"Coralina: a Memory Tale" is the sequel to Cora's story, and the game has a free demo now available to play! We hope you like it and don't forget to add the game to your wishlist!
-Increased save format to 4 (to allow for Colosseum achievement requirement changes) -Changes/fixes to post-game content
Colosseum: -Decreased the requirements for 2 achievements -Added a system to prevent being offered/given Modifiers that are considered mutually exclusive (this is to prevent Modifier combinations that are near unplayable from happening randomly) -Decreased Ambidextrous attack delay to 4x (down from 5x) -Decreased Unwieldy attack delay to 3x (down from 4x) -Added Perfectionism and Recycled synergy -Fixed removing Adherence only allowing movement again if the Player was grounded at the time of removal -Fixed Player remaining rotated for too long with Lofty when dash cooldown is increased -Fixed Point Blops not colliding with the Player with Selective -Fixed a typo in Passivity's description
- Singleplayer and Multiplayer Roguelike modes are now available in an early alpha state. - Menu buttons on the main menu will now shift when hovering over them - The wheel on the left side of the main menu will now always turn and speed up when hovering over various menu items.
Lefthook has joined the development team as a programmer, He will for the time being primarily focus on UI improvements, he already started working with us a while ago and some of his changes are in the latest patch.
We’ve got intel that there has been some activity within Section 13 base, making additional investigations a must. This is the chance for our agents to prove what they’re made of. Sign up for and play our second closed beta!
Thank you in advance for your participation and feedback, which help us create a better Blackout Protocol experience for all agents. Please make sure you stay tuned to our Feature Upvote board for leaving feedback, as well as our Discord server for any discussion or updates.
We also have an important note for CB1 participants: in order for us to accurately assess how effective the changes from CB1 are, you will lose all progression data from CB1 when you play CB2.
Before we dive into the details of CB2 changes, we have some notes from our creative director!
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Greetings, Agents!
This is Dongsoo, the Creative Director of Blackout Protocol. The biggest improvement we wanted to make since CB1 was adjusting the difficulty during early and mid-game. Based on CB1 results, we concluded that the overall balance had a steep learning curve at the start, while the mid-to-late game was not as challenging as we thought it would be. We thus adjusted the overall difficulty curve. The image below should give you an idea, where the black line is for CB1 and the green line is for CB2.
To go hand-in-hand with the difficulty change above, we made power-ups more tangible by adjusting when agents acquire Synaptic Enhancements during gameplay. We also added new map and creature elements so that agents can notice different variations when playing multiple runs.
Two major changes we made on the out-game side of things: supporting voice chat by default and adding quick communication (pings & quick chats). We deemed it a priority to have communication tools that help agents work closely together. Since this is our first iteration of the quick communication, we’d like to ask for your feedback so that we can make it even better.
We also made improvements to the permanent enhancements–an essential part of any roguelite game. Permanent enhancement elements are now more accessible, and the UX has been improved. Our findings from CB1 indicated that the high early-game difficulty led to some agents quitting before they reached the first safe room, which is where they would have experienced the roguelite progression. We believe the difficulty adjustments in CB2 will alleviate such concerns. We also made the safe room area, as well as the various interactable objects within, more easily recognizable. Additionally, we made it so that agents must spend all permanent enhancement resources before they proceed to the next map. If you find yourself not being able to exit the safe room, please check if you (or your fellow agents) have any unspent Data Nugs or unsubmitted weapon blueprints.
On top of all that, we made a lot of polishes to various elements that hampered a smooth gameplay experience during CB1. While we cannot claim everything is perfect in CB2, we strongly believe you will see how the game continues to improve. We hope you have more fun in CB2, and would like to ask for your feedback to help us keep making more improvements in the future.
Sincerely, Dongsoo Oh
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Changes from CB1
We have been working on making additions and improvements from our first closed beta earlier this year. Below is a quick list of changes.
