! v1.14.002 Multilingual Edition ======
  
-2025-10-31+2026-10-15
  
 ===== Summary: ===== ===== Summary: =====
  
-Happy Halloween! 🎃 This is the seventh build following the release of Act 1, and our biggest update since the launch of Act 1! This adds the Voyeur System (with 11 new animations), updated Amaru animations by Red (with new segments), Less Lewd Mode, Gallery Cutscene Animations, a Gallery UI Refresh, and many other improvements and fixes! There's a lot to mention, so please review the changelog, and stay tuned for more updates!+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's Localization Preview. It took a lot of people and many months, but we finally have //Oh So Hero!// completely translated; bringing the total to 13 languages! 
 + 
 +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: =====
  
-  * **Voyeur System + 11 New Animations!** +  * **Multilingual Edition - Localization Complete!** 
-    * This is a system we originally planned a while ago! While it doesn't actually affect gameplay, it makes the sex scenes even more fun as competitors on the sidelines who don't join in can still enjoy the experience~ +    * //Oh So Hero!// Act 1 is now fully playable in **13 different languages!** 
-    * **Red & Arty created 11 new animations!** All of the following enemies now have voyeur animations: +    * Since v1.13, **French** has been added, and all translations have been updated. 
-    * Daku, Amaru, Lono'e, Goliath, Gatis, O'Deere, Stier, Signal, Bax, Puca, and Haya! +    * Localization team credits have been updated as well~ 
-    * You can see these animations whenever you encounter a group of enemies close together (or if you're swooned just outside the grab range of a stationary enemy such as Goliath). +    * 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. 
-    * Once you view the animations, you can see them again at any time in the Gallery! +  * **New Vendor NPC: Buddy!** 
-    * The voyeur system is a brand new feature, so keep in mind there are still a few small issues we plan to iron out in upcoming builds. +    * Find him on the east side of Sheo Islands Beach for a free hotdog! 
-  * **Updated Animations: Amaru & Joe x4!** +    * Buddy's hotdog purchase menu is enabled upon entering Treewish Forest; backfilled on existing saves based on reaching Southeast Beach or later teleporter. 
-    * **Amaru's FOUR sex animations with Joe** are updated with new versions that include additional segments and improved detail! +    * No sex animation at this time, but we'll keep that possibility open for the future~ 
-    * If you had unlocked these animations previously, you now have both the revised and original (legacy) versions unlocked. The same applies when unlocking these animations going forward. +  * **New Animations!** 
-    * //(Legacy animations are available in the Gallery along with their revised versions when unlocked.)// +    * Added **Signal+Signal+Signal**+Joe and **Signal+Stier**+Joe Lood City West Avenue **Game Over** sex animations! 
-  * **Less Lewd Mode** (Feature Preview) +      * Unlock all Lood City West Avenue Game Over animations in the gallery when any one of them is viewed. 
-    * This is an experimental filter that can be enabled in the Options. It will attempt to remove all sex from the game, though there will still be some nudity. Less Lewd Mode is not intended for normal gameplay as it removes many features core to our design, but it can be used to demo the game. (We recommend you **restart the game** any time you turn Less Lewd Mode On or Off to ensure the setting takes full effect.) +      * Existing gallery data is updated to provide this as well. 
-    * In its current state, when Less Lewd Mode is On, certain disclaimers will be removed, the Gallery will be inaccessible, the Pre-Game Story cutscene will be skipped, Ali's Surf Shack will be inaccessible, and (most importantly) many references and mechanics relating to lust and sex will be bypassed or disabled. There is still lewd dialogue with some NPCs, though you cannot have sex with them. The Bates victory cutscenes still contain some nudity, but the ending sex scene will be invisible (albeit audible). As it stands, Less Lewd Mode is not a fully complete feature, but we will be revising it in future updates for a more consistent experience. +    * Added **New Idle Animations** for the following NPCs: Lago, Lance, Liath, Volte, Dan, Griff, Veene & Neem, and of course, Buddy. 
-  * **Gallery Cutscene Animations** (Feature Preview) +  * **New Items!** 
-    * Cutscene animations, i.e. Ket's secret animation and the various Bates cutscenes, are now available to view in the Gallery! (They must first be unlocked by viewing these cutscenes in-game, if you haven't already done so.) This is a feature preview, meaning there's a bit missing from its current functionality. The Gallery cutscenes contain only the foreground animations and sound effects, not any background elements or text dialogue. We'll work on adding the rest in future updates. +    * **Hotdog** (a.k.a. "Buddy's Unpossible Hotdog") - Instant-use item that restores full HP/SP and gives SP Regen Level 1 buff. Obtainable once for free from Buddy, and purchasable from both Buddy (10 Zenni) and Korko (15 Zenni). 
-    * You can access these cutscenes through the environments section of the Gallery, specifically Sheo Islands Beach and Lood City Park. (See also: [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/151|T#151]]/[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/198|T#198]].) +    * **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: 
-  * Returning Animation (Legacy Animation): Joe's Swooned Fap v1 +      * **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. 
-    * This is Joe's original swooned fap animation that was replaced with the newly updated animation in v1.04. You can now view the classic animation in the Gallery as a legacy animation~+        * 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, effectively doubling the number of enemies in any environment. This does not apply to bosses. 
 +        * 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's enemies and gauntlets. Can also be used in Lood City Park to reset the entire Bates encounter. Using the item reloads you at the last checkpoint, and saves after arriving. 
 +      * 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: =====
  
-  * **Gallery UI Refresh** +  * **High Importance:** 
-    * We've improved certain aspects of the UI, animated menu selections, improved menu scroll functionality, cleaned up some graphical artifacts, and re-aligned elements to make it all more sleek. Character and environment animations also have new short names for easier identification (e.g. "LGC1"). There are still a few outstanding issues that need to be addressed in the future updates, but we hope you enjoy the improved Gallery experience! +    * **Fixed infinite spin when throwing Bates ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/271|T#271]]).** 
-  * Animation Memory Optimization (Asset Pack Indexing) +    * **Fixed Bates' enemy AI to prevent him from becoming frozen ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/289|T#289]] & [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/280|T#280]]).** 
-    * Daku Legacy animations are now only loaded in memory for the Gallery, not during gameplay. The same goes for the Amaru Legacy animations, and all Legacy animations now and onwards. +    * **Fixed Down Throwing Lono'e enemies in the lower area of Brask's Jungle ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/282|T#282]] & [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/281|T#281]]).** 
-    * Future memory improvements will build on this feature. +      * NOTE: It is still possible for Lono'es to escape the Gauntlet by down throwing them, but this is actually a separate issue and we have a fix ready for the next version. See the Known Issues for more details. 
-  * **Fix: Unity security vulnerability [[https://nvd.nist.gov/vuln/detail/CVE-2025-59489|CVE-2025-59489]]** (Unity has been upgraded to 2021.3.45f2). +    * Live enemies that are not part of a gauntlet now warp out temporarily (with VFX) when the gauntlet starts, and later warp back to their starting positions when the gauntlet ends ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/291|T#291]]). 
-  * Fix: Full screen animations in the Gallery aren't full screen [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/168|T#168]]. +      * NOTE: There are still some issues with disappearing enemies around a previously completed gauntlet that we hope to fix in an upcoming build. 
-  * Fix: Minor graphical artifacts on animation symbols [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/174|T#174]] (symbols have been slightly revised). +  * Environmental: 
-  * Fix: Cian idle is too high in Gallery [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/183|T#183]]. +    * Treewish Forest now has fish fountain statues near the first gauntlet! 
-  * Fix: Area unreachable in keybind settings [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/228|T#228]]. +    * Fixed some improper map cells and a slightly floating spring in the top-left corner of Treewish Forest. 
-  * Fix: Camera bug after second Dojo gauntlet [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/232|T#232]]. +    * Adjusted invisible walls and platforms in and around the Sheo Islands Beach gauntlet / alien spaceship ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/283|T#283]]). 
-  * Fix: Sound Effects Buffering Problem In Gallery [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/233|T#233]]. +    * Adjusted some alien technology VFX objects in Sheo Islands Beach. 
-  * Fix: Gallery Achievements Are Not Obtainable [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/234|T#234]]. +  * Enemies: 
-  * Fix: Gallery is inaccessible if filters exist without played animations [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/236|T#236]]. +    * Damaged and defeated enemies no longer fall through a jump-through platform they stand on. 
-  * Fix: Ninja Clan trap animation doesn't trigger when at 100% Lust. +    * 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. 
-  * Positional offset improvements for some Gallery animations.+    * Both of these resolve [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/71|T#71]] and [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/295|T#295]]. 
 +  * Graphical: 
 +    * The random loading screen animation (Daku BJ) now has a high quality version that is enabled when using the High Quality Animations setting (works both in-game and in the Gallery) 
 +  * Input & Moves: 
 +    * The game will now pause during gameplay if a controller/gamepad disconnects. 
 +    * Input glyphs (button prompts) are now displayed in modal dialogue, speech bubbles, skills, inventory, and gameplay HUD (item collect panels). 
 +    * 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://github.com/FullFrontalFrog/OhSoHeroTracker/issues/284|T#284]]). 
 +    * 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, and certain other UI elements. How it works is that instead of cramming everything into the top line and spilling over the remainder into the next line like a typical word-wrap, the dialogue code now precalculates the text length and attempts to split it evenly across multiple lines. 
 +    * Fixed Chinese (S+T) and Japanese dialogue bold story text style (add missing shadow/stroke materials). 
 +    * 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://github.com/FullFrontalFrog/OhSoHeroTracker/issues/149|T#149]]). 
 +    * Collecting items now plays the item collect sound when they are obtained/purchased during dialogue/menus (Auto Map, Lazurlite Mirror, Hotdog, etc.). 
 +    * 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: =====
  
