1. Section 13
  2. News

Section 13 News

0.13.1 Minor Patch Notes

[EDIT: Added Known Issue section on 11/14 5PM PST]

[h2]Patch Schedule[/h2]
  • PST: 3 PM, November 14, 2023
  • EST: 6 PM, November 14, 2023
  • CET: 12 AM, November 15, 2023
  • ICT: 6 AM, November 15, 2023
  • KST: 8 AM, November 15, 2023

Agents,

We are deploying a minor patch (Ver. 0.13.1) to implement some improvements and fixes in the game. As we continue to go through the list of suggestions and issues, we will be deploying hotfixes and patches frequently until we can ensure Agents can all comfortably enjoy the game.

For the list of changes in this patch, please see below.

[h2]Changes/Improvements[/h2]
  • Made it so that interactions are disabled when downed. If you have the Self Starter Synaptic Enhancement, self-revive will be the only available interaction
  • Added a cooldown indicator for the self-revive
    • When you are downed and self-revive is on cooldown, the remaining time will show in parentheses
  • Adjusted how sensitively the game reacts to scroll wheel input
  • Increased the amount of Data Nugs dropped by the Exosuit

[h2]Bug Fixes[/h2]
  • Fixed the issue where sometimes the weapon may not fire after switching weapons rapidly
  • Fixed the issue where characters could fall in the Office level’s Safe Room
  • Fixed the issue where the HP/Panic Gauge UI on the bottom right could display incorrect information
  • Fixed the issue where automatic quick reload effects did not work properly under some conditions

[h2]Known Issue[/h2]
  • When a non-host Agent picks up a tactical gear while firing their weapon, they no longer can pick up additional tactical gear. We are looking into a fix

Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Blackout Protocol. It is possible for teammates to play with mismatched game versions, which could potentially impact gameplay. So please install the update as soon as possible for the best experience.


- ODS Team

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Dev Log #8: 0.13.0 Balancing Act Patch

Hello, this is Dongsoo Oh, Creative Director of Blackout Protocol.

In our last devlog, we shared an update about major changes to our roadmap, to prioritize improvements relating to core gameplay and first-time player experience. If you haven't seen that yet, you can read it here: Dev Log #7.

The volume and scope of changes in patch 0.13 is fairly extensive, so I won't go into all the details here. If you're curious, I encourage you to read the full patch notes. But here’s a general overview:
  • Main Updates
    • Improvements to first-time player experience and early levels.
    • Improvements to general controls and playability, with an emphasis on movement.
    • Major design changes to the Panic system, and how it interacts with light and dark areas.
  • Additional
    • Balancing tweaks to various weapons and Synaptic Enhancements.

[h2]#1: Changes to Early Gameplay[/h2]
At present, Blackout Protocol introduces its various systems to a new player in a somewhat chaotic, disorganized fashion. In this patch, we've put a lot of effort into addressing that across the first 3 zones (the Parking Garage, Lobby, and Office levels). Here are some of the changes we've made:
  • Increased the starting weapon selection from 1 to 3 (Assault Rifle, SMG, and Pump-Action Shotgun) so players have more variety to choose from while they’re still learning the game and struggling to reach the first Safe Room.
  • Changes to the drop rates for Tactical Gear items (in Rogue mode only). Throwables are now initially encountered in an order that's a bit more intentional, and are then added to the random drop algorithm afterwards.
  • Numerous polishes to the design of the Parking Garage level, specifically balancing for playtime and the rate at which Synaptic Enhancements are acquired across different map variants.
  • Repositioned supply boxes throughout the map, and made adjustments to the logic for how enemies drop ammo. Players will now encounter Small and Large ammo kits during gameplay, as well as a Supply Crate in every Safe Room.
  • Previously, picking up ammo fully refilled both the player's current clip and surplus ammo storage. Now, acquiring ammo kits only refills surplus ammo, and doesn't affect the current clip at all. The Supply Crates in Safe Rooms fully restore both.
  • The Medical Equipment in Safe Rooms now has greater restorative effects. It fully treats all injuries, fully restores HP, and also replenishes the Panic gauge.
  • Made various changes to how Violet's messages are presented and in what order, to facilitate better teaching of game mechanics.
  • Previously, weapon blueprint drops were mostly random. Now, defeating certain creatures is guaranteed to drop certain blueprints. Our goal is to reward ambitious players for tackling harder enemies, and do a better job of introducing the more complex weapons a little later in the game (rather than dropping them too early, when players are still trying to grasp the game's basic systems).

