Search found 442 matches

by Aged Code
Wed Feb 11, 2026 1:27 pm
Forum: AQUABYSS
Topic: Changelog
Replies: 177
Views: 1574846

Re: Changelog

Bug Fixes:

[fix]Fixed incorrect coordinate calculations (Lat/Lon) for values near the 180° limit.
[fix]Fixed a bug where police would disappear in Hamburg above latitude 57.104.
[fix]Corrected a visual bug where merchant ships would leave a "black dot" on the map after loading a sea save if ...
by Aged Code
Wed Feb 11, 2026 1:27 pm
Forum: AQUABYSS
Topic: Changelog
Replies: 177
Views: 1574846

Re: Changelog

Technical & Optimization

[add]Massive Load Speed Increase: Faster game startup and loading times by skipping redundant permanent graphics reloading if the game was already running.
[add]Chip RAM Optimisation: Significant memory management improvements.
[add]Optimised File Verification: Faster ...
by Aged Code
Wed Feb 11, 2026 1:27 pm
Forum: AQUABYSS
Topic: Changelog
Replies: 177
Views: 1574846

Re: Changelog

Gameplay

General

[add]Licence "Transporter".
[add]New "Passengers" tab on the lower panel.
[add]Increased resource deposits by 10% relative to contract requirements (previously too tight).
[add]Expanded police patrols/checks within cities.
[add]Police inspections now check for ...
by Aged Code
Wed Feb 11, 2026 1:26 pm
Forum: AQUABYSS
Topic: Changelog
Replies: 177
Views: 1574846

Re: Changelog

The upcoming big update to version 0.99.00 will bring the following:

Main Features

New city location: Terminal .

This is a completely new game element that allows the player to take passengers on board and transport them between cities. There are two classes of passengers: Standard and ...
by Aged Code
Sat Nov 22, 2025 9:33 am
Forum: AQUABYSS
Topic: Changelog
Replies: 177
Views: 1574846

Re: Changelog

0.98.74 [22.11.2025]
[fix]Fixed the black upper part of the screen after coming back from in-game options.
[fix]Contract plate in the market is no longer partially cleared by the "Local prod." label.
[fix]Contract tonnage adjustment in the market. The new mouse handling caused longer button presses ...
by Aged Code
Thu Nov 20, 2025 11:56 am
Forum: AQUABYSS
Topic: Changelog
Replies: 177
Views: 1574846

Re: Changelog

0.98.72— 0.98.73 [20.11.2025]
[fix]Opening the lower panel during an ongoing chat with an NPC would disable the mouse click zones and prevent selecting an answer (key shortcuts remained unaffected).
[fix]Pressing the escape key in the PIP window would crash the game.
[add]Added an extra check for ...
by Aged Code
Wed Oct 15, 2025 7:46 am
Forum: AQUABYSS
Topic: Game mechanics — how does it work? Comments
Replies: 12
Views: 15174

Re: Game mechanics — how does it work? Comments

Very impressive analysis! It's incredible how thorough this information is. There are some small discrepancies, but mostly it's a compendium of very useful knowledge. That's ironic, but you reminded me of a much broader use of PERCEPTION. For that reason, I modified my previous post.
by Aged Code
Mon Oct 06, 2025 5:05 pm
Forum: AQUABYSS
Topic: Game mechanics — how does it work? Comments
Replies: 12
Views: 15174

Re: Game mechanics — how does it work? Comments

Update: This isn't the only area, but I just stumbled upon the pirate fight code and noticed that PERCEPTION is used alongside NAVIGATION to avoid harpoon hits. Of course, a comprehensive list will be created, but in the meantime, this will have to do.
by Aged Code
Sun Oct 05, 2025 6:59 am
Forum: AQUABYSS
Topic: Game mechanics — how does it work? Comments
Replies: 12
Views: 15174

Re: Game mechanics — how does it work? Comments

It wasn't easy to decide at which point the attribute level should stop. It took a lot of time to test different facets of the gameplay to see the impact of each attribute, but eventually, it was balanced along the way. 11th level may not seem too high, but scaling it up would bring imbalance to the ...
by Aged Code
Sat Oct 04, 2025 7:30 am
Forum: AQUABYSS
Topic: Game mechanics — how does it work? Comments
Replies: 12
Views: 15174

Re: Game mechanics — how does it work? Comments

That's correct, 11th level is the upper limit of an attribute the player can invest.
Skill effects are vast and it won't be an easy tasks to list but we'll do it at some point.