Today we have added Listen Servers to The Ship: Remasted.
Listen servers act a bit like LAN games that run through the internet, so that anyone can join. These allow players to host their own games and have others join and unlike relay servers, they are not limited by regional restrictions. Listen servers are currently limited to 8 players.
To host a listen server you have to ensure the correct ports on your router are opened. If they are not then your game will not be visible in the server browser and players will not be able to connect to you. So other players can join please configure your firewall/port forwarding by opening ports: UDP/TCP 443, 7776-7778. Once you have opened the correct ports you can create a server by selecting ‘Listen’ in the server drop-down menu in the Create Server dialogue.
You can check if your game is visible to others by opening the Steam Server Browser (in the steam client click view then Servers) and selecting The Ship: Remasted from the games list. You can also filter servers by using the options in the ‘Change Filters’ panel too.
To join a Listen Server game, select join a cruise from the menu and look in the ‘Listen’ tab or you can join using the Steam Server Browser by selecting The Ship: Remasted from the games list, choosing a server then clicking connect.
You can also join your friend’s server directly by right clicking their name in steam and selecting ‘Join Game’, or they can send you an invitation to their game.
If you are unable to see your friend’s server in the list or join their servers using the steam invite ensure that you and your friend are on the same version number.
We'd appreciate your help testing Listen Servers and in particular, we're looking for feedback on:
Crashes and disconnections while playing a match
General feedback on the sticky topics in the General Discussion forum.
General Updates
Deckplans + Buttons now highlight to the currently selected deck.
+ Player facing direction is now shown on the deckplans.
+ Player/quarry markers now handle being in the same room.
+ Markers now display which deck the player/quarry are on.
+ Added revised deckplan icons and quarry marker.
+ Added new deckplan icons.
CSI Menu + Right/left click functionality to exit implemented.
+ Central CSI icon removed.
+ 'Right click for more options' text implemented -- fades in after a set time.
+ Added new radial segments (Art).
* Removed "1$" amount for Withdraw All / Deposit All
* CSI label change for Deposit All / Withdraw All
Quality Settings + Low, Medium and High quality settings added.
+ Full screen camera effects are now turned off on lowest quality setting.
+ Quality settings now default to 'Medium'.
MFK + MFKTable now picks all weapons as MFK.
UI + Can now pickup weapons from the ground using the inventory.
+ Hooked up Release Notes again in Title Menu.
+ Refactored UI fade functionality.
+ Work on cleaning up UI.
+ Updated keyboard options to remove advanced.
+ Fixed input caret for UConsole.
Networking/Servers + Added support for custom command line params.
+ Added option for "servercfg" - e.g. "-servercfg server1.cfg".
+ Added support for connecting directly from the command line (via "+connect ")
+ Updated default server.cfg file with bot hunters and passengers.
Help + Ship hints implemented for loading screens and sleeping.
Bots + Bots will now run away (or attack their attacker if they are being hunter). These have a random weighting.
+ Improved the bot-to-bot attack damage.
+ Improved accuracy for Bots attacking in Hunt and Elimination.
+ Removed push as an option for Bots CSI Menu.
+ Improved Bot walk and run speed to closer match player movement speed.
+ Checked in Bot Behaviour Tree for attack with 'quarry player'.
+ Added support for Bot room interactions.
+ Added new bot names.
Characters + Set Foot IK on for female dance anims to prevent foot sliding, did same for male and female 'pee dance'.
+ Made the barman play only his glass-cleaning animation.
+ Barman's attachments are now always visible (glass and dish cloth).
+ Removed anim events for showing dishcloth and glass for Barman. These attachments are now always visible.
+ Tweaked position of Psychiatrist NPCs in chair.
VFX + Created new muzzle flashes with particle systems, added ejecting shells to the Revolver.
+ Created particle-based muzzle flash for Revolver.
+ Darkened pillow impact decals so they look better on dark fabrics. Removed VFX Hit Fabric (feathers) from carpets and Leather.
+ Bathtub VFX polish.
+ Tweaked position of tap water VFX and the associated interactions for square sinks.
