Some of you will have already noticed that we’ve just released 3 new DLC packs to the store. BOOM!
These aren’t really DLC, they are more like Kickstarter backer rewards which you guys can purchase if you’d like to have some of your own creativity added to our little game.
There are 3 DLC options currently, and briefly they are:
1) Add a name and bio for an enemy you will meet in the game
2) Add a name, bio and ship design (of your own) for an enemy
3) Help us design a Block and we’ll add it to the game
We’ll be adding more of these DLC type rewards over time, with one more next week which will allow you to name a port!
Obviously, we have some rules to these game additions which generally theme around using "common sense”
We’ve added these as we figured at least some of you would be interested in getting more involved.
You have to go to our brand new Kracking Rewards Achievement Kindred Entertainment Network (KRAKEN) in order to add your content and this is located here: dlc.superpunkgames.net - It’s a bit new so please let us know if you have any issues with it and we’ll get right on squishing any bugs.
On the development side, we’re still hard at work on the next update, I’m not exactly sure when this will be released yet so stay tuned for an announcement on that soon. As for what will be in the update, well… some of it’s a secret… the bits that aren’t a secret are:
1) Bigger build area
2) Rotate blocks
3) Scale Blocks (make them bigger or smaller in 1 or 2 axis)
4) Attach to weird angles – no more not being able to add armour to those wedges!
5) Move blocks that you’ve already placed
6) Some new blocks
7) Monsters – depending on when we release the next update will dictate if these make it into it, regardless we’re working on them and can’t wait to show you!
As you can see we’re fundamentally changing some of our systems((In fact we’ve opened up the attachment point system so that you can now build in pretty much any way you like!), which is why its taking a while to get right. We also want to ensure that the 1000’s of ships currently in the workshop work with the new systems, which takes some testing :aship:
We’ll be asking for some help testing out the new blocks we’ve created and ones that are created through the DLC above, so stay tuned for that too!
2017 is going to be a BIG year for us and we’re very excited
here, have some rum to keep you going :rumbarrel::rumbarrel::rumbarrel:
Thank you all for all of your brilliance so far in our journey, the seas are choppy but we have a sturdy ship and good hands on the deck
SPG
:lastleviathan:
Happy Holidays!
We just wanted to say to all our players, have a fantastic holiday season!
We also wanted to let you know that we're working on some very big things for an update early (ish) next year which includes monsters! oh yes it does!
You've all been waiting for it, so we've begun the long process of making monsters as EPIC as is humanly possible and within the realms of technology.
We've also created a handy handbook for new players which (hopefully) graphically lets you know the key bits to look for when starting out
Have a lovely holiday all and see you in the new year!
SPG
The Halloween Update V0.2.1 (build 146)
Hello Scorched Pumpkins!
We’ve got a black cauldron of an update for you in this Halloween update featuring the new event ‘Skull Lagoon’.
Skull Lagoon
Only appearing around All Hallows Eve, The Skull Lagoon rises from the sea bed bringing doom and destruction with it. In an arena of death, defeat the ghostly Black Hallow in the fastest time possible, video yourself doing it and put it it online. Don’t forget to tweet us the link with #TLLSkullLagoon
New Sails
Get dressed up for Halloween with the new Jack O’ Lantern Sail or bellow the new Stripey Skull!
Rope and Iron Bracing
Brace yourself! Strengthen your creations or just add some decorative rigging.
A Ballast Tank
A variable buoyancy block that can be controlled whilst sailing.
Steam Achievements
24 awesome new achievements. Go get 'em!
Linux Support
You can now play The Last Leviathan on Linux, both 64 and 32 bit. WOOT!
Lots of fixes and polish
POLISH - after a rocket/torp has travelled and exploded with something the camera instantly reverts back to ship so you can't see the destruction you've just wrought. can we leave it there for a bit?
BUG - When going into the Ship Editor the first time, the Cube block isn't highlighted.
BUG - Teleport (Fast Travel) sometimes leaves boat in the air.
BUG - BS2 2nd Treasure Chest activity - Dying will reset your position and then leave weapon arcs in view.
BUG - Destroyed/Discombobulated blocks spin around like madness (max angular velocity issue)
BUG - If you press T on a ship with telescope and go into telescope mode and then press F game will go into default camera mode but Telescope UI will stay.
