Wonder Boy: The Dragon's Trap

Wonder Boy: The Dragon's Trap

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Omar  [developer] Jun 8, 2017 @ 8:29am
Changelog / Updates
Will amend this topic/post with news about what gets pushed in updates.

Some changes will occasionally be pushed to the Beta Branch first (it is noted in the build notes when it is the case). To access it, right-click on the game to access PROPERTIES then BETAS then select the beta branch. You'll get the newest, less tested changes.
Last edited by Omar; Jun 8, 2017 @ 4:17pm
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Omar  [developer] Jun 8, 2017 @ 8:45am 
June 8, 2017

Build 1877399 (8:42 am PDT)
- [PC] Misc: Fixed running from an install folder that contains non-ASCII characters.
- [PC] Inputs: Reduced delay for mouse cursor to disappear to 3 seconds and tweaked code to reduce mis-detection of movement.

Build 1877644 (10:24 am PDT)
- [PC] Config: Creates Settings.cfg file if missing very early during boot time, so machines where the game crash will be able to see and edit the configuration file.
- [PC] Graphics: Made windowed mode resizing faster (fixed a bug where it would trigger resizing code many times, may have caused other issues).
- [PC] Debug: Increased the amount of diagnostic log output when running game with -megaverbose parameter.

Build 1878244 (2:33 pm PDT)
- [PC] Graphics: Tweaked some DX11 initialization code to test if it fixes initialization issues that a few people are having in fullscreen mode.
- [PC] Debug: Increased the amount of diagnostic log output when running game with "wb.exe -megaverbose" parameter.
- [PC] Debug/Inputs: Added a debugging tool (wb.exe -toolinputs) to visualize the data the game is seeing. Also will help debugging incoming support for unknown controllers.

Build 1878369 (3:47 pm PDT)
- [PC] Fixed a keyboard input bug.
Last edited by Omar; Jun 8, 2017 @ 4:17pm
Omar  [developer] Jun 9, 2017 @ 2:44am 
June 9, 2017

Build 1879338 (2:41 am PDT)
- [PC] Inputs: When the game detect two gamepads and one is xinput compatible, always prioritize the xinput one. This should fix the situation with using pad remappers that emulates xinput.
- [PC] Inputs: Fixed an issue with mouse pointer not hiding.

Build 1880374 (9:56 am PDT)
- [PC] Starting in windowed mode by default for now, because a few people have issues with fullscreen mode. Hopefully temporary.

(Still working on support for xinput gamepad, but the fix from this morning should make it easier to use gamepad mapper/emulators if any problem arise)
Last edited by Omar; Jun 9, 2017 @ 10:02am
Omar  [developer] Jun 11, 2017 @ 3:45pm 
June 11-12, 2017

Build 1883333 (3:44 pm PDT)
- [PC] Inputs: Added support for legacy non-xinput controllers!
- [PC] Options: Fixed screen not clearing fully when changing to Fullscreen mode using the menu instead of ALT+Enter combo.
- Retro: Tweaked Retro Monitor / CRT effect to work better at different resolutions.
- Localization: Changed Japanese font to NonoSansCJK. Fixed Japanese font height offset.

Build 1883364 (4:16 pm PDT)
- [PC] Graphics: Fixed fullscreen flickering on top/bottom of screen on 4:3 and 16:10 screens.
- [PC] Audio: Fixed audio glitches on some configuration by increasing the default audio buffer size.
- [PC] Options: Framerate Limiter is off by default.

Build 1883439 (5:55 pm PDT)
- [PC] Inputs: Merged the regular and legacy controller menus into one. Legacy controllers have a little less options but the remapping process is now much obvious and fast.
- [PC] Inputs: Changed Retro Audio default mapping from R3 to L1 (PC only).

Build 1883864 (1:27 am PDT)
- [PC] Fixed text line in ending credit broken in previous build because of a bug in the translation builder in our side (now fixed).

