
Greetings, Artists!
Our apologies for the super-long wait.
We’ve begun test distribution of the next Break Arts II update in order to hold player-based hearings for the huge 1.3.0 update.
You can play this update by selecting the game from your [Library] and then selecting β from [Properties].
Please be sure to give us your feedback in the thread.
*CAUTION*
Game balance has not yet been fully adjusted in Single Play in this beta version. This beta version contains modules not implemented in the full version. For this reason, loading a machine created using the new modules in the full game will prevent the game from working properly.
As a result of our talks with and suggestions from a wide range of players, we’ve focused mainly on the below points for ver. 1.3.0:
1. Securement of customization
It has become clear that there was way more desire to increase machine weight (or to add way more modules for aesthetic/design purposes) than we had expected.
Due to this, we’ve gotten rid of the specs implemented in 1.2.2 causing boost acceleration power to decrease after a certain weight has been surpassed, and made it so that acceleration power is affected much more smoothly in accordance with a machine’s weight instead.
We feel that this will allow players with machines with weight over 20,000 to have a machine that’s not too strong and that is more appropriately balanced.
Additionally, this acceleration power-affecting update will also help to make certain courses more appropriate for certain machine types.
Ex.: Heavier machines are better at courses with straightaways, but are not as useful for more technical courses, etc.
2. More race diversification
A certain problem has been occurring: After getting through the free-for-alls in the first part of the game, many of the races from the middle of the game through the final part end up being won by “simply running away”; players with “escape”-type high-speed machines have been using reverse shift to run away from and win races against players using heavier, “battle”-type machines.
The only way to drastically handle this issue is to make it impossible to simply run away.
To be more specific, what we’ve done is add automatic lock-on missiles and long-range sniping weapons that don’t rely on the lock-on function, and enhance the boost bonus in accordance with the player’s place in the race.
Additionally, in response to another issue we’ve been receiving a lot of comments about, we’ve made it so that cruising speed affects boost acceleration power (think of it as “boost acceleration power is added to cruising speed”).
On top of providing even smoother and more natural movement, both boost and cruise have become even more crucial parameters.
(The categorization of “machines the run up at the front” and “machines that catch up from behind” is still alive and well.)
[1.3.0(beta12) Update Content]
◆New additions
◆Changes, etc.
Also, continuous impacts have been greatly softened (No longer able to push with rapid-fire weapons)
◆Bug fixes
