And happy holidays to all! A lot of improvement for this last update of the year 2022. 2023 should follow the same rhythm with a major update per month until the release of early access during the year 2023.
Update note:
Store update:
All store content has been updated with new video, new images, new logo and new game description. This store update was very important because the previous version of video, images and description were over 2 years old.
Added achievements:
As promised, here are the first achievements that have been implemented! 8 achievements have been added for the moment, but many more will be added later. These achievements are available to users of the Steam and non-Steam versions of the game. For Steam users, achievements are linked to your account like all Steam achievements. But they are also related to your game. So if you delete your game, you are deleting unlocked achievements from that game only, not from Steam. For users of non-Steam versions of the game, your achievements are tied to your game, if you delete your game, you delete your unlocked achievements.
Game demo:
A free download demo of the game is in preparation and will be available soon! This demo will allow you to play the first part of the tutorial freely. So about 30 minutes to 1 hour of play depending on the players.
Spear replacement:
This update replaces the use of the spear with a bow. I had wanted to replace the spear with a bow for several months in order to simplify the gameplay. Using the spear was illogical and cumbersome to use. The bow that was already available in versions 0.1 and 0.2 of the game had been replaced in version 0.3 for gameplay logic that was never used in the end (object creation). The bow is simpler and more intuitive to use and makes aiming easier. New animations have been created with new sound effects.
Accounting for hours:
A new menu is available when you select your save from the main menu. This new menu shows you the real time played (excluding menu and loading time). The number of achievements and secrets unlocked and the number of orbs collected from the selected save game.
Improved graphics:
- Engine update from Unity 2020.3.42f1 to Unity 2020.3.43f1. - Color correction and improved fog quality. - Added a slight Motion Blur to the player camera. - Improved the appearance of trees with a smoother transition of the different LOD's. - Tree trunks are now moving. Before only the leaves waved in the wind. - Improved indirect light rendering with higher lightmap resolutions when needed. - Significant improvement in the quality of shadows. - Adjustment of the areas already created in order to adapt to the new colors. - Adjusted the color of the sea and lakes. - Significant modification of the mountains surrounding the levels. Their vegetation has been significantly increased for a more detailed rendering. - Better rendering of indirect light for all objects in very large areas of the game. - Readjusted the resolution of low vegetation such as grasses or hedges. Their resolutions were too weak. - Improved rendering of appearances around the player of low vegetation in order to prevent them from suddenly appearing in front of the player.
Characters:
- Added a quick animation after a short jump to let the player know that the jump is over. - Improved responsiveness of animations when the player grabs onto a rope or ledge. - New sound effect when the character climbs or descends from a rope, but also when he swings. - Released the use of the bow, the player can now jump, leap against a wall, run or fall from a height without the bow being automatically unequipped. The bow no longer unequips when the player shoots an arrow, you can now shoot several arrows in a row.
Level of the Temple of Pluto:
- The outer part of the temple in the Temple of Pluto level has been revised to make the area easier to navigate.
Important bug fixes:
- Fixed collision issues in the Temple of Pluto level. Some collisions were not present and the player could pass through walls. - Fixed animation issues when the player falls from high and landing animation activates, the player could get stuck in this position if torch or bow is equipped. - Adjustment of the aiming aid system, it moves less quickly and no longer passes through collisions without giving information on the materials (wood or stone). - Fixed audio of the Tintinnabulum bells in the Temple of Pluto level, the bells no longer reverb as much as before which could distort their bell sound oddly. - In the first level of the tutorial where you have to grab an ivy and then a ledge for the first time, the ivy has been brought closer to the ledge in order to make it easier to grab onto the ledge. - In the first level of the tutorial where the horse is used for the first time, the tutorial is now displayed correctly and first tells you how to move your horse forward and then stop it.
See you next month for the 0.4.07 update!
Reliefs The time of The Lemures 0.4.05 released!
Hello everyone !
New month and therefore new update! New content is available with this update, including new environments to explore!
This update focuses on the beginning of the game's story with the addition of a new area to explore. Improvements to the rendering of long distance fog and forests have also been implemented.
Important information: For this update, no file restore is required. You can continue your adventure now with your old save from 0.4.04.
Update note:
Environments:
- Added a new explored area related to the game's story. - Changed in the tutorial level when grabbing a ledge when climbing a rope for the first time, the rope has been moved closer to the ledge to be able to grab it more easily. - Changed the fog color in the tutorial level in the rift area, the fog could appear black and not white. - Changed the fog transition in the tutorial level in the rift area, the fog could appear suddenly. - Changed the display distance of small rocks on the ground, their display was too close and therefore visible.
Game engine / performance:
- Engine update from Unity 2020.3.41f1 to Unity 2020.3.42f1. - Added ambient occlusion for forests for more realistic rendering. Dense forests will now be darker, with the sun hidden by leaves (or thorns). - Slight modification of the indirect light for a better rendering. - Improved fog rendering at long distance. - Optimized all shaders to optimize the workload for the graphics card.
See you next month for the 0.4.06 update!
Reliefs The time of The Lemures 0.4.04 released!
Hello everyone !
New hotfix update this month. This new version does not add new content, but improves the one already present! An important modification of the gameplay, animations, interactions, but also modification of some zones in order to improve the game.
Initially this update 0.4.04 was supposed to offer a new area to explore and the beginning of the story with its darker side of the game. This is postponed to the next update due to the colossal work that has been done this month in order to make the game as easy to use as possible while keeping the soul of the game.
Important info: Global options and gameplay are restored following the addition of new features in the menu options and gameplay. And the backups are also reset, because some areas have been modified too deeply. This prevents you from reappearing in a wall, for example, if you are in an area that has been modified.
Here are all the news, changes and bug fixes:
Gameplay:
Player : - The player can swing closest to his anchor point with the ropes. - Removed limitations of player used a torch under certain conditions. Now the player can use a torch while running, jumping and crouching. If the player does not use these two hands, they can now use this torch. - Added a smooth transition for the player's camera when jumping on walls, now the camera rotates in the direction of the jump, before jumping again. - The player can now use a torch on his horse. And mounting or dismounting his horse with the torch equipped no longer unequips it. - Player can now run with a spear equipped. - Many animations have been changed or added to allow the player to use a torch or spear when running or jumping. - It is now possible to crouch to grab a ledge with or without the torch. - It is now possible to drop a ledge just with the back key. - Player collision no longer interacts with a torch collision on the ground. This could cause player character collision issues. - Player can now grab ledges while in the water. - Increased aim assist animation speed when using a spear. - Increased number of real-time hints displayed for strings.
Horse : - The transition when the player gets on or off the horse is now smoother. - The player can dismount from the right, but also from the left. If the right is blocked by an obstacle the player will descend to the left and vice versa. And the player will not get off the horse if the left and right of the horse is blocked. - Added limitation to use a horse, for example if the player jumps or uses a rope. But using the horse is now possible even if the player has a torch or spear equipped.
Character :
Horse : - Modification of the horse animation tree in depth in order to obtain better animation transitions and to avoid that the horse is blocked in a type of animation without being able to leave it. - The rotations of the horse are smoother and they now adapt to the speed of the horse which makes it possible to avoid quick rotating at high speeds. - The horse's mane has been updated with its material to be a bit more realistic.
Player : - Changed the player character animation tree to simplify transitions between animations and fix issues with stuck animations. This modification also allows me to add new animations later on more easily.
Environments:
- Added help information to the player in the first part of the level of the Temple of Pluto, it had not been implemented. - Improved visibility of places where you can jump and grab.
Tutorial level: - Significant modification of the bridge area lowered for a more logical movement. - Changed grid area. For easier access to the lever. - Changed Ruined Tower area for easier rope use. - Modification of the interior of the first temple. It now makes more sense to climb up to the roof. - Changed the interior of the blocked horse temple, the descent is now less problematic. - Changed the entrance to the tower temple. It is now larger and easier to enter with the horse. - Optimization of the interior of the tower for an equivalent rendering, but higher performance. - Changed the interior of the closed grid area in the tower temple to improve player movement.
Game engine / performance:
- Updated from Unity 2020.3.38f1 to Unity 2020.3.41f1. - Added parallax mapping to water and updated its look and color. - Changed the clouds in the Temple of Pluto level to correctly match the sunset. - Improved reaction to particle light. - Removed high latency when player mounts or dismounts.
Interface:
- Fixed mouse cursor now turning on and off correctly, whether or not you are using the mouse when a gamepad is plugged in. - The real-time help has been deeply modified. When an interaction with an object is possible, this is indicated with a white square. When the player is close enough, the shortcut to use the item is displayed. The possible interactions are also displayed further and the icons have been enlarged. - Removed the display of the white background when the player jumps from too high. white background now only displays one second before the player dies. - Help controls are now enabled when using a horse. - Controls help has also been updated with player character limitations removed. - Horse camera FOV now correctly scales to player camera FOV.
Bug:
- Collisions of debris on the ground have been reviewed and corrected in order to prevent these collisions from blocking the player. - A hierarchy issue caused the light from the torch placed on the ground to not follow the torch (object). This is now fixed. - Fixed an issue with the camera shaking when colliding with the walls. - Fixed an issue that could cause the player dropped torch to go through the ground. - Torch physics fixed to behave more naturally on the ground. - Spears thrown against a wall now break correctly. The animation had disappeared due to a priority problem of a script. - In the tutorial, the detection area of the tutorial display has been changed when using Ivies for the first time.
See you next month for the 0.4.05 update!
Reliefs The time of The Lemures 0.4.03 released!
Hello everyone ! New update this month with the addition of the most important area for the rest of the game! The Temple of Pluto is the HUB of the game and will allow you to travel through the different levels. New options are also available to improve the game experience. Important changes have been made to the vegetation with the usual bug fixes.
Also this update is the last related to the previous version (0.3) of the game. All future updates will be new!
Important Information: The global options are restored following the addition of new functionalities in the menu options. But your backups are kept.
Here are all the news, changes and bug fixes:
Gameplay:
- New area to explore with the imposing temple of Pluto.
Character :
- Total environmental persistence! If you open a door, light a brazier or interact with a piece of scenery, it is now automatically recorded. On your next load, the environment will be restored as you left it.
Environments:
- Total redesign of the low vegetation of grass and hedges in order to obtain a more detailed and realistic rendering.
- Significant increase in vegetation density for denser and wilder forests.
- Improved lighting with an exposure system.
- Improved environment ambient color for particles.
- Fixed the tree trunk shader to obtain a more realistic rendering with large barks at the base and finer ones in the branches. Also added parallax mapping to give a more pronounced depth and relief to the final rendering.
- Added parallax mapping for the most important shaders such as bricks, cliffs or temple stones for a more realistic rendering.
Game engine / performance:
- Major optimization of the braziers that you can light in the environment. Their performance hit is now very low.
- Removed some brightness options in the tutorial level to match the new exposure system.
- Optimized vegetation for more detailed rendering for equivalent performance.
Interface:
- You can now modify the maximum FPS of the game. By default this option is set to 60 FPS maximum. You can change this option from 30 to 180 FPS maximum.
- Automatic game translation is now available for users of the Steam version of the game only. At launch, if your language is recognized by the game, it automatically selects your language configured in Steam to translate the game. If your language is not recognized, English will be used by default.
Bug:
- Fixed issue with Steam overlay not allowing the game to properly load the UI and showing a white screen.
- The FOV values in the gameplay menu are correctly loaded and displayed.
- Gameplay options are automatically reset when you start a new game on an old one.
See you next month for the 0.4.04 update! We will get to the heart of the game's history!
Reliefs The Time of The Lemures 0.4.02 released!
Hello everyone !
This update includes new environments for the continuation and end of the tutorial, addition of a mount to help you navigate this vast world. But also the addition of interactions with many new elements of the game, a significant modification of the rendering, addition of new features and many others!
Important information: Global and gameplay options are restored following the addition of new features in the options and gameplay menus. But your backups are kept.
Here are all the news, changes and bug fixes:
Gameplay:
- This continuation of the tutorial introduces the horse, which is one of the great novelties of this version 0.4. The environments being much larger than previous versions, the addition of a horse was mandatory in order to prevent the game from becoming a walking game.
- Simplification of the tutorial, with direct information without text of several lines to read at each action in order to make it more fluid.
- Added interactive furniture, the player can now open or close different types of doors, but also interact with chests, or furniture doors.
- Added greater visibility when climbing walls. The camera has been unlocked and it is now possible to look in all directions. (Within the limit of the human body)
- Greater limitation of the swing when the player is close to the anchor point of the rope.
- It is now possible to delete the strings already in place in order to avoid having too many useless strings next to each other. This is done automatically, if a string appears too close to one or more others, they are deleted.
