Comment: the change will simplify the assembly of a vehicle with “Charge” and will increase the demand for this generator relative to “Ampere”.
Goblin
Damage reduced by 5%.
Rate of fire reduced by 19%.
Now lets 30% of damage through instead of 40%.
Gremlin
Damage reduced by 10%.
Now lets 30% of damage through instead of 40%.
Comment: in current realities, both shotguns have inflated damage to energy ratio and an overly high survivability.
Kapkan
Vehicle capture time reduced from 7 to 6 sec.
Comment: a player who is caught in the “trap” essentially becomes defenceless and only in rare cases has the opportunity to escape. We believe that 7 sec. of such a state in conditions of fast battles is too much.
Expanded ammo pack
Mass increased from 288 to 408 kg.
Comment: it’s no secret that these ammo packs are used not only for additional projectiles, but also as armour, due to the rather forgiving mass of the module relative to its durability. In most cases, only one or two modules are used for additional ammunition. The change will not greatly affect such assemblies, but will be noticeable for vehicles that were armoured with these modules.
Miller
Mass increased from 495 to 565 kg.
Added the ammunition parameter. Base value: 310 pts.
Comment: this minigun is highly effective in battles (8000 — 10000 PS levels). Vehicles with Millers consistently stand out not only for their high durability, but also for the amount of damage inflicted per battle. Increasing the mass of the minigun will reduce the overall durability of such vehicles, and the limited ammunition will add an element of control and make the effectiveness of the minigun more dependent on the player’s actions.
Gerrida I
Tonnage reduced from 1600 to 1400 kg.
Comment: at the moment, this is the “strongest” movement part in the game. It allows you to assemble very durable and fairly fast and maneuverable vehicles. At this point, we wouldn’t want to limit the main features of these mechanical legs (speed and mobility) in any way, so we decided to make changes to their tonnage and make vehicles with them lighter and more vulnerable. The edit comes on top of the above changes to tonnage recalculation and the use of additional movement parts on the car.
Blight
Perk damage bonus reduced from 40% to 35%.
The distance required to charge the perk increased from 300 to 500 m.
Comment: right now the cabin provides an excessive bonus to vehicles that use fire weapons. The change would make the ratio of the bonus itself to the frequency of its use more fair.
Astraeus
Reload time increased from 4 to 5 sec.
Damage reduced by 10%.
Perk damage bonus reduced from 60% to 50%.
Comment: the overestimated effectiveness of “Astraeus” is observed over a wide range of PS levels (from 7000 to 14000). Often the damage dealt by these weapons outperforms the damage dealt by ranged weapons of higher rarities.
GL-55 Impulse
Durability reduced from 192 to 171 pts.
Projectile speed reduced by 10%.
Reduced accuracy:
The effect of vehicle speed on accuracy increased by 30%.
Increase in spread after the shot increased by 17%.
Reduced aiming speed by 25%.
Comment: the previous adjustments to this weapon proved to be excessive, and increased survivability and damage dealing too much. We are partially reversing the changes made in the “Depths of the Wasteland” update, but would like to note that the final parameters of the grenade launcher still remain higher than before those changes were implemented.
Cerberus
Added 30% explosive damage resistance to the front of the cabin. Resistance to ram damage also applies to the front of the cabin.
Comment: thanks to the change, the built-in melee weapon becomes similar to other melee weapons, and the cabin is not as vulnerable as before.
Werewolf
Now, after the cabin is destroyed, a drone with a “Fafnir” shotgun remains for an unlimited time.
Comment: this change is aimed primarily at increasing interest in using this cabin. A controlled drone with an unlimited “lifetime” will make the game more interesting even after the main vehicle is destroyed.
Ghost
The cabin’s perk now starts resetting after dealing damage (not ramming damage), not after exiting invisibility.
Comment: the cabin’s perk was too dependent on invisibility modules. The edit gives the player more control over the implementation of bonus damage.
Caucasus
Vertical aiming angles changed from +40/-20 to +20/-10.
Comment: the weapon becomes too effective when it is mounted on armoured aircraft. The change should result in target locking being dropped more often in aerial combat when manoeuvring. In ground battles, “Caucasus” rarely uses such vertical aiming angles, and therefore the adjustment should not have a noticeable effect on them.
BC-17 Tsunami
Reload time reduced from 7 to 6 sec.
ZS-46 Mammoth
Reload time reduced from 6.6 to 6 sec.
Comment: both “Tsunami” and “Mammoth” have an excessively long reload time, which (taking into account the type and characteristics of the weapons) doesn’t fit into the current pace of battles.
Athena
The number of shells in the burst increased from 7 to 10.
Damage and heating from each hit in the burst reduced by 30%.
Now the spread increases more as the burst is fired, but it stops increasing when the weapon is rotating.
