Today, the "Ed-0 MANGA," a prequel to "Ed-0: Zombie Uprising," has been released! This MANGA tells the prequel to the main game about the three Zom-beings, Mumyo, Raiden, and Matoka. Their backgrounds and origins will be revealed, so check out the first episode right away! (Plan to release three episodes in all) https://www.d3p.co.jp/ed-0/Manga/en
Also updated the Strategy Guide today, which is full of useful information for zombie hunting! This Strategy Guide is packed with basic information, tips on how to play, recommended builds, and others! Will keep updating the guide. https://www.d3p.co.jp/ed-0/Strategy-Guide/en
Will be pushed to the main branch once localization is finished.
Cards
This update aims to make the starter decks more personalized, as well as buff some less used cards. This will result in the game becoming easier, so enemies will be added and revamped in later updates, increasing the gap between the three difficulties. Mostly to make the Hard and Lunatic diffulties harder, while keeping the Hard difficulty around the same level.
New Card Art: "Great Duplex Barrier"
"Exorcising Border"(WIP)
Youkai Buster damage per hit reduced:8→7 now applies 1 Weak Duplex Barrier upgrade now costs W instead of always doing damage twice True Majesty now costs 0, upgrade adds Innate Homing Amulet damage increased for the base version only: 8→10 Lucky Break gold increased: 5/10→10/12 Slice of Life now costs 0 on upgrade, life gain increased: 3/6→4/6 Balance Orbs now always produces 2 Yin-Yang Orbs, upgrade now reduces the Orbs' cost by 1 Dance of Sacred Sakura and Hakurei Temple Fair apply their buffs when played Spread Amulet upgraded damage increased: 12→14 Lakeside Dance cost reduced by 1 One's Last Home reworked, now Exiles Misfortune & Status cards from the hand Spring Colored Path no longer has its Overdraft increase on upgrade Blossoming Fantasy Seal damage increased: 16→18/20, life gain increased: 1→2
Flammable Laser now deals 14 damage once, base Overdrive effect/upgrade now deals 18 damage once and applies 1 Vunerable. Danmaku Study changed to a defense card Asteroid Belt & Summer Ice's upgraded damage per hit reduced by 1: 8x2/7x3 Shoot The Moon now does 2 hits, deals 1 more damage as a result Magic Converter buffes improved: 3/4→4/5, costs 1 less on upgrade Master of Collection reworked, now lets you choose a card to gain Retain when played Starlight Typhoon initial damage increased by 2 when upgraded Lightning Laser damage/Barrier increased on upgrade: 16→18 Replenish Fuel cost reduced: UR/1→1/0 Amanita Muscaria and Amethyst Laccaria effects (life gain & Poison respectively) increased by 2 Forest Dwellers now Exiles itself at the start of combat and provides its Barrier.
Bouncing Knives upgrade now applies 1 Lock On instead of increasing its damage Sight of Distant Blade now draws 1 card Short Break's upgrade now allows the turn to continue instead of reducing its cost Silver Loom's base damage increased: 16→18, upgraded cost reduced: 1W→W Time Stop Detective cost removed: WW→0 Dazzling Dash cost made more lenient: WW→1W, trigger now doubles effect instead of reducing its cost Peak Perfection and Ship's Phantom now also trigger when Exiled Vampire Huntress damage increased: 16/20→18/24, now always deals 3 times the damage against enemies with Vampire Preparing The Banquet Block increased by 2 Deflation World cost reduced by 1, damage reduced: 24→20 Frozen Time kept mana increased: 2/3→4/5 Devil's Maid and Inflation Square costs reduced by 1 Quantum Tunneiling damage increased: 8/10→12/16, now Accurate All Points Bulletin now draws 3 cards
Fairy intellect cost reduced: 1U→U/1, drawn cards reduced: 3→2 Flammable Ice cost made more lenient: UU→1U, now provides more Firepower instead of a reduced cost for each enemy with Cold Icicle Machine Gun damage per hit now the same regardless of upgrade: 4/6→5, upgraded cost reduced: 3U→3U/2U Fairy's Abode Block for summons increased: 8/10→9/12 Fairy on Ice's upgrade now reduces the cost instead of increasing the number of cards drawn
Seeping Miasma base damage now same as upgrade: 8/10→10, base Poison increased: 4/6→5/6 upgrade applies its Poison to all enemies Tale of The Bamboo Cutter now always produces P Glorious Treasure Spear's Expel gold increased by 10 Play Alone's Temporary Firepower increased: 4→5/6 Devour Desires cost reduced: BR→1 Necromancy cost reduced: 1→0 Closed-Eye Shot damage increased: 7→8 Waves of Reversed Scale Drowning reverted to 6/10, Drowning no longer stacks (higher value replaces the lower value)
Devil's Shot damage increased: 7/10→8/12 Reversed Hunger's life loss reduced: 8→5
Exhibits
