HI everyone, I've added some rebinding options for keyboard and joystick. I will be adding more options and hotkey guides in the coming days.
Combat targeting has also been improved. There was a bug where sometimes a hero with high range would move to a less desirable spot, and on occasion, even skip their turn because of this. It should function correctly now.
Fixed a major bug with the extra affix magic simple glyphs get. When spawned they rolled for the correct value (half the value of normal affixes). However when the game is saved and loaded back the game wrongly clamps the value using the full affix range, sometimes causing the value to be higher than it is even possible to roll for. The range tooltip was also using the wrong (full) range.
UI Scaling setting will now be ignored if set high enough to cause the UI to overlap.
Fixed sneaky vendors stealing coins but not giving you the item if item is dragged over a quest item.
Fixed players being able to buy gem pouches into the commodity cube, breaking it. Gem pouch can now be dragged out of the cube.
Fixed multiple trigger modifiers of the same type being checked one after another instead of using the combined chance shown in the tooltip.
Fixed tooltip showing minion avoidance twice instead of minion movement speed.
Improved character stat tooltips to show all stat multipliers.
Tooltip for damage and absorb now correctly includes modifier from Crisis absorb and damage.
Hello and welcome to the Balatro public playtest! I have been working on this game solo for quite some time, and aside from some much appreciated help from personal friends of mine I have not been able to test the game at scale. Lucky for you, that means you get to play Balatro EARLY and FOR FREE! Please sign up for the public playtest to start playing immediately.
If you encounter any issues, bugs, or general weirdness, you can do either of the following:
Make a comment in the discussion of this post
Make a comment in the community discussion for Balatro Playtest
We have released a client patch to fix the following issues.
1. Fixed an issue where the client of the game would intermittently crash while playing. 2. Fixed an issue where movement between maps was intermittently disabled in Bakal Raid.
Please restart your client to apply the changes.
We apologize for any inconveniences this has caused. Thank you for your understanding.
UI & UX - Fix UI text bugs - Make new mode pop-up properly disappear with custom binds and scroll wheel - Fix fade after the last level not fading out if you switch level - Fix sound volume level not initializing properly from settings - Restart no longer brings you to the previous level if done in starting airlock
Scoreboard - Fix bug with moves scores not saving properly - Make "around you" scroll to your entry properly on the scoreboard - Fix histogram not properly marking the bar you're in
Movement & Mechanics - Smooth velocity over force zones in all directions: - Fix horizontal velocity not resetting after landing from jump - Reset horizontal velocity after some air-time - Increased air control and decrease jump momentum preservation to compensate - Fix view slowly centering
Levels & Visuals - Fixed glitch spots where your head sticks out of bounds and you can see the whole outside - Added some easter eggs - Added a thank-you for Creem and the speedrunning folks at Discord, you're awesome! - Cleaned up geometry (overlapping meshes, Z-fighting) - Cleaned up lighting (colors, values, placement) - Patched up various holes on all levels - Changed lever visuals to be more clear - Cleaned up collision for several objects - Adjusted some models to look better - Reposition one of the moving pillars on Greenhouse - Fixed the 'trap yourself in the red room' in the Coffee Break - Deleted unnecessary meshes from levels - Reduced size of lightmaps - Added black shadow at mantling in coffee break ((intentional))
Thanks a lot to all the folks who joined our Discord recently and made bug reports, we tried to squash as many of the bugs as we could. We will soon post a status update about some exciting new maps that we are working on!
We have found and recreated a bug that freezes the game when 2 players are on the same space, now we are working on a fix that will go out in the next update. There was never supposed to be an option to stop on the same space as 2 players.
We have also had reports of a bug that does not list the proper contract remaining length but have not found a fix for it yet. We will try to get it fixed for the same update.
We apologize for the lack of recent updates, the playtest will be open for a bit longer. Please submit your bugs as you find them to the discord so we can fix them for launch in the coming months.
New Superliminal Warping Beacons that can be used to teleport your fleet to colonies and planets
New Free Coupons to fix or heal for free troops and equipment
New Exp Boost Cards to accelerate the rate at which your character gains experience during a given amount of time
New Data Cores that can be used to gain experience toward a specific proficiency
Interface
New Proficiency UI and Boost Proficiency feature where you can use consumable data cores to increase a specific proficiency experience
New Crafting UI (still needs some polishing)
New Logbook UI (still needs some polishing)
Added support for auxiliary mouse buttons
Combat
New Weapon: Exploder Cannon
New Combat Mode: Ship Boarding Raids
In the new areas, players might encounter a damaged ship while traveling in space. They can choose whether to help them. Different choices lead to different combat scenarios.
There are two points to capture, but be aware of the enemies capturing them first; you’ll lose the fight
You can bring your troops and companions with you (except the vehicles)
Ragdoll effects added for several troops
FAMAS assault troops, Shield Masters, and Medic can now shoot while moving
Missions
Lots of new side quests
Other Cool Stuff
Ode to the Dark Cavalry Exoskeleton is now usable!
Changes & Optimizations
Balance
Gauss Pistol changes: Increased magazine capacity, reduced energy consumption when right-clicking, increased firing speed, but decreased stability
Longbow changes: Reduced reticle size when charging the bow, increased field of view
Explosive damage logic: The further away from the center, the less damage the target will take
Battle capacity: After reaching a certain number of battles, the number of credits you earn will be reduced. This resets every day at 0:00
Increased speed for both recycling and mining
Increased cooldown for Illusionist, Invincible, and Reflector affixes
Reduced uptime duration for the Invincible and Reflector affixes
Optimized the FXs of the Empath and Frostbound affixes
Increased cooldown for consumables and increased the healing amount for potions
Reduced tank damage.
Reduced melee damage coefficient for all troops
Changed the monster type in Hatchery and Parasitic Meteors from Dragons to Spiders and removed elites from the Parasitic Meteors
Reduced the respawn time of parasitic meteors
Increased fuel capacity to 1000
Increased ship speed and fuel consumption in Power Mode
Optimized durability. Soldiers’ deaths, ships, and vehicles’ destruction will no longer result in direct damage. The calculations will now match equipment durability.
Decreased experience required for character leveling from level 1 to 10.
Increased the number of drops in dungeons.
Adjusted the unlocking of armor, recycling, and mining proficiencies
Reclassified novice armor as heavy armor
Random weather effects now have an increased debuff, and a display and voice prompt will explain the situation.
Increased the health of the Cobra and reduced the range of the Spiders attacks
NPC shops now sell unlimited green and blue crafting materials