New model goes to production: FN FNC FN FNC assault rifle.
The rifle was developed between 1975–1977 for NATO standardization trials. The rifle’s design is based on the FNC 76 prototype, which itself originated from the commercially unsuccessful FN CAL rifle.
New model goes to production: FN FNC FN FNC assault rifle.
The rifle was developed between 1975–1977 for NATO standardization trials. The rifle’s design is based on the FNC 76 prototype, which itself originated from the commercially unsuccessful FN CAL rifle.
After 10 days of beta testing, patch 1.1 is officially out. Here are the changes contained in this update:
Implemented a Fast Combat Animations option to speed up combat animations. The option can be found in the game settings and it has to be activated, since the default option is “off” to help new players understanding what’s going on.
Added a separated volume slider for sea shanties and an option to disable them, since now they keep playing till the end and maybe some people would not enjoy it.
Implemented Controller support
Added the option to not pause and mute the game when tabbing out. This could be useful if you play the game in window mode or while doing something else.
Added “Take All” button in Post Combat interface
Added damage to the Tusk Strike attack of the narwhals, since the “bandages” ability was making them too easy to hunt.
Changed hunt risk formula to increase chance to have a low risk hunt
Added tool tip informing the user about the risks of automatic combat, now you know the chance to lose a man
Decreased chance to lose men during automatic combat. By investing in harpoon technology and good hunters you can have “0% chance to lose a man” automatic hunts
Changed de rerum animalia skill effect (now all the sea creatures cards are played face up, not just the ones attacking the whaleboat)
Decreased difficulty of combats in Main Quest 1
Shanties are no longer stopped by entering a city, quest events or combats, they keep playing till their end. They are still stopped by cut scenes.
Changed sleeping days of events in order to reduce events recurrence
Increased prices of large ships, since moving from a medium ship to a large ship was too fast.
Decreased price of small ships (not the base one)
Changed crew lay to decrease lay pressure in the end game
Reduced effect of the traits greedy/generous (just for crew members)
Fixed rare block in combat during the tutorial
Fixed attack commands doing negative damage (= healing the target)
Fixed Butcher skill not giving bonus on extracted blubber
Fixed weak and strong traits adding bonus damage also to non-weak men
Fixed Stray Bullet random condition adding Bleeding only for one turn
Fixed “In Vivo Testing” skill giving XP bonus only to the character, not to the whole whaleboat
Fixed wrong XP bonus given in some cases
Fixed safe docks disappearing when the crew was losing men with “Safe Docking” skill
Increased influence radius of non-main quests
Fixed wrong sea names in Whaling Area quests
Fixed pirates chasing ship for long distances
Fixed pirates waiting for the player exiting the harbor
Fixed wrong quest description when completing a whaling area quest
Fixed typos in events
Fixed typo in Main Quest 1 description
Fixed text in Main Quest 2 description
Fixed typo in post quest interface for main quest 7
Fixed Main Quest 3, where a particular set of choices gave you no chance to fight Diabolito
Fixed events in storm areas not checking who is at the helm to properly trigger
Minor gameplay fixes in events
Fixed typo in final credits subtitles
Fixed typo in Unstoppable combat ability description
Fixed event with merchant ship, in which you were losing money and barrels buying grog
Fixed trivial quests options not considering the captain “resuscitation” skill
Fixed captain xp bar showing wrong fill ratio
Fixed black market skills affecting also Merchant’s selling prices
Changed cannon compartment name to simply “cannon”
Fixed a few typos in newspaper headlines
Fixed yearly autosave not working
Fixed tooltips of Generous and Greedy traits
Fixed morale bonus for captain’s Xenophilous trait
Fixed a few typos in interfaces
Our next step is working on Mac and Linux versions of the game. If you are interested in partecipating to the beta for those two versions, write us at beta@picaresquestudio.com
After 10 days of beta testing, patch 1.1 is officially out. Here are the changes contained in this update:
Implemented a Fast Combat Animations option to speed up combat animations. The option can be found in the game settings and it has to be activated, since the default option is “off” to help new players understanding what’s going on.