Ice Cube Block reduced: 6→5 Peony Stone damage increased: 5→6
Updates to the conditions for certain Exhibits' appearances to reduce the odds of obtaining useless exhibits. Some of these existed before this patch (Such as Super Mushroom), but are listed here:
Affected Exhibits: Cleansed Crystal Mirror only appears if there's a card in the library relevant to Scrying Specifically, it checks if there are any cards in the library that mention Scry as a keyword. For example, it will appear if there's a Navigation Star in the library even though it can't Scry on its own, as that card may eventually lead to a Scry-focused deck. Lunatic Gun only appears if there's a card in the library that can discard cards in the hand, or the Blink Dagger is held Plushie only appears if there's a Teammate card in the library Super Mushroom only appears if the Player's current power is less than 100.
Removal from the pool: Some exhibits will stop appearing past a certain point in the game. The following exhibit will no longer appear starting from Act 3, Level 5 (Sumireko event) Treasure Ship Model The following exhbits will no longer appear starting from Act 3, Level 10 (Reisen event, including the event itself) Crow Tengu's Wing, High Grade Handbag, Block Toys.
Purple Mirror will only appear starting from Act 1, Level 5.
Miscallaneous
Card art, status effect icons updated. Perfomance, attack animation updates. Localization font size updates.
Shop: The 5th and 6th slots can never display the same card. Uncommon Exhibits and Tool cards were made cheaper. Overall shop price ranges were made cheaper: 95-105%→92-100% This also affects the sale prices in the "Rinnosuke: Item Trade" event.
It’s been quite a while since I’ve talked with you all last and it’s been for good reason. I hope you didn’t think the project got abandoned because that will not happen! There have been substantial improvements to the foundational functionality of the game and has paved a nice road towards the future.
There were quite a few features that were built very early on in development when I had much less experience and know how compared to today. One of these things was the gunship itself. It wasn’t until I attempted to “fit” a physical model into the confines of my old gunship class that had me realize it needed to be rebuilt.
This small project to bolster the gunship class turned into a substantially bigger project because of how all the pieces were fit together. Having to rebuild one thing, required me to rebuild another, and another, and another. In the end, I basically rebuilt 90% of the game’s core functions in those past few months… something I didn’t intend to do and something that required completion before I could even think about making another release.
Nonetheless, things function substantially better on both ends and I’m excited about how it has improved the game overall. Additionally, with it feeling so polished already, far less time will need to be spent on these core features, allowing me to really focus on building out the pieces everyone is waiting for, playable content.
Although I wish I could have more content available in this release, most of my focus in the immediate future will be on building out scenarios and tools to iterate faster with them. The included scenario “CASEVAC Down” is a new take on the previous “Blackhawk Down” scenario in the Firefight mode. Scenarios going forward will be structured to last at least 10 minutes long, with plenty of opportunity to rain steel or watch friendly forces do their thing. Keep an eye out for more scenarios coming out in the next few weeks.
In addition to that, all the (previously known as Infestation Wave Mode) Zombie Rush scenarios are new and the game mode has been changed. Instead of surviving waves of zombies to unlock new weapon types, you select which gunship variant you’d like to utilize. Each gunship has set weapons and ammunition and the overall objective of the game is to defend the friendly units from zombies for as long as possible. Zombies are spawned as they are killed, and they become stronger as time progresses. Scores are calculated at the conclusion, accounting for time survived, total kills, and the difficulty selected (multiplier). Scores are then saved on a scoreboard to show your personal achievements. I’m sure there is some balance changes that need to be made for this, but I’ve found this to be a much more enjoyable game mode than what was previously implemented.
In addition to the reworked Zombie Rush game mode, the previously released “sandbox” mode is included as well. You can find this in the “Scenario” selection, named the “Training Range.”
