PDA

View Full Version : [Thread Aspettando\Ufficiale] Ghost of a Tale


ulukaii
01-03-2018, 14:34
https://i.imgur.com/i89RZEt.jpg

Developer: SeithCG
Data Uscita: 13 marzo 2018
Piattaforme: GOG, Steam, Origin e console (PS4 e XOne, a seguire su Switch)
Engine: Unity Engine 5
Genere: Action-Adventure / Stealth / RPG / Fantasy
Lingue (sottotitoli): italiano, inglese, francese, tedesco, spagnolo, russo e cinese


Introduzione
Ghost of a Tale è un action-adventure con elementi RPG e stealth che ci immerge in un medioevo fantasy popolato da animali. La mente dietro al titolo è quella di Lionel "Seith" Gallat, animatore veterano di DreamWorks e Universal Studios che con la collaborazione di un piccolo gruppo di 4 amici ha dato il via al progetto circa 6 anni fa. Dopo una campagna di raccolta fondi su Indiegogo (https://www.indiegogo.com/projects/ghost-of-a-tale#/), nell'aprile del 2013, dove raccolse €48,700 (su un goal di €45,000), lo sviluppo è proseguito fino ad approdare con successo su Steam in early-access, nell'estate del 2016 (in seguito su GOG, Origin Access Basic e Xbox One store), con una piccola demo giocabile delle fasi iniziali dell'avventura, composta da alcune quest che mostrano le dinamiche alla base del gameplay e del lore.
La release definitiva è uscita a marzo 2018 su PC, piattaforma su cui il titolo è stato pensato, a seguire nel marzo 2019 su console (PS4/XOne) e in primavera 2020 è fissato il porting per Nintendo Switch.

https://i.imgur.com/0HUfbClt.jpg (https://imgur.com/0HUfbCl) https://i.imgur.com/B5Pu1PRt.jpg (https://imgur.com/B5Pu1PR) https://i.imgur.com/F5Cf42Ht.jpg (https://imgur.com/F5Cf42H)


Trama e Catatteristiche
Il protagonista di Ghost of a Tale è Tilo, un topolino che intraprende una coraggiosa avventura per liberare Marna, la sua amata, dalle grinfie dei ratti. Tilo non è un combattente, ma un menestrello, quindi dovrà ricorrere a tutta la sua astuzia, e spesso all'inganno, per affrontare i nemici e i pericoli lungo il suo cammino. Il cuore di Ghost of a Tale è l'infiltrazione, visto che il protagonista è praticamente inerme nei confronti dei suoi nemici, sebbene disponga di alcuni oggetti per poterli distrarre (o, in alcuni, casi mettere ko), ma sono i travestimenti giocano un ruolo chiave per la progressione dell'avventura. Il travestimento giusto permette di rapportarsi in modo differente con gli NPC, avere la loro fiducia e, persino, trasformare i nemici in alleati.
L'esplorazione dei segreti di Dwindling Heights Keep porterà Tilo a districarsi tra una 60na di missioni (tra attività secondarie e principali), con una durata complessiva che oscilla tra le 8-15 ore di gioco. Seith ha preso molta ispirazione da classici d'animazione quali Brisby e il segreto di NIMH (tratto dal racconto Mrs. Frisby and the Rats of NIMH di Robert C. O'Brien), Dark Crystal e Robin Hood della Disney, ma anche dalla serie letteraria Redwall di Brian Jacque.

https://i.imgur.com/Oz7GJHXt.jpg (https://imgur.com/Oz7GJHX) https://i.imgur.com/2gko34Rt.jpg (https://imgur.com/2gko34R) https://i.imgur.com/W4NxtXTt.jpg (https://imgur.com/W4NxtXT)

Video
Ghost of a Tale - Game Preview Initial Launch (https://youtu.be/gZRpi3s6m24)
Gamescom 2014 Trailer (https://youtu.be/AZIcZUUTv6M)
Release Trailer (https://youtu.be/tigso6GJtsY)


Articoli, Anteprime e Interviste
IGN Preview (it.ign.com/ghost-of-a-tale-xbox-one/128511/preview/ghost-of-a-tale-in-fuga-col-sorcio)


Links
Sito Ufficiale: https://www.ghostofatale.com/
Pagina PC Gaming Wiki: https://pcgamingwiki.com/wiki/Ghost_of_a_Tale



Spero che questo thread vi sia piaciuto e vi abbia fatto interessare a questo titolo.
Personalmente cercherò di tenere aggiornato questo thread per quanto possibile.
Se volete segnalarmi materiale da aggiungere o inesattezze non esitate contattarmi.



