Hey everyone, just a quick announcement to share some good news about the Visual Update.
We've been working hard to bring Brick Odyssey graphics to the next level, and we're very happy with the results. The update should be ready in about a month or two, there's still a few things that needs to be done and we have to make sure everything works perfectly before pushing it live.
We hope you will be as excited as we are by the changes, and that the new visuals will make more people interested in trying out the game.
Here's a few screenshots showing how the game will look after the update. You might also be able to notice a few other changes in these ;)
We would love to know what you think, so don't hesitate to get in touch here in the comments or on the Discord, all the encouragements are highly appreciated!
Thanks to the valuable feedback from the community, we were able to quickly identify some instabilities present in the last update. If you encounter new bugs, please contact us via email at contato@betagamesgroup.com. We appreciate your ongoing collaboration to enhance the gaming experience!
IMPROVEMENTS
Implemented a dynamic statistics system in weapon and weapon modification stores, where each item dynamically changes the attributes of accuracy, range, and weapon capacity.
Reduced the camera shake effect when Nicolau shoots.
Improved the artificial intelligence of the recruit.
FIXES
Fixed an issue with old save games that did not load correctly (experimental).
Fixed a blockage that prevented the player from taking characters as hostages.
Fixed the collision of bamboo that was causing cars and characters to get stuck.
Fixed the tuning of the Mercanto car, where it was possible to add body kits from another car.
Fixed some situations that blocked the selection of weapons.
Fixed textures of scopes and lasers.
Fixed an issue that blocked sparks on the wheel of the car when in contact with the ground after the tire burst.
[h5]Memory Usage Reduced[/h5] (Thanks to Joko_P) There was a problem with the engine code which made New Island Oji use too much system memory. Some systems with low memory could have crashed while loading the Island or had a random crash while playing.
[h5]2 more x-mas decos are added to the Santa's Cabin[/h5] You can find these items on the 2nd floor (Use the stairs behind the building)
[h5]Bug Fixed[/h5] [Vehicle] AI vehicles overlap and explode [World] Floating x-mass line at the Gang-Jung Terminal (Thanks to Raging413)
Added bottles of acid, which you can throw to make acid puddles (or use in crafting). Stepping in puddles of petrol now makes mobiles slowed for 3 seconds, and both petrol and acid puddles now have a 20 count limit on each map (if a new one appears after x20, a random one will disappear), and stepping in puddles now has a 5% chance of dispersing the puddle (disappear). Lots of other little fixes.
Also, two new units and contracts, Moon Reavers and Izari Agents, for a total of 26 unit types you can summon on the battlefield. Below a list of unit types for each faction. Still not sure about which faction get mage contracts (last group).
-New item: bottle of acid (throw to make puddle). -Puddles of petrol now slow mobiles that step in them (very briefly). -Limit of 20 puddles of acid/petrol per map (random one gets deleted), and 5% chance of dispersing when stepped in. -Fixed bug where line of sight checks would go one tile past blocked map tiles (object blocking worked fine). -New Pirate unit (for later): Moon Reaver (high Vitality and Physique, Mad Dash and combat abilities). -New Izari unit (for later): Izari Agent (high Cunning and Education, social and stealth abilities). -New script command: "encyclopedia" (displays encyclopedia entry of given title string). -Improved henchmen contract scripts, allowing option to view encyclopedia entry first. -Lots of new henchmen contracts, for a total of 26 unit types you can summon. -Placed flint and steel in crate in Tutorial Dream (for blast bombs).