+ Polished impact decals and VFX.
+ Added some optimisation for muzzle flashes.
+ Explosion VFX improved.
Levels + Enabled Huronian in Release builds.
+ Enabled Huronian map in Arcade Mode.
+ Tweaked psychiatrist NPC position on Krassin.
+ Work on Krassin collision.
+ Updated geometry settings for deco sofa prefabs.
Lighting + Fixed ambient lighting in Huronian - should be a lot lighter outside.
+ Finished tweaking Andrea Doria lighting.
+ Lights moved up slightly in Krassin prison to cast correct light.
+ Krassin railing light bake tests.
+ Finished tweaking Krassin lighting.
+ Small tweak to ambient light.
+ Finished tweaking credits lighting.
+ Lowered reflection intensity to remove weird shiny edges.
+ Tweaked more lights and reduced reflection intensity to remove the weird blue sheen.
+ Toned down ambient light, and fixed ambient light issues.
+ Adjusted lights for geometry changes.
+ Set up mixed lights.
Audio + General Mixing.
+ Volume/Filter drop-off changes.
+ Reverbs on Huronian.
+ Reverb tweaks.
+ Cotopaxi sound tweaks.
+ Volume/Low Pass curve tweaks to Player Audio.
General + Improved random number generation in-game.
Bug Fixes
Networking/Servers + Potential fix for fix weapon out-of-sync error.
+ Fixed password encryption.
+ Now correctly updating on the Server if character ID changes.
+ Fixes to Network Animator initialisation and defaults.
+ Fixed needs updating on host client.
+ Player Manager should no longer return an incorrect local player briefly during a sex change, fixing the black-screen-of-doom issue.
+ Fixed rare null ref in animation system caused when joining at the wrong point in time.
+ Corrected typo in Steam Server List.
+ Prevented re-registering for messages each time you launch a server.
+ Reduced number of network messages being sent.
Bots + Bots now attack nearest player in Deathmatch.
+ Fixed New games load into a black screen after bot reaches victory money requirement.
+ Bot player failing to deplete ammo fix.
+ More work on Collision and Nav mesh to help bots on stairs.
+ Fixed a bug that could cause bots to disembark after death and sex change.
+ Fixed Bots so they can be added / removed at runtime.
UI + Prevented a null ref exception in Inventory HUD.
+ Fix for more information on CSIUD issues -- seemed to have issues with Deposit all on Deposit boxes.
+ Fixed Interaction Raycast so the raycast is now done from the player's position instead of the camera to remove the flickering.
+ Fixed interaction timing to prevent moving during interactions, getting locked out of interactions, or equipping weapons during interactions.
+ Attack animations weren't set to loop, so would only play once if the button was held down remotely.
+ Fixed bug where you could perform actions that are incompatible with the current interaction (e.g. using 'Sleep' with a weapon pickup).
+ Jump bug fix -- can no longer fly with the 'I' button.
+ Examine text is now correct for corpses.
+ Axe icon - fixed wrong icon colour.
+ Fixed leader board so the background is not white.
+ Improved stability of player portrait.
+ Visual UI fixes.
Characters + Prevented player ragdoll creating a null ref exception.
+ Collisions with physics objects will no longer EVER deal damage.
+ Players should no longer have random attachments after being killed innocently.
+ 1st-person arms should no longer get stuck on after death.
+ Weapons should be holstered after respawn for non-quarry kills.
+ Fixed player attachments appearing on wrong players.
+ Fixed clipping issue with Male PlayPool anim.
+ Fixed the Female PlayPool animation.
+ Added missing anim events to show / hide mug attachment.
+ Psychiatrist model no longer clips with chair.
+ Moved eyepatch model to cover the eye better.
MFK + Fixed bug that could cause the MFKTable to continually update on the server now that all weapons are MFK.
+ Fixed bug where after reset the HUD/MFKTable UI would not update properly.
CSI Menu + Fixed some issues with the CSI HUD.
Help + Fix for Hints fading in if the game fails to connect to a Server.
