Rise of the Inferi – v1.04 update and patch notes!
Q: Do I need to update to v1.04?
A: It's recommended, but not essential. This isn’t a story update or a content patch – it just fixes a bunch of small bugs and quality-of-life issues. If you’re already having a good time with the game, you’re unlikely to notice much difference.
But, if you want the best possible experience, or you’re planning on making a YouTube video, this is the version for you!
Q: How do I get my hands on it?
Install it from the SideQuest app, or download the PCVR version from Itch! (If you’ve already got the game installed, just install it again to overwrite the files and get the patch.)
Q: Can I keep my save file?
A: Theoretically yes – just don’t uninstall the game if you’re on Quest 2 before updating it. (Quest 2’s uninstall process nukes your save directory as well as the game files.) PCVR players can just download the new version; it should load the old save file from your AppData folder automatically.
Q: How do I know if I’ve got the update?
A: The easiest way is to look at your feet in Diagon Alley; you should see a build number on the ground. For v1.04, you can also listen out to see if the crow caws during the opening cutscene (that’s new for this version).
FIXED:
- The Music and Sound Effects sliders under Audio Settings now apply to all tracks, including the opening cutscene and chapter titlecards. (Thanks Nathie for pointing this one out.)
- If you’ve been thinking of making a video but were put off by the possibility of a Content ID claim, grab v1.04 and just turn off the music!
- The first Inferi you encounter should no longer snap back to its slumped position if you back up too far. (Thanks Wolf for spotting this one!)
- Underwater Inferi should hopefully no longer growl at you, especially once you leave their immediate radius – thanks to Wolf again. (Setup code has been restructured and spatialisation settings reapplied to the audio slot.)
- Music should no longer still be audible underwater if the slider is down.
- The torches outside the Paved Courtyard should now be loaded in correctly when approaching from the Great Hall side. (No more floating fire!)
- Audio stems should (in most cases) no longer be auto-destroyed by the engine if you set the volume to zero. (If this still happens to you on v1.04, let me know and I’ll see about increasing the clamp a bit higher; the fix works around an engine bug that’s existed since 4.24.)
- Fixed a bug with the dialogue memory system where you were (very rarely) deposited at a random point in the conversation if you walked away from Hermione during the staircase scene. In the worst case, you’ll just be restarted at the beginning of the dialogue now (though your current position in the tree should be saved in almost all cases).
- Stupefy damage has been boosted from -15.0 HP to -25.0 HP (so your average Inferi should take 4 hits to defeat now, not 7. While I still like watching people’s reactions to the Inferi not going down in one or two hits, in hindsight that was a bit much).
IMPROVED:
- The crow in the opening cutscene will now caw at you, as all good crows should.
- New prompts have been added to address a couple of regular pain points: you’ll now receive a few one-time only hints. (For example, when climbing for the first time.)
- I’ll make these togglable in a future update, so you can choose your own difficulty setting if you want. (Should probably add scalable damage and enemy health settings as well, come to think of it…)
- The golden path up from the Boathouse has been redressed slightly to better indicate the way up.
- Swimming has been improved! In particular, the multiplier applied to hand translation has been halved, while the kicking impulse strength has been left alone.
- Translation: swimming is smoother and easier to control. A small stroke shouldn’t send you careening into the walls any more, though I still recommend moving your arms more gently as opposed to flailing. Might still noodle it down in a future patch, but it’s much better than it was.
- Maximum swimming speed has been left as is, however, so you should still be able to kick through the larger environments at a respectable speed. (When exploring the Black Lake, for instance, I recommend kicking while in the open spaces and using your hands for precision control in the hidden temples.)
- A new prompt has been added if you start drowning to remind players how to kick.
- This reminder should only appear a maximum of four times before being disabled permanently (and it’ll be togglable with the other HUD hints in future).
- Respawning logic has been updated to correctly reload the map and restore enemies to their original locations. (Should prevent dying and respawning to find an Inferi right on top of you.)
- The music playlist for the main menu and tutorial has been updated to include new cues.
- The boombox logic has been altered such that the main theme should now play every time you return to the main menu map. (Well, almost every time.)
- The Clock Tower sublevel should no longer pop in as you turn the corner of the Great Hall near the Pepperpot.
- Flaming torches now inflict a small amount of damage if you stick your hand in them for too long. (Not sure you'll be improving poor Krum's quality of life if you do this, but it's definitely more realistic.)
And… that’s it, I think. Thanks to everyone who’s played the game so far; and to those of you who haven’t, there’s never been a better time to join us at Hogwarts!
Cheers, and enjoy the update,
Griff
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Rise of the Inferi
The wizarding world has fallen, and the dead have risen. But Hogwarts is safe...
Status | Released |
Author | Griff Gaelwick |
Genre | Role Playing, Survival |
Tags | Fangame, harry-potter, Narrative, Oculus Quest, Post-apocalyptic, Singleplayer, Unreal Engine, Virtual Reality (VR), Zombies |
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