Added a separated volume slider for sea shanties and an option to disable them, since now they keep playing till the end and maybe some people would not enjoy it.
Implemented Controller support
Added the option to not pause and mute the game when tabbing out. This could be useful if you play the game in window mode or while doing something else.
Added “Take All” button in Post Combat interface
Added damage to the Tusk Strike attack of the narwhals, since the “bandages” ability was making them too easy to hunt.
Changed hunt risk formula to increase chance to have a low risk hunt
Added tool tip informing the user about the risks of automatic combat, now you know the chance to lose a man
Decreased chance to lose men during automatic combat. By investing in harpoon technology and good hunters you can have “0% chance to lose a man” automatic hunts
Changed de rerum animalia skill effect (now all the sea creatures cards are played face up, not just the ones attacking the whaleboat)
Decreased difficulty of combats in Main Quest 1
Shanties are no longer stopped by entering a city, quest events or combats, they keep playing till their end. They are still stopped by cut scenes.
Changed sleeping days of events in order to reduce events recurrence
Increased prices of large ships, since moving from a medium ship to a large ship was too fast.
Decreased price of small ships (not the base one)
Changed crew lay to decrease lay pressure in the end game
Reduced effect of the traits greedy/generous (just for crew members)
Fixed rare block in combat during the tutorial
Fixed attack commands doing negative damage (= healing the target)
Fixed Butcher skill not giving bonus on extracted blubber
Fixed weak and strong traits adding bonus damage also to non-weak men
Fixed Stray Bullet random condition adding Bleeding only for one turn
Fixed “In Vivo Testing” skill giving XP bonus only to the character, not to the whole whaleboat
Fixed wrong XP bonus given in some cases
Fixed safe docks disappearing when the crew was losing men with “Safe Docking” skill
Increased influence radius of non-main quests
Fixed wrong sea names in Whaling Area quests
Fixed pirates chasing ship for long distances
Fixed pirates waiting for the player exiting the harbor
Fixed wrong quest description when completing a whaling area quest
Fixed typos in events
Fixed typo in Main Quest 1 description
Fixed text in Main Quest 2 description
Fixed typo in post quest interface for main quest 7
Fixed Main Quest 3, where a particular set of choices gave you no chance to fight Diabolito
Fixed events in storm areas not checking who is at the helm to properly trigger
Minor gameplay fixes in events
Fixed typo in final credits subtitles
Fixed typo in Unstoppable combat ability description
Fixed event with merchant ship, in which you were losing money and barrels buying grog
Fixed trivial quests options not considering the captain “resuscitation” skill
Fixed captain xp bar showing wrong fill ratio
Fixed black market skills affecting also Merchant’s selling prices
Changed cannon compartment name to simply “cannon”
Fixed a few typos in newspaper headlines
Fixed yearly autosave not working
Fixed tooltips of Generous and Greedy traits
Fixed morale bonus for captain’s Xenophilous trait
Fixed a few typos in interfaces
Our next step is working on Mac and Linux versions of the game. If you are interested in partecipating to the beta for those two versions, write us at beta@picaresquestudio.com
We continue working on expanding the existing map and creating a new one (Cologne). To expand virtual Serpukhov, we created new models with better quality.
And in the near future coming a "tasty" update with a new scenarios, which will be quite different from those already available in the game. There will be a new bus. This will make easier to wait of a large update, we're adding Free Mode (along with the new area and buses).
We continue working on expanding the existing map and creating a new one (Cologne). To expand virtual Serpukhov, we created new models with better quality.
And in the near future coming a "tasty" update with a new scenarios, which will be quite different from those already available in the game. There will be a new bus. This will make easier to wait of a large update, we're adding Free Mode (along with the new area and buses).
We have had a few patches on the backend but this is a big boy. This is v1.0.5 and it has a very long bug list, so long in fact I can't even post it because it exceeds the 2000 char limit by itself.