Quality Settings + Fixed default quality setting.
Levels + Occlusion bakes redone on levels to fix popping/occluding issues.
+ Occlusion fixes on vault door.
+ Added collision mesh to doorframe base.
+ Bookcases now only contain as many books as they have available slots.
+ Moved window in Batavier 3rd class apartment.
+ Fixed Huronian 'No player location pop up' -- Bow Deck Deck C.
+ Batavier - Player no longer being witnessed in Security Corridor.
+ Krassin - Interactions on beds now placed on top bunks in cabins 2 and 4.
+ Atalanta - Standing at wall of Bridge no longer brings up outer deck location - Bridge Deck A.
Lighting + Fixed ambient light intensity.
+ Light bakes to fix shadow issues.
+ Fixed ambient lighting in Atalanta.
Audio + Huronian Soundscape -- the cargo hold trigger is now at the door.
V0.8.8737 Released - Listen Servers
Today we have added Listen Servers to The Ship: Remasted.
Listen servers act a bit like LAN games that run through the internet, so that anyone can join. These allow players to host their own games and have others join and unlike relay servers, they are not limited by regional restrictions. Listen servers are currently limited to 8 players.
To host a listen server you have to ensure the correct ports on your router are opened. If they are not then your game will not be visible in the server browser and players will not be able to connect to you. So other players can join please configure your firewall/port forwarding by opening ports: UDP/TCP 443, 7776-7778. Once you have opened the correct ports you can create a server by selecting ‘Listen’ in the server drop-down menu in the Create Server dialogue.
You can check if your game is visible to others by opening the Steam Server Browser (in the steam client click view then Servers) and selecting The Ship: Remasted from the games list. You can also filter servers by using the options in the ‘Change Filters’ panel too.
To join a Listen Server game, select join a cruise from the menu and look in the ‘Listen’ tab or you can join using the Steam Server Browser by selecting The Ship: Remasted from the games list, choosing a server then clicking connect.
You can also join your friend’s server directly by right clicking their name in steam and selecting ‘Join Game’, or they can send you an invitation to their game.
If you are unable to see your friend’s server in the list or join their servers using the steam invite ensure that you and your friend are on the same version number.
We'd appreciate your help testing Listen Servers and in particular, we're looking for feedback on:
Crashes and disconnections while playing a match
General feedback on the sticky topics in the General Discussion forum.
General Updates
Deckplans + Buttons now highlight to the currently selected deck.
+ Player facing direction is now shown on the deckplans.
+ Player/quarry markers now handle being in the same room.
+ Markers now display which deck the player/quarry are on.
+ Added revised deckplan icons and quarry marker.
+ Added new deckplan icons.
CSI Menu + Right/left click functionality to exit implemented.
+ Central CSI icon removed.
+ 'Right click for more options' text implemented -- fades in after a set time.
+ Added new radial segments (Art).
* Removed "1$" amount for Withdraw All / Deposit All
* CSI label change for Deposit All / Withdraw All
Quality Settings + Low, Medium and High quality settings added.
+ Full screen camera effects are now turned off on lowest quality setting.
+ Quality settings now default to 'Medium'.
MFK + MFKTable now picks all weapons as MFK.
UI + Can now pickup weapons from the ground using the inventory.
+ Hooked up Release Notes again in Title Menu.
+ Refactored UI fade functionality.
+ Work on cleaning up UI.
+ Updated keyboard options to remove advanced.
+ Fixed input caret for UConsole.
Networking/Servers + Added support for custom command line params.
+ Added option for "servercfg" - e.g. "-servercfg server1.cfg".
+ Added support for connecting directly from the command line (via "+connect ")
+ Updated default server.cfg file with bot hunters and passengers.
Help + Ship hints implemented for loading screens and sleeping.
Bots + Bots will now run away (or attack their attacker if they are being hunter). These have a random weighting.
+ Improved the bot-to-bot attack damage.
+ Improved accuracy for Bots attacking in Hunt and Elimination.
+ Removed push as an option for Bots CSI Menu.
+ Improved Bot walk and run speed to closer match player movement speed.
