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Offline Asid

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Escape The Pacific
« on: May 15, 2018, 06:58:31 PM »


You're on your own in the most advanced and complex survival game to date. Discover the cluster based endless world and face the most challenging weather system taken from the real Pacific! Master the realistic sailing and navigate using triangulation and a Sextant. Protect your fire. Fight for your life.


Homepage: Here
Steam: Here
Official forum: Here
YouTube: Here


Single-player


Escape The Pacific - Trailer 1




About

The game is placed in the beginning of the 1800 years. One or two (in coop mode) pioneers are set off to try to make the first trans-Pacific flight in hot air balloon. Unfortunately they did not succeed (otherwise their success will be recorded in history). After days of peaceful flight the balloon got to some severe storms. The balloon begins to lose altitude so the player must throw out every weight and also the most valuable chest. In the chest there are a compass and a binocular. After hours of gaining altitude the balloon begins to drop, but now more rapidly. The player fall off from gondola, the balloon flies some distance unmanned and crashes.

The player swims to the nearest island and the challenge begins.

In Story Mode play as a lonely adventurer in the most advanced and complex survival game to date.

Discover the cluster based endless world and face the most challenging latitude driven weather system taken from the real Pacific!

The totally customizable raft mechanism offers perfect freedom in designing and building your ideal water vehicle.

Master realistic sailing and navigate through the world using triangulation and a Sextant.

Experience the advanced dynamic fire and protect it from the wind and weather.

Immerse yourself into atmosphere of the early 1800's, search for clues and find a way back to civilization!

Important
Please make sure you read our 'Important Release Announcement' before actually buying the game. Thank you!


World
•   Procedural generated map - map generation is driven by a random seed number given by the player
•   Endless or ~5500 x 5500km (3500 x 3500 miles) map in story mode
•   Clusters with bigger distances between them - players can spend days on the open ocean traveling between island clusters.
Players must be in possession of:
- enough food and water
- sailing knowledge (based on wind direction)

Navigation and Cartography
•   Compass - Used for navigating between local islands. For local map making
•   Triangulation - Used mainly for mapping the islands in the actual cluster

Weather and Seasons
•   Real Pacific islands weather data is used in our weather engine
•   27 different modifications for weather engine - players can choose between different weather models:
Normal (default), hot, cold, wet, dry, windy, calm modifiers. Every weather scenario results in a totally different gameplay. Imagine a calm scenario making sailing difficult whereas a scenario with lots of storms and high humidity makes managing fires a real challenge.
•   Latitude based weather and season - the actual weather is depending not only on the actual day of the year but also from the players actual latitude. Don't like the winter season in the northern zones? Simply travel to the south for a warm summer breeze.
•   Complex temperature system (sun, shadow, wind, rain …) - Player can experience the temperature as in real life: Hide from the direct sun among the shades. Know to use the direct sun and the wind to speed up drying when you and clothes got wet. And when it's cold and windy without protection you'll feel the breeze of the freeze.

Fire and Rain
•   Dynamic - the fire engine reacts to the environment and to the used burnable material:
- Wind - Wind ensures a quick burning fire process but can also make igniting a fire place much more difficult. In some cases you need to protect your fire places from the wind.
- Rain - Rain makes the used resources wet and affects stability and intensity of fire places. If fires are not placed under a roof or trees those will go out over time because of the rain.
- Moisture - Reliable fires depend on the 'wet property' of added resources. All burnable resources can get wet due to rain events or when those were found in the ocean. Of course, damp resources dry up fast in the sun or in a windy environment.

Building and Crafting
•   Blueprints - Craft and build in 3 simple steps:
- Place the blueprint of your desired object
- Insert the required resources you see in the placed blueprint
- Finalize your project - Some building projects require a certain amount of hits with a finishing tool

Sailing
•   Realistic sailing mechanic - Traveling by raft is an act of art! You will need wind, an intact sail, a rudder - and knowledge.
•   Sail - Gets the raft moving. How high up sails are hoisted and how they are oriented compared to wind direction all takes into account how the wind force eventually affects your rafts moving capabilities. In heavy storms you want to take your sails in or those will be torn apart or blown away. With many different sail types available also different sailing behaviour is to be expected.
•   Rudder - Steer your raft in an old fashioned way

Raft
•   Modular rafts - Rafts can be modified and dismantled any time. Their components can be reused then again to build a better, faster, heavier water vehicle
•   Building on rafts - Build your own shelters on rafts or convert a plain raft to a houseboat (used also by native people or indians at those times). When traveling long distances it is essential to have a shelter on the raft to protect the player from direct sun, rain, wind, ...

Custom
•   Realistic sun, moon and celestial bodies movement based on latitude and the season - Can you spot a total eclipse of the Sun or Moon? (Achievement)
•   Different difficulty levels: easy, normal, hard (realistic)
•   Different time flow constants (how much real time is 1 day ingame): 30 minutes, 1 hour, 2 hours and - for hardcore players - 4 hours
•   Complex player statistics and experience system - Every value is dynamically developing over time to level up after all. Choose which statistic you want to spend level up points for.
•   Tiredness and 'need for sleep'

What is planned for implementation:
• Sextant - Used for navigating between island clusters or for finding interesting spots on the world map. For global map making
• Story driven or sandbox survival
• Material aging
• Building repair
• Building degradation by weather
• Different island biomes: rocky, mixed, “green”, maybe forest
• Fauna and flora dependant on actual latitude
• Realistic tides based on moon movement
• Tsunamis, typhoons and wide variety of atmospheric and oceanographic weather elements
• Illnesses and craftable cure system
• Achievement system
• Refined UI
• 2 player coop mode
• Third-Person game mode
• VR support




























« Last Edit: July 07, 2022, 09:19:26 PM by Asid »
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Offline Asid

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Re: Escape The Pacific
« Reply #1 on: May 19, 2018, 09:03:46 PM »
Alpha 13 - Sound Track, Dynamic sounds, Buildings
18 May - Gamers4Gamers Team   



Hi everyone,

the new Escape the Pacific version 'Alpha 13' is now available.

