-Общая информация:-Дата выхода: 2017 Жанр: Adventure / Role-playing / Horror Разработчик: Failbetter Games Издатель: Failbetter Games Версия игры: 18.104.22.168.f3b4e1db (30200) Язык интерфейса: Английский Язык озвучки: — Тип издания: Цифровая Лицензия Таблетка: Не требуется (DRM-FREE)-Системные требования:-Операционная система: Windows: 7 / 8 / 10 Процессор: SSE2 instruction set support Оперативная память: 1 GB Жесткий диск: 700 MB Видеокарта: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities-Описание:-Sunless Skies — это двухмерная сюжетная игра с видом сверху, полная исследований, продажности, договоров и бесконечных опасностей. Кроме того, это продолжение получившей множество положительных отзывов Sunless Sea
События Sunless Skies разворачиваются в павшем Лондоне — таинственном, мрачном и восхитительном мире, где тщательно разработанный сюжет сплетается с захватывающим игровым процессом, вовлекая вашего героя в незабываемые истории.-Вам, капитану парового космического корабля, предстоит собрать свою команду и вести ее из порта в порт, наблюдая то, что человечество никогда не должно было видеть. Сможете ли вы остаться самим собой вдали от дома, там, где закон не властен? Не растеряете ли вы принципы и рассудок перед лицом опасных и манящих возможностей, которые встретятся вам среди звезд? Выживете ли вы? Игра вдохновлена сочинениями Г. Дж. Уэллса, К. С. Льюиса, Ли Брэккет и сотнями других творений, включая фильм «Сквозь горизонт» и работы великих мастеров ар-нуво.-
Вас ждут сотни тщательно сотканных историй.
Сражайтесь с небесными чудовищами и вражескими кораблями.
Создайте династию космических капитанов и исправляйте ошибки предшественников.
Patch 22.214.171.124.e8412a5 (07 November 2018) What’s New New Winchester Redesign
In order to bring it up to the standards of the recent Reach redesign, the central New Winchester segment has had a fresh lick of paint. Along with the visual changes, we’ve tidied up the storylet options at Wolvesey Station and also removed the Victory Hall and Company House areas. They are now available at separate Platforms where you can dock and hand in your port reports.
New Opening Game Experience
Now when starting a new game the player’s initial position (which is still in the New Winchester segment) is explained by an opening story. The player will emerge from the Blue Kingdom Transit Relay, their captain dying, on a mission to get to New Winchester Station.
Part of this narrative will be conveyed via storylets, and part of it will be shown via ambient messages in game. The story will continue once you dock at New Winchester and it’s at that point that a new player will go through the Character Creation screen. In future updates the opening narrative that begins at New Winchester will continue in Albion and the Blue Kingdom.
We highly recommend starting a new game with this build so that you can experience the updates and for additional reasons that shall be explained below.
The Opening Game Experience is not totally complete, some things need to wait until the launch build, so there are a few things to note about it. Please do not report these as bugs:
The loading screen text on a new game is not displayed for very long - we will be extending the time so it can be read without having to rush
In a future update we shall be adding tutorial tips which will explain controls and mechanics as you progress through the opening sequence and the early game - these need to wait until closer to launch when all features are locked down
You need to shoot your way through the barrier at the end of the opening game area before you can reach New Winchester, in a future build this will be made clear with the use of said tutorial tips
It’s possible to come away from the wreck of the Ozymandias without a Scout. This is a player choice and it is signposted via the pink instructional text, this is not a bug. We will be adding other ways to acquire a Diffident Bat in a future update (other than from Mr Menagerie)
If we have time we may tweak the opening sequence so you are shunted from the relay, or so it starts with you inside with the doors opening to reveal your locomotive - this is yet to be decided
The chart in the starting area is slightly different before character creation, i.e. there is a gap in the terrain of the opening area on the chart - this is deliberate
In the previous build we introduced new survival content triggered by high Terror and also low Fuel. In this build we’ve added an additional survival complication; your Crew. The low Crew storylets will fire periodically when your Crew is less than the Safe Manning Number for your locomotive. This value can be found in the Possessions interface under the Your Train section.
Having low or even zero Crew will not kill you outright, but many things can go wrong when you don’t enough staff to operate a locomotive, things that will impact your other survival qualities. Engines may fall into disrepair causing Hull damage. Accidents may cause loss of fuel, supplies and even the death of yet another crewmember, filling the survivors with Terror. Best to make sure you keep your locomotive fully manned.
Now, when you discover a new port your crew will be flooded with relief and Terror will be reduced by 20 points. This will only happen the very first time a captain comes across a new port. Subsequent visits are a “been there, done that” sort of affair.