+ Checked in Bot Behaviour Tree for attack with 'quarry player'.
+ Added support for Bot room interactions.
+ Added new bot names.
Characters + Set Foot IK on for female dance anims to prevent foot sliding, did same for male and female 'pee dance'.
+ Made the barman play only his glass-cleaning animation.
+ Barman's attachments are now always visible (glass and dish cloth).
+ Removed anim events for showing dishcloth and glass for Barman. These attachments are now always visible.
+ Tweaked position of Psychiatrist NPCs in chair.
VFX + Created new muzzle flashes with particle systems, added ejecting shells to the Revolver.
+ Created particle-based muzzle flash for Revolver.
+ Darkened pillow impact decals so they look better on dark fabrics. Removed VFX Hit Fabric (feathers) from carpets and Leather.
+ Bathtub VFX polish.
+ Tweaked position of tap water VFX and the associated interactions for square sinks.
+ Polished impact decals and VFX.
+ Added some optimisation for muzzle flashes.
+ Explosion VFX improved.
Levels + Enabled Huronian in Release builds.
+ Enabled Huronian map in Arcade Mode.
+ Tweaked psychiatrist NPC position on Krassin.
+ Work on Krassin collision.
+ Updated geometry settings for deco sofa prefabs.
Lighting + Fixed ambient lighting in Huronian - should be a lot lighter outside.
+ Finished tweaking Andrea Doria lighting.
+ Lights moved up slightly in Krassin prison to cast correct light.
+ Krassin railing light bake tests.
+ Finished tweaking Krassin lighting.
+ Small tweak to ambient light.
+ Finished tweaking credits lighting.
+ Lowered reflection intensity to remove weird shiny edges.
+ Tweaked more lights and reduced reflection intensity to remove the weird blue sheen.
+ Toned down ambient light, and fixed ambient light issues.
+ Adjusted lights for geometry changes.
+ Set up mixed lights.
Audio + General Mixing.
+ Volume/Filter drop-off changes.
+ Reverbs on Huronian.
+ Reverb tweaks.
+ Cotopaxi sound tweaks.
+ Volume/Low Pass curve tweaks to Player Audio.
General + Improved random number generation in-game.
Bug Fixes
Networking/Servers + Potential fix for fix weapon out-of-sync error.
+ Fixed password encryption.
+ Now correctly updating on the Server if character ID changes.
+ Fixes to Network Animator initialisation and defaults.
+ Fixed needs updating on host client.
+ Player Manager should no longer return an incorrect local player briefly during a sex change, fixing the black-screen-of-doom issue.
+ Fixed rare null ref in animation system caused when joining at the wrong point in time.
+ Corrected typo in Steam Server List.
+ Prevented re-registering for messages each time you launch a server.
+ Reduced number of network messages being sent.
Bots + Bots now attack nearest player in Deathmatch.
+ Fixed New games load into a black screen after bot reaches victory money requirement.
+ Bot player failing to deplete ammo fix.
+ More work on Collision and Nav mesh to help bots on stairs.
+ Fixed a bug that could cause bots to disembark after death and sex change.
+ Fixed Bots so they can be added / removed at runtime.
UI + Prevented a null ref exception in Inventory HUD.
+ Fix for more information on CSIUD issues -- seemed to have issues with Deposit all on Deposit boxes.
+ Fixed Interaction Raycast so the raycast is now done from the player's position instead of the camera to remove the flickering.
+ Fixed interaction timing to prevent moving during interactions, getting locked out of interactions, or equipping weapons during interactions.
+ Attack animations weren't set to loop, so would only play once if the button was held down remotely.
+ Fixed bug where you could perform actions that are incompatible with the current interaction (e.g. using 'Sleep' with a weapon pickup).
+ Jump bug fix -- can no longer fly with the 'I' button.
+ Examine text is now correct for corpses.
+ Axe icon - fixed wrong icon colour.
+ Fixed leader board so the background is not white.
+ Improved stability of player portrait.
+ Visual UI fixes.
Characters + Prevented player ragdoll creating a null ref exception.
