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Offline Asid

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Re: Man O' War: Corsair
« Reply #30 on: December 27, 2016, 09:46:30 PM »
Update 0.8.0

Beta preview build - Because what's a holiday anyway?

We've made some fairly substantial changes to how melee works under the hood (lock on is gone! things should space out a lot better), and added the ability to jump over to the enemy ship - we think it's a big improvement and we're keen to get your feedback on the changes, so putting out this build on beta for now.

Full list of changes:

- Added Dark Elves
- Reworked melee combat
- Adjusted Campaign balance
- Can now board enemy ships.
- Adjusted weapon firing arrow to make it easier to determine long range shots
- Player's wizard only casts on enemies you have personally attacked
- Player's wizard will check allies are not attacking you before casting beneficial spells on them
- Player's wizard will only automatically cast wind master out of combat, to put wind to help player's direction of travel.
- Adjusted fire damage on characters
- Reduced frequency of flyer chatter (pegasus neighs)
- Game over screen no longer shows the megalodon if sea monsters are disabled
- Adjusted flyer AI to fix a number of issues
- Duplicate sea monsters removed
- All hands to the Cannons ability now allows turning while in use
- Ships can now fire/board with no crew, but suffer appropriate penalties for empty crew positions.
- Boarding UI counter now includes the captain, first mate and any special crew in the totals
- Target window will change to the most recently attacked ship
- Fix for character health UI vanishing mid-combat
- Ship AI no longer stops to try and fire its AA at other ships (duh)
- "Flyers only" party in the SE corner of the map broken up by Joint Tilean/Dwarf expedition. Few pegasi were harmed in this operation.
- Additional weights attached to port towers near Bilbali to prevent them floating off into the sea/sky.
- Increased the search radius for a number of chests.
- Increased damage and cost of Storm Strike and Spectre spells
- Player character can now wield longbows
- Player character guns can no longer defy physics and shoot things behind them
- Injured crew no longer break the tutorial
- Tzeentch ships no longer take flyers with them when they die
- Tzeentch ships drop cargo before vanishing
- Kills from a player's flyer correctly attributed to the player
- Reduced (incorrect) firing rate of Nautilus and Hulk
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Offline Asid

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Re: Man O' War: Corsair
« Reply #31 on: January 27, 2017, 01:19:15 AM »
0.8.1: Blood for the Blood God

Chaos Campaign!
Rampage through the Old World as a Chaos Lord leading an armada of beastmen and chaos spawn. Burn the ports to the ground and slaughter your way to glory.

Port Update!
Visit the ports of the old world - you can now dock and wander around the town square - attacking a Port is now slightly more involved as you'll have to kill the defenders before you can sack the town.


Full list of changes:

- Enabled Khorne campaign
- Added accessible ports for players to visit and/or destroy
- Reworked port menus
- Adjusted attack times for melee attacks
- Lunge now only happens on a strong attack
- Strong attack is now mapped to Middle Mouse Button (and Tab) by default, rather than holding a left click
- Reduced effect of windblast on Orc Ports
- Wind blast no longer lifts ships/pushes them underwater
- Added option in Game Options to auto-skip intro video
- Added option to disable gamepad input in controls (prevents phantom gamepad input)
- (NB: gamepads work in game to an extent but are not yet officially supported, soon(tm) now)
- Wizards now only cast spells on hostiles you have attacked
- Fixed bugs with hostages in quests
- Grapeshot now properly triggers aggression
- Fixed a bug that prevented heavy cannons doing proper hull (below the waterline) damage
- Fixed a bug with ram damage
- Can now order your fleet from the map screen
- Fixed some bugs with Raiders of Lyonesse and Raiders of Tobaro
- Ally fleet aggro is now sensible
- Can order an ally to move to a point on the map
- Allies show their current targets on the map
- Master of Shadows quest fixed for saves which started it before 0.4
- Fixed Bay of Quietude quest
- Increased bonus boarding distance from Causeway of Light spell
- Shields can now block bullets
- Allies should follow in formation better. Slow allies following the player get a speed boost to help them keep up.
- Can now dock at a port to loot as long as all towers are destroyed, even if enemy ships are nearby.
- Scrollwheel no longer changes weapon (use 1-4, or R by default)
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Offline Asid

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Re: Man O' War: Corsair
« Reply #32 on: January 31, 2017, 06:59:46 PM »
0.8.2 update:

- Added ship upgrades to Shrine rewards for chaos campaign
- Fixed a bug with purchasing a ship or swapping a ship in the warehouse.
- Added more battle music
- Added an error screen if data files are missing/unreadable
- AI no longer sink surrendered ships
- Orders UI shows 'board' order correctly
- Chaos player allies no longer able to surrender
- Out of bounds message changed, AI that flees out of bounds will suffer a grisly fate
- Mutiny triggers the boarding UI and shows red healthbars on the mutineers
- Steering wheel should no longer turn by itself when noone's around to steer
- Added 'Attack my target' order for allies
- pre-0.5 orc ports will now be sinkable
- Fixed bugs in Shock treatment quest
- Camera wobble fixed on increased gamespeed
- Fixed bug which could cause the Hand of Mork to travel a vast distance with the player's ship
- Adjusted colliders in Maja Uvemny
- Radial menu no longer usable in town
- Fixed bug with title screen after quitting in port
- characters should now push past each other rather than get stuck
- crew no longer get stranded over the ocean occasionally on undocking
- Removed target practice in chaos campaign
- various optimisations
- Fixed bug which could cause player character's head to turn at an odd angle
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Offline Asid

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Re: Man O' War: Corsair
« Reply #33 on: February 10, 2017, 05:24:23 PM »
Update 0.8 - Blood for the Blood God
10 FEBRUARY

Chaos Campaign
Rampage through the Old World as a Chaos Lord leading an armada of beastmen, chaos spawn and cultists. Burn the ports to the ground and slaughter your way for the glory of Khorne!

Port Update
Visit the ports of the old world - when docking you'll now be able to walk around the town square. With this change, attacking a Port is now slightly more involved as you'll also have to kill the defenders before you can sack the town.

Melee Update
We've made some fairly substantial changes to how melee works under the hood (lock on is gone!), and added the ability to jump over to the enemy ship.

Full list of changes

- Enabled Khorne campaign
- Added Dark Elves
- Added accessible ports for players to visit and/or destroy
- Reworked port menus
- Reworked melee combat
- Adjusted attack times for melee attacks
- Lunge now only happens on a strong attack
- Strong attack is now mapped to Middle Mouse Button (and Tab) by default, rather than holding a left click
- Adjusted Campaign balance
- Can now board enemy ships.
- Adjusted weapon firing arrow to make it easier to determine long range shots
- Player's wizard only casts on enemies you have personally attacked
- Player's wizard will check allies are not attacking you before casting beneficial spells on them
- Player's wizard will only automatically cast wind master out of combat, to put wind to help player's direction of travel.
- Adjusted fire damage on characters
- Reduced frequency of flyer chatter (pegasus neighs)
- Game over screen no longer shows the megalodon if sea monsters are disabled
- Adjusted flyer AI to fix a number of issues
- Duplicate sea monsters removed
- All hands to the Cannons ability now allows turning while in use
- Ships can now fire/board with no crew, but suffer appropriate penalties for empty crew positions.
- Boarding UI counter now includes the captain, first mate and any special crew in the totals
- Target window will change to the most recently attacked ship
- Fix for character health UI vanishing mid-combat
- Ship AI no longer stops to try and fire its AA at other ships (duh)
- "Flyers only" party in the SE corner of the map broken up by Joint Tilean/Dwarf expedition. Few pegasi were harmed in this operation.
- Additional weights attached to port towers near Bilbali to prevent them floating off into the sea/sky.
- Increased the search radius for a number of chests.
- Increased damage and cost of Storm Strike and Spectre spells
- Player character can now wield longbows
- Player character guns can no longer defy physics and shoot things behind them
- Injured crew no longer break the tutorial
- Tzeentch ships no longer take flyers with them when they die
- Tzeentch ships drop cargo before vanishing
- Kills from a player's flyer correctly attributed to the player
- Reduced (incorrect) firing rate of Nautilus and Hulk

0.8.1 update:
- Reduced effect of windblast on Orc Ports
- Wind blast no longer lifts ships/pushes them underwater
- Added option in Game Options to auto-skip intro video
- Added option to disable gamepad input in controls (prevents phantom gamepad input)
- (NB: gamepads work in game to an extent but are not yet officially supported, soon(tm) now)
- Wizards now only cast spells on hostiles you have attacked
- Fixed bugs with hostages in quests
- Grapeshot now properly triggers aggression
- Fixed a bug that prevented heavy cannons doing proper hull (below the waterline) damage
- Fixed a bug with ram damage
- Can now order your fleet from the map screen
- Fixed some bugs with Raiders of Lyonesse and Raiders of Tobaro
- Ally fleet aggro is now sensible
- Can order an ally to move to a point on the map
- Allies show their current targets on the map
- Master of Shadows quest fixed for saves which started it before 0.4
- Fixed Bay of Quietude quest
- Increased bonus boarding distance from Causeway of Light spell
- Shields can now block bullets
- Allies should follow in formation better. Slow allies following the player get a speed boost to help them keep up.
- Can now dock at a port to loot as long as all towers are destroyed, even if enemy ships are nearby.
- Scrollwheel no longer changes weapon (use 1-4, or R by default)


0.8.2 update:
- Added ship upgrades to Shrine rewards for chaos campaign
- Fixed a bug with purchasing a ship or swapping a ship in the warehouse.
- Added more battle music
- Added an error screen if data files are missing/unreadable
- AI no longer sink surrendered ships
- Orders UI shows 'board' order correctly
- Chaos player allies no longer able to surrender
- Out of bounds message changed, AI that flees out of bounds will suffer a grisly fate
- Mutiny triggers the boarding UI and shows red healthbars on the mutineers
- Steering wheel should no longer turn by itself when noone's around to steer
- Added 'Attack my target' order for allies
- pre-0.5 orc ports will now be sinkable
- Fixed bugs in Shock treatment quest
- Camera wobble fixed on increased gamespeed
- Fixed bug which could cause the Hand of Mork to travel a vast distance with the player's ship
- Adjusted colliders in Maja Uvemny
- Radial menu no longer usable in town
- Fixed bug with title screen after quitting in port
- characters should now push past each other rather than get stuck
- crew no longer get stranded over the ocean occasionally on undocking
- Removed target practice in chaos campaign
- various optimisations
- Fixed bug which could cause player character's head to turn at an odd angle

0.8.3:
- Killing sea monsters now grants favour with the appropriate power for chaos captains
- Fixed a bug with attacking the Pirate ports in imperial waters
- Characters on the fighting tops can no longer cower endlessly
- Multi-shot guns no longer get a free reload by changing weapon
- Changing from one reloading gun to another already loaded gun will no longer play the reload animation
- Fixed regression in 0.8.2 which broke the outfit screen for saved games
- AI ships get closer to port before joining in the attack
- Fixed a bug that could cause multiple ships to spawn in the same part of the docks
- Sacrificed crew will have their bodies cleaned up after a while
- Dead crew can no longer be assigned jobs
- Sacrificing no longer has a chance to injure crew
- Pressing escape to open the options menu now pauses the game
- Purchased maps will now be displayed immediately before leaving the tavern
- Fixed a bug with sacking orc ports
- Fixed a bug preventing firing in some cases
- Flyers and Seamonsters should no longer show crew/cargo
- Added an option to turn off blood effects (splats and blood on deck) - NB: won't remove any blood textures on models such as the Megalodon
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Offline Asid

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Re: Man O' War: Corsair
« Reply #34 on: March 07, 2017, 12:58:01 PM »
Update 0.9.0 on Beta

Custom Carnage

Custom Battles are here! Choose a location, a fleet and an enemy and set up whichever fleet battles you want (controlling whichever faction you want!)

Achievements!

Gamepad support!

UI update and visual polish!

Optimisation!
(we do a bit of optimisation work every patch but this time we've focused some extra time on getting the game running smoother)

Localisation!
We're still working on our localisations but we have test versions of two languages (French and Hungarian - no slight intended to other languages, these are just the files we had ready quickest!). French and Hungarian players - we would love to hear your feedback on those.


Full list of changes:

- Updated UI
- Added achievements
- Enabled custom battle menu
- Enabled localisation menu
- Added french and hungarian translations (work in progress)
- Using spyglass and gun aim are now toggles.
- Rebalanced The Orc's Head Quest
- Adjusted trigger areas in ports so it's easier to access shops
- Lowered the sailing position on the Galleon so sails don't block view
- Fixed sartosan shorefort positions
- Sea monsters no longer put you in combat from extreme range
- Dietershafen Doomdivers Quest should no longer continue to fire doomdivers at you from extreme range
- Lantern light should no longer wobble and shine behind the mast casting weird shadows
- Updated terrain textures
- Enabled gamepad support
- Fixed some issues with player wielded longbows
- Fixed some character AI navigation issues
- Fixed a number of ship AI issues
- Fixed LOD issues at erengrad and marienburg
- Adjusted character walk animation
- Improved AI for Sea Dragons
- Improved animation for Megalodon
- Improved Black Leviathan death animation
- Character shields now match the livery of their home vessel
- Adjusted pushback from ramming
- Behemoth attack now hits multiple locations
- Fixed a number of quests with undocking issues (including They Stole My Sword and Espionage)
- Fixed a bug where Quest enemy AI would follow the player endlessly
- Flyers now bank when turning
- Icon of Power fires more accurately
- Ironshark Icon of Power positions correctly
- Added Kislev Soldier character
- Hired wizards now show up in ally section of journal
- Accidents Happen quest tweaks
- Destroy Fleet missions are much less likely to have the fleet destroyed en route
- Higher level enemy captains spawn with better cargo
- Newly purchased ships have their water barrels filled
- Can cancel/refund an anti-flyer weapon upgrade
- Added a load of extra entries to the journal
- Spyglass can now be used while controlling a character and while aiming ship weapons
- Added a number of new ship and captain names
- Player hat/armour no longer vanish when loading a save game in port
- Spyglass info will list if a ship has a wizard on board
- Added gamepad controls diagrams to the controls options screen


Known issues:
- Custom battle menu does not currently support gamepad controls
- Custom battle Tzeentch ships - player is unable to adjust their energy track
- Custom battle Tzeentch Bane Tower - Chaos Sorcerer is AWOL
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Offline Asid

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Re: Man O' War: Corsair
« Reply #35 on: March 15, 2017, 11:40:01 AM »
Update 0.9 - Custom Carnage
15 MARCH

Custom Carnage

Custom Battles are here! Choose a location, a fleet and an enemy and set up whichever fleet battles you want (controlling whichever faction you want!)

Achievements!

Gamepad support!

UI update and visual polish!

Optimisation!
(we do a bit of optimisation work every patch but this time we've focused some extra time on getting the game running smoother)

Localisation!
We're still working on our localisations but we have test versions of two languages (French and Hungarian - no slight intended to other languages, these are just the files we had ready quickest!). French and Hungarian players - we would love to hear your feedback on those.


Full list of changes:

- Updated UI
- Added achievements
- Enabled custom battle menu
- Enabled localisation menu
- Added french and hungarian translations (work in progress)
- Using spyglass and gun aim are now toggles.
- Rebalanced The Orc's Head Quest
- Adjusted trigger areas in ports so it's easier to access shops
- Lowered the sailing position on the Galleon so sails don't block view
- Fixed sartosan shorefort positions
- Sea monsters no longer put you in combat from extreme range
- Dietershafen Doomdivers Quest should no longer continue to fire doomdivers at you from extreme range
- Lantern light should no longer wobble and shine behind the mast casting weird shadows
- Updated terrain textures
- Enabled gamepad support
- Fixed some issues with player wielded longbows
- Fixed some character AI navigation issues
- Fixed a number of ship AI issues
- Fixed LOD issues at erengrad and marienburg
- Adjusted character walk animation
- Improved AI for Sea Dragons
- Improved animation for Megalodon
- Improved Black Leviathan death animation
- Character shields now match the livery of their home vessel
- Adjusted pushback from ramming
- Behemoth attack now hits multiple locations
- Fixed a number of quests with undocking issues (including They Stole My Sword and Espionage)
- Fixed a bug where Quest enemy AI would follow the player endlessly
- Flyers now bank when turning
- Icon of Power fires more accurately
- Ironshark Icon of Power positions correctly
- Added Kislev Soldier character
- Hired wizards now show up in ally section of journal
- Accidents Happen quest tweaks
- Destroy Fleet missions are much less likely to have the fleet destroyed en route
- Higher level enemy captains spawn with better cargo
- Newly purchased ships have their water barrels filled
- Can cancel/refund an anti-flyer weapon upgrade
- Added a load of extra entries to the journal
- Spyglass can now be used while controlling a character and while aiming ship weapons
- Added a number of new ship and captain names
- Player hat/armour no longer vanish when loading a save game in port
- Spyglass info will list if a ship has a wizard on board
- Added gamepad controls diagrams to the controls options screen


