Tuesday, January 19, 2021

Consumables!

Several new consumable items have finished being added to the game for the next update.  From now on you'll want to carry Medicine and Repair Timber in your cargo at all times.  They are used as follows.  

Medicine - If you lack Medicine in your cargo hold, then your medical crew's chance of healing an injured crew is cut in half.  When an injured crew is healed, this will consume 1 Medicine from your cargo hold.  

Repair Timber - Similar to Medicine, if you lack Repair Timber in your cargo hold, then your repair crew's repair efforts applied to leaks are cut in half.  When a leak is successfully repaired, this will consume 1 Repair Timber from your cargo hold.  

Separately, all live cargo items now consume resources.  The existing Drinking Water and Meal Ready to Eat are used, as well as new item Animal Feed.  This triggers every 5 minutes when you are away from port, at the same time that crew use resources, and in the same amount.  1 unit for each 5 items, rounded up.  

All land creatures use Drinking Water and Animal Feed.  All sea creatures, except whales, use just Animal Feed.  All human cargo, except slaves, use Drinking Water and Meal Ready to Eat.  Slaves are treated extremely poorly, so use Drinking Water and Animal Feed.  

If any of these consumables aren't available in sufficient quantities for the live cargo items, then 1 of each live cargo item which needed that consumable is destroyed.  If both consumables aren't available, then 2 will be destroyed.  

Thursday, January 14, 2021

Helpful feedback

 I've received a lot of help from someone off the Unity forums testing the game (don't know if he wants a call out).  I've received very helpful feedback, and will be putting in a number of changes based on it.  

* Going to exaggerate the acceleration and turning speed differences between the small ships and the large - added to 0.8.19

* Change the mass of money items to be significantly lower, so you can move around more Po8 in a single shipment - added to 0.8.19

* Adding human models to the decks of ships with animations - TBD future version

* Changing how sailing crew works, they will no longer affect top speed of the ship, instead affecting how quickly changing the sail settings applies to the ship.  Currently changing sail settings is instant, but the plan is to make it apply slower when you have less than the maximum number of sailors assigned to the role - TBD future version

* Add a demand ransom mechanic, so a player can demand another player drop their cargo in exchange to not be attacked.  If cargo is dropped, but player is still attacked, there will be a hit to a new reputation value - TBD future version

* Make larger cities look bigger - TBD future version

* Add "animal feed" items which will be needed to keep live items, such as livestock, alive while in your ship cargo and away from a port.  This will work similarly to the current meals/water usage for crew.  If there isn't enough feed, there will be a percentage of the live items destroyed.  - TBD future version

* When high flooding in your ship occurs, a percentage of the items in your cargo will be destroyed - Not added yet, but should arrive in 0.8.19

* When fires get to large size, there will be a chance to destroy items in the cargo hold.  This will occur when a chance is calculated for the fire creating new leaks - Not added yet, but should arrive in 0.8.19

* Ships on the minimap will appear as grey color until you are close enough to see their HUD UI with the exception of trade company and squadron members (though trade companies aren't implemented yet) - Not added yet, but should arrive in 0.8.19

* Will show zone borders in game on the minimap - TBD future version

* Add new "Hull Integrity" feature, where as a ship receives hits, even if they don't penetrate, they chip away at hull integrity.  Hull integrity is then taken as a percentage between 0f and 1f, and multiplied against the ship's hull resistance value when hull penetration is calculated.  This will result in ships, especially ships with higher hull resistance, getting more vulnerable to incoming ordinance as fights run longer.  When your repair crew is not working on repairing a leak (or in the future, repairing a mast or sail), it will work on slowly repairing hull integrity.  A new hull upgrade item will be added which adds a bonus related to hull integrity.  Hull integrity will be added to the ship repair information, as well as the UI HUD above ships, so you can see your hull integrity as well as opponents.  Larger ammunition will reduce enemy hull integrity more than smaller ammunition.  - Not added yet, but will arrive in either 0.8.19 or 0.8.20

* Add cannabis item - Not added yet, but should arrive in 0.8.19

* Ship cargo close to full will reduce the acceleration, turn speed, and top speed of the ship - Not added yet, but should arrive in 0.8.19

* Add a new "Cabin Upgrade Slot" similar to the hull upgrade and equipment slots.  Items will be added which add various bonuses when fit to this slot.  All ships will have at least 1 Cabin Upgrade Slots, but larger ships will generally have more available, similar to the other upgrade slots.  - TBD future version

* Make many of the internal stats for each port visible to the player - TBD future version

* Add medicine items which are an expendable item needed for healing injured crew, lacking medicine will put a significant penalty on chance of healing injured crew - Not added yet, but will arrive in 0.8.19

* Make lumber item an expendable item needed for all ship repairs, lacking lumber will put a significant penalty on all repair efforts - Not added yet, but will arrive in 0.8.19

* Adjust the position of cannon cameras to reduce view obstructions - Not added yet, but will arrive in either 0.8.19 or 0.8.20

* Add new "auto" crew check box, which automatically allocates crew based on a quick crew allocation selected.  This will be optional, and automatically disabled if the player makes any manual crew adjustments - TBD future version

* Add multiple custom quick crew options, where the player sets their own crew role weights, and can quickly switch to them.  - TBD future version

* Add a UI while at sea where you can view the same information as in the Ship Maintenance window at port - TBD future version

* Reorganize the UI in the bottom left of the screen, so all 3 tabs of information are always visible, and remove the cargo from there (since it will be in the new ship maintenance like window) - TBD future version

* Add market related information about cities to the Route Planner - TBD future version


There's a bunch other other really good ideas I'm looking into too, but the above is a good list to commit to right now.  Thanks a lot for any help and suggestions!