Summary: Our latest update fixes start-up errors, enhances graphics and lighting, resolves sound overlaps, and revamps car controls!
Content: Dear players, we have released a new update to make your gaming experience more enjoyable. With this update, we've fixed errors encountered at the game's start, improved graphics and lighting settings. We have also addressed sound overlaps and revamped the car controls. Update your game now and enjoy these enhancements!
Adapt your party's skills to the situation with 18 jobs like Hero, Assassin, Desperado, Cabbie, and Samurai to change fighting styles and gain new abilities to strategically subdue enemies with unique moves. Create your ideal party by experimenting with different job combinations.
DYNAMIC MOVEMENT
Utilize movement to target an enemy's weakness and weaponize the environment to give your party a strategic edge! Close the distance with enemies to deal massive damage or move next to allies to execute combo attacks! Position your characters near bicycles, cones, or other objects to use them as weapons and destroy opponents.
AREA-OF-EFFECT ATTACKS
Obliterate enemies in a straight line or in your vicinity using area-of-effect attacks! Target clusters of enemies to maximize damage, and keep a watchful eye on their positions to aim for a decisive blow to take them all down at once.
KNOCKBACK ATTACKS
Carefully assess the positions of your enemies and their surroundings to effectively use knockback attacks! Slam them into walls, objects, or even each other to deal additional damage. Deliver even greater pain or inflict status ailments by bashing them into burning objects or explosive gas canisters.
COMBO ATTACKS
During battle, when you move within range of an ally with whom you have a strong connection, you will be able to execute powerful combo attacks. Cooperation between your allies is key to defeating formidable enemies, so actively work on deepening your bonds with them.
PERFECT ATTACKS
Use Perfect Attacks to quickly demolish your enemies. When executing a special attack, press the correct button to perform a Perfect Attack to dish out extra blows or change the direction of your attack to damage multiple enemies.
SMACKDOWN
When you encounter opponents far weaker than yourself, the Smackdown option will appear. Choosing it will let you promptly end the battle at the cost of less experience, but you may earn money or acquire items quicker.
POUNDMATES
Call up quirky characters with powerful attacks and healing skills to gain the upper hand in battle. Some will assist you by delivering a single devastating attack, while others will join the battle for a few turns. You'll be able to call on more characters as you progress through substories and other objectives, so get out there!
WEAPON CRAFTING
Use weapons and materials to strengthen your weapons or create over 140 new ones. The weapons you create will be much stronger than the ones you find at shops, so try crafting your own! They can also be strengthened to greatly increase performance or branded to apply unique effects.
PRE-ORDER LIKE A DRAGON: INFINITE WEALTH NOW
Explore all that Japan and Hawaii have to offer in an adventure so big it spans the Pacific on January 26, 2024. Pre-order now and get the Hero’s Booster Pack and Special Job Set to increase your party members' level and job rank and receive the new Tennis Ace and Linebacker jobs.
Sign up for SEGA newsletters by February 2, 2024 and receive Ichiban Kasuga’s Hello Work Employee Special Outfit! A code with instructions on how to download the in-game content will be sent via email after the game releases on January 26, 2024.
We have opened the interface that will form the basis of the RPG system to comments from our players.
With the v.0.5-Alpha update, we're unveiling the interface for the detailed and deep RPG system we have planned for Pirate Patrol.
At the moment, the interface works mechanically, as Captain Lionheart gains XP, you can see the progress on the character panel, but character screen features such as skill selection are not available.
Also, for now, this interface only shows the character screen for Captain Lionheart, but there will be separate character screens for each pilot and officer in the game. But first, we want to clarify the interface design with feedback from our players.
We are also focusing on skills. For now, we have only created visuals of 11 skills to test the interface, but in the next updates, when the RPG system is fully implemented, there will be hundreds of different skills. As players level up, they will be able to unlock the appropriate skills, but there will also be hidden skills that can be obtained by completing quests, trading, or exploring different parts of the universe.
Speaking of exploration...
At Pirate Patrol, we believe that exploration is a powerful gameplay motivator. For this reason, we are working on a galaxy map that is 10 times larger and we will release this new map in the next updates.
