It's been a while, but we're finally back with another batch of fixes! Bit of a smaller list this time while we work on some of the bigger points, so stay tuned!
Slightly increased the firerate of early game type enemies.
Reworked the camera-mouse-look behaviour. It's now working right when looking left, a lot smoother & no longer wobbels when you have the map open on screen.
Fixed One of each card & Barrel of Gunpowder to now drop the correct amount of items.
Fixed the caged NPC from staying on the ship after you reload a run save where you freed him already.
Added percentage values next to the sound sliders so you can have them all at the same volume!
Reworked the daily challenge time library so it works more reliably.
Overlay text for nearby triggers now works correctly again, instead of closing immediately.
No longer soft-lock the player when tapping out of the game while certain UI element are active.
V0.99 Endless mode hotfixes V2
Another batch of fixes based on your feedback! After this we stop postponing V0.100 and finally add the tipple digits!
Blackbeards gun item now takes bomb enhancements into account, and increased damage
Card User item can no longer be used without a card
The stat boosting active items (grog/beer/rum) now use the same time logic as the cards, making it more consistent and bug-proof
The enter text for the deck now displays the game mode when doing endless mode
Another fix for the purple heart calculations for Lifeless, as it still wasn't working correctly after the last fix.
Fixed keys/coins not showing up in normal mode after playing endless mode
Decreased PointBlank item travel distance to make it a bit more balanced
Fixed oil ground settings the player on fire
Purple heart items can no longer be sold to the seller npc if you do not have the purple hearts to lose, preventing a free-money glitch
Added new Rich Presence lines for Steam to show everyone you're playing endless mode, and your current wave!
Fixed Rich Presence not showing the co-op setting while in the harbour
Added a small tween for the character info overlay in the harbour area
Fixed a big overhead issue with the interactable objects, so fps should be better when nearby an interactable
V0.99 Endless mode hotfixes
Endless mode values now properly reset between runs
Removed a couple of items & cards for endless mode
'one of each' card now gives useable items for endless mode
Added wave number to the game-over screen
Lifeless balance change; purple food amount is now rounded up for the armour calculation, this means that 1 purple point will translate to 1 armour point now, instead of 0.
Wave information text is now disabled in the Harbour area
Some decal pools now reset in-between waves (bullet holes / blood)
Quit/save button no longer shows up for endless mode
V0.99 - New game mode!
Another big update for the game that brings a total new way to play! A new game mode to keep keep you on your toes while you fight wave after wave of ever increasing enemies, how far can YOU get!?
Another rowboat entered your harbour, this time it will bring you to a big ship with an endless amount of enemies. Each wave you defeat gives you a nice reward to help you on the next waves, but gets more and more difficult. How many waves can you defeat?
Fight enemies from all the ships and collect the treasure chests in-between waves, ranging from vault and cargo items, all the way to boss and even (free!) voodoo items! Kill the enemies quick before their numbers increase too much to handle, and make your way to the strongest of enemies.
This game mode is automatically unlocked after freeing enough crew mates (around quest-giver should be enough).
Note that this is the first iteration of this game mode, and much can change based on feedback. Expect more awesome updates in the future!
V0.98 - Bug fixes & polish
Finally another update! While I try to update the game every month, around the end of the 2nd week, 2 months have passed since the previous update, due to sickness and a small break. However, this update will include some bug fixes that were way overdue, and some nice QoL changes. Some fixes to the new boss; keeper brothers, as well as some fixes for the bombs going through walls and even a special present from Naut!
Naut the dog can now be found and petted in the harbour area, after you've found him at least once during a run!
Gameplay
Keeper brothers boss stages are now based on the amount of brothers left, instead of their individual health. This means it will pay off to kill them all at once instead of one by one.
Keeper brothers will not stay in sync a bit better, even if they do different attacks (main attack based on distance).
The gauntlet room will no longer give you the same pattern twice in a row.
The gauntlet room will no be open by default, after doing it 3 or more times. (the scroll with an explanation will still be present regards less).
Barrel of Gunpowder item no longer spawns the ammo out of bounds.
Bombs now bounce off against walls, instead of going through them. (this also includes a small rework of the bomb physics/collision behaviour, but nothing too mayor!)
Ivan's big-bomb active item now throws it away at full force instead of dropping it on the drop below him.
Fire from items that spawn fire (and give fire to bullets) can no longer harm the player.
Dining room table & gambling table are now placed differently based on which ones spawn. (mostly helpful for the smaller rooms at ship 2, which could almost block the entry).
Improved visibility of the shadows for falling objects (as seen on one of the attacks from the keeper brothers).
Changed the inventory item slots to be a bit smaller for a better overview. (the horizontal row can now hold 5 items instead of 3).
