Breakwaters cover
Breakwaters screenshot
Genre: Simulator, Adventure, Indie

Breakwaters

Quick fix to pirate building setups and boat storage save/load

v0.5.52
-Setup particles at the Treasure X locations to make it a bit easier to find when it is hidden by bushes or something similar
-Moved Treasure X up a little more from the terrain to make it more visible
-improved pirate base setups to interact better with the new Destruction Hammer logic
-Fixed boat storage save/load logic to retain the correct number of slots

Increased storage, a larger boat crate, and lots of quality of life improvements

v0.5.51
-Softened the transition from running/jumping into swimming so it looks more natural
-Smoothed out ferry float logic when the player is far away from it and it has entered LOD state
-Fixed zfighting on wood floor edges when placed in specific rotations
-Setup AI navigation data on deep ocean rocks, Titan Cage Ruins, Dead Titans, and Pirate Towers so that rats and pirates can combat correctly with the player in those areas
-Changed starting island npc to give a net bag instead of a pouch
-Reduced the cost of a Cloth Bag and a Backpack and updated the icons to better fit the level of the object
-Update to what items the Forge can build to cleanup where arrows show up and adding the base bow next to the advanced bow
-Increase Mega Golem rock throw damage and Ground pound attack damage
-Setup UI click on buttons that are missing it
-Setup click feedback on contraption rotate and contraption variant switch
-Turned down click sfx volume
-Setup UI volume slider in settings menu for new click sounds in menus
-Changed character creation menu to loop the options when you cycle to the end of the variety
-Setup settings menu and character menu to check if a button is held down and to repeat the input.
-Updated recipe preview UI to match the other UI
-Changed held item UI to now show the stack count if the count is zero
-Improved "on water" cannon reticle visibility at night
-Changed Ferry Boat menu so it wont close to the selection menu when you travel in it or revive a boat
-Fixed issue where depending on how far away a boat is being revived from, it may not spawn correctly. Boats not revive correctly regardless of the distance.
-Changed Ferry Boat collision to block the camera from moving inside of it
-Prevented using Block while placing contraptions
-Changed melee weapons so they wont damage player built structures while fighting animals or npc near your built structures
-Changed Repair hammer and Destruction hammer so they do 1 point of damage when used as a "normal" weapon and not on a contraption
-Setup health bars to show "previous" health values and to slowly animate down so you can better see how much damage your attack did relative to their total health
-Setup Player health bar to also show previous health when taking damage to better show how much you took
-Setup Kelp to have biolume visuals at night
-Changed Kelp to use a much cheaper rendering method
-Various UI button visual updates
-Setup inventory items to highlight for a few seconds if an item is added to their slot so users can better tell where items went when built or transferred from storage
-Changed inventory logic so that if inventory is full, but an item is added that could be equipped, it will equip it instead of dropping it
-Expanded UI for "other" inventory so that it is 8 items across instead of 7
-Increased Crate slot counts across all crate types
-Increased min boat storage size from 4 to 8
-Changed Boat Crate to add 16 slots instead of 8
-Added Boat Crate Large to the build options
-Improved step up logic to smooth out transition stutter when that logic kicks in

Additional water visual improvements and conch auto upgrade improvements

v0.5.50
-Additional ocean shader improvements
-Improved Flare to Conch auto upgrade logic in the save load system so old save files give the new conch if the character knew the flare recipe
-Setup additional file loading error case protection

Corrupt visuals crash fix, and Improved water visuals

v0.5.49
-Improved water edge integration with vertical and tall terrain transitions
-Improved foam and biolum visuals in the ocean
-Fixed the issue causes a NaN in rare situations and put in additional NaN detection safety nets
-Look rotation protection code to prevent zero values
-Fixed motion blur setting on dirt clumps from moving blue crystal pine trees

Improved Cannon Aim logic, Fixed Ferry menu UI navigation for gamepads

v0.5.48
-Fixed buy/sell menu so it selects the correct default button when switching menu tabs and correctly resets the scroll bar.
-Update to NPC interactions to fix some cases where gamepads would press past an interaction.
-Changed Escape key (pause menu) logic to be blocked by fewer open menus so it reacts as expected in more cases by opening the pause menu.
-Improved gamepad interaction with ferry boat UI options
-Improved cannon aim logic so it better accounts for unusual placement scenarios and remains accurate
-Fixed blue crystal trees not playing their dirt move vfx while moving