Of course, we are also preparing the myriad of factions, pirate gangs, political entities, colonies, wealthy merchants, trading, competing, fighting, missions, etc. that will fill this huge map.
TOP MENU
A new element we have added to the visual design of the game is the TOP MENU, which appears in the top right corner. This menu allows you to access panels that were previously only accessible using the keyboard shortcuts, by clicking on them with the mouse. These are:
Character Panel (P)
Hangar Panel (H)
Galaxy Map (G)
Settings Menu (ESC)
Thank you for your support of the game. We continue to work hard to make Pirate Patrol a very immersive and deep RPG. We would love to hear your comments in the Steam Discussions section.
After careful consideration and evaluation of various factors, Little Orbit and PLAION have decided to sunset APB Reloaded on console platforms. This decision was not made lightly, and we understand that it may come as disappointing news to our dedicated console players who have waited patiently for upgrades and fixes to the game.
The decision to discontinue APB Reloaded on consoles was driven by a combination of technical challenges, resource constraints, and the evolving landscape of gaming. We want to ensure that our players have the best possible gaming experience, and unfortunately, sustaining the game on console platforms has proven increasingly challenging.
For Xbox players, we previously experienced issues preventing players from making any purchases, but we were able to keep the servers online. Unfortunately, you will have noticed that APB Xbox is currently experiencing technical issues, and the game is currently offline. Unfortunately, we are now unable to bring the game back online.
For PlayStation 4 players, we will begin the sunset phase starting February 1st through August 2nd. As of February 1st, we will be disabling all monetization for these players. This wasn't an easy decision, and we understand the impact it has on our gaming community, but it was unavoidable.
As a small consolation, we have created the ability for console players to migrate their characters to PC. APB Reloaded will continue to be available and supported on the PC platform. We encourage console players who wish to continue their APB Reloaded experience to consider joining the PC community.
For PlayStation 4 players, the migration page is not ready yet, but on February 1 you will also be able to start migrating your characters to APB Reloaded on PC. Instructions will be at https://gamersfirst.com/apb/news/2024/1/2/ps4-console-2024
We want to express our sincere gratitude to the APB Reloaded console community for the creativity, dedication, and support you have shown over the years. We are here to support you through this transition, and our customer service team is available for any questions or concerns you might have.
- escape will now close general dialogues and popups (except for item and augment selection dialogues). - text improvements - slightly increased small font size - Unstoppable Fissure now reveals all tiles in vertical line, not just tiles that exploded (behavior now matches description).
- Small quality of life improvements after watching others play. - Make the small menu notification dot bigger and pink. - Clean up some of the help text. - Voice alert now when orbiting first recommendable planet. - Don't pester about saving games if the player has saved their game.
In June, Order from Caos will celebrate its 4th year of publication. Since then, I've published one game per year: Hidden Shelter (2021), Backroom Beyond (2022), and Order from Caos 2 (2023). Order from Caos was the greatest school I could have had to learn game logic, programming, and now I'm focusing more on the Unreal Engine. I still have a lot of affection for RPG Maker MV, but I believe I need to broaden the scope of my games. There's something good coming. However, let's talk about now. I wrote a post on the Order from Caos 2 page discussing side quests that I think are important for players to experience. Taking advantage of the opportunity, I decided to do the same with Order from Caos. See if you agree with the choices.
1 - Byakko
This was the most difficult side quest to create. It has many variables and two different endings. It's a story about love and possession at first sight, but in the end, it's about revenge and protection. It's the side quest with the most emotional appeal in the game. It was painful to write because I had to think about the entire lore for it, and it was challenging to program.
2 - 30X Woods
This, for obvious reasons, may not be a very popular side quest. It asks the player to find 30 pieces of wood obtained by killing a certain type of monster that is in agony. These woods are found in the creature's stomach. The problem with this side quest is that it's a quest to collect a certain number of things and take them to an NPC. In Order from Caos 2, I focused on improving side quests to avoid this. But then you might ask - If you don't like this side quest, why did you include it here? I think it's because I want to remember what never to do.
