=============== Patch #2 ===================== ====== Version Early Access 0.1.15971957 ==========
Features:
Cutscene skipping. This one is more complex than it sounds, if you see any issues with skipping, we'd like to hear about it.
Unit targeting behavior further improved to favor units.
Towers/Forts now have a slight overlap distance with each other to prevent tower stacking. Can't exactly shoot an arrow if another building is in the way.
Updated range indicators on buildings.
Content:
New 1v1 map Selonia (this map is a work in progress).
Fixes:
Stop Horsing Around achievement fixed.
This Is Taking Too Long achievement fixed. We took too long to figure out the issue with it.
Fixed Halt hotkey resetting ability cooldowns.
Optimization of the fog of war.
Optimization of the foliage shader.
Dead units don't search for enemies anymore (optimization).
Adjusted screen UI sizing for the Steam Deck and screens below or at 800 pixel height resolution.
Gilded Horse now grants the +2 magic resistance it says it should.
Cherub Divine Bolt naming fixed.
Selection box of Pearlgate of Heaven has been aligned.
Non interactable skills cannot be bypassed by hotkeys anymore. Sorry Ausrine, no more spawning a 100 admirers at will.
Blue Pastures double faith and exploit has been fixed.
Attempt at fixing a very rare invisible/unkillable buildings bug. Let us know if this happens again.
Celestial Settlement now reimburses faith, not wood.
Balance:
AI builds slightly less Zealots and more Militants.
Locked Blue Pastures behind the Alka.
The additional armor of the Skybull upgrade has been lowered from 10 to 6.
Skybull magic resistance lowered by 2.
Tribesman base damage has been increased by 2.
The Absolution upgrade increases Militant health by 50 instead of 30.
Health of Raiders increased from 330 to 350.
Slight cost reduction of Pukis faith cost from 150 to 125.
Pearlgate of Heaven now spawns troops every 90 seconds instead of 210.
Michael's description has been set to indicate Medium difficulty.
Tracker base health has been reduced from 400 to 350.
The Tracker pounce stun has been reduced from 2 to 1 sec.
Tracker food cost reduced by 40 but added 20 wealth cost.
Reduced the cost of the Blacksmith.
Michael's Rebuke now also damages buildings.
Worshipper health increased from 120 to 140.
Wolf Warrior damage increased by 3.
Mark of the Beast has been reduced from 200% to 150%.
Campaign:
Fortress glyph acquiring thresholds lowered and check distance lowered. There is also a rescued villager counter now.
Union Divided difficulty overall rebalance.
Stop That Scout achievement - the Tracker only runs when she is below 60% health.
Siege of Lennewarden start made easier on Easy/Normal/Hard.
Lowered the defenses on Siege of Lennewarden on Easy difficulty.
Lowered the aggression of allied AI in Siege of Lennewarden (still needs more tweaks).
Boosted the allied AI slightly in Siege of Lennewarden.
In Siege of Lennewarden, enemy should no longer have Bulwark of the Builders glyph boost on Easy/Normal/Hard difficulty, making it easier to siege the walls.
Round towers (campaign) health has been reduced from 1500 to 1000 HP
In Journey from Dausos, encountering the temple with Saule dialogue should now show the correct image and name.
In Bishop's Bane, the dialogue when encountering the Varangians should match the voice now.
Fixed glyph of Usinsh summon appearing before finishing talking with him in Journey from Dausos.
Worshipper evacuation is now an objective in Journey from Dausos.
We are reading all reports and feedback, and are working to bring out more patches whenever we can. Keep an eye out.
Small improvements and bug fixes: 1, Fixed bugs with clients not being able to call mount 2. Improved mount synchronization on clients 3. Improved multiplayer joining logic 4. Fixed UI bug 5. Fixed minor memory leak issues
Interstellar Plunderer has officially been out for a week, and we would like to say thankyou to everyone who has played our game; it means the world to us. With the May 2nd update/ Android launch in the works, we pushed forward a nice little quality-of-life update that gives the game a couple of visual improvements and a new upgrade card to unlock!
The Hanger
The first thing you will notice upon launching the game is a nice ‘shiny’ new place to hang your ships between runs. We thought this would provide a nice change from the generic space background and give you all something more satisfying to look at.
Locked Ships
A new addition to the main menu is that you will now be able to view ships that are locked through achievements, with their silhouettes appearing alongside their unlock requirements, progress and achievement name.
Targeting reticle upgrade
The green targeting reticle will now expand and shrink based on your ship's targeting upgrade level. This should give you a more precise indicator of how much area you cover at any given time.
