Changelog
Re: Changelog
0.98.27 [07.10.2024]
- fix: Fixed a cosmetic bug in displaying the difference in missing funds during hull upgrades.
Re: Changelog
Network Installation Software
1.23 [19.12.2024]
- fix: English texts.
- fix: Reworked the behaviour of Show ID & Key .
- fix: Entering a subdirectory in a scrolled-down list could result in an incorrect directory order.
- fix: Other fixes and improvements.
- add: Users can now create directories during the installation process. The installer will automatically create an icon if the def_drawer.info file is present in Prefs/Env-Archive/Sys/ :
1.23 [19.12.2024]
Re: Changelog
0.98.28—0.98.32 [30.12.2024]
- add: A significant graphics asset loading method was implemented that should prevent the game from quitting to WB in many cases.
- add: Env-Handler compatibility.
- add: Improved ID & Key screen (fixes and improvements from the online installer as they share the same code).
- add: Added a keyboard shortcut * (asterisk from the numpad) to display music and sound FX memory occupation.
- add: Missing German dialogue line translated.
- fix: German dialogue fix.
- fix: A cosmetic bug has been fixed where log text was incorrectly displayed within the dialogue when assigning a sidequest from the trader Makena.
- fix: Other code fixes and improvements.
- Before loading or storing assets in Chip RAM, a memory check is performed. If insufficient memory is available:
- Sound effects will be temporarily removed (if enabled).
- If necessary, music will also be temporarily removed (if enabled).
- The game will attempt to restore removed assets when changing a location.
- If memory issues persist, a detailed message will be displayed.
- An entry will be created in
aqb_debug.log (located in the game directory) to record the issue.
Re: Changelog
0.98.33—0.98.34 [06.01.2025]
- add: Further Chip memory management improvement.
- fix: Fixed an issue that could cause the game to quit unexpectedly after aborting docking or leaving a city.
Re: Changelog
0.98.35—0.98.36 [08.01.2025]
- fix: SOS, Extractor and Encounter modes ceased to work after the last update due to a typo in the code.
- add: More improvements in the Chip memory management.
Re: Changelog
0.98.37—0.98.39 [09.01.2025]
- add: Another Chip memory management improvement.
- add: Added colourized dialogue for the side quest delivery :
- fix: subsel.sfx samples bank has been shrunk to save some precious Chip RAM at sea.
- fix: Fixed an incorrect highlight display when exiting the police station.
- fix: Corrected typos in the player contracts info panel.
- fix: Collision of the submarine with the seabed triggered infinite playback of the sample if the key was held pressed.
Re: Changelog
0.98.40—0.98.45 [12.01.2025]
- add: A new approach to the contract creation method.
- add: The XP bonus percentage for low-value contacts could be 0 in some cases. This has been changed to a minimum of 1 point.
- add: Cash buff for salt export/import.
- add: Improved lower panel behaviour. Pressing Esc now closes all open windows (except the Network window).
- add: Adapted sound handling for cargo jettison to the new Chip memory management method.
- fix: Adjusted button animation speeds in the main menu to ensure consistent performance on very fast emulators.
- fix: The north GEO position text was not highlighted in the detailed contract description for Harvest .
- fix: Previous changes did not account for aborting docking (after the harbormaster dialogue) to a city located at such a depth that the player could interrupt the process with the Esc key. Although the game did not crash, it prevented further gameplay.
- fix: German fix for the XP tooltip: "Zum nÄchsten level:" => "Zum nächsten level:".
- fix: Small text correction in one of the dialogues.
- fix: Further internal code fixes and improvements.
- fix: After saving to an empty slot, the arrow did not change from grey to green.
- fix: Going directly from the Dock to the Shipyard after starting a new or loaded game caused an error due to recent changes.
- fix: Fixed (again!) SOS with animation enabled.
- Both import and export contracts were created only partially considering priorities for goods produced in other cities. They didn’t fully distinguish between goods produced by a given city and those not made by it but stored in warehouses. Creating an average list of 20–30+ contracts required a whopping 10,000 to 12,000+ iterations with 30 discovered cities. Despite such a complex process, the results were sometimes not fully satisfactory. Two examples:
- London would often refuse to generate contracts for salt, which it produces (of course, such a situation can still occur with any produced article if the stock is zero or none of the discovered cities need that good at a given moment).
- In my game, Alexandria created contracts for the import of meat and salt from Old Danzig. As you know, meat is produced in Hamburg and salt in London so such an inconsistency is eliminated in the new update. However, under exceptional circumstances, such as when Hamburg has no meat available and London has no salt in stock, Alexandria may resort to importing these goods from Old Danzig. Of course, this situation applies to all cities, not just those mentioned in the example.
Import- The first iteration checks goods in cities that produce them and creates the initial pool of contracts from those cities.
- The second iteration examines surpluses of goods not produced in cities, while the warehouse stock of the city where the player is located is zero or nearly depleted.
- The first iteration checks goods produced by the city and, if warehouse stock permits, creates the initial pool of contracts from these articles.
- The second iteration looks for local surplus goods in warehouses that other cities require to produce finished articles — and only those.
What’s more, this new method allows for even greater flexibility in addressing the specific needs of a given city or region. You can expect further expansions of it in the future. As always, to maintain transparency, everything will be thoroughly documented.
Re: Changelog
0.98.46—0.98.47 [13.01.2025]
- add: The previous sinking sound effect could sometimes fail to load due to its size. The new one is dynamically generated from the existing "submarine hit" sound effect and dynamically adapted to match the unique implosion animation for each sinking event. Here is an example:
- fix: Restored the missing reward sound effect when successfully completing a pirate hunt contract in a city after returning from the mission.
- fix: When any saved game state was still absent, the first empty slot showed the green instead of the grey arrow.
- fix: Two unused ping samples were removed from the subsel.sfx bank, reducing its file size. As a result, this sound bank should now be easier to fit into the Chip RAM.
- add: Added sonar ping when the Repair & Refuel station departs, as it does when approaching the player's ship.
- fix: The graphical glitches left behind by the Seahorse ship class when departing the Repair & Refuel station have been resolved.
- fix: Fixed an issue where the "Stalker Ship" could sometimes appear as a dot on the map, falsely indicating the presence of another online player.
- fix: German text: Shortened "gegen" to "g." in Roll Dice description.
- Attachments
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- AQUABYSS New Explosion.mp4
- (996.29 KiB) Downloaded 10 times
Re: Changelog
0.98.48—0.98.50 [22.01.2025]
- fix: When a resource is too deep for the player's vessel, the detailed information no longer displays the time left for the contract.
- fix: Resolved an issue where the dialogue for the above situation would not display, making it impossible to terminate the contract without penalty.
- fix: Fixed a bug where trader names invited to a fight against pirates were not displayed correctly in the CO-OP tab.
- fix: Pirate hunt contracts were not properly identified as completed in the player tab of the city contracts window and were incorrectly marked as pending.
- fix: Corrected positioning on the X-axis when more than one trader accompanied the player in a battle against pirates.
- fix: Fixed an issue where the message "The time for the cooperation mode is over and <name> has left the team" would incorrectly display the second trader's name.
- fix: Resolved a black dot left on the map after a successful battle against pirates.
Re: Changelog
0.98.51 [24.01.2025]
- fix: Missing „r” in the German text „fördern“.
- add: Identification of the contract as Mining or Harvest in the message when delivering the remaining tonnage to the market:
- add: The tonnage field in the small contracts window in the market has been widened to fit four-digit numbers. Additionally, the window has undergone a slight graphical improvement:
- add: A few more places were adapted to the new Chip memory management.
- fix: The SHIPYARD text in the tab was unintentionally shifted by 1 pixel in the X-axis when switching to the PLAYER tab and back: