Also, if you have any suggestion... we will be happy to listen to your opinion.
And one request: if you tried this game and you liked it: write a user review... Please..!
In Episode 3, Tanya will purchase two new facilities: a night club and a hotel which will later be available as new locations for Customers. And yes, the hotel will offer "room service" ːRachaelː
Today marks 2 years since we released into early access and we feel now is a good time to give an update on the status of Big Booty Adventures and unfortunately it's not one we want to give and one we have been putting off for some time.
Simply put, we haven't been working on it. For over a year..... Not news you want to hear and news we hate to give because we really want to make a full and complete game. We see so many early access games just "die off" with no explanation and no signs from the devs, even ones that were highly rated! We aren't those devs.
The short story is this: There are two of us that work on this project and in late 2022 we both had some major lifestyle changes that quite literally tore us from development. We both decided to take a break to focus on those for a bit and well, that break lasted a very very long time.
That being said, this isn't an announcement that we are picking up development again. But nor is it an announcement of us throwing in the towel. Steam and Early Access have put us in a unique position where we could theoretically continue working on this project for life! Of course we doubt that will be the case. Since we started our early concepts in 2017 so much has changed in the VR and development world. It really probably is best if we start fresh either with a different game or a refresh of this game entirely. But honestly we don't know.
So here’s what we do know. People are still buying our game. Not many, but enough to know we did something right. We have more locomotion and accessibility options than many AAA games we've played. We have a bigger and more open world than most VR games. We have plenty of “wonk" going on but we do know there is fun to be had for certain players, ESPECIALLY when you bring a friend in. We’ve had a blast developing this game and often find we don't want to play new VR titles because we would rather be chasing Booty!
For now the game is going to continue living in early access until we get it together or, well, until we don't and we will provide that update then…. Ahhh the life of a small indie dev team. Anyways feel free to pop into our discord to chat if you want. We aren't dead after all, just a little lost! Thanks for listening and hopefully your understanding. Until the next update, take care!
Welcome to another Developer's Diary. Much has been happening behind the scenes, and we've been working on, among other things, an overhaul of the Threat system in the game.
The Threat system rework we'll be talking about today will actually be one of the two major parts of an overhaul we've been working on, which we intend to bring in as a single major update as the individual parts are not complete game mechanics of their own. It's going to take a while for it all to come together, and you'll be able to track our progress via the diaries.
That's not to say there will be no updates until the big one, in fact, we have one planned for very soon next week. Now let's talk specifics!
Upcoming Update
Let's begin with what you can expect to have in your hands soon. We're adding the 20mm Dual Oerlikon as a primary weapon, available on the 80' Elco and 78' Higgins boats.
The 20mm Oerlikon is already a favourite among players based on the feedback we've received, given how much firepower it packs into one gun manned by one gunner. The Dual Oerlikon furthers this by adding even more gun per gunner; twice as much in fact.
It will fill the gap between the single 20mm and the M45 Meat Chopper in the role of single gunner primary weapons, hopefully proving to be an interesting midgame upgrade.
We're also tweaking the costs on some Primary weapons, all in the form of reductions, to make upgrades more gradual and available earlier so you can enjoy them for longer throughout the Campaign. You'll see the exact numbers when the update lands as things are still subject to change, but you can expect some stat changes to accompany these cost reductions as well.
The Utility weapons have all been tweaked, with Mortar in particular being made substantially less effective against ships while getting more ammo efficiency in return. We had a lot of feedback on how the mortar is overpowered against ships, but we also didn't want to make the weapon unsatisfying to use.
Improved ammo efficiency should further enable creating smoke screens to line up for torpedo attacks, which was the originally intended way for Mortar to be used against ships. However, if you want to attack them directly with explosive shells, this will still be possible, just not effective to the point of making other much more expensive Utility weapons obsolete. The changes should also not affect its anti-ground performance, as while it will take more shells to destroy base defenses, ammo efficiency is increased to compensate.
The AT Gun will get better ammo efficiency in return for losing a bit of its splash damage. We wanted to make it a more dedicated sniper's weapon, and reduced splash means you'll want to target specific components rather than bombarding center mass until the ship sinks. It has substantially increased ammo efficiency to compensate for the reduction in damage, and so it can be said to be a better weapon overall. It will also overkill less against small boats thanks to this.
M4 Autocannon got major buffs, getting its direct damage doubled while also getting a cost reduction. It's still meant to be a sidegrade to the AT Gun rather than a strict upgrade, so it maintains its reduced accuracy and muzzle velocity, but it should be more interesting an option now.
