1. Section 13
  2. News

Section 13 News

0.11.1 Minor Patch Notes

[h3]Patch Schedule[/h3]
  • PDT: 6:30 PM, August 11
  • EDT: 9:30 PM, August 11
  • CEST: 3:30 AM, August 12
  • ICT: 8:30 AM, August 12
  • KST: 10:30 AM, August 12

Agents,

We are deploying a minor fix patch (Ver. 0.11.1) to implement some changes and improvements around the game’s save data. As we continue going through the list of reported issues, we will be deploying hotfixes and patches frequently until we can ensure players can all comfortably enjoy the game.

For the list of changes in this patch, please see below
[h3]Changes[/h3]
  • Improved saved data handling
  • Removed the save data reset option under Settings

[h3]Restoring Lost Saved Data[/h3]
If you have the issue with your save file resetting after this patch, please follow the instructions below:
  1. Launch the game
  2. Go to the following folder in Windows Explorer: %AppData%\..\Local\BPClient\Saved\SaveGames
  3. Delete the “BPSaveGame.sav” file
  4. Create a backup copy of the “InGamePersistent_backup.sav” file in a different folder
  5. Duplicate the “InGamePersistent_backup.sav” file within BP “SaveGames” folder
  6. Rename it to “BPSaveGame.sav”
  7. Close the game & sync with Steam Cloud
  8. Launch the game again


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/

0.11.0 Major Patch Notes - Solo Mode and More!

[EDIT on 8/10 PT - Added a known issue regarding text spilling out of box]

[h3]Patch Schedule[/h3]
  • PDT: 10 AM, August 10
  • EDT: 1 PM, August 10
  • CEST: 7PM, August 10
  • ICT: 12 AM, August 11
  • KST: 2 AM, August 11

Agents,

We’re bringing the first major patch after Early Access started: Version 0.11.0!

The team has been working very hard to make this patch happen–we included dozens of bug fixes and, most importantly, some of the most highly-requested changes you–our community–asked for. These include the introduction of a solo mode, additional keybinding options, and weapon balance changes.

Dongsoo Oh, the creative director for Blackout Protocol, discusses his thoughts behind many of the changes in the third devlog, so please take a look at it if you want to learn more about how your feedback is helping us shape the game!

Without further ado, please find the changes in the upcoming patch below:

[h3]Community-Requested Changes and Fixes[/h3]
  • Introducing a new mode for Agents playing solo, called Rogue Mode (Beta)
    • Rogue Mode can be played while online or offline
    • Enemy HP is reduced to 80% compared to Squad Mode
    • Data Nug drops are reduced to 75% compared to Squad Mode
  • We plan to increase this to match the Squad Mode’s Data Nug drops when Rogue Mode exits its beta
    • Synaptic Enhancements for squads will not drop in Rogue Mode
    • Some enemies that are hard to solo will not appear in Rogue Mode
    • Rogue Mode is still in its beta, and we plan to continue making improvements based on Agent feedback. Once you try out the Rogue Mode in 0.11, please share your thoughts either on Steam forums or Discord
  • Added more buttons to keybinding options
    • Mouse: Front/Back buttons (thumb buttons)
    • Numpad: Numbers 0-9 as well as . + -
    • / keys on the numpad
  • Adjusted weapon balance
    • Flamethrower: Adjusted the hitbox and increased the weapon damage
    • Minigun: Increased the damage
    • Plasmoid Launcher: Increased the damage
    • Arc Cannon: Increased the damage, adjusted the rate of fire, increased the clip size, and increased the ammo capacity
    • Sawed-Off Shotgun: Increased the ammo capacity
  • Adjusted weapon swap behavior using the mouse wheel
    • Now, scrolling up cycles through weapon slots clockwise (1→3→2→1) and scrolling down cycles through weapons slots counter-clockwise (1→2→3→1). Previously, it would always cycle through clockwise regardless of scrolling direction

[h3]Changes[/h3]
  • Added a new icon that shows when data is being saved
  • Added badges for beating the Exosuit on Rogue/Squad Mode
    • There are 2 types of badges: one is for Rogue Mode, the other is for Squad Mode
    • The badge will change in color based on the number of times you beat the Exosuit
    • Unfortunately, we are unable to provide the badge retroactively to Agents who beat the Exosuit prior to this patch
  • Added a Weapons Printer in the Safe Room you reach at the end of Deep Storage
  • Adjusted the damage and stopping power of the Skirmisher’s ambush attack
  • Reduced the Panic threshold for some enemy QTs
  • Improved how the Astral status is depicted in the game
  • Improved various audio/visual effects

[h3]Bug Fixes[/h3]
  • Fixed the issue where, if two Agents tried to open a single crate at the same time, no input controls worked for one of the Agents
  • Fixed the issue where the game could freeze when unlocking permanent enhancements after unlocking a weapon blueprint
  • Fixed the issue where the game could crash if the host left while the guest was loading into the session
  • Fixed the issue where the Arc Cannon’s hitbox did not function properly
  • Fixed issues where you could get stuck in the map or pass through areas you were not supposed to
  • Fixed issues with some weapon perks
    • Issue of SMG weapon perk to remove silencer not working properly
    • Issue of Tactical Crossbow weapon perk to grant pierce chance upon ADS triggering even while not in ADS
    • Issue of weapon perks that give pierce chance did not work properly sometimes
  • Fixed the issue where dropped weapons could be stuck under terrain in certain areas
  • Fixed the issue where moving to the next level reset the clip size, even when you had the increased clip size weapon perk
  • Fixed the issue where the Agent Surveillance Report window would not show for non-host Agents with high network latency
  • Fixed the issue where fallen teammates’ bodies could not be reached in some cases in the challenge room
  • Fixed the issue where incorrect dialogue was triggered near the Lobby’s infodesk
  • Fixed the issue where no sound effects would play when dropping/picking up items
  • Fixed the issue where you could not change agent characters by clicking the arrow button in the Lobby menu
  • Fixed the issue where you could open the outdated version’s title screen
  • Fixed the issue where you could input controls during a cutscene
  • Fixed the issue where information on the enemy that killed you would sometimes not show in the Agent Surveillance Report screen
  • Fixed several issues that occurred when the Exosuit was in certain locations at the start of boss battle phase 2
  • Fixed the issue where the Exosuit could lose invincibility between boss phases
  • Fixed the issue where the Lobby screen’s room list did not refresh if you changed some settings by clicking with the mouse
  • Fixed the issue of the tutorial not showing in languages other than Korean or English
  • Fixed the issue where there were certain dead zones in the UI when you tried to keybind controls to mouse buttons
  • Fixed the persistent issue where dead enemy bodies reappear after disappearing
  • Fixed the issue where the Claymore would sometimes not create noise upon detonation
    • While the sound effect was working fine, it was the noise trigger that was not working properly
  • Various text and localization fixes
  • Other miscellaneous fixes and optimizations

[h3]Known Issues[/h3]
  • Due to issues with fanning the hammer perk on the Revolver, we have temporarily disabled that perk so that it does not show in the game. We plan to add it back once we address the issues with it
  • We are aware of text spilling out in some cases in the weapon swap UI. We will be working on addressing it

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/

Devlog #3: Solo Mode and Balance Changes

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

We have a few big updates coming soon.

[h3]#1: New Single-Player Mode[/h3]
Blackout Protocol version 0.11 marks the addition of a dedicated solo mode, which we're calling "Rogue" mode. This is a one-player variant of the base game, playable online or off, with some tweaks to overall balance to make that doable.



One of the most common pieces of feedback we got after release was the level of difficulty players experienced when playing alone. We've worked hard to address that feedback quickly and thoroughly.

That said, there may still be a few rough edges that could use some additional polish, so we've put a "Beta" tag on Rogue mode for now. Persistent upgrades are shared across Rogue and Squad modes. At the moment, we've reduced Data Nug acquisition rate to 75% for Rogue mode, while we fine-tune the difficulty, but we'll be removing that down the road when the mode exits beta.

Rogue mode is intended for solo play, so it's obviously a bit more approachable than trying to play Squad mode alone. But I wouldn't go so far as to say it's "easier". Our intent to present a similar level of challenge and fun for both modes. A lot of our efforts have gone into rebalancing or removing unreasonably steep difficulty spikes, where many players felt like they had hit a brick wall and the only way past was to grind for upgrades.

We hope that those of you who tried to play alone previously and shared your feedback with us will give the new mode a shot, and enjoy what we've put together. We welcome your suggestions and feedback. (Steam forum, Discord)

[h3]#2: Weapon Balancing[/h3]
This patch update also includes some rebalancing to various weapons.

Our main focus this go-around was on AoE weapons. As the core gameplay of Blackout Protocol entails facing large numbers of enemies, it's important that Agents incorporate them into their toolkit, and that AoE weapons be competitive and versatile enough to allow that.

Previously, our balancing of AoE weapons' DPS was a bit on the conservative side, with relatively low damage per-target, premised on the idea that players would be hitting a large number of targets at any given time. As a result, using an AoE weapon against one or two isolated targets could result in DPS that felt a little underwhelming. We've eased back on that thinking a bit, and made a few changes that will hopefully let AoE weapons be more usable in a variety of situations.

These adjustments include changes to base damage, firing speed, clip size, and ammo capacity. Targeted weapons include the Arc Cannon, the Sawed-Off Shotgun, the Flamethrower, and the Plasmoid Launcher. You can read more detailed specifics in the patch notes.



For the Arc cannon and the Plasmoid Launcher, we are also considering potential changes to how these weapons work. While we are in the process of coming up with further improvements to these weapons, we're also open to any cool ideas or suggestions our Agents have, so please feel free to share.

In addition, we've made some changes to the minigun, which isn't exactly an AoE weapon, but is designed to be used against big groups. Specifically, we've buffed the base damage considerably, to compensate for the fact that it's a tricky weapon to use well.

Finally, we’ve made some tweaks to enemy stats. Previously, some enemies had a maximum Panic threshold that was a bit high compared to their max HP. The result was that Psionic weapons felt like they were comparably a lot weaker than other weapon types.

We've addressed this issue by lowering the max Panic values of various enemies. We've also made a few other changes that should make panic-breaking enemies feel a little more impactful.

However, the strength of various playstyles in Blackout Protocol is highly dependent on the pool of available Synaptic Enhancements a player encounters during a run, and the synergies that result from their combinations. This means that achieving balance between different weapon types takes more than just tinkering with the weapons themselves. We'll be making additional changes in this area on a rolling basis, both by tweaking current enhancements, and adding new ones.

We hope you'll look forward to that, and continue sending us your thoughts on weapon balancing as we go along.

#3: Badges!

Lastly, we added a badge that you can unlock by clearing all currently available content. The badge will be visible on your player ID—on the in-game HUD and in the lobby.



(As a small note: For those of you who have beaten the game already, we would ideally love to grant the badge retroactively. Unfortunately, we weren't tracking that data prior to this patch, so you’ll need to clear the game again. Sorry about that!)

Our goal is a game that feels rewarding to players who like challenging experiences, and we hope this small addition satisfies that. We’re also working on Steam achievements, so you can expect those at some point in the future.

It's only been a few weeks since we launched in Early Access, but between all of your feedback and our own internal discussions, it feels like the time has flown by. As I've said in previous devlogs (devlog 1 & devlog 2), your feedback is something we genuinely pay very close attention to, and it's already having huge impacts on the game's overall direction, as I hope this patch helps demonstrate.

Thank you again for your support, and we look forward to making BP even more fun as time goes on.


Dongsoo Oh, Creative Director

0.10.5 Minor Fix Patch Notes

[h3]Patch Schedule[/h3]
  • PDT: 4 PM, July 31
  • EDT: 7 PM, July 31
  • CEST: 1 AM, August 1
  • ICT: 6 AM, August 1
  • KST: 8 AM, August 1

Agents,

We are deploying a minor fix patch (Ver. 0.10.5) to address some of the issues. As we are going through the list of issues, we will be deploying hotfixes and patches frequently until we can ensure players can all comfortably enjoy the game.

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

[h3]Bug Fixes[/h3]
  • Fixed the issue where the Claymore would not detonate
  • Fixed the issue where, after deleting the saved data, Agents could be stuck in the tutorial
  • Fixed the issue where the flashlight would sometimes not work in the Office level
  • Fixed the issue where, if you fail to join a room by pressing space bar in the Lobby, the space bar would no longer work for joining other rooms
  • Fixed the issue where dead enemy bodies reappear after disappearing

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/

Devlog #2: Weapon and Synaptic Enhancements Balancing

Dear Agents!

Today's Minor Hotfix Patch includes a bugfix on the synaptic enhancements "Bloodshot" and "One Way", which are two of the strongest and most commonly-used in the current build.

For "One Way", there were some instances where it was triggering improperly, without its conditions being properly met. This has been fixed.

For "Bloodshot", we noticed players were incorrectly losing their boost stack under certain conditions. This has been fixed, so "Bloodshot" will actually be a bit stronger now.

Our plan for patches isn't just limited to bugfixes, but also includes adjusting overall balancing between weapons, perks, and synaptic enhancements. To share some of our current to-do items and the thinking behind them...

[h3]#1: Firearm Builds are Outperforming Others[/h3]
We've noticed that the current balance between weapon types and synaptic enhancements tends to create a preference for Firearm builds over others, which isn't our intent.
To address this, we’re planning to adjust the balance of Bionics and R&D weapons, and add some new synaptic enhancement for these types.
Since "One Way" gives a DPS boost based on having two weapons of the same type, adding more options for other weapon types should also make that particular enhancement a little more versatile.

[h3]#2: Psionic Weapons[/h3]
Psionic weapons and enhancements don't seem to have quite the same extent of issues as Bionics and R&D. But right now, Firearms are simply more efficient, so there's not much reason to use Psionics.
Therefore, after we adjust issues mentioned in the first point, we'll be focusing on re-tuning Psionic weapons to make them a little more competitive.
We'll also be monitoring synaptic enhancements for all weapon types on an ongoing basis, and adjusting low performers as needed to keep the meta generally balanced.

As we shared in our first Devlog, our current priority is adding a dedicated single-player mode, and development for that is already underway. But we're also looking at a wide range of improvements, of which weapons balance is just one example, which is why we wanted to share this update today.

Making these sorts of changes to a co-op multiplayer game inevitably requires some testing, so it's difficult to share an exact timeline for release. But rest assured, we're working as fast as we can to ensure that players who are enjoying the game already will soon enjoy it even more, and hopefully we can bring a few others into the fold.

As always, our door is open for your thoughts, feedback, and ideas.

Thank you,
Creative Director, Dongsoo Oh

PS — I mentioned in a previous post that part of the reason we chose an SCP-like setting was that it gave us some creative wiggle-room when it comes to what kinds of weapons make sense for this world. Since we're already looking at adding new toys, if you have any fun ideas, you're welcome to share them with us. We've opened a post on the discussion board for this topic, so please feel free to drop by!


DISCORD | TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

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