AVVISI agli Utenti
1) Se volete parlare della trama del gioco DOVETE, obbligatoriamente, usare il tasto SPOILER https://www.hwupgrade.it/forum/images_hwu/editor/quote.gif
2) È VIETATO parlare di pirateria informatica o fare riferimenti ad essa.



Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 (https://creativecommons.org/licenses/by-nc-sa/2.5/it/)

ulukaii
01-03-2018, 14:35
Salvataggi
%USERPROFILE%\Documents\My Games\Ghost of a Tale\

Darius_84
01-03-2018, 14:36
Lo ho in wlist dal suo primo approdo su steam in EA.
Pensavo fosse già uscita la release ufficiale a dire il vero, a quanto pare sbagliavo.

Seguo :)

ulukaii
01-03-2018, 14:40
L'uscita della versione definitiva del prossimo 13 marzo coinciderà con l'aumento di prezzo dagli attuali €19.99 a €24.99.

PS: il titolo è comunque ancora acquistabile sul sito ufficiale (widget HB) a €17.99 tenendo a mente che il minimo storico finora raggiunto è stato di €14.99 (su Humble Store) e 15.99 Steam/GOG.

ulukaii
14-03-2018, 11:32
Patch 6.30 changelog (http://steamcommunity.com/games/417290/announcements/detail/1665642606458246049)
Patch 6.31 changelog (http://steamcommunity.com/games/417290/announcements/detail/1665642606459660506)
Patch 6.32 changelog (http://steamcommunity.com/games/417290/announcements/detail/1665642606461438315)
Patch 6.33 changelog (http://steamcommunity.com/games/417290/announcements/detail/1665642606463822353)
Patch 6.34 changelog (http://steamcommunity.com/games/417290/announcements/detail/3507615017008472971)
Patch 6.35 changelog (http://steamcommunity.com/games/417290/announcements/detail/3507615017010643513)
Patch 6.36 changelog (http://steamcommunity.com/games/417290/announcements/detail/3507615017014578079)
Patch 6.37 changelog (http://steamcommunity.com/games/417290/announcements/detail/3507615017018753692)
Patch 6.39 changelog (http://steamcommunity.com/games/417290/announcements/detail/3507615017023284397):
Fixed:
- Textures resolution is reset to "Normal" after quitting and relaunching the game.
- Occasional crashes when saving with screen resolutions higher than HD (ie. 4K).
- Quest events issue when reloading the autosave just after Ravik's arrival.
- Brisances exploding in the final battle don't respawn after reloading a save.

ulukaii
19-03-2018, 16:32
Sono stati segnalati casi in cui Tilo rimane bloccato nascondendosi nel primo cassone (proprio a inizio partita). Si tratta di un problema con alcuni AV (falso positivo sul exe del gioco), come spiegato qui (http://steamcommunity.com/games/417290/announcements/detail/3507615017023284397):
we have heard of cases where Tilo cannot get out of the first chest after hiding in it (you can see the red paw icon in the lower right corner of the screen).

This is a clear indication that your antivirus (usually BitDefender) is forbidding the game to create save files. If this happens then please add Ghost of a Tale to the list of allowed applications.

ulukaii
24-03-2018, 18:14
6.5: Big release update (http://steamcommunity.com/games/417290/announcements/detail/1665643240481515344)
This is by far the biggest patch update (6.5) since the release of the game last week. It takes care of the vast majority of the remaining bugs. I won’t hide that it’s been a very intense period, with a lot of work and very little sleep.

In case some of you are wondering why those bugs were there to start with, the answer is simple (besides the fact that Ghost of a Tale is quite complex under the hood): a dozen persons testing the game on and off over a period of 2 months is simply no match for having thousands of people all starting to play at the same time. That being said, it's my fault of course.

When I realized what was happening it was obviously too late to say “whoops, sorry I’ll put it back in the fridge for moment”. The fact that most sounds didn’t play in the second half of the game furthermore gave the impression that it wasn’t finished. And that sucked.

Of course, 95% of the people who play Ghost of a Tale love it and that feels great. But I’m painfully aware that early adopters (including reviewers to this day) played with builds that were just not at the technical level they should have been. Which was particularly frustrating after an excellent run in early access.

