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Offline Asid

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Of Ships & Scoundrels
« on: December 07, 2019, 02:21:02 PM »


Of Ships & Scoundrels takes you on a journey to unknown lands that wait to be explored and conquered. As the commander of your fleet, you have to steer your battleships through a beautiful scenery of little islands, fight against enemies, friends - and forge dubious alliances.

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Of Ships & Scoundrels- Early Access Trailer (Aug 2019)





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Of Ships & Scoundrels takes you on a journey to unknown lands that wait to be explored and conquered. As the commander of your fleet, you have to steer your battleships through a beautiful scenery of little islands, fight against enemies and so-called friends - and sometimes also forge dubious alliances. On this journey, no adventure is like the other, because all of the landscapes and quests are procedurally generated.

Of Ships & Scoundrels is a unique combination of turn-based strategy and action game that can be enjoyed alone or together via hot seat and online multiplayer, either in skirmish- or story mode.




•   Procedural islands in a Caribbean setting with nearly endless variation.
•   Local and online multiplayer for up to four players.
•   Day/night-cycle and dynamic weather system.
•   Unique combination of action and turn-based strategy.
•   Expand your fleet and build an empire of harbors.
•   Level up Ships and harbors to strengthen your power.
•   Ships and harbors can be customized to suit your play style.


















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Offline Asid

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Re: Of Ships & Scoundrels
« Reply #1 on: December 07, 2019, 02:24:21 PM »
Of Ships & Scoundrels Early Access Roadmap





Roadmap
It is finally there! Of Ships & Scoundrels launched in Early Access yesterday and now there's more to come!
To show you guys, what you can expect from future updates in Of Ships & Scoundrels, we worked out a roadmap for you. This map contains several milestones we want to achieve in the Early Access phase to make the game even more awesome.

The roadmap can be found here


Content
•   New Game Mode: Skirmish
•   Multiplayer Quests
•   New Win Conditions
•   The Questlords
•   Story: Act II
•   New Monster
•   Story: Act III
•   New Game Mode: Endless Game

To get to know more about our planned features, stay tuned and have a look at the discussions on Steam.

We wish you a lot of fun a great Early Access phase!


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Offline Asid

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Re: Of Ships & Scoundrels
« Reply #2 on: December 14, 2019, 02:38:01 AM »
Patch v 1.5.3
Fri, 13 December 2019


Small AI/Monster Fixes

Evenin' All!

We have just released another little patch, that fixes some smaller issues with the AI, as well as other bugs.

Changes

•   fixed multiple bugs which caused the AI to be stuck forever
•   changed monster behaviors ('Hechtor' no longer attacks the same target multiple times in a row. 'Beastle' attacks more naturally)
•   fixed a bug where a whirlpool effect was following the camera when no suitable maelstrom position could be found
•   fixed a bug where sinking ships could still block AI agents
•   multiple improvements for AI players; they should also be more aggressive now
•   fixed a bug where unit stats were calculated incorrectly
•   some minor performance improvements

We are aware, that there are some bigger issues - for example the steering of the ships, or the wind direction UI, or missing features like key bindings and we assure you, we are on it, but these things require a little more testing.

We are working on a bigger update, scheduled for next week, that will hopefully tackle some of those issues.

Until then,

Sail Ho!

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Offline Asid

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Re: Of Ships & Scoundrels
« Reply #3 on: February 07, 2020, 11:35:41 PM »
Patch v 1.5.5
Fri, 7 February 2020

New Features & Fixes

Hello again,

it's been a while, but we have been busy and now present you a full bucket of changes, new features and fixes:

Actually, we have made a little video, highlighting the major changes:





Changes:

1. We replaced auto defence by a new auto attack mechanic: Idling units now fire at enemies when they are in range
2. We (temporarily) disbanded the AP system: Every player can command one ship during their turn. This allows for faster rounds, and if you find this new mechanic favourable to the AP system, we will leave it in
3. If your Action range is empty, the game will now prompt you to end your turn. Alternatively, you can also have your turns end automatically in the settings
4. AI players have a turn time limit of 30 seconds, although they often may finish playing before that
5. Harbors now have a radius around them, where ships get a damage boost to increase a harbor's defense
6. Shipyards repare damage automatically to ships standing in the harbor radius

Improvements

•   reduced map loading times
•   AI units now move faster
•   the number of concurrent ship construction tasks is now tied to the shipyard level (Level 1 = 1 Ship, Level 2 = 2 Ships, Level 3 = 3 Ships)
•   towers no longer have an ammo limit, deal about 50% more damage and no longer fire at diving monsters
•   AI units should no longer miss certain points when following a path which caused them to revert back a few meters before continuing to follow the path
•   when ship construction tasks are canceled, there is now a chat message being shown
•   several attempts to improve performance by pooling more objects and avoiding garbage (less stutter due to garbage collector)

