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changelog [2026/08/15 16:56] – How to change the language francischangelog [2026/10/19 03:25] (current) – Oh So Hero! v1.14.007 Android Gallery Hotfix francis
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 **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]]** **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! v1.14.007 Android Gallery Hotfix ======
 +
 +2026-10-19
 +
 +**The Gallery has been fixed on Android! //[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/309|[T#309]]]//**
 +
 +Yes, the gallery is fixed~ For improved performance and consistency, I have also fixed specific related issues:
 +
 +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.
 +
 +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.
 +
 +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.
 +
 +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).
 +
 +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.
 +
 +All of these fixes will be available to all other platforms in v1.15.
 +
 +Thanks for your patience and I hope this new build works better! =}
 +
 +----
 +
 +====== Oh So Hero! v1.14.002 Multilingual Edition ======
 +
 +2026-10-15
 +
 +===== Summary: =====
 +
 +This is the fourteenth build following the release of Act 1. I'm calling this the **Multilingual Edition**! This is the finished version of last build'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: =====
 +
 +  * **Multilingual Edition - Localization Complete!**
 +    * //Oh So Hero!// Act 1 is now fully playable in **13 different languages!**
 +    * Since v1.13, **French** has been added, and all translations have been updated.
 +    * Localization team credits have been updated as well~
 +    * 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.
 +  * **New Vendor NPC: Buddy!**
 +    * Find him on the east side of Sheo Islands Beach for a free hotdog!
 +    * Buddy's hotdog purchase menu is enabled upon entering Treewish Forest; backfilled on existing saves based on reaching Southeast Beach or later teleporter.
 +    * No sex animation at this time, but we'll keep that possibility open for the future~
 +  * **New Animations!**
 +    * Added **Signal+Signal+Signal**+Joe and **Signal+Stier**+Joe Lood City West Avenue **Game Over** sex animations!
 +      * Unlock all Lood City West Avenue Game Over animations in the gallery when any one of them is viewed.
 +      * Existing gallery data is updated to provide this as well.
 +    * Added **New Idle Animations** for the following NPCs: Lago, Lance, Liath, Volte, Dan, Griff, Veene & Neem, and of course, Buddy.
 +  * **New Items!**
 +    * **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).
 +    * **Four Starting Items** - Joe begins the game with one of each of the following items. In addition to getting these in a new save file, existing (older) save files will also have these items added to Joe's inventory (one time only). These four items are:
 +      * **Platinum Orb** - One-time-use item granting you the offer to revive with full HP/SP after a knockout. Upon using the item, it is immediately consumed and the inventory is saved.
 +        * NOTE: There is currently no way to get another Orb in Act 1 without starting a new save file, so make it count by reserving it for a tough challenge such as Bates or Hiroto Dojo. (Or maybe you want to use it quickly so you can enjoy easy defeats~)
 +      * **Pillow Gloves** - Grants an optional skill to halve basic combo punch damage and double power move downed time (more time for you to reach and throw enemies).
 +      * **Party Horn** - Grants an optional **Double Enemies** skill where every enemy spawns with a doppelgänger, 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: =====
 +
 +  * **High Importance:**
 +    * **Fixed infinite spin when throwing Bates ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/271|T#271]]).**
 +    * **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]]).**
 +    * **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]]).**
 +      * 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.
 +    * 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]]).
 +      * NOTE: There are still some issues with disappearing enemies around a previously completed gauntlet that we hope to fix in an upcoming build.
 +  * Environmental:
 +    * Treewish Forest now has fish fountain statues near the first gauntlet!
 +    * Fixed some improper map cells and a slightly floating spring in the top-left corner of Treewish Forest.
 +    * Adjusted invisible walls and platforms in and around the Sheo Islands Beach gauntlet / alien spaceship ([[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/283|T#283]]).
 +    * Adjusted some alien technology VFX objects in Sheo Islands Beach.
 +  * Enemies:
 +    * Damaged and defeated enemies no longer fall through a jump-through platform they stand on.
 +    * Daku projectiles (or any applicable attack that creates an effect upon hitting a surface) now work properly even if the surface is a jump-through platform.
 +    * Both of these resolve [[https://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!
 +
 +===== Known issues: =====
 +
 +  * **[[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/303|T#303]]: Thrown Enemies Can Escape Gauntlets**
 +    * Enemies can be thrown out of Gauntlets with Joe's Down Throw and get stuck outside the boundaries of the gauntlet. We have a fix ready for the next version. If you get stuck or softlock, you can escape by using the Battle Gong or Lazurlite Mirror in your Inventory. For now, please avoid using the down throw in gauntlets. Sorry!
 +  * [[https://github.com/FullFrontalFrog/OhSoHeroTracker/issues/285|T#285]]: Softlock spot in Treewish Forest with Butt Stomp
 +  * [[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]]
 +
 +----
  
 ====== Oh So Hero! v1.13.000 ====== ====== Oh So Hero! v1.13.000 ======
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       * When Joe takes damage, red numbers appear.       * When Joe takes damage, red numbers appear.
       * When Joe deals damage, white 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. +    * 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.+      * 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]]).   * 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.   * 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.
changelog.1786838170.txt.gz · Last modified: 2026/08/15 16:56 by francis