Remember each race winner will get a custom 3D printed trophy and the Top 3 all get the exclusive MSLA marble skin. At the end of the season in September we will crown a Season Champion who will get a special Championship Trophy and a MSLA Champion player card they can equip in the game. Also, ALL members of the Championship Team will win a special Team Champ Trophy!
Perang Laut Maritime Warfare or shorted as “Perang Laut’ is historical real time strategy set on maritime power in Indonesia archipelago. Factions appers in campaign taken from 7th century to 18th century which 11 factions is playable. Each factions have different characteristic, power, and specializing in constructing ship. The main objective for each factions taken from the background of faction’s expansion and ambition such as Majapahit want to conquer/control strategic place in many islands, or Aceh want conquer many place in Sumatra and Malaya.
(old screenshot of Perang Laut)
The idea of this game came in day dreaming in early Febuary 2014 and after that, first time my game development started with game project called Perang Laut and in March 2014 become Pedalahusa. But at that time, my game project only just for learning the game development and making the strategy game. (old screenshot of Perang Laut)
In November 2015, I starting making Pedalahusa Fall of Bali, strategy game set in Bali in 19th century after very exicted reading history of Bali in 19th century by Anak Agung Gede Agung. But since I still learning the game development while focus in my collage life as new history student, the game progress very slow and I declare the project of Fall of Bali done in January 2017 after I lose my motivation in this game.
After done with Fall of Bali, I read there are board game submission from board game developer. I want try my luck with making board game about Perang Laut. I sent it and my board game project rejected. Since I think my board game project will good if I adopt it in PC game. The project started in first week May 2017 and first time I show it to public at Jakarta Game Developer gathering.
For long time making it alone (with support my comrade, Raden Agung as composer, and my friends in history program Universitas Indonesia), the development process take long time.
Twice time this game exhibited in public exhibition in middle July 2018 at Indonesia Gaming Xperience and early October 2019 at Indonesia Ministry of Industry.
Join in as finalist in Increfest competition in Bandung at 12-13 September 2019 but lose. In January 2019, Perang Laut have big chance to have Steam page, but failed since money for Steam Direct put in Steam Wallet. This is make big trouble at that time
Now, new phase come in middle 2021 when we got assists from another team improving the graphic and feedback for gameplay.
Perang Laut Maritime Warfare have steam page (before only Itch.io and Gamejolt) after lose the chance in January 2019. The release date actually tentative since there are Steam Next Fest and this release date probably target for this game to keep improving the quality until many people like this game and enjoy it for long time.
Demo of Perang Laut in Steam will come soon... There are demo of this game in Itch.io version. You can search it and play but the different from demo of Steam version is this game will have steam achivements...
This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!
The Pathfinder Update Fix #5 - 0.7.123 All builds
Added logic to reduce the speed and number of infected that spawn when on Recruit difficulty
Fixed 'mouse following widgets' not properly showing (after widget tick update)
Fixed the Capture Truck 'acting as if it deployed' if you try to deploy it in a fully corrupt zone
Fixed hovertips not working for difficulty adjuster widget (in custom game mode screen)
Updated custom game option 'Defense Density Multiplier' to affect the max number of defense infected that respond to aggression towards infected territory (caps at 1.0x for now)
-Updated custom game option 'Defense Special Infected Amount Multiplier'
Updated custom game option 'Defense Respawn Rate Multiplier' to affect how quickly defense infected numbers are refilled
Added new custom game option 'Starting Infected Multiplier', to affect the number of infected that Chelsey's team starts with
Hid some custom game settings which are currently deprecated
Cleaned up some hovertips for the difficulty adjuster widget
Updated some of the custom game options for the 'Recruit' difficulty setting to be lower (to make the new Chelsey System setup easier)
Updated the Infection Zone Manager for both of the maps to start with '0' infected before spawning the initial amount (instead of 250), so default infected population isn't bolstered by an additional 250 in reserve
Fixed the hovertips not showing for the Faction 'set hostile' options in the ROE widget
Fixed a hovertip on the difficulty adjuster
Hooked up Juniardi's new weapon icons for the Honeybadger and M16
Fixed medic price from 2k to $750
M16: slower rate of fire, lower damage drop off.
