We've already talked a little about different weapons that you will be able to use in the game but this time we would like to let you see statistics for some of the guns that you will be able to use in the game!
Different weapons do different things or at least do them in a different way. As you might imagine knife is essential in close combat - that's an easy thing to spot. But what about the differences between different type of guns? Let's take a look at them.
Reunion is a revolver with a limited range and not the best damage. It's accuracy is quite good and it boasts 10% chance of doing critical damange. It also has 6 bullets in its magazine which is always an important factor since it times the moment when you will have to reload the gun.
Winbuster has overall better statistics than the revolver. You might ask - why would I use the other one than this one? Well, obviously, you will not always have an easy access to the bullets for this particular gun while revolver might be a little bit easier to obtain.
Hereford is a shotgun that boast higher damage than Winbuster, however it comes with some drawbacks - mainly a limited amount of bullets that it can hold at the same time. In the end it will depend on you how well will you use it in combination with other guns.
Many other guns might find their way into your hands so be sure to always check their statistics to not be surprised!
On a particularly busy day you might get a lot of requests and you will have to make sure that all of them all realised within the timeframe specified by your customers!
2-3 or even more places to go at the same time can be a little bit overwhelming but with careful planning and calm thinking you’re definitely going to be able to deliver everything in order!
A short break to check the fountain might be helpful in order to cool down a little but don’t get distracted for too long! You have places to go, people to see, parcels to deliver!
Always need to remember to refuel from time to time! It would severely impact your customers if you were suddenly to have an empty tank and lose precious time regarding their deliveries!
As the delivery was for a pharmacy it’s nice to see that we were able to deliver it on time. Who knows - maybe we just saved someone’s life or at least make someone’s difficult day a little bit better by carefully picked medication?
Always remember that deliveries happen for a reason! Good job out there!
From today, and for the next few weeks, we will show you a series of unpublished screenshots dedicated to Seed of Life. How about? Let us know your opinions!
We just uploaded a second hotfix for B128. Like the last time, it fixes some of the most often reported issues.
It's fully compatible in regards of saved game states with the previous version.
Changelog:
Tutorial:
- Fix: Tutorials now automatically fix various problems that are not the part of the scenario: officers becoming tired and fuel, energy or compressed air running out. - Fix: Fourth tutorial at certain stages now forbids diving to stick to the scenario. - Fix: It's no longer possible to get lost on the sea, while returning from the second or third tutorial mission back to the port.
Animation:
- Fix: Admiral was moving very slowly forward over a very long periods of time. - Fix: Evacuated NPC crew on a pontoon could swap between sitting and standing position indefinitely.
General:
- Fix: Exclamation mark that appears above characters when they have something to say, was disappearing in the scene after reloading a game state. It was visible only above the portrait after that.
Update 1.3 for Port Royale 4 is now available on Steam, with the console versions soon to follow. With this update, players can now declare independence from their starting nation and gain full control over their diplomatic relations. To shake things up and bring a fresh breeze to the Caribbean economy, there is also now the option to enable events we call ‘Economic Shocks’ during Free Game mode.
As a result of your feedback, we have removed the fame penalty for not supplying your town with enough commodities and replaced this with a bonus system.
We have also improved the naval battles and the city management based on your feedback and added the often-requested male Merchant and Pirate as playable characters.
Update 1.3 contains a ton of improvements and fixes - a detailed list of which can be found below.
We would like to thank you for your support and valuable feedback. We are looking forward to hearing what you think about the changes and new features.
Your Port Royale 4 team
Important note: We recommend continuing to play old savegames on the “legacy branch” with version 1.2.1, loading earlier savegames in version 1.3 might cause incompatibilities.
Guide on how to access the ‘legacy branch’: -Launch the Steam Client -Open your Steam Library and right-click on Port Royale 4 -Select 'Properties' and click on the 'Betas' tab -Click on the drop-down list and select 'legacy' -Press 'Close' -Wait until all necessary files have been downloaded and start the game
P.S.: Just before release our team has found a graphical error that in some cases leads to ship flags being displayed plain grey when starting a new game. As we did not want to keep you waiting longer for the new features we have promised, we decided to launch the update. The team is already working on a solution for this behaviour and we will fix this as soon as possible.