Added missing item sprites for the non-cappy weapons.
Bug fixes & other changes
Keeper brothers will no longer generate a BUNCH of errors when you killed 1 of them way before the others.
You can now sell multiple items at the sell NPC, without having to close the window between each sell.
Some small changes to the nearest checker script, which increases the overall performance.
Slight changes to the strong barrel collider so the player can't get stuck on certain set-pieces.
Fixed the charge bar ui getting stuck on death
The paper ui overlay (gauntlet paper / story papers) now align the text from centre.
V0.97 - Keeper Trio!
A happy new year! Hope everything had a great holiday season :)
With the holiday season behind us, we can dive into the new year of 2023 with some new and exciting updates coming up! The first one to kick us of introduces a replacement for the ship 3 boss! While they are certainly not finished yet, they (yes, they) are now good enough to be brought into bigger testing! I also gathered some additional feedback and bug reports over the last couple of weeks, most of which has been addressed and fixed in this update, so let's get to it!
Yes, the ship 3 boss has finally been replaced. No longer do you have to fight 2 bosses at once, not there are 3! These melee ghosts are mostly focussed on staying in sequence of one another, and using the whole room to their advantage. Try to stay out of their range until the right time and try to hit them all at once to maximise your damage. This boss has to be defeated a bit differently, but you'll figure it out soon enough, IF you can get there ;)
A new ship 3 boss encounter
3 new attack patterns for these bosses, for a total of 5 attacks
Quite a bit harder than the previous encounter, so grab enough loot!
Other Changes & Fixes
Reworked the gambling code; It now correctly resets between runs. Is saved in the run saves. Correctly randomizes loot. Has a bit better placement for cards.
Fixed flying enemy movement behaviour, making them a bit smother, better using the avoiding technics for each other and preventing them from getting stuck in walls.
Reduced hard collider (ground) size for minibosses, preventing them from getting stuck and using the default pathfinding in general.
Increased initial game startup time a bit
The Locksmith item no longer locks random doors from you (ironic, I know)
iFrames no longer trigger on hits with 0 damage
Fire damage meter now ramps up a bit quicker to make it more of a threat
Daily time getter no longer throws errors, preventing the dailies from working as intended
Cleaned up a lot of warnings and errors to keep the log empty, and the game smooth
V0.96 - Update Notes!
Another month has passed, and we made some exciting progress over the last couple of weeks! Ranging from Big Tree changes, a gauntlet overhaul, sword slash reworks & being able to pet Naut the dog! Check out the weekly change logs in the library page if you want to know more.
This update V0.96 mainly focusses on QoL changes, a new gambling system and some other (much needed) balance changes.
Changelog
Gambling
The gambling system had a bit of an overhaul. No longer do you get 3 random cards and hope for the best, but there is a bit of decision making involved now! At the start, 5 cards are generated; 1 (vault/shop) item, 1 chest item, 2 pickup, 1 nothing. Once you got your reward, the other 4 are stashed away for your next attempt! When you cleared the whole board, 5 new cards are generated, so you'll no longer miss that one item you wanted so much. However, the cost might be a bit high, as the gambling price increases with each pick until the reset! So make sure that item is really worth it ;)
Gambling now has 5 'fixed' items and only reshuffles when emptied out
Price increases for each attempt, starting at 5 and ending at 25
Increased payout rate, less nothing, more items
Increased jackpot item pool choise from; cargo/vault -> shop/vault
New card locations and automatic ordering has been added for a nicer table overview
Balance changes
Nerfed Rum damage increase x3 -> x1.75
Nerfed Grog damage increase x2 -> x1.5
Buffed Rum duration time 3s -> 10s
Buffed Grog duration time 4s -> 6s
Nerfed Money-Is-Power damage from x3 on 200 -> x3 on 400
Nerfed Knowledge-Is-Power damage from x2.5 on ship 3 -> x2.0 on ship 3
Decreased chance for dining table to spawn from 50% -> 25% (and therefor increased gambling table chance)
Increased health of some enemies (mainly ship 3 only enemies)
Increased ship 3 boss health for both bosses; 800 -> 1000
Decreased ship 3 bosses fire delay so they shoot faster; 4.5 -> 4.0
Added a special combination for Charge weapons (like the bow) and the Double-loader item, so it now shoots 2 bullets at >66% charged
Added a weighted system for the voodoo item amounts, so you are way less likely to get only 1 item in the shop
Other changes
Enemy hitboxes & colliders are now disabled directly on death so they'll no longer block movement/bullets
Reworked Naut's pathfinding & movement speed
Added a new 'hit-bar' for the health bar for bosses, so you can better see your damage
Fixed the Holy Mantel item triggering on incorrect hits like iFrames & dodgerolling
Reworked the 'piercing' logic for the bullets, so it works better with other items & combinations
Enemy bullet code clean-up. They'll no longer "hit" each other. Damage was always 0, but hit splashes and activations are now also disabled. They still block bullets from each other though!
