Short video showing the V5B and its weapon loadouts, including the 'Venghi Death Ray' on the spinal mount and a bit of action. Close and side view of the ship model.
Another big update is now live, featuring major improvements for melee and ranged combat! We’ve added several new weapons including the much-requested Musket, and we’ve made swords and guns more varied and satisfying to use. Read on for the full details!
Buccaneers! Version 1.0.09
New Features - Added a parrying mechanic to melee combat which allows you to temporarily stun enemies, increasing melee damage against them. To trigger a parry, perform the following action after an enemy starts swinging their weapon, but before their attack hits you: - > Non-VR mode: Press the “Block” button (holding the button before the attack starts results in a regular block). - > VR mode: Move your weapon forwards to intercept the enemy’s blade (holding it steady results in a regular block).
- All melee weapons now have a “Parry” stat which indicates how easy it is to trigger a parry with it. A higher value allows you to trigger a parry earlier in the enemy’s attack animation. - The weapon loadout chest has been added to all cabins, allowing you to change your equipped weapons without visiting a blacksmith.
Changes - Blocking melee attacks now absorbs a percentage of the damage instead of negating it completely (but parrying blocks all damage). All melee weapons now have a “Block” stat which indicates the percentage of damage they absorb. - You now need to hold down the Block button to block with a sword instead of pressing it, so you can block for as long as you want. - Pistols and heavy weapons no longer auto-reload after firing; you can now trigger this manually by pressing the Fire button again.
- Added new weapons: - > Musket (Common) - Long range, single-shot heavy weapon with a bayonet melee attack. - > Cutlass (Common) - Sword with 4-foot reach, medium damage, slow swing speed, high block and medium parry. - > Falchion (Rare) - Sword with 4-foot reach, high damage, very slow swing speed, medium block and low parry. - > Double-Barrelled Pistol (Rare) - Ranged weapon with two barrels that functions like the Pepper-box, but with higher range, damage and accuracy. - > Sabre (Exotic) - Sword with 4-foot reach, medium damage and swing speed, very high block and low parry. - > Nock Gun (Exotic) - Seven-barrelled heavy weapon that fires all barrels at once, dealing very high damage at medium range, but has a long reload time.
- Rebalanced some existing weapons: - > Rapier - Reduced damage, increased swing speed and increased reach to 5 feet (this was previously reported incorrectly as 4 feet, but was closer to 5). It also has low block and high parry stats, and is now Rare with a higher purchase cost. - > Dagger - Increased swing speed and allowed blocking as the secondary action. It has very low block and high parry stats. - > Flintlock Pistol - Increased damage so fewer shots are required to kill tougher enemies. - > Pepper-box - Increased reload time to 5.5 seconds (was 4 seconds). - > Blunderbuss - Increased purchase cost to 1,750 DB (was 1,000 DB).
- Changed the starting loadout in the prologue quest to give you a Rapier, Double-Barrelled Pistol and Musket. - While playing the prologue quest, you can no longer purchase small or medium weapons above Rare or large weapons above Common quality. - The sword you pick up during the prison escape is now a Cutlass instead of a Rapier. - Added archery-style targets to the blacksmiths which show bullet holes on impact. - Added new weapon textures and updated some existing ones, giving the Blunderbuss and Rapier different textures to make them more visually unique. - Removed the “lunge” swing from melee attacks and made it easier to chain swings together for more fluid animations. - Player ranged attacks now play hit sounds on impact, including a separate sound for headshots. - Added new firing/melee sound effects for some weapons to make them more distinctive. - Pistol and heavy weapon ranges have been rounded up/down to more sensible numbers where applicable (e.g. Flintlock Pistol’s range is now 50 feet instead of 49). - Weapons in the loadout chest are now sorted by size and rarity. - NPC health bars now reposition to match the camera height in close quarters for better visibility. - Increased starting funds (after the prologue quest) to 2,000 DB. - Added reward funds for some quest objectives in “Trial by Fire” and “The Hunt”. - Merged the “Show ship” controller hotkey with “Set sail/stop” on the world map, as the two actions are never active at the same time. Both now use the “X” button. - Added a controller hotkey for the “Set Destination” and “Dock” functions on the world map (both use the “Y” button). - If a ship gets reduced to zero crew, it can now be boarded without being dismasted. - Weapon pick-up sound effects no longer play when browsing the loadout chest. - Improved ambient sound effects at sea, in the cabin and in blacksmiths. - [VR] Adjusted the minimum time between melee attacks on all weapons to more closely match non-VR damage-per-second. - [VR] Removed the “half damage” swing threshold for melee attacks, so you can now do full damage with slower swings. - [VR] Weapons now have bespoke holster models, and holsters are now visible on your chest when you have the required ability. - [VR] The post-battle UI now appears in front of objects and quest notifications to avoid being obscured. - [VR] Subtitles now appear in front of objects for better readability. - [Debugging] If the game experiences an error but doesn’t crash, it will now save a separate log file when you quit the game. This will help us debug some issues even if you don’t have a save file to send us.
