Please be aware that from 8:00 CEST on April 8 (11:00 pm PDT 4/7), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 4 hours.
Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.
We are excited to announce that Ultimate Admiral: Age of Sail has been fully released on Steam!
The game has come a long way since the early concept, the first baсker build and the period of Steam Early Access. We always wanted to create a hardcore tactical strategy game about naval battles that did not exist before. This is why we focused greatly on the development of very realistic sailing mechanics, a detailed damage model and the making of beautiful and historically correct ships.
In order to convey the complexity of managing a single sail ship or even a whole fleet, we added officers with various tasks on ship, simulating their true historical roles.
All the important weapons of the historical period and a vast technology upgrade system are featured in the game, offering a historically accurate and complete customization for all ships.
We have deeply researched a lot of historical sources and worked hard to finally provide to you “Ultimate Admiral: Age of Sail”, a game which will travel you in the time of the American War of Independence and immerse you not only with epic and realistic naval battles but also test your skills in engaging landing operations.
Thanks to your support and feedback, we were able to improve various mechanics, add extra content and fix thousands of bugs. The game may still contain a few more bugs that we plan to fix as your reports arrive.
The strength of the impact determines how much the trap draws attention to itself, but also determines its power. Each square reduces the strength by 1. The strength of influence is pitted against the ferocity of the creature. If the strength is greater, then it will always attract the creature's attention. If the strength is less, then for each point of difference, it loses 10% of the chance of attracting attention.
As some of you may know, I've been working on the 5.0 structures for a few months now, admittedly on and off, and I wanted to gauge interest on something: How would you feel about a separate app branch for 5.0 Alpha/Beta testing? Short explanation - you'd opt into the new branch using the same method we use to change game versions, make a new save, and play through what is currently available while reporting back and bugs or gamebreaking issues you may find. Save files will more than likely not be able to be preserved due to how some bugs require fixing, so using multiple save files and saving often would be advised. For instance: a save file just before talking to an NPC who bugged out would be safe after the bug fix, but a save file from after that same NPC would not. Basically, I won't add debugs the way I did with the meeting hall chest and the Delivery Boy, but instead would focus on hard fixes for when 5.0 releases publicly.
If you're interested in following 5.0 as it's being developed and participating in the Alpha & Beta testing of it, please join my Discord @ https://discord.gg/bMS9ktw. Cross of Auria channels are just after the specific game channels. Keep in mind that I use this discord for my youtube & stream adventure, so that's the bulk of the channels and discussions.
Some more specifics for this 5.0 development test: • Areas and quests would be drip released in order of the in-game timeline / playability. - Example drop order: The Veil (new intro) -> Lvell day 1 -> Lvell day 2 w/ Jack -> An'ura & return -> Scarlet & Black Forest -> Auria & Hell's Gate -> Auria main -> Rabbit's foot functionality -> Frost Forest -> Agartha functionality -> Orc war zones -> Release to public/main branch • If a bug required the NPC to be replaced in order to be fixed, anyone with a save file after the bug was found would have to restart the file or revert to a previous save before the bug was encountered. • If you manage to not keep saves past where bugs occur and only progress and save as they are resolved, you'll be able to keep this save file moving forward into the public version. • The initial drop for the new veil intro will take the longest, since all of the back end structures have to be in place to prevent more forced game restarts. I currently have no timeframe for this, but the expected time to complete the entire 5.0 process is why I wanted to give everyone something to do in the meantime.
On top of all of this, I am still taking art submissions provided they fit the style of the game. If you or someone you know works with pixel art and you want to make something for CoA, stop by and talk to the two artists already working on the game! Artists who submit quality work get to work with me on adding their own questline to the game, provided it still falls under Revan's specific fantasy theme. For a frame of reference, the questline with Adrian, Ana, Ryan & Maya was created by one artist, and the battles for Headless Horseman and soul/void based enemies (Those Who Watch, Wretch) were created in part by the other.
Let me know what you think. It's likely that I will proceed with this method of 5.0 testing even if nobody openly says they're participating since it will be easier for me to manage.
One final note, there will be no more updates to the retail branch of the game until 5.0 is complete and goes live. I've tried to fix some issues with various game branches but the only true fix is to take them out and redo them altogether which will affect all current save files. In essence, this is the reason for the new save file requirement once 5.0 goes live.
