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Breakwaters screenshot
Genre: Simulator, Adventure, Indie

Breakwaters

Backpacks with lights and new fun items

v0.5.13 is live and contains some fun items I wanted to highlight for you.
Check out the details below about new tools, new weapons, new backpacks, and new food recipes.

One of my favorite updates is an option to build a backpack with a light attached. I love running around the world while the light swings from its rope. There are two types of light: torches and firefly lights. Torches can be a bit more temperamental because they go out when you swim in the water, but will light themselves again after they dry out a bit.
Both types will keep any animal that is afraid of fire from getting too close.



There are also 4 new food recipes, and two new food ingredients in the world, some of which are found in the world and some are sold by merchants in the village.

For weapons there is a grab bag of new items.

  • A Repair Hammer has been added to the game by popular request. You can now repair your built contraptions with just a few magical hits.
  • A rare Blue Crystal Axe (sickle) can be found in the loot of sunken bubble treasure. This item is constantly shedding water which lets you harvest Fire Flowers without them exploding.
  • There are three new rare swords and a rare bow which have been added to the crowdsource weapon list. The bow provides a new feature to the game, which is multi-shot.
  • The last item is something I wanted to add just for the fun of it. It's a Frying Pan. You can wield it to attack NPC and knock them out for a short time. It doesn't do a lot of damage, but it takes them out of the fight for a little bit.



(yes, that is a sword with a rat for a handle)

10 new Story Pages have been added to the world. They are broken down into three different story chains which each describe different things about the world. One of the chains are Captains Log files from a previous explorer. You can find these story pages washed ashore in bottles.

As with any other update, there are a bevy of bug fixes, improvements, new features, and additions to the game. Check out the build notes below for details.

v0.5.13

  • Fixed mission windows sometimes not correctly selecting the default button when using a gamepad as the input
  • Increased text animation speed in mission dialogs
  • Setup animated mission text to let the user press the Cancel button to auto complete the text animation
  • Setup a mission reward feedback in the mission menu
  • Improved wood floor placement logic
  • Fixed broken health bar setup where blue health would render incorrectly
  • Improved Archaeologist, Roshi, and Shu character setup for ground detection
  • Fixed clothing wetness so it will turn off at the same rate no matter how deep the player goes underwater and the gradient is correct
  • Improved Health bar locations for wood walls, stairs, floors, and stone walls and doors
  • General bug fixes and stability improvements
  • Fixed a bug when exiting a hammock using controller where it would activate the kick attack and damage the hammock
  • Setup Story Pages to drop randomly from bottles. Pages will drop in a specific order and only once per world per character.
  • Setup Repair Hammer so you can repair your contraptions
  • Setup Blue Crystal Sickle for harvesting Fire flower safely
  • Setup Fry Pan as a stun type weapon (can be found as a random drop in sunken bubble crates)
  • Setup Backpack variants (Torch Backpack, Firefly Backpack) with lights on them to drive away some animal types and to provide night time light that isn't an equipped weapon.
  • Setup Blue Crystal Weapons to not cause Fire Flower to explode on death. (this includes the new Blue Crystal Sickle, and Blue Crystal Arrows)
  • Setup new Kickstarter weapons (can be found as a random drop in sunken bubble crates)
  • Setup new Kickstarter recipes (can be found as random drops from bottles)
  • Improved combo cool down to remove the delay from most sword attacks after the third strike making combat smoother
  • Improved Backpack visuals
  • Setup additional min spec hardware checks to provide more feedback to users if their machine is below spec

Backpacks with lights on them! Plus some other cool items.

