1. Operation Octo
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Operation Octo News

Frogfish & Romanian Localization!

[p]Welcome to the first content update for OO!

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Romanian Localization
[p][/p][p]OO has been translated into Romanian by Silviu Offtopic - The creator of PvZ Romania!

I gave Silviu a lot of creative liberty with the translations, so this Romanian localization is a heck of an expansion to the OO lore ;)
(Yes, whatever Silviu wrote is to be considered canon)[/p][p][/p][p][/p][p]------------------------------------------------------------------- [/p]
New Gadget - Frogfish
[p][/p][p]Tired of always bringing a collector to every battle? Wanna free up that 6th turret slot for something else?
Well, good news: Frogfish is here to end Pleco's career for good!

Frogfish is both a collector AND a pearl producer!
What's more? He is a free gadget that does not occupy any space in your deck!

[/p][p][/p][p]Frogfish uses his tongue to collect pickups across a massive area, as long as he has direct line of sight. [/p][p]If you manage to dodge his tongue so that the pearls get reeled back into Frogfish's mouth, Frogfish will duplicate some of those pearls! [/p][p](Producing about 33% of the added values between 4 of the pearls - Give Frogfish large pearls to make more profit!) [/p][p][/p][p]Frogfish unlocks after Level 2-4 inside Toxic Wasteland - Try him out now! [/p][p][/p][p]-------------------------------------------------------------------
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New Achievements
[p][/p][p]I just added 7 new achievements to the game!
(They're mostly gadget-related)

If you encounter any bugs while playing, please report them to me on Discord!

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Balance Changes
[p][/p]
  • [p]Hammer Shark no longer spawns large pearls[/p]
  • [p]This is to reduce the synergy between the already OP Hammer Shark and Frogfish, so that Hammer Shark is not an easy guarantee of Frogfish's max yield.[/p]
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Bug Fixes
[p][/p]
  • [p]Fixed a glitch where Shooting Star does not provide light inside Graveyard, until the simulation begins [/p]
[p][/p]
  • [p]Fixed a glitch where if Odin dies inside the Graveyard without having started a combat simulation, the "return to menu" button would not work [/p]
[p][/p]
  • [p]Fixed a glitch where Pleco-llector collects the farthest pearl instead of the closest, when multiple pearls are inside Clams [/p]
  • [p]Fixed a glitch where Hollow Death Ray's charge only increases by one increment when multiple turrets got knocked-out at the same time [/p]
  • [p]Fixed a glitch in Level 3-10 where during the intermission dialogues, Dr. Finn's vocal SFX does not play, while Dr. Finn's camera also does not pan [/p]
  • [p]Fixed a glitch in Level 3-10 where Leviathan's first battery depletion occurs prematurely[/p]
  • [p]Fixed a glitch where completing Level 3-10 would erroneously give the map a notification dot[/p]
  • [p]Fixed a glitch where if a battery is given to Leviathan while it is knocked-out, Leviathan maintains its "disabled" black tint after waking up [/p]
  • [p]Fixed a glitch where Leviathan does not get knocked-out, and can get stuck inside the graveyard[/p]
[p]
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Misc Changes
[p]
[/p]
  • [p]"Octopus Regeneration" achievement can no longer be unlocked after level victory[/p]
  • [p]This is to prevent projectmoonbrainrot's strat of cheating this achievement by damaging Odin after a level has ended, then waiting for the full regen[/p]
[p][/p]
  • [p]Adjusted Purple Turret Pod drop-rates[/p]
  • [p]There has been a lot of reports of people only getting Turret Clam pod drops, and few to no regular Clam pod drops, even though Turret Clams are supposed to be a rare drop. I myself have gotten 6 Turret Clams vs. only 1 regular Clam in my graveyard. Thing is, my RNG's logic seemed flawless. I opted to adjust the drop-rates - Extensive testings seem to prove a more "normal" distribution of purple turret drops now.[/p]
[p][/p]
  • [p]Leviathan can no longer receive batteries that are at one-bar charge [/p]
  • [p]The stun VFX now shows over Leviathan's head [/p]

Patch 1.0.6 - Buncha Bug Fixes

I'm moving, so no new turrets yet... But expect them soon!
The OST release has also been delayed due to the review process - Stay tuned...

If you encounter any bugs while playing, please report them to me on Discord!

