Today's patch adds 2 new zones: Balbridge's Point and the Cutthroat Strand. I won't spoil them here. They might a bit rushed, I'll look into them more during next week. I just wanted you guys to see them ASAP.
These maps conclude the Madagascar arc of Act IV. The remaining couple of maps will be part of the epilogue.
Other changes: - New Ultra graphics setting adds PCSS shadows to the game engine. The effect is subtle, and might be expensive, so use it with care.
- Also, options settings are no longer controlled with left and right click, but arrows.
- First Contact perks have been replaced with new Warmup perks.
- Bullet Speed is now an item stat that some guns can have. - New option to not show charge / windup bar at cursor, but under the hero (same as the reload bar)
- Ship cannons now have their own key binding ( 'C' by default) - Vengeful Blood now has homing attacks similar to Siren
- Nerfed Flotsam to only give +150 ship life, decreased Flotsam drop rate - Added accuracy stat variations to Repeater - New reading material in the Halls of Booze - Slight expansion for Casemate of Fangs - Changed hue of player ships (less blue, more gray) - Some shaders have sharper texture filtering - New lily pad texture - Modified bush texture - Tweaked grass terrain texture - Tweaked cannon texture - Decreased opacity of Otherwordly Servant projectiles - Nerfed Sulphuric Blood perk - Slight changes to the menu level - Reduced shrapnel projectile arc on grenades - Fixed: ship control button was accidentally removed in last patch - Fixed: Completely broken ship pathfinding - Fixed: Captain Beelzebad could not attack - Fixed: Flicker spell was not on spell mark type - Fixed: Stand Your Ground aura visibility bounding box increased - Fixed: Ground Slam and Faultline spawned on sea floor while on ship - Fixed: hero looking direction on ships - target point was on sea floor - Fixed: Bubble spell description decimals weren't limited - Fixed: too large shadow bias on vegetation shader
That's all for today! As always, the changes might have introduced other bugs, so make sure to report anything suspicious on the forums, or on Discord. It's a huge help!
Path 1.6.8 - Brick and Mortars
Ahoy, mateys! We start the yearrrr with a new experimental mission. Build your defensive lines around the Cartel Haven while Caponero and his captain mates are discussing your fate.
In this map you can collect lumber (by building Lumber Camps or by finding pickups scattered around the map) to unlock and build walls, tents, and various towers. This might become an endgame activity in the future, if you guys enjoy it.
A new reagent type has also been added: 15 different types of gemstone shards. They can only be bought at the moment from the game's first vendor, Madame Sophie.
Other changes: - Level cap is now 100 - New music track: Operation Taiko - New perk: Steel Pong. Reflected bullets that hit you are reflected back with extra damage - New perk: Ghost Whisperer. Otherworldly Servant ghosts orbit at half distance. - Caponero boss replaced with mounted version (basically a 2-phase fight) - Expanded maximum stash capacity to 60. You now start with 12 stash slots (8 was a coding mistake actually) - New look for the Blood Ghoul, also renamed to Blood Guzzler. - Added damaging swarms of flies to swamp maps - Jump points are now visible and are no longer automatic - Items that are too expensive now also have red frames - Treasure Hunt maps get a random rotation - Units no longer die while birth animation is active, but they die afterwards - Husk renamed to Thirstful Husk - Bloated Corpse renamed to Bloated Fiend - Changed lighting in Halls of Booze to improve visibility - Removed a kraken from the Crimson Trench - Updated rocks2 texture - Increased Shark Cannoneer attack damage from 28 to 30 - Hurl Lava pierce nerfed from 85% to 80% - You can no longer use your stash while in combat - Some ships now have different sinking speed - Items are no longer stuck in hero-unwalkable tiles (they can get out, but not in) - Added various triggers to the editor - Fixed: Witch Doctor can no longer be rescued in Summit of the Guardian - Fixed: alert at end of Misson's Lagoon had a 10s delay - Fixed: Crimson Trench exit could be triggered while enemy ships were still alive - Fixed: cannon crew can no longer spawn in obstacle - Fixed: activation range of glowing circles no longer depends on pulsing scale
That's all for today. Tomorrow I'm on a flight, so I can't fix any game-breaking bugs that this patch might introduce... (knock on wood). Sidenote: I've heard some feedback that the controls of the game are bad. If anyone has ideas for improvements, I'm eager to read them.
Borington.
Patch 1.6.7 - The Big Guns!
Ahoy, mateys!
First of all, let me wish everyone very happy new year! I wanted to finish 2023 with a bang, and the new level, Misson's lagoon does just that. Avoid the cannon volleys of a huge battleship, while fighting the French colonial forces. I wanted to release the next map too, but I got sick :C . For spoliers you can visit the Borington Discord dev diary.
Another short map has been added right after the Wicked Mermaid in act 2. This serves as the new ship tutorial level.
Ship combat has been changed in multiple ways: - Ships are now healed by collecting Flotsam. Use your fiddle to attract some. Music still heals the ship at the moment, but significantly less (might be zero in the future, not sure yet)
- Ships with sails can use a speed boost. Can be even more useful for fast steering.
- Enemy ships try to keep a minimum distance from your ship - Ships now play a water sound effect while moving
Other changes: - Important Notice: All old save games will be set back to the start of the map to avoid errors caused by map changes. Almost every map was changed in some way by this patch. - Detailed stats screen accessible from the inventory - New spell: Flicker. Melee attack that teleports you behind the enemy. - New spell: Bubble. Slow-moving homing projectile that can be charged up for more damage and scale. - also, updated model for bubbles - New spell: Magic bullet. Homing bullet with a flat damage bonus and reflection resistance - New mini-boss on the Haunted Landing: the Shorelord - Added ship battle to Hooghly Crossing - Compatible spells are displayed on equipped items when hovering over a rune - New enemy type: Assassin - Cursed Sailors can use Flicker ability - Improved tutorials for reloading and sprint/sprint charge - New animation for running with 2-handed guns - New animation for walking/running with a shield - Added custom grenade weapon model (not a retextured bomb). - Updated models for shields and rum pickups - Improved shell texture for Hermit Crabs - Adjusted rifle/blunderbuss hero animation (gun is not tilted) - Added Elemental / Bloated Corpse birth sound - Added step sounds for giants - Improved look for Stand Your Ground area - Updated cursor texture - Structures are dynamically updated on the minimap. Allied structures are shown in color. - Structures have 2x smaller life bars - Bleed damage and time scaling is now using a square root formula, and it scales with max hp. This means that on later levels it's not certain death. - Some spells now inherit windup from charged weapons (rifle, javelin) - Anchor now has sprint damage bonus - Javelin uncharged projectile speed increased - Anchor attack cooldown after switching has been reduced - Immolation now supports burst attacks - Increased bleed time on Hooks - Soulfire no longer gives bomb regen, instead bomb per kill (when held, also applies to secondary weapon) - Faultline and Bullet Slowing spells buffed - Increased mutlishot powder cost of Hurl Lava from 1 to 2 - Explosive Parasite now has 30% spellpower damage bonus - Added birth animation for Bloated Corpse - Ocean Guardian is now a giant mudskipper, renamed to Marsh Guardian - Reworked Jungle Protector into a larger enemy with very delayed attacks - You get a guaranteed Torch at the start of Uncharted Tunnels - Added camera shake to snake boss birth - Changed color of saturation bar - Improved look for GUI bar floaters effect - Xp display arm now rotates gradually - Retouched rock doodad and rock terrain textures - Improved Destructible Rocks UV mapping - Kraken's tentacle animations are no longer in sync at birth - Buff display for "Near, Far" perk effect - Off-screen hero projectiles now disappear, to not aggro enemies that are far away - Fractional reloads are now accumlating instead of chance-based - Homing projectiles no longer count for hit streak - Gun loot types can now drop even if their pickup was missed (from next mission onward) - Bone Snake boss can now be killed at 3 segments, not 2 - Reduced Crazed Torso life from 40 to 30 - Reduced Husk life from 50 to 45 - Reduced Skeleton life from 80 to 70 - Updated some editor GUI buttons - Additive shader no longer writes in alpha channel - more correct shoreline shading - Added custom maggot shadow model. Eliminates bias artifact - Added new trigger actions to control rain, music track, enemy ship speed - Added new trigger conditions: perfect reload, ship cannon use Bugfixes: - Fixed (from last patch): unit armor was ignored. MAJOR BUG! - Fixed: Item tooltips could not go below inventory panel, even with reduced GUI scale - Fixed: birth sounds are no longer played on map start - Fixed: various Fort Bourbon bugs and issues. (e.g. soft-locking). - Fixed: captured ship was still in focus - Fixed: Trident sprint charge can no longer be spammed with 'Run and Gun' perk - Fixed: possible error if projectile had water death SFX but no land death SFX - Fixed: setting unit tags under 0 caused editor freeze - Fixed: editor minimap reticle scaling - Fixed: missing female version speech line in Sober Shore map - Fixed: Scorpant Martyr ragdoll anim is missing. Disabled it. - Fixed: jungle texture mistake
That's all for today! The next content update is being made at full speed right now, but my vacation ends this Tuesday. I hope to release at least another large patch in January, finishing the Madagascar arc and starting the final couple of maps. Until then, smooth sailing! Have a wonderful 2024!
