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Offline Asid

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Abandon Ship
« on: April 30, 2017, 03:15:41 PM »


Be the Captain. Survive on the Edge in a World with Consequences

Official Site: Here
Official forum: Here
Video Channel:Here
Steam: Here


Single-player


Official trailer



About This Game

Be the Captain. Survive on the Edge in a World with Consequences.
In Abandon Ship you take command of a ship and her crew, exploring a diverse, procedurally generated world, taking on quests and dealing with random events. Frequently, you will end up engaging other ships in combat, the player having to employ their best tactics in order to out-manoeuvre and out-gun the enemy.

The game focuses on “Age of Sail” ships in a Fantasy setting, framed in an Art Style inspired by classic Naval Oil Paintings.

Ship Destruction is not the End.
Life in the world of Abandon Ship can be brutal. Death is permanent. But the game doesn’t end if your vessel is destroyed. You are the Captain, and as long as the Captain is alive, there is always hope. By escaping to a Lifeboat, or even being stranded, alone in the water, there is still a chance to survive and fight your way back to the top.

Snatch Victory from the Jaws of Defeat.
Combat is tactical and savage. Each battle is hard-fought, always on the edge of defeat. Your only chance of overcoming the odds is to employ every advantage you can and utilise all the tools at your disposal.

Reap What You Sow.
Explore a fantasy world that reacts to your actions. Quests may drastically change the environment. Make decisions that create friends or enemies that may later come back to help or hinder you.















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Offline Asid

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Re: Abandon Ship
« Reply #1 on: April 30, 2017, 03:17:23 PM »
Abandon Ship Demonstration at the PC Gamer Weekender



Combat Gameplay Trailer
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Re: Abandon Ship
« Reply #2 on: July 31, 2017, 01:37:19 PM »
The Kraken & Cult of Haliphron Trailer

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Re: Abandon Ship
« Reply #3 on: October 06, 2017, 06:25:21 PM »
Abandon Ship: Exploration Gameplay



Published on Oct 4, 2017


In this video, we see how the exploration mode ties in with the rest of the game, as well as what happens to the Crew and Captain when their ship is destroyed.


In the latest trailer, we see a large, ominous shape encased in ice. Needless to say, this has an important role to play in the game. Before we begin creating complex assets like this we pre-visualise them in concept art form. Here you can see a quick example of this before we started to replicate it in the engine:




A simple sketch like this is very quick to achieve and can really save a lot of time when it comes to creating it in 3D.
 
   
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Re: Abandon Ship
« Reply #4 on: October 20, 2017, 08:16:18 PM »
Exclusive Reveal


When development on the game started, we had no distinct plans for an art style. This painting therefore is one that holds a very special importance for Abandon Ship:



Team Lead Gary elaborates: "It hangs on the wall of a relative and I would often admire how stunning it looked. On one occasion, yet again I found myself standing in front of it, but this time distracted by a conundrum: If only the game had a unique art style, one that would really help make the game stand out? It was staring right at me."

Once that eureka moment had passed, the idea gained momentum. It seemed a perfect fit. Classic Naval Oil paintings match the theme. They certainly look unique, beautiful and timeless. Even tonally they have a sense of drama that we wanted in the game. This ultimately set us on a path that led to the game looking like it does today. Translating that style from a static image to a 3D engine was a challenge we'll delve into in future.

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Offline Asid

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Re: Abandon Ship
« Reply #5 on: February 20, 2018, 12:28:22 AM »
Release date

Put Wednesday the 21st February in your diaries, because Abandon Ship is due to set sail into Steam Early Access in TWO DAYS time!

The game costs $19.99 / £14.99 / €19.99 with a 15% Launch Discount.

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Re: Abandon Ship
« Reply #6 on: February 20, 2018, 12:29:45 AM »
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Re: Abandon Ship
« Reply #7 on: February 21, 2018, 11:45:28 PM »
Abandon Ship is OUT NOW!
21 FEBRUARY   - GARY BURCHELL



Abandon Ship has been released on Steam Early Access with a 15% Launch Discount.

We're really excited to see what you think of the game! Head on over to the Steam Forums, we'd love to hear from you :)
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Re: Abandon Ship
« Reply #8 on: February 22, 2018, 02:22:46 PM »
Early Access Roadmap: Post Launch

Check out our plans for Early Access in this Roadmap here:

Early Access Roadmap: http://abandonshipgame.com/early-access-roadmap-post-launch

This covers our immediate plans, as well as some of the things we want to tackle throughout the entirety of Early Access.
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Re: Abandon Ship
« Reply #9 on: March 18, 2018, 03:51:17 PM »
Beta Branch Update: Prison, Apothecary & Crew Traits
13 MARCH   - GARY BURCHELL



Greetings Captain!

After releasing a few hot-fixes for urgent issues, we have been working on high priority player feedback as part of a Major Update. While work continues on this (which you can keep up-to-date on here) we have created a Beta Branch for you to play through the latest features as they come online. This is a good chance to help shape them before they are released as part of that Major Update.

To learn how to gain access to the Beta Branch, click on this link:

https://steamcommunity.com/app/551860/discussions/10/1698293255137774100/

Aside from some bug fixes, quality-of-life and balancing changes, the major new systems implemented in the Beta Branch improve two areas:

1. Events instantly killing crew
2. Difficulty in getting back into a strong position once things are going badly

These issues compounded each other, and we have implemented the following systems to mitigate them:

Badly Hurt
Events no longer insta-kill your crew! Instead, they will make them "Badly Hurt", which means they are unavailable in combat until you have revived them in an Apothecary.

This removes the feeling of unfairness while still making player choice important - and crucially, recovery is under player control.

Crew Traits System
There is now a Traits system, which gives your crew more character. Traits can be either Physical or Mental, and Positive or Negative.



When crew become Badly Hurt, they will gain a Negative Physical Trait. They will also gain one if they become Incapacitated in Combat.

Traits provide a small bonus or penalty to actions in Combat and stack up in ways that can affect your tactics in battle.

We've had a lot of fun coming up with Traits, and we're sure the community will have plenty of fun ideas too :)

Apothecary
If your crew member is Badly Hurt, you'll want to head to the new Apothecary in Ports to revive them.

Apothecaries can also cure Negative Physical Traits.



Both the Apothecary, and the Prison (which is described below) can be found in Ports.

Prisons
If you've survived Ship Destruction, or escaped a battle with barely any crew, it could be extremely tough to work your way back to the top. Now, if you're down on your luck, head to the Prison.

Here you'll be able to get cheap crew by paying their fine so they can serve on your ship. Prisoners are base-level and have several negative traits - one Mental Trait means they will never gain experience, so while Prisoners can get you out of a tight spot, they're unlikely to hold a permenant spot on your ship.



Of course, these are just some of many changes we have planned, and our focus is on tackling the major feedback points from the community first.

We'd love to hear your thoughts on these latest changes, so follow the instructions on the link above to find out how to gain access.

If you're interested in knowing what else we're working on as part of this upcoming Major Update, check out this link:

https://steamcommunity.com/app/551860/discussions/8/1696040635904210490/

Finally, our longer-term plans can be found here:

https://steamcommunity.com/app/551860/discussions/6/1693788202021118098/

Thanks for all of the support and feedback :)

The Abandon Ship Crew
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Re: Abandon Ship
« Reply #10 on: April 18, 2018, 02:17:20 PM »
Beta Branch Update: Diving Bell, Shipwrecks, Quick-Start Saving
Abandon Ship - Gary Burchell


Ahoy, Captain!

We’re working toward our first major update. As we implement new features we trial them on a publicly available Beta Branch for feedback and testing – you can read about our previous Beta Branch updates involving Prisons, Apothecaries and Crew Traits here:

http://steamcommunity.com/games/551860/announcements/detail/1655508872001587931
To learn how to gain access to the Beta Branch, click on this link:

https://steamcommunity.com/app/551860/discussions/10/1698293255137774100/

If the version number in the bottom-right corner of the Main Menu ends in 8433 or later, you have the correct version.

This latest update focuses on the following key areas:

•   Supplementing the save system outlined in the Roadmap.
•   Adding a "Quick Start" way to commence playing, that skips the opening section

We understand that the game could, at times, be absolutely brutal to new players. Our previous update went some ways to alleviate those issues, and the following help, too:

Magistrate & “Magistrate Saves”
Accessed via the Tavern option in Port, the Magistrate offers you the chance to create a manual save (what we call a “Magistrate Save”). To perform a Magistrate Save, you must use a Captain’s Log. These are finite items spread throughout the world that you must find (and are described later in this post).



Your Magistrate Save and Autosave are tied to the same playthrough. If you die, you no longer have to resume from the start of the game, but can now continue playing from your last Magistrate Save. You have one Magistrate Save per playthrough, so performing a new Magistrate Save will overwrite your previous one. Your moment-to-moment progress is still constantly autosaved as it has always been.

We feel this method retains the danger of loss should you die, but takes the extreme edge from having to restart the entire game, potentially losing so much playtime that it became frustrating. Now, you have a decision to make: Do you expend these rare items to create a Magistrate Save, or keep going and risk losing more progress?

The Magistrate is where you can also submit your charts of the local area and be paid Gold in return. This is a low-risk way to earn money, particularly helpful if you’re recovering from ship destruction.

Shipwrecks and the Diving Bell
There is a new upgrade available from ports: The Diving Bell. This can be used to gain access to new events scattered around the world: Shipwrecks.



Aside from the more common standard shipwrecks, there are rarer, former Empire flagships to find. If the player uses the Diving Bell on one of these “Golden Shipwrecks”, they can obtain a Captain’s Log, which is required to perform a Magistrate Save.

Golden Shipwrecks are rare. You’ll find one in an entire region, or two in the largest ones. Some regions may not have one at all. If you’re lucky, you may happen across one, otherwise you’ll have to go looking for them.

Quick-Start
We’re aware that some players starting a new game wish to just dive straight into the action, so we have created a Quick-Start option. When you commence a new game, tick the appropriate box to be spawned in a place where you can immediately get going.


-- The ship icon shows where you begin a Quick-Start game --

In order to teach all of the new mechanics in this and the previous update, we have made some adjustments to the start of the game. Now, once you leave the area where the Cult attack the Port, you will be funnelled to a map where new players will be taught everything. We’re also expecting to use this map as an opportunity to teach systems we have planned for the future. Outside this new port in the fourth map is where a Quick-Start game commences.

Because we’ve had to change the map to accommodate these new systems, your saves from previous versions will not work with this latest update. Your main branch saves will work if you opt out of the Beta Branch, but any previous Beta Branch saves will no longer work.

Difficulty
While some of the changes in this, plus previous updates, have made the game less frustrating by removing friction points, we’re aware that some players find the game too easy.

In this update we've made Hard mode spawn tougher enemies in combat. Throughout Early Access we’ll be continually tweaking the difficulty, plus adding options and systems that offer a tougher challenge for those that want it.

New Ships
We’ve added two new Ship Classes to fill the gaps in the roster: The Corvette and Cruiser. This smooths out some of the sudden jumps the AI make in ship size.



As part of our roadmap plans, we’ll be offering more ship variety that affects gameplay and player choice in what they upgrade to.

Miscellaneous
There are of course a whole host of other bug-fixes, polish and quality-of-life improvements included as part of this update, and we will post the entire changelist in the patch notes of the major update when it is released.

The following things are worth calling out though, because they’ve been mentioned in feedback a few times:

•   Going into and out-of the full-view of exploration mode is now a lot faster
•   There have been new events added to the map where the Cult attack the port, so there is no repetition here now
•   Events with an exclamation mark can now have positive outcomes
•   New Keyboard Shortcut for returning crew to their saved positions (Default is "z"). The keyboard shortcuts are listed in the Launcher Input Tab. In a future update we’ll add this as a screen within the game to rebind them to your preference
•   Moved the camera closer when boarding (or being boarded by Haliphron & Mutiny). Lots of boarding changes to come in a future update!

Once the Beta Branch version has received sufficient testing and feedback, we’ll migrate all these changes across to the main game.


-- Haliphron versions of the new ships --

We'd love to hear your thoughts on these latest systems, so follow the instructions in the link to find out how to gain access and provide feedback:

https://steamcommunity.com/app/551860/discussions/10/1698293255137774100/

Our longer-term plans can be found here:

https://steamcommunity.com/app/551860/discussions/6/1693788202021118098/

Once the new major update has gone live, we’ll talk about the next focal points for the team.

Thanks for all of the support and feedback :)

The Abandon Ship Crew
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Offline Asid

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Re: Abandon Ship
« Reply #11 on: April 18, 2018, 02:25:04 PM »
Major Update Released: Treasures from the Deep
Abandon Ship - Gary Burchell



Greetings Captain!

Our first major update focuses on feedback from the community, and we've added some big systems that substantially improve the game. These concentrate on the following areas:

•   Implementing an alternate solution to instant-killing crew in events
•   Offering ways to get out of the 'downward spiral' that could occur if things were going badly or recovering from ship destruction.
•   Supplementing the save system outlined in the Roadmap.
•   Adding a "Quick Start" option that skips the opening section.

These issues often compounded each other and could prove frustrating. The post below describes our solution to these problems, and there is also a short video that explains some of our changes here:


Before we dive into the latest changes, some important house-keeping: Because we’ve had to change the world to accommodate these new systems, your saves from previous versions will not work with this latest update.

If you are mid-playthrough on the original version and wish to continue it, then you may switch over to this older version of the game via the Beta Branches system:

•   Go to your Steam Library
•   Right-click on Abandon Ship and select "Properties"
•   Go to the tab marked "Betas"
•   In the drop-down box, select the one called "Launch Version (0.5.8082)"
•   Wait for the game to finish updating, you should see the branch name listed after the game name.


Badly Hurt
Events no longer insta-kill your crew! Instead, they will make them "Badly Hurt", which means they are unavailable in combat until you have revived them in an Apothecary.

This removes the feeling of unfairness while still making player choice important - and crucially, recovery is under player control.

Crew Traits System
There is now a Traits system, which gives your crew more character. Traits can be either Physical or Mental, and Positive or Negative.



When crew become Badly Hurt, they will gain a Negative Physical Trait. They will also gain one if they become Incapacitated in Combat.

Traits provide a small bonus or penalty to actions in Combat and stack up in ways that can affect your tactics in battle.

We've had a lot of fun coming up with Traits, and we're sure the community will have plenty of fun ideas too :)

Apothecary
If your crew member is Badly Hurt, you'll want to head to the new Apothecary in Ports to revive them.

Apothecaries can also cure Negative Physical Traits.



Prisons
If you've survived Ship Destruction, or escaped a battle with barely any crew, it could be extremely tough to work your way back to the top. Now, if you're down on your luck, head to a Prison.

Here you'll be able to get cheap crew by paying their fine so they can serve on your ship. Prisoners are base-level and have several negative traits - one Mental Trait means they will never gain experience, so while Prisoners can get you out of a tight spot, they're unlikely to hold a permenant spot on your ship.




Magistrate & “Magistrate Saves”
Accessed via the Tavern option in Port, the Magistrate offers you the chance to create a manual save (what we call a “Magistrate Save”). To perform a Magistrate Save, you must use a Captain’s Log. These are finite items spread throughout the world that you must find.



Your Magistrate Save and Autosave are tied to the same playthrough. If you die, you no longer have to resume from the start of the game, but can now continue playing from your last Magistrate Save. You have one Magistrate Save per playthrough, so performing a new Magistrate Save will overwrite your previous one. Your moment-to-moment progress is still constantly autosaved as it has always been.

We feel this method retains the danger of loss should you die, but takes the extreme edge from having to restart the entire game, potentially losing so much playtime that it became frustrating. Now, you have a decision to make: Do you expend these rare items to create a Magistrate Save, or keep going and risk losing more progress?

The Magistrate is where you can also submit your charts of the local area and be paid Gold in return. This is a low-risk way to earn money, particularly helpful if you’re recovering from ship destruction.

Shipwrecks and the Diving Bell
There is a new upgrade available from ports: The Diving Bell. This can be used to gain access to new events scattered around the world: Shipwrecks.



Aside from the more common standard shipwrecks, there are rarer, former Empire flagships to find. If the player uses the Diving Bell on one of these “Golden Shipwrecks”, they can obtain a Captain’s Log, which is required to perform a Magistrate Save.

