A decently sized patch - Draft mode got some further tweaks to decrease difficulty, more bugs fixed, & more content! There's still a few more elusive bugs I have yet to get to - but every patch gets closer! I was working on quite a few different systems throughout this patch, and hope I didn't break anything unintentionally. I'll try to patch ASAP if anything big pops up!
Content: - 13 New Actions (4 Per Character, 1 Special) - 6 New Artifacts - 1 New Buff: Sturdy - Retain Block - 1 New Debuff: Bleed Out (plus, a rework to Bleed to give it slightly better scaling) - 2 New Events
Draft Mode Changes: - Guaranteed rare perks at level 4 - Combats drop an extra Action reward - Dramatically increased potion drop rate in Draft
Action Balance: Warrior: - Sucker Punch++, Always costs 0, not-Innate > Innate - Challenge++, 1d6 (1d8) you and enemy gain Attack - Reforge ~ 1d8 Atk, Smith 1 (2) Actions - Wield ~ 1d3 Draw Actions, gain 1 Strength for each Atk drawn Rogue: - Reposition ~ 1d6 Def, Draw 1 (2) Discard 1 - Provoke ~ Now inflicts Enraged - Razor Wind-- 2d4 > 1d8 (also fixed bug where it deals infinite damage during [REDACTED]) - Tempest-- Now costs 4 (3) and is always Fleeting
Enemy Balance: - Gelatinous Shape Reworked, no longer self-buffs - [Redacted] Nerfed slightly - Many enemies no longer innately retain block. Enemies can only retain block if they also have Sturdy.
Artifact Balance: - Cauldron++ now drops a Potion in every combat Reward - Scrambled++ now only transmutes Punches + Defends] - Plush Pillow++ now also restores all Focus - Energy Vial-- now removes 3 Potion Slots - Slingshot ~ now gives 1 Strength and 3 Regen in Elite Combats - Cursed Mail++, gives 2 Fortitude - Arrythmic Flask ~ reworked to non-boss Artifact: When you use a potion, discount a random Action in hand by 1 NRG
QoL: - Reworked Tutorial System -- I kept putting it off, but its was long overdue. It's still not quite perfect, but I think it's better than before! - Added settings for enabling Character letter / Mastered Star on Action Tooltips
Fixes: - Fixed Warrior Perk "Evanesce" not drawing Actions - Fixed Recollection still ticking "Vanish" triggers even when Recollection saves the Action from Vanishing - Whet now gains Proficiency bonus as well as it can gain extra dice from Oracles - Fixed Vengeful sometimes triggering on damage - You can no longer dodge your own Shock trigger - Booze Bomb gives all enemies Exposed as intended - Oracle in Act 4 shop now charges you discounted prices - Enemies now aren't able to buff/buff all when Clumsy - Two Hungry Perk now only draws 2 as intended - Fixed 2 Perks (Rogue + Knight) where they weren't getting Evade / Counter when being Attacked by Atk+Debuff / Atk+Status - Fixed certain enemies dropping Block unintentionally - Fixed being able to use Recycler when game is paused - Rush now appears in Library - Fixed Discovered/Mastered total counts
Visual: - Reworked Particle system in an attempt to fix memory leak - Fixed Fog not clearing when revisiting the menu (maybe fixes some graphics related crashes?) - Added setting for disabling Fog - Reworded Monk Meter tooltip - Reworded Bargaining Chip - Added clarification for Drain ticking at turn end - Added a couple new hit FX for different types of Actions - Riggit Rum tooltip text shows 1d3 as intended - Fix tooltip hover hitbox for enemy Buffs - Reworded Helix Artifact
HOTFIX 1.12B: Fixed Bleed out applying to player when intended for enemy. HOTFIX 1.12C: Fixed softlock when choosing to Smith an Action in combat. HOTFIX 1.12D: - Fixed crash when healing at end of game - Gold sprite fixed - Fixed crash when concluding turn (couldn't replicate so apologies if something that I wasn't expecting was causing it) - Indignation now only triggers below 50% hp - Shop won't say "new" when you have everything unlocked HOTFIX 1.12E: - Fixed Maxed Rolls not working from Some addtl types of rolls (Stealth/Finisher/etc) - Fixed Maxed Rolls not stacking (using multiple Max Potions in a row resets the # of rolls) HOTFIX 1.12F: - Removed an unintended Game Save Loop at room start. This should help older machines. - Fixed a softlock & crash with Smithing Status/Curse Actions mid-combat - Fixed Boost allowing you to Boost Actions with no Dice HOTFIX 1.12G & H: - Attempted to fix an on end turn crash in the G-patch, actually fixed it in