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Changelog v2024.11.17
Tirlititi edited this page Nov 18, 2024
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- World map settings
- View distance (up to 4.5x)
- Mist/normal fog start/end distance, fog is radial
- Camera FOV, distance, height and direction
- FOV boost on ship acceleration (default on)
- Ship tilt strength on ships (fixed tilting the wrong way)
- Alternative flight control (swaps sticks left and right vertical axis)
- Analog control settings
- Analog camera control on the world map
- Invert camera vertical control
- Invert flight control
- Setting to turn off the Auto-battle toggle
- New button in the main menu to change the party when AllCharactersAvailable is activated
- Form party menu accessible from battle with
[Battle] AccessMenus
- Full redesign
- 4 menu tabs: Settings, Cheats, Advanced (previously a second window) and Mods
- Settings reorganized by subcategories
- Tooltip overhaul, made to look like FFIX help boxes (with cursor)
- New texts, tooltips, translations and illustration images
- Spanish fixed by Carú
- Brazilian-Portuguese fixed by dkPsycho
- Chinese (Simplified) fixed by imcloud
- Turkish written by sangacanga1
- Added presets with three pre-made presets: Memoria default, Steam default and PSX default
- Added ability to save current settings as preset, these custom presets can be deleted
- Font list populated on game launching
- New button to copy the content of Memoria.log
- Memoria's changelog is now displayed the first time after install/update
- Fixed Font and emojis on Linux / SteamDeck
- Minimized ini files read/write access
- New options:
- 3 Volume control
- Worldmap: mist presets
- Worldmap: view distance presets
- Worldmap: FOV slider
- Worldmap: Cam height
- Worldmap: speed multiplier
- Worldmap: alternative controls
- Worldmap: camera boost toggle
- Worldmap: camera tilt toggle
- Cheat: Auto-battle (prevent using it by accident)
- Cheat: Tetra Master Easy Win
- Cheat: Easy jump rope
- Cheat: Excalibur II no time limit
- Cheat: Vivi auto magic attack
- Cheat: Hippaul race
- Cheat: Swordfight
- Cheat: Frog catching
- Advanced: new audio engine
- Advanced: 3 texture filtering
- Advanced: Launcher language
- Advanced: save file option (e.g. disable autosave)
- Advanced: analog controls (e.g. stick threshold)
- Options changed:
- Shader options simplified into 2 preset boxes
- Made "TetraMaster reduce randomness" into an option in card mode list
- Removed Anti-aliasing for now (because it's the culprit of several issues)
- UI lines x1.5 by default
- Skip intros ON by default
- Simplified speed cheat
- Skip battle intro only on when time is 0
- Unchecking PSX font sets default pc font
- Speed cheat 1x = off
- Fix Memoria.ini interface Row/column overridden by Launcher
- Memoria.ini "Fixes" section removed, moved to Battle
- Mods downloaded separately can now be installed with drag-and-drop
- Auto-reorder mods button
- Submods can have conditional values based on another mod being on/off
- Integrated into launcher (Mods tab)
- Design overhaul (w/ SamsamTS)
- Mod checkboxes resemble FFIX abilities
- Add preset for mods, with user prompt
- Made more verbose and with colors
- Checks if 100% processed, more error catching
- Closes automatically after 5s if success
- No longer run
Memoria.SteamFix.exe
and thus no longer requires the administrator rights when the "Steam Overlay Fix" option is activated
- Some package updates
- Launcher re-factorization (centralized methods/variables, added constructors, cleaned unused, unified UI grids...)
- Voice acting: Added
ForceMessageSpeed
option - Voice acting: Added
ForceLanguage
option - Voice acting: Added support for Special Events for Hot and Cold and Festival of the Hunt
- Improved support for custom abilities like Magic Sword
- Un-correlate the language symbol used internally by the engine with the language symbol displayed in the Title screen; there is now an entry
NameShort
that can be changed in customLocalization.txt
orLocalizationPatch.txt
to modify the game's language displayed on the Title screen (see #824) - Move the Memoria added Config field translations so that they can be modded with either
Localization.txt
orLocalizationPatch.txt
, provided that the oldLocalizationPatch.txt
installed by Memoria is deleted (so #822 can be done more easily) - Add a couple of command utilities to
BattleUnit
's API, especially for cancelling commands properly in custom C# code - Slightly improve and fix the use of custom
.sfxmodel
- Avoid applying
>AA Global+
and>CMD Global+
features to system commands (SysEscape
,SysStone
etc...): those must now be specifically handled if one wants to disable them with these features - Add an informative error message if non-declarable commands are declared in
Commands.csv
- Now, commands that consist of only 1 ability (like Attack, Steal, Focus...) are greyed out if their unique ability is disabled by an AA feature. These commands are still not meant to be used with abilities that have a MP cost (no MP cost displayed, the command can be selected even if the character doesn't have enough MP, so it will waste a turn). I'm not sure how those should be handled precisely.
