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FBC: Firebreak News

Hotfix 1.5.2

[p]We’ve deployed a small hotfix on all platforms to address issues with Frost Anomalies and Results screen localization.[/p][p]Hotfix 1.5.2[/p]
  • [p]Fixed an issue in Freezer Duty where destroyed Frost Anomalies could still deal damage to players.[/p]
  • [p]Fixed placeholder text appearing on the Results screen in non-English localizations.[/p]
[p][/p]

Hotfix v1.5.1

[p]We’ve deployed a small hotfix on all platforms to address a crash issue introduced in patch 1.5.0 and to remove the unintended damage immunity from Sticky Ricky.[/p][p]Hotfix 1.5.1[/p]
  • [p]Fixed an issue introduced in patch 1.50 that caused the game to crash in specific instances.[/p]
  • [p]Fixed an issue in the Paper Chase mission where the Sticky Ricky boss was immune to damage (Ricky enjoyed but it's over for now.)[/p]

Patch Notes v1.5

[p]PlayStation 5: 1.005.000
Xbox Series X|S: 1.5.0.0
PC: 1.5.0
Windows PC: 1.5.0.0 [/p][p] [/p][h3]Overview [/h3][p]We are feverishly working on our end-of-September Major Update, which will bring along huge, positive (we hope!) changes to the game experience, but in the meantime, patch 1.5 brings along several fixes and a few quality-of-life improvements. [/p][p]We are also targeting a fix for a PlayStation 5 to help with the login issue, preventing a small percentage of PlayStation 5 players from getting into the game, to be released in September.  [/p][p][/p][h3]Patch notes [/h3][p][/p][p]General [/p]
  • [p]Updated Results Screen with improved visual presentation. Now you advance through the different Job stats with a button press. [/p]
  • [p]Added an option to toggle health bars off for regular enemies. With them turned off, health bars are only visible on enemies that have a shield or armor. [/p]
  • [p]Added haptic feedback for the DualSense controller when the Crank-Operated Fluidic Ejector is overheating.  [/p]
  • [p]Various localization and grammar fixes. [/p]
  • [p]General bug and crash fixes.[/p]
[p][/p][p]Balancing [/p]
  • [p]Improved Hiss Breaker combat behavior on stairs. [/p]
  • [p]Improved enemy spawn timings. [/p]
  • [p]Balanced enemy wave compositions. [/p]
[p][/p][p]Fixes [/p]
  • [p]Fixed an issue in Frequency Shift where Pink Goo stayed on the player’s screen after getting revived, obstructing the view. [/p]
  • [p]Fixed an issue where players could still see the status effect VFX active on the player character model after getting revived. [/p]
  • [p]Fixed an issue when the Shower would appear visually broken (water leaking) despite being fixed either by completing the mini-game or hitting it with the wrench. [/p]
  • [p]Fixed an issue in Freezer Duty where Frost Anomalies' visual effect remained visible after dispersing them by using two different elemental projectiles from the Crank-Operated Fluid Ejector (meaning hitting them with both regular water and boiling hot water from the Teapot augment). [/p]
  • [p]Fixed areas in Ground Control where players were able to see outside of the level through a wall in Zone 2. [/p]
  • [p]Fixed areas in Freezer Duty where the players were able to see outside of the level in Zone 2. [/p]
  • [p]Fixed an issue where Brightness setting fails to be saved while HDR is enabled. [/p]
  • [p]Fixed an issue in the Customization Menu where "Inspect" on unequipped items failed to properly display the item. [/p]
  • [p]Fixed an issue where the player’s chosen Crisis Kit switches back to Fix Kit after finishing the first Job. [/p]
  • [p]Fixed an issue where tutorial messages stay on screen when the Job name appears at the start of the chosen Job. [/p]
  • [p]Fixed controller disconnect notifications appearing under tutorial overlay. [/p]
  • [p]Fixed an issue with Quick Play, where the name of the Job and players Ready status were missing after finishing a Job and going back to the lobby. [/p]
  • [p]Fixed an issue where players could get stuck in the Lobby if they have opened the Pause or Options menu during Evacuation and the host starts a new Job. [/p]
  • [p]Fixed an issue where players had their Ready Status automatically set to “Ready” after finishing a Jobsite. [/p]
  • [p]Fixed an issue where enemies might get stuck hanging in midair after getting launched upwards by a water and electricity combo. [/p]
  • [p]Fixed an issue where a rare crash could occur if multiple status effects are spread onto many enemies during major enemy spawns. [/p]
  • [p]Fixed Lost Assets so that they should not levitate in the air after player drops them while dying in an elevated spot. [/p]
  • [p]Fixed an issue with Lost Assets where some of them were impossible for players to pick up. [/p]
  • [p]Fixed an issue where the Electro-Kinetic Charge Impactor dealt the same damage regardless of the charge level. [/p]
  • [p]Fixed an issue where the Electro-Kinetic Charge Impactor didn't show the charging animation when players are charging the push ability. [/p]
  • [p]Fixed an issue where the Crank-Operated Fluid Ejector in some cases loses its sound effect and controller vibration. [/p]
  • [p](wait for it…) Fixed an issue in Paper Chase where Sticky Ricky’s health bar appears yellow (normal) in the invincible state.  [/p]
    • [p]Also changed the default color from yellow to red. [/p]
  • [p]Fixed an issue in Paper Chase where shooting the Sticky Notes with the Burning Rounds perk made them wet (that's not how fire works, even in the Oldest House). [/p]
  • [p]Fixed an issue in Frequency Shift where the objectives might not advance when players are performing manual fixes on the cables at the same time.[/p]
[p]  [/p][p]List of currently known issues not related to this patch here:[/p][p]https://steamcommunity.com/app/2272540/discussions/0/500576489694044746/[/p]