For this update we were mainly focusing on the Building functionality - especially the Ramp and the Roof/Floor. We have added the first version of the Sound track system and some of the environment sounds were reworked for more dynamic functionality. Furthermore we were also able to fix many issues.

The most notable new feature is the basic version of the SoundTrack system we added. And to increase the immersion we have added a simple night life sound with its volume dynamically changing based on Suns height in the sky (when the Sun goes down below the horizon) and when the player is in the vegetation zone. Volume of palm fronds and ocean sound are dynamically changing based on the actual wind speed and on the players distance to the actual shoreline.

We have fixed many issues in the building system and added some yet missing - but useful - features. The most reported issues were regarding the Ramp which is now climbable (no need to jump anymore). Its placement system was improved a little and trying to attach it to other objects doesn't make the green ghost ramp super wide. Another important change is that the Side-Beam frames no longer require 3 Simple pillar-s under them when the neighbouring Side-Beam frame has 2 Simple pillar-s under it. This makes it possible to build 4x4 sized roofs without the need of middle supporting pillars in the center of the room. The old functionality allowed to build only 2x2 sized rooms without a supporting pillar in its center.

Changelog:

New Features:

01. Added: Multilanguage support for the Skills screen
02. Added: Basic SoundTrack system
03. Added: Basic music for menu, exploring and sailing/paddling
04. Added: Music Volume options element
05. Added: Effects Volume options element
06. Added: Dynamic sound system
07. Added: NightLife Sound is played based on players position on the island
08. Added: NightLife Sound is played based also on the Sun Altitude
09. Added: Ocean Sound is played based on Wind speed
10. Added: Ocean Sound is played also based on players distance to the shoreline
11. Changed: Palm Fronds sound is played based on Wind speed

Building:

01. Fixed: It is now possible to walk up the Ramp
02. Fixed: It is now walk on the Roof from the Ramp
03. Fixed: It is now walk on the Floor from the Ramp
04. Fixed: Ramp ghost building doesn't get super wide when placing
05. Fixed: Ramp attach system improved
06. Added: Ramp ghost building can be rotated
07. Changed: Side-beam frames do not require 3 simple pillar-s below them when the neighbouring side-beam frame has got 2 simple pillar-s below it
08. Fixed: Rotating a Wall Module ghost building when snapped on but not placed yet does not iterate rapidly between -180 and +180 angles anymore
09. Fixed: Rotating a Floor Module ghost building when not attached does not iterate rapidly between -90 and +90 angles anymore
10. Added: Rotation Key hints to ActionBar when Floor Module ghost building is active
11. Added: Side-Beam frame ghost building can be rotated from now on
12. Added: Rotating a Floor Module ghost building when it is attached but not placed yet
13. Fixed: Floatable objects (Canoe, Raft base) can be destroyed by hitting them with an axe
14. Fixed: Not completed building modules can be destroyed
15. Added: Height limit for Pillar-s was set to 8 meters

General:

01. Fixed: Low Stamina influences Hit/Craft/Build options functioning well now
02. Fixed: One possible issue fixed causing canoe disappearing when exiting from it
03. Changed: Exiting the Canoe will place the Player on the Canoe and not throw him to the side of the Canoe
04. Added: In case of multiple Sails attached to the Raft their height is set simultaneously with the one being set
05. Fixed: Player wetness is not set to its maximal value when starting a new game

We will continue with general rechecking of all of the game features and will fix issues as they appear. The sailing system will also need some tweaking and tuning. We plan to work on improving the Crabs AI to prepare it for reuse in some new animal also.

There will also be some new gameplay elements, models and functionality added as fixing the remaining Raft/traveling issues will allow us, which we'll take care of based on their severity.


Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Offline Asid

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Re: Escape The Pacific
« Reply #2 on: July 08, 2018, 04:42:02 PM »
Alpha 14 - Turtles, Animal AI, UI improvements
Escape The Pacific - Gamers4Gamers Team



Hi everyone,

the new Escape the Pacific version 'Alpha 14' is now available.

For this update we were mainly focusing on Animal AI. There is a new animal debuting. Some UI elements were refined and we were also able to fix some issues too.

The Animal AI has gotten some new features: Crabs aren't traveling on their sides and when they "see" the player approaching from the front they try to escape. This feature provides an interesting experience, now that crabs are easier to catch from behind. The turning mechanic has been also upgraded a little so it is less possible that they walk in place and try to push some heavy object behind them - they rather turn over and walk away. The next interesting feature of the AI is that the crabs are wandering based on the Suns altitude - on the mornings and evenings they are walking more away from the water and near noon they are staying mostly in the water.

We have added a new animal - the Loggerhead turtle. Those make use of the same AI the crabs use but they will learn how to swim, how to eat underwater weeds. There will be implementations for useful turtle parts continually (shell for catching water, teeth for various tools, ...).

We have added an animated progresbar to the startup screen with game logo and also the Help screen texts were checked and corrected for errors.

We have fixed a very serious issue when the player was in swimming mode standing on his raft after loading the game. The issue with chopped down palm trees which were missing their parts/trunks after loading was also solved.

Changelog:

Animals:

01. Added: Animals (Crabs and so on) are now correctly following the terrain relief and aren't travelling on their sides
02. Added: Loggerhead turtle
03. Added: Turtle basic movement
04. Added: Crabs don't try to push objects and rather turn over and walk away
05. Added: Sun altitude influences crabs wandering
06. Added: When Crabs see the player approaching from the front they try to escape

General:

01. Added: Animated LogoScreen ProgressBar
02. Fixed: Checked english Help screen texts
03. Added: Multilanguage support for the Help Screen
04. Added: Spanish Help screen texts
05. Added: German Help screen texts
06. Added: Chopped palm trees don't lose their parts/trunks after loading
07. Tweak: "Force Single Instance" option turned off
08. Fixed: The first chopped trunk from a very tall palm is correctly saved
09. Fixed: The player character is no more locked in swim mode when standing on the raft after loading

We will continue with general rechecking of all of the game features and will fix issues as they appear. The sailing system will also need some tweaking and tuning. We plan to work on further improving the Crabs AI and make the Turtles AI capable of swimming.

There will also be some new gameplay elements, models and functionality added as fixing the remaining issues will allow us, which we'll take care of based on their severity.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Offline Asid

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Re: Escape The Pacific
« Reply #3 on: July 08, 2018, 04:43:22 PM »
Alpha 15 - Turtle Shells, Meat, Water Collector
Escape The Pacific - Gamers4Gamers Team



Hi everyone,

the new Escape the Pacific version 'Alpha 15' is now available.

With this update we are beginning to add some new content to make the game more enjoyable. There is a new Water Collector and dead turtles give Turtle Shells and Meat. The turtles' AI has also been upgraded a little. Some issues were also fixed and a couple of functionalities were improved.

The first object of the many which will be added continually is the Water Collector. Next to Coconut Pots it cab be used to catch rain water. It is possible to drink directly from it or to fill empty Coconut Pots. The Water Collector handles the same Wet functionality as other 'wetable' objects - it can dry up on direct Sun on hot days. To be able to collect the rain it must be ensured that it is not built under some roofs or palms fronds.

Turtles found their first real usage: They are providing the needed Turtle Shell for the Water Collector and they are also providing some Meat to allow the players to diversify his eating habit. The turtles are now hiding in their shells when the player hits them.

The usage of campfire is much easier now. We have optimized some functionality and some colliders to ensure the player gets focus on those parts of the Campfire while aiming at it. We have also fixed some Campfire issues to make it more reliable.


Changelog:

New Features:

01. Added: Turtle Shell ingredient
02. Added: Meat ingredient
03. Added: Destroying a dead Turtle gives Turtle Shell and Meat
04. Added: Water Collector object

Turtle:

01. Added: Turtle hides itself in Shell when hit
02. Added: Hiding Turtle energy drops slower when hit

General:

01. Added: Aiming at all Cookable objects in CookPlaces displays correct cooking state
02. Added: Aiming with rock, stick, kindling and fire saw maps to CampFire in case of a CookPlace (easier aiming at campfire)
03. Fixed: All CampFire colliders are mapped to the CampFire itself (easier aiming at campfire)
04. Fixed: ActionBar shows "Put" shortcut for Stick Small in case of CampFire in focus
05. Fixed: Cooked meal is correctly displayed in CookPlaces after save/load
06. Fixed: Edible objects have their Hunger status dislayed in Inventory after switching selection from a non-tool/-drinkable object
07. Fixed: Sea_Shell_1 ("Scallop shell") isn't mapped to fake oyster after save/load
08. Added: The duration of the 'White Screen' at game startup was lowered and thanks to that the Alpha Screen is shown earlier
09. Fixed: Floor collider adjusted to not prevent player getting over the last step on the ramp to the upper floor
10. Changed: The new cooktimes (ingame minutes): Oyster 10, Crab 20, Meat 30
11. Changed: Cookplace position (in CampFire) updated to prevent Oysters from clipping into the rocks


We will continue with general rechecking of all of the game features and will fix issues as they appear. The sailing system will also need some tweaking and tuning. We plan to add another possible processing of meat and also a new animal feature. We plan to work on further improving the Crabs AI and make the Turtles AI capable to swim as well as fixing the remaining issues will allow us which will be fixed based on their severity.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Offline Asid

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Re: Escape The Pacific
« Reply #4 on: July 08, 2018, 04:44:18 PM »
Alpha 16 - Eggs, Nests Drying Racks
Escape The Pacific - Gamers4Gamers Team



Hi everyone,

the new Escape the Pacific version 'Alpha 16' is now available.

For this update we were mainly focusing on adding some new gameplay elements. There is a new Drying Rack and Sea Gulls have nests. We have managed to fix some more or less annoying issues as well.

The next addition to the list of craftable equipment is the Drying Rack. Conserve up to 9 different supplies or fruits at the same time. The Rack is using the same wet/dry mechanics as the other ingame elements. Drying works faster on sunny and windy days unlike at night. Protect the Rack from rain or build it directly under some roof or palms fronds.

Seagulls are now moving in on nesting rocks also. They tend to sit down on their rock for the night and leave in the morning. There are also some nests with randomly appearing eggs each day. The gulls have been given some basic AI as well which will be expanded further; for example they will be able to attack the player if he wants to steal their eggs. Seagull positions are not included in savegames at the moment but will be added with the next update.

Turtles AI was updated a little too - they are now wandering on the beach the way the Crabs do - based on the Suns altitude. Furthermore they don't hide in their shells anymore - like real sea turtles.

Some major issues were also fixed: Axe tools won't get stretched because of intense usage anymore and 'wetable' objects don't get dry or wet when they are placed in inventory. The "paddling without legs" and "lying on the canoe" issues were also finally solved.

