Full notes
Full Broken Roads update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- UI and audio
- Performance
- Gameplay
- Compatibility
Hi everyone!
Thank you for your patience while we worked on this major update to get the Broken Roads 1.2 patch live.
We've taken on board the feedback from your reviews to add features, make changes, include new options, completely open up the early game, and greatly expand on companion reactions.
The work is not at all done and there is much more still to come, but we hope you enjoy this first big patch which focuses on all four origin stories through to the gates of Merredin.
We did also tackle some mid and late game moments that players requested, so take note that THERE ARE SPOILERS IN THE NOTES BELOW.
Have fun, and as always please let us know your feedback!
- The team at Drop Bear Bytes
WARNING: MID AND LATE-GAME SPOILERS INCLUDED IN THE PATCH NOTES:
FEATURES
All origin stories now allow you to access the overworld map and explore the opening areas of the game world.
Added a Fast mode to increase movement speed while exploring
You can now target enemies in combat by clicking on their portrait in the turn queue
Added much more companion reactivity in the origin stories through to completing the Plane Crash.
Sue and Norm now appear during the Aldersyde during the origin stories and can be spoken to after unlocking the overworld map.
Added many more gestures and animations to characters throughout the game.
The Overworld travel icon is now your character’s portrait.
Added multiple new cyclopedia entries, including essential terms such as Woop Woop, Tucker and Sex Trophies.
Added the ability to hide the moral impact of choices for the morality quiz during character creation (and this can be turned on/off in the settings menu at any time)
You can now pet dogs, cats, (some) dingoes, and KOALAS. But not drop bears.
You can now rebind the keyboard controls
Added support for 32:9 aspect ratio
COMPANIONS AND CONVOY
Companions react to players killing the dingoes or fleeing from the dingoes
Mick reacts if players speak to people in Brookton before he arrives back in town
During the chat with Mick in Brookton Pub, he will acknowledge if the player fled combat more than once, or point out specific prelude combats the player fled from and comment accordingly.
Ella and Dreamer have a lot more to say in the various origin story interactions.
Added additional dialogue, companion interjections and reactions when rescuing Cole from Aldersyde.
Party members now respond to Nathaniel Blacke's plan to rescue Cole.
Added additional dialogue with Cole once he has joined the convoy after Aldersyde, with different reactivity depending on if the player rescued him or not.
There is now a poster on the job board in Hunters and Collectors about Gut Wound
Players are now properly warned that Mick will be hung for his crimes if the player tells Hunter, Angela Smith or Malcolm Hogan about Mick being Gut Wound.
When players tell Malcolm or Angela about Mick being Gut Wound, he spawns in the convoy as usual (and no longer spawns in the Flaming Galah, thus making it easier to find him)
Mick will also warn players not to go around saying his name to others if the player has confronted him about it.
Mick’s responses in the pub when talking about Ian Mason's death are now more consistent with his personality.
When Mick is given medicine, he now instantly appears in the convoy instead of
Source
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