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Dragon Quest VIII Mobile Remaster Changelog v0.0.1 - v0.2.9

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  1. Dragon Quest VIII Mobile Remaster Combined Changelog (v0.0.1 - v0.2.9)
  2.  
  3. https://www.romhacking.net/forum/index.php?msg=426869
  4.  
  5. ---------------------------------------------------------
  6.  
  7.  
  8. v0.0.1 (released 3/8/22) - v0.0.9 (released 5/25/22) :
  9.  
  10. -Upscaled numerous textures and assets from Farebury to Pickham (0.0.1 - 0.0.3)
  11. -Added the remaining orchestral music- soundtrack is now nearly entirely orchestral, aside from sfx/jingles (0.0.1 & 0.0.2)
  12. -Upscaled and interpolated title screen and opening prerendered movie sequences (0.0.1)
  13. -Set the prologue cutscene to play in landscape mode (0.0.2)
  14. -Increased framerate from 15 to 50 fps (0.0.1)
  15. -​​Increased the overall pacing of the game (0.0.1)
  16. -Added the ability to reallocate skill points at any time (0.0.1)
  17. -Small UI changes such as a slightly improved overworld map, improved scaling on damage number displays in battle, etc (0.0.1)
  18. -Increased font boldness to slightly improve readability (0.0.1)
  19. -Fixed the facial animations on the main characters (0.0.2)
  20. -Upscaled textures for all areas from Red's House to Trodain and Sea Map (0.0.4)
  21. -Lowered the base encounter rate by 30% (improves pacing & encourages world exploration) (0.0.4)
  22. -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)
  23. -Adjusted how speed was increased by the game --> reimplemented set_TimeScale() in UnityEngine.CoreModule.dll (0.0.4)
  24. --> 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)
  25. -Added LZMA compression to reduce size of added assets (0.0.4)
  26. -Upscaled textures from Seaview Church to Argonia (0.0.5)
  27. -Upscaled Bang and Sizzle spells (0.0.5)
  28. -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)
  29. -Increase enemy item drop rates by 30% (0.0.5)
  30. -Reduced cost of revival/treatment at church by 60% (deaths are much less punishing) (0.0.5)
  31. -Upscaled textures from Neos, Dark Ruins, Arcadia to Herb Grotto (0.0.6)
  32. -Upscaled Boom and Zap spells (0.0.6)
  33. -Added BG_037, Act 2 overworld theme (0.0.6)
  34. --> 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.
  35. -Upscaled textures from Pirate's Cove to Empycchu, Savella Cathedral to Purgatory Island (0.0.7)
  36. -Enabled the use of Sabrecat mount on island of Empycchu (0.0.7)
  37. -Buffed the Dream Blade, now has increased effectiveness against more enemy types (0.0.7)
  38. -Added the Double-edged Sword to the Tryan Gully weapon shop (0.0.7)
  39. -Added the Ruinous Shield to the item shop in Dark Empycchu (0.0.7)
  40. -Buffed the Double-edged Sword (0.0.7)
  41. -Buffed the Ruinous Shield (0.0.7)
  42. --> Both items are still cursed, making them very risky to use, but they now have at least situational utility.
  43. -Replaced the uber double-edge with a more unique design (0.0.7)
  44. -Added the Holy Moly Water to the item shop in Empycchu, and shady merchant in Argonia (0.0.7)
  45. --> AKA the "Super Holy Water", previously only available in JP as a New Year's bonus in the Dragon Quest Portal app.
  46. -Repels all monsters for a very large range.
  47. -Added Double Bubble to the item shop in Savella Cathedral (0.0.7)
  48. --> Double bubble works identically to the way it does in the 3DS version
  49. -Added Trodain Soldier Uniform to the item shop in West Trodain Church (0.0.7)
  50. --> This allows the main character to wear their "Trodain Guard" uniform, normally only seen in a few cutscenes
  51. -Added Orichalcum to the item shop at Desert Chapel (0.0.7)
  52. -Added Slime Crown to the item shop at Princess Minnie's Castle (0.0.7)
  53. -Added Gold Nugget to the item shop in Orkutsk (0.0.7)
  54. -Buffed Needle Shot and Needle Rain bow abilities (0.0.7)
  55. --> Both should now have some utility for hunting metal slimes (as they do in the 3DS version), slightly improved usefulness elsewhere
  56. -Upscaled textures from Tryan Gully and The Plateaus to the Black Citadel (0.0.8 )
  57. -Increased the likelihood of rare and ultra-rare drops (0.0.8 )
  58. -Slight buff to the Dragovian Sword & Dragovian King Sword -> more useful in postgame (0.0.8 )
  59. -Buffed the Golden Axe -> still not recommended, but now has situational utility (0.0.8 )
  60. -Fixed a bug with Yangus in the suspension bridge cutscene -- thanks to Devil#9291 on Discord for reporting the issue (0.0.8 )
  61. -Empycchu Bow added to the Empycchu item shop (0.0.8 )
  62. --> Mythril Helm available in Dark Empycchu
  63. -Added new optional equipment via new alchemy recipes (0.0.8 ):
  64. Metal King Greatsword = (Malleable Metal Blade) + (Heavy Sword) + (Rare Mineral)
  65. Soldier's Halberd = (Basic Axe) + (Basic Spear) + (Basic Ring)
  66. Soldier's Shield = (Strong Shield) + (Versatile Shield) + (Copper Weapon)
  67. Ultimate Shield = ("Best" shield) + (Large Shield) + (Rare Mineral)
  68. -Improved the balancing on Metal King Greatsword, Empycchu Bow, and Golden Axe (0.0.9)
  69. -Upscaled and interpolated ending prerendered cutscene & munchie cutscene (0.0.9)
  70. -Upscaled textures for Dragovian Path, Dragovian Sanctuary, Heavenly Dais, and Restored Trodain (0.0.9)
  71. -Upscaled Kaboom and Kasizzle spell effects (0.0.9)
  72. -Buffed Thanatos Shield, Skull Ring, Skull Helm, Demon Whip (0.0.9)
  73. --> All items are still cursed, making them very risky to use, but they now have situational utility.
  74.  
  75.  
  76. -----------------
  77.  
  78.  
  79. v0.1.1 (released 5/30/22) - v0.1.9 (released 2/7/23) :
  80.  
  81. -Added voiceovers throughout the game (0.1.1)
  82. --> Both Japanese and English voiceovers are available, each contain over 4000 voice samples for cutscenes throughout the game
  83. --> Switch languages (or disable voiceovers entirely) by tapping "Volume Settings" in the bottom left of the title screen menu (where you normally select a save file to load), then tap the speaker icon under "SFX Settings"
  84. --> Default setting is English (EN), tap once to change to Japanese (JP), tap again to disable voices (OFF), tap again to go back to English (EN), etc
  85. -Added PS2 version voiceovers as well (0.1.2)
  86. -Re-added higher-quality textures for bridge cutscene after further testing (disabled compression on bundle file, this seemed to consistently fix the issue reported prior to 0.0.8 ) (0.1.2)
  87. -Voiceover volume can now be changed with the SFX Volume slider in the main menu (0.1.2)
  88. -Voiceover settings can now also be toggled in-game (0.1.2)
  89. -Voiced dialogue is now skippable (0.1.3), notes below
  90.  
  91. --> Previously (0.1.1 & 0.1.2) input locking was enabled for VOs in order to avoid potential softlocks
  92. --> 0.1.3 now disables that by default, but it can be re-enabled in the 'Volume Settings' menu on the title screen
  93. --> Simply tap the SFX Volume '+' button several times
  94.  
  95. -Brains cutscene and Ancient Ship cutscene have been adjusted to prevent audio channel conflict if VOs are enabled (0.1.3)
  96. -Added missing PS2 voiceovers for a handful of cutscenes (0.1.3)
  97.  
  98. --> Both Japanese (3DS) and English (PS2 and 3DS) voiceovers are available, each contain over 4000 voice samples for cutscenes throughout the game -- that's ~12000 in total!
  99. --> Switch languages (or disable voiceovers entirely) by tapping "Volume Settings" in the bottom left of the title screen menu (where you normally select a save file to load), then tap the speaker icon under "SFX Settings"
  100. --> This can also be toggled by going into the in-game menu, tapping "(*) Settings" at the middle-right, and tapping either D-Pad option twice.
  101. --> Default setting is PS2 English (EN-PS2), tap once to change to 3DS English (EN-3DS), tap again to change to Japanese (JP), tap again to disable voices (OFF), tap again to go back to PS2 English (EN-PS2), etc
  102.  
  103.  
  104.  
  105. -Voiceover and non-essential cutscene files are now in "assets-media.zip", can be extracted to obb directory (0.1.4)
  106. -Added a secondary "backup" save bank (0.1.4)
  107. --> Starting with v0.1.4, the game now saves in 2 locations. The normal save bank (stored in /data and only accessible with root) and the backup save bank (stored in the obb directory).
  108. --> The saves from the secondary bank can be copied elsewhere in order to preserve them. If you want to restore them at a later time, you can copy them back.
  109. --> In order to load an older save copied to the obb directory, simply tap the "License" button on the title screen -> this will set the game to load saves from the secondary bank. Then, tap any save slot and the saves copied to the secondary bank should show instead.
  110. --> To repeat: whenever the game is saved, *both* banks are saved to. Copy saves out of the obb directory if you want to preserve them!
  111. -Autosaves are no longer deleted when selecting the "Return to Title Screen" option in-game (0.1.4)
  112. -Dragon Soul and (original) Pearly Gates restored (0.1.4)
  113. --> Dragon Soul can be used by obtaining the Dragovian Helm in postgame, and "using" it as an item in battle. Note that some effects are missing from this version.
  114. --> The uncensored (JP PS2) Pearly Gates can be used by obtaining the Templar Captain's Ring in lategame, and "using" it as an item in battle.
  115. -Buffed abilities: Crosscutter Throw, Toxic Dagger/Sword, Assassin's Stab / Sudden Death, Heart/Mind Breaker, Monster Masher / Devil Crusher, Gigathrow (0.1.4)
  116. -Small fix for the cutscene that plays after returning from the Dragon's Graveyard (0.1.4)
  117. -Ending prerendered cutscene no longer has an extra staff roll / unnecessary overlays (0.1.4)
  118. -Moved intro prerendered cutscenes into assets-media.zip, lowered size of main and patch obb's (0.1.5)
  119. -Adjusted assets-media and handling such that installation should be simpler (0.1.5)
  120. -Buffed abilities: Stainless/Steal Sickle, Wind Sickles, Thin Air, Grim/Grimmer Reaper (0.1.5)
  121. -Buffed weapons: Icicle Dirk, Blizzard Blade, Poison Needle, Demon Spear (0.1.5)
  122. -Lowered the MP cost of Firebird Throw and Gigathrow (0.1.5)
  123. -Adjusted Poison and Envenomation status effects to work more like modern DQ titles (0.1.5)
  124. -Added 4 new pieces of equipment via new alchemy recipes (0.1.5):
  125. ---> Minerva's Glaive = (Evil Spear) + (Flying Knife) + (Dark Wing)
  126. ---> Colossal Cleaver = (Heavy Scythe) + (Lunar Axe) + (Heavy Armor)
  127. ---> Axe-a-rang = (Combat Axe) + (Fire-like Boomerang) + (Sharp Boomerang)
  128. ---> Golden Shield = (Soldier's Shield) + (Golden Weapon)
  129. -Fixed a bug which could cause a black-screen softlock when loading assets in a few specific cases (0.1.6)
  130. -Made some small optimizations to the loading of external assets, such as voiceovers and prerendered cutscenes (0.1.6)
  131. -Small adjustments to: Demon Spear, Poison Needle, Axe-a-rang, Colossal Cleaver, Minerva's Glaive (0.1.7)
  132. -Small buffs to: Poison Moth Knife, Imp Knife (0.1.7)
  133. -Small buffs to Needle Shot/Rain abilities (0.1.7)
  134. -Fixed an oversight with Heart Breaker ability (0.1.7)
  135. -Classic Pearly Gates (restored in 0.1.4) now has unique attributes (0.1.7)
  136. -Staves now increase wisdom akin to newer DQ titles (0.1.7)
  137. -Added another 4 pieces of equipment via new alchemy recipes (0.1.7):
  138.  
  139. ---> Silly Club = (Plain Club) + (Red's Gift) + (Rare Mineral)
  140. ---> Medea's Staff = (Staff of Life) + (Princess' Headwear) + (Heavenly Ring)
  141. ---> Marcello's Rapier = (Fast Blade) + (Faster Blade) + (Divine Blade)
  142. ---> Nightblade = (Devilish Knife) + (Sleepy Sword) + (Dark Wing)
  143.  
  144. -Moved prerendered cutscene files from assets-media back into obb's in order to resolve occasional issue where some phones were not able to load movie files loose (0.1.8 )
  145. -Updated APK patch to make it compatible with new Google Play update on 1/29/23 (v0.1.9)
  146. ---> BIG thank you to Zukunftxd#5145 on Discord for letting me know about this! (And for providing necessary info to help make the "b" patch!)
  147.  
  148.  
  149. --------------------
  150.  
  151.  
  152. v0.2.1 (released 4/6/23) - v0.2.9 (released 10/19/23) :
  153.  
  154. -Added a special x86 optimized build (via patch) for those that want to run DQ8MR on PC (0.2.1)
  155. -Added an option to change framerate on the fly, with 4 options: 30fps, 40fps, 50fps (default), 60fps (0.2.1)
  156. ----> framerate can be changed in control settings by double tapping small circlepad
  157. ----> framerate can also be changed in title screen audio settings by tapping speaker icon below "Framerate"
  158. -Volume settings for both SFX and Music can be set to 0 via slider (0.2.1)
  159. -Added 3 additional save banks for a total of 12 readily available save slots (0.2.1)
  160. ----> The "license" button on the title screen has been changed to "Save Bank" to properly indicate its function
  161. ----> The "quick save" button has also been changed to "Save Bank"
  162. ----> Tapping the "Save Bank" button on either the title screen or in-game will change which save bank is set to be saved to (in-game) or loaded from (title screen)
  163. ----> When tapping the in-game "Save Bank" button, you will be prompted about changing the save bank. After selecting "No", then the quick save prompt will appear, so you can make a quick save.
  164. -"Save Bank" / "Quick Save" button is usable at all times (0.2.1)
  165. -Renamed some UI options on Title Screen to better reflect function: "Volume Settings" -> "Settings", "Music Settings" -> "Framerate", "SFX Settings" -> "Voiceovers" (0.2.1)
  166.  
  167. -The autosave slot and quick save slot are now always accessible on title screen (0.2.2)
  168. -Quicksaves and other saves no longer automatically delete the autosave slot (0.2.2)
  169. -Changed app name ("DQ8" -> "DQ8MR"), icon and artwork to better differentiate from the vanilla mobile version (0.2.2)
  170. -Addressed issue preventing voiceovers from playing when yes/no dialogues displayed (0.2.2)
  171. -The app will now display an error message on startup if the obb files are missing or misnamed (0.2.2)
  172. -The app will now display a warning message on startup if it detects a display refresh rate that is too high (0.2.2)
  173. -Slightly decreased apk size (0.2.2)
  174.  
  175. -Added a [b]New Game Plus[/b] option. Once the postgame is reached, church will ask whether you would like to create a NG+ save (0.2.3)
  176. -------> https://media.discordapp.net/attachments/948915144606515220/1100526080743448606/image.png
  177. -------> Answering "Yes" will allow you to create a new save which will start you at the beginning of the game with everything you have (experience, items, etc) carrying over.
  178. -----------> https://media.discordapp.net/attachments/948915144606515220/1100516022324305940/image.png
  179. -------> Answering "No" will create a regular save like normal.
  180. -Added a check for voiceover files when the voiceover toggle is selected in-game (0.2.3)
  181. -------> If VOs are not found, a message will be displayed with the path it checks for voiceovers.
  182. -Fixed a storage permissions issue preventing some Android 12+ devices from playing voiceovers (0.2.3)
  183. -------> Added an alternative loading location for these devices (~/Download/assets-media)
  184. !! HUGE thank you to TimsRetroSessions#8190 on Discord for helping to discover, troubleshoot, and solve this issue !!
  185.  