Golden Shipwrecks are rare. You’ll find one in an entire region, or two in the largest ones. Some regions may not have one at all. If you’re lucky, you may happen across one, otherwise you’ll have to go looking for them.

Quick-Start
We’re aware that some players starting a new game wish to just dive straight into the action, so we have created a Quick-Start option. When you commence a new game, tick the appropriate box to be spawned in a place where you can immediately get going.


-- The ship icon shows where you begin a Quick-Start game --

In order to teach all of the new mechanics in this and the previous update, we have made some adjustments to the start of the game. Now, once you leave the area where the Cult attack the Port, you will be funnelled to a map where new players will be taught everything. We’re also expecting to use this map as an opportunity to teach systems we have planned for the future. Outside this new port in the fourth map is where a Quick-Start game commences.


Difficulty
While some of the changes in this, plus previous updates, have made the game less frustrating by removing friction points, we’re aware that some players find the game too easy.

In this update we've made Hard mode spawn tougher enemies in combat. Throughout Early Access we’ll be continually tweaking the difficulty, plus adding options and systems that offer a tougher challenge for those that want it.

New Ships
We’ve added two new Ship Classes to fill the gaps in the roster: The Corvette and Cruiser. This smooths out some of the sudden jumps the AI make in ship size.



As part of our roadmap plans, we’ll be offering more ship variety that affects gameplay and player choice in what they upgrade to.

Miscellaneous
There are of course a whole host of other bug-fixes, polish and quality-of-life improvements included as part of this update, and you can read the list of these here:

https://steamcommunity.com/app/551860/discussions/9/3211505894123943351/


This update is just one step along our voyage through Early Access, and we're already working on both improving what is already there, as well as adding some really exciting things.

We'd love to hear your feedback, so please join us in our Steam Community Forums, and thanks to those who have left us a Steam Review. If you haven't done so yet, please do!

Thank-you for the support, Captain. It is much appreciated :)

The Abandon Ship Crew

PS - For those players that stay up-to-date with the Beta Branch versions, thank-you for your assistance and feedback while testing the above.
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Re: Abandon Ship
« Reply #12 on: May 18, 2018, 01:36:15 PM »
Beta Branch Update: Iron Captain Mode, Autofire, Expanded Crew & lots more!
18 May - Gary Burchell



Greetings Captain!

We're busy working away on our next Major Update, which is going to be packed with loads of exciting new systems. As we implement new features we trial them on a publicly available Beta Branch for feedback and testing. This Beta Branch Update includes what we've been working on recently, and we'll talk more about what is coming soon!

To learn how to gain access to the Beta Branch, click on this link:

https://steamcommunity.com/app/551860/discussions/10/1698293255137774100/

If the version number in the bottom-right corner of the Main Menu ends in 8765 or later, you have the correct version. Some bug fixes plus new features mean your saves from previous versions will not work with this update, although those saves will work fine if you revert back to the main version of the game.

Let's take a look at what's in this latest update:

Expanded Crew Sizes, New Skills
This has been a popular request, so crew size is now dependant on the ship class and on the larger ships, goes up to 8.


-- Only the biggest vessels will support a crew of 8 --

We've also given the rest of the crew unique skills to differentiate them further:
•   Captain: Leader. Provides a passive bonus to whatever action the crew on your ship are doing.
•   Navigator: Evasive Manoeuvres. When manning the wheel, reduces the accuracy of enemy fire.
•   Marine: Dodge. Reduces the damage received.
•   Sailor: Special Repairs. Provides a bonus to extinguishing fires, repairing hull cracks and pumping water.
•   Gunner: Accuracy. Increases the chance of hitting when firing cannons or mortars.

The Surgeon of course already has their 'Heal' Skill.

Autofire
Another popular request: every single weapon in the game can now be toggled between manual fire and autofire!


