Update notes ver. 1.1
Added Polish localization; Fixed 'Seaport' level low initial health level bug; Other minor improvements;
- Added Polish localization;
- Fixed 'Seaport' level low initial health level bug;
- Other minor improvements;

Tommy Gun Walrus · Tommy Gun Walrus Studio
Added Polish localization; Fixed 'Seaport' level low initial health level bug; Other minor improvements;
New Features and Changes: Added localization to 5 languages: Ukrainian, Espanol, French, Russian, and Deutch (failed to add Simplified Chineses due to some weird Unreal Engine bug); Added 'Disclaimer' for localization ("... translations in this game have been generated using auto
Thank you for your continued support!
Improvement : endings voice-over: ~10k symbols in 50 segments; few other fixes;
Improvement:
Added 'Endgame' feature. 1. The user could enable: - protagonist health X5 modifier; - enemies health X0.3 modifier; - each pickup item (ammo, health) capacity X5 modifier; 2. UI for endgame in the 'options' menu; 3. Logic for enabling endgame mode (each ability could be enabled
1. The user could enable:
- protagonist health X5 modifier;
- enemies health X0.3 modifier;
- each pickup item (ammo, health) capacity X5 modifier;
2. UI for endgame in the 'options' menu;
3. Logic for enabling endgame mode (each ability could be enabled or disabled separately);
4. Notification text animation in-game HUD for the availability of endgame mode (during the reading of final dialogue);
5. Added 'Skip to key decision' point option in relevant dialogues;
1. Added new 'avatar'/narrator (UI-level);
2. Voiceover for that narrator: (overall progress - 75%);
3. Few additional UI story-line pictures/illustrations (overall progress - 20%);
- Level 3: minor light tweaks in dark areas; - Level 8: added 1 checkpoint after playing; - Level 9: 1'st dialogue minor fix; - Level 10: a tweak in flying plasma trajectories, and enemies' health; lowered Cain requirements for the last dialogue branch; All annoying bugs and 'blo
- Level 3: minor light tweaks in dark areas;
- Level 8: added 1 checkpoint after playing;
- Level 9: 1'st dialogue minor fix;
- Level 10: a tweak in flying plasma trajectories, and enemies' health; lowered Cain requirements for the last dialogue branch;
All annoying bugs and 'blockers' are fixed now.
In an ideal world, the game release version should be at least on that level! But hey! Just did my best to fix it asap.
A few minor 'todo' still could wait for next weekend.
So I will stop this new nightly builds 'patching combo' and proceed with 1 update per 1-2 weeks updates.
Feel free to give immediate feedback in case of any annoying bugs/blockers.
Cheers
Patch Notes: Version 0.99 'Almost There' Patch New Features and Changes: 'Q-WALL-UN' level (aka level 9): Fixed a logical issue in the after-mission dialogue that limited the maximum available level of awareness percentage for the 'bad-ending' branch. 'Epilogues Repository' level
Patch Notes: Version 0.99 'Almost There' Patch
New Features and Changes:
'Q-WALL-UN' level (aka level 9):
Fixed a logical issue in the after-mission dialogue that limited the maximum available level of awareness percentage for the 'bad-ending' branch.
'Epilogues Repository' level:
Added pickups and a few additional enemy spawners based on extensive playtesting.
Fixed several ID issues for improved gameplay consistency.
Introduced two new ending variants: an ending monologue and an actual part of the level where it is located, bringing the total number of endings to 30.
We appreciate your feedback and support as we near the final release. Please continue to report any issues or suggestions to help us improve the game further.
Thank you for your continued support!
- Hotfixed wrong ID assignment at some key decisions dialogues; - Updated UI of pause menu: now it shows current key decision results and number/index of 1 of 28 end dialogues which are available in the 'Epilogues Repository' level. N.B. updates rate will e decrease as soon I wil
- Hotfixed wrong ID assignment at some key decisions dialogues;
- Updated UI of pause menu: now it shows current key decision results and number/index of 1 of 28 end dialogues which are available in the 'Epilogues Repository' level.
N.B. updates rate will e decrease as soon I will reach v 1.0.
There are still some fixes to do.