Build 1884005 (3:06 am PDT)
- [PC] Inputs: Increased thresholds on analog axies for UP/DOWN actions to avoid accidentally opening door when running with some joysticks.
- [PC] Inputs: Fixed dead-zone handling for legacy non-xinput controllers.
Last edited by Omar; Jun 14, 2017 @ 8:11am
Omar  [developer] Jun 14, 2017 @ 8:14am 
June 14, 2017

Build 1889820 (8:09 am)
- Game: Don't grant "Hard-Earned" achievement on Hard Clear if the slot was started from a password.
- Game: Made the Yellow Shadow have little less Attack Points in Hard mode.
- [PC] Graphics: Enable the option to change the fullscreen resolution.
- [PC] Graphics: Frame Limiter back on by default.
- [PC] Graphics: Double default windowed mode size on 4K screens.
- [PC] Inputs: Fixed legacy non-xinput controller remapping referring to xinput buttons names ("A") instead of actions ("Jump").
- [PC] Inputs: Disabled UP/DOWN analog threshold added on Build 1884005 which makes Mouse-Man harder to play.

Build 1890839 (3:24 pm)
- Audio: Fixed playing the "Landing" sound effect when appearing in the Last Dungeon after the Intro.
- Retro: Fixed the Hourglass rotation in Retro UI from being painfully slow.
- Fixed password input in UI (broken in patch earlier today).
Last edited by Omar; Jun 14, 2017 @ 3:25pm
Omar  [developer] Jun 18, 2017 @ 7:20am 
June 18, 2017: The Trumpet Update! (Also Hard Mode v1.1)

Michael W Hillard and his dad Ernest were kind enough to record trumpets, tenor sax, trombone in their studio to replace our sampled ones in two tracks of the game. Michael, between two concerts, went back and integrated the new recordings and remastered the tracks.

We also started rebalancing the Hard mode. I think it is better balanced now: it will be a little easier in early stages and harder in later stages. Your feedback are appreciated!

Build 1898324 (7:18 am)
- Music: Updated "Staff Roll" and "The Last Dungeon - Encore" tracks with real recordings for Trumpet, Cornet, Trombone (Michael W Hillard) and Tenor Sax (Ernest W Hillard).
- Audio: Better overall audio balance for retro PSG/FM sfx and music. Lowered retro sfx volumes relative to respective retro music volumes. Upped retro music volumes by 10% to match modern music volumes.
- Gameplay: Hard mode balancing: Timer turns every 30 seconds (instead of 25).
- Gameplay: Hard mode balancing: Timer resets when entering Dragon Room.
- Gameplay: Hard mode balancing: Timer removes health proportionally to current health amount (typically easier in early stage, harder in later stages of the game, vs old code didn't do much in later stages).
- Gameplay: Hard mode balancing: Various minor tweaks in Sky Palace.
- Levels: Added floor reflection in the magical room prior to the Sky Palace.
- UI: Added Sky Palace location banner.
- UI: Fixed Ending Credits play time being rightfully included in the saveslot timer when returning to title screen, but not actually saved to disk, so quitting immediately would remove a few minutes on the timer.
- UI: Fixed in-game door & mouse rotate popup timers from triggering when Pause is active.
- Credits: Added Seaven's Pascal & Olivier young faces.
Last edited by Omar; Jun 19, 2017 @ 1:30pm
Omar  [developer] Jun 19, 2017 @ 11:49am 
June 19, 2017

Build 1900628 (11:47 am PDT)
- Gameplay: Hard mode balancing: Various minor tweaks in Daimyo Temple.
- Gameplay: Tweaked Dragon Vampire difficulty (hard, normal).
- Gameplay: Tweaked Yellow Ninja attack points (a little less).
- Music: Updated "The Last Dungeon - Encore" track (minor improvements from yesterday).
Omar  [developer] Jul 3, 2017 @ 3:27pm 
Minor patch,

Been busy with a few things, preparing LRG release (PS4), back porting Steam improvements to console... and a few upcoming surprises. I also emptied our old London apartment and moved everything cross-country, that was tough :)

July 3, 2017

Build 1934259 (2:55 pm PDT)
- Gameplay: fixed Tasmanian transform not being allowed in screen before Lizardman's Unknown and in Wonder Boy house.
- Credits: added missing instrumentalists.
- (Editor tools): Added tools inside Builder to Export from individual atlas.
- (Editor tools): Saner hot-reload when multiple files of a same atlas have been modified.
Last edited by Omar; Jul 3, 2017 @ 3:28pm
Omar  [developer] Dec 9, 2017 @ 2:43pm 
Nov 28, 2017

- Added Retro Inventory.
- Fixed typo in Retro mode in Japanese during the intro.
- Better support for language mods.
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