PROLOGUE 1.14 (May 18th 2021) ------------------------------------------ - Added better walk animations for Brok. - Fixed : Music sometimes didn't loop correctly during the interrogation. - Fixed : Cursor movement with gamepad was much slower than intended (it varied according to resolution but it shouldn't have.) - Fixed : Three music tracks were missing in the prologue. - Fixed : Changing the options saves the configuration when closing the menu. A bug made it save the configuration each time afterwards, even without changing anything. - Fixed : Added failsafe to check if the target list was not existing when enemies fight. - Added unique ID code at the end of the prologue. - Added 23 fanarts.
Dear players! Right now we are totally ready to release project to Steam. But need some time for approve! Sorry for delay. We will release it immidiately as we could see this green button. Good news - we have some additional time for polishing ;)
Today the big Quality of Life patch will go live on steam! It's not Chapter 3, instead the first two chapters (mostly 1) got some uplifting. This includes story bits but also mechanical wise as well as some balancing and bug fixing.
Major changes
-No more evading in battles, instead it's all blocking -Charge Attacks can use Stamina for extra damage -Completly new intro -New Savesystem (most autosaves were replaced with statue saving).
Also, the patch will remove the russian translation for now as there's been no signs of interest for this patch, though this may change in the future again.
Savefiles are no longer compatible with this version!
Art
-Replaced old starvation Debuff with a new icon -Lonely Sand ground replaced with better art (no more mush). -Most characters now have 3 idle animations instead of 2. You may thank Sarrg for this change. -Added Coppelius Faceset. -Added Faceset for Nimarus without hat (thanks Smasho)
Bugfixes
-Fixed Forest items respawning upon reentering -Fixed Zamur Cape text saying it's Umami when it's actually Sour. -Fixed Nimarus stomp target showing the wrong person
Story
-Johanna no longer returns from a 6 month long journey. Instead, something different happens... (fully reworked the intro chapter).
System
-Increased Max Level from 16 to 30 -Added Savepoints and replaced most autosaves with it. -I'm no longer scared to use bloom shaders in TDE.
Gameplay
-Erika's shop is now also open at evening. She has to do some overtime work. -Reworked Woy System in combat. It needs to be channeled like Star Power in PM:TTYD. -All Charge attacks slightly reworked. You can now pay SP to make the attacks deal more damage during the charge.
-Kaltstein: Adjusted lights for the new system, added new "glow" to indicate where to leave. -Added a guitar sound to Honeiro -Increased the sell price for most ingredients. It's now always 5 less than the buy price. -New content for Nikita Day2. -Nikita Day3 Event requires not having a Woy Pact to side with her. -Kaltstein: Added warning that leaving advances the plot, added [!] to Jasmine.
Menu
-Doubled Cursor Speed for Overworld Menu -Levelup and Inspiration Points are now shown as notifications. -"Unlocked" icon is now more clear. -Made OW Menu somewhat easier to navigate.
Battle
-Enemies that run away now give half their XP (round down) instead of 0. -Johanna: Summoning Robato now always fully heals him. -Fixed yellow potions not applying +1 Action Point modifier correctly -When a Buff is applied, you receive a message now. -Enemies now show which character they attack in a more clear way. -Made Snakes a little bit faster -Nimarus stomp attack deals 5(9) instead of 8(12) base damage. -Nimarus earthquake deals 5 instead of 8 damage -Secret Boss ??? - Laser attack from 4 to 3 base damage -Secret Boss ??? - HP lifesteal changed from AoE to single target, but base damage increased by 1. -Replaced all instances of evading with blocking. -William: Stick Throw is now like the hat throw. Pierces once, deals 2 damage to each target. -Selecting a character now skips the "select category" menu, removing one A press. -Angry Crows now have their HP bar properly placed -Robato von Brex: Can now also hit medium sized enemies. -Changed Wolpertinger from Tall to Medium sized enemy group. -All enemies now start without their HP Bars revealed, as the goggles can now be built pre-Chapter 1. -Stones & Bones are now useful: 100% stun rate, damage up to 2, changed targeting system. -Camera is now dynamic for many attacks -Added Battle Transition for Nimarus -Marx: Reworked for the new Woy System.
- Added : Panzer I A, T 26, BA-6, BT-5, I-15 and I-16, Panzer IV H, StuG III G, Me 109 E, Junkers 87 A, CR 32 Falco, Ha 112, Tupolev SB and SM 79, M1937 45 mm, 76.2mm M31, 105mm Vickers M22, 37mm M1930, 122mm M10/30 and Renault FT-17 8 mm to Spain.
- Change : Bunkers, Coastal batteries, RADARs and mines have new sprites. - Change : 3.7cm AA German sprite. - Change : Panzer III N, IV G and III J romanian sprite. - Change : All Vichy France sprites. - Change : Not giving th rd nd suffixes to RADARs, bunkers, coastal batteries supply depots mines etc anymore. - Change : Stug III A and G sprite for germany.
- Fix : RADAR icons being shown over your own units when AI was playing.
Today we would like to present you a project that will let fans of Sea Dogs play absolutely new and modern game, the goal of which is to continue the legendary series about pirates. This project is a legacy of Sea Dogs and will be called, respectively, Corsairs Legacy.
We announced as soon as we gathered the full team, implemented all base mechanics of RPG and got good graphics for the alpha version of the game. New game is being developed in the Unity engine.
During the past six months we talked to a lot of famous developers of the Sea Dogs series, mod developers, developers of other projects related to the game. We gained experience, learned features of the series, strong and weak aspects, to take into consideration for our Corsairs.
Mostly I'm just messing around learning how the update system works so I can figure out how to go about regular updates.
I remapped the esc to work properly, it was mapped to shift+esc for development.
Also some small changes to how the inventory system goes about dropping things so they don't stack in stupid ways and so they don't fall through the world.
A super quick update from us: the store page for Chapter 7: The Dark Between the Stars is now live! We’ll be releasing this month, but in the meantime give us a wishlist!