Players with existing save games will be able to take advantage of this new feature the next time they load the game and visit already discovered ports. Enjoy the little exploit while it lasts as it’s the only time you’ll ever see it.
Save File Support
As mentioned, we highly recommend you start a new save file in this build. Not only will this allow you to go through the Opening Game Experience but you’ll also gain access to a lot of new content, as well as old storylines which have been heavily tweaked (such as those at Traitor’s Wood and Polmear & Plenty’s Inconceivable Circus).
Once we release the Commander update (in December) we will no longer be supporting save files older than those created in this build, the Survival build (126.96.36.199.e8412a5). If you do wish to keep your existing save game however, then all you’ll need to do is make sure you load the save file up and save it in the Survival build.
We do appreciate that a number of you have already sunk many hours into your current captain and may feel reluctant to start a brand new game. The whole purpose of Early Access has been to give us feedback and to help us find issues, and throughout that time there have been a number of bugs and content changes that might have left your qualities in unusual states. We’ve always done our best to manually fix save files for affected players when they report issues to us, but now that we are coming closer to launch we will be unable to do so for old save games and we recommend you start anew.
Victory Hall and Company house are now Platforms within the New Winchester segment.
The quest at Polmear & Plenty’s Inconceivable Circus has been reworked.
We’ve made several updates to the chart:
Regions are no longer in view of each other, instead you need to transition between them using the cycler.
We’ve restricted the maximum zoom level.
The legend cycler works correctly in both directions.
We’ve addressed some performance issues around agents engaged in combat.
Players will no longer take damage when flying over the bullet colliders of rapid fire weapons before they despawn.
Players will no longer get stuck in the Traitor’s Wood storylet.
The Isambard line signal boxes now set qualities correctly on interaction, allowing players to complete the Fatalistic Signalman's storyline.
Crew, Hull and Terror are now capped correctly.
Vessel and backer names will now display correctly for Tacketies and Dreadnoughts in Albion.
The name for the Curators will now display correctly when the headlight is shone on them.
Terror once again increases after using the transit gate to Albion.
The Fog of War can no longer be lifted to reveal the entire chart using the mouse wheel.
The - and + keys now work correctly when using the cycler on the Chart.
The Storm that Speaks no longer has a chart icon when encountered in game.
SFX will no longer play at the same time when returning to the title screen from the Reach.
The Altani once again has a large weapon slot.
The avatar tooltip will now close down correctly when Must Events fire.
We've corrected the wording on the tooltips in engine yards when trading in ships with the same stats.
We’ve fixed several typos and grammatical errors on the Legacy, Victory and Loading screens.
We've fixed several typos in ambient messages.
We’ve corrected a large amount of typos and grammatical errors in our content - a huge thank you to the dedicated player who has been sending us lots of reports.
Patch 188.8.131.52.2f2c56e (29 August 2018) What’s New Combat Agent behaviour
We’ve spent a lot of time improving the Agent behaviour in this build. We want combat to feel diverse, realistic, fun and above all tense. Each encounter should be a challenge with different Agents employing different tactics, and likewise the player should need to approach each fight with different strategies. Here’s what we’ve been working on:
A major overhaul of enemy AI: improved tactics, new aggro rules and tweaks to enemy movement.
Enemies can now drift and use lateral thrusters.
Enemies are more manoeuvrable and less likely to collide with terrain, if they do they can extricate themselves.
New ramming behaviour for Cantankeri, Grievers, Chorister Bees, and Star-Maddened Explorers.
Tells (animations and sounds) to alert the player that an enemy is about to launch a particular attack.
Knockback is now in place on all player and Agent weapons, including area-of-effect type attacks. When you fire your weapons your locomotive will recoil, and all projectiles cause knockback to player locomotives and enemies alike, making combat feel more weighty and realistic. Many Agent projectiles also deal blast damage so try not to get too close!
N.B. Knockback has not been added to small asteroids and space debris. While it would look amazing, we are not sure at the moment whether it’s something we are going to implement. It may have an impact on performance for example and we’ll need to assess that first.
All Dreadnoughts and the Empyrean Outriders now have turrets mounted to their locomotives. Their turrets will cease to operate at a certain level of damage, but they are no longer an easy target from behind, and close range combat with them is not such a good idea. Their turrets will rotate and fire at you or any other beastie that the Agent is feeling wrathful towards.
We’ve implemented arcing on Agent weapons. The Empyrean Outrider’s turret uses powerful homing missiles which will relentlessly hunt you down unless you are nimble enough to get out of their range. Arcing has only been implemented on Agent weapons so far, we didn't have time to balance this feature on player weapons. This will go out in a later update.
