Important This update is in a Beta-Branch on Steam. To get it, simply choose the branch beta-realtime-skirmish through the game's properties. You don't have to enter a code to get this beta version.
Ahoy, everyone!
After a longer while, we are back with a new update:
As many of you know, the question "Realitme vs Turn-based" has been with us from the start. Many players have argued, in reviews and elsewhere, that the game would be far more suited to being played in realtime. We have debated over this, and decided to give it a shot. That ist why we decided to start a realtime beta with the skirmish mode, so now you can check for yourselves, if realtime is the way to go.
So, in short, you can now play singleplayer skirmish matches against the AI in realtime.
No more waiting time!
We have tested this version ourselves, of course, and so far we quite enjoyed the new pace of the realitme mode. If the Beta runs successfully, we will switch this version over to the default branch.
Note: Hot-Seat and Online Multiplayer have been deactivated for this Beta, since they are not ready to run with the new realtime system yet. Online MP will be very soon, but Hot-Seat will probably take longer, since it is not really compatible with realtime.
We would be happy to receive your feedback about this change in the discussions!
Patch v.1.5.8.
Evening all!
We have just released a new version, that contains several fixes for the realtime campaign:
Improvements
improved and tweaked some cutscenes & timings
added new sounds for some cutscenes
Active Quests are now focused automatically when another quest is finished
Bugfixes
fixed an issue where you could get stuck in Mission 3
fixed an issue where several ships could be spammed in hotseat mode
fixed an issue where the ocean would be rendered completely turquoise
small bugfixes
We are still working on making the whole game realtime, which is progressing quite nicely, so stay tuned for more!
So long,
your OSS Crew!
Realtime Campaign Update
Ahoy Scoundrels!
We know that many of you have asked for a realtime update, abandoning the old "End Turn" mechanic, for a faster, more action-based gameplay. Well, we did some reflecting and decided that we should actually try and realise this, as this was the no. 1 feature request from you guys.
[previewyoutube="JLxJO5XZWfI;full"]
So the first thing we did, which is now in the newest version, is to make the campaign realtime. This is most heavily reflected in missions 3 & 4, where the Marauders now move in realtime and you can chase and hunt them down for gold.
Please keep in mind, that the 'strategic AI' is not quite ready for realtime yet, that's why it was temporarily excluded from this mission. Accordingly, the rest of the game is not affected by the realtime update. However, we are currently working on this, and absolutely plan to make this happen very soon.
In preparation for act 2 of the story, we took some time to go over each cutscene again and polish them a little more, so most of them should now be updated as well.
We hope you enjoy the new look and feel of this version and are very eager to hear, what you have to say!
Cheers,
your OSS crew!
Patch v 1.5.5
Hello again,
it's been a while, but we have been busy and now present you a full bucket of changes, new features and fixes:
Actually, we have made a little video, highlighting the major changes: [previewyoutube="3bfK8yMisdE;full"]
Changes:
1. We replaced auto defence by a new auto attack mechanic: Idling units now fire at enemies when they are in range 2. We (temporarily) disbanded the AP system: Every player can command one ship during their turn. This allows for faster rounds, and if you find this new mechanic favourable to the AP system, we will leave it in 3. If your Action range is empty, the game will now prompt you to end your turn. Alternatively, you can also have your turns end automatically in the settings 4. AI players have a turn time limit of 30 seconds, although they often may finish playing before that 5. Harbors now have a radius around them, where ships get a damage boost to increase a harbor's defense 6. Shipyards repare damage automatically to ships standing in the harbor radius
Improvements
reduced map loading times
AI units now move faster
the number of concurrent ship construction tasks is now tied to the shipyard level (Level 1 = 1 Ship, Level 2 = 2 Ships, Level 3 = 3 Ships)
towers no longer have an ammo limit, deal about 50% more damage and no longer fire at diving monsters
AI units should no longer miss certain points when following a path which caused them to revert back a few meters before continuing to follow the path
when ship construction tasks are canceled, there is now a chat message being shown
several attempts to improve performance by pooling more objects and avoiding garbage (less stutter due to garbage collector)
Bugfixes
fixed major performane regression due to a bug when spawning ships (happened after about 30 minutes of gameplay)
fixed a bug which duplicated ship constuction tasks
fixed a bug which caused spawnareas to be blocked although they are not occupied
fixed a bug which prevented the maximum cannon upgrade
fixed a bug which showed the anchor icon (the "dock at this harbor"-icon) above a harbors healthbar
fixed a bug where players could click on enemy harbors and loose camera control
fixed a bug which caused ships to dive below - or fly above the ocean surface
fixed several exceptions which occured mostly during Skrimish matches
fixed a bug which caused the main-menu button texts to be hidden
fixed a bug which culled the music in the mainmenu when too many of the button hover sounds were playing
fixed a bug which prevented the AI from building level 4 and 5 ships
fixed a bug which allowed the beastle (the big turtle) to deal damage while its death animation was playing
fixed a bug which forced all marauders to stop when a neutral harbor was spotted
fixed a bug which allowed the ai to continue playing after a match has ended
fixed a bug where the ai tried to command a unit which could no longer move at that time
monster attacks should no longer bleed into the following players turns
Patch v 1.5.3
Evenin' All!