- Improved a couple of thing regarding translations and support of other languages
- Add support for many right-to-left reading languages
- Unicode: support of arabic texts (use the proper cursive forms of characters and letters)
- Add an option to convert a translation mod from a
[Import]
format to a mod folder format - The same option can also be used to generate the base files required for doing a translation mod (the texts, but also the textures containing texts)
- Place titles (in fields, like "Iifa, the great tree of life" or the continent names on world map) are now easier to mod and can be resized to allow better displays (eg. for #832); it can also apply to layers like the South Gate map
- It is now possible to provide a
LocalizationPatch.txt
that contains the texts for just 1 language instead of having to provide all the languages at once
- Text files
.mes
for the battle texts and field texts can now be provided only partly, like other.mes
files, by providing[TXID=XXX]
tags to specify which texts are modified - Support for
BattleHUD.LibraInformation.StatusImmune
(andStatusResist
): Scan can now display the statuses to which the target is immune - Various improvements concerning the support of custom atlases and TPSHEET
- Continent title fade durations can now be customized in
Data/World/Environment.txt
- Add an option to choose the selling price of items in
Items.csv
instead of having it to always be half their buying price. Also, by specifying a negative number, you can make it so these items cannot be sold - Add
GetMemoriaVector
,GetMemoriaDictionary
andHasKeyItem
to NCalc formulas. AddTrance
to formulas involving player character informations - Add text opcodes
[MIRR]
(horizontally mirror text glyphs and sprites) and[JSTF]
for to justify text (it already existed as the Memoria tag{Justified}
) - Add a text opcode
[SPRT=...]
which can be used to print a sprite, much like the[ICON=...]
opcode, except that withSPRT
you can specify the atlas in which the sprite is and optionally resize it:
[SPRT=ability_stone] The ability stone sprite from "Icon Atlas" (default)
[SPRT=GeneralAtlas,ate_selective_text01_us_uk_jp_fr_gr] The ATE sprite from "General Atlas"
[SPRT=IconAtlas,icon_equip_0,80,64] The weapon equip sprite resized to 80x64
- A couple of item-specific effects can now be used for regular spells and abilities
- Improve the support of custom
Mix
commands - Add icon tooltips to see all the characters in shops when there are more than 8 (you could already navigate but there was nothing to say that you could)
- Analog stick: remove the deadzone from
XInputDotNetPure
(we already have a threshold), which makes it easier to move along directions that are slightly off the axes - Analog stick: apply a curve to the importance of the movement, which makes walking easier, similar to PSX
- Analog movement: prevent animation jittering back and forth when close to the threshold between running and walking
- Add option for thicker ATB bar (feat Resinated)
- The sprite for dialog highlights (
dialog_hilight
in Gray and Blue Atlas) is also used for adding a gradient effect to the menu backgrounds. It is now possible to set that gradient effect to a different sprite,background_gradient
: when that sprite is declared, it is used instead. That allows to remove the background gradient without touching the selection highlight effect, for example. - Menu backgrounds can now be distinct depending on the menu. By default, the background for any menu is the sprite
menu_bg
(of the General Atlas), but if you declare any of the spritesmain_menu_bg
,item_bg
,ability_bg
,equip_bg
,status_bg
,card_bg
,config_bg
,shop_bg
,chocograph_bg
,party_setting_bg
,save_load_bg
,cloud_bg
and/orbattle_result_bg
, then that sprite will be used for the background in the corresponding menu instead. - Add the feature
CharacterSecondWeapon
forDictionaryPatch.txt
: it is a way to add (or change in Zidane's case) a secondary weapon to playable characters. Example: a lineCharacterSecondWeapon ZIDANE_DAGGER 6 SAME_AS_MAIN
will replace Zidane's Orichalcum by a duplicate of Zidane's currently equipped dagger. - Modified the tutorial window showing the different controls, to be more accurate and fit more with the changes Memoria introduce (feat faospark).
