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Black One Blood Brothers News

Update 1.55b: Hotfix

[p]- Improvement: Maximum XP attainable in a mission is capped at 2 billion (due to an engine limitation, higher values aren’t possible[/p][p]- Fix: Some teleportation issues with allied AI under certain conditions[/p][p]- Fix: Some AI script errors[/p][p]- Fix: Numerous collision issues on certain objects preventing a character from passing through them[/p][p]- Fix: Rank number error in the rank list menu[/p]

Early Access 1.55 Full Patch Notes

[p]Attention, Operators. Early Access 1.55 for Black One Blood Brothers is upon us, laying the foundation for a more modern version of the game. While you may notice that no new gear or weapons have been added, don’t worry: Helios and the team are currently satisfied with the amount of choices available for customizing your squad. Upon release, you will have access—free as an owner of the game—to the full arsenal and gear options. We won’t spoil too much for now, but rest assured that Helios is extremely busy behind the scenes.[/p][p][/p][p]We ask for patience, as we’ll be able to share more about these… “details” once they are finalized and we feel comfortable revealing them to the community. Expect some exciting answers by the end of the calendar year.[/p][p][/p][p]For EA 1.55, the main focus is on AI and operator/enemy behavior, as well as UI enhancements. We know that AI is one of the most important aspects of a solo tactical FPS. While immersion can mean many things, we believe the devil is in the details: flinching, idle animations, enemies having conversations, random patrols… Helios is introducing these subtle touches that enhance the atmosphere of the game.[/p][p][/p][p]To strike a balance between player control and natural reactions when the unexpected happens, operators—and enemies too—will now be able to take cover dynamically when under fire. They can also sustain fire while moving, reinforcing the strategic importance of suppressive fire.[/p][p][/p][p]Finally, improvements to the menu and tactical map UI will make the shift toward a more modern, efficient design, making navigation smoother and easier for you.[/p][p][/p][h2]FEATURED[/h2]
  • [p]Addition: AI Operators now auto-take cover under fire; behavior is configurable via the new Tac-map toggle,[/p]
  • [p]Addition: AI enemies flinch on near-misses before taking cover, and can now fire while moving,[/p][p][/p]
[h2] GAMEPLAY[/h2]
  • [p]Addition: Tac-map option to choose whether an operator can take cover when under enemy fire,[/p]
  • [p]Addition: New tab in the campaign hub displaying the mission site’s satellite location,[/p]
  • [p]Addition: Empty rooms on the “Central Hospital” map are now filled with supplies,[/p]
  • [p]Improvement: Doors forced open now swing open much faster,[/p]
  • [p]Improvement: Character highlighting becomes completely invisible when the “Hide UI” option is enabled in Photo Mode,[/p]
  • [p]Improvement: Enemy and ally counts on the map are always at maximum when “War” or “Siege” mode is enabled,[/p]
  • [p]Improvement: Interior design of the “Lost Island” map’s buildings,[/p]
  • [p]Improvement: Default real-time playback speed in Photo Mode is set to minimum,[/p]
  • [p]Fix: Automatic leaning could still activate when the player performed a specific action,[/p]
  • [p]Fix: Bullet direction error in ADS view with the “Massberg 591 Stockwave”,[/p]
  • [p]Fix: Operators could have synchronized animations when simultaneous orders were given on the tac-map,[/p]
  • [p]Fix: Explosive object highlight error in Photo Mode,[/p]
  • [p]Fix: Selecting a character’s rotation activated real-time mode too often in Photo Mode,[/p]
  • [p]Fix: Camera movement did not stop when entering Photo Mode,[/p]
[p][/p][h2]AI[/h2]
  • [p]Addition: Operators dynamically take cover when a bullet passes nearby,[/p]
  • [p]Addition: Operators keep moving along their player-assigned path while firing at their target,[/p]
  • [p]Addition: Enemies can move toward their cover point while firing at their opponents,[/p]
  • [p]Addition: Unalerted enemies flinch, then enter combat after a brief delay when a bullet whizzes past them or hits the ground nearby,[/p]
  • [p]Addition: Enemies that have begun to spot you instantly go on alert if a bullet impacts nearby,[/p]
  • [p]Improvement: Enemies take cover as soon as a bullet passes nearby,[/p]
  • [p]Improvement: Suppressive fire is now much more effective at forcing enemies to take cover,[/p]
  • [p]Fix: Enemy would not fire in the training level when the “RECON” game mode was selected in the mission menu,[/p]
  • [p]Fix: Enemy vision bug that lets them fire without properly seeing their target,[/p]
[p][/p][h2]RENDERING[/h2]
  • [p]Overhaul: Main menu design,[/p]
  • [p]Overhaul: New options selection UI (mission, difficulty, game settings, etc.),[/p]
  • [p]Overhaul: Muzzle flash VFX,[/p]
  • [p]Overhaul: Bullet impact VFX,[/p]
  • [p]Overhaul: Fragmentation grenade explosion VFX,[/p]
  • [p]Addition: New graphics option to choose your preferred upscaler (DLSS, FSR, or XeSS),[/p]
  • [p]Addition: Ambient gunfire in “War” and “Siege” modes,[/p]
  • [p]Addition: New ambient operator animations in the helicopter during the insertion cinematic,[/p]
  • [p]Addition: New thumbnails of campaigns,[/p]
  • [p]Addition: Overall opacity beneath the ocean,[/p]
  • [p]Addition: Time of day and weather are now randomized during the mission start deployment cinematic,[/p]
  • [p]Addition: Bullet casings appear on the ground when the “Corpse Visibility” option is enabled,[/p]
  • [p]Addition: Missing french and german translations,[/p]
  • [p]Improvement: Ragdoll physics,[/p]
  • [p]Improvement: Main menu options design,[/p]
  • [p]Improvement: Difficulty options design,[/p]
  • [p]Improvement: Redesigned several icons,[/p]
  • [p]Improvement: Debriefing level[/p]
[p][/p][p]As usual, thank you for your support and constructive feedback, they mean the world to us! Please let us know your thoughts on the Discord and in the comment sections.[/p][p][/p][p]Kane, Out.[/p]

