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Aidyn ReChronicled 0.4.0

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@spitzdano spitzdano released this 18 Oct 07:43
· 159 commits to main since this release

Aidyn ReChronicled 0.4.0 for Linux (x86_64).

Play: download AidynReChronicled-0.4.0-linux-x86_64.tar.gz, unpack it, run bash install.sh (or game/aidyn-rechronicled.sh in
place). The first start asks for your own NTSC-U 1.0 ROM (.z64) and keeps it. The README in the download
has the rest: controls, Aidyn Patch, settings.

Needs glibc 2.38+ (any current distribution), a Vulkan driver and libdbus. Contains no game data. Includes the
newly painted art (portraits, item and slot icons, button prompts, HUD pieces, the first world textures); the
HD menu and world texture packs (upscales of the game's own pictures) aren't part of it.

What's new since 0.3.2

  • Aidyn Plus: halibabica's bigger rebalance (new weapon skills and items, every spell learnable, elements and
    resistances reworked) can be played as a third version, next to the original and Aidyn Patch. Like Aidyn Patch it
    isn't in the download: apply AidynPlus.bps to your own 1.0 ROM and give the game the result once (--rom, or the
    "Aidyn ReChronicled (Aidyn Plus)" launcher asks for it). It is checked by its hash (SHA-1
    d57f9459a77c66490ff09b3d9d97545c7a65fad2) and keeps its own saves.
  • Version list on the title screen: the bottom left lists Original, Aidyn Patch and Aidyn Plus, the one you're
    playing lit. X and Y switch to the other two, as marked beside them (View no longer switches). One you haven't added
    is grey and marked not found. From the title menu (New Game, Load Game, Options), B now goes back to the title.
  • Turn order in combat: a strip across the top shows the round's turns from the fighter whose turn it is, a team
    colour under each portrait, then the next round, dimmed. The next round is shown exactly as it will go. Quick
    fighters can act two or three times a round (from DEX), and appear that many times. A crowded round gets smaller
    portraits and a "+N". turn_order in settings.json turns it off.
  • Targets flash: whoever you're targeting pulses on their portrait and in the turn order, along with the game's own
    pulse on their model.
  • Easier aiming with a bow or an area spell: the aiming marker moves at about the N64's pace (it was three times
    faster and skipped past enemies) and follows how far you push the stick, so a light push aims finely. With a bow,
    left / right on the D-pad jump to the previous / next target.
  • Fewer holes in the ground: below the horizon, wider gaps are filled too (up to about four N64 pixels), such as a
    wall that doesn't quite reach the ground; thin cracks with soft edges no longer slip through.
  • Distant scenery stays put: parts of the far landscape (the castle across the bay in the title flyover, hills and
    shores) no longer vanish as you move from one part of the map to the next, and the map cells the game left out
    are drawn too. Scenery at the picture's edges no longer pops in when the camera tilts, and a new area's far
    landscape fills in faster.

Built from 45d32cb. SHA-256: 3368fb6efd9a69eedd81bee4f655176f1216d925a2b4d7825dc298a215ba3816