+ Collisions with physics objects will no longer EVER deal damage.
+ Players should no longer have random attachments after being killed innocently.
+ 1st-person arms should no longer get stuck on after death.
+ Weapons should be holstered after respawn for non-quarry kills.
+ Fixed player attachments appearing on wrong players.
+ Fixed clipping issue with Male PlayPool anim.
+ Fixed the Female PlayPool animation.
+ Added missing anim events to show / hide mug attachment.
+ Psychiatrist model no longer clips with chair.
+ Moved eyepatch model to cover the eye better.
MFK + Fixed bug that could cause the MFKTable to continually update on the server now that all weapons are MFK.
+ Fixed bug where after reset the HUD/MFKTable UI would not update properly.
CSI Menu + Fixed some issues with the CSI HUD.
Help + Fix for Hints fading in if the game fails to connect to a Server.
Quality Settings + Fixed default quality setting.
Levels + Occlusion bakes redone on levels to fix popping/occluding issues.
+ Occlusion fixes on vault door.
+ Added collision mesh to doorframe base.
+ Bookcases now only contain as many books as they have available slots.
+ Moved window in Batavier 3rd class apartment.
+ Fixed Huronian 'No player location pop up' -- Bow Deck Deck C.
+ Batavier - Player no longer being witnessed in Security Corridor.
+ Krassin - Interactions on beds now placed on top bunks in cabins 2 and 4.
+ Atalanta - Standing at wall of Bridge no longer brings up outer deck location - Bridge Deck A.
Lighting + Fixed ambient light intensity.
+ Light bakes to fix shadow issues.
+ Fixed ambient lighting in Atalanta.
Audio + Huronian Soundscape -- the cargo hold trigger is now at the door.
[TEST BRANCH] v0.8.8605 released
Today we've released Listen Server functionality for testing. This is available on the testing branch (details on how to access it here).
Listen Servers are essentially LAN games which can be accessed by anyone via the Internet, so won't have the regional restrictions that Hosted Relay matches currently have. Listen Server matches are currently capped at 8 players for the purpose of testing, but will be available for 16 players soon.
If you see your game on the list then you are good to go. If you don't - close the game and keep tweaking until you see your game in the list.
We'd appreciate your help testing Listen Servers and in particular, we're looking for feedback on:
The team has been testing Listen Servers which will offer an additional way to create and join matches online. These will allow you to create multiplayer matches with a mix of up to up 16 players and bots across the Internet (effectively opening a full LAN game to exterior players). This is progressing well and we hope to have this rolled out for public testing this week.
This week’s patch is a big one with a lot of detailed improvements such as new animation additions (and improvements to existing animations), refinements to quality settings and a host of UI improvements. Bots have also had a number of tweaks (such as improving their run speed in relation to players) and generally making them a little smarter.
In preparation for localised content we’ve changed the font used to Open Sans to accommodate non-English characters. Much of the underlying work is complete and we’re currently resolving minor issues with the system before rolling it out.
Remember, anyone who owns the game can access the test version (which will usually be a week or two ahead of the live version). Details of how to access the test version can be found in the Closed Testing forum.
Community Spotlight
Unity@GDC16. Check out Unity’s keynote speech at GDC. Things we’re proud of: 1) Remasted getting a laugh. 2) Remasted almost being spelled incorrectly. 3) Being included in Unity’s keynote speech. In that order. ;)
The team has been working on Listen Servers to get this functionality to the point it can be rolled out publicly. We’re happy we’re almost there now and much of the work carried out has also moved us closer to Dedicated Server functionality which will follow shortly.
The next map to be released is the Connemara, which is currently being polished in preparation for public testing. We would expect this to become available over the next few weeks.
Weekly Weather Report - 10/3/16
Ahoy Shipmates!
Another busy week in the Blazing Griffin studio!
We've revised the development roadmap to include Linux and Mac builds as features. It’s something we wanted to include sooner, but couldn’t quite commit to it publicly, but now we’re happy to announce they’re in the pipeline!
