Crystal Project Update: Version 1.4.10
Author: River Running Games,
published 11 months ago,
[h3]New features:[/h3]
[list][*]Added new advanced graphic option: Performance Mode. Enable to have certain graphic settings reduced while at specific locations to help improve performance (eg, polygon count, particle count, draw distance, shadow quality).
[*]The following message will now be shown when launching Crystal Project for the first time on Steam Deck: For a smooth gameplay experience, please ensure that the Steam Deck is configured to run at no higher than 60 FPS while playing Crystal Project.
[*]General performance improvements to enhance the user's experience.[/list]
[h3]Bug fixes:[/h3]
[list][*]Fixed various music looping/popping issues on non-windows platforms.
[*]Fixed issue where chunks of terrain would sometimes render with missing geometry.
[*]Fixed visual bug where sometimes the world wasn't yet fully loaded upon entering a new game.
[*]Fixed slight visual fade-in/fade-out bug when transitioning to narration sequences after teleporting.
[*]Fixed bug where the latest written save slot would sometimes not be properly highlighted after selecting Continue.
[*]Fixed bug where the autosave timer would reset after teleporting.
[*]Fixed bug where Graphic Options Quality would sometimes not show the correct quality preset.
[*]Fixed bug where the left/right keys/buttons could open Advanced Graphic Options.[/list]
[h3]New modding feature:[/h3]
[list][*]Added new Item property: Is Combat. Causes items that would normally be categorized as Key Items to be categorized as Consumables instead (eg, Scrolls).[/list]
[h3]Modding bug fixes:[/h3]
[list][*]When an error occurs while attempting to load save data, a popup containing the error message is now shown to the player.
[*]Fixed bug where member Auto Ability was not being properly cleared when exiting to title. This would sometimes cause modded playthroughs to crash when attempting to exit to title.
[*]Fixed crash that could sometimes occur when playing with mods that have modded status animations.
[*]The Inherent Status Biome property will now have its status ID redirected properly while applying multiple mods that introduce new models of the same type.
[*]The Flat_AbilityMPCost Stat Mod will now have its ability ID redirected properly while applying multiple mods that introduce new models of the same type.[/list]