Today, exactly 11 days after release, the game is what it should have been right from the start. So let this serve as an apology to the players who felt the game was not up to their technical standards when it launched, and an invitation to those who've been waiting to come and visit the world of Ghost of a Tale!

I can say at 95% that you won’t regret it.

Fixed:
- No ambient sounds playing in the catacombs, harbor, great hall and shore.
- Abrupt transitions between ambient sounds.
- Elevators (courtyard, baskets, bells, etc…) don’t play their sounds.
- Ravik’s arrival sequence (on the bridge) doesn’t play any sounds.
- Sounds during dialogs are sometimes too loud.
- Spiders don’t play their sounds.
- No sounds when climbing ladders.
- Several reverb zones are not kicking in.
- Gallworms don’t play their sounds.
- Pressure plates don’t play their sound.
- Pinecones don’t play their sounds (collapsing worm holes, etc…).
- All ambient sounds are turned off after quitting and relaunching the game.
- The rebel mice remain visible although the skiff has left the harbor.
- An invisible wall keeps Tilo from crossing the already-opened metal gate in the harbor near the crab’s pen (coming from the elevator).
- The commander is sometimes not visible in his office.
- It is possible to sleep in the commander’s bed.
- Rolo at the forge is not hammering and talks about weird unrelated stuff.
- The camera is too close to Tilo after reloading a save.
- Cases where reloading an autosave results in the camera remaining locked on the spot.
- Cases of invisible Ravik on the bridge.
- The Gusto & Fatale’s achievement is not triggered.
- The Lore Master achievement is not getting unlocked.
- The wrong map is shown after getting to the shore via the cave.
- Some map markers for items on the maps are wrong.
- The well key can sometimes get stuck in an unreachable place.
- The HUD is not properly restored after leaving photo mode.
- The guards in the harbor can chase Tilo beyond the harbor (and disappear).
- Some French characters are not properly displayed in the books UI.
- The grid ladder in the jail tower can sometimes get stuck (after reloading multiple times).
- Problems when reloading a save while the end sequence is still playing.
- Some trees on the shore are missing their colliders.
- Rare cases where Silas is awake instead of sleeping.
- Some missing colliders in the catacombs walls.
- Tilo can sprint and sneak while wearing the armor when launching the game and loading a save with the armor upgrade skill.
- Ambient music abruptly kicks in instead of fading in.
- Guards’ knocked out timer UI remains on screen after leaving the area of the guards.
- Shutters don’t play their sounds when Tilo opens them.

Changed:
- Added an option to hide the build number (in the lower right corner).

Fixed (SPOILERS):
- Getting Duinlan’s gilded armor: equipping it and then reloading a prior save left the items floating in space.
- Duinlan's sounds are missing.
- Skeletal rats on the shore don’t play their sounds.
- Final battle: Some skeletal rats walk on the spot.
- Final battle: Rolo sometimes runs on the spot.
- Final battle: If a brisance keg explodes in Tilo’s hands the brisance durability bar is visible after a reload.
- Final battle: your allies don’t play their sounds.
- Final battle: Tilo can get agro from unseen skeletal rats after the battle is won.
- Final battle: The green flame in the shore chest plays no sound.
- Final battle: The music is not playing.
- Final battle: All the skeletal rats attack your allies, leaving Tilo unbothered.
- Final battle: Rolo does not start at the right place after reloading a save.
- Final battle: Your allies remain in a fighting stance after the battle is over.
- The shore chest’s durability bar is visible after reloading a save.
- The skeletal rats are already resurrected (standing idle) after reloading a save where they should not yet be.
- Duinlan’s chest floats in the air after leaving the great hall and coming back.
- Tilo remains in “scared” stance after playing the final battle and reloading a previous save.
Although it should be fixed now, if you ever meet a framerate drop in the catacombs (just after talking to the squad leader) please call the game’s main menu, wait for 3 or 4 seconds and exit the main menu. That should fix it.

Regarding Chinese support: I’m still looking for a way to implement proper support for the font (character ranges are proving tricky). But it will happen eventually!