-  * The Voyeur System has some small problems with initiation, movement, and layering [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/237|T#237]]. +  * **[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/303|T#303]]: Thrown Enemies Can Escape Gauntlets** 
-  * Gallery cutscene animations are missing background elements and text dialogue [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/238|T#238]]. +    * 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! 
-  * Less Lewd Mode is incomplete (lewd dialogue, Bates victory, etc.) [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/239|T#239]]. +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/285|T#285]]: Softlock spot in Treewish Forest with Butt Stomp 
-  * Ket will sometimes appear in his standing idle animation at Sheo Islands Beach [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/240|T#240]].+  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/286|T#286]]: Platforms in Treewish Forest can push Joe and Lonoe out of bounds 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/287|T#287]]: Lingering flame when Bates attack is interrupted 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/288|T#288]]: Despawning flame attacks when Bates is Thrown 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/290|T#290]]: Controller glyph not showing on Mash command 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/292|T#292]]: Mid-air animation not triggering under certain conditions 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/293|T#293]]: Lono’e stuck in a box in Treewish Forest 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/294|T#294]]: Bax Spawn issue above first Dojo Gauntlet 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/296|T#296]]: Mid-air animation not triggering on a specific treewish forest platform 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/297|T#297]]: Throw/action UI element visual issues 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/298|T#298]]: Throwing crates does no damage under certain conditions 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/299|T#299]]: Throwing enemies inflicts no damage under certain conditions 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/300|T#300]]: Pausing the game in life spring triggers SFX 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/301|T#301]]: Throw UI triggers on certain gray boxes 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/302|T#302]]: Throwing enemies in close proximity to other lying enemies makes them stand up 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/304|T#304]]: Joe can break out of the multigrab when game is paused 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/305|T#305]]: Clip through container in Southeast beach 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/306|T#306]]: Gray Screen and Crash on attempt to render Title Screen 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/307|T#307]]: Joe can walk under Smol Beach boardwalk 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/308|T#308]]: Possible Lust Poisoning caused by getting gems before entering multigrab
   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]
  
 ---- ----
  
-====== Oh So Hero! v1.06.000 ======+====== Oh So Hero! v1.13.000 ======
  
-2025-10-01+2026-08-15
  
 ===== Summary: ===== ===== Summary: =====
  
-This is the sixth build following the release of Act 1. This adds updated Daku animations by Red (with new segments), new gallery features, and additional bug fixes. One such fix is for the critical bug T#220 that required a rollback of the v1.05 build. We thank you for your patience as we worked to correct the problem and improve our QA process. Stay tuned for more updates!+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: =====
  
-  * **Updated Animations: Daku & Joe x4!** +  * **11 new languages! (Localization Preview)** 
-    * **Daku's FOUR sex animations with Joe** are updated with new versions that include additional segments and improved detail! +    * In addition to the original English (US/UK) language, you can now play through the entire game in **Spanish** (**EU** and **LatAm**), **Portuguese (Brazil)**, **German**, **Italian**, **Chinese** (**Simplified** and **Traditional**), **Japanese**, **Russian**, **Swedish**, and **Finnish**! Thanks to our Localization Team, whom you may learn about in the game's credits~ 
-    * If you had unlocked these animations previously, you now have both the revised and original (legacy) versions unlocked. The same applies when unlocking these animations going forward. +    * 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! 
-  * Legacy Animations 1.0 +    * 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 "preview" so we have time to work out the kinks in upcoming versions. **Let us know if you see anything that needs fixing!** We'll be back with improvements and even more new languages (starting with French) as development continues. 
-    * Daku is the first character to get legacy animations! All four of the original sex animations with Joe are now available in the Gallery upon unlocking their revised versions. +  * New **idle** animation for **Korko!** (Watch him mix a drink at Smol Beach~)
-    * //(Future updates will bring more legacy animations, including works previously removed from the game.)// +
-  * **Gallery Filters 1.0** +
-    * **Animations can be filtered on a per-animation basis**, and can be toggled and reset at the global level. +
-    * Filtered animations will be hidden from normal view and will be excluded from Play All mode whenever filters are toggled on. +
-    * Filters will be toggled on automatically whenever the player enters the Gallery. Of course, if the player has not filtered any animations, this will have no effect, and the filter panel will be invisible. +
-    * //(Future updates will allow categorical filters, such as filtering by gender and kink.)// +
-  * Gallery Completion Metrics 1.0 +
-    * An animation completion percentage is now shown in the Gallery. +
-    * This uses the same criteria as the achievements, and as such, does not count new animations added after the v1.00 release, such as Bryce. +
-    * //(Future updates may change the completion percentage calculation or completion metrics on the whole.)// +
-  * The player can now exit sex with an NPC at any time. +
-    * This cancellable sex is only for non-competitor characters (NPCs) such as Ket. +
-    * It does not apply to sex with competitor characters (enemies) like Daku or bosses like Bates.+
  
 ===== Improvements & bug fixes: ===== ===== Improvements & bug fixes: =====
  
-  * **Fix: Gauntlet in Forbidden Bayou is not spawning [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/220|T#220]].** +  * Audiovisual feedback for **low SP**. 
-  * Potential Fix: Soft-lock after gauntlet [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/185|T#185]].+  * 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://github.com/FullFrontalFrog/OhSoHeroTracker/issues/264|T#264]] and just looks better. 
 +      * 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 ("Buggy Bates positioning" [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/270|T#270]]). 
 +  * Prevent "revival" multigrab when Joe's sex partner is KO'ed or swooned; defeat that partner and start one-on-one sex with the grabber instead. 
 +  * 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 for the second Ket in Sheo Islands Beach ("But here's something more on the obvious side:"). 
 +  * 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 flashing. 
 +    * 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/cutscene prompt. 
 +    * Options category button submit will change the cursor selection to the first option row. This is different from clicking or tapping, which selects the category and keeps the selection on the category button. 
 +    * 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's room in Hiroto Dojo (move it Z +0.1) so Joe does not clip through the door frame. 
 +    * 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/gamepad/keyboard input glyphs. 
 +    * Partial fix for thrown Bates infinite spinning ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/271|T#271]]).
   * And even more fixes that are too trivial to list!   * And even more fixes that are too trivial to list!
  
 ===== Known issues: ===== ===== Known issues: =====
  
-  * Reset Filters Confirmation Returns to Joe [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/226|T#226]]. +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/277|T#277]]: Speedup when graphic quality set to lower with vsync on 
-  * Bates spamming flame shield at the edge of the screen +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/278|T#278]]: Flickering Torch outside Brask's Palace 
-  * Beating Bates on Chromebook/Android has a random chance to freeze up after credits +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/279|T#279]]: Infinite voyeur cum state during sex animation on spring 
-  * Canceling Screen Transition into unloaded area causes screen to darken or completely black +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/280|T#280]]: Bates Just Quits (Softlock) 
-  * Certain area unreachable by mouse in keybind settings +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/281|T#281]]: Conditional soft-lock in Brask's Jungle gauntlet 
-  * Controller requires manual configuration on MacOS +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/282|T#282]]: Enemies Get Launched too high in Brask's Jungle 
-  * Doing the lust action in the Bates fight leaves residual particles +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/283|T#283]]: First gauntlet can be skipped through a hidden one-way collision 
-  * Infinite Jump Glitch After Game Pause +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/284|T#284]]: Sliding under the boardwalk at Smol Beach causes Joe to stand up
-  * Initiating sex bugs out camera after Dojo gauntlet +
-  * Persistent SFX in Hiroto Dojo +
-  * Sound Effects Buffering Problem In Gallery+
   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]
- 
-===== Other notes: ===== 
- 
-  * **A Key Bindings Reset is required for v1.06** due to new Gallery controls. We're sorry for the inconvenience. This is the only method we can count on at this time to ensure the controls work correctly. As development continues, we'll try to find a way to handle these updates in a less intrusive manner. 
-  * Regarding bug fixes, this v1.06 build also contains every bug fix made to v1.05, despite that build being recalled due to [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/220|T#220]]. 
  
 ---- ----
  
-====== Oh So Hero! v1.05.000 Bug Fix Build ======+====== Oh So Hero! v1.12.004 Beta Build ======
  
-2025-09-01+2026-06-15
  
 ===== Summary: ===== ===== Summary: =====
  
-This is the fifth build following the release of Act 1. We got a lot more bug fixes for you this time. Of course, we're still actively working on new features in the background (mostly localization code, which is nearly done). These features will be rolled out in upcoming builds as they are completed, so please stay tuned!+This is the twelfth build following the release of Act 1. As mentioned in recent posts including our [[https://www.patreon.com/posts/159068243|launch-versary and development roadmap]]—as well as our [[https://www.patreon.com/posts/160760140|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.
  
-===== Improvements & bug fixes: ===== +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! =}
- +
-  * Fix: Potential error when Haya is Awakened. +
-  * Fix: Potential error with Bax's Bubble Shoot 2 attack. +
-  * Fix: Multipart fullscreen animations don't get fully saved in gallery data if skipped [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/218|T#218]]. +
-  * Fix: Fullscreen animations don't save gallery data or trigger achievements immediately [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/217|T#217]]. +
-  * Fix: Wrong Bates stats upon rematch [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/215|T#215]]. +
-  * Fix: Dialogue blocks HUD (Intro / Bates Cutscenes) [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/214|T#214]]. +
-  * Fix: Skip Cutscene Prompt Text Glitch [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/213|T#213]]. +
-  * Fix: Level collision issues in Brask's Jungle, Cas's House, Hiroto Dojo, Sheo Islands Beach, Southeast Beach, and Treewish Forest. +
-    * Fix: Joe can pass through the spaceship with a slide and get stuck in it, in Sheo Islands Beach [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/206|T#206]]. +
-    * Fix: A pass can be made on the other side by sliding between two cases in Hiroto Dojo [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/205|T#205]]. +
-    * Fix: Collision issues: Hiroto Dojo [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/191|T#191]]. +
-    * Fix: Collision issues: Brask's Jungle [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/190|T#190]]. +
-    * Fix: Collision issues: Southeast Beach [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/189|T#189]]. +
-    * Fix: Collision issues: Treewish Forest [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/188|T#188]]. +
-    * Fix: Collision issues: Sheo Islands Beach [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/187|T#187]]. +
-    * Fix: Cosmetic level-design related issue collection up to version 0.15.100 [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/11|T#11]]. +
-  * Improve Pause Menu confirmations (return to title / quit game), including a fix to make the window resolution-independent, and a selected button animation. +
-  * Add Koyyle to Credits! +
-  * And even more fixes that are too trivial to list! +
- +
-===== Known issues: ===== +
- +
-  * **[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/220|T#220]]: Gauntlet in Forbidden Bayou is not spawning. This is a progression-blocking bug. As a result, this build has been rolled back.** +
-  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]] +
- +
----- +
- +
-====== Oh So Hero! v1.04.000 ====== +
- +
-2025-08-01 +
- +
-===== Summary: ===== +
- +
-Happy [[Daku Day]]! It's a bit late for that even in the US, but it's still July 31st here as I type this. We've had a low-key public presence following the launch of Act 1 and subsequent bug fixes, but we're working on bringing more people aboard to help with operations, so perhaps next year will bring proper Daku fanfare! +
- +
-For the time being, we have a new build for you all with two new animations by our Creative Director and Chief Animator, Red! We hope you enjoy 'em~+
  