Character :
- Added new material for the arms of the player character, so that the latter can slowly disappear close to the camera.
Environments:
- Many new environments are added in order to continue the tutorial and bring the player to the main temples of Pluto.
- For the tutorial in the lowered pontoon puzzle, the ropes you detach no longer suddenly disappear. Strings are now physical.
- Increased time for the grid in the tutorial to fully close.
- Reorganization of the level of the grid in the tutorial, when the player must quickly reach the closing grid, he no longer has to go through the same path he took to come.
Game engine / performance:
- Updated Unity engine. It goes from version 2020.03.36 to version 2020.03.38.
- Added the possibility in the options to deactivate certain post process effects. Contact shadows, ambient occlusion, chromatic aberration, film grain and vignette can now be individually disabled at any time.
- Added the possibility to change the FOV of the camera at any time from 40 to 100, 70 being the default value. This new option is available in the gameplay menu.
- Increased the display of grasses and certain types of trees for more detailed rendering.
- Significant improvement in the rendering of marble and metal type materials such as gold for example.
- Added distance limitation for wind vegetation animation to improve performance.
- Some background elements have been combined to limit rendering demands on the GPU which drastically improves frames per second.
- Added a tree LOD (distance simplification) system for terrains to be more representative of vegetation density at very long distances.
- Added Bent normal maps to many shaders to improve the light reaction rendering of materials.
- Improved vegetation rendering and performance.
- Improved rendering of post process effects in order to obtain better performance without much loss of quality.
- Significant improvement in game brightness for more realistic and dynamic lighting.
- Adjusted game colors.
- Increased the light intensity of the torches to match the new brightness in the game.
- The yellow ivy foliage that tells the player where to grab an ivy now disappears close to the camera to avoid obstructing the player's visibility.
- Change of anti-aliasing, we go from SMAA to TAA, more efficient and more beautiful.
Interface:
- In the menus with a joystick it is now possible to go directly from the first to the last option without having to go down or up all the options.
- Increased size of shortcut icons in tutorial information for better visibility.
- Changed the style of the tutorial, simpler and less complex.
- Added a dark outline around shortcuts for better visibility.
- Added a priority for interfaces to avoid overlapping information and to obtain smoother transitions between scenes.
Bug:
- Fixed the save system to avoid save deletion between updates if deletion is not desired.
- A translation problem was visible in the tutorial for the "swum" part.
- Aim assist was automatically disabled when creating a new game, it is now the opposite.
- Ropes no longer appear all at once when unfolding. The animation is done correctly.
- The ledges to grab onto in the iron door area in the tutorial had no limits to go left or right.
- The gameplay menu was not deactivated with the "escape" or "start" key on the keyboard or the controller.
I also thank Upsweep and Surveyor for their constructive feedback on version 0.4.01 of the game!
See you next month for the 0.4.03 update!
Reliefs The Time of The Lemures 0.4.01 released!
Hello everyone !
After more than a year of additional work, the first of the Reliefs The Time of the Lemures version 0.4 updates is now available!
This 0.4.01 update is a new iteration of the game, it's not a simple version, but a new game! Almost the entire game has been redone, only the story and gameplay of the game have been kept and some elements reused such as the main character and some objects, but they have all been modified to best match this new version.
The development of this version 0.4 will extend over the year 2022 and 2023, for a release of the final version in 2023. You can now download this new version and enter in the world of Reliefs. For the moment the first part of the tutorial is available and the second part will arrive the next month. This new version has been much longer and more complex to achieve than expected and I thank you for your patience. I hope you enjoy this new update or rather new game!
Why rebuild the game?
As I said before, version 0.3 of Reliefs had big performance issues and didn't allow me to create large open and detailed environments. Which is a huge problem when the game's story is based on vast environments to explore.
Important information:
Your old saves will be deleted automatically when the game is launched. All levels have been redone and no longer match in terms of size and arrangement of 3D elements from the previous version. The options will also be restored following the addition of new functionalities in the menu options and gameplay.
New in this update:
It would be easier for me to tell you what has not changed. I will therefore give you the general information of the modifications made to the game in order to avoid a too long list of modifications.
Gameengine:
- Updated Unity engine. It goes from version 2019.4.18 to version 2020.03.36.
Environments:
- In order to reflect the environment of the Calanques as much as possible, all the environment elements have been recreated. (trees, grass, rocks, cliffs, terrain textures, materials and shaders.) It's a total overhaul of the exteriors with more details, optimization and a final rendering closer to reality. - The cliffs are now modular in order to create environments faster and with a lot of detail. - Modeling of seabeds for lakes and the sea. - Added Height blending for terrains. Terrain textures blend more realistically. - Redesigned water, sea and lake shaders. - Updated game lights. - Implementation of a "GPU instancing" system for terrain details. In order to display thousands of 3D elements like grasses or rocks to terrains with little performance loss. - Added a procedural creation tool for vegetation to quickly create large, realistic open spaces.
Roman constructions:
- The elements that I had sculpted in my 3D software for version 0.3 of Reliefs have been taken over and improved. Their versions available in the game are more detailed than in the previous version. In particular for statues and sculptures or as the capitals of columns for example. New textures, materials and shaders have also been recreated. - The constructions are now modular, in order to create temples or others more quickly and easily.
Gameplay:
- The main character can now swim on the surface of the water but also dive. - The main character can now ride a horse. (The mount will be available in version 0.4.02 for next month) - Dynamic gameplay, the main character can now perform actions quickly without having to store a torch or a spear. For example, he can hold on to a rope while swimming on the surface of the water. - Persistence of spears and ropes thrown in the environment. At each start of the game, the game automatically loads the ropes you have deployed in the levels. - Added deployable rope limit in a level. (16 strings maximum) The oldest strings will be replaced automatically by the new deployed strings. - Added a zoom effect when you charge your spear. - The player can now climb vines. - Added a horse with its behavior and these animations. (More information in version 0.4.02 of Reliefs) - Added limitation to strings. The sway is reduced over time and the further the player is from their anchor point, the greater the amplitude of the sway.
Interface:
- Addition of a real-time help system that can be activated or not. It will tell you the interactive objects around you and the shortcut to use them. - Addition of a central crosshair that can be activated or not. In order to avoid motion sikness to certain person. - Addition of help for quick controls that can be activated or not. When you equip a torch, for example, it shows you the possible actions and their shortcuts in real time. - Addition of a gameplay menu to activate or not real-time helps. This will only be effective for the save currently in use and will not affect other parts of the game.
Audio:
- Added new audio effects for environment, main character or interactive elements. - The audio decreases or increases gradually when a loading is carried out by the game in order to avoid cuts of music or sound too abrupt. - Player and horse footsteps now play relative to the texture of the terrain you are walking on.
VFX:
- All particles have been updated with Unity's new particle system (visual effect graph). Larger numbers can be displayed on screen with better rendering and behaviors. - Updated the torch fire effect. - Added player generated water waves. - Added a real-time particle system that adapts to the environment around the player. For example, if you are in a cave, only dust particles will be visible. And if you are in a forest, insects, birds and pollen will be visible.
See you next month for the 0.4.02 update!
Reliefs The Time of The Lemures 0.4 : Diary of devs #36
Hello everybody !
Here's a new Developer Diary for May 2022!
Can of comments this month for this diary of devs, however work on the tutorial level is progressing fast!
Also, I would like to give an availability date for the 0.4.01 Reliefs update, but I won't. Some features should be checked and potentially corrected. It can take a few days or several weeks, that's why I don't give a precise date in this diary of devs.
The following screenshots were taken in the tutorial level which will be available in the next update. There is still a bit of work to be done on the ambient colors of the environments, but the rest is final.
Reliefs The Time of The Lemures 0.4 : Diary of devs #35
Hello everybody !
Here's a new developer diary for this month of April! The work on the tutorial level is progressing, but I can't give you an exact release date for Update 0.4.01.
Information: All the following screenshots were taken in a test environment level of the game and are not representative of the final rendering. Many items may be changed or removed before the release of the next update.
Architecture:
A lot of work has been done this month on the architectural elements to match of the work already done on the vegetation and the cliffs.
The shaders of "global" materials such as stones or bricks have been greatly modified in order to remove repetition effects. For example the addition of cracks on the walls, plaster or destroyed elements to obtain a unique rendering of each wall and not a simple copy/paste of the previous one.
Columns and other decorative elements in the Corinthian and Tuscan style for temples have been corrected and now allow their indirect light to be calculated. (see example)
Many other simple architectural elements have been modeled to create corridors, rooms and buildings of all sizes in brick, stone or marble.