With these improvements, we hope new players will feel like they've been introduced to the game in a smoother, more stable way.

[h2]#2: Movement and Controls[/h2]
We’ve also made a number of changes to basic gameplay.
  • Increased Agents' movement speed to feel more responsive. We also increased the movement speed of some enemies, and tweaked various Synaptic Enhancements relating to movement speed, in order to maintain the intended feel and balance.
  • Significantly decreased the cooldown time for rolling, with a corresponding reduction in distance. (We also removed upgrades related to rolling cooldowns, as they no longer feel like they make a meaningful difference.)
  • Tightened the I-frame window while rolling. As a result, rolling now feels more responsive, but also requires more precise timing to dodge attacks.
  • Fixed a bug that created inconsistent firing intervals with single-round weapons.
  • Made changes to Scalpel and Red's special ability animations. Basically, they're now snappier and less likely to get you killed.
  • Added a visual cancel indicator to better communicate when the reload animation is interrupted by other actions, such as rolling or shooting.
  • Added visual and sound effects upon triggering instant automatic reloads (e.g., when dodging with the “Rollback” Synaptic Enhancement).
  • Made interactable objects less annoying, by lowering the time needed to activate them, and removing the need to face them directly.

Many of these changes are in direct response to core feedback we’ve been getting since the start of Early Access, so we hope they'll help satisfy some of those recurring quality-of-life concerns.

[h2]#3: Changes to the Panic System[/h2]
It's fair to say that the current implementation of the Panic system isn’t quite living up to our goals. Many players still don't understand what that purple bar even is, or how it interacts with light and dark areas, which is obviously not ideal. If you fall into that category, this section should interest you.
  • The Panic gauge is no longer recovered by standing in the light.
  • We’ve reduced the length of the panic attack that happens when an Agent’s bar reaches zero. In addition, when a panic attack ends, the gauge now just automatically restores to full. (The medical equipment in Safe Rooms also restores the Panic gauge.)
  • Slightly increased the flashlight’s distance.
  • Improved the responsiveness of Crawlers to the flashlight beam, and made adjustments to their attack rate and damage.
  • Skirmishers now react much differently to Agents’ flashlight beams (cowering and retreating so long as they’re in light, as opposed to just being briefly stunned). The goal here is to create a risk/reward scenario that encourages players to get in close, and rewards coordination in teams. We’ve also adjusted their spawn locations to account for this.
  • Made adjustments to the Ravager (the beefed-up version of a Skirmisher) to make them more distinctly recognizable. We’ve also adjusted their spawn locations.
  • Added a new Tactical Gear item, the Meteolight, that illuminates an affected area when thrown. (In Rogue mode, Metolights will enter the drop algorithm after the first time the player picks one up. They’re first encountered on the Deep Storage level.)

Our hope for these changes is that the Panic system will feel simpler and more intuitive, and that players will interact with it more frequently, but faster, and less disastrously.
We hope you'll have fun playing with the new mechanics and taking advantage of them to overcome enemies.

[h2]#4: Weapons and Synaptic Enhancements[/h2]
We've said in previous dev logs that one of our biggest design goals for Blackout Protocol is to ensure that it feels good for players to experiment with various weapons, builds, and playstyles, to discover unexpected points of synergy.
Because of this, our team has been working hard to adjust the balance and usability of various weapons, along with corresponding changes to related Synaptic Enhancements. We'll be making more improvements like these down the road, but here are details on the ones we're rolling out in patch 0.13.