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Balance Changes


  • Hermit Holster's wake-up range increased from 3.3 to 4
  • Hollow Hermit's wake-up range increased from 3.3 to 5.5

    • Hermit has been an incredibly powerful, yet unpopular turret, due to how much time they often stay asleep for. Making it easier for Odin to wake them up (even across a lake) should help things.


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Bug Fixes


  • Fixed a glitch where certain achievements cannot unlock inside Graveyard


  • Fixed a glitch where Leviathan disappears from the Graveyard


  • Fixed a glitch where on slower computers, Lionfish spikes can occasionally shoot past & miss their target
  • Fixed a glitch where some insta turres inside Graveyard may not revert to cards when simulation starts
  • Fixed a glitch where a Watchdog that has been removed by Hammer Shark can still trigger the "Salty Seadog" achievement


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Misc Changes


  • Added 3 tutorial pop-ups for Potionn Factory levels (like with Mortar Skeleton ;) )
  • Achievement "Productive Workout" can no longer be unlocked inside Graveyard
  • Added localized "Up Next" sprite for Czech

Patch 1.0.5 - Czech Localization is here!

The Czech localization is live! Special thanks to our translators Citrus & KakaoDei for their hard work, finishing this full localization only 2 weeks after the game's launch!

If you encounter any bugs while playing, please report them to me on Discord!

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Balance Changes


  • Disorientation status effect duration can no longer be reduced to below 1 second by Odin taking damage
  • Odin now gains immunity to disorientation for 1.5 seconds after recovering from a previous disorientation
  • Within 5 seconds after recovering from disorientation, if Odin becomes disoriented again, the newly applied disoriention duration would be shorter than usual

    • The previous round of disorientation nerfs allowed the status effect to wear off faster whenever Odin takes damage. This resulted in sudden recoveries that some players found to be even more disorienting. The new limit to the status duration reduction will ensure that people always have time to react to an imminent disorientation recovery; And alright alright, here's your immunity period that so many people have been asking for.


  • Tangler Skeleton's ability recharge time increased from 22 seconds to 24 seconds
  • Tangler Skeleton now consumes more of her "tangle capacity budget" when tangling a low-profile turret
  • Slightly reduced Tangler Skeleton's capacity to tangle other turrets after having tangled a Death Ray

    • I don't know how to fix her, but I can make her a little less overwhelming to deal with.


  • Slightly reduced Frosty Pleco's slow duration per pearl collected

    • After the previous Pleco "nerf", Frosty Pleco has risen to the top of the Frosty upgrade options - It became able to perform massive AoE slows with consistency, despite its low cost. Frosty Pleco was meant to be an unreliable slower that requires proper economic setup to maintain its slowing effect on skeletons - This slow duration nerf should make it less of a no-brainer to give Frosty Elixirs to the already OP Plecos.


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Bug Fixes


  • Fixed a glitch where upgrading a Pleco while it is collecting could cause a pearl to no longer be auto-collectible


  • Fixed a glitch where achievement "Break Time" does not unlock as intended


  • Fixed a glitch where Hollow turrets' transparency gets applied twice
  • Fixed a glitch where 2 graves inside Level 3-14 are invisible
  • Fixed a glitch where Level 3-10's initial waves could proceed prematurely
  • Fixed Graveyard side UI anchoring issues for various display aspect ratios
  • Attempted fix for a glitch where returning players do not get the map notification icon for newly unlocked biomes
  • Fixed many localization special character display issues


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Misc Changes


  • Pearl Tree's crying visual & sound effects now play less frequently
  • Added a Treat Bucket tip for placing Hollow turrets outside of your base
  • Added a turret selection warning for when you did not bring any collectors

Patch 1.0.4 - Stun Lock Fix & Disorientation Nerf

A quick patch that addresses some pain points among the new enemies. More significant level balancings & bug fixes coming soon!

If you encounter any bugs while playing, please report them to me on Discord!

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Balance Changes


  • If Odin gets repeatedly stunned, his stun duration is cut short by increasing amounts each time
    • I always thought of stun-locking as a rare & funny thing, but raged-up Captain Phantoms have claimed too many octopus lives, and made Level 3-14 nightmarish for those who don't possess the necessary techniques. Being stun-locked for an extended period of time doesn't feel fair to players either, so I am now preventing it from occurring. A raged Captain should only get 2 hits on you now, if you make an attempt to run away!
  • When Odin is hit by a Boomerang while already disoriented, the new Boomerang hit will now increase the remaining disorientation duration by 33% (capped at the original full duration), rather than always resetting the disorientation duration back to full
  • When Odin gets damaged while disoriented, the disorientation duration now decreases based on the amount of damage taken
    • The disorientation status effect has revealed to me the duality of men: To some, it's a mere inconvenience, while to others, getting disoriented is almost a guaranteed game loss. I am adding quite a bit of anti-snowballing to when a player is performing poorly under disorientation: Getting chained by boomerangs will no longer lock you into the status effect for as long; If you fail to dodge incoming damage while disoriented, you'll also recover from the stupor faster, and become able to escape out of potentially game-ending positions.


Bug Fixes

(I am aware of several other issues you guys have reported - I will aim to fix them soon!)

  • Fixed a glitch where if you exited the Graveyard without saving the skeletons you placed inside a Grave, you would lose these skeletons
  • Fixed a glitch where upon reloading a Graveyard region, then opening a Charge Station that is already charging, you can insert a battery even if you had none
  • Fixed a glitch where if a Spiky Urchin got stunned while rolling, its rolling loop audio continues playing
  • Fixed a glitch where tutorial panels went missing in Levels 2-7, 2-8, and 2-9
  • Fixed a glitch where Boss Fight anti-snowballing counts Turret Clams towards your number of combat turrets
  • If some boss fights dragged on for too long, this was why. I somehow never noticed this oversight until now.


Misc Changes


  • Added a pop-up message for when you try to enter Volcanic Ridge
  • Added decorations to later Twilight Zone levels

Patch 1.0.3 - Operation Octo

Time for the post-release Patch :D

(Full disclosure: It normally takes me a month to make a boss fight, but I had to make the Twilight Zone boss in 3 days. He needs A LOT of tweaking right now, and I intend to majorly rework him in the next few days!)

If you encounter any bugs while playing, please report them to me on Discord!

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Bug Fixes

(I am aware of several other issues you guys have reported - I will aim to fix them soon!)

[h2]Gameplay Bugs[/h2]
  • Fixed a glitch where Imitation Crab cannot transform into a Bubble Parrot
  • Fixed a glitch where Watchdog's cost isn't capped at 60 pearls


[h2]Achievement Bugs[/h2]
  • "Salty Seadog" achievement can no longer be acquired by not exiting a finished level
  • Fixed a glitch where "Salty Seadog" achievement fails to unlock
  • Fixed a glitch where "Archeologist" achievement does not unlock
  • Fixed a glitch where "Bountiful Harvest" achievement does not unlock
  • Fixed a glitch where "Break Time" achievement could be unlocked by stunning a Diver that's not drilling (but had reached max charge before)


[h2]Visual Bugs[/h2]
  • Fixed Twilight Zone vision shader issues on Linux / Steam Deck, when not running through Proton
  • Fixed a glitch where the "Bottled Hollow" shop item is displayed as a Mutant Elixir instead


[h2]Misc Bugs[/h2]
  • Fixed a glitch where players could get stuck after Level 3-10's second-last wave


Misc Changes

[h2]Achievements[/h2]
  • "Photomania" achievement now requires 15 on-field Lantern Fish, instead of 10


[h2]Level Adjustments[/h2]
  • Repositioned Level 3-10 Clam locations
  • Reduced Level 3-10 enemies spawns later on
    • While 3-10 has been the highlight of many people's playthroughs, I've also heard many say it is far too overwhelming. I'm tuning down the number of skeletons that interfere with the player. The Clams have been repositioned to prevent certain optimal strategies.


  • SPOILERS
  • Dr. Kraxen will now hop towards the player at the start of his final phase
    • This is due to a bug report by TrulyAzul - Dr. Kraxen normally clears all the boulders near you at the start of phase 2, and I am apply this to phase 3 as well, in case any player got trapped.


  • Some Twilight Zone Boss reworks
    • People are saying he's a lot more fun to fight now after the patch. I did some preliminary balancings - Will make him better yet in a day or two!


[h2]Misc[/h2]
  • Added more Twilight Zone Treat Bucket tips
  • Added some alternate dialogues