Changelog:

New Features:

01. Added: Seagull Egg
02. Added: Seagull nesting place
03. Added: Seagulls land in evening and fly in the morning
04. Added: Seagulls leave eggs randomly in their nests
05. Added: Seagulls are "following" the player as he is travelling between islands
06. Added: Seagulls can be scared when they are on land
07. Added: Drying Rack

General:

01. Fixed: Axe tools will not get deformed anymore due to intense usage
02. Fixed: Dry sticks in inventory won't be wet after save/load
03. Changed: Turtles don't hide in their Shells when Hit (for realistic reasons)
04. Added: Turtles now wander on the beach based on the Suns position like Crabs do
05. Fixed: "Paddling without legs" issue
06. Fixed: "Lying on the canoe" issue
07. Changed: Water Collector moved to Equipment category
08. Fixed: Campfire blueprint correctly accepts Fire Sticks and doesn't turn them into Small Sticks
09. Fixed: Drinking water from the Water Collector correctly reduces thirst
10. Fixed: Distance Islands sometimes having bad/weird ground textures when travelling between the islands
11. Fixed: Shore Big Rocks are placed correctly on distance Islands

We will continue with general rechecking of all of the game features and will fix issues as they appear. As there are already three interactable animals for now we plan to work more on their AI to make their behaviour more interesting and challenging. There will also be some new gameplay elements, models and functionality added as fixing the remaining issues will allows us, which we'll take care of based on their severity.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Offline Asid

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Re: Escape The Pacific
« Reply #5 on: July 08, 2018, 04:45:18 PM »
Alpha 17 - Attack of the Seagulls feat. Young Turtles Wet Greenery
Escape The Pacific - Gamers4Gamers Team



Hi everyone,

the new Escape the Pacific version 'Alpha 17' is now available.

For this update we were mainly focusing on animal AI and to bring again more content into the game. Seagulls are now protecting their eggs and vegetation gets wet in the rain. We have managed to fix more issues also.

The most noticeable AI update for Seagulls has been implemented - They aren't flying off in the morning when they have eggs in their nests. Player getting close will scare them off and the player can take their eggs. In such a case Seagulls begin to attack the player for some time. In the future implementation it will be possible to hit the closing up Seagull and kill it.

Seagull eggs are now cook-able and dead Crabs give meat which can then be dried on the Drying Rack. The Seagulls' positions aren't saved at the moment which will be added in the next update.

Turtles have now gotten younger brothers. Those are giving less meat and a smaller shell. There will be some interesting features added in future updates regarding turtle eggs. One nice added graphic feature is wet vegetation. Vegetation gets wet when it is raining and when the rain stops it will slowly dry up.

Besides those new features we have fixed some incorrect player animations and ocean wind speed is set correctly after game start. The Water collector blueprint allows to be placed when attempting to place first time now (and doesn't stay in red state forever). 'Wetable' objects don't get dry or wet when they are placed in Crates and Eggs and Bananas details are now correctly displayed in inventory.

Changelog:

New features:

01. Added: Seagull Eggs are cook-able but not dry-able
02. Added: Seagulls don't fly up in the morning if there are Eggs in the nest
03. Added: Seagulls sit on eggs, get scared by the player and are returning to nests
04. Added: Seagulls are attacking the player when he is stealing eggs
05. Added: vegetation gets wet in rain and slowly dries up afterwards
06. Added: Loggerhead Turtle Young
07. Added: Dead Crab gives meat when hit

General:

01. Fixed: Ocean Wind speed is set correctly after the game is started
02. Fixed: Player now doesn't hold his left hand as when paddling when on land after game is loaded (when the player was paddling previously)
03. Fixed: Player is in correct swim pose after game start (not swimming in standing pose)
04. Fixed: BluePrints detect collisions correctly when placing the first time (WaterCollector doesn't stay red)
05. Fixed: Water Collector description is displayed correctly in the Craft Screen
06. Fixed: Eggs and Bananas have correct details displayed in Inventory
07. Added: Dry sticks in Crates don't get wet after save/load
08. Fixed: Seagulls are correctly initialized after game load and don't begin to circle above their nesting places

We will continue to work on the Animal AI some more and plan to expand their features. We will continue to work on the reported issues and we will fix the remaining ones based on their severity. We plan to add some new gameplay elements, models and functionality as fixing issues will allow us.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Re: Escape The Pacific
« Reply #6 on: July 08, 2018, 04:46:12 PM »
Alpha 18 - Player vs. Seagulls Salmon vs. Fish Traps
Escape The Pacific - Gamers4Gamers Team



Hi everyone,

the new Escape the Pacific version 'Alpha 18' is now available.

For this update we were mainly focusing on Seagulls so now their AI is improved and you can hit them. There is a new Fish Trap and Salmon fish is also new. We have managed to fix some issues too.

Attacking Seagulls are easier to avoid from now on - jump to the side in the last second or go swimming to avoid attacks. Seagulls aren't so aggressive and don't attack always anymore - they are making "attack decisions" in only 75% of the time. Seagulls aren't attacking when they are far away from the nest when the player is stealing the eggs. The most important addition is the possibility to hit attacking Seagulls and to be able to kill them. They are providing Meat only as of yet - in the future they will also provide some feathers. Seagulls' world must be changed - from 'one Seagull Flock at a time' mode to 'every island has its own Seagull Flocks' mode. This will allow us to create big rocky Seagull Colony islands also :-D Due to this we are pushing back saving Seagull positions to not implement the same thing twice.

Seafood lovers' wishes were fulfilled: the Fish trap is finally here! The whole trap must be placed under sea level - make sure to place it carefully because of sea level increasing/lowering during the tides! It is advised to keep greater distances to not scare fish off from getting into the trap! Fish can be eaten raw or can be cooked or dried too.

We have added support for reassigning keys to Mouse Thumb buttons 2-7. The UI system and font in the ActionBar was replaced to correctly display also the non-latin characters. The texts in the Russian language are displayed correctly now. Only Raw meal can be cooked or dried from now on.