We will update the game to 1.34 on April 8. This will be a relatively small update that will give you new high-level meta-plants and a mid-level weapon to craft. We will also do some work on the servers during the update. The update will also include many translation fixes by the team of translators.
This is a good milestone because it means we have restarted the wheel and will be able to give you other cool updates in the future. Do not expect majors update in 2021 as the team need to release Mist Legacy, but we will give you everything we can on Therian Saga.
Balance - Nitro always burns crops (the way it was originally when beta started) Balance - Reduced gun upgrade prices by about 30% Balance - Increased Motivator Tractor's cooldown from 60 seconds to 75 seconds Balance - Reverted Rye's nerf - he now repairs guns 50% of the time instead of 20% Balance - Increased Wacker Tractor's cooldown from 100 seconds to 120 seconds Balance - Moved the heart beat and rose items from the Golden Bulb loot pool to the main loot pool Balance - Nasal Spray now only drops from Golden Bulbs Art - Improved "Creamy Milk" icon Art - New weed flower art Art - Improved Motivator art Art - Ground Splats disappear much faster to avoid covering up farm tiles for too long. Art - Improved Mysterious Flower art Art - Improved Atomic Orchid art Bug Fix - Lizard from Reptilian Solstice spawned too fast after it was killed. After killing the lizard, it will now take 10 seconds to respawn. Bug Fix - Reptilian Solstice now works properly if it comes from the time capsule Bug Fix - Eggs no longer work with the Double Cream Upgrade (Foraging berries charges tractor) Bug Fix - Bundits will always play running animation when they return to their camps.
Fixed a bug that was causing slow motion speeds in replays even after selecting other speeds
Replays now consistently show the selected balloon scale
Double Point Zones
This shouldn't effect gameplay (as long as I didn't break anything)
The double point zone spawn system has been overhauled to make it much easier to add the zones to new maps
Some Groundwork
I've started early work on some potential customization systems. I'm rolling out tests now. It's very early stages but I'm hoping to have a wide array of options for players to customize their rides.
One of the currencies in the endless mode are the experience points. They are shown as green and red train points at the top of the screen.
You are awarded the experience point(s) for every non-delayed train when it reaches its final destination (together with the money reward). The amount is based on the contract definition as you can see on the screenshot below.
Upgrades
Experience points are really important - they allow you to unlock the various System Upgrades. These upgrades are helping you to handle the traffic, and are improving your user interface (and experience). The later you are in the game, the more traffic you need to handle. But thanks to these upgrades, it’s still manageable and usually more pleasant as well. The upgrades are non-linear and it’s to everyone’s personal taste to choose between them.
The unlocks are designed to be handy and helpful but not entirely necessary (a few exceptions apply, for example the ones that will allow you to get the red experience point, see below). Every unlock can help you to be more efficient, do less work or have a better experience with your dispatcher interface.
There are currently four categories of the upgrades:
Contracts
Automation
Controls
Interface
Contracts Upgrades
As the name implies these are tightly connected to the contract system. They can adjust how and what types of the contracts are being generated or allow you to make adjustments or even generate your own contracts.
New Type of contracts
You can unlock new types of contracts thus more variety to the traffic you are operating. For example the Freight trains or the One-off Inter-City contracts. These contracts are really important as they are awarding the red experience points. So don’t forget to unlock one of these early! The red point is also awarded for the Coach Yard contracts that originate from the station in your controlling area.
Contract adjustments
Another group of contract upgrades are for the adjustments of the contracts. The ability to change the train’s timetable can be very handy in a lot of situations. Especially the change of designated platform is something that you may need in the early game. One of the upgrades allows you to optimize the contract (run the trial train again) and get a much better reward if you can handle it faster.
Future unlocks
As we will release regular updates during the Early Access we already have the plans of what kind of new unlocks could be in this category. You can expect the Upgrades that will allow you to have more offered contracts (current limit is 5 contracts) or be able to sort the offered contracts into corresponding categories (contract type, train type) and choose between them. Or even Auto-Decline feature that will reject contracts for you. Because we know that later in the game, there is usually a need for specific types of contracts. It will free your hands and go well with the design of the unlocks - be more efficient and do less work!
What will follow?
Next time, I’ll tell you more about the next category of the upgrades! Follow us and join our community Discord. The development is heavily inspired by the community suggestions.
We are also preparing to run the Steam demo, so stay tuned for the future updates!