As always, thank you for your patience!

ulukaii
30-03-2018, 18:52
Patch Release 6.51 (http://steamcommunity.com/games/417290/announcements/detail/1664518066116621237)
Fixed:
- Last remaining case of invisible wall in the harbour.
- Rare case of the camera looking to the side of Tilo after reloading an autosave.
- Specific case where the camera is not at the right spot during the end sequence (happens only when playing with mouse/keyboard).
- Possible exploit with brisance right after the chest on the shore is open.
- Some cases where bees' nests can't be looted.
- Some cases where the HUD does not reappear after Tilo dies.
- Couple of sounds not playing (i.e. whistling in "Stop That Racket" quest, distillery elevator, skapp beetles at night).
- Couple of minor UI fixes (i.e. new item asterisk remains visible in inventory UI).
- One of the grain bags in the jail cannot be picked up.

Changed:
- The "Stack" skill now also works with candles taken from a container.
- Butterflies don't appear at night anymore.
- Some language-specific localization tweaks have been made to clarify a couple of points.

ulukaii
05-04-2018, 18:21
Patch Release 6.55 (http://steamcommunity.com/games/417290/announcements/detail/1663392709271842576)
Hello all! Here's patch update 6.55, which brings a few bug fixes (including for ultrawide resolutions) as well as full Chinese localization! :)

Fixed:
- UI: Show Build number preference is not properly recalled.
- UI: It is possible to call the inventory while the options menu is displayed.
- UI: Rare cases where a speech icon stays on screen even if the NPC is not visible anymore.
- Misc: Leeches detection counts as "detected by guards".
- Misc: One bag of grain is not pickable in the room next to the garden.
- Misc: There's a kill trigger on a step in a very specific location in the Great Hall.

Changed:
- Lighting: The torches' shadows "wobbling" movement is now less extreme.
- Misc: The camera black mask effects (when hiding) now work with ultrawide resolutions.
- Chinese is now officially supported (sorry it took so long)!

There's also a few collider (stairs) issues, light-leaking cases, and plenty of visual "holes" in the sets geometry which have been taken care of (thanks to your guys' help with pinpointing those!). Finally there were some specific cases where Tilo would freeze when picking up mushrooms which should now be resolved.

Enjoy!

ulukaii
16-04-2018, 08:52
Patch Release 6.60 (https://steamcommunity.com/gid/103582791455221406/announcements/detail/2520203349739480220)
Fixed:
- UI: Black screen remains after the end credits are finished rolling (when using gamepad).
- Misc: Possible framerate drop when entering the catacombs for the first time.
- Misc: The faraway surface of the lake can sometimes disappear when Tilo's in a precise location near the far tower.
- Misc: The sequence of knocking down a key to the floor + saving + dying + reloading can lead to said key not being pickable anymore.
- Misc: Specific exploit allowing Tilo to sprint and sneak while wearing the armor (sorry speedrunners!).

Changed:
- Memory requirement for the game has been lowered by almost 600Mb.

F5F9
16-04-2018, 13:48
si sa niente di un successivo capitolo?
ho finito da pochi giorni questa sorprendente meraviglia e spero di non dover aspettare, do per scontato che la saga continui visto che mi pare che il gioco abbia avuto il meritato successo

ulukaii
16-04-2018, 15:07
L'intenzione è quella di portare avanti le avventure di Tilo, ma per il momento è troppo presto per parlare del sequel. Attualmente, oltre al supporto per la versione PC, sta lavorando alla release su console (XOne/PS4) che è prevista per quest'anno, in base a come andrà, c'è la possibilità che possa uscire anche su Switch (ma in tal caso sarà un team esterno ad occuparsi del porting).

Quindi vedremo.

Darkless
16-04-2018, 15:17
Fra l'altro lui non è praticamente da solo a lavorarci ?

F5F9
16-04-2018, 15:21
OK, grazie
piccolo gioco meraviglioso che somiglia tutti ma anche a nessuno, fare qualcosa di inedito nel 2018 è un miracolo
e lo è anche inventare un protagonista così adorabile evitando la melensaggine
sono contento di averlo preso a prezzo pieno

ulukaii
16-04-2018, 15:22
Fra l'altro lui non è praticamente da solo a lavorarci ?
Diciamo di sì, ci sono degli amici con cui collabora e che lo hanno aiutato durante determinate fasi di sviluppo. Nel momento maggiore mi sembra avesse indicato che fossero in 12 persone, ma la maggior parte si occupava del testing per far saltar fuori le magagne.

_Tommaso_
16-04-2018, 18:25
OK, grazie
piccolo gioco meraviglioso che somiglia tutti ma anche a nessuno, fare qualcosa di inedito nel 2018 è un miracolo
e lo è anche inventare un protagonista così adorabile evitando la melensaggine
sono contento di averlo preso a prezzo pieno


Sottolineo e confermo tutto quanto scritto. L'ho apprezzato moltissimo, anche se non sono affatto amante di fetching quest, di cui è praticamente pieno.

F5F9
16-04-2018, 19:04
Sottolineo e confermo tutto quanto scritto. L'ho apprezzato moltissimo, anche se non sono affatto amante di fetching quest, di cui è praticamente pieno.più che altro è pieno di hidden objects, cosa che normalmente odio, infatti, dopo un po' di ore di backtraking, avevo addirittura pensato di abbandonalo
però, contemporaneamente, ho cominciato a capire che c'era una trama, magari non rivoluzionaria ma abbastanza consistente da essere seguita
e ben me ne incolse, da allora sono rimasto attaccato al monitor finché non l'ho sviscerato (abbastanza) profondamente

ulukaii
17-06-2018, 18:04
Patch Release 7.05 (https://steamcommunity.com/games/417290/announcements/detail/3427684366361322640)
Hello everyone! This is a patch release (v7.05) which fixes a couple of bugs and improves performance on the shore. You can now start a new game and change the language on the fly (without having to close and restart the app).

Textures have also been improved via better micro-detailing.

Basically after playing God of War I noticed they were using this technique very effectively (normal + albedo micro-textures), so I implemented it in the game. :)

Enjoy!

Fixed:
- Some UI dropdown menus don’t close (and reopen) properly.
- Some characters in German don’t show up.
- Some plates in the commissary float a little above the tables.
- Music volume is sometimes too loud after reloading a save.
- Rare issue with blowing up a brisance after it’s been hooked up.
- Some sectioning issues when climbing on the rampart’s crenelations.
- The sleeping rats’ colliders (in the barracks) are not active.
- The collider for the lid of the shore chest is missing.
- White (untextured) walls in catacombs corridor near the Great Hall.
- Bees nests erroneously appear as items in inventory.

Changed:
- Improved performance on the shore.
- Improved textures quality.
- You can now start a new game without having to close and reopen the app.
- Pressing the RB/LB in the Lore UI now loops categories.
- The new item marker “*” in the inventory now ignores consumables.
- You can now change the game’s language on the fly (without having to restart).
La patch pesa 768MB perché come indicato apporta un importante miglioramento nella resa delle textures (oltre ad una serie di fix) ecco uno Screen comparativo (https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25699998/a3fda6082f59111d9a12bdf396cbd5b8e81ce2af.jpg).

29Leonardo
17-06-2018, 18:19
Sottolineo e confermo tutto quanto scritto. L'ho apprezzato moltissimo, anche se non sono affatto amante di fetching quest, di cui è praticamente pieno.

più che altro è pieno di hidden objects, cosa che normalmente odio, infatti, dopo un po' di ore di backtraking, avevo addirittura pensato di abbandonalo
però, contemporaneamente, ho cominciato a capire che c'era una trama, magari non rivoluzionaria ma abbastanza consistente da essere seguita
e ben me ne incolse, da allora sono rimasto attaccato al monitor finché non l'ho sviscerato (abbastanza) profondamente

Perfetto depennato dalla wishlist :D

ulukaii
13-07-2018, 15:21
Patch Release 7.26 (https://steamcommunity.com/games/417290/announcements/detail/2630549702324275741) (1.7GB)
Hello everyone! Here's a new patch release which brings us to version 7.26. It's mostly a maintenance patch, although behind the scenes we've upgraded the game's engine itself (from Unity 5.5 to 2017.4). As a consequence, performance and visual quality have gotten a boost.

Most notably the lighting quality has been greatly improved. The sun's light and shadows now progress smoothly throughout the duration of the day. If you remember before it was advancing abruptly and remained static for 10 seconds, then quickly advanced again and stopped, etc...

Enjoy!

Fixed:
- A couple of holes in the sets geometry.
- Some set sectioning issues on the shore.
- Tilo’s hood can sometimes go through the top of his head.