Major Improvements
Declaration of independence
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The player now has the ability the declare independence from their parent nation if they have unlocked all concessions and own 10 military convoys. The option to declare independence can be found in the concessions screen.
Upon declaring independence, all player-governed towns will join the new player nation, which will adopt the player’s flag and can be given a custom name. At this point, the player will be at war with their former parent nation and in a neutral relationship with other nations.
As an independent nation, the player has full control over diplomacy with other nations and will not require letters of marque anymore. The player’s nation will also send automated treasure fleets to Europe to exchange colonial goods for fame.
Economic shocks
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We have introduced a new option called ‘economic shocks’ to Free Game mode. This feature can be toggled in the game settings prior to starting a Free Game.
Economic shocks are meant to shake things up and disturb the balance of the economic simulation for a while, bringing some winds of change to the Caribbean.
6 types of economic shock can appear randomly in-game once the player’s company has accrued 1,000,000 gold.
Shocks can have varied effects, such as decreasing the production of certain goods due to a plague of locusts or increasing the prices of other goods due to a newly introduced ‘church tax’ in specific regions.
For this reason, the game world has been divided into 8 geographical regions in which economic shocks can come into effect. A shock can hit one or multiple regions, or even a specific nation.
Improvements to naval battles
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Boarding difficulty We have changed the damage done by canister shots from absolute to relative so to decrease the effectiveness of boarding.
Prize money We have added a prize money mechanic for vessels that are captured but not absorbed into a player’s convoy following a battle. The player will now receive money as compensation for these boarded vessels instead of them being sunk.
Special terrain tiles in naval battles We have added the following special terrain tiles to battles: Sandbars or swirls that impair movement Cliffs that block the respective tile Carpets of algae that damage vessels when passing over the tile
Turn indicators for vessels There is now an indicator for which vessels will take their turn next in battle.
Displaying earned captain’s experience The earned experience for your captain following a battle is now displayed
Disabling tactics when vessels are sunk When all vessels of a specific type have been sunk, the player will lose the tactic associated with these vessels and this tactic will not be available for the remainder of the battle.
Town management improvements
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Drag & drop mechanic to rearrange buildings We have added a drag & drop mechanic for buildings to the Building menu. This way, players can easily rearrange buildings within their settlements. However, this comes at a cost and there is a fee for each time buildings are rearranged depending on the economic difficulty selected by the player.
Town titles We have added town titles to the game. Every town will now have an atmospheric title at the start of the game (this can be found in the town overview). There are 7 dynamic town titles with affiliated bonuses that a town can both earn and lose throughout a game. One example of a dynamic title is “Metropolis of the Caribbean”, which will be granted to the first town in the game to reach 6,000 inhabitants. If the player is the administrator of the town with this title, they will earn 0.1 fame per town as long as the town continues to hold this title.
Removed fame penalty and added bonus for satisfied towns We removed the fame penalty for a player supplying insufficient commodities to a town and replaced it with a bonus that will apply if a town reaches a general satisfaction level of at least 90%. This bonus consists of new workers constantly spawning in the town and the shipyard working 25% more efficiently.
Display multiple town status effects We added the option to display multiple town status effects in the town overview.
The tavern is back! We added a new screen to the ‘Guesthouse’ building that can be found close to the harbor of those larger towns. It contains the classic dice-roll minigame as well as some cutthroats / scallywags / rogues, who might occasionally offer you some shady deals.
Speech bubbles for citizens We added situational speech bubbles to town citizens that will express their well-being and thoughts on how their town is doing. This will appear when the player hovers over each citizen’s hex field.
Male Pirate and Merchant
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We have added male versions of the Merchant and the Pirate. Note: female versions of the Adventurer and the Buccaneer will follow in a later update.
More improvements
We have adjusted the late-game scaling for the cost of trade licenses and building licenses as well as the fame requirements for a new fame point. In general, all of these are now capped at specific values depending on the economic difficulty settings. This is to prevent an unrealistic cost explosion once the player has created a flourishing trade empire. Letters of marque are now capped in a way that there should be no letters of marque that cost millions of gold (there was a bug at some point that allowed this).
We have added 2 additional player flags for each playable nation (8 in total).
The player’s reputation with each nation will now display if you hover over a nation while in the viceroy’s ‘nations’ screen.
