Ver. 2.5 Released!
Resident Evil Relict » Devlog
Version 2.5
Main changes:
- Added a special reward for getting all the achievements in the game – “First Survivor” Extra Campaign. Once you've earned all the achievements, a new button will appear in the main menu that will allow you to start a new campaign.
- A section about the "First Survivor" has been added to the walkthrough (guide), which will tell you the secret code to instantly get all the achievements in the game in order to quickly open a new campaign. For those who want to immediately try out new content.
- Added dynamic shaders to all sprites in the game. Now the colors of the characters will match the location, lighting and time of day.
- Added stylization of saves in the spirit of older Resident Evil games. Now, when saving (on any difficulty), the character and location where the save took place will be displayed in the menu. For example: "Claire / Mall / Cafe"
- The character selection screen in “The Mercenaries” Mode has been completely redesigned. Now it consists of character icons, which allows you to better navigate it.
- Added new characters to “The Mercenaries” Mode - Jessica Sherawat and [? ? ?]. The first is unlocked by completing the “Hunters” mode, and the second is unlocked by completing the new “The First Survivor” extra campaign. Each of them has new unique skills and play style.
- A new boss battle has been added, unlocked after clearing the available two. As a reward for defeating this extra boss, the player will unlock two new characters at once in “The Mercenaries” mode!
- 5 new costumes for Claire, Leon, Chris, Jill and Ada have been added to “The Mercenaries” Mode. They have different skills and slightly modified parameters compared to their usual attires. Costumes become available after completing all the main story episodes.
- A new stage has been added to the Mercenaries mode – “Infinity”, which opens after the mode is completed. This stage randomly picks up enemies and a map every time you enter it. Keep in mind that you can even get in a boss fight... and more than one. This is the ultimate test of a player's skill.
- Added the ability to buy new character for the "The Mercenaries" Mode - Moira Burton - in the in-game store. It will cost one First Aid Spray.
- Added a new weapon to the “Hunters” mode - [Charged Particle Rifle] - Unlocked by completing the new "The First Survivor" extra campaign. In addition to dealing damage, this rifle also increases the character's defense for one turn.
- Some characters have had their defense and/or attack stats increased. For example, characters of the Soldier class received a passive defense boost, and characters of the Fighter class received an attack boost. And so on. Details of their passive stats can be seen by aiming at the character during combat.
Other changes:
- Added new transitions between scenes. All transitions in the game have become smoother.
- Changed some Save Rooms tracks (Claire and Ada).
- Added new backgrounds for typewriters in every area of the game.
- Added animation for the final title screen (unlocked after completing all five main episodes)
- Episode 1 - added the ability to get health pills in the Safe Room (added as Claire's active skill).
- Progressing through the Park in Episode 3 has become more intuitive. Icons have been added to make it clear that after several interactions with the object there will be a result.
- In Episode 3, you can now reread the note in the Bookstore if the player forgot where to go and what to focus on.
- Episode 3 added a leveling feature for Claire by finding new items to be added to her inventory as active skills. For an episode, Claire can get: a grenade (Restaurant) and one of the secret weapons in the Museum (depending on the chosen puzzle solution with the statue of Love).
- In Episode 4, Ark can now create one of the three available items from gunpowder, which will be added to his active skill bar.
- In Additional Episode 2 added the ability to get a crossbow or revolver for Ada. Depends on the path chosen by the player at the beginning.
- A new version of Albert Wesker has been added to the “Desert” Stage of “The Mercenaries” Mode, exclusive to the General Layout with the unique Ouroboros skill.
- Ark Thompson has a new skill, “Extra Ammo”, in “The Mercenaries” Mode. It replaces “Punch”.
- For completing all achievements in the game, a special secret character will be unlocked in “The Mercenaries” mode, which controls and attacks enemies with biological weapons.
- An indicator has been added to the Episode Select menu showing what difficulty the player is playing on.
- The "Beyond the Myth" achievement has been replaced with "Ultimate Life Form" (Complete all episodes on “Classic” difficulty).
- Some achievement icons have been changed.
- Changed the choice menu graphics throughout the game.
- Now you can select the difficulty before the start of each episode.
- The game language can now be selected in front of the title screen during the first launch of the game.
- Other various bug fixes.