  186. -Added an auto-advance dialogue option (0.2.4)
  187. ------> This option will advance cutscenes naturally without waiting for input at every dialogue box
  188. ------> This is ON by default, but can be toggled OFF via the title screen or in-game settings menu
  189. ------> When the voiceover setting is first toggled, it will be asked whether auto-advance dialog should be disabled
  190. ------> (It will not ask again unless/until the settings screen is re-opened)
  191. -Slight adjustment to the in-game settings screen: after framerate or voiceover settings are toggled, the d-pad instructions are re-displayed (0.2.4)
  192. -Fixed a brief "head bob" animation glitch in a few cutscenes:
  193. ------> King Trode in Pickham bar, King Pavan in Queen Sasha cutscene, Marcello in interrogation room, Child Angelo in Riverside Chapel flashback
  194.  
  195. -Adjusted cutscene auto-advance timing to make it more consistent (0.2.5)
  196. -Fixed a bug related to voiceover input locking (0.2.5)
  197.  
  198. -Restored full Japanese (日本語) language support (0.2.6)
  199. -Added *partial Spanish (Español), German (Deutsch), and Italian language support (0.2.6)
  200. ------> In many cases, these will "fall back" to English where there is no directly matching translation data from the PS2 PAL release.
  201.  
  202. -New Game Plus mode will now reset certain world states (prevents issues that can block progress further into the game on an NG+ file, such as the ancient ship missing from the desert) (0.2.7)
  203. -Auto-advance now works with input-locked dialogues (auto-advance is more consistent) (0.2.7)
  204. -Fixed a possible race condition that could occur when user inputs at the same time as auto-advance triggering (0.2.7)
  205. -Adjusted the countdown timer on the 120hz warning screen at startup to be more accurate (0.2.7)
  206. -Fixed a rare bug that can occur when voiceover files are missing with an input-locked dialogue (0.2.7)
  207. ------> Big thank you to Ronaldo#2230 on Discord for reporting this issue.
  208.  
  209. -Added 2 new items via alchemy recipes: (0.2.8 )
  210.  
  211. -Medea's Dress = (Royal Robe) + (Water-Like Dress) + (Wise Robe)
  212. -Marcello's Uniform = (Ultimate Ring) + (Holy Uniform) + (Extremely Pure Water)
  213.  
  214. ^These 2 items will not only drastically alter character appearance and stats, but will also grant a special ability when used as an item in battle.
  215.  
  216. -Language support fixes: Chinese font (Simplified & Traditional), Party chat for "Partial Support" languages (Spanish, German, Italian), DQ8MR added items (applies to all non-English languages) (0.2.9)
  217. -All DQ8MR-specific settings ( save bank / voiceovers / framerate / dialogue advance ) will now save to a config file loaded at startup (0.2.9)
  218. -Dynamic Weather: Seasons will change throughout the course of the adventure and weather in certain areas will have a chance to change. If you backtrack to an earlier location, you may find it snowing or raining when it was previously always clear/sunny. (0.2.9)
  219. -Defensive actions (such as "Defend" and "Defending Champion") are buffed in battle via the application of a "parry" mechanic granting a small boost on a subsequent turn if the user takes damage. (0.2.9)
  220. -Level-Ups now restore a small amount of HP & MP (0.2.9)
  221. ----> Note: This does NOT work like either the PS2 version (no HP/MP restored on levelup) or 3DS version (max HP/MP restored on levelup)
  222. ----> HP restored = New Level , MP restored = New Level divided by 2
  223. ----> This makes backtracking slightly less necessary than in PS2, but not overcompensating like in 3DS as to allow the player to just "blast through" certain areas relying on levelups to heal along the way without regard for the situation.
  224. ----> This is also consistent and scales well throughout the game, regardless of level. Unlike some systems where HP/MP restoration is tied to max HP/MP gained per level.
  225. -Buffs to Fisticuffs skills: Knuckle Sandwich (reduced MP cost and increased effectiveness), Boulder Toss (increased overall effectiveness), Multifists (increased effectiveness), Thin Air (slightly weaker in early game, but scales better in late game with better potential), Stone's Throw (slight buff tied to strike/rock resistance), Harvest Moon (slight damage buff w/ greater potential depending on strike/rock resistance), Miracle Moon (same as Harvest Moon buffs, but greatly increased healing potential) (0.2.9)
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