Changed:
- Major upgrade of the engine.
- Optimization pass in preparation of console release.
- Added a new visual option for bloom.
- Light and shadows from the sun now move smoothly throughout the day.
- Sunsets and sunrises as well as the game's overall shadows quality have been improved.

ulukaii
27-07-2018, 10:40
Patch Release 7.33 (https://steamcommunity.com/games/417290/announcements/detail/1727579062920134016)
Fixed:
- Couple of typos in some dialogs.
- Invisible blocker in the harbourmaster’s office near the top of the stairs.
- The straw texture is not visible.
- Lore section categories (in Inventory UI) don’t react properly to being clicked upon.
- Tilo can change clothes in front of the gambler in the commissary (how rude!).
- The portcullis/main gate’s state doesn’t refresh properly when reloading a save.
- Rare case where the ladder in the rafters doesn’t refresh properly after reloading a save.
- Tilo can’t climb through the garden window while wearing the armour.
- The music heard when talking to the gambler is not the Rats' theme.
- Hornets’ nest (from the jail's chest) sound remains active after reloading a save.

ulukaii
07-09-2018, 14:00
Patch release 7.37 (https://steamcommunity.com/games/417290/announcements/detail/2680094378549303383)
Hi there! Here's a small corrective patch addressing a couple of bugs (including the clever exploit which allowed Tilo to stay longer up in the air while using the fire steel).

Fixed:
- Rats sometimes can’t enter the armory via the courtyard.
- Exploit with Tilo floating in the air while using the fire steel tool.
- Lots of little geometry gaps.
- A few items appear too dark when they’re in the shadows.
- Rats’ feet don’t quite touch the ground when climbing stairs.
- Couple of floating items.
- When failing the alembic quest and reloading a save, Tilo can’t fix all the leaks anymore.
- Rare case where the small chest past the rubble is not interactible after reloading a save.
- Corrupted letters (black squares) appearing in German texts.

F5F9
07-09-2018, 14:41
e sul secondo capitolo niente?

ulukaii
07-09-2018, 15:05
Ancora nulla che io sappia.

F5F9
07-09-2018, 15:08
Ancora nulla che io sappia.allora aspettiamo
lo aspetto perché di giochi non del tutto derivativi praticamente non ne escono più da tanto...

ulukaii
20-09-2018, 18:36
Patch release 7.43 (https://steamcommunity.com/games/417290/announcements/detail/1700562627606988937)
This corrective patch brings us to version 7.43 and fixes some small bugs which can occur in very specific conditions. It also takes care of a possible exploit at the end of the game involving casks of brisance.

Fixed:
- Tilo’s hood can sometimes have a weird rotation (over his chest).
- Exploit with pre-staged brisances at the end of the game.
- Edge case where time can occasionally get un-frozen when Tilo performs songs.
- Some mesh gaps in the courtyard.
- Dropping the water bucket on the skiff, saving and reloading can result in the bucket vanishing.
- Hitting the ESC key to cancel quitting the game can make the main menu unresponsive.
- German localization: The flower book’s first chapter spills over page 2.
- Rare case where guards can detect Tilo when he’s in a specific spot in the harbour's pen.
- Small distant section popping visually when getting out of the barracks.
- Rare case where the grid shortcut in the jail is not properly reinitialized.

ulukaii
18-10-2018, 14:06
Patch Release 7.45
Fixed:
- Texture stretching on some of the catacombs' walls.
- Some visual section toggling issues.
- Tilo's flower book remains stuck on the first page.
- One of the guards in the barracks doesn't go back to bed after being awoken.

ulukaii
18-01-2019, 13:56
Patch Release 7.91
Welcome to this special new patch for Ghost of a Tale!

In this one we’ve fixed quite a few things but also optimized the game even more (including the jail, commissary, etc.) in prevision for next month’s release on consoles. The photo mode has also gained the often requested focus distance control and we’ve added a couple of items for Tilo to wear.

But most importantly, this patch contains brand new character theme tracks composed by Mathieu. As previously indicated they have been recorded by the London Symphony Orchestra and they’re, simply put, amazing. But don't take my word for it and listen to the theme of Tam & Farrow here (https://youtu.be/QDpa12keCNM).

In the same vein, whenever you transition to a new area in-game you will be greeted by new music tracks to emphasize the location’s atmosphere. It’s one of the things players always wished there were more of in the game.