Aura attacks are a new type of Agent ability. Unlike weapons, they apply an effect over an area without producing a projectile. Empyrean Outriders for example, will drop a barrel bomb which will tick down and explode. If you are within the blast radius when it goes off, you will take damage.
It’s not just Hull that can be affected by these AoE attacks, the Outriders bomb will kill Crew for example, and the Scrive-Spinster’s scream attack will also grant Terror to anything in its range. Aura attacks can be foreseen by their warm-up visual Tells, so a sharp sky-captain will have time to react and get their locomotive out of harm's way.
Headlight awareness and wrath crescents
We introduced the wrath crescent in the Threat build and with Eleutheria we saw the arrival of the first Agents that react to headlights (Dousers become wrathful when headlights are on, Outriders are angered when it’s off, Grievers don’t like a light shining in their face when they are trying to catch forty winks)
In the Combat II build most enemies are now aware of your headlight. Aggressive Agents will be able to sense you from further away when it’s on. Turning it off will allow you to get closer to them, or enable you to run away before they attack, though at the cost of increasing your rate of Terror gain.
The Wrath crescent has been improved and will start to indicate the direction of potentially hostile Agents much earlier, allowing you to react accordingly. Will you turn tail and run or will you head into the fray?
This update sees the release of three new enemies: the Undeparted, Bull Cantankeri and Senior Scriveners.
We’ve made further adjustments to player locomotives - all player vessels are now more manoeuvrable.
Now when your stats drop and you are no longer eligible for an item you have equipped, your locomotive will start to suffer from Engine Problems. Your engine’s heat value will be halved, hampering your ability to take on enemies effectively. When you next dock, your equipment will be removed along with any boosts they confer.
When you illuminate an enemy with your headlight you will now see its class, e.g. Tackety Scout, Cantankeri, Douser, etc. This information will disappear after a few seconds and you'll not see it for that individual Agent again. If you encounter an Agent of the same type, you won't see its name until a full two minutes has elapsed since sighting the first one.
If the Agent is a Tackety Scout, or an Enduring or Glorious Dreadnought, then you’ll also see one of our Kickstarter backer’s vessel names. These backer names will also be seen on transient Wreck discoveries.
The new Traitor’s Wood content is fully in place.
The content for the Wreck of the Berrenger is now in game.
The Incautious Driver’s storyline can now be completed.
Headlights now flicker and cut out when entering extinguishments - sail carefully!
Agents spawns have been reduced in Eleutheria and some segments of the Reach and Albion now that their behaviour has been tweaked.
The Vala now has a quality requirement 50 Mirrors.
The Pellinore and Moloch have had their Hull value increased. The Parzival, Bedivere and Agravain have all had their Hull reduced.
The Agravain has been replaced with the Medea at the London engine yard.
Balancing to Agent and player damage, as well as Agent HP.
Hull repairs at Pan now cost Eleutherian Mysteries rather than Sovereigns.
Below is a list of known issues for this build. For a full list of known game issues see our Known Issues page.
Arcing does not currently work for Agent to Agent combat.
Audio cannot currently be attached to Auras so these attacks currently have no sound effects.
The final audio is not yet in place for all Agent attacks. Placeholder SFX have been added in some cases.
When docking after suffering from Engine Problems, if you have a full Hold the jettison interface will trigger twice (just press cancel each time to close it).
Additional Hull and Crew are not removed when items are automatically unequipped on docking after suffering Engine Problems.
Agent names are missing from Curators.
Agent names for Glorious and Enduring Dreadnoughts do not display correctly in Albion.
Agent health visuals (smoke, fire, blood particles) are not removed as Agents heal.
Bull Cantankeri do not yet have a bespoke storylet.
If a wrathful Agent loses wrath towards a player and subsequently regains it in another encounter, the wrath crescent will not display.
Patch 184.108.40.206.4d9e3cf71 (25 July 2018) What’s New
Eleutheria has arrived. It’s dark, deadly and terrifyingly beautiful. Survival here is very hard. Good luck Captain, you’re really going to need it.
To access Eleutheria you will need to travel through the Reach-Eleutheria Transit Relay located in the Hybras segment. Go prepared and be warned; you may not be able to come back via the same route through which you enter. Permits are not cheap, they will set you back 800 Sovereigns and once purchased you’ll need Savage Secrets or Caddies of Dried Tea to gain entry.