We have added an extra option to the starting settings from which the player can adjust the frequency of wars. For instance, players can now choose to wage frequent but short wars or opt for those rarer and longer.
Added a new notification from the viceroy informing the player if an enemy nation is expecting reinforcements from Europe, as well as the expected arrival date of these war convoys.
Adjusted the frequency of Advisor hints when potential problems occur. This notification now triggers 3 times for each unique problem to prevent The Advisor from annoying the player if a specific, potential semi-efficient situation has been purposefully set up.
Added additional info buttons to the Shipyard, linking to an improved info text which explains a ship’s individual statistic in detail.
Pirates can now build pirate barques in the shipyard.
Added damage models for ships.
Added a one-time-per-town fame reward for constructing a Cathedral.
Added the option to centre the selected convoy if an empty part of the convoy window is clicked on.
Increased the maximum possible towns in a trade route from 20 to 30.
Added a "do not remind me again" option for the hint “recommended to play the tutorial first” when starting another game mode without having yet finished the tutorial.
Bug fixes and optimizations
Crashes:
Fixed a rare crash occurring when editing big trade routes.
Fixed a rare crash occurring when an armed merchant was selling additional trading vessels.
General bugs
Fixed the message that a pirate is getting stronger to display as a negative notification in the viceroy tab.
Fixed some nation-specific concession graphics overlap.
Fixed multiple graphical issues with the water that could occur when following a convoy using ‘t’.
Fixed an exploit that would make an enemy military convoy no longer attack the player.
Fixed an overlapping town siege icon.
Fixed the copy trade route settings mechanic so that it now updates immediately.
Fixed an inconsistency with the displayed vessel speed between the tooltip and the value shown in the convoy window.
Fixed hotkey trading so that the new value of the filling level indicator shows when the player is selling.
Fixed the notification for a successful town siege being displayed too early.
Fixed an overlapping text for the Pirate character in French.
Fixed mini map not refreshing after buying a trading license.
Fixed an incorrect calculation of the average price of luxury goods that would occur if the player’s storage is close to full.
Updated the viceroy button to blink when the player receives a fame point.
Fixed the info of a trading convoy without a trade route assigned getting displayed after it got a trade route assigned already.
Adjusted mini map colours for better readability.
Matched mini map colours in-game with those shown on the map that displays when player is choosing their hometown at the start of Free Game mode.
Fixed thousands of jobseekers already generated at the start of Free Game mode.
Fixed wind and current speeds to display alongside the cruise speed even if this modifier is set at 0%.
Fixed cruise speed modifiers that would not continuously update.
Fixed company balance sheet that would incorrectly display ship loot.
Fixed an error that allowed players to organize feasts in the Churches of other nations.
Fixed an inconsistency in the text displayed about missionaries between Chapels, Churches and Cathedrals.
Fixed the ship watermark not displaying in the trade route convoy window unless a route had been assigned then reassigned.
Fixed issues when loading a saved game during a naval combat.
Tutorial
Fixed an inconsistency in the tutorial telling the player that they can still explore while showing the only option to be exiting the tutorial.
Fixed a rare error in Tutorial Chapter 6 that prevented users from continuing.
Fixed an off-centre arrow in Tutorial chapter 4.
Campaign
Adjusted the text of the French campaign to be centred like the rest of information text for the campaigns.
Fixed a historical fact displaying before the cinematic during the French campaign.
Fixed an error preventing players from continuing that would occur if the hideout of Walter Raleigh was destroyed before the task was mentioned or assigned in the English campaign.
Naval battles
Fixed blurry ships during naval battles.
Fixed some inaccuracies in battle forecasts.
Fixed the occasional missing sound effect in battles.
Fixed the chance of boarding to not display correctly if the chance was too low.
Fixed time not pausing on all screens following a naval battle.
Added an additional hint to naval battles when a ship is low on sailors.
Fixed a rare issue where some fields could not be accessed by ships in naval battles.
Fixed an incorrect loading screen when entering or leaving a naval battle.
Fixed incorrect text from displaying during post-battle dialog.
Fixed an issue where during their turn, the player was not able to freely choose between those ships they had available.
Fixed an issue where player ships were not able to attack enemies on adjacent fields.
Fixed the tactic inferno lasting the incorrect amount of time.