Borington
Patch 1.6.6 - Guns Blazing
Ahoy, mateys! It's been too long, but I finally managed to take some time off from my job. If all goes well, the next story mission will be out next week, and Act IV could be finished by the end of the year. Until then, here's something even cooler: dual-wielding pistols! The new Dualism perk enables you to shoot with 2 pistols at the same time. You can even customize the spell layout for both guns separately! Of course your sword is disabled while dual-wielding pistols.
Other changes: - New pistol type: Ducksfoot. It has limited range and costs 2 powder per shot, but fires 4 bullets by default. - Also, as you can see on the above image, weapon powder cost is now displayed in the tooltip. - New spell: Immolation. Creates a damaging area that lasts 5 seconds. - New perks that counter reflected bullets in late game. - Act IV has got its own map picture. - Company Grenadier attacks have a chance to cast Immolation - Organ Gun now supports Flare spell - Crazed Zombie renamed to Drunken Maniac, has a new texture. - Added Pistol ammo regeneration stat to some items - Nerfed Soulfire bomb ammo regeneration stat - Otherwordly Servant damage and projectile size now also scales with the power of the killed enemy - Ground Slam spell has been buffed - Increased Tiger pet walk speed - Added buff icon for Hit Streak and Bullet Time - Bullet slowing perk now activates below 50% life, not 40% - Updated Club weapon model - Tent structures now deform when hit - Expanded eastern bounds of Sinking Fort map - Fixed: Saturation can no longer go above 2x life - Fixed: Lava balls can no longer go across unwalkable terrain. - Fixed: Perks increasing reflected bullet damage had no effect - Fixed: active hit streak was not lighting up weapon icons - Fixed: units no longer attack structures from allied factions - Fixed: dead enemies tried to flee, causing invulnerable "ghost" enemies. - Fixed: equipping an Anchor did not hide the torch's flame - Fixed: missing female version of a text in Batavia Cellars - Fixed: holding spell button while having a shield and no spell causes instant attack Editor: - Added editor checkboxes for snowing and thunder - New tree trunk doodad variant
That's all for now. Be on the lookout for the next missions! Until then, smooth sailing! Borington
Patch 1.6.5c - Just bugfixes
Ahoy! Today's update is just a couple of much needed bug fixes. Fixed: Exiting from Fort Bourbon started up the wrong map. Fixed: after loading a game saved in treasure hunt, you are now put back on the Smuggler's Route Fixed: wooden wheel item displayed the Golden Trident pickup overlay text
Borington
Version 1.6.5b
Ahoy, mateys!
Thanks to your feedback on the forums, a couple of quick fixes was added. - Hanging rope is now always cut on the first try - Slightly reduced Bone Segment's hp Fixed: scripted hero death did not register as a death event Fixed: Made panicking civilians less likely to turn aggressive Fixed: Sellswords were not panicking with other civilians - More experiments with GPU compatibility
That's all for today. As always, changes might have unforeseen effects, so make sure to report any issues on Discord or Steam Discussions.
Patch 1.6.5 - Madagascar
Ahoy mateys! Patch 1.6.5 continues the story, adding a new map with 3 new creatures, and a secret boss.
A new area and unique bossfight has also been added to the Casemate of Fangs
Other changes: -Damage bonuses now stack additively, not multiplicatively. So in case of +100% spell damage and +100% fire damage a fire spell will have +200% damage, not +400%
- Probably fixed Steam Overlay incompatibility. I will need your help to test it, so let me know the results on the forum.