Files
Windows ver. 2.5
External
Sep 30, 2022
Android ver. 2.5
External
Sep 30, 2022
Mac ver. 2.5
External
Sep 30, 2022
Get Resident Evil Relict
Resident Evil Relict
A Resident Evil fan-made visual novel
Status | Released |
Author | Anvell |
Genre | Visual Novel, Adventure, Puzzle, Role Playing |
Tags | android, Fangame, Horror, Ren'Py, resident-evil, Sci-fi |
Languages | English, Russian |
Accessibility | Subtitles, Configurable controls, Interactive tutorial, One button |
More posts
- Hotfix for the latest updateApr 04, 2024
- 3rd Anniversary - Mercenaries mode updateMar 31, 2024
- Game SynopsisAug 02, 2023
- Small update and bug fixesDec 02, 2022
- DLC AnnouncementAug 29, 2022
- Patch 2.12Aug 22, 2022
- Ver. 2.1 updateAug 05, 2022
- Ver. 2.0 (Full Release) notesJul 31, 2022
- Dev DiaryApr 11, 2022
Comments
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Hi and thanks for the 2.5 update!
This time I've managed to replay it again from the very begin and I've just completed all of the available episodes, extra-modes and all achievements unlocked as well (even though, strangely enough, the percentage of completion is stuck at 93% no matter what I do).
There are some minor translation issues (from Russian to English) with dialogues in the new secret episode in respect to the previous chapters, which are much more readable and fluent, (maybe it needs some proof reading, but is understandable anyway).
Other minor bugs are present here and there concerning: word-spelling, background audios, sound-fx, some animation and the game mechanics in turn-base combat, but nothing that you can't easily spot yourself (if you'll have the time needed for a slow replay of course).
There are only some bugs I'm reporting here:
- 1) With English language selected, some sentences are written in Russian:
[in Extra Episode 2]:
[the following 2 I don't remember where I've seen them]:
[Look on the upper left angle]:
- 2) The language selection choice is not persistent (it's asked again at each game launch);
- 3) In "Mercenaries" mode, in all of those stages where there are the two "Stage Layout" / "General Layout" options, selecting the first one, the character selection list allows to choose "None" for each available character slot so that is possible to start a match with no characters at all (also this cause a RenPy system exception);
- 4) In "Classic Mode" game difficulty, loading from any save slot (created in that game-mode) the first screen always show the Save Window with a typewriter in the background and the save options; only selecting "no" it brings you back to the safe room;
Again, there are then other minor issues that could be reported, but this time, instead of going on making a never ending list of annotations and feature requests, I'd rather like to simply ask you what are your plans for the future.
After the last update, will the development be based only on player feedbacks and feature requests or you're still following a particular road-map?
And if there's a road-map, which features and modifications have you planned that still have to be implemented? Even more episodes?
I'm asking this because I've had some ideas for this game that would need some changes and restructuring but naturally, at the same time, I don't want to interfere with your own vision and style choices.
Basically I was thinking of the possibility to see this game "jumping" into the 3-rd dimension (even without changing the game engine, using the right techniques).
Just consider this: transforming this massive opera (I mean, even fast-forwarding (or "speed running") a good portion of all available contents I've still needed more than 7 hours to complete only the stories again and a total of 8 and a half to reach 100%) the game could have basically tons of new contents that can be added for the coming years without changing anything in the story.
The story script is extremely detailed to the point that animations, dialogues, cinematic cut-scenes and environments/locations are already there to be translated into the 3D world.
Audio features are already interesting at this stage (the old-school-like ambience musics have a really deep impact on the game experience just like in the original game series).
It's also interesting how the static background images used in the episodes are just basically like fix-camera angle points of view so even here the environment and camera design choices would be rather guided already.
Puzzles are already in the spirit of the classic titles and there are a lot of combat elements (that however would probably need a redesign for the sake of a 3D modern game).
In other words, from a game-developing point of view, this product is like a complex middle-stage interactive proof of concept of a potential big product like a real Biohazard game.
There are parts of the story in some episodes, some moments were, after 20 years, I was feeling again just like when I was playing the originals, I've felt something again; and I'm talking about the emotional bond with a character, the situations it's dealing with and the sensations/emotions the way the places it explores are designed/presented can evoke, and not about jump-scares-driven fear or gore/splatter-driven disgust, of which I couldn't care less.
All of these aspects are what had made me wonder how far we could go with a project like this.
There's even no constraint on the 3D part: it could be a 3D-like game, not a full 3D game: that is, RenPy could be used to fake 3D without using 3D real-time models, (the fixed camera angles with pre-rendered backgrounds are a first feature of this kind already compatible with the engine).
But I'm talking too much as usual....well, anyway, let me know what you think, and again
thanks for your work!
TL/DR: If you need the details about those other minor issues I've noticed in the last update let me know as well and I'll post about it in this thread again.