Hello everyone, got a very exciting update today as this update is mostly laying the foundation for a more refined conviction experience for the first major update hopefully at the end of the month!
But lets take a look at what been added / changed:
- Swapped out save game system for a level select instead
- Improved AI pathing and collisions for both enemies and the player
- Revamped level 3 abit mostly cause I wasn't happy with some parts of it
- In-game FPS toggle in settings (will only be available from levels 1-3 since 4-5 will be getting changed out soon)
- Keybind weapon switching using numpad buttons (Will implement key bind switching soon, but for now this should be better then just scrolling a wheel to switch)
Thank you guys for reading, hopefully the next update will be out by the end of the month.
- [Updated] Now croupier draws card for house at the start of a round on blackjack - [Updated] Wrong localized texts in some languages (English, Russian, German)
- [Fixed] Issue where Jelly recipe gets 0 Baking points - [Fixed] Can't make Lahmacun with dough even it's recipe is unlocked - [Fixed] Issue where meats and vegetables look raw on customers plates - [Fixed] Issue where customers complain that plate stocks empty despite it's not - [Fixed] Waiters drop plates on the ground
We hope that you had pleasant holidays and a good start to 2024. In this diary we will dive back again into various simulation aspects on which we were working on for the Full Release update.
Our goal with these changes is to accommodate more playstyles, but without forcing them in any way. If such technical things are not your cup of tea, don't worry as everything discussed here is going to be fully optional as it was always the case in UBOAT.
Contacts rework
Imprecise contacts, such as those provided by the hydrophone operator, are now displayed as arcs or lines on the map that appear outside of the direct sight range. They are also merged or split, as necessary, when contacts start or stop being distinguishable from each other.
It's a change we are really excited about as it makes the encounters much more natural. They provide all the information they should, without spoiling anything they shouldn't.
If you look for an even more hardcore gameplay, and wish to plot everything on your own, we've also added an option to disable all contacts completely on the map.
Torpedo attack systems
Along with the addition of the torpedo calculator, we've decided to upgrade all other systems related to the torpedo attacks. While it's not our top priority, we hope to make most of the devices on the boat possible to use manually over time.
The torpedo launchers were completely overhauled and they can be now used manually, if you wish to do so. It's possible to open and close the breech doors, flood, drain and launch the torpedoes on your own. The gyro angle receiver panels are also useable. We've also improved the models on Type VIIC U-boats, to make them resemble better their historic counterparts.
If you would like to see how the entire process worked, the torpedo fire control boxes in the control room are now also simulated. It's not necessary to use them, but if you prefer to, you can setup everything manually there.
We've designed the system, to be flexible and allow for various ways of executing a successful torpedo attack.
If you wish to do so, you will be able to do everything from the periscope, by passing all measurements to the TDC operator with newly added buttons. They are passed verbally by your character and repeated back by the officer at the TDC. Once everything is set, you can order to launch the torpedoes.
We've also eliminated the "unlock" tip from the periscope views. It was a common suggestion on the forums to enhance the immersion.
Disabling mission markers
With the full release update, it's going to be possible to play without the green dots that point mission targets, in cases where you only have a partial information about your target, to let you find them for yourself. Headquarters may give an update from time to time, that will ensure that the mission is still possible to complete, when the target for example changes its course a lot.
Atmospheric scattering
We've also implemented a better atmospheric scattering effect into the game. It's visible as a blue tint on distant objects with some effect on ambient light of the overall scene.
Release date estimate
Currently, everything remains on track, and our estimated completion date for this work is still March - April 2024. If there are no unforeseen surprises, we should have a specific date to report relatively soon. The main thing that extends the development time, are interior models for the new playable U-boats, that will be introduced in the Full Release Update. You can read more about them in this dev diary.
While our artist is busy finishing the new U-boats, the rest of the team, among other things, gathers feedback on the forum, so if you have something you always wanted added or changed, feel free to post. It's important to us, to make you satisfied with the upcoming release.
Also, we still have a few exciting things to share about the upcoming update and will soon in the upcoming dev logs.
It's been just over a month since Trinity Fusion's 1.0 release on Steam, and we're back at work after the holiday break plugging away at new content, as well as working through your feedback and bug reports.
Today's update is the first in a series of updates we'll be making while we work on the game's first proper content expansion. But we'll get to that later. For now, PARRIES.
A common request throughout the game's development was to add some defensive abilities. So, since we're not a fan of the player running around with a shield, we're adding a Parry system to the game, allowing players to deflect or reflect incoming attacks, provided that their timing is on-point.
The full patch notes
Parry System
The Parry is now available as an equippable Psychic Augment. A skill-based defensive option, parries can reflect projectiles back at the enemy that casted them and send melee enemies reeling, instantly putting them into a stun state.
When equipped, just tap the 'Interact' button the moment before an attack hits you to parry it. Successful parries can be instantly canceled out of, including into more parries! Try it out on rapid projectile attacks like Steward One's metal plates. Just don't miss the timng :)
Spectral Scanner
Another new Augment, the Spectral Scanner can be used to scan for and highlight nearby secret areas at a small energy cost.
Bug Fixes:
The achievement “Amplifier Overload” now correctly unlocks after equipping 5 powerups, matching the description. Previously it required 6.
It’s no longer possible to get save files softlocked by quitting the game during the “confrontation” cutscene.
Amps
Stun Spreader - Now stuns enemies instead of staggers them.
Guard Breaker - Now inflicts guaranteed crits on stunned enemies.
Wrapping up
That's the 1.1 update! Thank you so much for playing our game and all the positive feedback you've been sending our way. As always, let us know what you think of the update on the Steam Forums and on our Discord.
Have fun, and we'll see you out there in the multiverse!