Another update is here! Introducing some new fog-spreading events, improved AI pathing, more interiors, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - fog-spreading events (similar to geyser eruption) - few more Urlando interiors - tugboat wreck interior - bulletproof & tarp armor are now also visible on your chest - hit stun animation for hazmat enemies - placed underwater enemy spawners to newer areas - engine turn off sound when exiting a vehicle
CHANGED - improved AI pathing - you can now move while in air - Urid-crusted boxes now drop only high-grade items - enemies will now go against the attacker after death of target - chainsaw guy now has a better looking chainsaw - green big bush now drops both wood & organic waste - reworked some textures - reworked some sounds - reworked few models
FIXED - melee weapons & guns wouldn't hit objects/enemies if you were right next to them - low height falls would sometimes cause damage - underwater enemy spawners didn't work (causing very low amount of fish & sharks)
We are thrilled to announce a major game update packed with exciting improvements!
In this update, we have introduced brand-new weapons, expanded the game's settings, enabled cross-play between PC, Meat Quest, and Pico, implemented numerous game enhancements, and resolved various bugs.
New weapons:
- Added new edged and bladed weapons: knives, machete, axe, pickaxe... - Added chainsaw.
New settings:
- Added the possibility to play in sitting mode. - Introduced a left-handed mode. - Included the option to change the gun angle. - Implemented the ability to hold weapons without continuously pressing a button. - Added the option to turn off blood effects.
Improvements:
- Improved the functionality of melee weapons. - Improved FPS stability and reduced FPS drops. - Achieved smoother zombie animations. - Updated bHaptics to the latest version.
Bug fixes:
- Fixed several bugs in the co-op game. - Improved puzzle work in Scene 5. - Made UI fixes in the main menu - And some other bug fixes and improvements
If you come across any bugs in the game or have ideas on how we can enhance your gaming experience, please don’t hesitate to reach out to us at info@dream-dev.com.
We are deploying a minor patch (Ver. 0.12.4) to fix an unexpected bug that affected Agents playing on Rogue Mode Hard difficulty and Squad Mode. As we continue to go through the list of suggestions and issues, we will be deploying hotfixes and patches until we can ensure Agents can all comfortably enjoy the game.
For the change in this patch, please see below.
Changes/Improvements
Fixed the unintended issue where Rogue Mode Hard difficulty & Squad Mode could end up being easier than Rogue Mode Normal difficulty
Some backend parameters, created during development work to diversify difficulty levels, were not fully adjusted on Rogue Hard/Squad Modes. We took a close look and addressed this accordingly.
This has also resulted in these modes giving less Credits but slightly more Data Nugs than we intended
Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Blackout Protocol. It is possible for teammates to play with mismatched game versions, which could potentially impact gameplay. So please install the update as soon as possible for the best experience.
- Fixed a bug with Ctrl-Z and the paint tool - Fixed a bug where joining a friend through steam would result in player having default cosmetics applied
Tonight we're releasing a small, new patch for "Try to Fall Asleep"! For more details, here are the patch notes...
Dreaming Segments
In dream 2 and 4, added a new path that leads to the watchtower. The light trail on the 4th dream has also been updated.
2nd Dream
Reduced the shadow scare spawn regularity.
4th Dream
If you're pulling up the notepad while sneaking, you'll do it silently and the monsters won't notice you. This also works for picking radio parts and Michael's pages.
Improved the stability for the notepad's camera transitions.
Improved the collision while running up the tunnel to the surface.
Miscellaneous
Updated texts for the popup in the main menu and for the end game message.
And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread".
Events pop up when the right conditions are met, player is given 3 choices with different benefits and harms as their outcomes. There are 6 different initial events with more to come in the future!
Intro Event
Solar Flares
Worker Strike
Tech Discovery
Trade offer event
High Debt Event
NEW RESEARCH OPTIONS
[LOGIBUS LOGIC ++]: Logibus will not target random buildings anymore, they will go for the buildings that they can collect from.
[LOGIBUS SPEED ++]: Logibus will not target random buildings anymore, they will go for the buildings that they can collect from.
[FIRM HANDSHAKE]: Trade Agrements will earn double the amount that it used to.
[DUMBOT DETERRENT]: Amount of Defbots we build will make Dumbot encounters more rare."
CHANGES & FIXES
Bug fixes in the 5 year report: Net profit and revenue will be calculated better
Asia-Pacific Electrolyser Global Project is Complete.
Bug that disabled the Faction Criticizing is now fixed.
Time will pause for Notification Alerts.
Can move buildings even during War or approaching Asteroid
New mining system : On the surface, the mechanic is the same but now it is much more reliable & bug-free.
Mining Reward = EP + Worker, this reward is increased by +%25/50/75 for every new Mine-base built depending on the Lo/Mi/Hi selected.
New Global Project: Lunar Gateway Global Project
Feng Shui is effected by karma now.
Market Automation is removed from the game, it was badly implemented and was not working as intended.
Log entries will no longer overlap.
The amount bar in Commodity Market no longer resets.