Big Byz Wars cover
Big Byz Wars screenshot
Genre: Indie

Big Byz Wars

Update notes ver. 1.1


  • Added Polish localization;
  • Fixed 'Seaport' level low initial health level bug;
  • Other minor improvements;

Game version 1.0

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 automated translation tools");
  • Changed font to one that is compatible with 'Cyrillic' alphabet;
  • Added UI for selecting localization in 2 places: main menu and game pause menu;
  • Added game logic (save load localization selected by the user);
  • Added the rest (~7k symbols) of voice-over for endings;
  • There are a few minor changes in levels;


Thank you for your continued support!

Release notes: version 0.99.4 Voice-over patch

Improvement:

  • endings voice-over: ~10k symbols in 50 segments;
  • few other fixes;

Release notes: version 0.99.3 'Endgame' patch

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 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;

Dialogues improvements for the 'Epilogues Repository' level:



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%);

Patch Notes: Version 0.99.2 'End of Patching Combo'

- 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

V.0.99 'Almost There' patch



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!

v.0.98.7 Key decisions dialogues hotfix. pause menu UI improvement

- 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.

v.0.98.6 Level 'Epilogues Repository' quality of life minor update

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.

Update 0.98.5 'Let there be light'

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;

Big Byz Wars

Big Byz Wars demo-level walkthrough