Another important piece to point towards – a lot of new assets have been added to the game. This includes new character meshes (for both enemy and friendly forces), vehicles, buildings, foliage, etc. I tried to include all of these in the change log, but I’m sure I left something out. Additionally, I’ve reworked all the visual effects and I believe, have achieved some very realistic effects. These alone are probably one of my favorite changes as it makes firing the weapons so much more rewarding (perhaps I’m alone on this one? Haha). All in all, you should start to see visual improvements all around and I’ll continue to improve this going forward.
This is getting a bit long now, but I’d like to mention a few more things.
Training & Information: It has been clear the learning curve is a bit steep, so I was sure to create training materials to help everyone understand everything they need to be successful in game. Check out the new training menu, which documents these key features and controls.
Destruction System: Destruction has alluded us again… this is a demon I very much intend to kill. Unreal Engine’s new Chaos Destruction system is a little rougher around the edges than I had initial expected, so I haven’t been able to make a lot of headway here. I do think destruction is an important feature for the game, so I haven’t given up on this.
Gunship Variants: With the new gunship classes, there are new HUDs for each gunship variant. These will become more applicable when scenarios are released featuring them (i.e., Vietnam scenarios featuring the AC-130A, etc.). I really want to start getting into other conflicts, so this is going to be coming soon. There also isn’t a whole lot of different between the E and H variant, which possibly will change soon.
Danger: Although there are several vehicles in the game right now that will shoot at the gunship, you will not take damage. The foundation is in place, I just need to connect the dots to have it all working as you’d expect.
I believe that was everything I wanted to touch on in this update, but I’m sure I’m forgetting something. Like I had mentioned at the beginning, I’m working full time on this game and have been for the past few months. I will continue to work full time until the game is completed, and you have more than enough content for the price you paid.
I greatly appreciate all the support and feedback from everyone, I know development is slow but slow and steady wins the race! Be sure to reach out via the steam discussion forum or join our discord (see the pinned item in the steam discussion page for a link) if you’d like to ask specific questions to me or provide any feedback on new features or bugs.
Thanks again and I’ll see you in the next update!
Changelog (I’m confident I didn’t get everything in here):
Made lots of performance optimizations to the projectiles, Infantry AI, and Vehicle AI.
Fixed a bug causing the mouse to be inverted by default for new players.
Changed the name of “Infestation” to “Zombie Rush.”
Reworked all Zombie Rush scenarios and added a new one called “Forest.”
Changed the main menu background.
Improved the IR Strobe on friendly infantry to be more visible to make PID of friendly units easier.
Improved the navigation system to be cleaner and simpler. This should forever kill the stall bug.
Tweaked the weapon traversal limits slightly to agree with the new Gunship model.
Tweaked the vehicles center of mass to prevent them from flipping too easily.
Improved all vehicles with weapons to properly aim (yaw & pitch) at their targets (you’d normally see alignment issues when offset on uneven terrain).
Complete overhaul of all projectiles and their associated variables.
Tweaked all the impact effects.
Tweaked the size of the projectiles while in flight.
Tweaked all munitions to have realistic max effective ranges.
Improved the 20mm and 25mm impact sound effect.
Improved the RPG-7 and AT4 backblast effect.
Tweaked the OPFOR Anti-Tank infantry to only be equipped with an RPG. They will engage both infantry and vehicles when in sight.
Tweaked the order of which enemy units are target (Infantry, Vehicles, and the Gunship) – unit specific. For instance, a Dshk technical will target other vehicles first, then infantry, then the gunship (if in range). The ZSU-23-4 however, targets the gunship first, then vehicles, then infantry.
Tweaked the Zombie material to show cold (since Zombies are already dead). After meeting their second death, they slowly fade away.
Tweaked the scale of the world. Distances and speeds are more reflective of real world. This applies to both the aircraft and the projectiles.
Tweaked the material on the AGM-114 Hellfire to become “hot” as it flies toward its target.
Tweaked the laser material to be less visible the further the distance it travels.
Tweaked the camera shakes for all weapons. Added a small shake for the AGM-114 Hellfire firing off.
Changed the laser designator controls (input “L” now locks the laser to a specific point, while “Right Mouse Button” actively tracks).
Updated the “Gun Ready” audio.
Rebuilt the “gunship” character to be more robust and performant.
Added an AC-130 gunship model to the player.
Added muzzle flashes for each gunship weapon.
Added residual shrapnel effects from the M1 M557 105mm HE.
Added an Aiming Offset for all infantry (now they aim up/down at their targets).
Added an Aiming Offset animation for the gunner on the Pickup Truck Dshk variant. The gunner’s hands stay connected to the weapon as he aims higher and lower.
Added an Infrared laser to friendly units that activates when they target an enemy.
Added (4) new insurgent character mesh.
Added a new US military character mesh and adjusted the IR Strobe
Added a ZSU-23-4 “Shilka” light armor tank.
Added three new variants of the MRAP (unarmed, w/ MK19, and M240).
Added an infantry transport (HMMWV) with four variants (unarmed, w/ M2, MK19, and M240)
Added an LAV-25 light armor tank.
Added Infrared Panels to the MRAP to help identification of friendly vehicle.
Added new textures for all existing buildings and compounds.
Added new compounds and objects for the environment.
Added a loading screen.
Added a new exit screen to honor the lost AC-130 Gunships and their crews.
Added a new training menu with important game details.
Added sandbox mode which allows you to spawn units as you wish. (Definitely more updates coming to this in the future)
Added a new version of Zombie Rush (previously known as Wave Mode). Instead of surviving waves, the zombies endlessly spawn until the friendly units are killed. Zombies’ health and numbers increase over time. Scores are generated based upon kill count, time in mission, and difficulty selected.
Hello, Masters. I'm Kwon Dae Ho, the Producer of BLACK STIGMA.
As I promised in the first Dev Note, I would like to share the development progress and the ideas that we considered important in the process of creating this game.
[BLACK STIGMA's Development Progress]
We are in the process of completing the milestone set for July 30. After we reach that milestone, we are planning to proceed with QA in August, and if there are no big issues, we will announce the dates for the testing.
There will be multiple changes in this update. There will be 6 additional Master characters and 10 additional handguns, where each handgun will have 4 variations with a different combination of compensators, silencers, scopes, and magazines. Additionally, as mentioned in the previous Dev Note, we are planning to showcase new, stage-based PvE content, “Challenge Mode,” apart from Training Mode. A “Spectator Mode” for content creators (streamers) has also been developed and is scheduled for QA. The overall UI is being renewed as well. From the Lobby to actual gameplay, we are preparing neater, higher quality visuals.
We aim to complete the build soon and announce the testing dates and changes to the game through Dev Notes.
[Changing the BLACK STIGMA Logo]
Along with the changes being made to the game, we are also in the process of re-designing the logo, which serves as a visual representation of our game.
Our AD went through quite a bit of trouble as they joined the team, but as the current B.I. (Brand Identity) was rushed during the development of the alpha version, the logo wasn't a perfect representation of our game. Therefore, we are in the process of creating a logo that will better represent our game, and the AD is putting a lot of effort into designing a unique, memorable logo that reflects the theme and atmosphere of the game.
[color=lightgreen]< Rough concept artwork for BLACK STIGMA BI >[/color]
We expect to showcase the new logo in the next Dev Note.
[The Origin of the Name "BLACK STIGMA]
We didn't have a chance to explain the origin of the name "BLACK STIGMA" yet. During the last test, we noticed the definition of “Stigma” had caused some misunderstandings for some of the players.
BLACK STIGMA's name has to do with the world-building of the game. The Killers in this world are given “Stigmas,” which represent their organization and themselves. “Stigmas” are flat, golden plates that can be used like stamps. Killers get tattoos of their Stigmas or carry accessories based on them, and sometimes they leave their “Stigma” symbol on the crime scene after successfully killing their target. The purpose of this action is to enhance the reputation of their organization and themselves. From time to time, Killers are tasked with eliminating another Killer or a tough opponent. In this case, they would send a letter marked with the seal of their Stigma, using black ink, to their target as a warning. This comes from the act of throwing down the gauntlet, which is how medieval European nobles challenged. Someone to a duel. Killers started calling these seals a stigma of death (black), which led to the name “BLACK STIGMA.” However, the true meaning of “BLACK STIGMA” is disclosed to only a select few individuals within the world, and the secret will gradually be unveiled as the story progresses.
With this backstory in mind, players might also find joy in looking for BLACK STIGMAs on different body parts of Killers in-game.
[Various combat moves by the Killers in BLACK STIGMA]
Following the name of the company, "BoldPlay Games," our objective was to create a killer action game that was intensive and daring. It is a crucial aspect of the game that the Masters (Killers) you will be playing have realistic combat skills based on real-life martial arts.
As the action is the core identity of the game, we collaborated with the most brilliant stunt coordinator team in Korea, "BEST STUNT TEAM," as soon as the project began. BEST STUNT TEAM is a group of very talented stunt performers, and they promote their dynamic performances through various movies and TV shows.
[color=lightgreen]< Motion capture progress stills of the Best Stunts >[/color]
Being the professionals that they are, BEST STUNT TEAM gave us the advice that we needed, and acted out outstanding stunts.
First, we had a meeting with the martial arts director and went through the process of explaining and understanding the synopsis, game style, and the characters (Killers) of the game. Based on that information, BEST STUNT TEAM created some preview action videos, and through a meeting with both parties involved, we were able to decide on a list of necessary martial arts moves. We prepared a list of actions for the game, attached the appropriate motion capture equipment to the actors from BEST STUNT TEAM, and started recording the various martial arts moves we were planning to implement in the game. Not only did we acquire outstanding martial arts moves through the collaboration with BEST STUNT TEAM, but we also received recommendations for more types of martial arts and skills. It is thanks to the team that we were able to elevate the Killers' action moves to a more impressive and realistic level.
[color=yellow]-How Mr. Parabellum's " Throwdown Kick" was created-[/color]
[color=lightgreen]< Real martial arts motion capture scene >[/color]
The unique martial arts moves that were implemented for each Master will allow the players to experience diverse gameplay and will give them the opportunity to discover a character that fits their playstyle. We suggest all players experience the different martial arts moves each Master has in the upcoming testing.
[color=lightgreen]< Main melee techniques that are available in the current version of the game >[/color]
[Movie-like Action]
Melee combat techniques aside, we also focused on making our game more realistic compared to other games. One aspect of it is the difficulty of handgun shooting.
In the case of a handgun, it becomes very difficult to hit the target from a distance. This is because many elements necessary for precise aiming were sacrificed for the handgun's portability.
A prime example would be the fact that it is very difficult to shoot in quick succession due to the lack of parts to shoulder the gun. Even so, could a martial artist charge into a crowd of handgun-armed individuals, dodging bullets, and take them down using close-quarters combat? That seems very unlikely.
The recent development of bulletproof vests has made it more difficult for armed individuals, even skilled ones, to quickly subdue the enemy. Hence, shooting techniques that subdue the opponent with a handgun, like the “Double Tap” and the “Mozambique Drill,” have been developed.
We believe that BLACK STIGMA has found a good balance between the pros and cons of “handgun shooting” and made it entertaining in the game.
However, we believe that the way we implemented handgun shooting in the game felt uncanny to players who were more accustomed to typical FPS shooting games. We observed that the recreation of semi-automatic pistols was executed well, but it appeared strange to players who were used to the rapid-firing of automatic guns. This strangeness was amplified because the close-quarters combat animation did not meet expectations at the time.
After going through four alpha tests, we have come to the following conclusion. “Aim for movie-like action with the addition of realistic details.”
As of now, we've discovered a point where one can experience the fun of killer action games. We are balancing out the game for more synergy between shooting and close-quarters combat so that players will be able to play as if they were the protagonists of an action movie.
[color=lightgreen]< A still from the John Wick movie series >[/color]
[Lastly...]
When a game is revealed to the public, that game is no longer the sole property of the developers. It becomes the players' game. Since the game has not been fully released yet, we believe this to be a crucial time where we can share our development concerns with the community and go through numerous trials and errors.
We are putting everything we have into making a killer action shooting game that you've never experienced before. We value the playerbase's feedback in the development of this game. We hope this will be an open game that we create with the community. And we aim to keep improving the game with your feedback.
We eagerly await your interest and participation. Thank you.
Hello, Masters. I'm Kwon Dae Ho, the Producer of BLACK STIGMA.
As I promised in the first Dev Note, I would like to share the development progress and the ideas that we considered important in the process of creating this game.