Last but not least, we've added an animation and sound effect to announce when a crewman has gained veterancy! This is one of the polish changes we meant to do in the pre-1.0 polishing rounds when the game is otherwise feature complete, but we've received feedback from many of you that the game can be a little lacking in notifying you of things, so we figured we would do this one sooner rather than later.
Threat System Rework
In the current version of the game, Threat acts as a brake to your progress, only helping the enemy cause you more trouble. You're put in a situation of either ignoring the increased enemy activity and pushing forward, or going back to port to wait the threat out after every action. We felt that it's perfectly fine to play cautiously and to keep threat low, but thought that there should be some reward to keeping it high so it's a more meaningful choice to make.
Threat is being reworked to become more of an escalation mechanic, an abstract representation of how much attention is on you and your actions. This attention could be on the enemy side, making them more alert in places where you are operating, scrambling aircraft and surface patrols more often, and sending air wings to harry you in hostile and also neutral territory to a lesser degree. That so far is nothing new, and has already existed in the game. It's being tweaked and improved with some changes, but the core idea remains the same.
What's entirely new is that Threat will now also signify how much attention your allies are paying you. You don't get high threat without stepping on some toes, which will be duly rewarded as a measure of how much of the war effort is now following your initiative. Threat will exponentially increase the chance of support power rewards, where you're given additional assistance in the form of a free high quality support card. You'll have up to 25% chance to get additional support per day in this manner, a number that's subject to change depending on how playtesting turns out.
We're also adding a cooldown to player-spawned assaults that spawn in response to your Base Raids. We've heard from multiple channels and have also ourselves thought for the longest time that the game leans a bit too much towards base raiding, and given you can functionally invade bases on your own, this both makes the game go too fast and the action of raiding bases too rewarding.
The part that makes this relevant to the threat system is that your threat level will be the only way of reducing this cooldown. The idea here is that threat is a measure of your momentum, and you'll be able to keep the ball rolling as long as you can withstand the increased enemy opposition.
You will also passively gain heat in combat, scaling with your Threat level. Heat, for those who don't know, is the yellow score bar that fills up during an engagement which you use to call for support powers. At higher threat levels, you will gain more and more heat over time without killing any targets, allowing you to bring in the cavalry sooner rather than later.
Overall, these changes all serve to give you a reason to decide: You can still play cautiously, but then you'll have to settle for a reduced pace of progress. We hope this will make keeping threat low or going full steam ahead a more meaningful choice.
Finally, making noise, for better and for worse, is not as easy for a single PT Boat as it is for a whole squadron of them. Each squadron boat will now give you increased threat gain as a multiplier. This is particularly relevant because threat is now on an exponential scale rather than a linear one, meaning later threat levels will be more difficult to reach than earlier ones. Decay is also exponential, so you won't lose much threat just going back to base to re-arm, while ensuring you won't have to sit for days at port waiting for threat to decay if that's what you wanted.
That's all we have to share for now, Captain. This was a text heavy diary, but we hope it was informative on what is to come. The next diary will most likely be about the second half of the planned major update, but more on that later.
Changed the order of Additions and Bugfixes in the patch notes. Makes more sense to talk about the new before talking about the fixed bugs. This is not, in fact, relevant to the game in any way.
Added a few more seasonal props and moved some around.
Strange monoliths have appeared throughout the climb, carved with old blueprints and maps. They point to something… deeper.
Adjusted the warning text around the [REDACTED] to reflect changes in the state of the world once it has been interacted with.
Bugs Fixed:
Fixed a bug where the Screen Effects option in the settings menu was not applying properly on level load. It now properly applies your saved settings.
Further optimized the weather zone transitions. There should be a bit less stuttering now when moving between regions.
Fixed a bug where completing the final [REDACTED] Gate challenge was not saving correctly. This had no bearing on gameplay, achievements, or progression, but it broke something with the new map monoliths. It is now fixed, but players who have previously completed that gate may find that they need to do it again in order for the map monoliths to display it correctly.
Please be advised that Zenith: The Last City will be having mandatory maintenance overnight beginning around Midnight PST Sunday, January 7th and ending approximately 6 hours later Monday, January 8th. There is a possibility this could be extended if this is the case we will get things back up asap.
At this time the game servers will be unavailable, please be sure to be logged out ahead of time as staying connected until shutdown may cause you to lose some progress.