v0.5.13
-Fixed mission windows sometimes not correctly selecting the default button when using a gamepad as the input
-Increased text animation speed in mission dialogs
-Setup animated mission text to let the user press the Cancel button to auto complete the text animation
-Setup a mission reward feedback in the mission menu
-Fixed broken health bar setup where blue health would render incorrectly
-Improved Archaeologist, Roshi, and Shu character setup for ground detection
-Fixed clothing wetness so it will turn off at the same rate no matter how deep the player goes underwater and the gradient is correct
-Improved Health bar locations for wood walls, stairs, floors, and stone walls and doors
-General bug fixes and stability improvements
-Fixed a bug when exiting a hammock using controller where it would activate the kick attack and damage the hammock
-Setup Story Pages to drop randomly from bottles. Pages will drop in a specific order and only once per world per character.
-Setup new Kickstarter weapons (can be found as a random drop in sunken bubble crates)
-Setup new Kickstarter recipes (can be found as random drops from bottles)
-Setup Repair Hammer so you can repair your contraptions
-Setup Blue Crystal Sickle for harvesting Fire flower safely
-Setup Fry Pan as a stun type weapon (can be found as a random drop in sunken bubble crates)
-Setup Backpack variants (Torch Backpack, Firefly Backpack) with lights on them to drive away some animal types and to provide night time light that isn't an equipped weapon.
-Improved combo cool down to remove the delay from most sword attacks after the third strike making combat smoother
-Setup Blue Crystal Weapons to not cause Fire Flower to explode on death. (this includes the new Blue Crystal Sickle, and Blue Crystal Arrows)
-Improved Backpack visuals
-Setup additional min spec hardware checks to provide more feedback to users if their machine is below spec
-Improved wood floor placement logic

New SFX, improved bow combat, and improved NPC animation logic

v0.5.12
-Improved Golem and NPC ground detection logic
-Changed Green Jellies to take 10% damage from standard weapons instead of 0% damage. Killing them with water or explosives is still the easiest way.
-Turned on IK foot down for NPC when they are close to the player
-Setup SFX for the boat flare and updated the boat flare placement visual
-Setup SFX for cannonballs that that just miss the player to play a "flyby" noise
-Setup arrows to play "flyby" audio on a player near miss
-Fixed a Bow reticle bug where it would turn off at the wrong time
-Increased arrow damage
-Decreased NPC bow attack rate
-Improved head look angle accuracy so the player doesn't look over their shoulder anymore
-Improved Animal logic to better put the visuals walking on the ground
-Improved large rock visual quality
-Fixed Item logging events happening from non-player owned inventory
-Fixed fire flowers playing explosions on world start after they had already been destroyed in a previous game
-Fixed t-pose animation on campground pirate

Dynamic cloth wetness and improved exp balance

v0.5.11
-Setup a small random offset to the NPC coconut bomb throw position to add more variety in their accuracy when throwing at the player
-Adjusted green golem throw speed to be more reasonable
-Adjusted Adventuring exp for enemies so they better match their difficulty level
-Setup unlocking to provide a little bit of exploration exp
-Setup NPC names in the health bars
-Fixed animation bug where it would enter sliding mode when interacting with a trigger volume sometimes
-Fix cases of the "two handed gun anim" playing while running around sometimes. We cant repro it easily so maybe we missed a specific case.
-Updates to splash vfx for swimming and running through water
-Fixed pirate campground firepit smoke not going away when the firpit is removed
-Setup dynamic wetness in player/npc shader so they look a bit wet after swimming in water

Lod perf improvements and save load bug/npc spawning bug fixes

Improvements to perf for lower spec machines and improvements visual quality on lower spec machines. Various bug fixes, of note to the save system and how npc spawn in the world. This fixes a issue with npc/animals not always showing up on some islands and how they spawn in the village if you travel to it too quickly.