Changelog:

New features:

01. Added: Salmon fish object
02. Added: Fish Trap
03. Added: Seagull object
04. Added: Seagulls can be killed when attacking
05. Added: Seagulls sit down to their nests when there is an egg after game start/load
06. Added: Mouse Thumb buttons can be re-assigned

General:

01. Changed: UI system and font in the ActionBar replaced
02. Fixed: Meat in inventory is correctly grouped based on their cooked state
03. Fixed: Eggs in inventory are correctly grouped based on their cooked state
04. Changed: Seagulls aren't always attacking
05. Changed: Seagulls aren't attacking when far away when the player steals the eggs
06. Changed: It is easier to avoid Seagull attacks
07. Added: Only Raw Meal can be cooked or dried

As there were many new features (Water Collector, Drying Rack, Animated Crabs and Turtles, Fish Trap, Nesting Seagulls, ...) added in relatively short time we plan to work on solving the issues with higher priority - we will add less new content and instead plan to fix as much issues as we can. The issues will be fixed in order based on community requests and on their severity.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Re: Escape The Pacific
« Reply #7 on: July 08, 2018, 04:47:29 PM »
Alpha 19 - Tools, Map Islands Improvements
Escape The Pacific - Gamers4Gamers Team



Hi everyone,

the new Escape the Pacific version 'Alpha 19' is now available.

For this update we were mainly focusing on improving gameplay and fixing the most common issues.

One of the long awaited features we implemented is the possibility to rotate crafting tool blueprints before placement. Also their behaviour was improved: Tool blueprints do not collide with or push other items in the way and instead change their color to indicate placing is not possible. "Storage" items such as the BackPack, SideBag and the Crate now have woven palm sides when completed.

Another important gameplay change was made to the map system. It is not needed anymore to mark the Starting Island from the second conquered island to unlock the triangulation system. The "old" functionality was causing some confusion when players were on the second island but not able to mark another islands until starting island has been marked. Another confusing gameplay element which was removed was the functionality which automatically marked the not surfaced and not visible islands as the starting island.

The first issues we fixed were issues with the inventory: items in crates aren't duplicated after save/load, Salmon fish information is correctly displayed and the icons of Cookable items in the inventory are correctly set based on their cook state after save/load.

Some issues with the Experience system were also solved: Survived days and Experience points are correctly set after starting a new game. It is important to mention, that the "Survived Days" are the number of real days (day/night cycles) survived - not the days the weather system skips over (based on selected "Day Forward" custom game parameter).

Changelog:

Gameplay:

01. Added: Rotating crafting tool Blueprint before placement
02. Added: Rotate key hints to Actionbar when holding a crafting tool Bueprint
03. Added: Primitive Axe has now Touch/Collision Detect Blueprint
04. Added: Primitive Hammer has now Touch/Collision Detect Blueprint
05. Added: Primitive Knife has now Touch/Collision Detect Blueprint
06. Added: BackPack has now Touch/Collision Detect Blueprint
07. Added: Finalized Backpack has woven sides
08. Added: SideBag has now Touch/Collision Detect Blueprint
09. Added: Finalized SideBag has woven sides
10. Added: ToolBelt has now Touch/Collision Detect Blueprint
11. Added: Crate has woven sides
12. Added: Crate has now Touch/Collision Detect Blueprint
13. Changed: Crate has actualized Inventory Icon
14. Changed: It is no more needed to "mark" the starting island from the second "conquered" island to unlock the triangulation system

General:

01. Fixed: Stored items in Crates aren't duplicated after save/load
02. Fixed: Salmon in inventory is correctly identified and detail information is correctly displayed
03. Fixed: Salmon is not glowing at night
04. Fixed: Survived Days counter is correctly cleared when New game is started
05. Fixed: Experience Points are correctly initialized when New game is started
06. Fixed: Inventory Icons for Cookable items are set correctly after save/load
07. Fixed: ActionBar does not remain on screen when ingame Menu is opened
08. Added: Opening the Pause Menu inGame while placing a crafting blueprint correctly cancels the crafting/placing process - solves messed up interaction afterwards in new/continued game
09. Added: Opening the Pause Menu inGame while placing a building blueprint correctly cancels the bulding/placing process - solves messed up interaction afterwards in new/continued game
10. Fixed: Crates won't be stretched when equipped/dropped multiple times
11. Fixed: BackPack has correct blueprint colors (also the belts)
12. Fixed: SideBag has correct blueprint colors (also the belts)
13. Fixed: ToolBelt has correct blueprint colors
14. Fixed: The ActionBar is turned off correctly when the game character dies
15. Fixed: The map system doesn't automatically mark a non-surfaced (non-visible from distance) underwater island as starting island
16. Fixed: It is not possible to open the Map while swimming

We would like to announce here that this update was the last of our "regular" updates before summer vacation time comes up. More information about our Summer Schedule will be provided in a separate announcement next week. During summer we plan to continue solving the issues with higher priority - we will add less new content and instead we plan to fix as much issues as we can. The issues will be fixed in order based on community requests and on their severity.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Re: Escape The Pacific
« Reply #8 on: July 08, 2018, 04:47:58 PM »
Summer Schedule
Escape The Pacific - Gamers4Gamers Team



Hi everyone,

the summer is finally here and in this short announcement we would like to inform you about our summer schedule.

We are leaving to vacation with our families and in between we are also going to work in our full time jobs which means stress in general so we can't guarantee there will be regular updates during summer time.

We plan to release a game update around July 20th-26th. In August we plan to release a game update around 10th - 17th. From August 31st we plan to resume our normal schedule and will return to release an update every friday. A little later we will extend our release schedule to 2 weeks to allow us to dedicate development time to more complex - and very interesting - features.

With the help of our community we together have done a big amount of work and laid down a very good foundation to further improve our game to all our liking.