[h3]Weapon Usability and Balance:[/h3]
  • Made changes to the maximum ammo size of various weapons, to coincide with changes to the reload and ammo drop systems.
  • Fixed an issue where the pistol sometimes fired at an inconsistent speed when clicking repeatedly.
  • Made changes to the SMG to account for its repositioning in the meta as a starting weapon. It now does slightly less damage, but has greater range. (We also fixed a bug related to the SMG's stun/knockback effects being a bit overpowered, making it possible to basically immobilize certain enemies with continuous fire.)
  • Fixed an issue with shotgun weapons, where creatures killed by a few pellets in the spread of a shot would still absorb others that collided with them, until their death animation was complete. While technically more realistic, this made shotguns feel less powerful, by reducing the number of pellets that actually reach living targets.
  • We also reduced the overall pellet count of shotgun weapons by about 30%. This was both to compensate for the increased damage from the above, and because the pellet-based nature of shotgun weapons meant they were interacting with certain Synaptic Enhancements in weird ways, resulting in some brokenly overpowered builds.
  • Reduced the reload time for the Sniper Rifle.
  • Fixed a bug relating to weapons with a charging time (flamethrowers etc) that allowed players to bypass penalties to turning speed. To compensate for this, we've reduced that penalty significantly.
  • Buffed the Minigun by about 25%. It now has higher firing speed and each shot deals more damage.
  • Buffed the Plasmoid Launcher similarly, and added a slight knockback effect.
  • Defeating the Exosuit now drops a blueprint, and the RNG for the drop prioritizes either a Lv. 1 Minigun or Plasmoid Launcher. Upon unlocking either weapon, blueprints for higher-level versions are added to the normal drop algorithm any time a blueprint is encountered.
  • Changed the nature of the Tactical Crossbow, and nerfed it slightly. Previously, it was a long-range weapon that overlapped a bit too much with the Sniper Rifle. Now it's got a shorter range and aim distance, and bolt velocity has been reduced slightly. However, we also made some adjustments to its perk levels to balance things out a bit.
  • Overhauled the Photon Cannon's controls, which were previously a bit wonky. Players can now simply hold down the left mouse button to continuously charge and fire shots. In addition, we’ve adjusted one of the weapon’s high-level perks, to add a rapid 3-shot burst.
  • Tweaked the Sawed-Off Shotgun to make it more viable. It's now got a faster firing speed and a slightly longer reload time. (So, higher DPS in short engagements, but balanced out over longer skirmishes.)

[h3]Synaptic Enhancements (Adjustments and Additions)[/h3]
  • Added new enhancements for all weapon types that increase base damage, and adjusted the overall number and drop rates of enhancements in each weapon category, to ensure they’re better balanced.
  • Temporarily removed a few enhancements that were either too weak or too strong as a result of all these other changes. We'll be tweaking and readding them once the dust settles a bit.
  • Changed some Synaptic Enhancements that were previously tied to the Firearms Department, so they’re now neutral/untyped.
  • Added 2 new Firearms enhancements.
  • Added 2 new R&D enhancements, as well as a buff to the “Budget Killer” card.

This section's getting a bit long in the tooth, but we wanted to explain things clearly (particularly areas where we're nerfing certain weapons or upgrades), so players understand where these changes are coming from.

We'll be making a few more major weapon adjustments down the road — particularly buffing the Arc Cannon, and making sure the Flamethrower plays nicely with more Synaptic Enhancements. So we hope you'll look forward to those changes.

Our efforts in this patch update were primarily focused on fixing deep, systemic issues where we felt the game wasn't meeting expectations. But the hope is that these changes will lay the groundwork for flashier, more fun updates later on. In our next major update, we'll be making additional changes to weapon usability, as well as continued balancing to Synaptic Enhancements. We're also looking at adding some kind of in-game guide to terms and mechanics, and possibly revisiting the addition of new content from our prior roadmap.

Thank you for your ongoing support of Blackout Protocol.


Sincerely,
Dongsoo Oh, Creative Director

0.13.0 Balancing Act + 0.14.0 Up Close & Personal Patch Notes

[h3]v. 0.14.0 Up Close & Personal[/h3]

Agents,

We are deploying a major patch (Ver. 0.14.0) dubbed “Up Close & Personal” to bring the long-awaited melee weapons, along with other changes and improvements to the game. The team has been working hard on building a solid foundation for the game, and we are happy to bring something new to you with this patch! As we continue to go through the list of suggestions and issues, we will be deploying hotfixes and patches frequently until we can ensure Agents can all comfortably enjoy the game.

We also bring a dev log from Dongsoo Oh, the creative director for Blackout Protocol, discussing what comes in this patch. Please take a look at it if you want to learn more about how your feedback is helping us shape the game!

For the list of changes in this patch, please see below.