[BLACK STIGMA's Development Progress]
We are in the process of completing the milestone set for July 30. After we reach that milestone, we are planning to proceed with QA in August, and if there are no big issues, we will announce the dates for the testing.
There will be multiple changes in this update. There will be 6 additional Master characters and 10 additional handguns, where each handgun will have 4 variations with a different combination of compensators, silencers, scopes, and magazines. Additionally, as mentioned in the previous Dev Note, we are planning to showcase new, stage-based PvE content, “Challenge Mode,” apart from Training Mode. A “Spectator Mode” for content creators (streamers) has also been developed and is scheduled for QA. The overall UI is being renewed as well. From the Lobby to actual gameplay, we are preparing neater, higher quality visuals.
We aim to complete the build soon and announce the testing dates and changes to the game through Dev Notes.
[Changing the BLACK STIGMA Logo]
Along with the changes being made to the game, we are also in the process of re-designing the logo, which serves as a visual representation of our game.
Our AD went through quite a bit of trouble as they joined the team, but as the current B.I. (Brand Identity) was rushed during the development of the alpha version, the logo wasn't a perfect representation of our game. Therefore, we are in the process of creating a logo that will better represent our game, and the AD is putting a lot of effort into designing a unique, memorable logo that reflects the theme and atmosphere of the game.
[color=lightgreen]< Rough concept artwork for BLACK STIGMA BI >[/color]
We expect to showcase the new logo in the next Dev Note.
[The Origin of the Name "BLACK STIGMA]
We didn't have a chance to explain the origin of the name "BLACK STIGMA" yet. During the last test, we noticed the definition of “Stigma” had caused some misunderstandings for some of the players.
BLACK STIGMA's name has to do with the world-building of the game. The Killers in this world are given “Stigmas,” which represent their organization and themselves. “Stigmas” are flat, golden plates that can be used like stamps. Killers get tattoos of their Stigmas or carry accessories based on them, and sometimes they leave their “Stigma” symbol on the crime scene after successfully killing their target. The purpose of this action is to enhance the reputation of their organization and themselves. From time to time, Killers are tasked with eliminating another Killer or a tough opponent. In this case, they would send a letter marked with the seal of their Stigma, using black ink, to their target as a warning. This comes from the act of throwing down the gauntlet, which is how medieval European nobles challenged. Someone to a duel. Killers started calling these seals a stigma of death (black), which led to the name “BLACK STIGMA.” However, the true meaning of “BLACK STIGMA” is disclosed to only a select few individuals within the world, and the secret will gradually be unveiled as the story progresses.
With this backstory in mind, players might also find joy in looking for BLACK STIGMAs on different body parts of Killers in-game.
[Various combat moves by the Killers in BLACK STIGMA]
Following the name of the company, "BoldPlay Games," our objective was to create a killer action game that was intensive and daring. It is a crucial aspect of the game that the Masters (Killers) you will be playing have realistic combat skills based on real-life martial arts.
As the action is the core identity of the game, we collaborated with the most brilliant stunt coordinator team in Korea, "BEST STUNT TEAM," as soon as the project began. BEST STUNT TEAM is a group of very talented stunt performers, and they promote their dynamic performances through various movies and TV shows.
[color=lightgreen]< Motion capture progress stills of the Best Stunts >[/color]
Being the professionals that they are, BEST STUNT TEAM gave us the advice that we needed, and acted out outstanding stunts.
First, we had a meeting with the martial arts director and went through the process of explaining and understanding the synopsis, game style, and the characters (Killers) of the game. Based on that information, BEST STUNT TEAM created some preview action videos, and through a meeting with both parties involved, we were able to decide on a list of necessary martial arts moves. We prepared a list of actions for the game, attached the appropriate motion capture equipment to the actors from BEST STUNT TEAM, and started recording the various martial arts moves we were planning to implement in the game. Not only did we acquire outstanding martial arts moves through the collaboration with BEST STUNT TEAM, but we also received recommendations for more types of martial arts and skills. It is thanks to the team that we were able to elevate the Killers' action moves to a more impressive and realistic level.
[color=yellow]-How Mr. Parabellum's " Throwdown Kick" was created-[/color]
[color=lightgreen]< Real martial arts motion capture scene >[/color]
The unique martial arts moves that were implemented for each Master will allow the players to experience diverse gameplay and will give them the opportunity to discover a character that fits their playstyle. We suggest all players experience the different martial arts moves each Master has in the upcoming testing.