Progress has also been made on the issues with Unity Cloud Service - Unity have increased our CCU cap which will more than accommodate the number of players we could expect online at any one time. Although there are still bandwidth limitations in place that mean games will still be capped at 4 players for the time being, we hope this separate issue will be resolved soon also.
Work is progressing well on Listen Server functionality which will allow players to host and join games without regional restrictions. Internal testing has been going well and we’ll likely roll this functionality out for public testing within the next week or two.
Remember, anyone who owns the game can access the test version (which will usually be a week or two ahead of the live version). Details of how to access the test version can be found in the Closed Testing forum.
Community Spotlight
Each week, we’ll highlight some interesting topics from the Steam forums that might be of interest to you. Drop by the discussions and share your thoughts.
Spotlight - Melissa Knox. To celebrate International Women’s Day this week, we published a blog post looking at the work our Producer, Melissa has done since joining the company.
Testing on Real, Live Humans. We put together a small blog post to give you an insight into how we’ve gone about testing The Ship before we launched and how we’ll approach it going forward.
Yogscast go on a murderous rampage. The third video in their series. Please note this is an earlier build - we’re currently on v0.7.8301.
What we're working on just now...
Our Code team have been working on Listen Servers. The Listen server player has a server and client component and allows other users to connect to them directly, but requires players to open ports on their systems. These have been through internal testing and minor bugs are being looked at. We would expect a version of this to be rolled out for public testing within a number of weeks, which will allow anyone to host a match without restrictions.
Work is continuing on animations and decals (things like muzzle flashes and weapon impacts), with much more detail being added each day.
Our team are also busy localising text to support additional languages (the same range of languages as the original game supported). We would expect work to be complete on this within a few weeks.
We released the Huronian map this week! Yay! Work on the Connemara, Rubicon and Cotopaxi is almost complete and ready for internal testing - these maps should be making their way to public testing within a few weeks.
The team is continuing to look at feedback from players about how bots are performing and making adjustments and improvements accordingly. These changes will likely be rolled out over multiple patches as they are tested internally.
Audio work is coming along well and we would expect a host of improvements to be released pretty soon.
v0.7.8301 Released - Huronian Map
Huronian map now available
No patch notes - just a new map. Enjoy!
[TEST BRANCH] v0.7.8189 released - Huronian Map
Ahoy Shipmates!
Good news – the Huronian is setting sail today!
Part of the reason we’re launching the game through Early Access is so we can gathered focused feedback on specific features and pieces of content. This week, we’re looking for feedback on the Huronian map.
In particular, the kind of things we’d like you to look out for:
To opt-in to the test version (Huronian is only available in testing right now):
In your Steam Client, right click on The Ship: Remasted and click Properties.
Click on the Beta tab.
Enter the following access code: 83jxTq047uFhR
Select the "external" from the drop down list
To revert back to the default build, simply select “opt-out” from the drop down list. You can choose either build at any time. The closed testing forum will always have details of what’s currently in testing.
Thanks for your help testing new content – it really makes a lot of difference and is greatly appreciated by the team here!
And here's the comparison footage:
https://www.youtube.com/watch?v=q4MjlhyWz4I
Sneak aboard the Huronian!
https://www.youtube.com/watch?v=q4MjlhyWz4I
The Huronian map is about ready to set sail and will be making its way to public testing very soon.
If you'd like to test out new content and features before they make their way to the default build, then you can follow the instructions to opt-in at any time here: http://steamcommunity.com/app/383790/discussions/1/458606248624846162/
v0.7.8069 Released - Bots & Arcade Mode
BOTS ARE HERE! BOTS ARE HERE!
The team have been working hard testing hunter bots and we rolled out bots and Arcade Mode (single player vs bots) to public testing yesterday. While there are a number of smaller bugs being currently worked on, we’re happy that hunter bots are functional and deadly enough to release into the general population.
Bots are currently only available in LAN and Arcade Mode, not in hosted relay matches (this is due to the same limitations that are capping those matches to 4 players), but work is still progressing well on dedicated servers which we would expect to be available for public testing in a number of weeks.
