A Note from Heart Machine & Patch Notes - v0.5.1.107947
Author: brad.crespo,
published 1 day ago,
[img]https://clan.cloudflare.steamstatic.com/images//42194569/b87fe9329d0e41538931ae19616601a64d8f2e8a.png[/img]
[h2][b]A NOTE FROM HEART MACHINE
[/b][/h2]
[h3][b]First and Foremost, Thank You!
[/b][/h3]
We’ve been delighted to see so many players joining us in The Overgrowth this launch week! Early Access launch marks just the beginning of Hyper Light Breaker and we’re excited to shape and evolve the game with you all throughout the course of Early Access. Our community is awesome and has been providing a ton of feedback and support already – this is what we want out of Early Access development. Your participation is what will make this game the best it can be. The best way to ensure we see your feedback and concerns is to post in the #hlb-support channel on our Discord: www.discord.gg/heartmachine. That said, let’s dive into the current top issues we’ve received from players and how we’re addressing them in today’s major Hotfix (patch notes below!) and future updates.
[h3][b]Top Issues We’re Looking Into & Addressing
[/b][/h3]
[u][i]Improving Overall Performance
[/i][/u]
The strongest feedback we’ve received this week focuses on performance, particularly on lower-end machines and the Steam Deck. Today’s Hotfix includes a large number of performance improvements and improved Graphics Settings. Expect even more improvements in future planned updates as well.
[u][i]Improving Graphical Options & Control Settings
[/i][/u]
In addition to performance improvements, we’ve added some additional visual effects toggles, so players can change graphic settings to their liking, as well as mouse and analog stick sensitivity options, and expanded our list of re-mappable controls. Games should be for everyone – that means being able to play on the hardware you want, where you want, with whom you want, and how you want. These additional settings are just a start towards those goals. Expect to see more control and settings options across our time in Early Access. Let us know in our Discord what is preventing you from playing where, how, and with whom you want!
[u][i]Confusion Surrounding Gameplay Loop & Game Mechanics, Concerns Regarding Difficulty
[/i][/u]
As an Early Access game, the game will be evolving continuously and will evolve thanks to feedback from you all. With it being an evolving game, that makes it tricky for an indie team, like us, to have robust onboarding experiences for new players – but we clearly underestimated how opaque and complex the game can be. Expect better onboarding, tutorials, and in-game reference material in future updates. Your feedback here will help us add the “easy to learn” to “hard to master” elements and help us determine the best way to change-up the gameplay balance overall.
[h3][b]What’s Next & Future Updates
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Thank you all again for joining us at the beginning of our Early Access journey with Hyper Light Breaker! Our team is hard at work responding to the feedback so far - expect to see a continual stream of updates to the game over the coming year. We will have three types of updates over the duration of Early Access.
[list]
[*] Hotfixes - like today’s patch, these respond quickly to serious issues raised by the community – mostly bug fixes or other improvements that address universal pain points.
[*] Minor Updates – monthly updates that include additional responses to fan feedback, along with balance updates and bug fixes. Expect to see some smaller pieces of new content – enemies, gear, characters, and more – as they become available.
[*] Major Content Drops – quarterly updates that include big changes to the game, new Bosses, Assassins, features, etc. – these major updates will change up the whole game.
[/list]
Now, it’s time to jump into our notes for today’s (and first-ever!) major patch!
[i]~ Michael Clark, Lead Producer, and the Heart Machine team
[/i]
[img]https://clan.cloudflare.steamstatic.com/images//42194569/505aad802a2147edc79d7961c9b28fa94af5ec41.png[/img]
[h2][b]TODAY’S PATCH NOTES v0.5.1.107947
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Note: Anything listed as a “COMMUNITY ASSIST” and “COMMUNITY SUGGESTION” are fixes made thanks to our awesome community of players! We really appreciate your all’s support and feedback – so please keep it coming!
[h3][i]Performance Optimization & Control Changes
[/i][/h3]
[*] COMMUNITY SUGGESTION: Performance Optimization
[*] Updated Steam Deck Settings defaults
[*] Added Low/Med/High/Maximum default settings
[*] Fixed bugs causing Foliage slider to not affect all Foliage
[*] Improved Foliage LODs (Level of Detail models)
[*] Fixed Distance Culling issues
[*] Fixed an issue with destructible objects not culling, and rendering their expensive destruction meshes while not destroyed.
[*] Optimization pass on the Hub’s environment assets
[*] Added new Performance and Quality Settings:
[*] VSync Enable/Disable
[*] Screen Render Percentage
[*] Prop Detail
[*] Ambient Occlusion
[*] Film Effects
[*] Film Grain
[*] Chromatic Aberration
[*] COMMUNITY SUGGESTION: Added Mouse Sensitivity and Analog Sensitivity Settings.
[*] COMMUNITY SUGGESTION: Added additional Control Bindings for Keyboard+Mouse and Controller. [*] Note - you will need to rebind custom controls.
[h3][i]Features and Changes
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[*] COMMUNITY SUGGESTION: Increased base health for all SyComs by 15, except for the Tank, which was buffed by 5 health.
[*] COMMUNITY SUGGESTION: Added default Rails to all characters.
[*] Added World Seed info below the version info in the HUD to aid in community reports of specific procedural generation issues.
[i][h3]Bug Fixes[/h3][/i]
[*] COMMUNITY ASSIST: Fixed an issue where the camera invert setting did not work for the Rail Aim camera.
[*] COMMUNITY ASSIST: Fixed an issue where Holobytes would be lost if attempting to exchange holobytes with keyboard+mouse controls with a full loadout.
[*] COMMUNITY ASSIST: Fixed an issue where a combination of character and EXE unlocks could cause equipped Blades to be lost on return to the Hub.
[*] COMMUNITY ASSIST: Fixed an issue where steam cloud saves would not transfer from Steamdeck to PC and vice versa.
Note - your save games have moved. The game should automatically relocate your save file.
The old save file can by default be found in Users\\AppData\Local\Breaker\Saved\
.bsf. In case of an error with automatically transferring the save data, this file can
manually be moved to Users\\AppData\Local\\Breaker\steam\
\savegames\.bsf. Note that the User folder can be different depending on
settings.
[*] COMMUNITY ASSIST: Fixed an issue where blade special bonuses would persist if you activated them and swapped weapons before the bonus expired.
[*] COMMUNITY ASSIST: Fixed an issue where having the Refined Blades EXE equipped, with multiple characters unlocked, without each character having a weapon equipped, would cause players to lose their equipped blades on exiting a run.
[*] COMMUNITY ASSIST: Fixed an issue where some points of Interest could overlap extraction pads, potentially trapping enemies.
[*] Fixed an issue where spawned slimes would sometimes be invisible to clients in multiplayer.
[*] Fixed Dirk Rifle Aim VFX not tracking verticality of client players.
[*] COMMUNITY ASSIST: Fixed the Desert Biome Train loot spawns not always being collectable
[*] Fixed locked doors on the Crystal Biome Research Hub
[*] Fixed an issue that could cause Charge Beetles to not be targetable in multiplayer
[*] Fixed an issue where you could deploy two sets of mines with the Dual Claws
[*] COMMUNITY ASSIST: Fixed an issue that could cause UI issues if a player leaves and rejoins the same lobby
[*] Fixed an issue that could cause a meteor to drop at the beginning of a run.
[*] Fixed an issue with the Vault appearing blank when opened while having a locked character selected
[*] Fixed an issue where Crown music could play twice upon entering an arena
[*] Fixed an issue where exiting the loadout in certain configurations could cause input loss
[*] Fixed an issue where the Telepad Loadout and Ready Up could share inputs
[*] Fixed an issue where revive audio and UI could linger after reviving a player
[*] Fixed an issue where White Melee Dirks would not use their default attack
[*] Fixed an issue where multiplayer join confirmation was not displaying.
[*] Fixed a large number of localization layout issues
[*] Capped FPS on title screen to 240fps to prevent issues on very fast computers
[*] Fixed an issue where the lobby list screen could steal focus from the lobby create screen, causing WASD to clear the password.
[*] Fixed an issue where a disconnected Client’s hoverboard could be seen in the Host’s Hub.
[*] Speculative Fixes for erroneous player count issues (more than 3 players in a lobby)
[*] Note - we have been unable to reproduce issues relating to player count consistently internally, hence this is a speculative fix.
[*] Speculative Fixes for rare issue where enemies could spawn under the extraction pad.
[*] Note - we have been unable to reproduce this issue internally.
[*] Fixed Incorrect Vendor Names.
[*] Updated placeholder Abyss King image.