New upgrade card: Haste Drive
Completing the ‘Need for Speed’ achievement unlocks a new upgrade card, ‘Haste Drive,’ which will be available for future runs. This card is a must-have for any attack speed freaks, so keep an eye out.
Missing Sound Effects
Acting on player feedback, a few missing sound effects have been added to the game.
Once again, a big thank you from Cozy Frog Games for joining us this first week. We hope you are looking forward to the heaps of new content yet to come, as much as we are!
If you notice any bug or issue, please report it from the game or reply to this post.
Improvements
Removed damage from the stun grenades
Added small damage to the shock grenades
Added the damage to the tooltips of the shock and stinger grenades
Prevented new recruits from having both the tank skill and skills related to opening doors or tossing grenades
Added a tooltip to the survival mode button explaining how to unlock it
Tweaked the colors of the ranks
Increased the opacity of some main menu panels
Forced the display of the help message related to the mission objective the first time the player plays a mission of that type
Memory usage optimization
Updated community translations
Fixes
Fixed map generation placing props blocking the path to objectives
Fixed the snipers changing orientation when the mission starts
Fixed some completed campaign missions displaying the wrong rank after restarting the chapter
Fixed the mod browser not working for players from China
Fixed the move speed icon not becoming transparent when unselecting a character
Fixed the sound effect of the skill level up, equipment unlock and recruit buttons
Fixed the game sometimes freezing when exiting the character setup screen during the shooting range mission
Fixed the icons of the camera buttons in the replay screen
Fixed the main menu layout for wide screens
Fixed some translations
Fixed some tooltips triggered when the credits are displayed
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
-player move speed increased from 640 to 650 -statue hp from 30 to 45 -altars hp from 400 to 600 -large flower boxes hp 25 to 45 -snowman and pumpkin hp from 15 to 25 -gold block and anvil from 50 hp to 75 -most other wooden objects hp increased from 15 to 21 -player melee attacks now do double damage to most objects -players with 11 more more attack will one-shot most furniture now -added a very short delay after boomer rats spawn before they can explode
-auto play updates -show full path to twitch settings file -dart price now correctly shows as 20 -added !reset_slander command -added !reset_highscore command -added option for chat logging to help debug -added option to hide twitch announcements in game -added option for tiny mode, if screen space is at a premium -added drop shadow to chat player names, and player stats, for visibility -hero with more than 1 stack of poison won't stop to heal at campfire (thanks disperse) -added skelly bois as playable characters in auto play -hopefully fixed bug with cleric sometimes not attacking flower boxes -added kill announcements for twitch chat named monsters
Added additional multiplayer sync for players joining while sharks are attacking
Added title case formatting to various UI elements
Added indicator to activity UI in campaign to indicate the need for trade routes
Added timestamp to chat messages
Added refresh button to server join view
Added some build warning dialogs to certain designs when launching vessels
Added setting to disable build warnings
Added HUD toggle for taking screenshots
Added cable colliders to crane cables for movement restrictions
Added some code to detect and log potential stack overflow bugs that would otherwise crash the engine without information
Added material groups to submarine engine part
Added toggle fuel mass to build mode
Added turn on/off interaction to fuel tanks
Added turn on/off interaction to ballast tanks
Added turn on/off interaction to oxygen tanks
Added UI indicator to on/off interaction
Added more nonsense messages
Added water crashing sound when vessels enter the water
Added more water sounds as vessels move through the water
Added material groups to various landing gear wheels
Added material group to jet engine
Added support for parts with multiple details
Added new feature in build mode to reset materials to default with the "F" key
Added settings for build mode to change rotation and position snap
Added setting to disable shell spending alerts in campaign
Added warnings for too many engines
Added logging when vessels launch for debugging purposes
Fixed a problem with shark inventory
Fixed a problem with loading saved steel cables dropped items
Fixed a bug where dynamic audio could play further away than it should
Fixed bug with enemy AI where it could get stuck if that target was far away quickly