3 - Fallen from Space
This is a side quest that few people have been able to complete. It's really difficult. In the final part of the game, we can enable this side quest. It's necessary to go to the desert and find a hole in the ground caused by a meteor that brought a creature from another world. I chose this side quest to finish this post because when I created it, it would be a link between Order from Caos and a possible sequel to the story. In fact, there's a fully written text with the story from beginning to end. But, I don't know when it will be possible to turn it into a game. My intention is to produce the next RPGs in 2.5D using the Unreal Engine. So, I know it will take a while to achieve, but who knows if the future will be kind enough to allow me that sequel? Without giving too many spoilers, only Tina and Joh would initially remain in the main group. There would be new characters and something falling from the sky...
Well, that's it. I hope you enjoyed it. Order from Caos is a story that moved me a lot while writing, and I hope it was an exciting experience for those who played it. And for those who haven't played it yet... feel free to play and have fun.
Another big update. Overhauled the early tutorial, made some big improvements to dodging, and some new accessibility changes requested for turret mode. Also got through a lot of balance changes and bug fixes based on feedback.
New Features / Content
Added tutorial stage for using the tractor beam.
Added tutorial stage for dodging.
Added tutorial stage for turret mode / right-stick aiming.
Balance Changes
Dodging now cancels all current velocity when applying dodge velocity.
Reduced dodge velocity by 68.75%.
Increased linear drag of ships by 30%.
Rebalanced strafe and reverse speed of thrusters slightly.
Elite enemies now take 50% less damage from asteroids.
Boss enemies now take no damage from asteroids.
Removed damage percentage increase when fighting lower-level enemies.
Removed damage percentage decrease when fighting higher level enemies.
Reduced damage of smog launcher used by Behemoth by 50%.
Reduced damage of radioactive asteroids by 50%.
Reduced enemy repair ray's power by 20%.
Reduced the number of Moths in escort squadrons from 4 down to 3.
Reduced health of all asteroids and it now scales with encounter level.
Reduced damage of Tornado Launchers by 50%.
Reduced price of black market equipment by 40%
Reduced debuff chance of Wasp Tesla Coils from 5% to 2.5%.
Higher difficulty selections now add more damage and less hull/shield.
Quality of Life / Accessibility
ESA got some updated artwork.
The demo now shows a message explaining it is over when you unlock Sector 2.
The control tutorial now includes pictures and brief explanations.
Progress through individual tutorial steps is now shown.
Dodge effect now leaves after images of the dodging ship, like temporal drive.
Double tape to dodge is now ignored if dodge control has a binding.
Dodge-related control binding displays are now easier to understand.
Turret mode now saves to the player and persists between encounters/sessions.
Reworded 'return to mothership' instruction to 'return to fleet' for clarity.
Removed the quick jump option from navigation as more confusing than helpful.
Added an extra yellow circle around the current encounter in navigation to make it easier to see.
Added a new accessibility setting called heading assist to easily see your ship's heading.
Line assist and the new heading assist will match your setting for cursor color.
Mission display in HUD now displays control binding and uncollected mission alerts.
Overhauled all control bindings for ship design, now displaying them in relevant positions.
Bug Fixes
Fixed Sprite ships in the fleet not healing the player when they've taken damage.
Respawn overlay should now display regardless of the pause status of the game.
Fixed rebound launchers not returning to the parent ship and getting stuck in orbit.
Players can no longer discard the tutorial equipment.
Turrets can once again be grappled, still not drones though.
Fixed error where exiting game then going to ship design in sandbox tried to spawn dialog.
Fixed large shortcut binding display in the equipment panel.
Fixed large shortcut binding display on consumables.
Hitting cancel/escape when the file browser is open now closes the file browser.
Fixed tooltips being misplaced due to UI scale changes.
Fixed incorrect display of left / right when referring to controller shoulder buttons.
Fixed an issue where opening and closing the core panel quickly would lock up the game.
The first Wasp to spawn from Matriach is no longer invisible.
The radial display now hides itself when the ship is hyperjumping in / out.