[h2]New Content[/h2]
  • Added 9 melee weapons
    • Melee weapons will drop from enemies
    • For melee weapons that Agents have picked up at least once before, more information can be found in the Armory section of S2P Archives
    • When not equipped with a melee weapon, Agents will be attacking with their fist like before
    • Melee weapons work with a durability system and will break when the durability reaches 0. When the durability is low, the melee weapons icon on the HUD will flash red
    • List of melee weapons (in alphabetical order)
      • Baseball Bat
      • Claw Hammer
      • Crowbar
      • Fire Axe
      • Lead Pipe
      • Mister Chicken
      • Pipe Wrench
      • Shovel
      • Sledge Hammer
    • We are also continuously reviewing various ideas, like more melee weapons and interesting mechanics around them!
  • Added a feature that allows joining in-progress/disconnected sessions
    • The host can allow joining mid-session when creating the room
    • For in-progress sessions, other Agents will be able to join the room as long as the squad has not reached the very first Safe Room (at the end of the Parking Lot level)
      • Joining in-progress sessions are restricted to the very first level–the Parking Lot. This is to ensure Agents joining mid-session are not at a disadvantage, as they would have missed out on multiple Synaptic Enhancement and weapon drops if they joined later
    • If an Agent disconnects from a session, they can find the room again in the lobby list marked with the “Recent Session” tag. They can then join the session again, and will have access to all Synaptic Enhancements and weapons they had up to the time of disconnecting
      • Re-joining a disconnected session can happen on any level, even if it’s beyond the Parking Lot
      • Please be advised that, if the host disconnects, the session is dissolved and it will not be possible to re-join
  • Added save slots
    • Agents now have access to a total of 3 save slots. Any existing progression data will be saved in slot 1 by default
    • Agents can switch between different save files (as well as create new saves/delete existing saves) in the title screen (the menu is located on the top left)
  • Added UI that defines key terminology in the following places
    • Synaptic Enhancement selection
    • Permanent enhancement selection
    • Character info screen’s Enhancements section
  • Added 3 new badges
    • Agents can now select which badges they want to sport under the Settings menu. If you don't select any, the game will automatically choose and display some for you
    • New badges are given after meeting the following conditions, respectively
      • Unlocking at least tier 1 blueprint for all weapons
      • Unlocking access to the last tier of permanent enhancements
      • Reviving allies 50 times

[h2]Changes/Improvements[/h2]
  • Adjusted weapon balance
    • Arc Cannon
      • Adjusted weapon mechanics, including charging, snapping to targets, arcing, etc.
      • Adjusted various stats, including range, damage, arcing properties, etc.
      • Adjusted weapon perks (more information below)
    • Flamethrower
      • Adjusted the burn mechanics, including burn damage, burn interval, time until burn triggers, burn duration, etc.
      • Increased the base damage of the weapon
      • Adjusted weapon perks (more information below)
      • Improved the weapon effects to more accurately portray the range and angle
  • Adjusted weapon perks
    • Arc Cannon
      • Adjusted the values of weapon perks that affect the weapon’s range
      • Adjusted the value of the weapon perk that slows the enemy the arc is anchoring on
      • Removed the damage buff from the perk that removes anchoring properties
      • The weapon perk that puts allies hit with the arc into Astral state will now only appear in Squad Mode
      • Removed the weapon perk that reduces the relevant department’s point requirement for subsequent weapon perks
      • Removed the weapon perk that reduces friendly fire damage
    • Assault Rifle
      • Moved the silencer perk from tier 2 to tier 3
      • Moved the perk that increases rate of fire while continuously firing from tier 3 to tier 2; reduced the rate of fire buff amount (especially since it can now stack with the damage increase perk in tier 3)
    • Flamethrower
      • With the changes to burn mechanics, we added/adjusted various weapon perks around burn
      • Removed the weapon perk that reduces the relevant department’s point requirement for subsequent weapon perks
      • Removed the weapon perk that reduces friendly fire damage
    • Pump-Action Shotgun
      • Moved the perk that heals per pellet hit from tier 2 to tier 3; adjusted the HP recovery amount
      • Moved the perk that increases rate of fire from tier 3 to tier 2; reduced the rate of fire buff amount
    • Revolver
      • Moved the silencer perk from tier 2 to tier 3
      • Moved the perk that gives penetration chance from tier 3 to tier 2
    • Sniper Rifle
      • Moved the silencer perk from tier 2 to tier 3
      • Moved the perk that increases reload speed & removes movement speed penalty during reload from tier 3 to tier 2; reduced the reload speed buff amount
  • Adjusted Synaptic Enhancements
    • Soul Harvest: Killing a target grants a chance to increase max HP
      • Reduced the amount of max HP increase per kill
    • Adrenaline Boost: Recovers HP when entering Panicked state
      • Reduced the HP recovery amount
  • Adjusted enemy balance
    • Skirmisher
      • Reduced the max Panic Gauge scaling, which will result in tougher spawns having a lower Panic Gauge threshold than before (i.e., easier to make them panic)
    • Ravager
      • Made improvements to the AI
      • Reduced the max Panic Gauge scaling, which will result in tougher spawns having a lower Panic Gauge threshold than before (i.e., easier to make them panic)
    • Exosuit
      • Added a wind-up motion and a visual indicator before it fires the Gatling gun
  • Adjusted maps for balance
    • Deep Storage
      • Various improvements for the map, including better visibility, slightly larger area, and slightly simpler layout
    • Secret Rooms
      • Adjusted some elements that affected difficulty
      • Adjusted enemy variations
      • Added new layouts
      • Adjusted the rewards for some layouts
  • Under the Settings menu, Agents can now choose whether the scroll wheel weapon switching includes tactical gear or not
  • Made other various changes and improvements