Fixed a bug with steel cables
Fixed a bug where map cranes where considered boats by some sections of the code
Fixed a bug with foam shader
Fixed a bug related to UVs initializing from save files
Fixed a performance problem with part UVs
Fixed a bug where ragdolls tend to spaz out when moving fast
Fixed a bug where Nautikins could be removed from ladders by water forces
Fixed a bug with Server view where some buttons were disabled when performing actions
Fixed a bug that breaks the Server view when attempting to cleanup a build area that has nothing deployed
Fixed a bug where dead Nautikins rotated with vessels in the air
Fixed a bug that triggered a background error when undoing a material group and then activating the tooltip
Fixed a UI bug when clicking on parts of the materials windows that don't do anything
Fixed a bug where completing an activity can disable the mouse if you attempt to open the map before closing the success dialog
Fixed a bug where activity success dialog does not prevent island interactions
Fixed a bug with AI wandering when flying in jets
Fixed a bug where deck weapons can be controlled when success dialog is open
Fixed a bug that allowed moving crane when certain UIs were open
Fixed a bug where Nautikins ignore steel cables when entering the water
Fixed a problem with vessel platforms where they could periodically ignore steel cables
Fixed a problem with walking on vessels when steel cables are attached
Fixed a problem with pushing other Nautikins when steel cables are attached
Fixed an animation issue where Nautikins arms will remain up when the object they are pushing has moved away
Fixed a bug where repairs do not progress correctly when taking damage while repairs are in progress
Fixed a bug with vessel platform timing on join in multiplayer
Fixed a multiplayer timing issue where two players could attempt to control the same vessel
Fixed a logic error with vessel platforms and landing gear
Fixed a bug with chat when joining
Fixed a bug where obstruction dialog disabled chat
Fixed a bug where waypoints occasionally flicker when flying around in a jet
Fixed a multiplayer sync problem that causes position snapping when exiting deck weapons
Fixed a multiplayer disconnect error that can occur if a player gets in a seat at the exact moment another joins
Fixed a movement problem with Nautikins on certain vessels
Fixed a bug that allowed un-initialized servers from appearing as empty servers in Join view
Fixed a camera issue when launching vessels
Fixed a bug where repairing a vessel with missing parts showed 99% when the vessel shows 100% when seated
Fixed a bug where clients could crash into the water at high speeds an not register damage
Fixed a multiplayer collision bug that allowed clients to collider with objects only present on the server
Fixed a small vessel damage desync issue
Fixed a bug where Nautikin fall animation does not sync when jumping out of a vessel quickly
Fixed some issues with audio in multiplayer when clients spawn vessels with crew
Fixed a logic error with platforms
Fixed a bug where the crane could be bent
Fixed a bug where saves won't load with only structures
Fixed a bug where a save won't load if a crane is holding a container
Fixed a PhysX bug with crane lifts
Fixed a bug where renaming a game always saves in lower case
Fixed a bug with hot swapping structures that have crew
Fixed a bug where angled ladders can cause an obstruction instead of climbing
Fixed a bug where ladders will allow you to climb further if angled above a vessel
Fixed some fast movement jitter with map
Fixed some audio popping with deck weapon movement
Fixed an audio bug where Nautikins feet make sounds when spawning into a vessel
Fixed a mesh problem with env suit feet
Fixed a bug that can cause a disconnect in multiplayer if you join while someone is firing a weapon
Fixed a config issue with Oxygen tank optimization
Fixed a bug in build mode where center of mass does not update when placing root part
Fixed some shader artifacts on the wetness for the pilot helmet
Fixed a bug with recovery buoy that could destroy it instantly if close to sea floor
Fixed a UI resolution issue with waypoints / objective indicators
Fixed a bug where chat would not enable if you immediately open the in game menu
Fixed a physic bug with occasional janky jet movement related to triggers
Fixed a bug in build mode that caused child parts to move incorrectly when resizing parent
Fixed a bug with tracking undo states for grandchild parts
Fixed a bug where placing engines underground causes issues with vessel launch
Fixed a bug where putting a sail on an aircraft causes errors
Fixed a bug where sharks secretly kill Nautikins multiple times per second
Fixed a timing issue with Nautikin death ragdoll
Fixed a UI bug with shell display in campaign
Fixed a bug with saved harpoon load order
Fixed a bug where harpoons are not cleaned up when recalling a vessel
Fixed a bug where server cleanup does not cleanup harpoons
Fixed a bug with multiple harpoon launchers
Fixed a bug with fuel cable save order
Fixed a bug with platform collisions and harpoon launchers
Fixed a bug were client may not exit a seat correctly the first time they join
Fixed a problem where certain Nautikin actions were not prevented while inventory was open
Fixed some minor mesh issues with shipping container
Fixed a bug where success banner does not appear if you unsecure containers while in the delivery area
Fixed a desync issue in multiplayer where other players appear to wobble on rocking vessels
Fixed a bug where Nautikins necks snap upward when zooming out really far
Fixed some missing load states from in progress rescue activities
Fixed a bug with island camera where a previous interaction was not cleared and could cause bad states later
Fixed a UI problem with chat location when in vessel mode
Fixed an audio priority issue when player spams jet engines
Fixed a timing issue with fuel usage
Fixed a explosion issue when changing drivers with ropes attached in multiplayer
Fixed a bug with structure deploy position
Fixed a cleanup issue with ocean waves
Fixed an issue where landing gear spams skidding sound sometimes
Fixed a bug that can cause problems if you jump out of a jet at the exact moment it explodes into the water
Fixed some problems related to server cleaning up vessels while clients launching
Fixed a bug where you can launch a vessel and then change the build and return the wrong vessel later
Fixed a background error when switching build areas with a mirror part selected
Fixed a bug where pressing escape with chat open can lock up controls
Fixed an issue with planar reflections on ocean
Fixed a bug with crane collisions
Fixed a bug in campaign related to material costs
Fixed a bug with crane angle checks
Fixed a bug with map crane reset when a different lift is selected
Fixed a bug where clients can be disconnected when securing crates at the same time as server
Sharks vision will now be blocked by other sea creatures
Camera is now occluded by enemies
Camera occlusion is now more consistent between vessels and Nautikins
Other vessels no longer occlude the camera when in a vessel
Minor improvements to steel cables
Tweaked activity probabilities to accommodate new activity
Improvements to animations sync in multiplayer
Performance improvements to jet engines when turned off
Can no longer equip / unequip hand items while on ladders
Weapons can no longer be fired immediately after spawn
Reduced the complexity of large anchor colliders
Vessels no longer include null values in save files to reduce size
Vessels no longer include default values in save files to reduce size
Servers with different game versions will no longer allow mismatched clients to join
Join errors will now contain the response from the server
Updated transparency on Nautikin health bar UI
Treasure Hunt activities are no longer available in campaign until you unlock your first trade route
Retracted landing gear is now saved
Ocean will no longer attempt to update when paused
Build mode now has a loading modal for when complex ships are loading
Changed the way weapons handle firing point blank
Changed the way that projectiles sync collisions to better sync
Changed smoke emitter surface align
Nautikins can no longer die before being placed in a spawning vessel
When a harpoon hits a shark it will now attempt to snap to the mesh. It will not move with the animations.
When a harpoon hits a Nautikin it will now attempt to snap to the mesh. It will not move with the animations.
You can now dispose of sharks corpses with interaction mode
Increased shark cleanup timer
Tracers are no longer visible in build areas
Some weapon parts can now be toggled
Beach ball will no longer be kicked when Nautikin is standing still
Ship rudder / engine rotations are now saved
Steering and throttle locks are now saved
Steering and throttle positions are now saved
Physics velocities are now saved with vessels
Aircraft trim is now saved
Helicopter rotor trim can now be applied when the engine is off
Crane lifts can now be secured with steel cables
Cranes can no longer move cables when the lift is colliding with an object
Improvements to the restrictions of cranes and getting things stuck
Crane cameras are not longer obstructed by vessels
Updated UVs on Submarine engine part
Updated UVs on BowThrusters part
Updated UVs on StandardBoatHull part
Clients no longer display buttons that are for the server in activities UI
Nautikin first person camera will no longer bob underwater when swimming fast.
Stair part now casts two sided shadows
Server will no longer allow clients to join while loading
Center of mass is now affected by fuel in build mode
Updated map center on controlled and jump to behavior to follow the target until you move the map
Updated Join view cancel button position
Nautikins will make noise when hired from buildings to express their eagerness to work
Improved network sync for fuel pump animation
Recovery buoy will now prevent usage when there is nothing to recover
Slight improvement to waypoint visibility over extreme colors / brightness
Change the way the map scales with different monitor resolutions to make things more visible
Map refactor / improvements
Various UIs now scale differently for different resolutions
Change some capabilities of boundary enforces
Dropped items now register as mass on vessels
Weapon parts can no longer operate when they have taken minor damage
Changed the way that adjusting grandparent parts affects children when scaling to better handle mirror parts
Updated aircraft wing surface align configs for various parts
Changed the way that mirror parts align to surfaces
Adjusted shipping container stack positions
Adjusted shipping container collider accuracy
Updated "darkness" shader which is meant to absorb light, to better hide light on parts with holes
Updated shell icon in campaign spend notification
Updated vessel upload wizard logging to prevent spamming Steam upload progress in logs
Fixed harpoon launcher parts are now saved
Improved camera occlusion
Vessel debris will no longer obstruct the camera
Notifications are now in the bottom left because there are less buttons there
Harpoon ropes are now hidden when inside build area
Resetting vessel camera zoom will now default to original vessel size / zoom
Nautikins will no longer fall while vessel is spawning
Updated Seat part surface align
Containers no longer obstruct cameras
Secure / unsecure interactions now display the state next to the name of the container
Delivery spawns will now detect obstructions in pickup area
Chat window will no longer display over activities UI when activated from vessel -> map
Exiting seats will now limit the available detection area to the height of the Nautikin
Adjusted rate at which subvessels use fuel to match new fuel timing
Adjusted damage from impacts with water
Adjusted landing gear damage absorption
Standard sea plane landing gear now absorbs impacts on land
Can no longer open the map while vessel is loading
Removed lag check tolerance for welder damage because it is inconstant with other damage methods and causes problems
Patches to ocean shader
Chat will now become inactive when pressing escape
Improved crane cable movements on clients
Updated in game logo for higher resolutions
Portus buy shacks now sell welders
Increased cost of welders
Optimizations
Adjusted Crane LOD
Adjusted Staff building LOD
Adjusted container LODs
Adjusted crate LODs
Adjusted control tower LOD
Improved vessel optimization
Destruction optimization for vessels with lots of parts
Optimization for vessels with many stacked Network parts
Optimized water simulation when launching vessels
Reduced collider polygons on deck cannon
Reduced collider polygons on deck harpoon
Reduced collider polygons on fixed harpoon
Improved performance for Nautikin collisions on vessels
Improved performance for pushing other Nautikins
Improved performance when Nautikins are Swimming
Improved performance when Nautikins exit Seats
Collision optimizations
Improved repair performance
Notes
There is no reason to prevent seeing inside a vessel, it is actually quite useful when you have constructed something that has small rooms or internal parts. This was previously only for the ship you were in but it seems inconsistent that way.
The monster hunt activity really only has the one monster type it spawns right now (the giant turtle), more monsters are planned for later.
This build contains some of the other fixes I may have mentioned in threads as "in the next build".
General performance improvements for various Nautikin movements accounts for 3% down to 1% CPU usage
I am sorta against putting restrictions on what can be built, so whenever possible build mode allows you to do whatever you want. I have been over time adding dialogs that appear to tell you about certain things that are happening or hard limitations with the game engine. Now I am going to start adding specific warnings for things that are known to cause performance problems that are not yet or cannot be optimized further. It will still allow you to launch, and you can disable the warning if your computer can handle it fine, but multiplayer is also a consideration.
Fuel tank serialization has changed so any saved fuel tanks will load as full until saved otherwise.
Weapon parts will no longer fire or be able to move when they are smoking or on fire. Prior to taking minor damage (smoke) they will be able to take some damage and deform, depending on what material you build the weapon out of it might look a little weird, but the idea is that you need to repair it when it takes damage now.
Material groups now supports renderers with multiple materials, however only one material can be applied.
Rope / Harpoon serialization has been changed so any saved ropes / harpoons may need to be resaved or initially look weird
Fuel cable serialization has been changed so any saved fuel cables may need to be resaved
Depending on what was in your save file, you may need to toggle parts on that were previously saved prior to toggling parts on/off before it will save on
Delivery containers will no longer obstruct the camera because there was some inconsistant behavior when on land vs on vessels. It cannot obstruct the camera while moving on the boat because it can create jarring camera snaps while the boat moves that cannot be corrected currently. So you can see inside containers at any time now, they may have interiors later anyway. The occlusion behavior in general is moving more towards only obstructing your POV for the map / map objects vs objects that you have created and are controlling, which can be in an infinite configuration and otherwise unpredicatable to the camera.
Please keep the feedback coming as it helps make a better game. Here's the fourth demo patch adding some more QoL changes and fixes. In case you missed it, the previous announcement has the links to the Android and non-Steam Windows version on our itch.
FIXES - Fixed an issue when you tried to remove a character from your roster with at least 1 empty equip slot - Fixed the description of the Kitkin race incorrectly stating that they're 3 meters tall when they're 3 feet tall (my bad, they're actually short and not tall chads) - Reduced the default volume of some sound effects
BALANCING - Reduced the requirements to speedup to Dungeon lv 5/10/20
ADDITIONS - Added a sound when you hire a character at the tavern - Added a sound when you equip an item - Your inventory now auto sorts whenever you visit the equip menu or inventory menu
Be sure to wishlist and share the game with your friends, every little bit helps us make a better game.