With this update, we're introducing the first unlockables for the "Campaign Mode". Each completed level will reward you with a new unique skin for your virtual guitars, for a total of 73 ones!
For fairness, the skins unlocked by the "finger playstyle mode" are the same you can unlock by playing with your physical keyboard or controller. So you don't need an index controller to unlock everything.
This version also includes some stability fixes and improvements.
Changelog:
- 73 unlockable guitar skins! - Reward for each completed campaign level - Fixed a possible crash in the menu - You can now turn on/off the microphone via controller trigger after grabbing it - Minor fixes and improvements
It is the lunar new year! For this occasion you can take advantage of a 50% discount for the purchase of PROPHUNT to spend great fun moments with friends around a revisited and modernized arcade game mode.
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If you also want to participate in the development of the game, you can join us on our social networks:
New Features - added a new island. Missions from the capital cities are available at the highest reputation level - improved sail physics - sails will now apply a rotating force on the boat in a realistic way - the player's weight now affects the boat's center of mass - added the ability to rotate held cargo and furniture horizontally by scrolling while holding Q - added the option to customize your key bindings in the settings menu - there is now a short delay before you can pick up furniture and cargo. Press the sprint key to override the delay and pick up the item instantly - added the chronometer - a navigation instrument which is a cheaper alternative to the chronocompass for determining your longitude - a navigation manual is now available for purchase in the capital cities - new paintings are available for purchase (thanks to Necktie) - new shelves for item storage are now available for purchase at the furniture vendors in the capital cities - lights in towns are now visible from a greater distance - added lights in Al'Ankh Academy - missions to Oasis are now available - missions from Gold Rock City to Happy Bay are now available - goat cheese crates are now available for purchase in Gold Rock City
Balance Changes - rebalanced the handling of all boats due to the new sail physics. In general, expect more heeling in strong winds - adjusted gold reward for missions - added a gold bonus for heavy cargo, reduced the reward for long distance high value missions - the purchase price of trade goods will now always be slightly higher than their sell price at a particular location - increased the price of the chronocompass - you will now be unable to fall asleep when you are close to passing out from thirst or starvation - the transition of raw to cooked food is now quicker, which should make it more obvious when the food is fully cooked - winds should now change a bit more often in Al'Ankh and Emerald Archipelago - prevailing winds should now be slightly less prevailing - reduced the frequency of storms - reduced the retail discount from reputation (from 50% to 25% at max reputation) - increased the reputation required to reach the highest reputation level (from 32 000 to 60 0000) - slightly reduced the force of wind pushing boats
Bug Fixes - brooms should now work on all boats - fixed the spyglass glare - held items will now only affect a boat's mass if the player is also on the boat - winches and steering wheels that are being used cannot be deactivated while in third person camera anymore - you can no longer click on a bed while holding an item - small items will now only display a red outline when you actually try to drop them in an invalid location - fixed a bug where items taken out of crates would not save and load correctly - fixed the Emerald Archipelago compass appearing upside down in the inventory - the cog's wind vane should now point in the correct direction - other changes and bugfixes
How cool is it that it's already been a week? Thank you to everyone that bought, reviewed, did videos, streamed, tweeted etc! We are a nice little noodle club here :) If you haven't joined, there's ONE MORE day to get 10% off, so hurry!
During this week, there have been 4 patches adding features optimized and fixed bugs. More is coming; as promised before, there will also be free content updates with more levels coming very soon.
Engine
Improved how deltaTime is calculated and used. This should fix a lot of micro stutters and random frame drops when executing moves. Player movement should be smoother in general.
Tons of optimization throughout, should improve performance for lower-end PC 10-20%.
Fixed collision mask and death boxes in various levels
Background and obstacle assets are more clear.
Changed backend system for controllers. This should be way more efficient and responsive. Hopefully fixing issues with eaten inputs.
More optimization of redundant code, improving performance
Player
Player hitbox is now smaller when colliding with spikes to avoid damage taken from the sides too early.
Player resets side movement when no keys are pressed even while airdashing
Options
More scaling options, previously it was locked at 3x the window size. Now it goes up to 5.
Dedicated fullscreen options. Previously fullscreen was possible by maximizing game window, now there is a toggle in the Options menu for borderless fullscreen.
Smoothed out camera values to make it more stable, feel free to feedback on this if its better or worse
Added an option to lock camera on player, this removes all LERP and movement, locking the player in the center
You can't bind the same key twice. Note, if you do mess up your controls, either hold P on rebind screen or edit the keybind.ini in the game folder.
Minor
Controller HUD icon should now disappear correctly when skipping dialogue.
Correct sound effect is played on certain booster belts
Debug window was shown during level generation
Removed debug button to instantly beat level
Fixed bug where you couldn't throw sword in levels with no teleport boxes
Fixed bug introduced by last patch that triggered multi-jump when wall jumping
Fixed bug introduced by last patch that didn't restore movement if you restarted a level after you hit the goal
Fixed a bug that spawned your thrown sword too far back resulting in you teleporting to the same teleportation point over and over.
Rare bug where you couldn't finish the level and restart
Thank you everyone and keep the feedback coming :)