Fixes - Fixed a quest generation bug that sometimes prevented Act 2 (The Hunt) from starting. - > IMPORTANT: If you experienced this bug, follow the instructions in the workaround below to restart Act 2 in an existing save. - Fixed the world map UI becoming unresponsive when using a controller if the player keeps moving before the camera transition completes. - Fixed the bribe amount slider not being selectable with a controller. - Fixed the cannon reload indicators going down if the cannons are fully loaded while the ship takes crew losses. - Fixed the player ship’s health bar not appearing at the start of a random encounter in sailing mode. - Fixed the player remaining crouched when returning to the helm if they were crouched when boarding ended. - Ships stolen from harbours should no longer auto-repair after battles. - NPC melee attacks should no longer hit you if you move out of melee range before the animation completes. - Fixed melee attacks sometimes not hitting the intended target when multiple targets are grouped together in close quarters. - Fixed NPCs sometimes teleporting onto your ship when you join a boarding fight which is already in progress. - Fixed the weapon pick-up sounds not playing when equipping weapons at the start of “A Way Out”. - Fixed ship colliders not being positioned correctly during boarding; these should now prevent other ships from clipping through in mid-boarding. - Fixed the target ship in a treasure fleet being duplicated for the ship battle. - [VR] Fixed holsters not highlighting when trying to equip weapons at the start of “A Way Out”. - [VR] Fixed heavy weapons sometimes not entering their holster when dropped into it. - [VR] Fixed press-and-hold not working for boarding and disengage inputs with Vive wands. - [VR] Fixed the remaining crew indicators appearing too low on Three-Deckers while boarding them.
Act 2 Bug Workaround If you completed Act 1 (Trial by Fire) but do not have Act 2 (The Hunt) in your quest log, follow these steps to force it to start: 1. Load the Main Menu and make sure you are running version 1.0.09. 2. Load a save from after you completed Act 1. 3. Open your quest log and make sure it is empty. If you have any active quests such as bounties, either complete these or abandon them first. 4. While your quest log is open, press Ctrl+Shift+Z and “The Hunt” will be added to it. This will not work again after you successfully complete the quest.
DISCLAIMER: If you trigger this workaround in a save where you have completed the entire story, you may encounter some unexpected behaviour. You should only use this for saves where Act 2 failed to start.
Long time no see, but it doesn't mean I was drinking a pina colada with Waffles (I wasn't).
I'm happy to share this new major update with 3 main new features:
Workshop localization
16:10 resolutions compatibility
Steam cloud saves
I have to be honest with you, this is the probably the last big update for Inspector Waffles and from now I'm going to focus mostly on my next games.
Workshop localization
Some weeks ago, I found out that some non official localizations were available on Internet: it was a good surprise to see some players who were interested to make their own translations of my game. I helped them by creating a easier framework to include it in game. Fortunately, Steam lets devs to implement Steam workshop for community content.
Big special thanks to Vinczei who helped a lot to test it. He also did an hungary translation, which is super nice. You can already download it as a workshop item.
16:10 resolutions compatibility
Finally you can play Inspector Waffles in 16:10 resolutions, all bugs related to these screen resolutions are now fixed.
Steam cloud saves
Your save files are now stored in Steam cloud, you can now play through the game on different computers.
Thanks again for your feedbacks and support, and hope to share some news soon :)
The fight heats up as Brawlhalla x Street Fighter Part 2 continues! Last week, 5 new challengers joined the brawl – Ken, Luke, Sakura, M. Bison, and the Flame that Lights the Way: Dhalsim! These legendary fighters met up with some equally formidable opponents: Ryu, Chun-Li, and Master of the Fist: Akuma. Find all of these warriors and many more Street Fighter themed items by following the Satsui no Hado symbol in Mallhalla.
There’s always someone stronger, so train to defeat the best in Street Brawl, which is featured once again as Brawl of the Week! Face a worthy opponent in the new map for the game mode: Bustling Side Street.
Are you ready? Go! M. Bison, Luke, Sakura, Ken, and Dhalsim enter the Grand Tournament as new challengers.
M. Bison, Luke, Sakura, Ken, and Dhalsim are new Epic Crossovers that feature custom Signature effects that include VO lines, custom lock-in animations, dedicated Roster spots, and two new Weapon Skins each.
“If you want to be strong, you can't lose to anyone!”
Ken Epic Crossover
“Looks, speed, and strength. I’ve got it all.”
Dhalsim Epic Crossover
“This is the path to achieve enlightenment.”