[h2]Bug Fixes[/h2]
  • Fixed the issue where the Security Synaptic Enhancement was not adding a point to the Bionic Department
  • Fixed the issue where there could sometimes be a roll-dodge happening without input, when playing with a controller
  • Fixed the issue where the Medical Equipment in the Safe Room would not heal to max HP, if the Agent had the Heat Exchange Synaptic Enhancement
  • Fixed the issue where the flashlight could sometimes illuminate through certain walls
  • Fixed the issue where enemies did not get properly alerted with firing noise from the Arc Cannon
  • Fixed the issue where credits were not properly dropping in Swarm Defense Mode
  • Fixed other miscellaneous bugs and issues

[h2]Known Issues[/h2]
  • For the Flamethrower weapon perk that reduces burn duration, we plan to edit the text for clarification for some languages
  • Under the "Display Badge" settings, some languages may list the badge slots as message slots
  • There may be cases where, even if you set the "Display Badge" setting to show 0, some badges may still show in-game
  • Agents who already unlocked the last tier of permanent enhancements may not be given the badge automatically

Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Blackout Protocol. It is possible for teammates to play with mismatched game versions, which could potentially impact gameplay. So please install the update as soon as possible for the best experience.

--------------------------------------------------------------------------------------------------------------
[h3]0.13.0 Balancing Act[/h3]

Agents,

We are deploying a major patch (Ver. 0.13.0) to bring some big changes and improvements to the game. The team is working hard on other improvements for the future, hoping to bring them to you soon in another major patch before 2023 ends! As we continue to go through the list of suggestions and issues, we will be deploying hotfixes and patches frequently until we can ensure Agents can all comfortably enjoy the game.

We also bring a dev log from Dongsoo Oh, the creative director for Blackout Protocol, discussing some changes made in this patch. Please take a look at it if you want to learn more about how your feedback is helping us shape the game!

For the list of changes in this patch, please see below.

[h2]Early Gameplay Experience Overhaul[/h2]
  • Tutorial has been removed. Upon launching the game for the very first time, Agents will be finding themselves in front of Section 13’s gates in solo mode, normal difficulty. Violet will assist Agents in the Safe Room if they have Data Nugs and/or weapon blueprints they have not turned in
  • Instead of unlocking the AR blueprint in the tutorial, players can now choose from 3 weapons from their very first run: Assault Rifle, Submachine Gun, and Pump-Action Shotgun
  • Standardized some early gameplay elements for the first few runs, especially in the first 3 maps, to provide a more consistent learning experience
    • Map layouts and combat scenarios for the first few runs will be focused around learning the basics of the game
    • (Solo mode only) Tactical gears are now introduced gradually, in a way Agents need to “unlock” them (the unlocked tactical gears can be found under the Armory menu)
    • Adjusted when certain weapon blueprints drop, in order to make them more meaningful for the Agents’ progression track
      • Sawed-Off Shotgun blueprints will start dropping once the Agent defeats the Specter for the very first time
      • Minigun and Plasmoid Launcher blueprints will drop once the Agent defeats the Exosuit for the very first time
    • Adjusted the placement of ammo box/medkit drops, as well as made the ammo box to have a higher chance of dropping from enemies when Agents need them
  • Improved the Parking Lot level experience
    • Improved the gameplay experience in the Parking Lot level by polishing the flow, as well as standardizing the length & Synaptic Enhancement drops for different layouts
    • Added new combat areas and combat scenarios
    • Adjusted some enemy spawn timings
    • Added enemies in some locations
  • Improved the Office level experience
    • Adjusted the combat scenario around the ringing telephone in the director’s office
  • Adjusted the timing of Violet’s dialogues to make them more noticeable as well as alleviate overlaps
  • Provided greater differentiation in rewards (Data Nugs, credits, etc.) based on each map layout’s difficulty, since different map layouts present different levels of challenges

