GAME FREAK has released Title Update 1.0.8 for Beast of Reincarnation and shared its full patch notes. So, let’s see what this new update brings to the table.
Patch 1.0.8 adds official support for NVIDIA DLSS 4.5 and AMD FSR 4.0. In my previous article, I said that these techs were included in that update. However, I was wrong. This latest patch adds support for them. Moreover, the devs stated that they plan to add support for Frame Gen in future updates.
Update 1.0.8 comes with some additional camera changes. For instance, the game now offers three player camera distance options. These are Close, Medium, and Far. Moreover, it brings various further adjustments to the player camera, both in and out of combat.
Patch 1.0.8 adjusts event and cutscene triggers to reduce cases where the same cutscene plays again when moving between areas. It also changes the combat behavior of some bosses and updates enemy placement in certain areas.
Update 1.0.8 adds more objective markers to the early story path, making it easier to know where to go. It also increases the damage and HP recovery from Bloom Arts.
The main path in the Pilgrim’s Zone is now shorter. Emma will also no longer take damage from falls or while partly underwater. And finally, the patch adds new options for changing subtitle size.
GAME FREAK has also shared some of its future plans. As I said, it plans to add support for Frame Generation. On top of that, it plans to implement skippable events and cutscenes. And we’ll finally get official support for ultrawide monitors.
As always, Steam will download this update the next time you launch its client. Below, you can also find its full patch notes.
Beast of Reincarnation Patch 1.0.8 Release Notes
Additional camera changes:
Added player camera distance options: Close, Medium, and Far.
Various further adjustments to the player camera, both in and out of combat.
Camera adjustments will continue as needed in future updates.
Adjusted certain in-game cinematic camera cuts.
Adjusted triggering conditions for events/cutscenes to reduce consecutive cutscene plays when moving between areas.
Due to this trigger adjustment, players mid-playthrough may experience duplicate playback for a very small number of event lines.
Adjusted the return cutscenes after defeating bosses.
Implemented DLSS 4/4.5 (L/M) and FSR 4 support.
Frame generation options are planned to be implemented soon.
Expanded keybinding options to allow the “Interact” action to be assigned freely to any button or key.
Expanded keybinding settings to support side buttons on mice that have them.
Added subtitle size adjustment options: Extra Small, Small, Medium, Large, and Extra Large.
Selected text size will apply to event and cutscene subtitles. However, for in-game gameplay subtitles outside of cinematics, text size will remain unchanged when set above Medium to prevent overlapping with other UI elements.
Placed additional objective markers along the progression route in the early story to make navigation clearer.
Emma no longer takes damage from falling or being partially submerged in water.
Adjusted water submersion detection.
This update applies adjustments to select areas only.
Adjusted combat behavior for some bosses.
Increased the damage and HP recovery amounts for Bloom Arts.
Changed one battle that takes place midway through the Fuji Frontier Zone to a scripted event.
Attacks from surrounding enemies are now interrupted during Execution and Execution Assist animations.
Attacks from surrounding enemies are now interrupted during Assassination and Assassination Assist animations.
Adjusted enemy placement in certain areas.
Changed target lock-on behavior defaults to “OFF” for Auto-Target (Attack), Auto-Target (Parry), and Auto-Target (Switch).
This will not affect players who have already configured these settings. If you wish to change them, please do so manually in the options menu.
Shortened the main route in the Pilgrim’s Zone.
You can now proceed directly to the Belfry without passing through the Cave or Stone Chamber areas.
Fixed an issue with the cloud streaming version of the game where delayed enemy spawns could block game progression.
Fixed an issue where performance would lag/drop significantly when activating the “End of the Line” skill mod on the Bloom Art: “Kiku: Bloom Strike.”
Fixed an issue where unintentional audio/visual noise would appear in certain cutscenes.
Thanks again for your patience while we prepared this update! We have multiple additional patches planned, and we’ll continue to make fixes and adjustments in response to player feedback. In upcoming patches, we plan to address several more common requests and points of feedback, including:
Implementation of skippable events and cutscenes.
This implementation has involved more technical challenges than initially expected, which is why it’s taking some extra time. To deliver this feature as quickly as possible, we are considering adding skip functionality to cutscenes incrementally, in stages. We sincerely apologize for the delay and ask for your patience until we can share further details. Thank you.
Ultrawide monitor support.
This update is currently in the final stages of testing and will be released soon. We sincerely apologize for the wait and appreciate your continued patience.
Implementation of frame generation.
Changes to healing:
Allowing healing items to be used immediately upon taking damage, rather than after a small delay.
Reducing the duration of movement slowdown while Emma is healing.
Fix for an issue where text appears unintentionally scaled down in certain places.
Further boss camera adjustments.
Adjustments to water submersion detection.
Adjustments to invisible walls and collision boundaries.
Adjustments to event/cutscene presentation.
Fixes for an issue where Koo obstructs the player’s view.
Fixes for an issue where landing positions can shift while leaping.

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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