On a different topic, over the last few months we’ve watched a lot of play-throughs and we’ve seen that most players just hit the quicksave button whenever they hide. Which means many of them will only have ONE save to rollback to (namely the autosave) if they decide they made a wrong decision in a dialog or if they stumble upon an issue that prevents them from moving ahead in a quest.

In order to alleviate that, we’ve implemented a new rolling quicksave system comprised of 5 slots. In other words, when you hit the quicksave button, the save will get created in the next available quicksave slot, looping from number 5 back to number 1. That way, you’ll always have 5 quicksaves available for you to roll back to.

We hope this will make your playing experience even more enjoyable!

Fixed:
- Spiderwebs, urns and fake beards are a little too dark sometimes.
- Case where Silas’ key can be picked up.
- Achievement for closing all the shutters triggers too early.
- Achievement for disposing of all the spiders triggers too early.
- Couple of typos.
- The windows’ fade planes remain translucent (instead of being black).
- Light leaking in several places.
- Some missing colliders.
- A few plants on the shore change rotation when getting close to them.
- In option menus, you can’t go down with the Dpad when selecting a dropdown menu.
- Rare bug involving a certain magpie and a chest in the Great Hall.
- An asterisk remains visible in the Misc and Keys categories of the inventory when it should not.
- Fixed a rare case of Tilo getting stuck in the lower Great Hall with the elevator up.

Changed:
- Improved performance in many locations (jail, commissary, shore, etc.).
- Rezzia won’t disappear at night if you’re in the middle of the commissary quest.
- Photo mode instructions stay on the screen a little longer before fading away.
- Improved songs’ volume.

Added:
- Added Chinese title art.
- Added new ambient musics to many locations (11 new tracks in total).
- Brand new character theme musics added during dialogs.
- Added focus distance control in photo mode.
- Added new rolling quicksaves system.

F5F9
18-01-2019, 15:33
è molto bello che continuino a curare il gioco, ma il seguito?
speriamo che su console abbia il successo che merita :sperem:

ulukaii
02-02-2019, 11:48
Patch Release 8.10
Hello all, here's a quick patch release (v8.10) to address some bugs that were reported to us this week. It also contains a thorough optimization pass on all of the game's particle systems, which should bring along a nice little performance boost for all the configurations.

Fixed:
- Silas speaks English in the German version (how rude).
- The progress bar when launching the game is invisible.
- The text of the footnotes sometimes appears under the footnote’s scrollbar.
- The footnotes’ scrollbar sometimes appears scrolled all the way down when it shouldn’t.
- Rare case of guards not being able to cross the jail’s drawbridge.
- Bugs when restarting a new game from an ongoing session (including armor’s pauldrons issue).
- Pine Cone tutorial UI issue.
- Tilo can get stuck in a specific spot near the Far Tower.
- Some light-leaking at the Far Tower location.
- Rampart guard can sometimes leave his post and disappear (he was tersely reprimanded).
- The brightness slider does not have an immediately visible effect when manipulated.
- Section visibility issue when loading a save from scratch where Tilo's hiding in the basin of the courtyard's entrance.

Changed:
- NPCs’ speech bubble icons now appear fainter when they're behind a wall.
- Performance optimization pass on the game’s particles.

Hot-fix 8.11
- The Steam controller's triggers are non-responsive.

ulukaii
22-03-2019, 15:11
Patch Release 8.33 (https://steamcommunity.com/games/417290/announcements/detail/1763626975572436128)
Hi all, this is a corrective patch which brings in all of the bug fixes and improvements that were developed for the recently released console versions (PS4 & Xbox One).

Fixed:
- Using the Dpad when rebinding a button (in the Controls menu) messes up the UI.
- Rebinding gamepad sticks messes up the controls.
- Footnotes sometimes appear as a single vertical line.
- The credits scroll stops before reaching the end.
- Can’t return to the main menu when the credits have stopped.
- The Green Flame intro is skipped if you do a Start New Game after you already watched the intro once during your gaming session.
- Lines in the quest tasks feedback UI sometimes overlap.
- Rare cases where markers for a completed quest remain on the map.
- Rare cases where Tilo acts as though he’s under attack by spiders even though they’re all dead.
- Geometry holes.
- Dead spiders sometimes make a noise and play their dead animation even though they’re already dead.
- The save-while-you’re-hiding UI remains visible on screen if you do a Start New Game while Tilo is hiding in your current playing session.
- Arachnophobia achievement is not granted after killing all spiders.
- Section visibility issue near the starting cell in the jail.
- After Tilo sends up an incorrect banner to the magpie and gets the expected negative to the EXP, should Tilo jump off the brazier the Magpie reacts again as though you just sent up the wrong banner (resulting in a secondary negative to the EXP reward).
Changed:
- Torches' flickering has been greatly reduced as to not be so distracting.
- Debug options menu renamed to “Misc”.
- Performance has been improved after Tilo's kidnapped to the Far Tower.

