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
<*>Added new emitter and new homing module for said emitter (makes long-range sniping possible)
<*>Assist equipment – Added two kinds of auto lock-on missiles
<*>Assist equipment – Added small cannon
<*>Added rotary joint for S-connectors
<*>Added module which enhances shot weight only
<*>Added 2 new preset machines and 2 new preset weapons
<*>For cannon-type assist equipment: shots now appear on mini map
<*>Made it possible to record lap time during test play
<*>Made gamepad right stick controls possible with mouse (function making the machine face left/right)
◆Changes, etc.
<*>Boost acceleration power is now affected by cruising speed (the better your cruising speed, the higher your boost top speed becomes)
<*>Enhanced boost bonuses based on race position
<*>Normal shots no longer hit invisible walls on the course
<*>For accelerating while performing close-range attacks, general acceleration speed has been lowered, and the stiffness after use has been softened
<*>Period of stiffness after revival during a race has been shortened
<*>Decreased weight for all attack-type assist equipment
<*>Enhanced slowdown when hitting traps
<*>Shot impact has been adjusted and is more affected by machine weight
Also, continuous impacts have been greatly softened (No longer able to push with rapid-fire weapons)
<*>Adjusted AI logic for assist equipment use
<*>Decreased general brake functions, and improved brake enhancement assists
<*>Reduced general side boost energy consumption by 30%
<*>Adjusted baseline values for various modules, frames, etc.
◆Bug fixes
<*>Fixed bug causing gamepad vibration function to place huge load on processing
<*>Fixed bug preventing shot delay from occurring when equipping weapons without homing abilities with au
DevLog 56
Greetings Artists!
Thank you for your participation in the Break Arts II Screenshot Contest!
We had almost 300 submissions across all entries, making it incredibly difficult to narrow down winners.
Case in point: We initially set out to select five winners for each category, but we ended up selecting 12 for Machine Design. We agonized over who to cut from the shortlist, so don’t feel disheartened if you didn’t make it.
And with that, it’s time to announce the winners of each category!
【Machine Design Category】
◆1st Place award Scorpion(cyaneko036)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=3#c1692669912394650765
There were several transforming units, but none that were realized as beautifully as this one that transforms into a scorpion. It’s an example of artists achieving things in Break Arts II that we didn’t even think were possible.
◆Best Art award 空即是色(root)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=11#c3559414588249982156
◆Best Break award GLIMMER(_appl3)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=8#c1696049513777635208
◆Idea award BreakArtsⅡ(nogamin)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/#c2561864094356179062
◆PLAYISM award Obsidian-χ(Xenon)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=5#c1694922526902538208
◆Ranking award
Reciprom(WSB)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=2#c2561864094360472616
【Screenshot Category】
◆1st place award Identity(blueray)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=2#c1692669912391991545
Our criteria for the screenshot category was finding the best overall picture. There were many that had great ideas or exemplary modelling, but were often let down by weak composition. This one entry, however, excelled in all areas. It also got bonus points for having a distinct Break Arts flavor to it,
◆Best Art award AMBIVALENT(ocean)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=4#c1697174779843705316
◆Best Break award Battle field(Φru)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=2#c1692669912394089044
◆Idea award SMILE(Doomraven)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=2#c1692669912392045479
◆PLAYISM award Soaring Dream(abyssalsoul)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/#c2561864094358269869
Final Boss(CloudCluster)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=5#c1696049513762197927
We would like to thank all of the winners for their participation!
Artists will receive their rewards from PLAYISM in order of listing after the next update, so we ask for your patience while we ready them.
And, though it might not bear stating, we’ll still take this opportunity to thank everyone who participated in the screenshot contest!
Fixed a bug where energy regeneration would go into minus figures.
Balance Adjustments
The boost acceleration dampening that would occur when a unit's data load was over 18,000 has been reined in to 2/3rds of its former intensity.
Adjusted the acceleration rate on cruising speed so that specialized units don't hit ludicrous speeds.
Buffed the position bonus to side boosts.
Greetings Artists!
We can't thank you enough for the overwhelming number of entries to the screenshot contest! We've narrowed down the shortlist of winners. Bear with us a while long as we work on tweaking the prizes!
We also have to thank the community for its invaluable feedback on update v1.2.2.
We want people to understand that we limited data loads to 20,000 because we felt it would lead to massively overpowered machines that defeated the purpose of fair play, and homogenized unit types. However, we were humbled to find that considerably more players than we realized used heavier units, so with this update (and those artists in mind) we have raised the data load cap to 25,000. This new balance should allow for units with a data load as high as 25,000 to be practical in action (depending on build)!
Break Arts II has more updates planned for the future. We're at work on creating even more specialized assist modules and weapons to deepen the strategy further still. And we'll continuing rebalancing various units so the world of Break Arts II becomes a canvass for a wider range of units than ever before!
That's all for now. Until next time, enjoy Break Arts II!
Today we have set Break Arts2 on sale for 20% off!
Faster than anyone. Stronger than anyone. And more stunning. Customize your robot for “cyber battle racing” in a game that offers all the thrills of racing, battle, and customization. Online, Offline, Time-Attack... which mode will you dominate?!
Today we have set Break Arts2 on sale for 20% off!
Faster than anyone. Stronger than anyone. And more stunning. Customize your robot for “cyber battle racing” in a game that offers all the thrills of racing, battle, and customization. Online, Offline, Time-Attack... which mode will you dominate?!
Follow our Curator Page where we recommend our favourite indie titles across Steam:
PLAYISM Selection
Big Prizes on the Line!
Greetings Artists!
Break Arts II had an update recently, not only broadening the number of customization options, but also bringing a slew of Photo Mode features allowing you to take cooler pictures of your individualized unit than ever before!
And now that we have the features to support it we will, finally, be hosting the long-awaited Break Arts II contests! Check out the threads below for the specifics.