Added support for Portuguese. The translation was done by Brazilian Streamer, and one of Outbuddies' greatest supporters, Max Clayton. Please support this awesome Buddy here: https://dlive.tv/MAX1DELIFE
Map Update: Important key-rooms that need a specific item-setup to progress are now marked. Also, color-coded doors got reworked for more clarity.
Fixed a bug in boss rush mode (Blackthorn batch did not save).
Revisited and fixed some minor level layout issues
Fixed a bug in the menus where the cursor could get oob.
Hey Guys!
Build 1.55 just went live! This is the build we'll submit to Nintendo, Sony, and Microsoft for OUTBUDDIES' console ports. Those still need some tweaking and QA but they're not far away anymore!
I would call this build the definitive edition of OUTBUDDIES, as finally, five months after the game's release last year, the experience is exactly where I wanted it to be. You guys helped me so much with this and I cannot thank you enough for your ongoing encouragement and support.
Here's the change-log:
New final scene added to the staff roll
HUD elements polish, especially the equipment screens and boss rush menu
Rework of Buddy‘s scanning ability, new icon elements, graphics, and sound FX:
Wozan now speak a little gibberish
New prompts giving clues on how to handle the game‘s more obscure bosses
Full visual rework of the last two bosses Nocturne and Xion:
New idle stance for the player sprite as well as some minor other tweaks
The menu cursor could move out of place in rare circumstances
Fixed a possible soft lock in the transition between lower mines and the Cenote area
Holding the run button on gamepads blocked activating some facilities and speaking to Wozan
I wish you all the best and I hope you all take care during the pandemic!
Best,
Julian
Simplified hacking mechanics. Buddy will now just level up and will be able to hack enemies equal or lower his hacking level. The clunky key-chain mechanic with the need of aligning the right protocol with your aim-line was removed in total
The wall jump air control got a larger input buffer, as some players tended to accidentally shorten their wall jumps by pushing against the wall for too long
Tutorial billboards were adjusted and reworked for more clarity
The player will be granted + 1 health on every respawn to combat situations where players got stuck in difficult situations on low health ending in a frustrating “death loop”
The main menu now starts with the cursor set to “Options”, as some players reported being at risk to accidentally override their saved games with the cursor starting on “New Game”
Flashing-Fx of big boss sprites were adjusted to be compliant with photosensitive epilepsy guidelines
I noticed that quite a lot of players would unintentionally do heavy sequence breaks and have a rather sub-par or even broken experience. Build 1.51 will change some key rooms, there's still plenty of room for sequence breaking and branching paths though.
Entering the Moxan Boss room from the “backdoor” will no longer be possible. Also, it will now be very difficult to reach the Moxan without having reached the intended hacking level 2
Proceeding in the Cenote and getting the Bubble Beam will require the Steam Boots, so the Nautilus boss and Double Jump ability can hardly be missed
Advancing to Topa and getting the Jetpack/Triple jump will require the Bubble Beam, making sure most players won’t have to fight Topa without the Steam Boots equipped
Venturing deeper inside the lower Corridium mines will require the Bubble Beam, Galvanizer and Homunculus. The lower mines especially had a high risk of soft-locking players that went off-track
I'm sure you'll work around the new obstacles again, but it will be a lot more difficult now!
Simplified hacking mechanics. Buddy will now just level up and will be able to hack enemies equal or lower his hacking level. The clunky key-chain mechanic with the need of aligning the right protocol with your aim-line was removed in total
The wall jump air control got a larger input buffer, as some players tended to accidentally shorten their wall jumps by pushing against the wall for too long
Tutorial billboards were adjusted and reworked for more clarity
The player will be granted + 1 health on every respawn to combat situations where players got stuck in difficult situations on low health ending in a frustrating “death loop”
The main menu now starts with the cursor set to “Options”, as some players reported being at risk to accidentally override their saved games with the cursor starting on “New Game”
Flashing-Fx of big boss sprites were adjusted to be compliant with photosensitive epilepsy guidelines
I noticed that quite a lot of players would unintentionally do heavy sequence breaks and have a rather sub-par or even broken experience. Build 1.51 will change some key rooms, there's still plenty of room for sequence breaking and branching paths though.
Entering the Moxan Boss room from the “backdoor” will no longer be possible. Also, it will now be very difficult to reach the Moxan without having reached the intended hacking level 2
Proceeding in the Cenote and getting the Bubble Beam will require the Steam Boots, so the Nautilus boss and Double Jump ability can hardly be missed
Advancing to Topa and getting the Jetpack/Triple jump will require the Bubble Beam, making sure most players won’t have to fight Topa without the Steam Boots equipped
Venturing deeper inside the lower Corridium mines will require the Bubble Beam, Galvanizer and Homunculus. The lower mines especially had a high risk of soft-locking players that went off-track
I'm sure you'll work around the new obstacles again, but it will be a lot more difficult now!
Getting the Jetpack upgrade will now also unlock a triple jump ability.
Performing a wall jump with the Spin Blade instantly refills the Steam Meter
Next to the enhanced running speed (build 1.48), those changes will now unlock Outbuddies` full mobility potential and enable speed-techs on a completely different level.
New wall jump input: Close to a wall, any horizontal joystick input + jump will now execute the wall jump. So the common input most games use [push towards wall + jump] is now supported as well.
Improved early game tutorials: Adjusted some pictorials, especially the ones explaining hacking were very confusing. The OUTBUDDIES Wiki can now also be called from the main menu, providing in-depth explanations and GIF images of the game's mechanics and controls.
Two more hacking protocols were hidden to enable reaching level 6 now (Red Hat Achievement). I had messed the protocol count up, sorry for that.
Here are the hints for those completionists.
The first one is hidden in the perfect room to hide an Easter Egg
The second one is where all the other eggs are