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Dragon Quest Mobile Remasters Changelog (4/24/22)

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Apr 24th, 2022
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  1. Dragon Quest Mobile Remasters Changelog (4/24/22) -- https://www.woodus.com/forums/topic/41243-dq4-dq8-mobile-remaster-mod
  2.  
  3. DQ4MR:
  4.  
  5. -Upscaled numerous textures and assets (0.0.1)
  6. -Replaced synthesized music with orchestral tracks- the tool I developed for this is available on FF6 forum (https://www.ff6hacking.com/forums/thread-3376-post-40627.html#pid40627) -- thanks much to those folks! (0.0.1)
  7. -Added some experimental font changes used for dialogue (may revert this depending on feedback) (0.0.1)
  8. ---> the goal is to have the most readable/accessible font with good aesthetics and spacing, one that helps reduce reader
  9. fatigue with all the text in a long JRPG
  10. -Slightly adjusted UI icons for better aesthetics (0.0.1)
  11. -Improved overall speed and performance by about 35% (0.1.2)
  12. -Increased the reference resolution for the overworld tiles (field, ocean, etc) (0.1.2)
  13. -Increased the size of character portraits in battle (0.1.2)
  14. -Increased performance by an additional 5% (0.1.3)
  15. -Additional adjustments to overworld tiles (0.1.3 & 0.1.4)
  16. ​​​​​​
  17.  
  18. DQ8MR:​​
  19.  
  20. -Upscaled numerous textures and assets from Farebury to Pickham (0.0.1 - 0.0.3)
  21. -Added the remaining orchestral music- soundtrack is now nearly entirely orchestral, aside from sfx/jingles (0.0.1 & 0.0.2)
  22. -Upscaled and interpolated title screen and opening prerendered movie sequences (0.0.1)
  23. -Set the prologue cutscene to play in landscape mode (0.0.2)
  24. -Increased framerate from 15 to 50 fps (0.0.1)
  25. -​​Increased the overall pacing of the game (0.0.1)
  26. -Added the ability to reallocate skill points at any time (0.0.1)
  27. -Small UI changes such as a slightly improved overworld map, improved scaling on damage number displays in battle, etc (0.0.1)
  28. -Increased font boldness to slightly improve readability (0.0.1)
  29. -Fixed the facial animations on the main characters (0.0.2)
  30. -Upscaled textures for all areas from Red's House to Trodain and Sea Map (0.0.4)
  31. -Lowered the base encounter rate by 30% (improves pacing & encourages world exploration) (0.0.4)
  32. -Increase the range of Holy Water (255 steps to 650), Holy Protection (255 steps to 450), Padfoot (255 steps to 300), and Super -Holy Water (255 steps to 1200 -- note that this mobile-exclusive item has not yet been added to shops but is planned) (0.0.4)
  33. -Adjusted how speed was increased by the game --> reimplemented set_TimeScale() in UnityEngine.CoreModule.dll (0.0.4)
  34. --> this fixed some minor camera quirks in battle (e.g. Slime Knight's "Jump Attack" now pans the camera all the way back to the character correctly)
  35. -Added LZMA compression to reduce size of added assets (0.0.4)
  36. -Upscaled textures from Seaview Church to Argonia (0.0.5)
  37. -Upscaled Bang and Sizzle spells (0.0.5)
  38. -Increased gold/exp gain from battles by 15% (helps offset lower encounter rate, not entirely but enough to improve pacing / reduce grinding without drastically altering gameplay) (0.0.5)
  39. -Increase enemy item drop rates by 30% (0.0.5)
  40. -Reduced cost of revival/treatment at church by 60% (deaths are much less punishing) (0.0.5)
  41. -Upscaled textures from Neos, Dark Ruins, Arcadia to Herb Grotto (0.0.6)
  42. -Upscaled Boom and Zap spells (0.0.6)
  43. -Added BG_037, Act 2 overworld theme (0.0.6)
  44. --> there are 2 overworld themes in DQ8, but they are very similar. The orchestral versions of BG_037 (i.e. Intl PS2 release) are identical to the Act 1 track whereas the midi versions (Intl mobile and 3DS releases) start at a different point. For this I re-mixed and re-arranged the 2005 orchestral track to start like the midi version. I may just replace this with the normal overworld track (like the Intl PS2 / JP 3DS version does) in a later release.
  45. -Upscaled textures from Pirate's Cove to Empycchu, Savella Cathedral to Purgatory Island (0.0.7)
  46. -Enabled the use of Sabrecat mount on island of Empycchu (0.0.7)
  47. -Buffed the Dream Blade, now has increased effectiveness against more enemy types (0.0.7)
  48. -Added the Double-edged Sword to the Tryan Gully weapon shop (0.0.7)
  49. -Added the Ruinous Shield to the item shop in Dark Empycchu (0.0.7)
  50. -Buffed the Double-edged Sword (0.0.7)
  51. -Buffed the Ruinous Shield (0.0.7)
  52. --> Both items are still cursed, making them very risky to use, but they now have at least situational utility.
  53. -Replaced the uber double-edge with a more unique design (0.0.7)
  54. -Added the Holy Moly Water to the item shop in Empycchu, and shady merchant in Argonia (0.0.7)
  55. --> AKA the "Super Holy Water", previously only available in JP as a New Year's bonus in the Dragon Quest Portal app.
  56. -Repels all monsters for a very large range.
  57. -Added Double Bubble to the item shop in Savella Cathedral (0.0.7)
  58. --> Double bubble works identically to the way it does in the 3DS version
  59. -Added Trodain Soldier Uniform to the item shop in West Trodain Church (0.0.7)
  60. --> This allows the main character to wear their "Trodain Guard" uniform, normally only seen in a few cutscenes
  61. -Added Orichalcum to the item shop at Desert Chapel (0.0.7)
  62. -Added Slime Crown to the item shop at Princess Minnie's Castle (0.0.7)
  63. -Added Gold Nugget to the item shop in Orkutsk (0.0.7)
  64. -Buffed Needle Shot and Needle Rain bow abilities (0.0.7)
  65. --> Both should now have some utility for hunting metal slimes (as they do in the 3DS version), slightly improved usefulness elsewhere
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