the H-patch HOTFIX 1.12I: - Fixed crash when continuing a run after saving and exiting the game. HOTFIX 1.12J: - Bleed Out now affects HP instead of max HP. - Reworked Angry Buff - Now gives Strength when it ticks to 0 instead of ending your turn - Reworked [REDACTED] fight. Now the body has a new buff: Reactive - Fixed Lyrus headstone HOTFIX 1.12K: - Fixed crash when loading an ancient run file HOTFIX 1.12L: - Fixed Buff Actions not proccing various effects. (Most notably, not counting their Weapon-type as being "played") HOTFIX 1.12M: - Fixed New Actions shipped with 1.12 not appearing. (Thanks to Hotfix 1.12D for Hot-breaking this) - Fixed alternate enemy forms for Vampbats, Stingers, Ivee and Mushroom not appearing. - Fixed Backup Pack not awarding an extra Action pack when it should - Fixed Energy Shield not having a sprite - Fixed being unable to scroll w/ the scroll wheel while Storing an Action after winning a Draft run
Crescent Slash damage has been reduced and other skills have been buffed. Improved "Normal Attack" build by increasing level up stats of normal attack damage, hp+/energy+ per hit, and health. And many others.
- Compass system changed. While you can check your objective locations with yellow POI icons on the compass, now you can also see the objectives behind the walls, etc. without scanning (without scanning can be changed). Environment anomalies can still be seen if the scan is used, but they won't look red behind the walls, etc. But at least they won't be confusing anymore.
- We made some changes to our current mission-level layouts.
- With the layout changes, some spawner locations have been changed, removed, or added.
- Especially for the Safe Hold mission we added a countdown timer on top of the screen (Later, we will relocate this timer to the datapad). This made it easy to track when the Cube would complete and the mission will fail.
- We changed the key remapping system.
- Added Invert mouse option.
- The end game score screen has changed. We removed unnecessary information until other/new mechanics were added.
- After Loading Screens some of the players were having a black screen issue, which has been solved.
- AMD (Radeon) GPU users were having an artifact glitch (green screen) on DX 12, this issue solved.
- In The Base of Operations we added another Gunsmith interaction zone (a table) for Gun Customisation in the Locker Room.
- When a player gets in a bush, Anomaly Soldiers won't see the player if they don't already seen the player running in it. And if they are not close enough to a player, they may pass and go without notice of the player. (Not every single bush of course)
- On Regular Difficulty, Soldiers will miss more than before, and also their recoils and reaction times are increased. (We will continue working on the AIs)
- We started on rework for the Audio, and made changes for better attenuations and occlusions with this patch. (Not final, we will continue to work on this matter too)
- We made some collision changes to the environment models, so bullets won't blocked right next to a wall or a model. (Still can be here and there, please report)
- And some Environment VFXs are removed (Community feedback).
- We also made VFX changes on the grenade and the anomaly enemies. Removed the glitch effect on the Distrupter enemy, increased its core size for easy to shoot, and also changed its color from White to Red. (Generally if some red things are coming to you, kill it :) )
As always, thanks for your constructive feedback, bug reports, and the suggestions.
We are cooking many things, and many more to come. If you want to know what we are up to please consider joining our Discord for more information.
Thank you for a wonderful Next Fest everyone. It's not over yet, but still worth saying. We've fixed some more issues as noted below, so an update was in order.
Tiny update based on player feedback. There was a softlock in a level because volatile enemies that were killed weren't counted towards to goal.
Also discovered and fixed a bunch of crashing bugs.
Someone was kind enough to point out that the drop rate of necessary items in the final level of the demo could be rather unforgiving and seemed almost random. We test played it a couple of times and found the level to be as intended, but if we keep hearing issues with this, we'll revisit it.