[color=lightgreen]< Main melee techniques that are available in the current version of the game >[/color]
[Movie-like Action]
Melee combat techniques aside, we also focused on making our game more realistic compared to other games. One aspect of it is the difficulty of handgun shooting.
In the case of a handgun, it becomes very difficult to hit the target from a distance. This is because many elements necessary for precise aiming were sacrificed for the handgun's portability.
A prime example would be the fact that it is very difficult to shoot in quick succession due to the lack of parts to shoulder the gun. Even so, could a martial artist charge into a crowd of handgun-armed individuals, dodging bullets, and take them down using close-quarters combat? That seems very unlikely.
The recent development of bulletproof vests has made it more difficult for armed individuals, even skilled ones, to quickly subdue the enemy. Hence, shooting techniques that subdue the opponent with a handgun, like the “Double Tap” and the “Mozambique Drill,” have been developed.
We believe that BLACK STIGMA has found a good balance between the pros and cons of “handgun shooting” and made it entertaining in the game.
However, we believe that the way we implemented handgun shooting in the game felt uncanny to players who were more accustomed to typical FPS shooting games. We observed that the recreation of semi-automatic pistols was executed well, but it appeared strange to players who were used to the rapid-firing of automatic guns. This strangeness was amplified because the close-quarters combat animation did not meet expectations at the time.
After going through four alpha tests, we have come to the following conclusion. “Aim for movie-like action with the addition of realistic details.”
As of now, we've discovered a point where one can experience the fun of killer action games. We are balancing out the game for more synergy between shooting and close-quarters combat so that players will be able to play as if they were the protagonists of an action movie.
[color=lightgreen]< A still from the John Wick movie series >[/color]
[Lastly...]
When a game is revealed to the public, that game is no longer the sole property of the developers. It becomes the players' game. Since the game has not been fully released yet, we believe this to be a crucial time where we can share our development concerns with the community and go through numerous trials and errors.
We are putting everything we have into making a killer action shooting game that you've never experienced before. We value the playerbase's feedback in the development of this game. We hope this will be an open game that we create with the community. And we aim to keep improving the game with your feedback.
We eagerly await your interest and participation. Thank you.
Please continue to feedback to help us to refine and improve. Here are the patch notes for Release v.028:
Any change with a ‘🌊’ icon in front of changes/fixes that have been brought to our attention by fellow players & QA. If you have any suggestions/bugs that you stumble upon, please let us know in the Steam forum.
INFORMATION ABOUT SAVE FILES: _____________________________
Please note, if you have any current or old saved data stored then the ongoing build updates will not necessarily translate accurately to your save files at this point. It's a little hit and miss at the moment - some features will apply to an older save and some will not. In most circumstances, in order for the changes to take effect it may be better to begin a new game and /or save file to ensure that the latest fixes are applied accurately. Apologies for this.
CHARACTER CREATOR _________________
- ADDED: Sponsor Management Tool. Allows users to swap between and manage sponsors - FIXED: In the Character Creator, remove the word “Sponsor” in the Dr or Stats menu as it occludes the information. - FIXED: Character - 8th Moustache disappeared when selecting other moustaches. - FIXED: Character - 4th female custom character caused a load loop. - FIXED: Character - Surf boards - spamming select caused UI and selection issues - MODIFIED: The Custom fin type listed first followed by the number - FIXED: Highlighting a locked wetsuit was not updating the stats (normal and sponsor suits) - FIXED: Surfboard & Leash stats went missing from right hand side panel when user trying to Repair the board or leash - FIXED: Domenica - The flag has bird facing wrong way and Horizontal colour strips were not in correct order - FIXED: England - displayed UK flag instead of England flag - FIXED: Fixed NULL ref error with players not able to adequately select male & female characters hair
UI: ___