Comment: the effectiveness of the revolver is too high. The edit preserves the possible total damage, but stretches it to a larger number of projectiles and complicates its implementation (including the perk that requires hitting all projectiles in the queue).
Spark III
Damage frequency reduced by 25%.
Damage increased by 46%.
Negative effect of the perk reduced from 7.5% to 4%.
Negative effect stacks up to 15 times (instead of 8).
Comment: now “Spark” is more often used in a single copy (as an auxiliary weapon that quickly inflicts the maximum negative effect on the enemy). With these changes, we want to make this weapon more independent: it will now take longer for the maximum negative effect to be applied, but the damage will be significantly higher during this time.
Apollo IV
Durability increased from 363 pts. to 427 pts.
Comment: edits are related to the fact that the generator is destroyed much more often than the “Thor-6S”, which affects its demand and effectiveness.
Reaper
Added perk: after 10 hits on the enemy, fires an armour-piercing projectile that penetrates ap to 3 structure pins without losing damage. Each miss reduces the number of accumulated hits.
The mechanics of firing without overheating have been preserved.
Comment: the weapon’s effectiveness is insufficient when compared to “Miller”. The special projectile, as in the case of the “Miller”, has an increased impulse.
Kronos
Charge consumption now stops/doesn’t start if there is nothing to restore (i.e. all attached parts have full durability, or there are none at all).
Comment: thanks to this change, the cabin’s charge will no longer be wasted.
Muninn
Now the cooldown time of drones that had the perk active at the time of destruction is reduced by 35%.
Comment: with this change we compensate for the lack of efficiency of the cabin in conjunction with the drones.
CC-18 Typhoon
Reload time reduced from 7 to 6 sec.
The negative effect of the perk is now 30% (instead of 40%), and its duration is 2.5 sec. (instead of 3 sec.).
Comment: the reasons for changing the reload time are similar to “Tsunami” and “Mammoth”. A slight weakening of the negative effect of the cannon’s perk is related to the fact that it will now be applied more often.
RL-9 Helicon
Now, instead of seconds of projectile flight (0.75 sec.), the meters travelled by the projectile (180 m.) are used to activate the perk.
Comment: the change should make it easier for the perk to interact with the projectile speed upgrade, as well as with the perk of the “Steppe spider” cabin.
Flash I
Damage frequency reduced by 25%.
Damage increased by 46%.
The negative effect of the perk reduced from 5% to 3.5%.
The negative effect now stacks up to 17 times (instead of 12).
Comment: these changes are similar to the changes for “Spark”.
Ripper
The weapon now deals 3.5 times more damage to bumpers and passive melee weapons.
Fixed a bug that caused disks to disappear when they hit water.
Comment: the melee type of damage is a feature of the “Ripper”, which allows it to deal full damage to parts that let damage through. Because of this feature, it loses too much effectiveness when its disks hit bumpers and passive melee weapons that have high resistance.
Archers will now receive an acceleration buff for 1 second after firing an arrow, making it easier to kite enemies.
More buffs have been applied to late-game mobs in the far east.
Werewolves to the far east will now work together to attack players if they wander into that area.
If you have already traded with a trader, he will not greet you anymore, making the entire trading experience faster.
Added more help for players playing on easy difficulty.
Bugfixes:
Fixed a bug where, if a player quit before the game was loaded, the game would save incomplete world status, causing some players to lose equipped items. If this bug affected you, contact us, and we can compensate you in-game for lost items.
Fixed a bug where traveling to Iriy would make the player lose their following pets.
Fixed a bug that caused some enemies to disappear.
Fixed a bug where, after a player finished the first phase of combat in the light game ending and then tried to switch to the other ending, it would not trigger properly.
Fixed a bug that made the last option in conversations hard to click.
Fixed a bug where the second part of the dialogue screen could activate even when the player moved away from the NPC.
Merry Christmas and Happy Holidays everyone! I hope you're all having a great end of 2023 so far.
I've just launched a brand new update for 8-Bit Adventures 2, and this is a fun one! Since our porting company partner Ratalaika Games is still working on the console versions, and the Free DLC is still in development, I wanted to do something special for everyone this Holiday Season.
So in addition to the usual bug fixes, and finally restoring the April Fools' Day boss (info on finding him is below), I've also added a new post-game side-quest. To access it, speak to the Traveller in the game's Dev Room, and choose to visit the Secret Map.
Yep, those Christmas presents can finally be opened! And they start you on a new quest to hunt down Glitched Monsters - all of which have unusual mechanics, and can take you by surprise if you're not prepared! Collect seven pieces of Glitchite, forge a very special new weapon, and tackle a more powerful version of the Experimental Titan with a special mechanic!
