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DevLog 51

Greeting Artists!

It's been a week, give or take a few days, since Break Arts II was released. The game's sales are vastly outpacing both ours and Playism's expectations. In fact, the game is on the verge of passing our own lifetime sales expectations little over a week in, which comes as tremendously welcome news.

Both we and Playism are deeply grateful for your support.

However, we cannot dismiss that many players are being inconvenienced by various bugs. While these bugs are the result of a multitude of circumstances, ultimately the responsibility falls on our inexperienced shoulders. For which we'd like to take the opportunity to express our sincerest apologies.

We'd like to ask for your continued support as we rectify the situation through progressive updates.

The density of updates over the last week has made it difficult to keep track of what has changed, so we've taken the opportunity to collate and categorize all of this week's update details below. This should make for an easier, more comprehensive read.

[General]

  • Reduced amount of capital required to increase Artist Grade by 30%.
  • Remapped the keyboard and mouse controls to a more intuitive layout.
  • A rigid system that strengthened the CPU based on their position has been scrapped, and replaced with a degree of randomization.
  • Improved course visibility.
  • Fixed an issue where boost energy would become infinite.
  • Fixed a bug where the 2560x1440 resolution option would attempt to output at 2560x1140.
  • Reduced shot impact on the player.
  • Raised race rewards for placing 2nd or 3rd.
  • Fixed an issue where the % to next Artist Grade was incorrect.
  • Fixed an issue where passive assist modules would stop functioning after using Reverse Shift.
  • Fixed an issue where positions would not display correctly in races with less than 6 players.
  • Adjusted [Fragment.s32]'s stats.
  • Made the mouse cursor invisible during races.
  • Adjusted the second camera angle option to be higher.
  • Non-default camera angles now consistently carry over between races.
  • Fixed various linguistic issues across multiple languages.
  • Key rebinding has been implemented.
  • The Side Boost Energy Consumption parameter has been adjusted to reflect the amount of energy used per a single boost.
  • Fixed a bug where certain commands would lock up when pausing the game.

[Online]

  • Fixed a bug which sometimes prevented entry to a server without selecting Region.
  • Fixed a bug that prevented rooms from being displayed during a race.
  • Fixed a bug preventing re-entry to online rooms after moving from Online Race to the Main Menu.
  • Fixed an issue where only the host could progress to the second race during Online Grand Prix races.
  • Fixed a bug where opponents would see non-viable weapons on your unit despite using the default preset weapon.
  • Raised the handicap limit in online races from 10% to 15%.
  • Fixed a bug where if the player or the CPU failed to reach the goal the racer's positions would be incorrect.

[Offline]

  • Fixed bug in which Quick Race 9-1 was unplayable.
  • Fixed bug which caused some enemies to behave abnormally in Quick Race 9-4.
  • Fixed bug preventing races from unlocking properly in Single Player modes (Grand Prix, Quick Race).
  • The CPU’s difficulty setting has been rebalanced across the board.
  • Fixed a bug that caused CPU level spikes on certain races (Quickrace 1-3, in particular).
  • Raised offline Grand Prix rewards by 10%.
  • Adjusted the rewards of EXTRA races to be more in line with the difficulty level.

[Machine Design]

  • Fixed an issue where stacking more than 30 parts on top of each other in machine customization prevented you from saving.
  • Fixed a bug where selecting a thumbnail that overlapped with a module caused the module to be erased.

Well that is all for this week.