Properly reset all dungeon tiles after a reset/retry. This will hopefully fix the random chests, strange enemy spawners & some other small stuff. While I did test this a lot, some errors might still occur, please let me know if you find anything strange!
Altered the card flip speed for chest cards
Altered the tween for the active item filled effect to be less intrusive and 'ugly'
V0.95 - Hotfix
As a couple of softlocks & crashes were found, a hotfix was in order..
The game now pauses when no longer in focus.
Roachroom (below shop) on ship 3 no longer has a chance to softlock you.
Tree boss offset-circle attack bullet speed reduced a bit (3.0 -> 2.7)
Explosive & Exploding bullets no longer impact eachother. The explosion was destroying the newly spawned bullets, making the item useless for Ivan.
Gauntlet room now has a SFX when you get hit.
Updated the localisation for the new achievement titles & descriptions
When winning a daily challenge, the gameover screen now shows the correct text.
V0.94 - Pet the dog!
It's friday evening this time, as we spend a bit more time on a very important new feature; you can now pet Naut the dog! Most of the other changes focus on fixing some issues that came up from the previous patch, as it added/changed quite a bit of things. However, some new stuff has been added as well, like 2 brand new achievements and a new sceneobject! Lets get right into it;
Changelog
When you have Naut the dog as a helper, you can now pet him outside of combat. He deserves it!
2 new achievements for you to get! Doing the Gauntlet flawless, and beating a boss flawless. Good luck!
A new 3x3 sceneobject! Currently only added to a single room pattern for testing, but we'll see more of this one! It's a table with junk. Nothing more, nothing less.
Gauntlet room bullets now take iFrames into account, no longer combo-ing you out of rewards.
Gauntlet's reward shop is now based on your performance. Both the item count and the pools are based on how well you did!
Gauntlet room is no longer guaranteed, but has a 25% chance of spawning. This was added for testing, but wasn't meant to go into the final builds.
The guardian birdy item no longer blocks player shots. Not very helpful, was it?
Room pattern enemy spawn locations are now filled in the correct order, instead of random.
Tutorial doors no longer show the door icons. It's a single hallway, you can find the way forward.
Fixed some UI overlays not blocking the pause button, causing menu stacking.
Fixed the logbook/settings-book sprites scaling incorrectly with resolution other than 800x600. (what is this, 1990?)
Settings advanced page had some odd navigation with controllers. We pirates like our navigation to be better than that!
When closing the remap window, you are now returned to the advanced page, where you left off.
Closing the remap window no longer gets you stuck when doing half of it with a controller.
The Harbour/HUB area had some strange roof clipping and z-fighting. Well, I fought back and retiled it.
Changed the background for the extra gems you get with certain items, so it better fits with the new card sprites.
V0.93 - Balance & Overhauls
Back with another friday-noon update! This time with a bunch of BIG changes based on newly gathered feedback!!! Sword slashing aim has been changed to better fit the cursor direction, gauntlet (bullet hell dodge minigame) had a complete overhaul and Big Tree boss has been nerfed down a bit. Let's get right into the changelog then shall we?
Changelog
Sword slash aim has been overhauled! The mid point of the slash is now towards the cursor, instead of the end point of the slash.
Added new item card backgrounds for the item chests & gambling!
Updated the item chest/gambling animations a bit to fit the new card sprites
Big Tree poison bullet spray amount reduced 6 -> 5
Big Tree flowers health reduced 10 -> 5
Big Tree flowers no longer shoot bullets, but are attached with a non-dangerous beam
Big Tree shield effect a LOT bigger for better visual feedback
Gauntlet no longer deals damage, but works on a 3-hit system now
Gauntlet rewards are based on the amount you where hit
Gauntlet time reduced 60 -> 30
Gauntlet pattern speed increased (~33% faster)
Gauntlet pattern timer decreased (12 -> 8 sec)
Increased Naut damage 10 -> 13 & he now stuns enemies that he hit
Increased Naut follow speed, so he stays a bit closer. He's a good boy after all!
Changed some assets in the Harbour/HUB area
Added some destructible objects to the HUB (I see you all trying to fight those crates at the edges!) and made the object walls into strong barrels
Changed a setpiece pattern with iron blocks next to the door, that where able to soft-lock the player
Fog of War for doors going down has the revealed bit a bit lower/bigger so it matches the size of other sides
Players are no longer able to hit themselves with a bullet when next to a wall/lantern
Added a text to the tutorial to explain the player where to find the inventory
Closing a 'story paper' object now prompts a quick text telling you it has been added to the library