-Added custom item icons for Treasure Maps and hidden boss hint pages
-New look for the Scorpant Bombardier
-Improved look of water explosions
-Added item suffixes for legendary weapons (names determined by supported spell) -Added more item prefix names (64 in total)
- Major decoration changes on the Shattered Peak level -Added a hidden boss hint page to the Crumbling Cellar -Tweaked the animation and display time of damage numbers -Added sound effect when hero is moving in grass -Added a third, Radial targeting mode for gamepads. -Added scroll bar to Load Game menu
-Increased monster power scaling in Treasure Hunt -Increased Treasure Hunt price -Increased default camera distance setting -Added new monster roster to some Treasure Hunt zones -Leaping Terror attack pattern has been changed -Lickers are no longer alerted by sound/line of sight - Renamed Siren Queen to Queen of the Abyss - Hurl Lava now only has 85% pierce, not 100% - Otherwordly Servant damage now scales with gold bonus stat instead of monster level - Some minor doodad texture changes Fixed: enemies killed by a damage greater than their remaining health could drop extra gold. Fixed: spell power perks were giving total damage bonus, not spell damage Fixed: Bomb Capacity perks gave +5 instead of +3 Fixed: buff VFX and damage numbers were visible on invisible units (Rogue, ghosts) Fixed: hit streaks were also increased by allied attacks Fixed: speech in Hooghly Crossing was not gender-specific Fixed: last speech on Forgotten Shrine is now gender-specific Fixed: accidental cliff placement in Crumbling Cellars Fixed: walkable pathing in unreachable areas in the Court of Tides Fixed: Updated camera bounds on Halls of Booze
That's all for today. The end of Act IV is very near, but there will probably be 2-3 more patches before the full release. Until then, smooth sailing!
Borington
Patch 1.6.4 - Hidden Treasure!
Ahoy, mateys!
Version 1.6.4 is out, adding a quintessential pirate game mechanic: hidden treasure maps. The maps generate a treasure randomly on the level. Compare the minimap and the treasure map carefully, and use the new Shovel consumable to dig up the loot.
Additional features: - New two-handed weapon: Anchor . It has a powerful charged attack with 30% Perfect shot damage bonus. It also has 2 unique spell variants: the Ground Slam instead of Slam, and Faultline instead of Drunken Surge.
- 3 spells and a perk have been added around the new Corpse Explosion game mechanic.
- New perk : Painful Greed . May have good synergies with violins and gold drop stat.
- New spell for bottles: Summon Rum Elemental . The elementals have a limited duration, but you can extend it with a fiddle.
- Iridescent Sockets were not dropping due to a typo. Also, for better readability, Iridescent runes are now much brighter.
- New randomized tilesets have been added and some old ones have been revamped for Treasure Hunt mode. The total number is now 20.
New fire resistant variant for the Husk: Crispy Dead
- Interaction with the Mountain Giant updated. - To avoid confusion with the Treasure Map X , the secret boss area has a new look.
- The visuals of the Harass spell have been revamped.
- Changed lifesteal calculation: lifesteal is now added quickly over time from a secondary container - Hook tweaked: gives +3 life per kill by default, doesn't always have knockback stat, can have pierce, slightly buffed damage - Hive and Hook can now have Sleeping Dart spell - Hive projeciles can now pierce the same enemy multiple times - Legendary Weapon now only drops every 3 levels in Treasure Hunt mode, but Treasure maps can give them too. - Ailment damage marker is now dark red, and slightly smaller - Low Stamina and Powder and Rum warnings are now part of the lower GUI panel - Legendary item icon background made brighter - If a dragged rune has a spell for an item, the item slot is now tinted blue
- Bombs thrown by 'Surprise' perk now also stun enemies, base damage reduced to 50 - Dodge Gas stamina threshold lowered to 60% - Reload stun perk now only activates while under 80% ammo - Lighting Rod damage now scales better with spell level - Slightly increased Trident hit radius - Reduced Siren Queen's base damage - Tweaked monster scaling on later levels - Added thunder FX to Summit of the Guardian - Lucky Shot perk can now only roll after level 3. Also, the perk's icon has been changed - Leeway now displays the perk's icon when it activates - Ricochet bouncing now has a sound effect - Changed Puncture sound effect - Tiny extension to the Crumbling Cellars - Made Magma Chambers a bit harder - Extended eastern side of Mudskipper Grove . Mostly visual change
Fixed: Javelin's knockback stat did not affect the weapon's projectiles Fixed: gold drop count did not scale with monster level Fixed: Puncture cost no powder for melee weapons Fixed: Liver Lord perk description was wrong, perk only decreases hp by 50. Fixed: Flare and Fireworks were supposed to have 50% self-damage Fixed: Trident was displaying Bayonet icon as melee . Fixed: Item level circle is now always at the corner of the tooltip. Fixed: attack animations for Slam spell were not handled correctly for all cases Fixed: Minimap now also paints black areas that are unwalkable only for the hero Fixed: Wizard model has no "ragdoll" animation frame, led to disappearing model and WebGL error Fixed: Breakthrough perk's unapply was instead affecting a different value Fixed: typo in saturation perks' description Fixed: extended Octopus corpse decay time Fixed: Serpentine Beast's gold and xp worth was too low - Slight update to the basic tree model.