-- Weapons set to Autofire will have a gold highlight that circles the Weapon Button. Right-Click the Weapon Button to toggle Autofire on and off --

Major Balancing
We've been undertaking some major balancing improvements to the entire game. This has been necessary due to previous updates, as well as the changes to crew sizes, and to fix / improve some existing issues. Some highlights include:

•   The way the AI scale in difficulty no longer has anything to do with your ship class, so it should remove / reduce the feeling of "I've got a new ship, and so did the enemy".
•   The AI are now more aggressive than previously.
•   Cannon Targeting has now been visualised with a system which is much clearer to read, and Section Damage has been re-balanced so it is less attritional. It now feels more viable a strategy to target a section and destroy it without the AI being too proactive and immediately fixing it.
•   Fires and Hull Cracks are more likely to appear when firing weapons that cause them. Fires and Hull Cracks will be less dangerous on Easy Mode and more dangerous on Hard Mode.

We'll continually tweak this as we develop, but from what we've played internally, this feels like a solid improvement. Let us know what you think!


-- Targeting the enemy ship with cannons will now display a red highlight to show which section you are targeting --

Iron Captain Mode
In previous updates, we added Magistrate Saves; a way of manually saving if you found a rare Captain's Log. 'Iron Captain' Mode is something you can select when creating a new game and means there are no Captain's Logs in the game.

Key Bindings Menu
You can now re-map your keys in the new Key Bindings menu!



Community Translations In-Progress!
Some amazing members of our community are busy translating the game. So far we have translations for French, German, Spanish and Italian in the pipeline, and as work continues we'll make these available via the Beta Branch system until they're completed.

We've got extensive documentation and a super-convenient tool that allows local testing of translations in-engine, so if you're interested in being part of the Community Translation Project, then check out this link here:

https://steamcommunity.com/app/551860/discussions/5/1693788384130852300/

Miscellaneous
We've fixed a load of bugs and made lots of other improvements to the game. Some worth bringing to your attention are:

•   Crew commands can now be given when hovering over their widgets in the bottom left (e.g. making it easier to heal when the surgeon is selected, or stabilise someone who has been incapacitated)
•   Monologues and single-choice event message boxes can be continued by pressing the main "Enter" key.
Escape can now be used to close the Settings UI and "Cancel" Confirmation boxes
•   Reduction in crew standing in the same space to improve readability when boarding.
•   There is a new music track in the game, which can be heard in Sub-Tropical areas. For those that own the Abandon Ship Soundtrack, you'll have already heard this.


We'd love to hear your thoughts on this latest update, so follow the instructions in the link to find out how to gain access and provide feedback:

https://steamcommunity.com/app/551860/discussions/10/1698293255137774100/

Our longer-term plans can be found here:

https://steamcommunity.com/app/551860/discussions/6/1693788202021118098/

We're really excited about what is coming as part of our next Major Update: New Weapons, some additions to Exploration Mode, plus a couple of BIG surprises too! We'll provide updates on our progress.

Thanks for all of the support and feedback :)

The Abandon Ship Crew

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Re: Abandon Ship
« Reply #13 on: May 18, 2018, 05:21:18 PM »
Exclusive Reveal

It's time to unveil the latest exclusive piece of Abandon Ship-related information before anywhere else!

As mentioned above, we have some big features in the pipeline. While we can't talk about these quite yet (although people who have been diligently reading all our blogs will probably be able to guess), we can talk about some of the new weapons we're working on:




The above concept art shows a small sample of the new weapons we're prototyping. Berserk Darts are used to turn an enemy crew against their colleagues for a short time. The Web Gun cocoons an enemy for an extended period, unless they are cut loose by their fellow crew. Both of these are very useful when disrupting the enemy. The Catapult is an all-or-nothing weapon exceptional at long range, but it can only fire at Far Distance, so you'd better guarantee you can reach it. The Lightning Gun is a weapon that can chain hits between crew and is more effective when it's raining.

We've got a couple of planned upgrades which will cause perennial boarders some problems, too!
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Offline Asid

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Re: Abandon Ship
« Reply #14 on: July 14, 2018, 10:58:33 PM »
Coming Soon!
13 July - Gary Burchell   



Hello fellow-Captains!

We put updates on our progress in the Community Forums, but we wanted to post up some details of the new weapons and upgrades that are coming as part of the next Beta Branch update, just to whet your appetitie :)

This is a very small part of what we have coming, and we're really excited to show you everything when the update is ready to launch.

Full list: here
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