If you decide to take care of deliveries by yourself it is important to know the city well. And in order to achieve that you might want to take a ride from time to time.
The city in the game is quite huge - that’s why checking all places is important - what it makes is getting you familiar with different streets and avenues. And let’s not forget about the suburbs!
Make sure that you drive safely! You’re not alone in the city and other drivers will also come and go as they are on their own way. Wouldn’t want to get into any accident, right?
Skyscrapers and other tall buildings make it easy to get lost in the city. Better check the map from time to time to make sure you’re in the right place!
Speaking of which - is there anything better than peacefully driving through the forest? Almost becoming one with nature, letting all your worries melt and finding your inner peace - that’s it! And since you might sometimes have to deliver your products to remote areas of the map it is also good for your awareness to come here from time to time!
Be sure to find some time to visit different parts of the city - that knowledge might be useful in future!
The release of the next update, 0.8.0, is scheduled for next Friday! We've done a lot of testing, fixing and recalibrating this week. The new Colony Points system isn't perfect yet, but it should be better, more rewarding, more intuitive and more accessible than the current Happiness/Calories system.
Despite that, last week's blog received a fair amount of criticism. We want to take a moment to respond to these concerns.
"The new system is less realistic"
Agreed! It's less 'grounded', it's more game-like. We understand that it seems less appealing to 'grind points' instead of satisfying the concerns of your colonists. But the fact that it's a bit less realistic and more game-like should make it easier for players to understand and use.
We understand the appeal of the old happiness system - otherwise, we would've never taken the effort to develop and implement it. But in practice, it has never lived up to our expectations. It's not intuitive because it runs on some very strange logic (items generate a set amount of happiness regardless of your amount of colonists, and thus regardless of how many items you've got to produce). It punishes people for growing their colony and recruiting more colonists. It's hard to understand for many players, especially the "Calories-Slider". This is probably a large cause of the reason why only a small minority of all players actually reach the "end of content".
We've tried to make the system more intuitive, but we've finally decided to fix the root cause (the wonky system itself) instead of addressing the symptoms. We understand that the new system might not sound as appealing, but we believe the reworked incentives work a lot better in-game. The system is still pretty bare-bones, but we're planning to make it even better in the near future, both more satisfying to use and with more exciting rewards.
0.8.0 isn't merely an addition, it's a fundamental change, and that means that we're also losing some of the benefits of the older systems. We've tried to avoid that as much as possible, but we feel that the benefits of the new system are big enough to justify it.
"Why are you changing these systems instead of adding new content?"
A handful of blogs ago, we released the results of our survey. They indicated that while most players would like to see some new content, their actual highest priority is better progression systems, a more engaging way to 'hook' the player. We were already suspecting that (because most players don't reach the earlier mentioned end of content), and are now working to improve this.
Another problem is the fact that the old Happiness system was not a stable foundation to work from. It worked in a highly specific way, and in itself, it was already too complex for a sizeable part of the community. Lots of players simply disabled it. The new system has been developed with these lessons and the future in mind. It should be easier to integrate new subsystems in it, like a system with different levels of beds and daily rewards for providing your colonists with better beds.
We understand that some players (especially those who have learned to work with the current happiness system) may feel like our priorities are misguided. Don't be too worried: we're planning to start working on actual content again relatively soon :)
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We're really looking forward to seeing your reactions to 0.8.0, and we're planning to enhance and extend the new systems a lot further based on your experiences. We hope 0.8.0 will be the stable foundation that was lacking in 0.7.0, and are hoping to build a lot of exciting features on that new foundation. If you've still got concerns, questions, or feedback, please respond in the comments or on Discord!
The first major update of Sands of Salzaar’s next stage of development is now here. But before that, we have some other news to share with you: Sands of Salzaar won the Best Game Award at the 2020 IndiePlay Awards! We are honored by our players’ support and feedback, and will continue to improve the game during Early Access and beyond.
Back to today’s update! In case you missed it, you can read about our update plan and roadmap for the next few months here.
New Quest Tracking Feature
In the November update, one of our biggest priorities is to address a very frequent feedback: the quests lack direction and are often too vague for their own good. To address this, we added a new quest guidance system. You can now either pinpoint a main quest objective on the map, or follow a compass to find your destination.