That's all for today. It's not as much as it seems, I'm just writing more detailed changelogs as time goes on. The next major update, 1.6.5 should continue the story. As always, bug reports and feedback are appreciated. Until then, smooth sailing!
Borington
Path 1.6.3 - The Octogon
Ahoy, mateys! Long time no see!
We are inching ever closer to the game's full release. Version 1.6.3 adds 2 new maps: the Octogon (new bossfight), and the Crimson Trench (new ship battle level). Here are the other changes: Monsters get stronger at a faster rate above level 35, 45, 55, 65, 75 Added stun resistance stat to enemies - most giants and Corsair Strongmen have 50% chance and duration reduction. For bosses it's 66% Added Hermit crab enemy type Added Whirlpool spell. Most useful as crowd control. The repeater got a new, more historically accurate look New secret boss fight in Crumbling Cellars Added Captured Specimen pickup type - always gives a pet type. You can get it from the Arena, or from certain bosses. Added Seagull minion type Revamped ship GUI. Added lifebar. Ship wheel now glows green while ship is being healed Rogue/Infiltrator/Heavy Cavalier now has cape instead of backpack Company Elite / Weapon Smuggler model tweaked Imps and Demons now have thematic decorations on their backs Renamed Sandal item to Shoe Otherwordly Servant projectiles no longer pierce by default, but a new Perk has been added to enable it King Crab's base life increased from 900 to 1000 Frenzy costs double powder amount on Tridents Revamped Pit of Souls encounter after Kraul's death + added exit circle to the zone Survivor's Hideout fiddle interaction is now started by a use event Expanded the southern edge of the Forgotten Shrine by a bit (mostly visual change) Moderate visual changes to the Mudskipper Grove zone Minor visual changes to a lot of maps Lava is now rising slightly slower on the Shattered Peak Added particle effect around ships moving in lava + new texture for lava splashes Added limit do damage number scale, and now it also scales with monster level Integrated dodge mechanic into tutorial Changed title of Ungodly Beast hint journal page Minor touchups to some doodad models Fixed: violin was not healing ships Fixed: buildings can no longer be stunned Fixed: Did some terrain cleanup of the randomized cave tileset Fixed: Squid Tentacle no longer interrupts attack when out of range Fixed: stationary units can no longer board ships Fixed: Squid Tentacle attacks had no effect sometimes because the projectiles spawned underground Fixed: Destructible Rocks had wrong death sound effect
Editor: Unit type lists in the editor are now sorted alphabetically Added various new trigger conditions and actions Added a couple of new doodads
That's about it for today. As always, a lot of changes may cause a lot of bugs. If you have any issues or suggestions, reach out on the forums, or even better, on our Discord server!
Smooth sailing! Borington
Patch 1.6.2 - The Azure Reef
Ahoy, mateys! Patch 1.6.2 is finally out. It's been a long time coming, but this time I have a good excuse. I got a job and moved to a new country since 1.6.1. was released. This patch adds two new maps to the story, set in a unique marine environment. - The Azure Reef - a hidden Eden revealed using the Trident of Neptune - The Court of Tides - the outer quarters of the Siren Queen's palace
Other features: - New enemy type: Octopus - New Repeater category weapon: Hive
Changes and fixes: - The Tribal Arena works once again. - Changed Ammo Pouch pickup text from "Pouch" to "Ammo" - Boulder, Sluice Gate and Squid Tentacle no longer shows lifebar - The gate on Forgotten Shrine is now opened with a "use area", to prevent accidental opening - Fixed: Trident can now be used to save hanging pirates - Added new short brick cliff type - Fixed: undoing a cliff terrain operation could cause crash because of undefined model
That's all for today! The build/upload process was different for this patch because of my limited internet connection, but I hope everything works. If not, feel free to give feedback.