 ===== New features: ===== ===== New features: =====
  
-  * **Returning NPC: Bryce!** +  * **New Water Shader Preview** (Win/Mac/Linux only): 
-    * You can find him outside Cas's House! He has a new animation! +    * 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. 
-    * (Steam Achievement Note: Bryce does not count towards any of the existing achievements.) +    * If you experience **performance** issues such as low frame rate, you can go to Options ➜ Visuals ➜ Water Effects, and change the value from Auto or Full to **Balanced** (good quality), **Basic** (fast performance), or **Legacy** (old water shader). Alternatively, you can lower the Graphics Quality, though this currently only affects the new water shader if the Water Effects option is set to Auto. 
-  * **Joe's Swooned Fap animation has been remade!** +    * Some **Mac Intel** machines with lower graphical power, such as a 2017 MacBook Air with Intel processor, may experience white flashes on the title screen and the inability to start the game or perform any other actions. This is due to the new water shader added in v1.12. [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/272|We do have a workaround made for this as well as a staged fix for v1.13.]] 
-  * Android & touch-specific: Gallery camera controls Zoom In/Out and Pan now work as touch controls! +    * **Android** will always use Legacy (old water shader). There is no Water Effects option on Android. Unfortunately, the new water shader requires different API support that makes the game unplayable on our primary Android test device. This is a build issue that cannot be handled through an option. In the future, we may assess the possibility of an alternate Android build that targets a higher tier of devices, but there are no current plans to support this new water shader on Android.
-    * They also work with a mouse if you are playing with a mouse and keyboard. Make sure to tap on the icon, not the text; the tappable area is tight, but we'll look to improve this in the future.+
  
 ===== Improvements & bug fixes: ===== ===== Improvements & bug fixes: =====
  
-  * Fix: Conversation with Bates displays the wrong speaker name [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/203|T#203]]. +  * **Joe ability adjustments:** 
-  * Fix: Game crash in Gallery when playing certain Bax animations in sequence loop mode [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/212|T#212]]. +    * Buffed Joe's Crescent Moon: 
-  * Fix: Potential null reference exception when Bax is Awakened.+      * Added Red's crescent wind VFX. 
 +      * Increased hitbox range (1.5 ➜ 2 diameter). 
 +      * Slightly more damage (15 ➜ 20 HP). 
 +      * Tiny bit more knockback (1 ➜ 1.25 force/distance). 
 +      * Maintain character momentum during the attack (whether on the ground or in the air). 
 +    * Reduced Joe's Butt Stomp poise damage (10 ➜ 5 Poise). Regular HP damage remains the same (20 HP). 
 +  * Knockback calculation adjustment: 
 +    * Knockback now relies upon the attacker's position as the position to be knocked back from whenever the attack is joined to the attacker (e.g. punches). Detached attacks (e.g. projectiles) still use the hit position as the position to be knocked back from. This fixes an issue where punching very close to an enemy (such as a Daku) would propel them toward Joe rather than away from Joe. 
 +  * **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. 
 +      * **Note** that this also means Joe now needs to jump sooner when stepping off a ledge to prevent falling! 
 +    * 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/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. 
 +  * **Fix for Bates bugs [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/211|T#211]] & [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/260|T#260]].** 
 +  * Credits Update: 
 +    * Updated asset credits. 
 +    * [[https://f.ff-f.co/oshc|Patreon & Substar Credits Update~]] 
 +  * **Unity 2022 upgrade:** 
 +    * Upgraded Unity from 2021.3.45f2 to 2022.3.62f3 (LTS). 
 +  * Rewired (controller support) upgrade: 
 +    * Upgraded Rewired from Version 1.1.60.2.U2021 to Version 1.1.62.7 - March 23, 2026 (Unity 2022). 
 +  * 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: 
 +      * 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://github.com/FullFrontalFrog/OhSoHeroTracker/issues/258|T#258]] & [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/259|T#259]]. 
 +    * 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 [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/261|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!   * And even more fixes that are too trivial to list!
  