•Together Mode and Battle Royale are now playable with up to 20 players again. After updating to this version, you can also earn achievements in 20 players together mode. •8 players Together Mode will stay in the game for now, so the progress of already started 8 player servers won't be lost
Hi everyone, In this update, I've addressed several issues reported by our amazing community, including:
🌐 Fixed translations: Some translations in Portuguese, Russian, and Japanese have been corrected and improved for a smoother gameplay experience for players around the world. 🔧 Resolved crashes: I've identified and fixed several crashes that were occurring in the game, ensuring a more stable and enjoyable experience for all players.
We've started this journey in July 2021, as a means of me trying to make quick money after leaving the games industry in 2018 bc I felt like social apps were objectifying, depressing, and did not provide real social opportunity. I have this hilarious 'hero' complex which puts me in funny situations.
The birth of BACKOFSPACE came about in June 2021 during the development of dore.app (the solution to social apps). I was told by an excitable and talented ex-colleague in 2021, in the middle of DORE's development, to quickly release an OLDTV DLC get some funding to fund our social app.
So I loaded up the old OLDTV project, and while I was being inventive, I found something.
There was a level I made, all lower case, from 2017. Called 'back of space'. Which was supposed to be the second dlc after COLDTV. Suddenly I remembered technical ideas I had from 2017, and quickly realized I couldn't do this as a DLC to graphically impress people nowadays, so I hit new project, and BACKOFSPACE began with a whole new lore.
You guys know me and I generally don't like doing Early Access, so this was an odd, odd, exception.
What started off as an attempt at just making money quickly, progressively became a way for me to express my feelings about the state of the world. Throughout my whole career I was holding off making any techy games bc I felt like that theme would be too natural for me. I wanted to challenge myself, but my perfectionism disabled me for 7 years (since oldtv) and I was lacking income, so I went ahead and made my first real 'techy' game. And boy was this a marriage I should've explored long ago. It became easy to create outstanding animations and sequences in this theme.
I began to project myself into this story and conceived of star and his lore. People outside the server don't know this, but many of the lines in the game came from my personal life, from milf (a woman who dated me when I was 24 & she was 33) to julie (a toxic ex who couldn't decide whether to be with me or not) to demon (angel investors who wanted to take advantage of me) and oldtv (the old, childish version of myself). Some of those lines are direct quotes. I do infact feel like I'm opposing a world narrative, and I do feel like evidence, science, and truth seeking are globally undermined in the name of a new god, comfort.
I'm not entirely sure I'm a creative as everything I made, from only if to backofspace, is just a personal reflection. And considering that I'm running out of funds while waiting for the legals for this game to complete. I'm going to challenge myself again, and produce something, exceptionally quick, so that I can stop eating left over bread and protein bars from the office's fridge. I can't get loans, and I can't get investment, and I can't spend another year in dev making another game. So, something new is coming quickly, please don't think BOS is neglected. It would break my heart if I pushed bos out too soon for release without proper funding.
One last thing, OLDTV was actually originally completed in Dec 2015. Not July 2017. Turns out I've always had chaotic development cycles. Here's footage of a build none of you played, 2 years before release, and a reminder of how unstable software development can be: https://youtu.be/fCh6NZQVh2s
NEWS:
I want to thank you all for your support and let you know that BACKOFSPACE will be entering a closed state of development starting from the remake of TKV. There will be no more updates until launch.
Important to note that we also will be changing ESCAPISM, THE KARMAN VIRUS, THE SCREAMING MACHINE due to disputes over those tracks in particular.
I'm excited to bring to you a whole new franchise that officially starts with the launch of BACKOFSPACE. I appreciate all of you who have been here since STORM THE STRATOSPHERE.
Fixes Fixed fishboss getting stuck in the corner Improved camera on Tank Level Reenable HDR Fix ship color not saving or setting correctly in some situations Fixed tint color not applying to some weapon effects Minor improvement to online synchronization
Linux Changed default graphics API from OpenGLCore to Vulcan -If CounterAttack starts with a black screen try adding -force-opengl by right clicking CounterAttack in Steam -> Properties -> https://i.imgur.com/RIXwKi7.png