- FIXED: All Tour mode records not displaying (from 1-10) in the Character Creator records area - FIXED: PS5 SPAM- Leaderboard Legends - Selecting things too quickly would enable an incorrect selection - FIXED: PS5 numerous naming convention issues with competing platform terminology - FIXED: Contender Series – Tour 2 we have the wrong $ amounts for Hossegor, Pipe, Jaws, Trestles - FIXED: Contender Series - the prizes were locked on the second tour when they should have been reset - FIXED: User was spamming 'A' button on XSX / 'X' button on PS5 for the coin toss would break the UI - FIXED: Tooltip flickered when wave and ride PWC were usable at the same time - FIXED: All Tour mode records should have been displaying (from 1-10) and they were not - FIXED: PS5: Incorrect button operation from Paddle to Stand was displayed - FIXED: XBX no internet still able to navigate into leaderboards - ADDED: three extra tips in their respective languages - FIXED: Incorrect wave height information for Aileen's big wave settings
LOCALISATION ____________
- FIXED: Systems displayed untranslated texts for the controller images within the Tutorial
ACHIEVEMENTS: ________
- FIXED: Pipeline Master achievement not triggering correctly
AUDIO: ________
- FIXED: Fixed music player: numerous issues with repeating tracks, music player name display and general stability issues
GRAPHICS ________
🌊 FIXED: Graphic setting brightness levels in options screen - FIXED: Headless models at the Final Presentation cutscene - FIXED: Removed language button from the start of the game for consoles. Also reconfigured text spacing for this screen - FIXED: Pipeline Round 3 Debug text issue – Japanese was the remaining language issue - FIXED: Update Game Credits update for consoles - FIXED: Fix shader for red facial textures and adjust the default values - UPDATED: Updated screen space, image size and resolution of controller images main menu - UPDATED: Updated screen space, image size and resolution of controller images tutorial - FIXED: Barton Lynch: using sleeveless wetsuit caused graphic issues on sleeves on competition wetsuit
LEVELS ________
- UPDATED: Trestles sprite crowd, adjust position and judges tower
GAMEPLAY ________
- ADDED: Sponsor Management Tool (see Character Creator) - FIXED: For any Tours after Tour 11 – ensure levels remain unlocked, as the lock was reapplied. - FIXED: Contender Series - the prizes are locked on the second tour when they should be reset - FIXED: User stuck and unable to past the Final Presentation cutscene back to main menu. - FIXED: Tokyo: restart issues with the player and A.I.restarting in the wrong pool - FIXED: Tokyo Pause > equipment (pause in general) – needed to place surfer on the correct side when re-entering round - FIXED: PS5 Load loop - Create > select the 4th female precreated custom character - FIXED: PS5 The application failed to transit the user directly into the appropriate activity segment - FIXED: PS5 The application displays an indefinite loading screen when checking for Free Space - FIXED: Contender Series – Tour 2 we have the wrong amount for Hossegor - MODIFIED: Weather conditions modified for Round One Mundaka
SAVE SYSTEM ___________
- FIXED: Fix unnecessay multiple saves - FIXED: PS5 - using a PS user OR a PSN signed out user problems with the system save, where the system did not save accurately
LOADING _______
- FIXED: When no internet connection is active, skipping the title screen caused and the Network Disconnect pop-up to display but not clear - FIXED: Loading from Tokyo to Jefferys Bay caused an infinite load loop - FIXED: PS5: Insufficient space to create or update save data was not handled correctly
LEADERBOARD ___________
- FIXED: GHOST SYSTEM: Xbox Leaderboard Legends: Fix score upload - FIXED: PS5 failed to display a complete Online ID - FIXED: PS5 The application failed to update changed Online ID - FIXED: Swap L1 and R1 button positions on the Leaderboard Legends table – they were back to front - FIXED: PS5 - Leaderboard Legends spamming selection causes incorrect selection - FIXED: Leaderboard Legends new player Combo Trick tallies modified to revert actual tally as opposed to junk numbers
CURRENTLY WORKING ON: _____________________
- Animation problem with the lip moves post tow-in release - Animation delay issue with landing from height - Language localisation & UI cleanup (ongoing) - Adding more Tips and localisaing those new tips - Adjust Hossegor A.I. start positions - Tokyo: numerous game related bugs, and tweaks - A.I. score related issues - some A.I refuse to score deep into the game unless a Main Menu reload occurs - AUDIO TWEAKS: varying small audio fixes 🌊 Improve communication for exiting wave move 🌊 Tweak Scoring (this one we're working on now, and will be ongoing) 🌊 Research adding more variety in the waves in the same heat or even in freesurfing (longer term) 🌊 Research extending the heat time (longer term) 🌊 Research adding A.I. to Freesurf along with PWC gameplay considerations (longer term) - General QA bug list