 ===== Known issues: ===== ===== Known issues: =====
  
-  * Skip Cutscene Prompt Text Glitch [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/213|T#213]] (a fix is already prepared for the next version). +  * **[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/272|T#272]]: Some Mac Intel May Not Work / Water Shader** 
-  * There are a couple reports of issues with the HUD during the Bates battle. We're still collating data about these issues, but we'll try to have them fixed in the next version.+  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/262|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). 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/263|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. 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/264|T#264]]: Damage numbers sometimes jiggle slightly after they land (often during throws). 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/265|T#265]]: Black transition overlay and Pause menu issue 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/266|T#266]]: One-way collision fall-through issues 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/267|T#267]]: Pausing game reset's Joe's momentum 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/268|T#268]]: Joe stuck in falling animation 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/269|T#269]]: Fall-through floor spot in Hiroto Dojo 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/270|T#270]]: Buggy Bates positioning 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/271|T#271]]: Bates stuck spinning when thrown down near edges of the battlefield 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/273|T#273]]: Joe's sprite is slightly darker than usual on Sheo Islands Beach due to a character light source being disabled. 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/274|T#274]]: Forced Game Over upon getting double grabbed frame 1 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/276|T#276]]: Higher jump on springs 
 +  * //[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/275|T#275]] (Unity Editor Only): Lood City Park Water Reflections Are Buggy//
   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]
- 
-===== Other notes: ===== 
- 
-  * Animations that have been removed or replaced with updated versions (e.g. Joe, Bryce) may reappear in the Gallery in a future update as "legacy" animations. 
  
 ---- ----
  
-====== Oh So Hero! v1.03.001 Bug Fix Build ======+====== Oh So Hero! v1.11.000 Beta Build ======
  
-2025-07-06+2026-04-15
  
 ===== Summary: ===== ===== Summary: =====
  
-This is the third bug fix release following our launch of Act 1. Aside from these fixes, we are continuing our work on localization and updated animations. Please see our recent [[https://www.patreon.com/posts/132169321|development preview]] for details. Going forward, we will return to our schedule of one build per month, but each build will come with more updates!+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: ===== ===== New features: =====
  
-  * A new piece of environmental art, a street art mural, now adorns the section of Lood City W. Ave. near Octo's Sushi Place, exactly where the enemy gauntlet is located for this area.+  * New Options Screen UX //(added between v1.10.000 & v1.10.044 [internal localization build])// 
 +    * This is not a full redesign. I just wanted to move some things around to make the description easier to read, which is important in English and other languages, as well as playing on Android and Steam Deck. This is just one part of many changes I made to accommodate the 13 additional languages we plan to add! (I'd like to give you all a preview of the localization work next month.) 
 +    * Android note: It's currently difficult to tap on the value selection arrows ("<" and ">"). I've already prepared a fix for the next version, v1.12! 
 +  * New desktop mouse cursor visibility option 
 +    * Hidden During Gameplay (old/default) 
 +    * Visible When Paused (new) [shows the mouse cursor on the pause menu] 
 +    * Let me know what you think. Is this working correctly? Any other mouse cursor option you want to see here? =}
  
 ===== Improvements & bug fixes: ===== ===== Improvements & bug fixes: =====
  
-  * **Another possible fix for Bates Encounter Lock-Up [[http://github.com/FullFrontalFrog/OhSoHeroTracker/issues/184|T#184]].** +  * Done between v1.10.000 & v1.10.044: 
-    * By manipulating save data in a particular manner, we were able to reproduce the bug //and// create a fix for it. We are unsure if there are other causes for this bug, but will be monitoring reports and taking action as needed. +    * Fix: [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/6|T#6]] Rapidly switching between levels causes complete control lock-up. 
-  * Possible fix for issue where defeating Bates is not triggering his defeat cutscene [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/211|T#211]]. +    * Fix: HP bars are now hidden for enemies entering a multigrab. 
-    * While we were not able to reproduce this bug, our fix for T#184 may mitigate this. Please [[Full.Frontal.Frog@gmail.com|email us]] [[error logs]] and [[save data]] if you are still experiencing this bug! +    * Fonts are updated and text has been adjusted game-wide. 
-  * ANDROID ONLY: We have disabled the prototype/private build disclaimer screens that are shown when starting the game [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/210|T#210]]. +    * Added input glyph to Joe knocked out message: ["Press (A) to Continue"] 
-  * When starting a new game and viewing the intro cutscene (pre-game story) Joe will not be controllable, so pressing buttons will not create sound effects of Joe punching or performing other actions [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/158|T#158]]. +  * Done between v1.10.044 & v1.11.000: 
-  * When viewing animations in the gallery, the entity (character or environment) name atop the animation menu is now properly formatted (e.g., "Lono'e" instead of "Lonoe") [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/167|T#167]].+    * 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: =====
  
 +  * **Bates lockups:**
 +    * **The game may freeze (soft-lock) after beating Bates.**
 +    * **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/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.
   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]
- 
-===== Other notes: ===== 
- 
-  * ANDROID ONLY: We have disabled the test controls (debug controls) as was done for the builds of other platforms upon the launch of Act 1. Since these controls require a keyboard, it's unlikely to be noticed. We will evaluate new means to provide debug controls for players of all platforms in the future. 
  