Environment:
The different levels of the game will be in a semi-open world. So limited in size, but big enough to have a feeling of freedom. In addition to these open environments, there will still be oppressive areas in ruined temples, crevices, cliff edges or dark caverns like in the previous version of the game.
Levels size:
Here is an example of the maximum possible level size in version 0.4 of the game. (The little green dots are trees)
Reliefs The Time of The Lemures 0.4 : Diary of devs #34
Hello everybody !
First of all, my apologies for this year of information interruptions on Steam or Itch.io. The development of the game Reliefs: The time of the Lemures continues and people who follow me on Twitter have been able to see the evolution of the game for over a year. Only not everyone is on Twitter and it's more accurate to give new information about the game development every month here.
Before starting I reassure you, the version of Reliefs The time of the Lemures 0.4.01 is in preparation, but there is no release date for the moment.
Why this stop of updates?
Version 3.03 of Reliefs had many shortcomings and in particular the size of the environment. The Temple of Pluto for example (update 0.3.03) was the most open and detailed area I could offer in this version of the game. If this area had been bigger, the game performance would have been abysmal. But the temple of Pluto, in the originally imagined project must be gigantic, like many other environments. I therefore had to remedy this situation, I have reworked all the 3D models of trees, grass, cliffs, constructions with their textures, therefore 90% the game was recreated.
Today this problem is solved and huge areas can be created without loss of performance and quality of the scenery. These new semi-open areas can be very long to walk. I therefore had to add a horse in order to allow the player to cover large distances more quickly. This new mount took a long time to be developed because it was not included in the original project. The tutorial, the environment and the main character had to be deeply modified to add the possibility of riding a horse.
These important modifications did not allow me to keep the levels already created (The tutorial area, the temple of the tower and the temple of Pluto). All these levels, therefore had to be redeveloped with the new 3D objects and game operation.
Also, the player now has the possibility of swimming which opens up new possibilities in terms of puzzles and exploration. String physics have been corrected and a real-time help system has been added that can be disabled at any time.
The game engine has been updated, Reliefs version 0.3.03 used Unity engine 2019.4.18. Today the used version of Unity is 2020.3.29.
The list of modifications is very long for the future version 0.4.01 of Reliefs The time of the Lemures and they will be detailed when this new version is available.
The project is progressing :
With this Diary of devs I just wanted to reassure you about the continuity of the development of the game Reliefs which will have taken a lot of delay, but which will also have evolved a lot since it was imagined in 2015. It's not easy to create such a video game alone and I want to thank you for your patience and your support for all these years on this project!
Thank you !
Reliefs The Time of The Lemures 0.3.03 released!
Hello everybody !
Reliefs The Time of the Lemures update 0.3.03 is now live!
In this update a new area is offered to you with new environments. But also several bug fixes and added features.
This update does not reset your save, you can directly explore this new area!
Quick summary of this update:
Addition of a new zone.
Updated loading screen.
Easier interaction with a torch or lance equip.
Modification of graphics.
Optimization of loadings.
Bugfix.
Content details of update 0.3.03:
Level:
The game's main temple level is now available. With many explorable rooms.
Addition of various details in the tutorial level.
Added the first statues in the new level. Much still to come!
Added a small loading interface with random images and little tips while loading the game or between levels.
Gameplay:
You can now climb a wall or use a rope with an equipped torch. The torch will automatically drop to the ground to continue to illuminate the player.
You can now climb a wall or use a rope with an equipped lance. The lance is automatic without equipment.
Optimization:
Added a dynamic loading system between levels to optimize performance.
Graphics:
Improved the appearance of marble textures for more realism.
3D modification of the herbs for more realism.
3D modification of small trees for more detail and a more realistic shape.
Updated the LOD shaders of the vegetation, it now moves with the wind even at a great distance.
Improved volumetric fog. Now it moves and comes alive with the wind.
Improved textures of cliff LODs.
Bugfix :
Fixed an issue with the torch going through the ground when dropped.
Fixed the shadows generated by the torch, it could not display or display too much.
Fixed an issue with the sound when the character was crouching without the "crouch" key being pressed. The sound emitted was a sound of normal walking while the character was still crouching.
Fixed the Reliefs logo bug in the interface. On some resolutions it could overlap the menu information.
Fixed the collision of a temple that did not have the correct properties, the player could climb that temple without rope or ivy.