A bit of an update since our last post – we’ve just put live a new version of the case 1 demo, which you get can here.
The list of changes since the initial release are as follows:
- Twilight’s voice during the Rarity interrogation has been fixed. Previously, the audio files had a bitrate of 48000 Hz but were being played back at 44100Hz, causing Twilight’s voice to be audibly lower in pitch than it should’ve been. The audio files now have the correct bitrate of 44100 Hz.
- Rarity’s voice has been toned down; she no longer speaks with THIS MUCH VOLUME WHEN ADDRESSING HER SUBJECTS.
- A POTENTIAL fix for the data folder issue has been implemented, although no promises are made – without local reproductions of the issue on our own computers, it’s impossible for us to know for sure. If not, we’ll keep at it.
- The launcher now opens a window before actually launching the game, during which several options can be selected:
- You can now choose between frame rate caps of 30, 60, and 120 FPS. Choosing a frame rate cap of 30 may improve performance a little for lower-end machines, while choosing a frame rate cap of 120 may improve quality a little for higher-end machines.
- In the event of an error during gameplay, you can now opt to save a log of the game’s status and command line output, which can be sent to us (well, to Dawn) in the hopes that it might provide us better insight regarding the cause of technical issues people are running into.
- Also included are options to account for hardware differences – you can now disable shared contexts and PBuffers. If you don’t know what those mean, don’t worry – in layman’s terms, they’re effectively optimizations to speed up loading and make the loading screen more responsive. That’s good, but they’re not supported by all machines, and although we’ve implemented logic that should account for a lack of support of these technologies, you can still opt to just turn them right off to see if that helps anything, if you’re running into technical problems. Let us know if turning these off does improve things – that’s valuable information for us.
- Finally, we’ve changed the fonts used in the game. We do this reluctantly, but after discovering potential legal issues with the ones that were previously in use, we’ve opted in order to ensure there will be no problem to change the fonts to ones that are guaranteed to be free for use. We’ve done our best to find as close an approximation of the fonts that were previously in use as we could. Try to take a bit to get used to the new fonts, and if after a while you still decide you don’t like them, let us know, and we’ll see what we can do about that.
This doesn’t fix EVERY issue that has been reported to us, of course – it only fixes the ones that were fixable in a brief period of time. Rest assured that we will be addressing all of it in due time.
Thanks to everyone so much for all your kind support and wonderful feedback thus far! You all are grade-A awesome.