View difference between Paste ID: dMgSkUM4 and BZ0jTaAK
SHOW: | | - or go back to the newest paste.
1-
Dragon Quest Mobile Remasters Changelog (4/24/22) -- https://www.woodus.com/forums/topic/41243-dq4-dq8-mobile-remaster-mod
1+
Dragon Quest Mobile Remasters Changelog (5/30/22) -- 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
-Compatibility update for latest version added to Google Play (0.1.5)
17
​​​​​​
18
 
19
DQ8MR:​​
20
 
21
-Upscaled numerous textures and assets from Farebury to Pickham (0.0.1 - 0.0.3)
22
-Added the remaining orchestral music- soundtrack is now nearly entirely orchestral, aside from sfx/jingles (0.0.1 & 0.0.2)
23
-Upscaled and interpolated title screen and opening prerendered movie sequences (0.0.1)
24
-Set the prologue cutscene to play in landscape mode (0.0.2)
25
-Increased framerate from 15 to 50 fps (0.0.1)
26
-​​Increased the overall pacing of the game (0.0.1)
27
-Added the ability to reallocate skill points at any time (0.0.1)
28
-Small UI changes such as a slightly improved overworld map, improved scaling on damage number displays in battle, etc (0.0.1)
29
-Increased font boldness to slightly improve readability (0.0.1)
30
-Fixed the facial animations on the main characters (0.0.2)
31
-Upscaled textures for all areas from Red's House to Trodain and Sea Map (0.0.4)
32
-Lowered the base encounter rate by 30% (improves pacing & encourages world exploration) (0.0.4)
33
-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)
34
-Adjusted how speed was increased by the game --> reimplemented set_TimeScale() in UnityEngine.CoreModule.dll (0.0.4)
35
          --> 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)
36
-Added LZMA compression to reduce size of added assets (0.0.4)
37
-Upscaled textures from Seaview Church to Argonia (0.0.5)
38
-Upscaled Bang and Sizzle spells (0.0.5)
39
-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)
40
-Increase enemy item drop rates by 30% (0.0.5)
41
-Reduced cost of revival/treatment at church by 60% (deaths are much less punishing) (0.0.5)
42
-Upscaled textures from Neos, Dark Ruins, Arcadia to Herb Grotto (0.0.6)
43
-Upscaled Boom and Zap spells (0.0.6)
44
-Added BG_037, Act 2 overworld theme (0.0.6)
45
          --> 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.
46
-Upscaled textures from Pirate's Cove to Empycchu, Savella Cathedral to Purgatory Island (0.0.7)
47
-Enabled the use of Sabrecat mount on island of Empycchu (0.0.7)
48
-Buffed the Dream Blade, now has increased effectiveness against more enemy types (0.0.7)
49
-Added the Double-edged Sword to the Tryan Gully weapon shop (0.0.7)
50
-Added the Ruinous Shield to the item shop in Dark Empycchu (0.0.7)
51
-Buffed the Double-edged Sword (0.0.7)
52
-Buffed the Ruinous Shield (0.0.7)
53
     --> Both items are still cursed, making them very risky to use, but they now have at least situational utility.
54
-Replaced the uber double-edge with a more unique design (0.0.7)
55
-Added the Holy Moly Water to the item shop in Empycchu, and shady merchant in Argonia (0.0.7)
56
     --> AKA the "Super Holy Water", previously only available in JP as a New Year's bonus in the Dragon Quest Portal app. 
57
-Repels all monsters for a very large range.
58
-Added Double Bubble to the item shop in Savella Cathedral (0.0.7)
59
     --> Double bubble works identically to the way it does in the 3DS version
60
-Added Trodain Soldier Uniform to the item shop in West Trodain Church (0.0.7)
61
     --> This allows the main character to wear their "Trodain Guard" uniform, normally only seen in a few cutscenes
62
-Added Orichalcum to the item shop at Desert Chapel (0.0.7)
63
-Added Slime Crown to the item shop at Princess Minnie's Castle (0.0.7)
64
-Added Gold Nugget to the item shop in Orkutsk (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
65+
66
     --> Both should now have some utility for hunting metal slimes (as they do in the 3DS version), slightly improved usefulness elsewhere
67
-Upscaled textures from Tryan Gully and The Plateaus to the Black Citadel (0.0.8 )
68
-Increased the likelihood of rare and ultra-rare drops (0.0.8 )
69
-Slight buff to the Dragovian Sword & Dragovian King Sword -> more useful in postgame (0.0.8 )
70
-Buffed the Golden Axe -> still not recommended, but now has situational utility (0.0.8 )
71
-Fixed a bug with Yangus in the suspension bridge cutscene -- thanks to Devil#9291 on Discord for reporting the issue (0.0.8 )
72
-Empycchu Bow added to the Empycchu item shop (0.0.8 )
73
     --> Mythril Helm available in Dark Empycchu
74
-Added new optional equipment via new alchemy recipes (0.0.8 ):
75
	Metal King Greatsword = (Malleable Metal Blade) + (Heavy Sword) + (Rare Mineral)
76
	Soldier's Halberd = (Basic Axe) + (Basic Spear) + (Basic Ring)
77
	Soldier's Shield = (Strong Shield) + (Versatile Shield) + (Copper Weapon)
78
	Ultimate Shield = ("Best" shield) + (Large Shield) + (Rare Mineral)
79
-Improved the balancing on Metal King Greatsword, Empycchu Bow, and Golden Axe (0.0.9)
80
-Upscaled and interpolated ending prerendered cutscene & munchie cutscene (0.0.9)
81
-Upscaled textures for Dragovian Path, Dragovian Sanctuary, Heavenly Dais, and Restored Trodain (0.0.9)
82
-Upscaled Kaboom and Kasizzle spell effects (0.0.9)
83
-Buffed Thanatos Shield, Skull Ring, Skull Helm, Demon Whip (0.0.9)
84
     --> All items are still cursed, making them very risky to use, but they now have situational utility.
85
86
-Added voiceovers throughout the game (0.1.1)
87
          --> Both Japanese and English voiceovers are available, each contain over 4000 voice samples for cutscenes throughout the game
88
          --> 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"
89
                    --> 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