[h2]Controls/Maneuverability Revamp[/h2]
  • Increased Agent characters’ base movement speed by 10%
  • Adjusted the values of Synaptic Enhancements that affect movement speed, accordingly
  • Adjusted enemy movement speed as well, in relation to Agent movement speed changes
  • Made changes to roll dodge
    • Greatly reduced the cooldown
    • Adjusted the invincibility window so that it lasts for a shorter duration after rolling. This will result in a tighter gameplay experience around timing dodges perfectly to enemy attacks
    • Slightly reduced the roll dodge distance
    • Removed the permanent enhancement that reduced roll dodge cooldown
    • Adjusted the color of the dodge availability indicator (small arrow that shows on the circular UI under the character’s feet) for better visibility
  • Improved interactions with objects
    • Removed the requirement to face an object (with the mouse cursor) to interact with it. The character will automatically face the object upon initiating interaction
    • Reduced the time it takes to finish interactions
    • Improved visibility of interaction progress
  • Improved Red’s (Overtime) and Scalpel’s (Severance) active skills
    • Changed so that they can now be used while moving
    • Reduced the casting animation time
    • Adjusted the animation based on these changes

[h2]Other Changes/Improvements[/h2]
  • Added a new tactical gear, the Meteolight, which works like a flare to temporarily illuminate an area
    • In solo mode, Agents will need to unlock it first by picking it up at least once in the Deep Storage area
  • Changed ammo boxes and medkits
    • Ammo boxes no longer fill up the current clip, but only affect the ammo carried
    • Made ammo kits and medkits to come in two sizes: small and large
      • Small ammo kit fills 50% of the max ammo carried upon pick-up (caps at max ammo capacity)
      • Large ammo kit fills up to max ammo carried upon pick-up
      • Small medkit heals 30 HP
      • Large medkit heals 60 HP
    • Made ammo drops to account for Agents’ current ammo levels, alleviating cases of running completely dry
    • Added the Supply Crate, which replenishes all ammo (both the ammo carried and the current clip), in all Safe Rooms
  • Improved the mission objective nav marker so that it points to the vicinity of the objective to provide better directional cues
  • Added UI effects that indicate a reload being canceled
    • When a reload is canceled, the reload progress indicator (around the character’s feet & the mouse reticle) will briefly flash in red
  • Added visual and sound effects upon triggering instant automatic reloads (e.g., when roll-dodging with the Rollback Synaptic Enhancement)
  • Adjusted light/darkness mechanics
    • Increased the illumination distance for the flashlight
    • Adjusted how certain enemies behave under light
      • Made Crawlers more responsive to light
      • Greatly increased the impact of light on Skirmishers. Skirmishers will now keep cowering away from light, instead of periodically
  • Adjusted psionic damage/Panic Gauge mechanics
    • Changed Panic Gauge behavior
      • Panic Gauge is no longer replenished by standing under light
      • The Agent’s Panic Gauge will now be replenished to full after recovering from Panicked status effect, the same way it works for enemies
      • Reduced the duration of Panicked status
      • Medical Equipment in the Safe Room now heals HP and Panic Gauge, in addition to treating all injury (max HP debuffs from being downed)
  • Adjusted enemy behavior
    • Crawler
      • Fixed the issue where Crawlers would stand still before the Agent gets close enough
      • Added slight delay for Crawlers to aggro Agents
      • Adjusted the amount of damage Crawlers deal
      • (Also mentioned above) made Crawlers more responsive to light
    • Skirmisher & Ravager
      • Made Skirmishers and Ravagers (elite version with mask on) more easily distinguishable
      • Made Skirmishers & Ravagers AI to react in more straightforward ways
      • (Also mentioned above) greatly increased the impact of light on Skirmishers. Skirmishers will now keep cowering away from light, instead of periodically
      • Adjusted the spawn points
    • Disposer
      • Adjusted the speed and turn rate of the Disposer’s charge attack to make fighting them feel more dynamic