Remedy недовольна продажами FBC: Firebreak

Студия Remedy в свежем отчёте для инвесторов назвала неудачным запуск FBC: Firebreak. Несмотря на то, что кооперативный шутер в первые недели привлёк более миллиона игроков, по финансовым показателям релиз не оправдал ожиданий.

What is next for FBC: Firebreak

[p]It has been approximately four weeks since we launched FBC: Firebreak. During that time, we have released four patches that improve the game and partly address your feedback. Now that the game is live, our community plays a big part in shaping the future of the experience. This is just the start. [/p][p][/p][p]The updating cadence as well as our communications will slow down as we put more of our development focus on the first Major Update arriving in late September.  [/p][p][/p][p]So, before we go into more radio silence, let's talk a bit about what we are working on! [/p][p] [/p][p]While we want to provide you with detailed information on what's coming, the nature of game development is that things change frequently. Some features will make it, some won't, some will arrive later than planned, and some earlier! Giving away too much, too early when features aren’t entirely locked down can also get us into trouble. However, we want to remain transparent and keep you informed about what’s going to come. Even if it might change.  [/p][p][/p][p]The weeks since launch have given us a huge amount of feedback, from you, the community, as well as reviews, and the data we are looking at. Based on our previous development plans and taking all the feedback on board, we are excited about what our first Major Update, targeted for a late September release, will bring to FBC: Firebreak. Ultimately, we need to get you excited about what is coming.[/p][p][/p][p]The following isn’t everything that we are working on for the September Major Update, nor what comes after that, but these topics represent our focus for the upcoming months of development. [/p][p][/p][h2]Understanding the game [/h2][p][/p][p]We’ve seen many players come into the game and leave within the first hour. And that’s because our first hour can be frustrating; you feel ineffective and confused as to what to do. This needs to be improved. [/p][p] [/p][p]For many of you already playing FBC: Firebreak, us focusing on the opening experience may seem less exciting, but to keep the game healthy (and your matchmaking fast), we need to bring in more people with a better first-time experience than before. Here are a few things we’re doing to improve onboarding:[/p][p][/p]
  • [p]Part of onboarding is understanding the world and your place in it. We have Control players hungry to see more of the Oldest House, but also people who’ve never played Control trying to comprehend its strange universe for the first time. No matter what you’ve played before, everyone playing should know where they are, who they are, and what they are trying to achieve as members of Firebreak. We’ve already started some of this narrative onboarding by placing an introductory video into the game and will continue down that path in the fall. [/p][p][/p]
  • [p]Once you understand the world, we need to do a better job teaching you its core mechanics and features while leaving plenty to discover for yourself. We think that playing is the best way to learn and so we are building a playable tutorial level. [/p][p][/p]
  • [p]In addition to our playable tutorial, we want to improve the “pop up” tips you receive while playing by offering important information at relevant times.  [/p]
[p][/p][h2]Gunplay[/h2][p][/p][p]We have, from the outset, wanted to get a good balance between pure, good old-fashioned first-person shooter gunplay and using each Crisis Kit’s tools and the environment (water sprinklers and fire, for example) as viable alternatives in dealing with the crisis in each Job. [/p][p][/p][p]Our current upgrades can make guns feel weak early on, and only generically better later on. We still want you to feel more powerful over time but, to fix things, we want to change our focus to giving you control over how that happens.  [/p][p] [/p]
  • [p]We don’t plan to become a game with 100 guns because we don’t believe that’s the right focus for our experience. That said, it’s important for us to deliver on meaningful variety, so we are adding three new heavy guns to round out your arsenal. [/p][p][/p]
  • [p]As we bring in these new guns, we also plan to drop all “generic” upgrades from equipment (guns and tools) and start players with a playable and powerful version of everything a Firebreak needs from the beginning. [/p][p][/p]