Known issues:
- Custom battle menu does not currently support gamepad controls


Update 0.9.1:
- Time scale acceleration now goes up to x8
- Changed Icon of Power sound
- Achievements for kills no longer awarded in custom battle
- Bane Tower/Winged terror can now modify their energy track
- Player wizard-captain on Bane Tower will not auto-cast spells by default
- turning off the UI will now turn off ship icons, portal icons, etc.
- fixed a ship navigation bug
- fixed a bug with quitting from custom battle and starting a new game
- fixed some game-hang bugs on leaving port
- increased size of quest text at top of screen
- UI now scales up at higher resolutions
- Updated map graphics
- Updated map icons
- Fixed some crew navigation errors
- More ship names
- Dark Elf Deathfortress reaper is destroyed when the tower location is destroyed
- Dark Elf reaper damage adjusted
- Made interacting with doors less irritating/"flickery"
- Fixes for Davy Jones's Locker and Radiance of Slaanesh
- Increased max units to 6 per side in custom battle, even for 4 sides. Warning: Your frame rate will probably suffer :)
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Offline Asid

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Re: Man O' War: Corsair
« Reply #36 on: March 17, 2017, 01:21:09 PM »
Patch 0.9.2
Community Announcements

Just a few fixes and the addition of the german translation files!

- Added german translation files
- Fixed a bug with dpad controls on windows
- Fixed a bug with crew being stranded on the fighting tops
- Improved Doomdiver anti-air weapon

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Offline Asid

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Re: Man O' War: Corsair
« Reply #37 on: March 18, 2017, 01:59:54 PM »
Linux!
17 MARCH

We're pleased to announce Man O' War: Corsair is now available on Linux - official supported platforms are Ubuntu 14.10+ and SteamOS but most modern linuxes should run it OK (our engine is Unity so that determines what we're able to support).

Make sure your drivers are up to date, and check the minimum and recommended requirements.
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Re: Man O' War: Corsair
« Reply #38 on: March 22, 2017, 05:43:40 PM »
Patch 0.9.3
Community Announcements

Update 0.9.3:
- Can now abandon non-unique quests.
- Fixed an issue with quest popups appearing too soon after docking and being unclickable
- Fixed an issue that could cause physics to go out of sync with visuals in port
- Fixed a bug with weapon UI not showing selected weapon
- Fixed brace for impact icon
- Ability refresh timer made more obvious, selected active skill is now more obvious
- Hostile (ex-)ally crew now have red health bars
- Fixed an issue that could cause ships to reposition themselves incorrectly
- Fixed the initial direction of the galleon sailing camera
- Burning Skulls and Inferno Shot effects optimised
- Longbow automatically aims and draws an arrow when wielded (don't have to zoom in)
- Team-mates in custom battles can no longer become hostile
- Region control will immediately switch to neutral when the defending force has been wiped out
- Archer regiment should animate once more
- Hellblaster scope fixed
- Cutscenes no longer show 'lower spyglass' hint
- Fixed a bug with petition ships not responding to commands
- Made turning easier at x4/x8 speed
- Fixed an error with character movement in ports
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Re: Man O' War: Corsair
« Reply #39 on: April 03, 2017, 01:40:37 PM »
Patch 0.9.4
Community Announcements - Fraser Evil Twin

0.9.4:
- Updated hungarian translation
- Custom battle screen now works with Gamepad
- Fixed bug with dpad oversensitivity in menus on windows
- Fixed a bug with sliding in melee combat
- Added icon for great bell
- Fog of war quest bug fixed
- Allied captains once again will fight rather than admire the scenery in port battles
- Ship AI navigation improvements
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Re: Man O' War: Corsair
« Reply #40 on: April 06, 2017, 03:59:54 PM »
To 1.0 and Beyond
4 APRIL

Greetings Captains!

When we first launched into Early Access back in April 2016 we had a rather optimistic note saying "four months". We suspected at the time we'd be working on things a little bit longer than that before we got to a 1.0 build we were happy with and thanks to the fantastic feedback and support from the Man O' War: Corsair community we've been able to keep ourselves busy for almost a year.

And I know from our feedback lists and discussions that we've got plenty of ideas, suggestions and feedback to keep us going for plenty of time to come.

Thanks to all that time, we now have a game that can float on its own hull - it's been tested in battle (lots of battles, so many orcs) and fire by you folks, many a bug has been found and fixed.

We have an in-depth open world sandbox campaign for the Independent humans, and a straight forward pillage and destroy campaign with Khorne. We have Custom Battles to allow you to fight any of the races against the others - 34 different ship types, 13 types of wizard.