    • Exosuit
      • Added effects for the Exosuit’s ground slam attack, including the AoE radius indicator
  • Adjusted Synaptic Enhancements
    • Changed the category for Surprise Attack I & II (Firearms → Uncategorized)
    • Added 4 Synaptic Enhancements
      • Revenue Share (R&D): Boosts physical/psionic damage of weapons while your credit balance is over a certain threshold
      • Promotion Bonus (R&D): Boosts R&D weapons’ damage in proportion to the number of points you have under R&D category
      • Heat Exchange (Firearms): Boosts physical damage of Firearms weapons but reduces HP recovery
      • Concentration (Firearms): Not attacking for a certain amount of time provides a temporary physical damage boost to weapons
    • Temporarily removed 2 Synaptic Enhancements in order to rework them
      • Refund (R&D): Recovering HP over max HP gives credits
      • Quickload (Firearms): Automatically reloads upon killing an enemy with a Firearm weapon
    • Adjusted 1 Synaptic Enhancement
      • Budget Killer (R&D): Physical damage weapons deal additional damage but consume credits with each shot
        • Increased the damage boost and reduced the credit cost
  • Adjusted weapon balance
    • All weapons: Re-evaluated the amount of ammo carried and adjusted as necessary to make them in multiples of the default clip size
    • Handgun: Fixed the issue where the rate of fire fluctuated upon firing rapidly
    • Submachine Gun: Lowered the damage, increased the range, and lowered the stopping power
    • Pump-Action Shotgun: Reduced the number of pellets per shot
    • Sniper Rifle: Reduced the reload time
    • Plasmoid Launcher: Increased the damage and added a slight knockback to enemies hit
    • Minigun: Increased the damage and the rate of fire, addressed the turn rate abuse, and adjusted the turn rate
    • Flamethrower: Addressed the turn rate abuse and adjusted the turn rate
    • Tactical Crossbow: Slightly reduced the weapon range, the projectile speed, and the extra vision range during ADS; swapped the tiers of 2 weapon perks--clip size increase (tier 1 → tier 2) and homing projectiles (tier 2 → tier 1)
    • Photon Cannon: Improved controls, changed to allow for continuous firing by holding left-click, and, accordingly, adjusted the continuous fire weapon perk to a 3-shot burst weapon perk
    • Sawed-Off Shotgun: Increased the rate of fire and decreased reload speed, in order to give a stronger sense of dealing high burst damage within a short time while maintaining the overall damage output level
  • Improved restarting runs by skipping the drive-in animation when retrying
  • Improved voice chat volume adjustments to allow for less peaking
  • Disabling voice chat will now disable all relevant settings in the menu
  • Improved the visibility of the tactical gear’s projected trajectory
  • Added the projected trajectory display for enemy tactical gear throws
  • Changed so that key items (severed hand, security access key, etc.) drop on the ground if the non-host Agent holding them disconnects from the session
  • Added icons for weapon blueprints currently in possession (on the top left of the screen, near credit/Data Nug displays) so that Agents can easily tell if they have any that are not turned in yet
  • Added an extra sound effect to the roll dodge, when the character’s hand touches the ground
    • This addresses cases where roll dodge sound did not properly trigger enemy alert/aggro
  • Added a 2-second invincibility time after all revivals
    • Removed the Grace Period permanent enhancement, which granted invincibility time after revival
  • Adjusted the price of Nethercubes to 1,000 credits
  • Implemented miscellaneous changes and improvements

[h2]Bug Fixes[/h2]
  • Fixed the bug where dead enemies could block shotgun pellets from hitting those behind
  • Fixed the issue where some weapon perks were not working properly
  • Fixed the issue where the rate of fire fluctuated for single-fire weapons
  • Fixed localization and text issues
  • Fixed other bugs


Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Blackout Protocol. It is possible for teammates to play with mismatched game versions, which could potentially impact gameplay. So please install the update as soon as possible for the best experience.


