We hope you are all doing well on these cold days. However, If you are in need of some warmth, than the nice and sun bathed islands of Blazing Sails are ready for you with today's big update.
The time has finally come to set sail on one of the most iconic vessels of the pirate era. The galleon! A massive ship that only the bravest pirate crews dared take a prize. In today's big update you'll be able to start sailing this monster together with up to 10 pirates.
New ship: The Galleon
The galleon is the largest ship in the game. It can be fully customized like any other ship in the main menu. However, currently it's only available in the conquest game mode.
The gun deck
The captain's cabin which grants access to the balcony
The lower deck
In terms of ship stats the galleon has a slow turn speed, slow acceleration, medium speed and 18 cannons.
Galleon cannons
The cannons on the galleon are a special type of cannon that can only be fired once before they overheat. After a short while an overheated cannon will be cooled down and ready to be fired again.
Here's some more interesting Galleon statistics for you: The galleon has a whopping 18 cannons, 2 swivel cannons, 3 masts, 7 sails, 6 decks, a balcony, a captain's quarter and a beak head. It's unlike any of the other ships in the game.
A wise pirate once said; with great power comes great.. destruction! So put on your best sea-legs (or peg legs) and crew up with 9 other pirates to fire off a devastating broadside and claim victory in our newly adjusted conquest gamemode.
Conquest Changes
The new conquest (now called Galleon Conquest) is currently the only mode that includes the galleon and with that in mind we altered it a bit. Spawns are now much closer to the islands making it easier to retaliate and recapture flags. There is now only one random flag active at a time but after having captured it for a period of time it will switch to another random flag. So you'll have to stay mobile and get ready to move as soon as the flag is switched.
The galleon plays a vital role as it is a mobile spawn platform. But bringing about destruction upon the enemy galleon will deplete enemy tickets with a significant amount as well. So the choice is yours to fight for control over the flag or sink the enemy, or both!
Conquistador Pack DLC
With the galleon ship sailing around raining down volleys of cannonballs also comes a fearsome army of conquerors wearing armor plates. Introducing the Conquistador DLC.
This awesome collection of armor and helmets will surely turn you into a killing machine. Spread fear among the battlefield with one of 5 material and color variations including both open and closed helmet designs!
We've also included a few more improvements in this update such as a revised spawn selection screen for BR with improved knife animation, new sound effects and a big circle highlighting the different selectable clusters.
And also a new ship selector in the main menu to make it even easier to select your favorite ship before going into battle.
Finally we've of course also included some bug fixes and other tweaks as per usual.
So.. There's a lot to check out. Time to dust of that cutlass and get out there pirate! Yarrr!!!!
Patch notes
New Ship Type Galleon:
Galleon ship type has been added to the game (can be customized in main menu but currently only available in conquest)
Conquest tweaks:
Galleon made available in conquest (other ships disabled for now)
Flag now automatically swaps to a random other flag when a certain amount of tickets has been drained from enemy team
Ships spawn now much closer to the islands
Conquest server names adjusted (removed experimental and now called Galleon Conquest)
Quality of life:
Spectator cam now also uses proper field of view and updates live when changed in options
Sound tweaks:
Mortar sound tweaked a bit to sound more different from normal cannons
UI improvements:
BR spawn selection improved with cluster circles and new knife drop animations and sound effects
Main menu ship selector now 3 buttons for faster ship selecting and more polished look
Bug fixes:
Jumping into the water while teleporting no longer hides amulet
Going out of the water while teleporting no longer hides the amulet
Fixed a bug that caused cannons not to be loadable first time you use one until you switch ammo
iRacing 2022 Season 1 has the green flag! This major season release adds a pair of new touring cars, the Honda Civic Type R and the Hyundai Elantra N TC, as well as the Mercedes-AMG F1 W12 E Performance racing machine. The iRacing horizon has expanded to include Scotland’s Knockhill Racing Circuit, Watkins Glen International has been fully re-built with brand new 2021 scan data, and the Porsche Experience Center at the Hockenheimring Baden-Württemberg is open for business with four new track configurations! iRacing also adds a new tire scuffing visual effect, and a “Ready to Race!” button to help everyone get back to the action even faster. Our AI Drivers have been busy training up on three new vehicles and NINETEEN new track configurations, and they’re ready to give you a run for the gold. Welcome to iRacing 2022 Season 1!
Season highlights include:
Honda Civic Type R
Hyundai Elantra N TC
Mercedes-AMG F1 W12 E Performance
Knockhill Racing Circuit
Watkins Glen International (Fully re-scanned and re-built for 2021)
Hockenheimring Baden-Württemberg - 4 New Track Configurations for the Porsche Experience Center
Tire Scuffing Visual Effect
New “Ready to Race!” Button in the Simulator
New Damage Model has been enabled on the Dirt Street Stock, Honda Civic Type R
Hyundai Elantra N TC, and the Mercedes-AMG F1 W12 E Performance
AI Racing for THREE New Cars (Dallara IR18, Honda Civic Type R, Hyundai Elantra N TC)
AI Racing at NINETEEN New Track Configurations (Charlotte Motor Speedway - All 6 Non-Rallycross Road Configs, Homestead Miami Speedway - Indy Oval, Indianapolis Motor Speedway - Oval and IndyCar Oval, Knockhill Racing Circuit - All 4 Road Configs, Nashville Fairgrounds Speedway - Oval, Watkins Glen International - All 4 Configs, World Wide Technology Raceway - Oval)
As part of the global Overhaul Update, we have decided for the good of the game and to focus on the actual needs reported by players, to delay all of the PvP content originally planned.
In order to make the game better for old and new players alike, as our last article on our website indicated, we are working on a global rework of many systems, like damage, monsters and much more.
A first update will be planned on the Test Server as soon as we feel that we are ready to deploy a first draft of our work so that it is improved thanks to your feedback, which will hopefully be numerous.
PvP Balancing will not be available until the release of the Overhaul Update. The many changes planned for the title will affect pvp balance, and therefore we will be holding off on this element until we can fix the major issues at hand.
This is why the Overhaul Update will be on the Test Server for a long time as we all find a balance for each element of the game.
For us, doing this rework is a way to breathe new life into Nightmare and we always want to make it better.
I'm proud to share that LOVE 3 is finally released! I've worked hard on this game for the last year and a half, and thanks to the help of James Bennett and the folks at Screenwave Games, I think we've made the best LOVE yet.
Once you play through the game, I hope you'll consider leaving a Steam Review, as that's one of the most helpful things you can do for an indie developer like me post-release. Speaking of post-release, while I'll be fixing bugs (like the li'l ones found below), I've also got plans for a number of features that I'm working on. So stay tuned!
And as always, if you find any issues with the game, please report them to the Bug Report thread in the Steam Community.
Bug Fixes • Fixed an issue where you could softlock yourself on Level 13 • Fixed an issue where the pause menu could crash the game • Fixed an issue where the pause menu pointer could hilariously scroll off the menu • Results Screen Level 14 Secret Calculation Fixed • Results Screen Level 16 Secret Calculation Fixed • Results Screen Level 21 Secret Calculation Fixed
Feature Update: • Enabled a Steam Input Default Configuration, so PS4/PS5/Switch Pro Controllers should now work by default
Hello friends! Due to the fact that many people are now forced to be at home in quarantine, we decided to add another Let's Play Together competition in the middle of the week. This is an experiment. There can be different crazy levels. There will be no prizes. Perhaps this will last only for the period of forced isolation, but if everyone likes this extra competition format we will make it permanent.
The rules are the same: log in to our Discord server, keep it running, play a competitive level, complete it with 5 stars and have fun! Visit our Discord server (#lets-play-together channel) to learn more.
Missiles now have a color based on their damage type (anti light = green, anti medium = orange, anti heavy = blue, anti building = red
Fixed a bug with unit kills tracking
Fixed a bug with muzzle flares and explosions never being removed causing a memory leak and lower framerates
Fighters and bombers efficiecy improvements
Made stuff blowing up from a player losing more efficeint
Big rework: Added a team component to all ships and projectiles. When a projectile is created it inherits the TeamID, playerName, playerID and some other stuff from the ship that fires now. Bombers, Fighters, Ships, Buildings, Projectiles, Missiles, Beams and some other elements all have this component now.
Uploaded backers build to the steam test branch
Replaced a lot of team checks in over 153 files and read through about 5.000 lines of code
Removed variables and added teamcomp to the bomberhangar and cleaned up variables from unitproperties that were unused
Testbranch missile defense now shoots down 4 enemy missiles instead of 5 per Laserdef. Reduced cooldown from 30 seconds to 20 seconds. Also lowered the amount of 'checks' from 1x per frame to 1x per second, making it hundreds of times more efficient.
Tweaked the amount of colored visuals added to missiles. There were 2 visuals added per missile. Instead I am now adding 1, but making it 30% bigger to keep the same visual effect.
Made the Iron Dome more responsive by checking for new targets/if it can hit targets ever .5 seconds rather than ever 2 seconds. Will no longer try to get a new target over network if it is the same as the previous target to prevent a network call being made every .5 seconds.
Fixed bug of allied shipyards in multiplayer not having a team assigned
Made laser defense twice as responsive + increased the range by 20 @Brackman
Fixed memory leak with impact explosions and muzzle flares thanks to @Algor
Increased power income of powerplans to 25% because of @Brackman (CET)s suggestion
Warning: These fixes will improve FPS. However I have noticed a bug with the Laser Shield modules no longer working correctly (the built in laserdefense of the Destroyer MKII for instance does still work. The Iron Dome has some similar issues currently because of all the changes I made. Fighters do still work as anti-bombers though, so please use those temporarily until I have time to fix this. I discussed uploading this build with some players to see if I should upload this build or not. I decided to do it even with these 2 bugs because the FPS framerate fix outweighs the downsides of the Iron Domes and Laser Shield Modules temporarily not working.
Hopefully I can have those last 2 bugs fixed by the end of the week though!
We have detected an issue where players are stuck at matchmaking. Our team is currently looking into this issue, and we deeply apologize for the trouble.🙏
Very soon, a new Battle Pass "Snowstorm" will go live in the game. We have tweaked mechanics as well as balanced the number of points for completing matches, especially in PvP. In this publication, we will tell you about the key changes.
Daily Tasks
We have removed missions tied to specific game modes, as well as unpopular conditions that you did not like. Now, when you receive any task, you can choose where to complete it - in PvP or in PvE and special operations. The rest of the mechanics remain the same: you will get a new task once a day. It cannot be changed, but can be skipped in case of failure. Check out the list of tasks below.
Battle Pass Levels
As you gain experience in the Battle Pass, you will unlock new levels of progression. Just like in the previous Battle Pass, there are 50 of them. Upon reaching the maximum level, you will unlock prestige levels - there are 20 of them. Previously, to unlock each BP level you needed 750 points, and this amount was fixed at any stage. Now, the number of points will directly depend on the level and gradually increase as you level up; as for prestige levels, the number of points will remain fixed. Thus, you will be able to quickly reach special contracts, since the starting levels will be the fastest to achieve, while the 50th level will be the most difficult to reach. Details.
Battle Pass Points for Matches
The overall approach to scoring for PvP, PvE and Operation Blackwood has been revised. We will take into account not only the team's results in the match (wins, losses and draws), but also the game session duration.
PvP
To get the basic reward, you need to spend at least 2 minutes in the match and get at least one kill. The further distribution of points in "Quick Play" and Ranked Matches can be found in the table.
How should you read the table? Let's consider 2 examples.
You played a 37 minute Ranked Match that ended with a win and made 0 kills. In this case, you will not receive Battle Pass points for this session, since you did not fulfill the condition and did not perform at least one kill.
You played a 43 minute Ranked Match and made 13 kills. The match ended with a defeat for you. You will receive 85 Battle Pass points while your opponent, who wins the match with a score of 10/2, will get 90 BP points.
It is worth noting that in "Free for All", points are calculated in a different way. In this case, your personal performance (the number of kills made per match) is taken into account. If the condition indicating the required number of kills is not met, the BP points will be calculated according to the table above and will depend on the time in the match.
How should I read this table? It's simple. For example, if you make 13 kills in a match, your reward will be 25 Battle Pass points. If the number of kills is more than 20 (for example, 34), the reward will be 40 points.
Thus, in solo modes, the number of points received will depend on your personal performance, while in team-based modes - on the time you spend in the match and its outcome.
PvE
For PvE missions, the reward system has also been reworked. There is a requirement to spend at least 2 minutes in a match. In addition, the mission must end with a victory, otherwise the points will not be granted. The reward for mission completion changes depending on its difficulty.
Example: if you spend 3 minutes in a PvE mission of the Hard difficulty (you joined it shortly before the last checkpoint), your reward will be 30 points, and if you played from the very beginning and completed the Hard mission in 13 minutes, you will receive 35 Battle Pass points.
Special Operations
Operation Blackwood
The amount of experience will depend on the time spent in the mission. Prerequisite: correctly completed session ended with a victory.
And if I'd like to spend more time in the mission...
We know that the average time it takes for players to complete this special operation is about 12-15 minutes. We also think that some Battle Pass participants will want to gain more XP due to the low difficulty of the Special Operation and its duration and will deliberately stay in the mission longer. We'd like to warn you that this is not profitable, since over time, the amount of experience per minute decreases, meaning that the increase in points during the mission will slow down. Thus, a few quick completions will earn you more BP points than longer sessions.
Other Special Operations
The points gain in the rest of the special operations will be calculated according to the old principle - a fixed number of points for full completion. The total number of points will depend on the type of the special operation and its difficulty. This is due to the fact that the time for finishing special operations is more predictable and is more or less the same for every completion. Therefore, there is no need for more a precise configuration of specific time stages. However, in the future, if the need arises, the approach to special operations may be revised.
Other Changes
The total duration of the Battle Pass will be increased compared to the previous one. We will inform you about the exact dates later.
There are more rewards in the free version of the Battle Pass. We have also added tokens that you can spend in the seasonal BP shop to try out new guns.
Now, only premium BP access holders and upon reaching level 50 or higher can make purchases for Kredits in the seasonal BP shop, while purchases with tokens are always available (it remains unchanged).
Tweaks to Items
In the future, the specs of the Battle Pass items (including those from the seasonal shop) may change if necessary when adjusting the game balance.
See you in game!
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