Changed so that agents must use all permanent growth currency (Data Nugs & weapon blueprints) in the safe room to proceed
Added 7 new permanent enhancements
Adjusted some existing permanent enhancements (examples below)
Extended Clip will now apply only to Firearms Department weapons
Card Collector will now increase max HP, instead of healing current HP
Added a tiered unlock system for permanent enhancements, based on the number of Data Nugs spent
UI/UX
Revamped the character selection screen with updated character looks
Made improvements to the results screen
Added effects and lore elements to enhance immersion
Added visual cues that indicate if an agent has the highest output in a certain category (e.g., physical damage)
Added an indicator for overall map progression for the run
Added level art and information in the loading screens
Made improvements to the HUD
Remaining ammo in the current clip is better visible
When the current clip is empty, it is more noticeable with a flashing "0"
Added UI to indicate agents entered the safe room
Added the feature to invite Steam friends
Combat
Added a reset at the very start of the run, when agents are entering the front gate of facility into the parking lot
This was because we saw some agents, after experimenting upon choosing their weapons, sustained heavy injury damage and spent all ammo before even starting the mission
Added variations to 4 of the creatures
Added variations to maps
Some of the map variations will unlock based on the agent’s permanent progressions
Adjusted how the injury mechanics works
Initial injury amount has been reduced
Now the longer an agent stays downed, the more injury penalty they will sustain
Others
Added background music
Added various sound effects (flashlight, results screen, combat, etc.)
Added visual and sound effects to indicate when active skills are off cooldown
Added small talk between agent characters
CB2 Known Issues
We will update this section as we get more information.
You may encounter unlocalized text when joining through Steam friend invite
If you press the Esc key at the same time as interacting with a Nethercube, you will not be able to select a Synaptic Enhancement
Effects of the Shadow Stroll Synaptic Enhancements currently apply even when the agent is not in the dark
Effects of the Shadow Stroll Synaptic Enhancements do not apply on Beaker’s active ability
Effects of the Slow Burn Synaptic Enhancement is not properly applied
Effects of the Expense Report II Synaptic Enhancement is not properly applied
Effects of the Unstable Parts Synaptic Enhancement is not properly applied when using the Arc Cannon
When picking up a weapon, it shows the remaining ammo count of the previous weapon while the actual clip is empty upon pickup
When using Quick Start, if a room fills up, you will see the loading screen but be booted out to the title
If you are revived while spectating, your camera may reflect the vision of the character you were spectating (e.g., panicked vision)
The Arc Cannon attack can arc through a wall
Turning speed while equipped with some weapons can sometimes be faster than intended
If a teammate has fallen to death, there may be cases where the body is not teleported to a location allowing revival (Reported on Feature Upvote) - Fixed with hotfix on April 7
HereSphere update v0.9.2 for PC is now available on the Steam beta branch.
Quality of life improvements:
When using the HereSphere web API, the fallback script directory for synchronized peripherals will be searched before using the script provided by the web API. This allows the user to force the player to use an alternate script than the one provided by the website.
Added a paste button to the virtual keyboard. This will paste the contents of the Windows clipboard into the active input box in HereSphere.
v0.7.71 -Remote workbench access in the player menu for select work benches is now available. -Setup hot key for Remote Workbench menu to R and D-pad down. -Setup input rebinding in settings menu for Remote Workbench Menu -Improved world map logic so it doesn't print images into the wrong locations during loading while traveling. -Grilling Table rendering now stays attached to docks correctly when placed. -Online Alpha rotation logic improvements. -Improved object rendering initialization to fix a bug where some rocks visuals wouldn't match the collision. -Improved localization setup while building in deep ocean areas. -Removed Titan Firework general failure msg and kept just the Firework success msg and failure because its in combat msg. -Updated wall building UI to show the correct popup feedback error for walls that cant be built in deep ocean. -Update to various icons to improve resolution and readability at lower texture memory settings -Localization for items with missing translations -Update to Titan beam attack visuals so it looks better when bloom and other post process are turned off
Just a small patch today to address a few small bugs that were reported over the past few weeks and add some quality of improvements to Arcane Vale!
• Added improved out-of-bounds checks to several maps • Fixed 'pickup' text for potions and bottles • Fixed a bug that would not let you drop items you were not high enough level to use them • Fixed a rare sound bug when hovering over the hotbar • Added steam deck keyboard input functionality • Added cabbage seeds to farming store inventory • Destroying a wooden gate now returns the correct item • Added new 'gore' option to the game settings (disables blood effects) • Fixed shop bug that would take an additional item when selling 2 of 3 • Improved textbox scaling across multiple resolutions • Quest items are now sorted to the bottom of the inventory rather than the top • Fixed a bug that would mean you lost the pet wolf cub when choosing another pet
With the games launch on Switch finally complete I am now turning my attention back to adding new content to the game in future patches!