1. Finalized the 'breadcrumbs' update. (neon letters near each 'mission wall' which depends on the key decision the player made during the game); 2. Lighting improvements; 3. Camera changes at elevators traveling; 4. Add tertiary small props/graffiti/debris etc. 5. Enemies tweaks
1. Finalized the 'breadcrumbs' update. (neon letters near each 'mission wall' which depends on the key decision the player made during the game);
2. Lighting improvements;
3. Camera changes at elevators traveling;
4. Add tertiary small props/graffiti/debris etc.
5. Enemies tweaks;
6. The first echelon of 'mission walls' logic change:
was -> 'opens' after the player made key decisions at 9-10 level;
now -> 'opens' after the first 'key decision' was made at level 1 (lie/neutral/true to Kaya); so it is a little less confusing but not perfect yet.
1. 'Seaport' level improvements: - HOTFIX: resolved 'darkness' issue (hope this time it's final :) ); - added a few checkpoints; - tweaked some enemies' & pickup locations; - adjusted damage zones; 2. 'Epilogues Repository' level improvements: - added a few checkpoints; - twe
1. 'Seaport' level improvements:
- HOTFIX: resolved 'darkness' issue (hope this time it's final :) );
- added a few checkpoints;
- tweaked some enemies' & pickup locations;
- adjusted damage zones;
2. 'Epilogues Repository' level improvements:
- added a few checkpoints;
- tweaked some enemies' & pickup locations;
- improved lighting;
Changelog. 1. Hotfix for 'Seaport' level (#5)- black screen for GPU of GeForce 1xxx series. 2. Fixed 'camera change' issues at level (#3). 3. Improvement of the 'Epilogues Repository' level.
Changelog.
1. Hotfix for 'Seaport' level (#5)- black screen for GPU of GeForce 1xxx series.
2. Fixed 'camera change' issues at level (#3).
3. Improvement of the 'Epilogues Repository' level.
Changelog. 1. 'Main menu' readability and eye adaptation reduction; 2. Level 'Atzlan Outpost' (aka 'Level 2') accessibility fixes + improved lighting in dark areas. 3. Pause menu -> "The Main Book of Ganjuberserk" -fixed type. More deep changes on UI there - planned in the nex
Changelog.
1. 'Main menu' readability and eye adaptation reduction;
2. Level 'Atzlan Outpost' (aka 'Level 2') accessibility fixes + improved lighting in dark areas.
3. Pause menu -> "The Main Book of Ganjuberserk" -fixed type. More deep changes on UI there - planned in the next updates.
4. Fixed a few enemies with a quick energy field regeneration rate.
5. Fixed some checkpoint 'moonwalk' bugs.
6.. Reduced pickup item light intensity and size.
7. Improved 'eye adaptation speed and decreased 'dark level' for a scanner.
📢 Breaking News! The Latest Demo Version of "Big Byz Wars" is Here! 🎮 The new demo version of "Big Byz Wars" is now available, featuring an exhilarating experience that will leave you craving for more. This updated demo includes the highly engaging first level, offering approxi
📢 Breaking News! The Latest Demo Version of "Big Byz Wars" is Here! 🎮
The new demo version of "Big Byz Wars" is now available, featuring an exhilarating experience that will leave you craving for more.
This updated demo includes the highly engaging first level, offering approximately 30 minutes of captivating gameplay.
We understand that our previous demo version has not been updated since October. Maintaining two separate development branches proved to be a challenge, but we have overcome it to bring you this exciting production-quality demo. The wait has been worth it, as this version showcases the game in all its glory, delivering an experience that rivals the full release.
Don't forget to share your feedback with us as we continue to refine and polish the game.
#BigByzWars #DemoVersionRelease
Big Byz Wars demo-level walkthrough
Big Byz Wars demo-level walkthrough
Big Byz Wars demo-level walkthrough
Big Byz Wars demo-level walkthrough
Big Byz Wars demo walkthrough
Big Byz Wars demo walkthrough
- fixed assault rifle endless fire without a player click - fixed 'black squares' glitch during intense shooting - fixed shotgun impact 'on surface hit' (only 1 of 5+ bullets, for performance reasons) - performance optimization: texture max sizes reduced for different props - ene
- fixed assault rifle endless fire without a player click
- fixed 'black squares' glitch during intense shooting
- fixed shotgun impact 'on surface hit' (only 1 of 5+ bullets, for performance reasons)
- performance optimization: texture max sizes reduced for different props
- enemy location small adjustments
- fixed 'Data Cell' dialog trigger position
- fixed player kill NPC in 2d from a far distance (range limited to ~edge of the screen)
- fixed NPS rifle/shotgun firing after AI death
- hide shotgun crosshair between shoots (annoying chaotic move)
- added slight camera shake for shotgun shooting