- Improve the way custom weapon models can be attached to enemies: it is now possible to attach multiple weapons instead of just one by declaring multiple
WeaponModel
and multipleWeaponAttachment
inBattlePatch.txt
. You also remove built-in weapons completly. Example:
== Battle: 932 ==
= Enemy: 0 =
WeaponModel: GEO_WEP_B1_013 NONE GEO_WEP_B1_015 GEO_WEP_B1_016 DEFAULT GEO_WEP_B1_037
- Better support of
Settings.ini
- Fixed some music starting later in the track
- Fixed worldmap sky blinking
- Fixed waterfall visible behind the fog
- Fix Manual trance broken with PSX GUI
- Fix cursor resetting position in some cases
- Add a couple of
try / catch
again to catch more exceptions and make debugging easier - Fix a bug in which Doom / Gradual Petrify countdown get hidden if the character's model changes (most likely because Trance ended)
- Field Foreground - Alexandria's candle fire animation does not overlap character https://github.com/Albeoris/Memoria/issues/883
- Field Foreground - Daguerreo middle floor does not overlap character https://github.com/Albeoris/Memoria/issues/874
- Field animation - just one candle was lit with fire animation, nothing on the other 2 candles https://github.com/Albeoris/Memoria/issues/862
- Kuja must not show up early for more realistic Zidane surprise https://github.com/Albeoris/Memoria/issues/860
- Area Text - Chocobo's Dream World stutter https://github.com/Albeoris/Memoria/issues/854
- Ice cavern: mist cut by background https://github.com/Albeoris/Memoria/issues/889
- Field animation - Misaligned candle fire at Prima Vista Crash Site https://github.com/Albeoris/Memoria/issues/891
- Characters Scene - Zidane breaks through Garnet https://github.com/Albeoris/Memoria/issues/892
- Field animation - Misaligned campfire flame outside Evil Forest https://github.com/Albeoris/Memoria/issues/893
- Steiner transparent https://github.com/Albeoris/Memoria/issues/896
- Dali windmill shadow overlaps chocobo in disc 4 https://github.com/Albeoris/Memoria/issues/875
- fix ultrawide on f504, 507, f600, f615, f850
- fixed Steiner scene camera
- camera shows more of f609
- Fix https://github.com/Albeoris/Memoria/issues/788
- Fix menu in battle when a character is technically inside the battle but hidden (which happens for example with Blank against Plant Brain or with many characters during the "You're not alone" sequence); now these characters don't appear in the menu until they are shown in the battle
- Fix a bug in which Garnet's Eidolon replica were sometimes off (if Garnet casted a different eidolon while a replica was already queued, the replica would be a strange mix between the two eidolons)
- Fix a rare bug that made the fleeing command have no caster (and that being an unhandled exception in another place). Thanks DV for finding and investigating that one
- Fix a rare bug with Scan messing with
BattleState.IsBattleStateEnabled
(which could cancel Zombie's suicide if Melt was performed on the same frame as Scan in dynamic mode) - Fix the asset path search for custom
.sfxmodel
inCreateVisualEffect
sequence lines; the character specified is now the.sfxmodel
's target, not the caster - Fix #779 : the texture animation of battle background is smoothened when it can be (for that background but also for backgrounds with flowing water or sand)
- Fix various bugs with status icons, for custom statuses and when there are too many of them
- Fix
>AA Global
features that wrongfully applied to enemy abilities as well - Fix a bug in SPS texture export (
[Export] Graphics = 1
) - Fix continent titles being permanent if the player leaves the world map before it completely fades out (only the "Mist Continent" title can do that in vanilla if you rush to the Ice Cavern)
- Fix the vertical alignment of the text opcode
[u][/u]
(underline) - Fix a couple of strange situations that can happen at the end of battles (eg. Maliris's final attack sometimes killed all the player characters but still the battle would end with a victory, or Ozma casting spells on an already dead team)
- Fix #835: Heat effect does not working on enemies with Easy Kill Proof
- Fix #838: Trance double and glitched command title in
SFXRework = 0
and a similar issue withDoubleCastCommand
that uses items - Fix #859: Leviathan's summon animation in widescreen
- Fix #890: Eiko not summoning Madeen in the scripted fight (that bug wasn't in the previous release)
- Fix the "New" icon positioning in key item menu
- Fix the Scan display of status immunities and such, in particular with the old Scan display
- Fix #870: adjust the cursor position in the Party menu
- Main menu: adjust the location frame in widescreen mode
- Fix #840: adjust the timing of Beatrix's Thunder Slash visual effect
- Fix the soft-lock of Lich's attack in some situations
- Fix the text opcode
[XTAB=0]
not being taken into account, to move the caret at the start of the line and print over - Fix a way to cheat self-targeting to target someone else using Freya's jump
- Fix #844: Freya's spear animation no longer stutters
- Fix many clipping during battles
- Fix #830: fix a soft-lock sometimes happening after a soft-reset in a battle
- Fix a soft-lock that could occur when cheating a party with less than 4 members before going to Oeilvert
- Fix Esuna not curing Blind in vanilla (a bug introduced in v2024.08.05)
- Fix some custom item icons not appearing properly in tooltips
- Fix #963: analog sticks messing with Tetra Master card placement