This is our 5th patch for the game since the launch and it is an important one because it brings in some nice quality of life things like, ability to bind your keys, see servers that are currently playing games (but prevents you from joining for obvious reasons), End game widget notifications to try and prevent just getting kicked to the main menu without a notification. You can now leave the game with the ingame leave button, better stat tracking which we will share with you at the end of the alpha! I wonder who has spent the most time inside the trashcans? We also implemented a system that does a version check and forces you to close the game and get the update before you can play. This will make sure we have everyone on the same version for bug reporting/feedback/and seeing more servers. So many things we are excited about and lots and lots of bugs fixed.
We will not be releasing anymore keys until valve approves some for us, because they are all gone! The feedback from you guys has been incredible, the bug reports so helpful, and the love and understanding. Enjoy this change list, the build is live now so be sure to restart steam! We need everyone on v1.0.5
We have had a few patches on the backend but this is a big boy. This is v1.0.5 and it has a very long bug list, so long in fact I can't even post it because it exceeds the 2000 char limit by itself.
This is our 5th patch for the game since the launch and it is an important one because it brings in some nice quality of life things like, ability to bind your keys, see servers that are currently playing games (but prevents you from joining for obvious reasons), End game widget notifications to try and prevent just getting kicked to the main menu without a notification. You can now leave the game with the ingame leave button, better stat tracking which we will share with you at the end of the alpha! I wonder who has spent the most time inside the trashcans? We also implemented a system that does a version check and forces you to close the game and get the update before you can play. This will make sure we have everyone on the same version for bug reporting/feedback/and seeing more servers. So many things we are excited about and lots and lots of bugs fixed.
We will not be releasing anymore keys until valve approves some for us, because they are all gone! The feedback from you guys has been incredible, the bug reports so helpful, and the love and understanding. Enjoy this change list, the build is live now so be sure to restart steam! We need everyone on v1.0.5
St Patrick's Day Event: Duffy's Pub Crawl starts today!
Visit Duffy (he's wearing all green) by heading to the tavern on the southwest corner of Prontera to get started. You need to be at least level 21 to start the quest - no underage drinking! ;)
Joke and Tell Contest is live in the Creative Contraptions forum! All are welcome to join!
Boxing the Compass Livestream with CM Astra and JelloShaker airs every other Tuesday at 3PM PST! Next stream is on Tuesday, March 27!
Classic Maintenance 2PM - 6PM PST
Quests
The next new Headgear quest, White Snake Hat (Tier 1), is available. Speak to Frank in Morocc (who has his own tent at 118, 93). Certificates can be found in the treasure caches. To create this headgear you'll need the following once you've obtained a certificate:
200 Shining Scales
100 Skel-Bones
50 Scale Shells
1 Reptile Tongue
1000 Zeny
1 White Snake Hat Certificate
Events
St. Patricks Day Event Begins. Visit Duffy in the South West Corner of Prontera to get started.
Spotlight
Spotlight continues as Demi-Humans! The following creatures will be affected:
St Patrick's Day Event: Duffy's Pub Crawl starts today!
Visit Duffy (he's wearing all green) by heading to the tavern on the southwest corner of Prontera to get started. You need to be at least level 21 to start the quest - no underage drinking! ;)
Joke and Tell Contest is live in the Creative Contraptions forum! All are welcome to join!
Boxing the Compass Livestream with CM Astra and JelloShaker airs every other Tuesday at 3PM PST! Next stream is on Tuesday, March 27!
Classic Maintenance 2PM - 6PM PST
Quests
The next new Headgear quest, White Snake Hat (Tier 1), is available. Speak to Frank in Morocc (who has his own tent at 118, 93). Certificates can be found in the treasure caches. To create this headgear you'll need the following once you've obtained a certificate:
200 Shining Scales
100 Skel-Bones
50 Scale Shells
1 Reptile Tongue
1000 Zeny
1 White Snake Hat Certificate
Events
St. Patricks Day Event Begins. Visit Duffy in the South West Corner of Prontera to get started.
Spotlight
Spotlight continues as Demi-Humans! The following creatures will be affected: