changelog
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| changelog [2026/10/19 02:50] – francis | changelog [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]]**, | **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]]**, | ||
| + | |||
| + | ====== Oh So Hero! v1.14.007 Android Gallery Hotfix ====== | ||
| + | |||
| + | 2026-10-19 | ||
| + | |||
| + | **The Gallery has been fixed on Android! // | ||
| + | |||
| + | Yes, the gallery is fixed~ For improved performance and consistency, | ||
| + | |||
| + | 1. Improved quality of game over animations in Hiroto Dojo and Lood City West Avenue (both new animations). // | ||
| + | |||
| + | 2. Improved gameplay performance: | ||
| + | |||
| + | 3. Improved gallery performance: | ||
| + | |||
| + | 4. Improved high quality animation performance: | ||
| + | |||
| + | 5. Safe handling of gallery memory: Prevent crashing on some low-end devices by limiting animation memory use when device memory is too low. // | ||
| + | |||
| + | All of these fixes will be available to all other platforms in v1.15. | ||
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| + | Thanks for your patience and I hope this new build works better! =} | ||
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| + | ---- | ||
| + | |||
| + | ====== Oh So Hero! v1.14.002 Multilingual Edition ====== | ||
| + | |||
| + | 2026-10-15 | ||
| + | |||
| + | ===== Summary: ===== | ||
| + | |||
| + | This is the fourteenth build following the release of Act 1. I'm calling this the **Multilingual Edition**! This is the finished version of last build' | ||
| + | |||
| + | But it's actually more than that, because this also adds some important **difficulty-adjusting items**. Red and I discussed the game's difficulty on many occasions and we decided that the best course for now is to provide more options to the player in the form of items and skills that could modify the difficulty. So, we created five new items; four of which you will start the game with. We hope these items make the game more enjoyable and add more value to your experience on Aeter! | ||
| + | |||
| + | And of course we got **new animations** and a new vendor **NPC**, so give this update a look~ | ||
| + | |||
| + | Thanks for playing and supporting //Oh So Hero!// =} | ||
| + | |||
| + | ===== New features: ===== | ||
| + | |||
| + | * **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' | ||
| + | * 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. " | ||
| + | * **Four Starting Items** - Joe begins the game with one of each of the following items. In addition to getting these in a new save file, existing (older) save files will also have these items added to Joe's inventory (one time only). These four items are: | ||
| + | * **Platinum Orb** - One-time-use item granting you the offer to revive with full HP/SP after a knockout. Upon using the item, it is immediately consumed and the inventory is saved. | ||
| + | * NOTE: There is currently no way to get another Orb in Act 1 without starting a new save file, so make it count by reserving it for a tough challenge such as Bates or Hiroto Dojo. (Or maybe you want to use it quickly so you can enjoy easy defeats~) | ||
| + | * **Pillow Gloves** - Grants an optional skill to halve basic combo punch damage and double power move downed time (more time for you to reach and throw enemies). | ||
| + | * **Party Horn** - Grants an optional **Double Enemies** skill where every enemy spawns with a doppelgänger, | ||
| + | * NOTE: Upon turning this on, enemies already existing in the current environment will not be doubled until you leave the area or use the Battle Gong, because those enemies //have already been spawned//. Regardless, enemies spawned by a gauntlet spawner will always be doubled if the skill is on. | ||
| + | * **Battle Gong** - Infinite-use item allowing the player to reset all of the current environment' | ||
| + | * NOTE: Items with optional skills can be enabled in the Skills screen. You can navigate pages with up and down at the top or bottom item of the menu, and use left/right to enable or disable skills. This navigation will be improved upon in the next version to match the navigation used by the Inventory screen. | ||
| + | |||
| + | ===== Improvements & bug fixes: ===== | ||
| + | |||
| + | * **High Importance: | ||
| + | * **Fixed infinite spin when throwing Bates ([[https:// | ||
| + | * **Fixed Bates' enemy AI to prevent him from becoming frozen ([[https:// | ||
| + | * **Fixed Down Throwing Lono'e enemies in the lower area of Brask' | ||
| + | * NOTE: It is still possible for Lono' | ||
| + | * 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:// | ||
| + | * 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:// | ||
| + | * 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:// | ||
| + | * 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/ | ||
| + | * 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:// | ||
| + | * 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/ | ||
| + | * Proper "SEE YOU IN ACT 2" localization. | ||
| + | * HUD: | ||
| + | * Added visual feedback upon gaining HP/SP or decreasing LP. | ||
| + | * Audio: | ||
| + | * Fixed issue with sound effects becoming inaudible after a cutscene or fullscreen animation. This should also improve SFX volume in other instances due to improved management of FMOD audio listeners ([[https:// | ||
| + | * Collecting items now plays the item collect sound when they are obtained/ | ||
| + | * Using items in the Inventory now plays a distinct item use sound (Battle Gong, Lazurlite Mirror). | ||
| + | * Misc: | ||
| + | * Added "Made with Unity" attribution notice to the credits. | ||
| + | * And even more fixes that are too trivial to list! | ||
| + | |||
| + | ===== Known issues: ===== | ||
| + | |||
| + | * **[[https:// | ||
| + | * Enemies can be thrown out of Gauntlets with Joe's Down Throw and get stuck outside the boundaries of the gauntlet. We have a fix ready for the next version. If you get stuck or softlock, you can escape by using the Battle Gong or Lazurlite Mirror in your Inventory. For now, please avoid using the down throw in gauntlets. Sorry! | ||
| + | * [[https:// | ||
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| + | ---- | ||
| ====== Oh So Hero! v1.13.000 ====== | ====== Oh So Hero! v1.13.000 ====== | ||
changelog.1792403447.txt.gz · Last modified: 2026/10/19 02:50 by francis