- cave mission given more time and more visuals identifiers for slightly easier navigation. - fireworks mission given 30 more seconds and speculative fix for stuck dialogue. - fiberhop brews balanced - boss plane: weakpoints are now correctly impervious to damage when not exposed. - airship boss: can now properly be defeated unassisted in final battle sequence - final boss: fixed bombs or alcohol rounds having lacklustre effect on engines. Fixed brief moments of side wall invulnerability. - final sequence given more time and doubled boss decay rate - speculative fix for the salvage crates self destructing on start. - fix pressure washer visual and sound fx don't stop if plane crashes whilst holding ability - fix alcohol rounds do not drain water charge and will fire when water charge is empty - fix mouse pointer appears during flight in controller mode after moving mouse or other actions - fix controller open map input button does not also close map - fix Darkmoon Shrine does not appear as discovered - fix keyboard pitch/roll/yaw inputs have much greater input lag than the same inputs on controller
Changes: - Recipe book filter by Distilled/Fermented option - Recipe book sort by name/quality/ingredient option - Recipe book remembers its selection until the brewery is exited - Water Missiles are now a proper secondary weapon, meaning that they must be toggled to using the secondary weapon cycle before they can be used. They no longer autofire, instead once the lock is achieved they will maintain the lock for a few seconds during which the player can choose to fire one or both missiles, or not at all. For people who prefer the previous implementation they can choose this by turning on Settings/Controls/Autofire Missiles. Note that this setting change will only take effect after the plane gets reset by going in an out of the hangar.
Thanks for continuing to play the game and providing feedback, we do take everyone's comments and bug reports on board when deciding what to do next even if we can't always respond to everybody.
Bugfix and tuning patch
- Additional fixes to prevent black screen in salvage minigame - Prevent collection of two crates at once in salvage minigame - Fix ingredient spawners that have been harvested incorrectly displaying the unharvested visual model which then would not yield any fruit when shot - Fix brew bottle not correct when creating brew from purchase panel, note that some bottles created prior to this patch may still not come out correct, but all bottles from this patch on should be fine - Fix incorrect date on the loan UI panel - Fix wrecks that have been fully salvaged will no longer be highlighted when the highlighter ornament is equipped - Fix tutorial could be softlocked if the final ring of the ring section was entered at the very side of the ring - Board game dice values reset properly between games - Fix initial drop in speed when boosting
There are a couple of reported bugs that we have been unable to repro so additional diagnostics have been added, if you encounter either of these please submit a bug and the logs will help us to find out what is happening: - Pirate encounters sometimes do not terminate properly (e.g. you defeat the boss, but the smog dome remains) - Sometimes after making a successful delivery the bar owner may become angry with you and then you have to make amends.
Tuning: - Reduced cost of hangar repair and refuel by 20% - Additional trait for Vacuum boost, which will now self repair above 400kts - Additional trai for Recovery Package, pilots are immune to incapacitation in a crash - The player will now start the game with all 1* recipes in the recipe book, since these are easy to guess and not very valuable it means that recipes awarded through the crates and bottles are more likely to be something that will benefit the player
Options: - Manual mode orbital camera time options added - Mouse X and Y axis can now be bound
Thanks for supporting us as we continue to try and improve the game, please keep your bug reports and suggestions coming in, even if we can't respond right away we do actually look at them all. Hopefully the next patch will include some kind of recipe shop.
Backer Beta Patch (0.897)
Our first Backer Beta patch is here!
Beta Patch: π Patch (0.897)
Added 6 pilot missions with over 200 new voiced lines.
Added 3 new minigames.
1 new unlockable trait for each pilot.
Distance between islands slightly reduced.
All brews of level 4 & 5 quality have a unique thumbnail visual.
New UI screen particles placed throughout several areas of the game.
The "compact frame" fuselage converted into a bi-plane.
Fixed a few tutorial sections that had missing voice lines.
A handful of portraits slightly polished.
Bombing ring is more visible.
Fixed several unwanted underwater salvaging sound effects.
Fixed missing voice lines for submarine boss.
Made water bombs a bit less likely to fill your screen with particles.
Steam cloud saves enabled
Multiple input devices supported
To access the missions there is a small gameplay requirement, hopefully it will be clear what that is, if not then let us know, we might need to signpost it a bit better. For those interested in using HOTAS and pedals, multiple inputs are now supported, we don't actually have any pedals so it was tested using HOTAS + joypad, so if anyone does have pedals please let us know if it works for you. All bugs and feedback are welcome, preferably on Discord or through the bug reporter.
Come by to play the demo, try out some new content and chat with the developers. We'll be presenting September 2nd-5th in the Seattle convention center. Hope to see you there!
Demo Patch (0.025)
This is potentially our last demo update as we ramp up full-time production.
Demo Patch: π Patch (0.025)
Pirates - will parachute money bags on defeat
VFX - added close proximity water sparkles to slightly help judge your landings
SFX - pontoon landing sound volume now tied to softness of landing
UI - Cargo and fuel icons added to hud
UI - money that is earned or lost will now briefly display next to your total funds
VFX - fixed pontoon water vfx not triggering when exiting the hangar
VFX - fixed boost effect not triggering on light frame fuselage
Added UI and SFX to plane forward/reverse toggle
Minor city buildings optimization
Shoreline terrain gradients improved
fix fuel consumption being zero for new planes
fix tassel screen glitch on world translate
removed kickstarter logo
add no roll camera option
manual cameras reworked to change position on water, descending from altitude, cruising
camera distance sliders and in game inputs added
manual mode autolevel bound to L, or left stick click
manual mode yaw much more useable (uses new method of steering)
manual mode default input bindings changed (throttle to should buttons, ability cycle to X, free camera to d-pad left)
manual mode scale inputs at very high speeds to make plane more controllable when boosting
We're very happy (and relieved) to say that the Kickstarter is has passed 100% funding! We really want to thank everyone has supported us so far, it really means a lot to us and we will strive as much as we can to fulfill your expectations.
If anyone has any questions or concerns please get in touch and we will do our best to answer, we respond most quickly on our Discord channel so if you want you can join us there: Discord Link
Demo Patch (0.022)
Demo Patch: π Patch (0.022)
FOV slider added
VFX - boost polish
VFX - distant water sparkles
SFX - brewery updated with several new sfx
improved bottle weathering texture
drag and rudder tuning to significantly reduce turn speed in water
Detect attached controller and display info panel when starting the game
More sensible default bindings for controller (for new players only unless all settings are deleted).
The Brew Barons Demo and Kickstarter now live! Go Play! A big thanks to those that follow and support our small team and our first project! If you like what you see, consider backing or wishlisting. Thank you!