v0.5.10
-Improved LOD system logic to be distributed across multiple frames to reduce spikes. Also improved LOD system perf in general cases and in worst cases.
-Tuned LOD distanced for min spec machines to have a better balance of visuals/perf.
-Increased Crab ambient sound volume and Golem foot print volume
-Reduced music volume slightly
-Increased lod range for NPC animation info so they don't t-pose while still rendering
-Changed save/load logic to fix an issue where a zone could save before all objects had finished spawning and then wouldn't always spawn all NPC
-Fixed issue where NPC could spawn just below the floor and fall under the world. NPC will now detect they are below the world and move up above it. This will fix previously fallen NPC so they are moved to a usable place.
-Changed UI key binding text to auto scale in case it gets too large in a localized language
-Reduced Berries hunger value and Glowing Berries hunger value by a little
-Various bug fixes and stability improvements

Critical npc equiped with bow fix and improvements to "low" visual quality

v0.5.09
-Fixed an infinite loop code bug where NPC pirates could enter into a reload loop when they ran out of arrows to shoot. This didn't happen every time, but would show up consistently on some save files.
-Fixed player entering "fall" state randomly while sailing boats around
-Optimized wine bottle rendering
-Optimized fire fly flowers rendering
-Improved LOD settings on various objects and animals for low end machines
-Update to not show the mission attract icon when a mission giver switches to advice mode for return users
-Various general bug fixs and stability improvements

-New settings menu performance options and Inventory bug fixs

v0.5.08
-Changed the Titan Cage ruins setup so the pedestal will not get saved below the ground if the project is updating the visuals to a newer version
-Setup a Visual Quality option in the settings menu to automatically change multiple values at once for people who may not understand what those values do.
-Setup new performance related settings in the settings menu (an lod setting and a few improvements to other logic).
-Setup a popup dialog which will ask what Visual Quality you want to have set on the first launch of the game.
-Improved deep ocean rock lods and rest point towers lod setup to improve low end machine perf
-Fixed inventory stack movement bugs that happen in specific scenarios

Fix to a rare water bug, inventory fix, and other improvements

v0.5.07
-Improved Pirate Tower to handle water on the inside of it better
-Fixed a bug where the boat UI would turn off if another player built boat took damage even if you had not been on that boat at that time.
-Improved description on the Charge Cannon Shot item
-Fixed a bug where duplicate NPC could spawn
-Improved NPC "child spawner" logic so it waits for the Nav mesh to finish building
-Improved Pirate Tower Navigation setup for NPC
-Improved thrown objects reliability so they will have a lower chance of failing to find all collisions
-Fixed graveyard not saving that the conch had been removed
-Fixed grave stones not showing correct names if they spawned in certain parts of the world
-Fixed inventory item move action that given the correct setup would not retain the correct item stack count
-Fixed issue where Island height and Ocean sim would not be updated to the correct images depending on how/when the user approached and left the islands. This would cause large waves and objects that didn't exist in the sim. It now accounts for this situation and should look correct.
-Improved Palm tree LOD to have less visual pop when it switches states. Also reduced the render cost a little by fixing a duplicate lod render setup.
-Update to various boulders to improve their render setup which will reduce gpu cost
-Fixed NPC so that if something caused them to be super high in the air and suddenly not grounded they will fall to the ground correctly instead of being stuck in the air.
-Improved NPC grounding logic so their falling animations look better
-Reduced max tide height a little bit

Fixed water rendering, improved treasure maps and fixed bugs

v0.5.06
-Fixed water rendering artifacts that was a regression from a recent change
-Fixed reticle bug while mounted on the rudder of a boat and switching equipped items
-Improved FireFlower explosion logic to not launch the player into the air as much
-Improved the stutter during transition from falling to landing animation that happens due to body movement interaction with animation movement.
-Improved animation transition logic from standing into falling so if you are pushed off a ledge by physics, it will transition into the falling anims
-Various bug fixes and stability improvements

-UI improvement and quick bug fixes

v0.5.05
-Fixed a null ref in the boat menu if you opened it to edit a boat while the boat in the boat yard was not a player built boat
-Improve pause menu text quality
-Rare Null ref fix in combat logic when exiting the game
-Fixed a UI reference issue to the Glider boat pip