We have just implemented achievements so that you can track your progress and brag to your friends!
If you hit the achievement point for later achievements you will also gain any prior achievements for earlier acts.
The update may cause save files to have issues loading. If this happens to you there is a "Legacy" branch available in the betas section. The legacy branch is the pre-achievement version of the game and will have no issues with saves made prior to the update.
If you need to access the legacy branch right click the game in your library and select properties, select betas and you will see the legacy branch listed.
After the last update, there were changes to the health and light economy that I felt warranted a separate patch. These are some exciting changes that I thought gave the player a wider range to play the game. Here are the changes:
Fixed issue with boons not displaying proper stats on selection screen
Fix issue with zombie hitboxes still being respected after death briefly
Added Candle drop
Added Third eye drop
Added Zombie Heart drop
Reworked shark nose
Reworked Singing Bowl
Reworked Voodoo doll
Reworked Stick of butter
Reworked Rusty Nail
Candle
Light area increases by 15%
Third Eye
Amount of selectable perks is dependent on your health. Also increase amount of selectable perks by 1
Zombie Heart
Light area decreases by 15%. Max health is decreased by 1. Zombie Speed is decreased by 15%.
Shark Nose
Your speed is increased by 15% for every heart below 3 hearts you have.
Singing Bowl
Your damage is increased by 10% for every heart above 3 hearts you have.
Voodoo Doll
Your damage is increased by 15% for every heart below 3 hearts you have.
Stick of Butter
Your speed is increased by 10% for every heart above 3 hearts you have.
Rusty Nail
Max health is decreased by 1. your speed is increased by 15%.
Another update is here! Introducing some new bird variants, old railroad tunnel, improved airboat, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - new bird variants - old railroad tunnel between Hazerville & Gulrood - loot spawners for scrap piles - idling sound for vehicles - splash effects when driving through water - stun animation for alligators - chainsaw will now get bloody
CHANGED - improved airboat - buffed sledgehammer - reworked sledgehammer power attack animation - removed physics setting - removed unbreakable wire mesh from some house windows - improved some weapon blood maps - reworked some models - reworked some sounds
FIXED - lights would get extremely bright overtime - central lake water bounds were offset - guns were missing muzzle flashes & some smoke effects - invisible wall in some windows
It is finally that time again to present a large and brand spanking new update to my beloved SailSim. I am very excited to present the work that has been done over the past months and hopefully everyone else finds it as fulfilling and fun as i do.
This is a major update which incorporates the 3rd large addition to SailSim with a new level, new vessel, new lessons, challenges, dynamic wind and much more. This update will also allow you to complete all rankings up to "Captain", unlock new story items and provide basis for the adventures yet to come.
Below is a full list of all the updates that are included in this revision.
Major Additions
New Sailing Vessel - Sabre Spirit 37 (Fin Keel)
New Level - "Secret Places"
12 New Lessons
9 New Challenges
A New Adventure
New Features
Night Mode & Night Sailing
Wind Indication
Dynamic Wind Conditions
Spinnaker Control
Furler Jib
Self Tacking Jib
Sail Reef System
Prop Walk
Level Interaction
Alternative Challenge Solutions
General Additions
Updated User Interface
Improved model details
New Sound FX
New Point Items
General Improvements
I optimized each level even further and fixed some loops which were running without any reason in a lot of places. This should improve general performance and frame rate. Sabre Spirit 37 is the most complex of all the vessels in SailSim so have in mind that it does require a bit more from your graphics along with everything else in the environment. Also i increased the physics complexity further and more forces are now in play, which actually makes sailing even more real. Some aspects i intentionally developed as they are now as far as vessel attitude goes to essentially make the experience a bit more fun and not sluggish and boring (larger vessels generally have a slower response rate and force interaction)
I also would like to note few things above the above mentioned additions to clarify few things and explain in more detail what some of the features do:
Dynamic Wind
Before, the wind in SailSim was static with no change and in essence was linear, allowing you to concentrate on the learning aspect.
This is updated now to a fully dynamic wind. What this means is that the wind conditions actually change throughout the level. If you are near a mountain the wind might increase or decrease based on the terrain. If you are sailing you might get sudden gusts. The winds indication is not just symbolic but actually represents the wind forces which constantly change.
Hopefully, this system adds another layer of complexity to sailing and makes your interaction much more fun.
Level Interaction
A system and the according menus for interacting with surroundings has been incorporated (for now mostly to Adventures) which makes the experience much more interesting and opens new doors for any sort of future development.
Alternative Challenge Solutions
As the new level was developed with much more complexity under the hood, it allowed to present a challenge with different ways of passing it. Now you do not have to follow the predefined path in some challenges or in general sailing but try and "Cheat" the level to achieve the same goal.
In general i tried to make this update as interesting as i could without setting astronomical goals but rather completing a list of things i had in mind and making them work properly (hopefully). I hope you enjoy this update. I wanted to publish this as a small holiday present of my own to all SailSim users before the new year and i hope this goal was achieved.
Naturally no one is perfect so if you do find something wrong in a form of a bug or perhaps something i missed (it was a lot of work) then please say so in the community discussion or just send me a message and i will fix it as soon as i can.
Happy holidays to everyone!
PS: Greek and Russian translations for the update will become available as soon as i finish doing them. This time it shouldn't take as long as it did the first time since the bulk of the work is already done.
If you missed the latest news about Episode 2 of The Devilry Reservation, then you're not yet following us on Twitter/X.com, where we share a lot of information about our projects and games, including updates on the making of Chapter 2.
In addition, you have the opportunity to participate in the drawing for the second episode, the keys to which will be drawn on the day of release. There are 15 keys in the draw pot, and everyone has a chance to win the second episode absolutely free. Details about the draw are indicated in the pinned post on the @gent_fish page. Join us, follow the news and enjoy our creativity!
-Cast abilities now have a 5 second cooldown (per ability). -Link to leaderboards (steam page) from the map selection page. -Fixed Rama map having same art on all platforms. -Remove “minimal rotation” sort tip (not needed). -Quantum Farm limited to 10 per map (exploit prevention). -Boost Emitter limited to 10 per map (exploit prevention). -Fixed Nano Fixer and Boost Blast not being able to select enough map tiles (rare). -Fix for leaderboards accepting negative numbers ... whoever you are.
I've released an update which fixes two major bugs that were introduced in the demo version of the game. Please update your copy of the demo to the latest version, demo b2.19.
For two days, the base price of GHPC has been reduced by 20 percent for a weekend flash sale! If you've been thinking about picking it up, now is a great time.
update 3 brings a little bit of re-organization and a bug fix. Big thanks to Emil215p and jesperds for their feedback and suggestions.
Feeding page: Now displays Production, Demand and Net-Gain. Production is all your total production. Demand is the demand from the kitchens in total. Net-Gain is Production minus Demand. (should be close to 0 to be most efficient)
Science Page: The science has been renamed. The previous names were silly placeholders. The science generators are now extractors. The resource itself is now "Essence of ..." The icons and stats have been moved to the science page, as to not cause confusion.
I now notice that the old names are still present at the purple matter generator. Will be fixed shorty.
This change is also important for future updates, were I will utilize the essences for other things.
Fixed a bug with prepstige. Commander yukari dating level was not applying to the multiplier gain of the prepstige reset. Now it will, sorry about that.