 ---- ----
  
-====== Oh So Hero! v1.02.000 Bug Fix Build ======+====== Oh So Hero! v1.10.000 Throw Moves ======
  
-2025-06-17+2026-02-15
  
 ===== Summary: ===== ===== Summary: =====
  
-This is another bug fix release. We hope this helps those of you who have had trouble running the game. Beyond that, we've been progressing on improvements and new features internally. This stuff's not ready to go live just yet, but I hope we can present some of it to you before the end of the month!+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!//
  
-===== Improvements & bug fixes: =====+===== New features: =====
  
-  * **Fix save files** - Fix [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/204|T#204]] / [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/196|T#196]] (save file upgrade) ++ +  * **Joe's Throw Moves!** (Now out of beta~) 
-    * Fix upgrading the save file from a very old version (most likely Pre Edition II). +    * Throw DOWNED ENEMIES and CRATES in one of multiple directions: DOWN or to either SIDE! 
-    * Any save file that encounters an error while being read will now display its gameplay duration as "ERROR" instead of "NEW". +    * Hold down the Tactical Stance button and press Down to Down Throw, or Left/Right to Side Throw. 
-  * **Possible fix for Bates Encounter Lock-Up** [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/184|T#184]] +      * Tactical Stance defaults to R1/RB on a controller, or F on the keyboard. 
-    * Although we have not been able to replicate this bug, we've changed the way the code is structured and addressed potential problem points in hopes that this will solve the problem for those experiencing it. +      * //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. 
-===== Known issues: ===== +      * //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. 
-  * Bugged dialogue with Lin after defeating Bates [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/208|T#208]] +    * Thrown enemies now collide with solid objects and enemy blockers (invisible barriers) such as the enemy gauntlet boundaries. 
-  * Ninja Clan attack sounds play if Joe crosses the line while invincible [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/209|T#209]] +    * The Tactical Stance button has been added to Android Touch Controls (needed for Throw Moves). 
-  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]] +    * Some other fixes and minor improvements have been made to Joe's Throw Moves since beta. 
- +  * New Animations 
-===== Other notes: ===== +    * Ryuta has a new idle animation (by Arty & Red). 
- +    * O'Deere & Signal have new walking animations (by Red) that play when these enemies move into position to voyeur while Joe is engaged in sex with another character. 
-  * **STEAM ONLY (.001):** It has been reported that the Steam version of the game is not properly showing the PlayStation button glyphs when using a DualShock or DualSense controller, even though we have built-in support for this that works properly on non-Steam builds. We have adjusted the **Steam Input** settings in an attempt to fix this. Please let us know in the Steam discussion boards if you experience any problems. +  * Trailer Mode 
-  * We're continuing to make progress on localization. You may notice a Language setting in the Options menu. Currently "English -US-" is the only option available for this, so don't get too excited just yet! We'll make sure to let you know whenever a new language becomes available~ +    * 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.//
-====== Oh So Hero! v1.01.000 Bug Fix Build ====== +
- +
-2025-05-31 +
- +
-===== Summary: ===== +
- +
-This is a bug fix release. We'll have more fixes and improvements in a couple weeks! See our upcoming post for more details.+
  
 ===== Improvements & bug fixes: ===== ===== Improvements & bug fixes: =====
  
-  * **Fix Bates animation tracking** [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/197|T#197]] +  * **Downed Enemy Glow** 
-    * Set the "Bates_Joe_PSP2" animation (the late-phase Joe-initiated primary sex animation) as recordable (unlockable) so it can be marked as played and viewed in the Gallery without having to defeat Bates first. +    * Enemies that have been knocked down but have HP remaining (Downed state) are now outlined with a yellow glow. This is useful for multiple reasons: 
-    * **STEAM ONLY (.001):** All Bates-related cutscene animations are now unlocked upon defeating Bates so you don't have to sit through all the cutscenes to get the "I've Seen Everything" achievement. +    * 1. It indicates you can **throw** this opponent (down or to the side). 
-    * **STEAM ONLY (.001):** If you're coming from v1.00 and have already defeated Bates but have not gotten the "I've Seen Everything" achievement because you have not lost to Bates, simply load the game, then travel to a new area to save (Tip: Brask's Lazurlite Mirror doubles as a manual save feature!). The achievement should then unlock automatically!+    * 2. It indicates you can have **sex** with this opponent to get **loot gems**. 
 +      * //By contrast, sex with a KO'ed (stars VFX) opponent grants no loot gems.// 
 +    * 3. The glow oscillates and fades based on the downed time, providing a **visual timer** for when the opponent will get back up! 
 +  * Enemy Gauntlets 
 +    * Enemies that are spawned inside a gauntlet and manage to escape through collision foolery are instantly knocked out to prevent soft locks. 
 +      * //There is a known issue where this sometimes doesn't happen ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/254|T#254]]).// 
 +  * **Gallery** 
 +    * Added a lock icon to gallery entries that are unlocked at 100% gallery completion (Brask's Palace is the only one at this time). 
 +    * Added entity completion stars next to gallery entity names. 
 +      * A solid star (★) means all animations are unlocked for an entity. 
 +      * A hollow star (☆) means some animations are unlocked for an entity. 
 +      * A question mark (?) means no animations are unlocked for an entity. 
 +      * And as mentioned above, a lock icon means it is unlocked at 100% gallery completion. 
 +  * Various Fixes 
 +    * **Fix: Second interaction with certain characters will freeze the game [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/247|T#247]].** 
 +    * Fix: Act 1 End Credits softlock the game [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/245|T#245]]/[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/230|T#230]]/[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/216|T#216]]. 
 +    * Fix: Enemies should voyeur if Joe has NSP #1360. 
 +    * Fix: Excessive box breaking sounds in Sheo Islands Beach [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/155|T#155]]. 
 +    * Fixed colliders around the alien ship in Sheo Islands Beach. 
 +    * Made minor text changes in preparation for game localization. 
 +  * And even more fixes that are too trivial to list!
  
