Changelog

Amiga Game
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Aged Code
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Re: Changelog

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0.95.43—0.95.49 (01.09.2023)
- fix:Each code cleaning where Goto and/or Gosub are removed (because they cause a lot of problems in the compilation) requires often a significant code reconstruction. This, on the other hand, introduces sometimes unwanted behavior and an update like this aims to correct it.
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Re: Changelog

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0.95.50—0.95.62 (04.09.2023)
- add:Massive code cleaning and reconstruction of problematic parts.
- add:Blocking the pop-up window informing about the end or upcoming deadline of a contract while docking in a city.
- add:Vox Populi — Reducing payments as a 'gift' to an NPC with a suspicious attitude towards the player.
- add:Support for private chat history scroll buttons in co-op mode.
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Re: Changelog

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0.95.64 (05.09.2023)
- fix:After the last update, the geographic coordinates were no longer displayed (only degrees). This update restores them.
- fix:Fixed problem with "IDRef not found!" message after selecting "May I offer you something?" in the dialogue with an NPC.
- fix:The display of the available amount of Chip and buffer memory (in map mode) has been changed from the slash key / of the main keyboard (English layout) to the slash key / of the numeric keypad.
- add:The slash key / (on the main keyboard [English layout]) now activates chat for co-op mode (only if an online team has been created).
- add:The notification of an incoming message on the chat (blue balloon) has been moved to the area around the city name on the left (while in the city). Whereas the notification of an incoming chat message in cooperation mode (pink balloon) appears on the right.
- add:New online co-op messages - both as pop-ups and as a log entry, including the real-time (for Amiga without a battery-backed clock, it is recommended to update the time before starting the game. A time synchronization option will be added in the future, but for the time being the player has to do this on his/her own).
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Re: Changelog

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0.95.65 (06.09.2023)
- add:Improved PERCEPTION attribute functionality in dialogues with NPCs.
  • This is how it works: The higher the perception level the higher the probability of obtaining a positive outcome after choosing such a dialogue line (at least one level is required to see it). Apart from the perception level, also the reputation is taken into account. Another very important factor is relations with NPC's friends and foes. For example, if you try PERCEPTION on an NPC whose friends are friendly towards you then you will get an additional bonus increasing your chances to succeed. However, if they are negative towards you (suspicious or hostile) then your chances are lowered by this factor (the more such persons the lower the chances; and vice versa). On the other hand, if you are friends with his/her enemies then the chances also are lower to succeed. Again, having his/her enemies against you will increase your chances (after all having the same friends or enemies gets together, doesn't it? 😉).
  • An important note: If the [PERCEPTION] dialogue fails, the NPC's attitude towards you will drop making another attempt a bit harder.
  • And last but not least. Even if your score (calculated internally, not shown to the player) is lower than the NPC's but the difference is less than 5%, there is still a chance to succeed. The LUCK attribute is versatile and is also applicable to this element of the game - the more points the player has invested in it, the greater the chance.
  • The same mechanics apply to dialogues preceded by [TRADE].
A few screenshots showing this feature in action:
  • Assigning at least one point to the PERCEPTION attribute will open a new dialogue line:

    Perception dialogue option (1).png

  • Depending on the NPC's personality one point is often not enough and selecting this question line will end in failure (and results in negative NPC attitude points):

    Perception dialogue failure.png

  • A much higher level of PERCEPTION is more likely to result in success:

    Perception dialogue success.png

  • The previous success leads to new dialogue options marked with the prefix [PERCEPTION]:

    Perception dialogue option (2).png

  • It is important to note that NPCs have different personalities in each game. Their attitudes are randomly assigned at the start of a new game. For this reason, one player may succeed with the same NPC, while others may not. This element will also be expanded soon. Friendships with NPCs will be dynamic and based on connections with others on a similar basis as described above when calculating success or failure.
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Re: Changelog

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0.95.66 (07.09.2023)
- add:It was not possible to click the Inventory tab while in the Cargo tab (lower menu).
- fix:Co-op chat's last empty line is no longer shown.
- fix: The Blue bubble icon of the incoming public message has been moved on the navigation panel to the left (similarly to the way it's displayed in the city).
- add:New data has been added to aquabyss.com - connection statistics for both servers Install-Update & Remote Save and Game.
- add:New [currently kept secret*] upcoming feature moves forward. It will be revealed soon!

*It's actually only a partial secret. If you regularly read the changelog then you may already know what is about. (Partially 😉)
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Re: Changelog

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0.95.67—0.95.70 (10.09.2023)
- add:Vox Populi — You asked that the new chat system being tested in co-op mode also be implemented into the main chat. You have it in this update. 😉
- add:Removed pause when pressing up/down buttons:
  • in the contract list (in the player window).
  • in the inventory list.
  • in the chat history list.
- add:Increased the number of chat history lines received from the server upon connection from 20 to 30.
- add:Sonar class III (their availability has been relocated and prices updated accordingly).
- add:When a delivery task took place in the market, the cargo hold data wasn't updated. It is now.
- fix:Clicking with the mouse on the section change in the shipyard caused an automatic return.
- fix:Hulls that had disappeared from the shipyard's offerings have been reinstated.
- fix:The last empty line in the co-op mode chat is no longer displayed.
- fix:Partially delivered merchandise in a task would say "I have delivered none" in the description. Now it correctly informs how much was delivered.
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Re: Changelog

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0.95.71 (11.09.2023)
- fix:The recent removal of some problematic instructions, which forced a re-adjustment of the code, affected the tutorial dialogue, which ended with an exit to WB during Captain Albert's explanation.
- add:The message properties of the main chat are extended (for server purposes).
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Re: Changelog

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0.95.72—0.95.78 (16.09.2023)
- fix:Sonar class II was not visible in London.
- fix:A Recent procedure split affected the sonar upgrade procedure. It's restored now.
- add:The new game element is almost done. We'll be testing it tomorrow. Coming soon! 😆
- fix:Vox Populi — The chat player name area has been widened to fit the longest one so far: Bjoern1200. Enjoy, captain :thumbsup
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Re: Changelog

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0.95.79—0.95.83 (17.09.2023)
- fix:Fixed a very rare problem with contracts.
- add:This version introduces a new mode we've been talking about recently. It is available for beta testing only at the moment. But give us some time and when this mode passes the tests it will be announced and made available to every player :thumbsup
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Re: Changelog

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0.95.84—0.95.86 (18.09.2023)
- add:Quite a few improvements in the new game mode (still available to selected beta testers), but it will be made available to everyone connecting online tomorrow.
- add:New sounds for the new game mode.
- fix:Partial fix with the way the sound FX is handled.
- fix:A couple of other internal fixes and improvements related to mouse behavior.
- fix:In the shipyard, the abbreviation HE instead of HP and HE appeared twice in the list of harpoons (English language only).
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