The Eleutherian region has a different layout to the Reach and Albion. There is no inner and outer ring, just a central hub and one wide ring surrounding it, which is divided into four segments. Eleutheria also features a new type of port, mini ports known as Platforms. You’ll be able to dock at Platforms and access content in the same way you do at larger Stations, as they are now known.
In our previous update we introduced the ability to toggle your locomotive headlight on and off. Your headlight affects your rate of Terror gain and in Eleutheria it will also affect the way agents behave towards you. Some cannot tolerate the light and will attack you when your beam shines over them, others will become wrathful when it’s off. Sleeping Grievers are a perfect example, shine your light on them if you dare. That said, even with your light off they can sense your presence in other ways. We recommend you keep your Terror low when entering their territories. It’s not a good idea to bump into them either.
When to use the headlight will become a fine balancing act since Eleutheria is so dark you’ll definitely need to use it to tell what terrain you can crash into. Even scouts have a difficult time seeing what’s in front of them. No matter whether they are Discerning or Oblivious scouts, they will mark all Eleutherian finds with a ‘something dark’ icon on your chart.
Just like with Albion we’re keen for you to explore Eleutheria yourselves and we don’t want to give too much away, but in brief Eleutheria contains:
Seven new ports (Stations) and three Platforms.
Three new agents; Dousers, Grievers and Empyrean Outriders.
Two new Spectacles.
New transient Discoveries: Stacks, Blind Hermits, Extinguishments, Crossroads and Amber Chunks.
New persistent Discoveries: Well of Wonders and Wreck of the Berrenger (content for this wreck didn’t make the cut off for release so the model is in place and the content will follow in the next update).
A new locomotive; the Medea-Class Destroyer is available at the Pan engine yard.
The Altani-Class Outrider has returned and is available at Eagle’s Empyrean.
New locomotive equipment and weapons are available at Pan.
Eleutherian Prospects and Bargains.
A note about performance
Some of our players have been experiencing performance issues in the last few builds. We made a bunch of fixes in the Roleplay update which addressed various exceptions caused by weather and wrath that lead to an eventual game freeze. However, we found that some rare weather exceptions remained.
We believe we’ve fixed the last of the weather issues now, but like peeling an onion, once we fixed those bugs we found other performance issues lurking underneath which had been hard to detect until the weather errors were out of the way.
We've spent the last week continuing to peel that performance ‘onion’ and we've made significant improvements. However we can see there is more for us to do to improve performance across the game, so this is not the end of the optimisations.
Players will still see brief dips in FPS in certain circumstances (docking/undocking, deploying scouts, just before crossing segment borders as the next segment loads), but they should not experience continued stuttering. Anyone that does needs to report this to us so we can diagnose the problem. Details of what we need you to send us are below.
Any player who has experienced the stuttering in previous builds should take the following steps after today's update:
Go to C:\Users[YourUserName]\AppData\LocalLow\Failbetter Games\Sunless Skies\storage\
Patch 220.127.116.11.cd2a9a87a (07 June 2018) What’s New Officers
The first batch of new officers have been released and you can now talk to them and assign them to benefit from their stat boosts. Assigning an officer can only be done when docked. Open the officer’s interface on the navigation bar and click the little circle next to their icon. The cap icon will show when they have been successfully assigned. You can talk to your officers either by clicking on their icon within the officer’s interface, or on the officer HUD in the top right of the screen.
New on the scene are the Incognito Princess, the Repentant Devil and the Rat Brigade, all with their own storylines and ambient messages which fire as you approach ports and various discoveries. Existing Officers like the Inconvenient Aunt and Fatalistic Signalman have also received updates and expansions to their storylines. The Incautious Driver and Clay Conductor’s storylines will be available in a future build.
Mascots are also available in this update. The Obviously Delicious Rabbit is available for our Kickstarter backers and the Useless Cat and Inadvisably Big Dog can now be acquired. The Perfect Pangolin has also been deployed but since she is obtained at a port in Eleutheria you’ll need to wait for the next update to get your hands on her. Similarly the Blemmigan Voyager will be released in a future update. Like officers, all mascots offer stat boosts when equipped and can be interacted with.
We’ve jazzed up the character creation screen. Not only has it received a new background and icons but there are now four new Origins and a new Ambition: The Song of the Sky.
This update to the character creation screen does not include additional character attributes (e.g. noses, chins, brows, etc.) but it does include two new ‘hats’ - a turban and a hijab for our Sikh and Muslim communities respectively.
We’ve also spruced up the Character Progression screen. In the last update we added a few additional Facets and now there are even more to choose from as you level up your captain.
