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 ====== Changelog / Release Notes ====== ====== Changelog / Release Notes ======
  
-**Older Versions:** **[[changelog v1.00 to v1.08|v1.00~08 (Act 1 - 2025)]]**, **[[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! v1.10.000 ======+====== 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: ===== 
 + 
 +  * **11 new languages! (Localization Preview)** 
 +    * 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~ 
 +    * 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! 
 +    * 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. 
 +  * New **idle** animation for **Korko!** (Watch him mix a drink at Smol Beach~) 
 + 
 +===== Improvements & bug fixes: ===== 
 + 
 +  * Audiovisual feedback for **low SP**. 
 +  * 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! 
 + 
 +===== Known issues: ===== 
 + 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/277|T#277]]: Speedup when graphic quality set to lower with vsync on 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/278|T#278]]: Flickering Torch outside Brask's Palace 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/279|T#279]]: Infinite voyeur cum state during sex animation on spring 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/280|T#280]]: Bates Just Quits (Softlock) 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/281|T#281]]: Conditional soft-lock in Brask's Jungle gauntlet 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/282|T#282]]: Enemies Get Launched too high in Brask's Jungle 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/283|T#283]]: First gauntlet can be skipped through a hidden one-way collision 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/284|T#284]]: Sliding under the boardwalk at Smol Beach causes Joe to stand up 
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues|All Known Issues]] 
 + 
 +---- 
 + 
 +====== 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://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. 
 + 
 +I previously announced v1.12 would be available last month, and I'm sorry for not delivering on that. We're now on a bi-monthly build release schedule since a lot of our work is taking more passes over QA and I'm still trying to wrap up localization. I expect the first build with localization will be available in August as v1.13, but I don't want to overpromise. Nevertheless, I'm getting back to localization this week, and Red is still full steam ahead on Act 2 development! Thank you all for your patience and support! =} 
 + 
 +===== New features: ===== 
 + 
 +  * **New Water Shader Preview** (Win/Mac/Linux only): 
 +    * 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. 
 +    * 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. 
 +    * 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** 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. 
 + 
 +===== Improvements & bug fixes: ===== 
 + 
 +  * **Joe ability adjustments:** 
 +    * Buffed Joe's Crescent Moon: 
 +      * 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! 
 + 
 +===== Known issues: ===== 
 + 
 +  * **[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/272|T#272]]: Some Mac Intel May Not Work / Water Shader** 
 +  * [[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]] 
 + 
 +---- 
 + 
 +====== Oh So Hero! v1.11.000 Beta Build ====== 
 + 
 +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 "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 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: ===== 
 + 
 +  * Done between v1.10.000 & v1.10.044: 
 +    * Fix: [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/6|T#6]] Rapidly switching between levels causes complete control lock-up. 
 +    * Fix: HP bars are now hidden for enemies entering a multigrab. 
 +    * Fonts are updated and text has been adjusted game-wide. 
 +    * Added input glyph to Joe knocked out message: ["Press (A) to Continue"
 +  * Done between v1.10.044 & v1.11.000: 
 +    * Fix: Map screen UI layering. 
 +    * Fix: Speech bubble positioning and layering. 
 +    * Fix: Area name waits for loading screen fade out. 
 +    * Fix: Pause menu cursor has corrected oscillation. 
 +    * Added extra logging around victory against Bates to help with the known issue. 
 +  * And even more fixes that are too trivial to list! 
 + 
 +===== Known issues: ===== 
 + 
 +  * **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]] 
 + 
 +---- 
 + 
 +====== Oh So Hero! v1.10.000 Throw Moves ======
  
 2026-02-15 2026-02-15
changelog.1771216943.txt.gz · Last modified: 2026/02/15 20:42 by francis