Preview Early Access 1.55

[p]Your attention, Operators. The message you’ve been waiting for is finally here.[/p][p][/p][p]Summer break is over, and it’s time to get back to work. First and foremost, thank you for all your positive messages — they mean a lot. But don’t think Helios has been idle in the shadows.[/p][p][/p][p]Things have been cooking in the background, and we can’t wait to share them with you. As exciting as they are, they still need time to be polished and deployed. Of course, we’ll keep you updated — and trust us, the wait will be worth it.[/p][p][/p][p]We also want you to know that we’re reading your suggestions. While not all of them will make it into future updates, your voice is heard and appreciated. Keep them coming: constructive feedback always has a chance to make the final cut. We’ll also have some Q&A delivered to you, so head over to Discord, where a dedicated channel will be set up for you in the next couple of days.[/p][p][/p][p]Without further ado, let’s dive into what you can expect in the next update of Black One Blood Brothers. As usual, this is just a sneak peek — the full patch notes will drop on update day![/p][p] [/p][h3]BEHAVIOR IMPROVEMENTS[/h3]
  • [p]Allied operators can now fire while taking cover, for a more immersive experience. Enemies will behave the same way. [/p]
  • [p]Unalerted enemies will now flinch and react when shots miss them. [/p]
  • [p]Allied operators will automatically take cover under enemy fire. This behavior can be toggled on or off from the Tactical Map. [/p]
  • [p]These combined improvements bring suppressive fire tactics to a new level of immersion. [/p]
[p] [/p][h3]FIXES AND ENHANCEMENTS[/h3]
  • [p]The Hospital map has been updated, with previously empty rooms now filled with props. [/p]
  • [p]When immersive options are enabled, character highlighting (used to differentiate allies and enemies) will be disabled. [/p]
  • [p]UI/UX rework is underway — keep an eye out for changes. [/p]
[p]We hope you’ll enjoy what’s coming.[/p][p][/p][p]Save the date: Monday, September 8.[/p][p][/p][p]Kane, out.[/p][p] [/p]

Happy Summer Break!

[p]Greetings Operators,[/p][p]What a season it's been for Black One Blood Brothers! Kicked off by the major 1.50 update that reshaped the core of the game, Helios has continued throughout the year to roll out new features aimed at improving Black One, notably cosmetic additions with the Eastern and Western Forces updates, letting you customize your operators down to the fingertips, including new elements for the Gunsmith. This level of customization empowers you to unleash your creativity and craft a truly personalized game experience that reflects your own vision of a tactical FPS. This sense of ownership is a key pillar of Helios’ vision.[/p][p][/p][p]But we’re far from done. Beyond cosmetics and gunfight gameplay, these latest updates have also brought major improvements to immersion and AI. From pathfinding to reactions and animations, the AI, always a core focus for Helios, has seen significant progress. AI quality is a crucial element of Black One Blood Brothers, and Helios is constantly seeking ways to make it more immersive and responsive. We’ve also listened closely to community feedback, and Helios has integrated your most relevant suggestions into the game. We’re deeply grateful for your passion and dedication to the game.[/p][p]As we head toward a well-deserved summer break, what does the future hold for Black One Blood Brothers?[/p][p]Helios’ main focus will be on AI and performance optimization. We hope to surprise you with some exciting developments, that we will detail more after the summer.. Just know that things are moving behind the scenes as we strive to deliver the best tactical FPS we can. We can’t wait to share more details with you soon.[/p][p][/p][p]Here's a sneak peek at what Helios will be working on:[/p]
  • [p]AI improvements to behave more realistically, including a dynamic cover system for your squad members during combat [/p]
  • [p]The UI will undergo another revision to make it clearer and more efficient[/p]
  • [p]Enhance immersion on some existing maps[/p]
  • [p]Adding new content, including maps, new weapons and new operators[/p]
  • [p]And some other surprises we are evaluating ;)[/p]
[p]Stay tuned—lots of things are coming your way! Until then, we wish you a great summer and we’ll see you back after the break![/p][p]
[/p]

Update 1.54f: Hotfix

[p]- Fix: Ghillie suits could become stretched when teleporting in Photo Mode[/p][p]- Fix: Some ragdoll errors[/p]