Thank you all for all of the feedback, ideas and suggestions and for the patience during solving issues!

We wish you a very nice summer and hope to continue together with our work relaxed and well rested.

Best regards,

Gamers4Gamers Team.
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Re: Escape The Pacific
« Reply #9 on: July 08, 2018, 04:48:55 PM »
Alpha 20 - Cut the Bush, Build Module Optimization Coralfix
Escape The Pacific - Gamers4Gamers Team



Hi everyone,

the new Escape the Pacific version 'Alpha 20' is now available.

For this small update before summer we were mainly focusing on improving gameplay and fixing some common issues. It is now possible to cut the bushes, corals have gotten some fixes and the build modules were optimized.

The most noticeable issue that was fixed is the "missing reef" issue sometimes occurring after a new game was started. Another issue which was solved is when the player saved/reloaded the game on some far remote island sometimes causing the player falling through floor/to underground.

We began with optimizations on the game startup sequence and its first visible result is that the clouds' reflection in the water are updated much sooner, just after the game is loaded and not some seconds afterwards. We will continue to work on these startup issues some more time.

We managed to complete the first stage of optimization of all of the building modules and blueprints. The results are promising: With some huge buildings (~700 build modules) the FPS increased up to ~40%.

Probably the most interesting new feature in this update is the possibility to cut bushes to clear up some space when the player needs to. Use an Axe and hit the bushes' stems close above the ground to make it disappear. Later this bush cutting functionality will be expanded a little more.

Changelog:

New feature:

01. Added: Possibility to cut bushes to free up some space

Fixes:

01. Fixed: Clouds' reflection in the water are correctly done just after the game is loaded
02. Fixed: Corrected coral/reef initialization to avoid sometimes not showing them up after game load
03. Fixed: Correct player position acquiring to avoid the situation when corals/reefs are shown in wrong positions
04. Fixed: Player not falling through floor/to underground when being on some far remote islands after save/load
05. Changed: Removed unnecessary components and functionality from the build modules
06. Changed: Optimized build module initialization and data usage

That is all what we planned to release in this small update. During the summer we plan to continue on solving the issues with higher priority - we will add less new content and instead we plan to fix as much issues as we can. The issues will be fixed in order based on community requests and on their severity.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Re: Escape The Pacific
« Reply #10 on: April 07, 2019, 02:11:54 PM »
Alpha 34 - Banana Build modules, Banana Raft and Canoe, Dead Grass, Stick Torch
5 APR @ 9:05PM   - GAMERS4GAMERS TEAM




Hi everyone,

the new Escape the Pacific version 'Alpha 34' is now available.

For this update we were mainly focusing on adding additional usages for Banana trees - there are new Banana Building modules, Banana Raft module and a Banana Canoe. Dead Grass can be used as Kindling and the Fire Stick can be used as a simple Torch. Campfires have gotten an updated look too. A couple of gameplay improvements were added and some issues were fixed too.

The new Banana Foundation Pillars, Banana Pillar, Banana Side-Beam Frame make survival on Banana islands easier while the new Banana Raft module and the Banana Canoe makes it possible to leave the island sooner. Papaya trees can now be chopped down to free up space on Papaya islands.

The new harvestable Dead Grass can be used as a kindling for Campfires - however it is a little harder to ignite than the kindling made from Coconut Fiber.


The Fire Saw can now be used multiple times before it breaks apart. Not only successful but also failed ignition attempts degrade its quality. Fire Sticks can now be ignited and used as a Simple Torch. Burning Campfires have gotten a whole new look too.


The Save system has been upgraded and optimized to allow saving more complex building modules in the future. The Foliage Detail Distance option allows to change the LOD level to meet the players actual HW/Quality requirements.

Changelog:

New features:

01. Added: Banana Foundation Pillars
02. Added: Banana Pillar
03. Added: Banana Side-Beam Frame
04. Added: Banana Raft module
05. Added: Banana Canoe
06. Added: Dead Grass
07. Added: Stick Torch
08. Added: Upgraded Campfire
09. Added: Reusable Fire Saw
10. Added: Foliage detail distance option

General:

01. Changed: Raft dragging mechanic
02. Changed: Optimized Save system

Fixes:

01. Fixed: Unable to add more sticks to fire when cooking
02. Fixed: Incorrect aimed item description background size
03. Fixed: Not cleared water spoil state when raining
04. Fixed: Not correct filling with water for all Goblets
05. Fixed: Not correct filling with water for all Tankards
06. Fixed: Not correct filling with water for all Coconut items
07. Fixed: Night time hot temperatures
08. Fixed: Incorrect HP of some saved/loaded objects
09. Fixed: Huge HP values of built building modules
10. Fixed: Banana trunks disappear after save/load

We will continue to concentrate more on improving the gameplay and on adding more content to make our game more entertaining and longer playable. The additional plans include also the Fruit ripening, Fruit regrow, Soup, Cooking in Coconut pots, Door, Window, Spear, Smoker, Salt, Candle-lantern, Torch, Ship wrecks, Dolphins, Sharks ... We will also work on solving new issues and we will recheck some older issues too. Other new features will be added as implementing the planned features and fixing issues will allow us to.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Do you like our game and want to help even more during development? We look forward to every positive review posted on our Steam page and thank everyone who decides to support us along the way!

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.
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Re: Escape The Pacific
« Reply #11 on: April 27, 2019, 02:28:06 AM »
Alpha 35 - Cooking system, Oil and Food recipes, Bandage Torch, Gameplay improvements
26 Apr @ 10:56pm - Gamers4Gamers Team   



Hi everyone,

the new Escape the Pacific version 'Alpha 35' is now available.