For players that wish to immerse themselves in the game world, there is an option for you as well. Tavern hostesses will have rumors for your mysterious quests, and the clues will expand over time, in case you need them for late steps.
Combat and AI Improvements
Another major addition we’ve included in this update is the first of the major changes to the combat system. New battle scenario maps are added for better visual variety in combat. Troop AI behavior in battle has also been adjusted, in particular to cavalry units and ranged units, which will now attempt to fight with melee weapons when necessary, instead of constantly trying to run away, much to the annoyance of players. Finally, there is a major rebalance of troops, especially at the higher tiers.
Some of the combat changes were part of work previously slated for later, but we’ve decided to bring them forward. These are things we are constantly working on, and we’d love to hear your feedback on the changes. In addition, we are focusing on single player mode features at this time, so the multiplayer map expansion previously planned for this update has been moved to a later date.
Expanded English Mod Support
Last but not the least, to further support the English speaking modding scene, we’ve further expanded English tool support by localizing table headers of the reference excel files, and made them easier to access. A couple of untranslated modding tools are also localized. This is another field we are still in active iteration process, so let us know your modding experience as well.
Speaking of mods, some modders in our community are also working on localizing their award winning mods of the second modding event, you can take a look at the winners here.
If you encounter any issue in-game, contact us through indie@xd.com, or join us on Discord!
The full patch notes are as below.
2020-11-20 Codename: Battle of the Black Sun (0.8.1.1)
New Additions
Brand new quest guidance system, with map coordinates and compass options.
You can now ask for rumors at taverns for certain active quests. Options for the rumors will expand and change over time.
12 new battleground maps, which will spawn randomly depending on army composition and related environment.
New combat moveset for sword, dagger, spear and staff.
New animation set for dragons.
AI and animation improvements for cavalry units.
Added English headers for modding resource excel files and rearranged configuration tables.
Teammate position indicator widget added to multiplayer mod.
You can now set password for your multiplayer session.
Added custom item slot feature to the mod editor. You can custom item slot and type name of any number, define slot exclusivity logic like differentiating between one and two handed weapons and more. Refer to GUI and LUA reference mod for more information.
Added trade GUI reset function to the mod editor.
Adjustments
Some persistent NPCs (Mysterious Witch and Haberdasher, for example) now show up in the town roster.
Adjusted ranged unit AI and their movement behavior. Certain ranged troops will also attempt to fight with melee weapons when necessary.
Removed the time limit of Bazaar.
Adjusted combat roll animation.
Updated Beastmaster’s dragon form model.
Tasha, Threnody and Omar are now automatically assigned “in the wild” status once certain side quests are completed. You no longer need to use Legacy to bring them into the game.
Significant troop stats and skill revamp. Certain high tier troops have also been redesigned, this include Dakn Elder, Dakn Priestess, Nasir Crossbowman, Nasir Healer and more.
Adjusted the following skills: Wild Wolf Bite (Beastmaster), Beast Stampede (Beastmaster), Slam (Beastmaster), Lunging Chop (Berserker), Primal Dance (Berserker), Aftershock (Sentinel).
Cooldown and mana cost adjustment for some skills.
Most dungeon with chest rewards now change their battleground map accordingly.
Added missing illustrations for certain quest NPCs.
The multiplayer lobby now shows all available and in-progress multiplayer sessions. Players will also be returned to the session itself instead of the main menu after finishing or failing a multiplayer game.
All mod configuration table files are now arranged in two languages, this includes file names and column titles.
All open source configuration tables can now be found in "Example_ExcelReference" folder under game installation path. Mod developers no longer need to extract them from open source mods.
The damage boost of Combat page 'Le Regole' now applies to all allies
5. Bug Fixes
Fixed an issue where the effect of Abnormality page 'Petals' did not match its description.
Fixed an issue where Combat pages were sometimes being played against dead librarians in the realization battle for the Floor of Literature.
Fixed an issue where certain combat dialogues for the Abnormality were not being played in the first Abnormality battle on the Floor of Philosophy.
Adjustments to the design of the Key page of the Patron Librarian of Religion.
English, Chinese, and Japanese versions: Fixed an issue where combat dialogues for librarians were not being displayed in the realization battle for the Floor of Art.