  • [p]To replace the generic upgrades we’re removing, we are developing a Mod system that lets you tweak how you want your guns to work and the ways in which they become more powerful over time. We’ll have more to share about this before September. [/p]
[p] [/p][h2]New Ways to Play [/h2][p] [/p][p]We are making big changes to the way you access Jobs and to the content of Jobs themselves, giving you more ways to play and a more surprising and exciting way of getting there. [/p][p] [/p][p]Letting you choose how and how long you want to play remains an important priority for us, but we want the game to show you the fun rather than ask you to hunt for it. Firebreak was formed to manage an ongoing crisis, after all, and as a first responder, you should be reacting to dynamic, unpredictable dangers, not being asked to create danger for yourself. [/p][p] [/p]
  • [p]To accomplish this, we are replacing Clearance and Corruption Levels with pre-made, exciting (you’ll have to take our word for that for now) variations of Job experiences that can still be short or long or filled with Corrupted Items, but also a whole lot more. We are weeding out our least fun experiences, focusing on our best experiences, and adding brand new modes with plans for adding even more in the future. As part of this change, we’re also reevaluating our matchmaking flow, making it clearer and segmenting player pools more effectively, to ensure more and better matches.  [/p]
[p] [/p][p]We're calling this feature the “Crisis Board.” This is not just repackaging our current Jobs but fundamentally changing how you experience FBC: Firebreak content and setting the game up for even more ways to play in the future. [/p][p][/p][h2]More Things to Do [/h2][p][/p][p]When we think about content variety, we aren’t just looking at how much is there, but also what it’s like to replay what is there. When it comes to objectives, always knowing what to expect is counter to the fantasy of being a crisis responder. So, while we still want you to know what type of experience you’re stepping into, we want to mix up what specific things you need to do there to proceed through zones (especially zones 1 and 2), making runs a lot more dynamic and surprising. [/p][p] [/p]
  • [p]We’re looking at other randomizations beyond objectives as well, including placement of key items, like showers, ammo stations, suspension lines, and more.  [/p]
[p] [/p][p]Finally, we know you want more Jobs because you want more to play and that’s the only type of content we have shown you. But as we move forward from here, we’re seeing a lot more possibilities for what to do with levels and, therefore, are thinking up a lot of ways to both expand how much we have and how you play it. We expect to learn a lot more about what you want and don’t want after you see what we can do. [/p][p] [/p][p]Having said that… [/p][p] [/p][h2]New Job [/h2][p][/p][p]This first Major Update will bring a brand-new Job into Firebreak, requiring you to identify and eliminate and hopefully not eat strains of mold using something we internally call “the sushi train” ... but more about that later. For now, just know that we’re bringing in a new handcrafted level, three Zones, a new status effect, two more enemies to deal with, and all the rest you’ve come to expect from a new Job.  [/p][p] [/p][h2]What’s Next [/h2][p][/p][p]As we hope has become clear, we are pushing a lot of improvements and changes into the game for our first Major Update. Some of these ideas were improvements that we weren’t able to add before launch, but all were decided on and developed based on what we heard from you (listening to feedback) and seen from you (looking at data). [/p][p] [/p][p]We are extremely excited about these changes and about delivering even more than we’d originally been planning, but changes now also mean changes later. We need to see what’s working for you and to hear from you again before we can be certain that we’re prioritizing the right things.  So, while we are still planning on the next Major Update in the winter, and the next one after that, the specific focuses and features are a lot more nebulous. There are a variety of topics that we are discussing and researching, but for now, we are heads down working on the first Major Update. [/p][p] [/p][p]Thank you for your feedback and patience!  [/p][p] [/p][p] The FBC: Firebreak team[/p]