Bugfixes

•   fixed major performane regression due to a bug when spawning ships (happened after about 30 minutes of gameplay)
•   fixed a bug which duplicated ship constuction tasks
•   fixed a bug which caused spawnareas to be blocked although they are not occupied
•   fixed a bug which prevented the maximum cannon upgrade
•   fixed a bug which showed the anchor icon (the "dock at this harbor"-icon) above a harbors healthbar
•   fixed a bug where players could click on enemy harbors and loose camera control
•   fixed a bug which caused ships to dive below - or fly above the ocean surface
•   fixed several exceptions which occured mostly during Skrimish matches
•   fixed a bug which caused the main-menu button texts to be hidden
•   fixed a bug which culled the music in the mainmenu when too many of the button hover sounds were playing
•   fixed a bug which prevented the AI from building level 4 and 5 ships
•   fixed a bug which allowed the beastle (the big turtle) to deal damage while its death animation was playing
•   fixed a bug which forced all marauders to stop when a neutral harbor was spotted
•   fixed a bug which allowed the ai to continue playing after a match has ended
•   fixed a bug where the ai tried to command a unit which could no longer move at that time
•   monster attacks should no longer bleed into the following players turns

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Offline Asid

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Re: Of Ships & Scoundrels
« Reply #4 on: February 29, 2020, 12:21:49 AM »
Realtime Campaign Update
Fri, 28 February 2020

v. 1.5.7 is live




Ahoy Scoundrels!

We know that many of you have asked for a realtime update, abandoning the old "End Turn" mechanic, for a faster, more action-based gameplay. Well, we did some reflecting and decided that we should actually try and realise this, as this was the no. 1 feature request from you guys.




So the first thing we did, which is now in the newest version, is to make the campaign realtime. This is most heavily reflected in missions 3 & 4, where the Marauders now move in realtime and you can chase and hunt them down for gold.



Please keep in mind, that the 'strategic AI' is not quite ready for realtime yet, that's why it was temporarily excluded from this mission. Accordingly, the rest of the game is not affected by the realtime update. However, we are currently working on this, and absolutely plan to make this happen very soon.



In preparation for act 2 of the story, we took some time to go over each cutscene again and polish them a little more, so most of them should now be updated as well.



We hope you enjoy the new look and feel of this version and are very eager to hear, what you have to say!

Cheers,

your OSS crew!


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Offline Asid

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Re: Of Ships & Scoundrels
« Reply #5 on: March 14, 2020, 01:01:09 AM »
Patch v.1.5.8.
13 March 2020

Evening all!

We have just released a new version, that contains several fixes for the realtime campaign:

Improvements
•   improved and tweaked some cutscenes & timings
•   added new sounds for some cutscenes
•   Active Quests are now focused automatically when another quest is finished

Bugfixes
•   fixed an issue where you could get stuck in Mission 3
•   fixed an issue where several ships could be spammed in hotseat mode
•   fixed an issue where the ocean would be rendered completely turquoise
•   small bugfixes

We are still working on making the whole game realtime, which is progressing quite nicely, so stay tuned for more!

So long,

your OSS Crew!


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Offline Asid

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Re: Of Ships & Scoundrels
« Reply #6 on: May 26, 2020, 11:14:32 PM »
[Beta] Realtime Skirmish
StartedTue, 26 May 2020

Play in realtime against the AI

Important
This update is in a Beta-Branch on Steam. To get it, simply choose the branch beta-realtime-skirmish through the game's properties. You don't have to enter a code to get this beta version.





Ahoy, everyone!

After a longer while, we are back with a new update:

As many of you know, the question "Realitme vs Turn-based" has been with us from the start. Many players have argued, in reviews and elsewhere, that the game would be far more suited to being played in realtime. We have debated over this, and decided to give it a shot. That ist why we decided to start a realtime beta with the skirmish mode, so now you can check for yourselves, if realtime is the way to go.



So, in short, you can now play singleplayer skirmish matches against the AI in realtime.


No more waiting time!

We have tested this version ourselves, of course, and so far we quite enjoyed the new pace of the realitme mode. If the Beta runs successfully, we will switch this version over to the default branch.

Note: Hot-Seat and Online Multiplayer have been deactivated for this Beta, since they are not ready to run with the new realtime system yet. Online MP will be very soon, but Hot-Seat will probably take longer, since it is not really compatible with realtime.

We would be happy to receive your feedback about this change in the discussions!

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