POLISH - Chain Winch - you can make these longer or shorter in the block properties menu.
BUG - If you connect a floating mine to a winch and that to a spring trap then set off the spring trap the winch disappears and the mine disconnects.
As always, your thoughts and feedback are most welcome.
Trick-or-treat!
SPG
Beta Branch Update
Halloween Beta Update
Hello shipwrights,
We've just pushed a Halloween update onto the live beta branch, so if you feel like doing some testing for us today we'd be very grateful. We're hoping to get this update released publicly tomorrow morning UK time.
Things to look out for are:
A new event called The Skull Lagoon.
New Halloween themed sails.
Bracing, both iron and rope.
A ballast tank with variable buoyancy that can be controlled whilst sailing.
Steam Achievements - the icons won't be live on steam until tomorrow.
Lots of fixes, polish and improvements.
REMEMBER THIS IS BETA ONLY
This has been pushed to a separate branch where you have to manually opt-in to download it. (instructions below) ONLY opt-in if you don’t mind playing a bugged version. We’ve checked it all ourselves but there WILL be bugs, we’re doing this so that we can find them and squish them before rolling it out into the main branch for all players.
We NEED bugs and feedback please, if you spot something, write it down and add it to the bugs forum on steam – MAKE SURE YOU SAY BETA VERSION in the heading so people know it’s not the live version. Bugs are placed here
Beta opt-in instructions
Here's what you need to do:
1. Shut down Steam (IMPORTANT!)
2. Re-start Steam.
3. Go to your Steam Library.
4. Right-click on The Last Leviathan game in your Steam Library and select the Properties option.
5. Click on the Betas tab
6. In the "Enter beta access code..." field, type in the Public Beta password: PenguinTorpedo
7. Click on the Check Code button. Steam should then tell you that you have unlocked the public_beta branch.
8. In the "Select the beta..." drop down, select the public_beta branch.
9. Click the Close button.
Steam will then begin downloading the app in the background. Once it's finished, you should be good to go.
Important Notes
1. Steam Workshop. PLEASE DO NOT UPLOAD anything to Steam workshop - any new blocks you upload will NOT be available for existing users and will, most likely, crash their game.
2. Sometimes downloads are not automatic and you may need to select the “verify integrity of game cache” option from the ‘local files’ tab in the properties menu.
Thanks for your assistance guys, public update tomorrow!
Cheers
SPG
Trading Cards Released!
Hello all you ship based sandbox fans!
Today we have just released The Last Leviathan trading cards! Oh yes! We’ve managed to come up with some cool old painting looking cards for you to earn and trade and a number of emoticons for your communicative enhancing pleasure (is that even a sentence?)
Next Steps Poll Thank you to all of you who have voted on the poll, we’re still mulling over exactly what todo and though we may not do exactly what the poll suggests, we do very much take your thoughts into account when thinking about next step. There is still time to influence us so PLEASE continue to vote here: https://www.facebook.com/SuperPunkGames/app/126231547426086/?ref=page_internal
ChangeLog:
stuff wot we done recently but isn't in the current build:
• FIXED - Blocks attached to Rotors become disconnected and therefore inoperable - Ref: 1m problem
• TWEAK - the AI ships don't shoot from far enough away, increase this to 150m but reduce their hit ration (perk) to 25%. this should keep the players moving around a little more
• FIXED - mines are exploding again on start of activity (race 2)
• FIXED - Steve's Hedgehog goes bat shit after teleport
• FIXED - Check all block colliders for errant problems
• FIXED - Fast Travel : When Fast traveling All my Mortars [7] Fell off automatically [sometimes this happens as well when i start a challenge].
• FEATURE - Grabber - make so that it can let go of stuff over and over again, right now if it grabs something after you've released something else, you can't let go of it
• FEATURE - increase AI firing arc from 45 degrees to 90
• FEATURE - Character Block (helmsman) with procedural animations (boucing/wobbling) and destructible with blood and guts flying off
• FEATURE -Buoyancy Block - change the buoyancy of the block with keys from super floaty to dense and sinky - Ballast Tank!
• FIXED - Buoyancy fixed angular velocity applied to all blocks on start regardless of water state.
• FIXED - Conceding after spawning does not despawn any enemy ships you spawned in while alive and spawning multiple ships can spawn them in each other
• FIXED - circular saw and some collision issues
• FIXED – Crusade 3 & 4 need a slightly different mapping calculation because they're 2K x 2K as opposed to 1K x 1K. (Out of bounds map check needs adjusting too)
• POLISH - Change the close button on the map from being an X to an OK button,
• POLISH - slow down the starter boat
• POLISH - Text on prepost activity intro screen - make more room for the description and less for the HINT
• TWEAK - Tab - use tab to move through the form in the language creation screen
• TWEAK - Ship Widget - add total blocks to each ship description
As always please keep the feedback, thoughts comments and awesome creations coming!
have a great weekend
SPG
Did Polls exist in the Viking age?
Hello pesky fish blasters!
We are looking for some feedback on what you guys would like us to work on next!
We have our own thoughts and needs of course and we can’t promise that we’ll be able to follow your results BUT your input would be truly appreciated and it would help us to understand why you bought our game (or are thinking about buying it!)
Please head to our FB page here to vote (and like the page!):
Thank you very much you brilliant creators of ships that go pop
SPG
Minor update V0.2.0 (build 138)
Hi lovely spiked roller overlords!
We just released a minor update to all branches and the mac version is now on par with the PC build.
ChangeLog • Rotation blocks now don't disable weapons and mechanical blocks when they turn.
• Language/text changes
• Siege Prop changes Crusade2
• AI Ship Ranged Weapons now default to 150m range and 25% accuracy
• Ship Teleport: Sometimes, on arriving at the teleport location your ship's joints would be under stress and break causing odd panels to fall off.
• More AI Ship and Crusade tweaks
• Bug-Fix: My new adjacency check had an invalid assumption of no more than 6 links per block (sides of a cube). Obviously, this will be wrong if the block is coalesced or bigger than 1x1x1.
• Rotors: Reduced the sizes of the colliders involved to make them more able to rotate stuff.
• Bug-Fix: The Stepper Motor audio loop wasn't marked as a loop but it is now.
• Bug-Fix: The UC Rotor had some comments in the code to add audio. Well, there's audio now (re-used the continuous rotor SFX).
• Rotors: These are now slowed down by default (i.e. the default parameters). I found that the Physics is much more stable when these rotate more slowly. However, the speed of rotation can make things try to "fly off" which is what you'd normally expect when you spin something around.
• Bug-Fix: The new adjacency system just doesn't work for Siege Props because their root block isn't an actual block at all but, rather, the Siege Prop owner. For these, we fall back to the previous system of relative position displacement.
• Bug-Fix: The adjacency system wasn't dealing with the fact that the root block could itself become disabled, etc.
• Pathfinding: Founds lots of array exceptions due to OOB indices when playing Crusade Seedarian Wave Battle thingy. Fixed them.
• Crusade mines no longer sink at start of activity.
• AI pathfinding fixes for when AI ships reach the boundaries of the map.
As always feedback actively sought after
have fun!
SPG
Colossal Crusade Update! Featuring: Mechanical Melee Warfare is LIVE!
Ok - thanks to all the beta testers we've just pushed V0.2 (build 135) onto the main branch. WOOT!
We finally made it! So much has gone into this update it won’t actually fit into this announcement so I've put the bullet points below and will link to a change log asap
Battle Seas – completely overhauled this and changed it to Crusades
Crusades now includes the following activity types:
• Battle
• Race
• Fleet Battle
• Survival Battle
• Siege
• Challenge – these come in various sub-forms like treasure or hill climb.
Crusades 1 & 2 are available, we’re working on 3 & 4 and hope to roll 3 out within a couple of weeks or so with 4 coming a little time after that.
Save data – as we’ve changed the game so much all your current save data is now redundant unfortunately. Your ships will be fine but your star ratings will be deleted. Sorry.
Good news everyone: you get to beat them betterer in our new crusade mode – We’ve lifted the restrictions here so you can play any challenge with ANY ship you like. Oh yes.
Blades – these now actually do Melee damage which meant a change in their collision data, which may give some of your ships issues. If your ship gets instantly destroyed when you set sail, remove these blades and try again. Essentially you are not allowed to put anything underneath the actual blades now, before we you were.
Joints – any block not actually attached via an actual attach point (i.e. cheating) will drop off.
Localization – Players can now make their own translation mods! We've added the instructions to the "Localisation and You" Sub-forum so go check it out if you fancy translating our little game into your own language or even just a comedy language version!
Mechanical Blocks – We’ve added a bunch of cool mechanical blocks including a pivot joint, grabber, spring detonator, winch & chain and various rotating blocks. We’re hoping these will fuel your collective creative genius and manifest into some simply jaw dropping ships!
We did a few videos but I'm reasonably sure you guys will do much better:
https://www.youtube.com/channel/UCeZlXWBVcK-ijREuC7wW68Q
Melee – Melee weapons now do damage to other blocks and we’ve added a number of new melee blocks to boot. I think you’ll like the spiked roller of doom….
Harpoon – YES! It’s in finally! You can collect ‘things’ with it and use it to pull your enemies closer before you hit them with a devastating massive spiked ball to the peanuts.
Rockets / torpedoes – new blocks, try them and see. We like to put the mine on the end as a warhead…
Key Assignments – you can now change all blocks and controls to whatever you like via the new key assignments windows. Press ALT whilst hovering over a block to bring it up.
AI improvements – yes we’ve done some of these too
There’s a load of other smaller tweaks, changes, rewrites, fixes & improvements but I’ll let you experience that yourself as you play
Ok we finally made it! So much has gone into this update it won’t actually fit into this announcement! I’ll have to find a way to list it all somewhere else…
BETA ONLY
– we’ve pushed this build to a separate branch where you have to manually opt-in to download it. (instructions at bottom) ONLY opt-in if you don’t mind playing a bugged version. We’ve checked it all our selves but there WILL be bugs, we’re doing this so that we can find them and squish them before rolling it out into the main branch for all players.
REMEMBER this is a beta version of the update, we NEED bugs and feedback please, if you spot something, write it down and add it to the bugs forum on steam – MAKE SURE YOU SAY BETA VERSION in the heading so people know it’s not the live version.
As I can’t list everything we’ve done here, I’ll put the bullet points:
Battle Seas – completely overhauled this and changed it to Crusades
Crusades now includes the following activity types:
• Battle
• Race
• Fleet Battle
• Survival Battle
• Siege
• Challenge – these come in various sub-forms like treasure or hill climb.
Crusades 1 & 2 are available, we’re working on 3 & 4 and hope to roll 3 out within a couple of weeks or so with 4 coming a little time after that.
Save data – as we’ve changed the game so much all your current save data is now redundant unfortunately. Your ships will be fine but your star ratings will be deleted. Sorry.
Good news everyone: you get to beat them betterer in our new crusade mode – We’ve lifted the restrictions here so you can play any challenge with ANY ship you like. Oh yes.
Blades – these now actually do Melee damage which meant a change in their collision data, which may give some of your ships issues. If your ship gets instantly destroyed when you set sail, remove these blades and try again. Essentially you are not allowed to put anything underneath the actual blades now, before we you were.
Joints – any block not actually attached via an actual attach point (i.e. cheating) will drop off.
Localization – Players can now make their own translation mods! We’ll add the instructions to the localization area asap
Mechanical Blocks – We’ve added a bunch of cool mechanical blocks including a pivot joint, grabber, spring detonator, winch & chain and various rotating blocks. We’re hoping these will fuel your collective creative genius and manifest into some simply jaw dropping ships!
Check out some of our earlier videos showing some of the new mechanical blocks
Melee – Melee weapons now do damage to other blocks and we’ve added a number of new melee blocks to boot. I think you’ll like the spiked roller of doom….
Harpoon – YES! It’s in finally! You can collect ‘things’ with it and use it to pull your enemies closer before you hit them with a devastating massive spiked ball to the peanuts.
Rockets / torpedoes – new blocks, try them and see. We like to put the mine on the end as a warhead…
Key Assignments – you can now change all blocks and controls to whatever you like via the new key assignments windows. Press ALT whilst hovering over a block to bring it up.
AI improvements – yes we’ve done some of these too
There’s a load of other smaller tweaks, changes, rewrites, fixes & improvements but I’ll let you experience that yourself as you play
Ok, get playing and letting us know what’s wrong please!
SPG.
Beta opt-in instructions
Here's what you need to do:
1. Shut down Steam (IMPORTANT!)
2. Re-start Steam.
3. Go to your Steam Library.
4. Right-click on The Last Leviathan game in your Steam Library and select the Properties option.
5. Click on the Betas tab
6. In the "Enter beta access code..." field, type in the Public Beta password: PenguinTorpedo
7. Click on the Check Code button. Steam should then tell you that you have unlocked the public_beta branch.
8. In the "Select the beta..." drop down, select the public_beta branch.
9. Click the Close button.
Steam will then begin downloading the app in the background. Once it's finished, you should be good to go.
Important Notes
1. Steam Workshop. PLEASE DO NOT UPLOAD anything to Steam workshop - any new blocks you upload will NOT be available for existing users and will, most likely, crash their game.
2. Sometimes downloads are not automatic and you may need to select the “verify integrity of game cache” option from the ‘local files’ tab in the properties menu.
DevLog #13 Torpedoes, rockets & Racing!
Hello collective creative genius
Sorry for the recent lack of comms, we’ve been nailing a whole heap of dev so that we can get this next MASSIVE update out asap, so without further ado:
BattleSeas Update – we’ve now added a whole heap of challenges too complete in 4 BattleSeas levels, ranging from Racing to Sieges, Fleet battles, treasure hunts, Hill Climbs and more! We’ve also added a map to these levels, with fast travel so that you can find stuff and get around easier.
Torpedo & Rocket Propulsion Blocks – just finished adding in two new very adaptable blocks that detach on a keypress and then accelerate away from your ship, giving you steering control for a limited time. We’ve found adding the new mine block to the end as a warhead is a nice addition and results in some lovely destruction.
Video of a Torp in action earlier today:
https://gaming.youtube.com/watch?v=C7H3b0qKwNs&feature=share
Beta version of the next update is due out on 19th Sept for all those wanting to test it for us – we would truly appreciate it! Don’t shoot us if it doesn’t quite hit the 19th, there’s a lot to go in, and it WILL have bugs – which is why we need you to test it! ːsteamhappyː I’ll update as soon as we know more
ChangeLog below:
• Verses mode - move starting location for player
• Moved BattleSeas to top of main menu list so players start there
• VFX - toned down vfx on fire cannons
• Dorenmar Environment – Added lighting & variation
• Terrain extension to Dorenmar
• Fixed the twitchy glitching
• Main Menu Tweaks
• Upgrade the attach points visually
• Fixed WEIRD coalescing on specific ship - 3rdratesol - physics was running 4 times for some reason!
• Added new water cannon
• NEW game start up - first time a player enters any mode, give them a popup screen with 3 options of ships to choose from
• Implemented Keyboard assignments AND separate block triggers (i.e. can use propeller 1 at different time to prop 2 etc)
• Battleseas – implemented the map & opened up the power options
• Wrote a collider to capture the trees and rocks in levels so that we can collide with them
• Grabber block is now available- can be loaded in editor with something(mine etc), then released, and attaches to stuff like a magnet in play
• Added Torpedo Propulsion Block – can we deployed and the player drops into FPS mode on the torpedo and can steer it a little
• Added Rocket Propulsion Block – like torp but in the air
• Added Ballast Block 2 - Slightly heavier and round version of ballast - better suited for the fuselage of torpedo/rockets.
• added time delay(user defined) to spring block release
• Races are in – Basic (cc mario type limits), Wind power only races, Flail racing) - power limits/manifest setup
• Added Winch & chain - winch type block which can be lengthen the chain in play mode.
• Fixed BUG - Custom Joint issues with complex block hierarchies (Ref: Rotor and Winch/Flail)
• Pivot joint - added option for this to only pivot or force pivot on key press
• Map button - taken out of sandbox mode
• looked at how to turn on melee weapons damaging own ship and then turned it on.
• New Ship button - once selected, give selection of 4 base Hulls (1st is starting block then 3 others: Raft (Cog), Carrack, Galleon) for the player to select from
• animated crab claw
• Water cannon bug – fixed issue with near flames not going out
• BUG – Fixed Wave Machine params that used to sometimes cause ships to somehow "fail" to do buoyancy properly.
• Map - added player ship to map even when docked
• Map - Added fast travel to challenges/races etc in map by clicking on icon on map
• Added new races, various challenges, fleet battles, survival battles to all BattleSeas Levels.
• Tweaked and played with the GUI a number of times until it was betterer.