We have just released another little patch, that fixes some smaller issues with the AI, as well as other bugs.
Changes
fixed multiple bugs which caused the AI to be stuck forever
changed monster behaviors ('Hechtor' no longer attacks the same target multiple times in a row. 'Beastle' attacks more naturally)
fixed a bug where a whirlpool effect was following the camera when no suitable maelstrom position could be found
fixed a bug where sinking ships could still block AI agents
multiple improvements for AI players; they should also be more aggressive now
fixed a bug where unit stats were calculated incorrectly
some minor performance improvements
We are aware, that there are some bigger issues - for example the steering of the ships, or the wind direction UI, or missing features like key bindings and we assure you, we are on it, but these things require a little more testing.
We are working on a bigger update, scheduled for next week, that will hopefully tackle some of those issues.
Until then,
Sail Ho!
Skirmish Mode added
Hello Scoundrels!
We are back with a new update, and this time, it's a big one! Our first milestone from the EA roadmap, the Skirmish Mode, is now available! You can now fight singleplayer matches against the AI. At the same time, we have expanded our map settings and fixed a lot of bigger and smaller stuff.
Patchnotes for 1.5.2:
Gameplay
New Skirmish mode added
Added additional match configuration options
Adjusted probabilty for storms occuring
Added tiny map size
Adjusted map generation to support tighter spacings
The AI can now take over when another player leaves an online match
'Hechtor' can no longer be damaged while below water
'Beastle' now receives only half as much damage
Graphics
Fixed an issue where buildings remained below sea level on upgrade
Fixed an issue where island & harbor names were falsely affected by the profanity filter
UI
Usability fixes of match setup screens
Fixed falsely highlighted elements in settings menu
Increased visibility of scrollbars
Monsters are now only visible on minimap after inital detection
Fixed some scaling issues on ultrawide+ displays
Fixed control hints being displayed although action not available
Fixed an issue where mouse hover events in online room over player type icon would change player cell color
Audio
Fixed an issue where music would not crossfade smoothly
Fixed an issue where all cannons would play sfx on upgrade
AI
Fixed an issue where AI would willingly steer into Maelstrom
Fixed an issue where AI players skipped their turn entirely
Fixed issues where AI would not end their turn properly
Fixed an issue where 'Hechtor' could not find suitable attack locations
Fixed an issue where AI gave up on capturing harbor
Many small fixes where AI did not behave optimally
General AI behavior priority tweaks
And many, many additional small stability changes.
Version 1.4 is live!
It's patch day my dudes!
We hope you had an amazing week! We had a lot of fun watching you guys play OSS and having all sorts of helpful stuff coming from you. Of course we then went deep into the game again and put quite some work into it, fixing and tweaking stuff that you requested.
So, here is the changelog:
Features - you can no longer skip AI turns - audio clips don’t overlap any longer when you skip them - added tooltips - increased camera zoom distance - added control hints to scout bird
Fixes - hopefully, the AI should no longer get stuck during their turns - fixed some glitches in ship control hints - fixed an issue where it was not possible to command your units during your turn - fixed a bug in the AI, they should act a little more clever now - camera also focuses previously selected units on click - fixed a possible crash when quitting the game - fixed some hardware-related issues - improved stability
Balancing - increased loot drops
Have a fun weekend,
your KORION Crew!
Of Ships & Scoundrels Early Access Roadmap
Roadmap
It is finally there! Of Ships & Scoundrels launched in Early Access yesterday and now there's more to come! To show you guys, what you can expect from future updates in Of Ships & Scoundrels, we worked out a roadmap for you. This map contains several milestones we want to achieve in the Early Access phase to make the game even more awesome.
Content
New Game Mode: Skirmish
Multiplayer Quests
New Win Conditions
The Questlords
Story: Act II
New Monster
Story: Act III
New Game Mode: Endless Game
To get to know more about our planned features, stay tuned and have a look at the discussions on Steam, or follow us on our Facebook page.
We wish you a lot of fun a great Early Access phase!
Version 1.3 is live [Welcome, Crew!]
Hello Scoundrels!
First of all, sorry for the belated introduction - we are your crew for this ride, and we look forward to the coming weeks of the Early Access phase.
Now that that's out of the way, we already have uploaded a small patch that fixes some UI issues:
fixed missing cursor after Campaign Mission 4
fixed overlapping of ingame menu and other screens when using ESC to close a window, leading to input blocks