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Crystal Project Update: Version 1.4.10

New features:

  • 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.

Bug fixes:

  • 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.

New modding feature:

  • Added new Item property: Is Combat. Causes items that would normally be categorized as Key Items to be categorized as Consumables instead (eg, Scrolls).

Modding bug fixes:

  • 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.

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