This extinct, prehistoric class of jawed fish once dominated the oceans have been resurrected in this update.
Placoderms were in many ways very similar to sharks whose have been developing alongside placoderms. As air bladder was not yet evolved in their times, both of them required thick, not very movable pectoral fins that helped them to convert motion into sinking, rising or being upright.
Titanichthys - Great map - largest placoderm that decided to go whale-filtering style
Armor on their head and thorax did not allow for very efficient gill movement, so they had to keep swimming to not drown. But unlike the naked sharks the armor also reduced their elasticity and streamlining making them very vulnerable to attacks from back. They had to face any attacker with their head, so they developed a large tail fin to counter the turning problem.
Coccosteus - Ocean map - a very tiny placoderm - literary mini dunk would be ideal for aquariums
Most of placoderms turned their facial armor plates into thick ( not real ) teeth that were very effective at crushing / breaking through most of Devonian prey armor (mostly arthropods and other placoderms).
Dunkleosteus - before named 'Browurag' The pop-star of placoderms
Placoderms take heavily reduced damage from front and increased damage from back
Placoderm AI has been adjusted to face threat, instead of running away with slow speed
Snap passive now charges even without mouth open and increases bite speed.
-was hard to take a screen as they are not usually seen Replaces old eel visually and gets a AI rework to hide in between rocks. Still will need a better rework as in real life they have second pair of jaws to help them swallow prey, but that's on a list for Mosa's dentist as well.
Herbivores / Coral fish
Wachuma visual rework
Blu visual rework
All fish now instead of running straightforward from predator attempt to run away from it's way and mouth, so when the predator is too close they'll go behind him and then away.
Herb/Coral fish have now have way reduced speed but increased agility.
Replaces old eel visually and gets a heavy stats rework to appear more fast accelerating and streamline predator. Also they and Goliaths have been temporary removed from Great map.
Why not just throw in one of those kick-ass predators.
Now can not stay still but have to keep swimming - like placoderms
Shark AI now attacks bigger prey from back or side. 2x especially when attacking pacoderms.
Shark AI now attacks crabs / crustaceans prey from bottom.
Shark AI now does not let go, to utilize their passive.
Cartilaginous skeleton makes them way quicker to turn around than bony fish similar to their size.
Megalodon is now way bigger.
Other species and their cost have been adjusted.
Tiger sharks and Hammer heads now eat each other.
Great White (boss in ocean map) - now eats big chunks of meat instead of just big fish
- all eyes in game are now shiny
Now take reduced damage from top and increased from bottom.
Trilobites received burrowing animation,
Crab AI now defend them selves way more effectively. ( scales with game difficulty )
-new catfish model
New fluid like tail animations on most bigger fish.
TESTING FEEDBACK - under 30% HP after few seconds fish go into "wounded" state, they can't swim properly and turn bellies upwards. During this time they bait nearby predators.
Big fish now cost more but drop more meat.
Big meat now takes longer to break but gives more exp.
Some of the reworked fish don't have babies reworked.
Starfish like food now gives more exp.
Optimization - you can now bite at max only 10 objects.
Some of the reworked fish don't have babies reworked.
Ocean map is now available for testing on multiplayer.
Heavily optimizations have been done, should yield at least +40% FPS
New rocks have been added for Morays to hide within. ( we will continue on updating the map visually in next updates )
Spawns have been replaced for balance.
Easy- AI has bigger reaction time, swims slower + more herbivore count
Normal- No significant changes
Hard- AI has less reaction time, defends better + more predator count
Our 2 years old implementation of multiplayer was way too hard to maintain and too complicated to even just setup. So we've decided to create a new easier, simpler and more stable one.
The old one was so deeply connected with everything in game that we had no other choice than to just rewrite 80% of whole game logic code. (spaghetti code ) After constant three months of removing - fixing - implementing. Somewhat stable "release-ble" version is in our hands, ready for further debugging.
We have also improved our error reporting tool to send us the location the error occurred and the stacktrace so we can start fixing these pesky bugs.
The temporary solution we came with, seems to work well enough despite the latency and packet loss connectivity over the internet comes with. btw piranhas are broken
Looking for feedback
We know that the current deathmatch mode is broken in it's essence, yet it's the most flexible mode for a "very" nice multiplayer experience. That's why we've added some sandbox-like server settings that let you guys set what fish should spawn, how many and at what price.