Patch notes below:
Game Modes
Arcade Mode Implemented.
Bots
Added full Bot Hunter implementation.
Added Nav Mesh for Bots.
Bots can now use weapons, inc. guns.
Changed the bot quota management to allow for Arcade Mode and the ability to specify specific numbers of both Hunter and Passenger bots.
Refactored bot player and bot name generator.
Bots will now run away (or attack their attacker if they are being hunted). These have a random weighting.
Improved the bot-to-bot attack damage.
Optimised the spawn of the bot characters.
Removed unnecessary warnings appearing when Bots are added.
Ran the bot name generator through a profanity filter to remove offensive words.
Reduced the likelihood of bots choosing to stand around instead of walking.
Removed wait time before attacks.
Reduced wait time between attacks.
Added “hunt hurry” behaviour so that Bot Hunters run towards the end of the round.
Added functionally to store and retrieve a bots recent attacker.
Adding functionality to use near-ish interactions.
Bots now get weapons from near-ish containers.
Bots now only hunt if they are in the same prison state as their quarry.
Fixed bots ping-ponging between two containers when trying to get items.
Removed recent damage timing changes for Bots to re-enable their ability to inflict damage.
Bot Hunters now look for weapons in the nearest container, not any old one.
Polished the avoid direction.
Bot don’t hunt in prison (temporary workaround).
The “run away” now doesn’t happen all the time.
Bots randomly run.
Bots randomly stop.
Added custom “move with avoidance” action.
Bots are correctly re-spawned on sex change / death.
Bots now target their quarries chest for attacks. Rather than using the camera vector.
Bots now attack their quarry at a distance (depending on the weapon range).
Bots will perform a line-of-sight check before attacking to make sure they can.
Bots can now forcible select a default action rather than the best action for a need.
Bots no longer keep running around an interaction (or ping-ponging between two interactions of the same type in the same room).
Added nav mesh for Connemara.
UI / Screens
Players looking at other players from a distance implemented.
Added credits exit.
Added Arcade Mode and Create Server options to server panel.
Removed duplicate build notes scene to avoid confusion.
Characters
Added player attachments.
Added support for NPC attachments.
Added attachment anim events to NPC anims.
Added attachment animation events to player anims.
Re-exported Needs attachments as skinned objects.
Created bespoke NPC attachment prefabs, and repositioned the barman’s dishcloth.
Set correct truncheon attachment for Guard.
Set glass attachment for Barman.
Assigned new animation controllers to courtroom guards in two more maps.
Assigned new animation controller to courtroom guards so they only play basic idle anim.
Added NPC Talk anims.
NPC Anim Controllers – added Talk.
Talk Anims now have foot IK on.
Added separate talk sit anims.
Added bribed anim to anim controller for Guard.
Physics
Fixed satchel pickups and added velocity (from player) and throw force and torque.
Levels
Further light map tweaking.
Tweaks to static geometry shadows.
Updated the export tool to stop it from moving all the security elements.
Added clipping shader and clipping material for depth cut-outs.
Items
Set the Crowbar model to Dynamic props layer for lighting purposes.
Made Umbrella model double-sided and re-exported.
VFX
Updated first-person muzzle flashes.
Improved player blood spray VFX.
Created new material from scratch for Flies VFX – attempt to fix wrong texture.
Flies VFX resubmitted.
Audio
Changes made to the Entity Import Tool for Design and Soundscapes.
Added music to the logo video.
Bugs Fixed
Servers
Props appeared in client players’ hands when host performed interaction.
Leader board time update fix — end of round time now correct.
Fixed clearing memories going into infinite loop on client.
Bots
Fixed a bug that could cause bots to disembark after death and sex change.
Fixed impact VFX showing a blue spark.
Fully disabled the bot cameras to remove bug that causes the player camera to be swapped for a bot camera.
Fixed a bug which could cause Bot to become disconnected from the navmesh.
Fixed interaction bug for bots.
Fixed a recently introduced bug that could result in bots being given a wander target off the navmesh.
Fixed missing Bot prefab links.