-Character save file fix

v0.5.47
-Setup safe guards against NaN in player position save/load
-Changed character delete menu to default to the cancel button instead of the delete button
-Update to character and world delete menu visuals
-Improved Death screen a little
-Setup throwable items like Refined Yellow Crystal Bottles to show their stack count in the held item UI so you know how many more you have
-Setup Boat Yards to be travel locations for the Ferry
-Increased slide down hill speed

Improved Player Movement and Contraption Building logic

v0.5.46
-Improved movement logic (Greased Pig logic specifically) to better handle jumping when close to objects so that it wont get "stuck" on the collision and fail to jump correctly
-Made jumping onto docks from water more successful when your collision clips the edge of the dock mid jump or you are swimming forward quickly
-Setup improved "step up" logic for moving up heights that are less than a certain amount
-Setup stronger placement logic to prevent placing an object when the player is too close to it so the player wont get stuck under floors etc because it was built directly over them but too close
-Setup "flipped" floor triangle shape variant to make specific build setups easier to achieve with fewer steps
-Fixed a issue in building wood floors where it would rotate after cycling through all build variants
-Improved wood floor build obstruction setup to allow building in more cases
-Changed wood doors to not require metal hinges so they can be built earlier and cheaper
-Improved logic for flare>conch upgrade path when a old world is loaded into the new mission structure
-Improved Health bar feedback visuals
-Adjusted Health caution ui to turn on below 25% of a single heart of health instead of 20% of max health
-Setup Bush take damage vfx to play some leaves in addition to the spark feedback
-Setup sparks vfx and sfx feedback on fire flowers to better indicate what it might do to new players.
-Changed wood pillars so you can build them in deep ocean world areas... and on Titan backs
-Improved boarding a boat while swimming fast so that you carry less momentum during the transition
-Improved Conch of the Sailor spawn logic when spawned near a dead Titan
-Improved Refined Blue Crystal bottles so they will put out fire in a radius around them upon first breaking open
-Improved camera movement in very close collision areas
-Increased player "grounded" distance

You can now build on the back of a dead Titan!

v0.5.45
-Changed Dead Titan collision layer so that it collides with foot down logic correctly... which also means you can now build on the back of a dead titan.
-Fixed logic for fish that become out-of-water and don't properly detect being back in water.
-Updated Kelp visuals
-Changed pickup logic for dropped satchels that contain a stack of an item but only one item type. It will no longer open the menu and instead will try to add it to the inventory.
-Game Engine update to a newer unity version
-Updated input system to the newest version

Interaction and UI feedback polish and bug fixes

v0.5.44
-Fixed menu issue where opening and closing menus quickly could put them out of sync and have the wrong elements on/off
-Improved player slide vfx logic and setup dirt slide vfx
-Setup starting npc and second island npc to have lit backpacks on so you can better see them at night.
-Turned off the Shark water hazard
-Setup additional build feedback text for another state
-setup controller rumble on jump/fall landing
-Tightened up the jump/fall landing anim transition so it looks a bit tighter
-Set time of day value while the character screen is open so it doesn't use the lighting from the previous played world which might be night time.
-Changed pedestals to turn off their interaction once slotted since you can no longer unslot their interaction object
-Changed damage logic so that kick doesn't damage contraptions, only regular attacks will
-Changed build system logic so if you cancel building using a gamepad it wont also kick
-Improved health bar/hunger bar/hydration bar feedback so the goal line is more accurate an turns off correctly in some logic corner cases
-Increased Titan beam and melee damage
-Fixed golem foot print sizes so they match the character size
-Improved UI feedback for low hunger and hydration
-Changed UI feedback for hydration when you are sprinting and it is being consumed at a faster rate

-Updated player movement on boats, map visual improvements, and other fixes

v0.5.43
-Improved player movement while standing on a boat so the player is smoother and better connected to the boat
-Improved world map line rendering so it adjusts to the scale of the zoom
-Setup icons in world map to auto scale based on zoom to provide better visuals at different scales
-Changed slide button to work as a press and hold on keyboard and a toggle on gamepad
-Improved inventory button flow for gamepad navigation
-Improved default button selection logic in the main inventory window
-Setup Relics to show their description in the description box.
-Setup text readout for conch cool down in the description window
-Update to global save/load logic to save mission localization info
-Additional mission dialog translations setup
-Fixed some false negatives in the building feedback UI so they don't display when a valid location is found
-Fixed logic where boat anchor wouldn't always drop to the ground if a boat was not in water causing it to rotate in circles
-Fixed UI for turning the sail so it shows the correct button mapping