Skulls of the Shogun updated - we examine the improved Windows Phone visuals
Skulls of the Shogun will forever exist known to Windows Phone enthusiasts as the game that broke the Xbox release drought we went through earlier this year. Information technology as well happened to exist a fantastic game, despite a few crude edges here and there.
When we met up with one of the game'due south developers a few weeks agone, he promised that updates would soon exist coming to all three versions of the game: Windows Phone, XBLA, and Windows 7. At last those updates are upon us! Nosotros've got an exclusive screenshot comparison and visual breakdown of the revamped Windows Phone visuals, plus total change logs for all iii versions of Skulls of the Shogun.
Prettier than e'er?
Of all the fixes promised for Windows Phone, the most exciting was doubtless the higher resolution avails and fonts. Just watch the interview video one more than fourth dimension and yous can almost hear my saliva hitting the table when Borut teases the visual improvements. Now that the update is hither, we can put those improvements to the examination.
Pre-patch:
Postal service-patch:
The clearest improvement is the font used for the word Haunt; the text is far less jaggy than before. The coil in the top-right corner has been redrawn, slightly for the better. The various buttons similar Pause also seem to exist tweaked, but so slightly that I tin can't call them improved. More than noticeably, the white outline around the shrine is smaller, and the yellowish outline effectually the rice paddies got thinner.
The tutorial text that appears at the bottom of the screen in other shots remains somewhat aliased, only the edges of the voice bubble that surrounds that text are much smoother now. See below.
Pre-patch:
Post-patch:
Skulls looks better than e'er, but the differences are fairly subtle overall. It was always a well-drawn game, fifty-fifty if the visuals aren't quite as polish as Windows Telephone 7 is actually capable of. One change nosotros tin can't complain about is the game now displays multiplayer turns directly from the title screen at all times instead of burial the number of turns below the Versus menu. I notwithstanding wish for a proper Live tile as that would be wayyy better, but at least multiplayer turns are harder to overlook now.
Haven't tried Skulls of the Shogun however? First cheque out our detailed review. Then grab the version of your choice with these store links:
- Windows Telephone - $four.99
- Windows eight - $6.99
- Xbox 360 - $ten
Skulls of the Shogun version 1.ane release notes
Full general Fixes (all versions)
- Fixed a physics related crash where some units would stop existence able to motility would cause the game to crash.
- Fixed a crash where during the campaign in Murderous Moats, when summoning Oni in the 3rd section of the map (typically to endeavor and attack the blue full general) the game would crash.
- Fixed a problems where if you summoned an Oni on Wintertime iii and it got frozen, this would count confronting you as having one of your allies frozen.
- Fixed an issue with campaign maps that allowed players to roam costless (such every bit the centre of Fall i), if a unit was haunting when the script was triggered it would terminate the scene's progress.
- Fixed an issue with round number incrementing that would cause some golden skulls to non be awarded if chirapsia the level in exactly the number of rounds specified.
- Fixed an consequence with unit discoloration triggering Yuki's cutscene in Autumn 1 where unit colors could stay nighttime if this was triggered by killing the final enemy with a crow'southward Gust spell.
- Fixed a bug where the color of second or tertiary flags on a unit of measurement volition be grayed later a lot of play (powering upwardly units, playing new levels, powering up more units).
- Fixed an effect where rice paddy flames would go on displaying after rice paddy was burned/used up.
- Fixed a bug where winning a match by gusting the general would show the winning general every bit darkened during the end of level animation.
- Stock-still a bug where the particles behind the unit that denote it has been activated that plow would be the wrong team's color.
- Fixed a bug where the save message dialog text stays up later manually saving a game.
- Stock-still collision bugs in the Lion's Labyrinth (entrada), Chaos Canyon (campaign & MP), Finish of the Line (entrada)
- Fixed an issue where when trying to obtain the Summer two gold skull for killing enemy military camp with Oni requires expiry only, non all impairment. Now the Oni(s) only have to kill the units, you can attack to soften them upwards equally long as y'all don't impale them.
Touch interface Fixes –Windows Phone and Windows 8:
- Fixed double tap on marry while targeting an marry.
- Shrine information dialog box will now activate on double tap.
- Fixed issue where if yous activated a unit and then tapped a target, past cancelling the unit'southward motility it would exit the unit even so attempting to reach the same target.
- Double tapping spell bill of fare, summon carte du jour, and multi-action menus will now be ignored, and double tap in these menus will exist treated equally ii separate taps.
- More consistency has been added in bounding boxes for choosing spell menu, summon menu and multi-activity dialogs.
Windows Phone Just Fixes:
- Fix a rendering glitch on HTC 8S phones (most visible on the loading screen and on other screen borders).
- Increase the resolution of some art and fonts to look meliorate on Windows Phone 8 devices (with larger displays).
Windows viii But Fixes:
- Fixed a bug where the AI would play against itself in campaign style, if you signed out , the signing out process took very long, and you immediately entered another level (with the entrada map already loaded).
- Handle bear on position scaling correctly when a user changes the "Make Everything Bigger" in the command panel while the game is running.
Skulls Anywhere (all versions):
- Fixed crash that could happen when players discovered potions.
- Stock-still bug where demanded rice in Deadly Alliance will non show in buy menus until alliance is created.
- Fixed inconsistent controller rumble during replay.
- Fixed bug where MP achievements weren't being awarded when a player resigns
- Fixed bug where team based MP accomplishment were only being awarded to one teammate.
- Added retry dialog if turn send failed because of disconnect.
- Fixed bug where when player finishes a lucifer, the terminate of game stats screen would bear witness immediately.
- Made the game more than robust to cloud storage failures – if cloud storage of the async game failed or timed out, the game might non recognize that and allow players to continue, meaning the friction match would appear out of sync (because one histrion would load an older version of the friction match).
- Stock-still a issues where manually catastrophe the turn during the losing general'southward expiry animation would send two turns, causing the game to go out of sync.
Skulls Online (XBLA version):
- Stock-still a bug where in Ranked mode when replaying 2d match with the same player you lot received duplicate player entries.
- Removed requirement of two homo players remaining in match for ranked style MP leaderboard posting
- Fixed a bug where Match cannot exist completed if histrion leaves after dying.
- Removed exit prompt when player leaves Ranked game. If a actor left a ranked game game, a dialog would pop upward with an option to continue or exit which would encourage people to leave 3 & 4P ranked matches early on if 1 player left.
- Fixed bugs where cleansing shrine damage and thorn impairment would not sync 100% correctly when playing long matches on MP levels.
- Fixed a couple bugs where matches would auto-win when starting (in some cases if your final match had been a team lucifer and then going to a two player lucifer against the aforementioned person, and if the mid-game options alter screen could accidentally be left on team fashion for a ii actor match).
- Fixed a problems where monk spawning could go out of sync after many units were spawned, on long matches.
- Fixed a bug where harm could desync when attacking an Oni within his counterattack range, on water ice.
Enhancements (all versions):
- Reduced overall difficulty of the Casual setting.
- Added Load Game button at the Campaign Game Over screen to make it easier for players to bound straight to an autosave or checkpoint save. Besides made the go on option a specific button (A) instead of any push, since now multiple buttons are needed.
- Added additional time limits for local multiplayer and Skulls Online: Added xc second & two minute round time limits to local multiplayer and Xbox Skulls Online realtime play
- Added playable game count to versus choice on main carte du jour. Previously the game count (showing playable games) would be added to Skulls Anywhere carte du jour label nether Versus. At present it is *besides* added to the Versus characterization on the main bill of fare so players volition accept another reminder of games to play.
All screenshots from updated Windows Phone version unless otherwise noted.
Thanks to TNT Judbud for the tip!
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Source: https://www.windowscentral.com/skulls-shogun-1st-update
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