So we just about feel ready to let other people on board - not just you brave early access pioneers and explorers.

I'm sure I can fit some more nautical puns in here somewhere...

Are we done then? Stick a stamp that says "1.0" and run off into the wilderness?

Don't be daft - we've got plans for the next few updates already set and there's a whole host of excellent ideas from the community that we'd like to put into place.

What can you expect from Man O' War: Corsair in the next few months?

Firstly, the 1.0 release - we'll be announcing the actual date of this soon but it's coming. There'll be some bug fixes and polishing tweaks in the run up to that.

Post-1.0 we'll be working on a few things but we aim to start with:
- additional Chaos campaigns
- Imperial and Bretonnian campaign
- Increased difficulty mode campaign (for those of you who find it too easy!)

Please do continue to give us your feedback and suggestions - we'd love to keep updating this game and if people are all asking for the same thing we know what we should do first!

Thanks once again to all of you for your feedback, bug reports, but more importantly your support and encouragement through Early Access - we couldn't ask for a better community.
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Re: Man O' War: Corsair
« Reply #41 on: April 06, 2017, 09:15:34 PM »
Patch 0.9.5
Community Announcements

Patch 0.9.5:
- Added spanish translation
- Hired crew no longer bring weapons with them, instead equipping any available weapons from the player's inventory (or fighting unarmed)
- Crew weapons can now be sold for 1/5th of their purchase price
- Fixed a bug with Destroy Fleet missions (were showing as "Lost Treasure of Neue Emskrank")
- Treasure map hints are now localised
- Subtitles will now show on the intro video for non-english language settings
- English subtitles can be turned on for the intro video in Gameplay options
- Pressing escape whilst selecting from the command menu now cancels the command menu, rather than opening the pause menu
- Infamy is no longer increased by knocking your First Mate unconscious
- Infamy now affects crew initial hire prices - normal human crew will require a larger upfront payment to join your crew as your Infamy increases. Alternatively, pirate crew will require more payment to join your crew if your infamy is low.
- Fixed some interface issues with skaven doombringer bell, ironshark bite
- Skaven Doombringer bell now shows the volume level
- Made adding a custom language file easier
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Re: Man O' War: Corsair
« Reply #42 on: April 07, 2017, 01:02:34 PM »
Man O' War: Corsair v1.0 releases April 19th!
7 APRIL

We are happy to announce our 1.0 release will arrive on April the 19th 2017!

Our launch trailer shows some of the additions and improvements we've made over the past year in Early Access:


Man O' War: Corsair - Launch Announcement Trailer
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Re: Man O' War: Corsair
« Reply #43 on: April 14, 2017, 02:20:54 PM »
Patch 0.9.6
Community Announcements


Update 0.9.6:
- Made shields more effective against enemy guns
- Increased the supply levels of the human forces later in the game
- Fixed a number of issues with Bane Towers and boarding
- Fixed an issue with language folders which prevented some users changing language
- Fixed a number of quest issues
- Fixed some problems with firing positions in custom battle ships
- Warehouse fixed for gamepad use
- Fixed a bug with ordering the wizard to stop casting
- Fixed a bug which caused some in-town game saves to load in an invalid state
- Fixed an issue with getting more than one piece of news in tavern when using gamepad
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Re: Man O' War: Corsair
« Reply #44 on: April 19, 2017, 02:10:10 PM »
Man O' War: Corsair launches out into the wider world!

Anchors aweigh as ‘Man O’ War: Corsair’ launches today at 5pm BST.


Since going into Games in Development on GoG & Early Access on Steam we have been hard at work getting the game ready for the wider world. Thanks to fantastic feedback and support from the Man O' War: Corsair community we've been able to keep ourselves busy for almost a year.

Now we are proud to announce that today ’Man O’ War: Corsair’ is ready to set sail on the wider seas, as the Warhammer-themed title moves to full launch today. At 5pm BST the game launches complete with a discount! So if you have been waiting to buy, now is your chance!

To celebrate this you can check out the latest trailer




What can you expect from Man O' War: Corsair in the next few months? Well it includes the following and more! Please continue to give us your thoughts and feedback and you may see it in a future update!

- Additional Chaos campaigns
- Imperial and Bretonnian campaign
- Increased difficulty mode campaign (for those of you who find it too easy!)

Available on GoG, Steam & Humble.
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