Nav mesh work and fixes for Krassin and Batavier.
Krassin nav mesh fix to vending machine.
Atalanta nav mesh fixes.
Bots now go down central staircase on Krassin – Staircase Deck C/D.
Combat
Stopped null ref when attacking another player – shouldn’t be trying to use CSI when a weapon is out.
Controls
Various actions no longer cause inverted mouse to return to normal.
UI / Screens
CSI HUD/interaction icon now gets the correct updates.
Container/corpse descriptions now update.
Interaction icon no longer goes wrong when looking at player in chair.
Characters
Fix for cursor issues in third-person. All third-person shenanigans should now be fixed.
Third-person Needs animations fixed.
Third-person inventory-consume animations fixed.
Weapon pickup animations fixed.
Ragdolls wait for you to finish interacting until they remove themselves.
Ragdolls now correctly removed from corpses when they’re forced to disappear and you’re interacting with them.
Made centre of mass for Psychiatrist Talk animation the same as Idle animation, so he stays in same place.
VFX
Polish pass on Impact Decals VFX and fixed missing slash decals.
Levels
Fixed some lighting issues, swapped out a couple of floor textures to lighten things a bit.
Fixed shiny material bug by setting normal calculation in FBX settings.
Turned off ‘ receive shadows’ on new deck column topper.
Bug fix on bow deck UV’s stretching.
Prison bulb set to not receive shadows.
Fixed dishcloth prefab.
Fixed interactions with Prison Bench and checked Coffee Chair.
Railing fixed on main deck and anchor UV’s fixed.
Krassin light bakes and railing shadow fixes.
Batavier lighting fixes/tweaks.
Weekly Weather Report - 25/2/16
Ahoy Shipmates!
So launch week is going well (*touches wood*)! What a fantastic response from fans of The Ship – you guys are really awesome!
There are a lot of happy faces in the Blazing Griffin studio right now – a lot of hard work has gone into this project so far and there’s lots more to come. But to receive an overwhelmingly positive response from fans at this stage is amazing! Thank you!
This week, work is continuing on server support and progressing well. In addition, bots have gone into testing (internally) and we hope to roll these out to public testers within the next week or so. Remember, anyone who owns the game can access the test version (which will usually be a week or two ahead of the live version).
Details of how to access the test version can be found in the Closed Testing forum.
Launch Discount / Loyalty Discount
There was a little confusion on launch day about the loyalty discount (25% off if you own the original game on Steam) – it hadn’t applied properly, but Valve quickly resolved the problem.
For this week, there’s an additional 15% off as a launch discount (available to anyone) – these stack to 40%! But it will only be available this week, so it’s great time to buy!
Community Discussions
Each week, we’ll highlight some interesting topics from the Steam forums that might be of interest to you. Drop by the discussions and share your thoughts.
Doors.An unusually complex topic – there’s an ongoing discussion from last week about what should happen with doors. Let us know what you think.
Our Code team have been working on several projects in parallel to make online multiplayer available and stable. These include:
Hosted Relay Games. Limited functionality has been rolled out to the test group. They are still constrained by bandwidth issues which we are hoping to resolve with Unity soon. These constraints mean matches are currently capped at 4 players, although we would expect that service improvements and performance optimisation will allow us to increase the player cap soon.
Dedicated & Standalone Servers. Currently in internal testing and bug fixing in a basic form. We would expect to be able to roll this out to our test group within a few weeks.
LAN. Live and functional. We would expect ongoing work to improve performance issues reported by some players.
Bots have been tested internally and we're rolling out Arcade Mode (single player with bots) to public testing over the next few days. All going well, it'll be rolled out the live build pretty soon.
Audio is also set to get some much-needed loving over the next few weeks, as only basic implementation is currently live. Expect to see much smoother transitions from room to room and improved SFX.
More animations will be rolling out soon – we’ve been resupplied and now the security guards will carry real truncheons and not just pretend ones! Ship’s getting real!
Thanks to everyone who has got involved with Early Access so far! Your support and feedback has be fantastic! :)