 ===== Known issues: ===== ===== Known issues: =====
  
 +  * Joe attempts to throw KO-ed enemy [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/249|T#249]].
 +  * Throwing crates at swooned/KOed enemies moves them [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/250|T#250]].
 +  * Incorrect movement of Amaru body on the crane [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/251|T#251]].
 +  * Speech bubble graphic bug on ultra widescreen (21:9) [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/252|T#252]].
 +  * Behind O'Tary at Hiroto Dojo Secret Basement [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/253|T#253]].
 +  * Enemies can escape slightly outside gauntlets [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/254|T#254]].
 +  * Very short hops may glitch out Joe's animations [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/255|T#255]].
 +  * Sex with thrown KO'ed enemy grants loot gems [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/256|T#256]].
   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]
  
 ---- ----
  
-====== Oh So Hero! Act 1 (v1.00.000) ======+====== Oh So Hero! v1.09.002 ======
  
-2025-05-23+2026-01-15
  
 ===== Summary: ===== ===== Summary: =====
  
-This is our first official release build: **//Oh So Hero! Act 1//** - We're still quite determined to continue work with fixes and improvements, so I'll keep the fanfare light, but this is our most important milestone yet! We'll return to our development previews next month, but for now, enjoy our work and stay tuned for updates! Cheers, Ribbit~+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: ===== ===== New features: =====
  
-  * **New NPC: Myriad!** +  * **Joe's Throw Moves! [IN BETA]** 
-    * You can find him in Lood City West Avenue! (And yes, he has a sex animation~) +    * This is the "Additional Feature" we mentioned in previous dev previews~ 
-  * Low Health Indicator +    * //**Beta Throw Moves must be enabled in the General Gameplay Options before use!**// 
-    * When HP is 45 or less, a sound effect will play and the health bar will become a reddish color. (The SFX plays only once per occurrence. No repetitive sounds!)+    * HOW TO USE: **Tactical Stance** button (F/R1/RB) plus **Down** Direction (**Down Throw**) or **Left ///// Right** (**Side Throw**) on a **downed enemy** (with remaining HP) or an **Isadora crate**. 
 +    * There is currently no touch control implementation for **Android**. 
 +    * Can't rethrow a thrown enemy until they get back up (by design). 
 +    * **This throw feature is incomplete.** Currently, enemies can be thrown through walls/barriers. **Use at your own risk!**
  
 ===== Improvements & bug fixes: ===== ===== Improvements & bug fixes: =====
  
-  * Updated Credits! +  * Gamepad controller input glyphs will take precedence over keyboard input glyphs when both input methods are available. 
-  * **Updated Kaylee & Joe's sex animation!** +  * Potential improvements for certain controllers unknown by Rewired (input framework). 
-  * Two items have been renamed: +  * Fix: Incorrect threesomes during gauntlets [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/186|T#186]]. 
-    * Max HP Up -> Essence of Vitality +  * Fix: Bates may get knocked off screen [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/207|T#207]]. 
-    * Max SP Up -> Essence of Vim +  * Fix: 8BitDo Controller requires manual config on Mac [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/229|T#229]]. 
-  * Added a new background NPC to Lood City West Avenue, and adjusted positioning of background NPCs there and in Lood City Park. +  * Fix: Bates spamming flame shield at the edge of the screen [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/231|T#231]]. 
-  * Updated the Lood City Park under construction sign text and hid the sign unless Bates is swooned (victory cutscene is finished). +  * Fix: Speech bubbles are visible during modal dialogue #1100. 
-  * Adjusted some objects in the Hiroto Dojo east building for an easier experience.+  * 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: =====
  
-  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/195|Bryce]] (Southeast Beach NPC) has been removed from this build so that we can prepare quality improvements for his animations and re-add him in an upcoming build.+  * Second interaction with certain characters will freeze the game [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/247|T#247]].
   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]   * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]]
  
-===== Other notes: ===== 
- 
-  * If you are using a save file from a development version (pre-1.00), we recommend you start a fresh new save to play though without any issues! 
-  * Test controls have been disabled for this build. We will re-enable test controls on a future date when we return to patron/substar-only development builds. On that same note, the development and patron disclaimer screens have been disabled. 
-  * For Steam build: The "I've seen everything" Achievement is not unlockable due to Bates' game over intro animations not being recorded. 
- 
----- 
- 
-====== A Note About Version Numbers ====== 
- 
-Originally announced in the summary of the [[https://www.patreon.com/posts/121249622|v0.21.000 patron build]], we decided to accelerate the numbering within the version naming convention, so that the version we released for Act 1 launch would be v1.00. This makes things more clear and consistent with our new Act-based game structure, especially for new players. What that means is the change in game functionality from v0.24 to v1.00 is about the same as the change from v0.23 to v0.24. 
- 
-To see all the changes for older versions, please follow the links to the subpages, located at the top of the main page of the [[changelog]]. 
changelog.1765849555.txt.gz · Last modified: 2025/12/15 17:45 by francis