News
Hi there
All my games including TH is part of the Summer Sale.
https://store.steampowered.com/news/app/1508260/view/3320856891223160617
Also, I'm going to release the enhanced version of TH soon. (A test version first)
It will be a free update.
Here are some "release notes":
I worked about 9 months to get this done.
I'm using the latest Unity Editor now. It was a huge deal of work on this update.
The old version didn't work on most of the Radeon cards. (Unity/Radeon incompatibility issue)
Also, I'm using Visual Studio 2022 instead of 2017.
The game uses a new Antialiasing technique which is always present.
A few Java scripts had to be converted to C#.
The Unity Launcher panel is gone for good.
All legacy particle components had to be replaced by the modern one (Scenes, Placeables, Items, Spells - hundreds of them). This was an extremely long, complex and difficult job.
Combat pathing has been improved.
Cloth simulation had to be fixed (Caer Maed yard for instance)
Day/Night has been modernized. (Caused a lot of additional issues)
Many textures have been enhanced.
All NPC walking speeds have been adjusted to look more natural.
Lots of materials were tweaked (outlines for instance are gone for good)
A couple of materials have an emissive property to look like a light source.
In line with that, a couple of evil monsters' eyes are glowing now.
A few terrains lost their textures during import, they had to be fixed
Global Fog issues have been addressed throughout the game due to the Editor change.
Double Click on a save game slot works if you want to load a game.
Character position marker on map has a black rim now for better visibility.
A few scene objects were misplaced, now they are ok. If you find more, please let me know via e-mail.
A few typos have been corrected throughout the game.
A few navmesh obstacle and mesh collider components were missing here and there.
The walk anim of one of the golems has been replaced. He has a new light source too.
One of the interior ceilings has been raised a bit to allow more space for the combat camera.
Tons of duplicated floor tiles have been removed in the Sculptor's Dungeon.
Hundreds of objects, mostly inventory items, lost their subdivision component due to reimport. They had to be reapplied. This is one of the main reasons it's a pain in the neck to upgrade the editor.
The chance of getting an ailment is slightly lower.
Stat inheritance based on ID has been obsoleted. Related objects have unique IDs and stat files.
The field of view of a couple of cutscene cameras have been tweaked.
Some cutscene texts are more readable due to proper line breaks.
In 2 combat situations, the opponents have been significantly strengthened to match the player's real power.
Distance check before actions (talk, area change) was removed.
A few maps have been tweaked to cover slightly more area.
Water has been modernized throughout the game!
Characters are now making ripples if wading in water.
The power of sea waves isn't constant.
The Ghost Village has a new body of water.
The Tornbarrow Harbor has a new public well.
Eerie Wells now have a flickering lightsource.
Encris has a light source on his staff.
A reminder: In TH, 95% of mobs are using randomized equipment. This means every time you start a new game, the individual mob will be somewhat weaker or stronger. This feature makes the game much harder to balance.
---------
Now I'm going back to the Sequel…