For this update we were mainly focusing on adding the base functionality for the Cooking system. The first recipes are for making oil and food. There is a new Bandage Torch which can be pinned into the ground. A couple of gameplay improvements were added and some issues were fixed too.

The long-awaited Cooking functionality is finally implemented. The first available recipes are for making Coconut and Fish Oil and for preparing Boiled Fish, Meat and Eggs. The features for the Cooking system will be updated and expanded in future releases and the list of the available recipes will include a wide range of cookable meals, soups, drinks and medicine.

The new Bandage Torch is burning longer. Torches are now reacting to weather elements and their lighting effect is also dynamic. It is possible to stick the Torches into the ground and their worn-out level is displayed in the Inventory as well.


The hotkey system was reworked a little and keys for controlling some actions were reorganized too. Press & Hold functionality was introduced in some critical operations like emptying bottles or extinguishing a fire...

Changelog

New features:

01. Added: Press & Hold functionality
02. Added: Cooking system
03. Added: Fish Oil recipe
04. Added: Coconut Oil recipe
05. Added: Boiled Meat recipe
06. Added: Boiled Fish recipe
07. Added: Boiled Egg recipe
08. Added: Bandage Torch

General:

01. Added: Show the actual saved Island in menu not always the Starting one
02. Changed: More precise Meal Dryer rain check
03. Added: Display Torch state in inventory
04. Changed: Thirst reduction is based on the water amount drunk
05. Changed: Refined rain check points for all water holders objects
06. Added: Wind is affecting Torch smoke
07. Added: Wind is affecting Torch flame
08. Added: Rain can extinguish Torches
09. Added: Put Torch into ground

Fixes:

01. Fixed: Not always correct Fire Stick texture in crafted CampFire
02. Fixed: Adding not burning Fire Stick to not burning just crafted CampFire ignites it
03. Fixed: Not possible to add Fire Sticks to CampFire when just crafted
04. Fixed: White shining ash at night in extinguished Campfire
05. Fixed: Pressing Esc in menu sub-dialogues closes all parent menus
06. Fixed: Not possible to destroy some "Completed" save/loaded built objects
07. Fixed: Torch Stick not extinguished in water
08. Fixed: 100% ignite rate for Torch Stick and Fire Stick (now is lower)
09. Fixed: Save/loading of ignited Torch sometimes halted the initialization procedure


As there were added a lot of new features in the last couple of releases for the next update we plan to work on the issues with higher priority again. We plan to work some more on the newly introduced Collectibles system too. The additional plans include also the Fruit ripening, Fruit regrow, Door, Window, Spear, Smoker, Salt, Candle-lantern, Ship wrecks, Dolphins, Sharks ... We will work also on solving new issues and we will recheck some older issues too. Other new features will be added as implementing the planned features and fixing issues will allow us to.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Do you like our game and want to help even more during development? We look forward to every positive review posted on our Steam page and thank everyone who decides to support us along the way!

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Re: Escape The Pacific
« Reply #12 on: May 18, 2019, 01:51:52 AM »
Alpha 36 - Salt & Vitamin C, Ground Sleeping, Coconut Fiber Torch
17 May @ 7:59pm - Gamers4Gamers Team   




Hi everyone,

the new Escape the Pacific version 'Alpha 36' is now available.

For this update we were mainly focusing on fixing issues but we managed to add a new Salt and Vitamin C system too. The expanded sleep system allows to Sleep on the Ground and there is also a new Coconut Fiber Torch.

The new Salt and Vitamin C systems bring another bit of realism into the game. Salt can be found in Collectible bottles or can be distilled using Salt Water and some Water Holder object. The water evaporates quicker in the Sun but beware of the rain. It is needed to eat salted meal to keep the body's salt level high otherwise the player characters health will begin to drop and eventually leads to death. Vitamin C can be found in some of the Fruits - more in Raw form fruits and less when fruits are dried or cooked. A high vitamin C level will ensure better protection from getting Cold and ill.

The sleep mechanic has been expanded to allow sleeping on the ground: on sand or grass. It is not as comfortable as sleeping on a Bed but can help out in difficult situations - or just to let time pass by.



Coconut Fiber Torches makes it easier to light up the nights when there aren't spare bandages around to use.



Changelog:

New features:

01. Added: Salt mechanic
02. Added: Vitamin C mechanic
03. Added: Sleeping on Sand
04. Added: Sleeping on Grass
05. Added: Coconut Fiber Torch
06. Added: Boiled 'Fish and Egg' recipe
07. Added: Boiled 'Meat and Egg' recipe

General:

01. Added: Wind affects Torch Smoke and Flames
02. Added: Dried meal increases Thirst
03. Added: Displaying Hunger and Thirst data for Recipes in Crafting menu
04. Added: Displaying Vitamin C for Fruits in Inventory
05. Changed: Inventory shows liquid levels with 0.1 precision in item details
06. Changed: Aiming at some cook-able recipe shows liquid levels with 0.1 precision
07. Added: Displaying Hotkey for Put Torch into Ground
08. Added: Displaying Hotkey for Extinguish and Empty equipped Lantern
09. Added: Displaying Hotkey for Sleeping on the ground

Fixes:

01. Fixed: Extinguishing Lanterns automatically Empties them
02. Fixed: Impossible to drop objects and open inventory when looking at Rocks
03. Fixed: Incorrect food type after cooking
04. Fixed: Sometimes unable to add water to just emptied Water Holder (After oil was present)
05. Fixed: Sometimes unable to add Boiled Meal to just emptied Water Holder (After oil was present)
06. Fixed: Incorrect setting of Nutri-values for some Food when put into empty Coconut Pots
07. Fixed: Unable to add Oil to Lantern when there was some oil left in it
08. Fixed: Incorrectly recognized Cook status of Fish and Coconut Oil
09. Fixed: UI showing drinkable amount of water in case of Oil present in Coconut Pots
10. Fixed: Not displaying Boiled Meal status in Inventory after save/load
11. Fixed: Grouping Raw and Boiled Oil in the Inventory
12. Fixed: Grouping Raw and Boiled Meal in the Inventory
13. Fixed: Coconut pot falling through ground when dropped after cooking
14. Fixed: Saved/loaded Fish Oil indicated as Water
15. Fixed: Sometimes unable to pick up Coconut Pot from Cooking place
16. Fixed: Sometimes unable to pick up dried food from Drying Rack
17. Fixed: Adding "normal Oil" to Fish or Coconut oil set the oil to "not cooked" state
18. Fixed: Evaporating Oil
19. Fixed: Evaporating Boiled Meal
20. Fixed: Sometimes unable to climb Ramps


As there were added a lot of new features in the last couple of releases for the next update we plan to continue with fixing the issues with higher priority. The additional plans include also the Fruit ripening, Fruit regrow, Door, Window, Spear, Smoker, Candle-lantern, Ship wrecks, Dolphins, Sharks ... We will work also on solving the new issues and we will recheck some older issues too. Other new features will be added as implementing the planned features and fixing issues will allow us to.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Do you like our game and want to help even more during development? We look forward to every positive review posted on our Steam page and thank everyone who decides to support us along the way!

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
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Re: Escape The Pacific
« Reply #13 on: June 08, 2019, 12:38:54 AM »
Alpha 37 - Sit & Wait, Paddle mechanic, Coconut Pot Candle, Building Modules
7 Jun @ 9:47pm - Gamers4Gamers Team   



Hi everyone,

the new Escape the Pacific version 'Alpha 37' is now available.

For this update we were mainly focusing on adding a Sit & Wait mechanic and a new Paddle system. There is a new Coconut Pot Candle and a couple of new Building Modules. Gameplay improvements were also added and some issues fixed.

The new Sit mechanic offers 3 features: 1) Slowly decreases tiredness in the morning hours and slows down increasing tiredness in the afternoon and in the evening, 2) Speeds up Stamina recovery, 3) Makes it possible to speed up the time and Wait for some certain events (drying up wood, finished meal cooking, ...) or simply enjoy watching the Sun set over the ocean ...

The Paddle system requires to have a custom paddle held in hand before entering a Canoe. Paddle material quality is degrading over time and by using the paddle. There is one paddle available for crafting at the moment, others with different properties will follow later.



The Coconut Pot Candle makes another good use for spare Coconut Pots. It is more resistant to wind than the regular Candles are. Coconut Pots with Salt water can also be put onto Campfire cooking places to speed up evaporation and to get salt sooner.



There are some new Roof Building Modules which make the building process more interesting. The new 100% waterproof Coconut Palm Build Modules allow to have dry places inside even during the most intense rain. Smaller objects are now outlined when aiming to locate them easier, mainly when they are buried in sand or hidden in high grass.

Changelog:

New Features:

01. Added: Sit down mechanic
02. Added: Wait mechanic
03. Added: New Paddle system
04. Added: Simple Paddle recipe
05. Added: Coconut Pot Candle recipe
06. Added: Place Coconut Pot with Salt Water onto Cooking places for fast water evaporation
07. Added: New Roof module
08. Added: 100% shielding Coconut Palm Build modules
09. Added: Outline for small objects when Aimed

General:

01. Added: Functionality to Salt Meal when Drying
02. Added: Functionality to Salt Meal when Cooking

Fixes:

01. Fixed: Crabs, Salmon and Oyster not salt-able
02. Fixed: Whole Seagull not salt-able
03. Fixed: Salted and Not Salted objects grouping together in Inventory
04. Fixed: Whole Seagull cut to parts without salt value
05. Fixed: Peeled Papaya on Drying Rack caused Drying Rack to rotate
06. Fixed: Not able to climb Ramp on Tilted Raft
07. Fixed: Not able to climb Ramp when completed and saved/loaded Side-Beam Frame was above it
08. Fixed: Missing localized Text for TakeAll button in Inventory
09. Fixed: Missing localized description text for Bow in Craft Menu
10. Fixed: Missing Build Menu Page when clicked there after Craft/Recipe Menu

As the next update (A38) will be released just before the summer holidays we don't plan to add/implement some big features - we will aim to work on expanding and balancing the existing game mechanics. Some of the longer present issues are already in fixing stage. Additional plans include also the Fruit ripening, Fruit regrow, Door, Window, Spear, Smoker, Ship wrecks, Sailing UI, Dolphins, Sharks ... We will work also on solving new issues and we will re-check some older issues too. Other new features will be added as implementing planned features and fixing issues will allow us to.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Do you like our game and want to help even more during development? We look forward to every positive review posted on our Steam page and thank everyone who decides to support us along the way!

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.
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Re: Escape The Pacific
« Reply #14 on: June 24, 2019, 11:22:29 PM »
Summer Schedule 2019
23 Jun @ 8:20pm - Gamers4Gamers Team   



Hi everyone,

the summer is finally here and in this short announcement we would like to inform you about our summer schedule.

We are leaving to vacation with our families and in between we are also going to work in our full time jobs which means stress in general so we can't guarantee there will be regular updates during summer time.

The last regular pre-summer release will be on June 28th. Later we plan to release a game update around July 26th. In August we plan to release the next game update around 30th. From September we plan to resume our normal schedule and will return to release an update every 3rd Friday.

With the help of our community we together have done a big amount of work and laid down a very good foundation to further improve our game to all our liking.

Thank you all for all of the feedback, ideas and suggestions and for the patience during solving issues!

We wish you a very nice summer and hope to continue together with our work relaxed and well rested.

Best regards,

Gamers4Gamers Team.
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