Springhook: was $5000 is now $2000
increased cqb damage to 24
Fixed up some spawn pod positions on the Power Plant (some were 'sunken into the ground' a bit, making them difficult to target - another was too close to a hill, resulting in it spawning infected inside the ground)
Boosted gate 'detection box' to be taller, to try to avoid situations where it fails to open up for player vehicles when set to Automatic mode
Added a 'cooldown' to pod construction: if an Infection Pod is destroyed, there now is a cooldown before Infected can try to build a pod in that same location (Normal Difficulty: 2 min, Recruit: 5 min)
Modified by PodConstructionCooldownMultiplier in the Custom Game Settings
Also fixed podsthat are destroyed before being fully constructed not properly 'clearing' themselves from the list of pods which can be built by infected (i.e. infected could immediately start rebuilding a pod if you destroyed it before it was incomplete)
Fixed the Main Menu Widget up a bit (removed ability to focus buttons, and re-enabled Tick on the widget)
Updated respawn rate's comments UI in the difficulty adjuster to be clearer
Also updated its setting for Recruit mode to be a bit more lenient
Hooked up proper Burst Fire logic and set up the M16 with some basic Burst Fire values
fixed erroneously flipped normals on buildings.
added double-wide T1 gates.
M16 TWEAKS - rate of fire slowed down
Minigun: Slowed rate of fire
Added logic to stop turrets from being able to be infected
Doubled the wall max scale size to allow for larger gates
Updated gate door pieces to not have collision when the gate is open (via new bool 'bDisableCollisionWhenOpen') Result: Wall segments can now be twice as large, and as long as wall segments are at least their old size, they can still be upgraded to gates (from previous max size to the new 2x size)
Fixed up the ammo widget for vehicles
Fixed an issue with vehicle wheels visually 'spinning in place' despite the vehicle being stopped
Started color coordinating certain UI elements to the following color table:
Health: 17923AFF (green)
Fuel: FFC300FF (yellow - a bit unappealing, need a new color)
Infection: 7C070AFF (muave)
Medic Bar (heal juice): 0031FFFF (blue)
Ammo: FF6700FF (orange)
Supply Ammo: 8B3707FF (brown-orange)
Supply Gas (extra gas that's shared to other vehicles): 00E1FFFF (teal)
Started smoothing out formation following logic for vehicles: A group of vehicles given a move order, if there are no soldiers, will no longer have an arbitrary 'push back' from the actual mouse click position . Vehicles no longer are reticent to start moving towards their follow position when moving in formation
Cerberus and Atlas follow distances slightly increased
Updated the Unit Card with an 'Ammobox/Gasoline Tracker' bar for tracking the extra supply gas that Atlas variants carry for refueling nearby vehicles (so you can see that amount on their Unit Card, not just in-world)
Fixed Helicopters not being able to properly land on the Motor Pool (they 'land' but never counted as properly landed, until this fix)
Improved startup logic for Vehicle Interaction Widget to run several bits of 'first update' logic after a short delay, rather than just weapon check (to fix a healthbar incongruency issue on loading a save)
Minigun - Animations improved
Spec Ops New weapon added M14 EBR
Spec Ops New weapon added honey badger
Spec Ops greatly boosted to make him a more effective End Game unit.
Please note the following going forward (Restart your game/steam to get the update if needed
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
Plenty of changes here. Minor touch ups to some levels. Changed a few mechanics too!
Figured out an issue with replays when playing with controller. I've got a solution in the works but it's something I'm going to sit on for a while so for now the build no longer uploads replays when controller support is enabled.
For players playing with the keyboard and mouse, you want to make sure the "Controller" option is set to "No" in the settings menu if you want replays to upload to the leaderboard.
This update also uploads all scores to the leaderboard, even if you don't pass the Q time. This is temporary for testing out the backend. Not sure if this'll find its way into the full game.
Added CRT TV like effect on replays
Sploosh! 💦
Regular enemies no longer kill on contact
Connect button in-game if leaderboard is not connected
It's been a while since I truly worked on the visuals of the game, having focused on gameplay the past few months. But here it is, a new look with still the same feel.
Updates and fixes:
A lot of models/textures have been redone for this update, in order to increase the visual quality of the game as well as the contrast and make things pop! Includes: dummy, planks, panels, scroll, figurine, Mook Jong and more.
As per quite a few requests over the months, I've decided to switch to fists only for the Oculus version of the game so that it's the same as all other platforms.
Dummy angles/position adjust to face player. (thanks to Mr12i)
Remember last selected environment (thanks to BayesianBroccoli)
Added text reminder to add modifiers to gameplay
Added center punch flurry to tutorial (thanks to TheWarKitty)
Added combo muliplier to tutorial
Updated text in tutorial (demo only) as to not reference the scroll which isn't present in the demo. (thanks to Mr12i)
Fixed issue where Fight Mode level selection wouldn't appear until restarting the game after completing Train Tier 1.
Fixed issue where "Honour" achievement wouldn't get awarded. (thanks to DenHBR)
I hope this update is useful for all of you. If you have any questions or feedback, let me know in the comments or on Discord!
I'm here today to announce the release of the new Early Quest: Early Quest First Edition!
This pack includes the base game and all additional content released during this first year!
I hope that many players will take the opportunity to recover what they have lost, and also along with the anniversary discounts to complete their collection!