So please somehow ignore any game beaking bugs (restarting the game should fix most of them and we will start working on them as soon as we get the bug reports)
Finally go and try some of the entertaining modes which we will make into presets. For example try playing as swamp crabs, trying to jump over waterlilies while dodging predators underneath.
Pike - Remake
Piranha - remake
Puffer fish - Remake
and some seals
-Fixed a unavailability to spawn in survival mode.
-Adjusted size, strength, and behavior of Megalodon -Added highlighting effect into Server Settings list of creatures for better orientation -Added new Players online table into multiplayer games so you can see who's playing with you, what creature they are and at what level -Added 15s Timeout message when attempting to connect to a server
Crab madness mode can now be played on Great map, currently with only 2 creatures - Colossal Crab and Megalograptus.
Added an option to hide attack indicator into controls settings. This should be usefull for taking screenshots where you don't want the indicator to be visible.
Fixed a bug where water "fog" color wouldn't change when translating between cold/warm water.
Fixed a bug where two bosses wouldn't fight each other as they were inheriting code from base fish that forced to never fight a boss.
Fixed a graphical bug where above water surface the would would be enlighten wrongly when global illumination is turned on. Image effect ambient occlusion has been also removed from very distant objects.
Fixed a bug where your mouse cursor would disappear when opening a new map.
Looking forward to do next update!
*edit 0.8.7a - Fixed unavailability to select a fish in Crab madness mode ocean map
NEW Creature - Black-tip shark We've spent so much time in aquariums with these guys, even made special eggs for them. Just to realize that they're viviparous. :D :D :D damn..
NEW Creature - Tuna - they're too strong
Survival UNLOCKED - Goliath One of our personal favorite fish. The ultimate satisfaction of swallowing fish alive. Yeah, we know it's not too much. But we've much more in behind the scenes, testing the content right now, it should be up really soon.
Biboses make sounds now. We really like it, but aren't sure if you do so... in case you'd like this removed let us know. :() so do crabs, ichthyes and so on
[Survival mode] Being bigger than usual decreases your desire for hunger now.
So many we can not even remember them all.
Other than that ^ - Fixed a bug when other fish swallowed a gold fish would give you +5 points.
We would like to thank all of you guys for your patience, we've been doing a lot of work on further updates.
Increased overall fish amount in Great Map to 2.5x from 1.3x.
Added need to breathe oxygen for reptiles.
Added an ( "2 / 3" ) kind of indicator of adult level when playing as baby.
AI now eats free food even if not very hungry.
Hunger speed has been once again reduced to 50%.
Your babies now eat any kind of food you bite in front of them. This way you can force them to grow faster.
Added new predator - Cuttlefish - it hypnoses it's prey and releases ink when threatened.
We've pushed the W.I.P. walls a bit revealing new drown ruins area.
Optimized texture memory in Great Map 980MB allocation has been reduced to +- 350MB. This also reduced size on disc from 1.0GB to 868MB despite new content has been added.
Optimized CPU and GPU performance in Great Map by culling out / disabling very distant simulation. This should boost up your FPS by additional +30% up to 60%. You may notice stacks of fish in early game that haven't been simulated yet. We'll fix that later.
Fixed crashing when hosting a server.
Thanks for your patience. We're looking forward to do more updates!
We've been trying so hard to fulfill the Feed & Grow: Fish potential so we have became obsessed with the non-perfection. That has grown into such a scale, when we just could not push out an update. Each in-development commit has became overplayed in between us over dozens of hours. We've seen errors and bugs everywhere, no matter what it was. It seemed non-perfect...
Everything could be improved in so many ways... Yet in the meantime we've realized that the game is meant to be enjoyed by both players and developers. srsly sry...
Finally the Update
In survival mode you spawn as an egg, hatch, fight your hunger, escape predators, survive, grow up, reproduce, Then take care of your young. As we don't want to make reproduction among all creatures generic and repetitive. Yet we want your feedback during the whole development. We've decided to complete the survival mode update by update.
In this first update you can play as 3 small coral fish species which have (Non-Gender -> kek) reproduction completed, other bigger / more complicated species will be implemented with upcoming updates.
This mode uses different in-game point system that does not reset to 0 when you close the game. You gain points by reaching maturity (lvl3) and by growing your offspring into maturity without dying. Note* The more expensive your species are, the more points you gain.
Feed and Grow!
In the end As always we're looking forward. - Click on it!