Patch Notes #1 for Future Fragments


WARNING, SPOILERS AHEAD, SINCE YOU CAN'T SPOILER TEXT ON ITCH!

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Alright, so here's the first patch for the game, almost entirely centered on bugfixes and additional quality of life features!

We have a good number of cutscenes to add to the next patch which we plan to get done very soon, but we didn't want to add a ton of them alongside all the bugfixes and new features and end up breaking things and making it even harder to diagnose what went wrong.

This patch DOES have some new cutscenes though, including the one a lot of people have been waiting for; the one between the Ice Level and Electric Level that explains why Vie has the personality change they do.

Also, the patch is too big to put in a single post, so I'm gonna have to do it in two!

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HOW TO REFRESH/UPDATE TO THE NEW PATCH:

You'll need to download the new Future Fragments v1.0.1. zip file on Itch.

All your save files should transfer over without any additional work needed.

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Core Functionality:

  • Added small grace period where you are unable to shoot directly after finishing a cutscene (to prevent accidentally shooting the friendly NPC you just talked with)
  • Added quality of life feature where holding down X will let you skip past dialogue super quickly (so you don't have to mash X if you get stuck in a cutscene you just want to skip)
  • Made the game window freely resizable
  • Changed built-in screenshot functionality key to F11 for Steam build to avoid conflicting with Steam's screenshot function on F12

Save Slots:

  • Fixed bug where starting a new game would immediately overwrite the AUTO-SAVE slot
  • Fixed bug where Save Slot #9 specifically would not load correctly
  • Temporarily disabled Save Slot screenshot thumbnails due to them potentially causing issues on some systems when saving (reports of game freezing after saving)
  • Potentially Fixed bug where manually saving on the savepad would disable the "back"/"jump" button when playing with a controller

Golden Databanks:

  • Fixed bug where Gold Databanks would sometimes keep displaying as not collected (flashing) on the Mega Map, even after being collected
  • Fixed bug where the second Golden Databank on the Ice Level could leave the screen permanently white if you exited out of the databank at a specific point

Fire Level:

  • Changed P2M3 in the Volcanic Mines to avoid people getting stuck on the fan there

Ice Level:

  • Fixed issue where it was possible for a laser puzzle to save the wrong solution, potentially making further progress impossible
  • Fixed issue with snowball on ledge in P1M2 not always triggering
  • Fixed interactions and dialogue choices with Filadelfo V in P1M2
  • Fixed wrong name shown during Celodst Emperor defeat
  • Fixed ????? graphics during Wraith cutscene in P1M4
  • Fixed ????? name during Spartacus cutscene in P1M5
  • Fixed ????? name during return to Save Pad scenes

Electric Level:

  • Added Abandoned Bot Cutscene in P6M5 (missing voice for now)
  • Added ????? Cutscene before the level
  • Added ????? Cutscene when entering the level
  • Fixed issue where the 10th powerup on this level was not obtainable
  • Fixed Veteran Grunt dialogue and audio mismatch in P5M2
  • Fixed Faye scene in P2M2 considering you to have ignored her in P3M3, even after you've talked to her in P3M3
  • Removed bugged scene in P6M5

Earth Level:

  • Fixed issue with Ice Charged Shot not interacting correctly with the moving earth platforms 
  • Removed dev text in P5M4
  • Removed Vie appearance and unneeded "spawn scene" after defeating Mainframe

The End Level:

  • Added Realm Portal icons to the Mega Map to help with navigating around The End level
  • Added small placeholder line to WREN battle so players know what to do there, until full scene is added
  • Fixed bug where sometimes it was possible to collect all 9 Fragments, but it was still not possible to progress past "The Great Leap".
  • Fixed bug where Vie would follow you into The End level even if you had not collected all the Fragments, which made it impossible to get the "Bad" ending.    
  • Fixed bug where Health Orbs could only be picked up in the "Real" world/realm
  • Fixed Mega Map rendering issue on The End level where movable tiles would be rendered on top of the map highlighting, rather than below the highlighting as intended
  • Implemented missing achievement "Find and use all four Save Pads in this level."
  • Implemented missing achievement "Beat all 8 forms of enemies at least once."
  • Renamed level from outdated "Brane Maze" name to correctly be called "The End/Catacombs" on all in-game menus
  • Changed rooms 18 and 19 to link together to allow for smoother travel around map

Multiple Levels:

  • Added Timer-based help Cutscenes for all four In-Between Modules (missing voice for now)
  • Temporarily removed Faye Nodes in Uncharted Wildwoods and The End until next patch

Final Boss area: 

  • Added unique music track for the "Bad" ending.
  • Added small set of placeholder lines during Phase 2.5 intermission so Vie can clarify context of what's going on until we get finalized text in there
  • Fixed bug where the final boss fight could crash midway through on systems that can't run shaders
  • Fixed bug where the final boss fight would display the incorrect keybinding for certain prompts
  • Fixed bug where there were two Talias on screen at once during a cutscene sequence near the end of the game
  • Fixed bug in the Lab where a portal would be rendered partially below the large background prop
  • Removed all other placeholder text during True Final Boss Fight

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Comments

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what happened to "one left"?

(1 edit)

A significant number of cutscenes were re-written after realizing large continuity errors; additionally, a number of the already in cutscenses didn't function as intended when tested (as we were solely implementing them without testing), and needed new programming/setups.

So most of the work is already done, we just have to put them back in the game.