fraussantin
08-04-2020, 15:10
ti quoto qui

Alcuni settings non vengono applicati al volo, richiedono il riavvio del gioco, specie su risoluzione/textures e alcuni effetti.

In generale, ricordo una bella definizione dell'immagine in GoaT già durante l'early access. Dopo la pubblicazione della release finale venne rilasciata anche una patch specifica per migliorare la resa delle texture sulle superfici (prima pagina del thread, verso il fondo, c'è il changelog con screen comparativo e i dettagli).

guardando gli screen tuoi è molto bello e nitido invece quelli fatti da me senza sharpening ( anche perchè negli screenshot non viene catturato) è tutto blurroso

https://steamuserimages-a.akamaihd.net/ugc/1010437351814565475/675EAFC9616F93F96FA78F1921230BA69FB2E9F6/
https://steamuserimages-a.akamaihd.net/ugc/1010437351814553873/F1FEEEFB62D1FD28659382DBB21CBF05BA4F59F8/


dovrei capire quale opzione settare

sto messo così ,
https://steamuserimages-a.akamaihd.net/ugc/1010437351815326831/14C445713D202A96B9C7C84EFF892B2060B86E69/
https://steamuserimages-a.akamaihd.net/ugc/1010437351815326623/94DB59B99E4E90A82E302EB15DC57781CA8F2817/


togliendo aberrazione cromatica non cambia molto , un po ai lati e basta.


edit quelle transizioni campo visivo mi han messo le pulci , ora provo a levarle..



ri edit , togliendo transizioni , e profondità di campo si vede già molto meglio , ma ancora non ci siamo


ci rimetto lo sharpen di nvidia e addio

ulukaii
08-04-2020, 15:45
Già provato a togliere AA e a fare DSR da pannello nvidia?

fraussantin
08-04-2020, 16:13
Già provato a togliere AA e a fare DSR da pannello nvidia?Ho provato a togliere AA , ma non mi pareva cambiasse niente . Peró non ho riavviato.

Comincio a pensare che sia qualche impostazione nel driver Nvidia

Stasera faccio prove piú approfondite.

ulukaii
08-04-2020, 16:25
Ricordo che non usavo impostazioni particolari ingame e da pannello GPU (all'epoca non esisteva lo sharpen da pannello) la solita roba: filtro anisotropico a 16x e filtro struttura ad alta qualità e ottimizzazioni disabilitate. In più andavo di DSR, almeno con la versione finale (nell'e.a. no perché faceva casino). Non ricordo il ratio esatto, ma direi quasi 4k.

PS: gli shot li avevo presi con la photo-mode integrata. Nulla di elaborato, ma permette di togliere almeno hud e lavorare sull'inquadratura, anche se ogni tanto sfasava un po' il post-processing.

fraussantin
08-04-2020, 18:32
Ricordo che non usavo impostazioni particolari ingame e da pannello GPU (all'epoca non esisteva lo sharpen da pannello) la solita roba: filtro anisotropico a 16x e filtro struttura ad alta qualità e ottimizzazioni disabilitate. In più andavo di DSR, almeno con la versione finale (nell'e.a. no perché faceva casino). Non ricordo il ratio esatto, ma direi quasi 4k.

PS: gli shot li avevo presi con la photo-mode integrata. Nulla di elaborato, ma permette di togliere almeno hud e lavorare sull'inquadratura, anche se ogni tanto sfasava un po' il post-processing.Il dsr non lo metto perché essendo in 1440p per averlo nitido dovrei uppare a 2880p e non vale la pena perdere fps .

Cmq aliasing +Sharp leggero danno già un buon risultato sul mio monitor ( perché anche quello cambia tanto poi sui settaggi da scegliere)

Sì la photomode é funzionale provata per uno screen , manca come in tutte il supersampling o come si chiama .. quello ê solo su Ansel , ma Cmq fa il suo dovere .