This idea was inspired by the Mushroom Heartless side-quest in the original Kingdom Hearts - albeit significantly streamlined and without the grind. I love the idea in JRPGs of having to hunt down monsters and make a powerful new piece of equipment. And this new weapon will have a specific use in the Free DLC in future as well!
Additionally, since some people found the original Titan too easy, I wanted to take the opportunity to make a harder variant. He's now faster, stronger, and has 1 MILLION HP 🤯 I know that sounds absolutely ridiculous for 8BA2, but the unique mechanic of this fight means it's not an insanely long battle - just one that requires a different focus and strategy (especially during the first phase of the battle). It's designed to be a little more overwhelming than I'd normally make a boss, but in the context of a post-game challenge, I hope it's fun (it's also totally fair to come back to it after the Free DLC is released and your party is stronger) 😅 Good luck to everyone in figuring out a winning strategy!
This new content is permanent (it's not time limited like the April Fools event), and should take around an hour to complete without a guide.
The full patch notes are below. Thank you SO much for all your support this year everyone! It's sincerely meant the world to me and our team. While 8-Bit Adventures 2 is only a small success so far, all of the reviews and kind words from players have made everything feel worthwhile. And if all goes well, this is just the start of our journey together!
But if you want to get me a present, then please consider leaving a review (if you haven't already). If we can get to 500 Reviews and an Overwhelmingly Positive rating, Steam will give the game more attention. We only need less than 1/8th of the total playerbase on Steam to leave a review to reach this milestone, so please consider it 😊
Have a wonderful end of 2023 everyone! ~Josh
Update for the 14th of December 2023
Added a new post-game side-quest which becomes in the Dev Room. Speak to the Traveller, visit the Secret Room, and open your presents. After doing this, you'll be able to hunt down Glitched Monsters, create a new weapon, and ultimately face a Million HP Super Boss version of the Experimental Titan!
Added the bonus April Fools' Day boss back into the game. He can only be fought after beating the game (like before), and is hidden in the Dev Room. Speak to the Traveller and explore the Pheopolis Castle development maps to find him ;)
Fixed a bug where the Captain's sprite vanishes just before the tutorial battle near the start of the game.
Fixed a bug where the cursor wouldn't appear correctly spaced in the Character Naming Window.
Fixed a bug where you couldn't walk under a certain part of a roof in the Merchant District of Pheopolis.
Fixed a collision issue on the Floating Continent where you could walk onto one of the east-most waterfalls.
Corrected inaccurate text in the game's final city. When you opened the chest which contained the Instant K.O. Attack Augment, it stated a 20% chance of success. Whereas the Augment actually offers a 10% chance of success.
Created ways to fix a potential bug where, around the time of Emma's end-game side-quest, the player's walking animation can be abruptly disabled. These fixes trigger after the opening cutscene in the Stonecrest Ruins, the preamble to the Final Dungeon cutscene in the Factory, and (for a manual solution) if you talk to the little girl at the entrance of Anbu City.
Fixed a bug where the Poison Dart ability could fail to inflict the Poison Status on the CRUSH!! enemies on the Mountain Pass. Even though I'd tried to make sure that Poison wouldn't fail on these enemies (since they tutorialise status ailments), the RNG still meant that there was a small chance of failure. So I took a new approach to fix this bug and make the Poison Status 100% successful on these enemies.
Raised the minimum AP threshold on Charlie's "Everything!!" ability to 50 AP. I also made an enemy's Defence stat play a larger role in this ability's damage calculation, in preparation for the Free DLC. Don't worry though - this ability is still the powerhouse attack it was meant to be!
Fixed a typo on a tutorial window regarding Emma.
Fixed a couple of typos in the Sky Forge, and a visual issue in the first Airship Journey opening cutscene.
Implemented the intended animation for the Locust Jar item (it previously used the animation of the Stopwatch item instead).
Fixed a targeting bug and visual bug on the Experimental Titan boss.
I think I've finally found and fixed the cause of the Arena Clockwork Controller bug! So hopefully no one else should encounter a softlock in this battle.
Fixed a minor display bug with the Auto-Haste Augment.
I made adjustments to the speed and flow of several instances of NPC dialogue in Pheopolis Castle at the start of the game. Many NPCs spoke slower here than they would in the rest of the game. I also adjusted some dialogue at the start of the combat tutorial, to make it move just a little bit quicker.
Thanks to everybody who report me the bugs in the game and give the ideas about new functions and improvements! I have made by your requests:
+ Access to the second floor is open. It has 10 new rooms in which NPCs have a fun using different sex devices.
Improvements: + Smooth increase and decrease the volume of moans when entering and leaving rooms + Improved file loading system, increase FPS and reduced freezes
Animations: + 9 animations for sex devices
Items: + 9 animated sex devices
Game play functions: + Ability to change dildos on the first 2 sex devices + 20 Achievements + Cosplay free DLC (for get it you need to take a look at the Telegram group)