- ODS Team

DISCORD | TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2111870/Blackout_Protocol/

0.12.4 Minor Patch Notes

[h2]Patch Schedule[/h2]
  • PDT: 3 PM, October 16, 2023
  • EDT: 6 PM, October 16, 2023
  • CEST: 12 AM, October 17, 2023
  • ICT: 5 AM, October 17, 2023
  • KST: 7 AM, October 17, 2023

Agents,

We are deploying a minor patch (Ver. 0.12.4) to fix an unexpected bug that affected Agents playing on Rogue Mode Hard difficulty and Squad Mode. As we continue to go through the list of suggestions and issues, we will be deploying hotfixes and patches until we can ensure Agents can all comfortably enjoy the game.

For the change in this patch, please see below.

[h2]Changes/Improvements[/h2]
  • Fixed the unintended issue where Rogue Mode Hard difficulty & Squad Mode could end up being easier than Rogue Mode Normal difficulty
    • Some backend parameters, created during development work to diversify difficulty levels, were not fully adjusted on Rogue Hard/Squad Modes. We took a close look and addressed this accordingly.
    • This has also resulted in these modes giving less Credits but slightly more Data Nugs than we intended

Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Blackout Protocol. It is possible for teammates to play with mismatched game versions, which could potentially impact gameplay. So please install the update as soon as possible for the best experience.


- ODS Team

DISCORD | TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2111870/Blackout_Protocol/

Dev Log #7: Changes to Upcoming Content Plans

Hello, I'm Dongsoo Oh, the Creative Director of Blackout Protocol.

It's been a while since the 0.12 version update, which featured numerous content updates such as the addition of character passives, new Synaptic Enhancements, and general adjustments to game mechanics. Our development team has been working feverishly since the start of Early Access, and we feel now is the right time to pause, reflect on the game’s development history and current state, and take a fresh look at our current roadmap.

Our team is deeply committed to addressing direct player feedback first and foremost. So, in the process of re-examining our current plans for Blackout Protocol's future, we've come to the conclusion that there are some core issues with the game that we need to address as our next, most urgent priority. Or, to put it another way: Blackout Protocol is due for some much-needed renovations that, until now, we've been putting off, either because they require altering the game's core or a significant investment of time.

Therefore, we've decided to conduct a cleanup of the game's foundation before piling on more content. We believe this will help make our development processes a bit more efficient, and shorten the amount of time it takes to deliver new content to you with strong confidence that it’s fun.

For these reasons, we’ve decided to place a temporary freeze on our current roadmap, particularly the addition of new content, and prioritize the following instead:
  • Tightening up character movement and controls
    • Enhancing the basic playability and feel of core controls, including movement, rolling, weapon switching, and firing.
    • Improving the usability and placement of items and objects throughout the game’s maps.
  • Adjusting the overall tempo of the game
    • Introducing players to the game’s unique elements gradually and with a more graceful on-ramp.
    • Refining some aspects of the game that were originally designed a bit quickly or haphazardly, such as the cost of weapons, the placement of supply boxes, and the quantity of items obtainable from supply boxes.
  • Game design improvements related to the Panic Gauge
    • Cleaning up aspects of how the gauge is triggered, which currently differs between players and enemies
    • Clarifying how the Panic gauge interacts with light or dark areas in the game, and ensuring we’re communicating that relationship to players effectively.
  • Enhancing essential features for single-player mode
    • Looking into various changes related to pausing and resuming gameplay.
  • Balancing weapons and weapon/Synaptics categories
    • Addressing some basic usability issues with certain weapons
    • Improving game balance between weapon-types and Synaptics categories.

We aim to implement the above by the end of the year. Additionally, we’re looking into the trigger conditions and difficulty levels for certain map variants. Finally, we’re looking into addressing various inconveniences players have reported encountering during co-op in Squad mode.

If you've been following Blackout Protocol’s development closely so far, you can probably understand that a lot of these changes have been needed for a while. We’ll be pushing any update that can be applied in isolation directly to the live game as quickly as possible, so please keep an eye out for more info.

Our entire team will be working hard to complete these core improvements and resume the development of new content as soon as possible.


Sincerely,
Dongsoo Oh