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Portal Stories: Story Mode update released!

Hello Everyone!

Today we're very proud to release the Portal Stories: Story Mode update.
It's been two months since we launched Portal Stories and we've listened to your feedback and watched a ton of streams/videos of all of you playing through the mod.
We found out that particular sections of the mod were harder than we had anticipated, and caused a lot of problems.
In Story Mode we've adjusted these things. As a result Story Mode will be more enjoyable experience for the majority of the players.

From the main menu you will be able to select the story mode levels, or play the original (now called advanced) levels.
Completing Portal Stories in Story Mode will also reward you with a brand new achievement. Whilst the advanced mode keeps its separate achievement for completion.

What else is in the update?

Brand new Subtitles for:

  • French
  • Italian
  • Japanese
  • Polish
  • Simplified Chinese
  • Turkish
  1. Updated the credits to add more people and to fix an issue with case-sensitive systems.
  2. Fixed an issue where the achievement "Beyond your Range of Hearing" was unlocking incorrectly.
  3. Fixed an issue with a trigger disabling incorrectly in sp_a4_core_access.
  4. Fixed an issue where a certain subtitle wouldn't show up during the ending sequence.

Known issues:

  • Loading screens for Story Mode don't work.

Note that Story Mode is a completely optional way of playing the mod. The original (harder) maps are still there for those who enjoy a bigger challenge!

We hope you enjoy Story Mode!
- The Portal Stories Team.

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List of the biggest changes in storymode:
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Changes to levels:
st_a1_tramride, st_a1_mel_intro, st_a1_lift,st_a1_garden -> no changes.

st_a2_garden_de:
- improved visibilty of open glass.
- improved visibility behind the broken wall.
- added an aditional way to get out of the building.
- improved visibility of power lever.
- improved lighting in vault door control rooms.

st_a2_underbounce:
- removed two fizzlers to make the first puzzle less punishing.
- removed a placement helper in room 2 that caused problems.

st_a2_once_upon:
- simplified the fling puzzle.
- fixed a potential deadly blue gel bounce loop.
- added a floor in the second puzzle to prevent accidental deaths.
- added a little platform as a hint and help in the second puzzle.

st_a2_past_power:
- added the blue gel to the first puzzle.
- moved the white surface for the fling in the orange gel room.

st_a2_ramp:
- moved the cube dropper so it's more in sight.
- changed portalable surfaces in the second building.
- button in building 3 now deactivates all 4 fizzlers near the cubedropper.

st_a2_firestorm:
- improved visibility of white surface in box-puzzle.
- improved visibility of white surface in pump-room delta puzzle.
- improved visibility of gels in vault room.
- simplified the blue gel part of the vault room.
- improved visibility of white surface in orange gel part of the vault room.

st_a3_junkyard:
- added an extra white surface to ease the fling bit.
- fixed achievment unlocking issue.
- simplified the electric water bit.
- improved visibility of where Virgil needs to be plugged in.

st_a3_concepts:
- removed one of the cubes in puzzle 1.
- removed panels and replaced by fizzler in room 1.
- removed the orange gel from room 2.
- adjusted the funnel in room 2.

st_a3_paint_fling:
- added a hint for painting the cube orange.
- fixed potential stuckage issues in the death-field array.
- added an alternative method to get to the other side in the second part of the first puzzle.
- re-designed the laser puzzle to be easier.
- replaced a death fizzler by a normal fizzler in the second puzzle.
- added a grating in the second puzzle.

st_a3_faithplate:
- removed laser, replaced by a button.
- added extra white surfaces at the lightbridge part.

st_a3_transition:
- simplified the first puzzle.
- made turrets slightly less dangerous in the "déjà vu" part.

st_a4_overgrown:
- removed water under cube dropper.
- simplified the bouncing bit in the second room.

st_a4_tb_over_goo:
- Heavily reduced difficulty in room 2 by removing a fizzler.

st_a4_two_of_a_kind:
- Heavily redesigned room 1 to add hints on what to do, and to make it easier to fix potential mistakes.
- Heavily redesigned room 2 to make it easier.

st_a4_destroyed:
- Heavily redesigned room 1 to simplify the puzzle and make it less punishing.
- Removed some water in room 1.

st_a4_factory:
- improved the dark part of the map.

st_a4_core_access:
- Made the turrets shoot the second set of windows in the power generator room faster.
- Added a more noticeable sound to the second set of glass breaking.
- Added some sparks to enhance the visibility of the light in the security access part.
- Delayed a hint that was play way too fast in the turret section of the level.

st_a4_finale:
- Made the electrified water part easier.
- Increased timer to 6 minutes (from 4)
- (re)moved a few enemy turrets.
- turrets now shut down properly after the power gets drained.