Also check out other Brawlhalla x Street Fighter items:
Epic Crossovers
Ryu Epic Crossover
“My one true rival is the fight within!”
Chun-Li Epic Crossover
“What's the matter? Too many kicks to the head?”
Akuma Epic Crossover
“Weaklings! Is there no one worth fighting?”
KO Effect
Knockout
“Continue?”
Emote
Satsui no Hado
“To harness this means great power. But at what cost?”
Podium
Kapukon Yu
"Nothing like a relaxing bath after a tough battle!"
Avatars
Quarter Circle Punch
"Practice makes perfect."
An animated Avatar!
The Red Cyclone
“Nothing can stop Zangief when a new challenger approaches!”
HADOKEN!
"Hadoken! Hadoken! Hadoken!"
Shadaloo
"The most powerful and deadliest criminal organization."
The Street Fighter Epic Crossover event also includes:
A new Street Brawl Map that is featured in the Brawl of the Week - Bustling Side Street!
Daily login bonus of 250 Gold to celebrate this Epic Crossover event.
Get ready for action as another fight is coming your way! Choose your fighter and brawl in this 1v1, 8-minute match on the Bustling Side Street. Watch out for the side walls as they slide away to help knock your opponents into oblivion. Defeat your opponent first in this stamina mode to win!
Street Brawl Game Mode
New Game Map
1v1, 8 minutes
3 stocks each
First to 3 KOs wins!
This Saturday, June 4th, we're spotlighting some qualified players from the South American region in a round robin style exhibition! See what these players are made of before they go against players from the North American and European regions in the epic, in-person Midseason Invitational, happening June 10th - 12th.
The fun doesn't stop there! We'll be giving out the Scissors Emote as a viewership reward, completing the set if you've watched the other two streams.
The free-to-play Legend rotation for this week includes: Gnash, Koji, Rayman, Vector, Arcadia, Thor, Onyx, Asuri, Nix.
Gnash – In the darkness, before the dawn of history, this Legend was raised by the harsh jungle itself. This Super Hunter uses his Hammer and Spear in battle.
Koji – Armed with his ancestral katana, Koji slices his way through the battlefield with Sword and Bow!
Rayman – The Champion of the Glade of Dreams, wielding his Gauntlets and Axe, has found his way into Valhalla on a mission to save his home.
Vector – Transforming into a jet with his Rocket Lance and wielding his Bow to fight, Vector travels through time and space to battle crime!
Arcadia – The humble beetle farmer turned Glorious Queen of the Faefolk. Arcadia, the great champion of the Fangwild, fights in the Grand Tournament with Orma - the singing Greatsword, her Eldritch Thorn Spear, and trusty beetle companion Domo.
Thor – Finally entering the ring, Thor, God of Thunder, makes his appearance in the Grand Tournament with his trusty Hammer, Mjölnir, and his powerful Orb.
Onyx – The powerful Guardian and Protector of Castle Batavia, Onyx has been offered a place in Valhalla and now defends it ruthlessly with her Cannon and Gauntlets.
Asuri – This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!
Nix – Led by a thousand year hunt, this reaper, armed with both Blasters and Scythe, has found herself a new bounty in Valhalla.
Hello all! This is my first set of patch notes on Steam! I have made some updates to the testingBranch of Backpack Hero!
Glitches Fixed a glitch with the Return to Menu button Changed the Plinko event so you cannot drop the Buckler down the side
Changes Made it so you can return to events repeatedly Merchants buy only one item - but it sells for twice as much as before Added in a second costume for Purse Created translation files and the option to change language The explosive arrow starts at a lower base damage but has no modifier multiplier Helmets and footwear disable helmets and footwear to their right, respectively The Hawkeye Bow now fires arrows in both directions!
New Content Added in the Brass Knuckles Added in a new biome - the Bramble. This includes new music, several new enemies, and new bosses
I am happy to announce after 2 months of development, and 2 months from the initial release of the demo, the game has gained more content overall. This will be the first and last major update for the demo. and will be the base path for the base game. PS Tweaks, adjustments, and game breaking bug will be fix in the Demo if necessary.
Content
2 New hand crafted levels for the Demo.
Added more Rooms, to a total of 14 types. More rooms will be coming soon
Added new Enemy types. - Type 1: Enemy usually equipped with one weapon or rotate the equipped weapon - Type 2: Enemy fires all weapons at once. - Special Enemy: Boss
Player can equip and switch weapons via a Weapon Select Menu.
Added Chest containing different items type. Skill, Buff, Weapon and Keys.
Major UI rework
Added more Graphic effects and Arts.
Enabled Key rebinding.
Added a new Music track.
Added Steam Achievements
The game is still in development and will enter testing phases soon. Meanwhile, i ll be adding more features to the game as planned. (Levels, Rooms, Enemies, Weapons and more ).