Update log
Full BREAK ARTS III update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Artists! The indie developer MercuryStudio here, working hard on the major update for BREAK ARTS III version 1.1.0.
Extracted changes
- Gameplay
- Balance
- Performance
*The footage shown is still in development. As I mentioned before, in order to keep this project going, I have to spend most of my time on another job. However, rest assured that progress is definitely being made!
Shield System
As shown in the footage, the latest version completely overhauls how shields work! Specifically...
Shields now have their own durability value that varies
Durability constantly recovers over time, so you need to deal high burst damage in a short period to break them
While shields are active, no damage can be dealt to the machine directly
Different types of projectiles deal different amounts of damage to shields
Dedicated shield modules have been removed; shield strength is now automatically calculated from the total amount of Structure
This is how the system works now.
Emitter
Emitters have also undergone major changes. Previously, if you continued firing rapidly or performed an extremely powerful attack, the next attack would incur increased energy consumption and heat generation—a downside that often led to running out of energy or overheating at unintended moments, causing frustration during gameplay. In the latest version:
Energy consumption and heat generation remain unchanged, but instead, exceeding the limit will render the emitter unusable
If you choose an extremely high rate of fire, additional heat and energy will be required
Combined with the shield system changes mentioned earlier, we believe these adjustments will lead to greater customization freedom and enhanced strategic depth!As a side note, the display of emitters during customization has also been revamped! You can now see the parameters you need without having to go into the settings menu.
PLAYISM
Source