Victory Screen and Heirlooms
We now have the Victory screen in place for when you complete your Ambition, which is very similar to the legacy screen when you die and create a new captain. After successfully completing your Ambition, your successor will receive everything that a new captain would after the death of an old one, only they will not have a piece of equipment removed and they will receive a very prestigious Heirloom quality. Heirlooms will be displayed in your Possessions interface. Have fun collecting them all!
Headlights can now be toggled on and off (L on the keyboard, controller support coming soon). Turning your headlight off will cause your current rate of Terror gain to double. Toggling your headlight will have more implications in later builds.
The chart now has an expandable legend. The regions have been separated and scrolling away from the centre of your current region is limited, but you can toggle between regions using the arrows on the legend.
Wrath and Health Feedback
In the last update we added the wrath crescent, a little arc of red light that pulses and indicates the direction of an agent that has taken a dislike to you. We’ve also added some additional wrath feedback mechanics in this build. All mechanical agents now have white lights along their hull and when you invoke their wrath they go to red alert! Organic agents emit a red aura of rage.
All agents now have health feedback too. Mechanical agents will start to smoke when they reach 50% health and will go on to catch fire at 25%. Organic agents start to spew ‘blood’ particles at 50%, which gets worse at 25%.
There’s a new locomotive available at London: the Agravain. The Altani has been removed from London and added to a port in Eleutheria for lore reasons. You’ll be able to get your hands on it again once our third region is released.
We’ve also altered the movement parameters of all the available locomotives so that they handle differently. While all locomotives share the same maximum speed, some like the Bedivere will reach that top speed much quicker than other locomotives. Some like the Parzival have a lower skid suppression so are a bit harder to handle, but are much nippier in battle. Others are steadier but don’t take corners quite as quick. We hope you have fun finding the perfect locomotive for your needs and that you’ll leave us feedback on the forums.
We’ve added a bunch of new equipment, available at New Winchester and London, along with higher tier weapons!
Higher tier equipment, weapons and scouts now have quality requirements. If requirements have been added to items that you have equipped on your existing save game, you may no longer meet the requirements. If this is the case you will not receive their bonuses after the Roleplay update, however they will not be automatically unequipped from your locomotive. Because of this you may see some unusual behaviour with your cargo number. Unequipping the item will resolve this. More details can be found here.
In the future we will implement a method for notifying players that they no longer meet the requirements for equipped items when their stats drop through storylets and other actions.
We’ve also tweaked equipment tooltips so that they state the locomotive slot that they can be equipped to. No more guessing when purchasing new equipment.
Patch 18.104.22.168.72fb12b (09 May 2018)
In a nutshell, the Threat update is all about making the High wilderness feel like a more dangerous place. It is a more dangerous place. Be prepared to defend yourself. Be prepared to die, frequently. You are welcome.
What's New Hazardous Discoveries
Various transient discoveries across the High Wilderness are now Hazardous Discoveries, that is they have a chance to give you a nasty surprise when you interact with them. This is generally in the form of spawning a beastie who will be rather displeased to see you (their sudden appearance may give you a bit of a shock, but we'll be adding a more subtle spawn animation in the future).
Some discoveries (Vitrified Structures, Curators Eggs and Grim Inscriptions) now have a halo effect similar to Spectacles where Terror will be applied when you get too close. Others like Wefts of Unravelled Time force interaction when you approach. Sail carefully!
Weather is a special type of Hazardous Discovery that randomly spawns throughout the High Wilderness (there are many spawn points in the Reach but only a few in Albion at present. We will be implementing additional weather spawn zones in a future update). All weather exhibits a physical force on locomotives along with other effects, some negative others beneficial.
The Peacock Wind will increase your rate of Terror gain but also replenish your current barrel of supplies up to 100%.
The Candlewind will increase your rate of supply consumption. Ensure you have enough sustenance before daring to cross it.
The Storm-that-Speaks is an interactable discovery. If you can cope with the Terror gain and Hull damage on your journey to the eye of the storm, then perhaps you may speak to it.
The Diffident Bat finally has some company. This update sees the release of an additional three scouts, the Star-Smitten Bat, the Intrepid Cavy and the Ratronaut. For Kickstarter backers there is also the Cyclopean Owl. These are not just pretty pets, but useful lookouts each with varying abilities. There are three attributes by which scouts can be ranked:
Bravery. Scouts are either Cautious and search for things nearby (Diffident Bat, Cyclopean Owl) or Bold and have a longer range.
Curiosity. Scouts can be Diffident and only report a single find (Diffident Bat, Star-Smitten Bat, Intrepid Cavy), or they can be Inquisitive and spot up to three things of interest.
Acuity. Finally Scouts may be Oblivious and simply mark locations on your chart (Diffident Bat, Star-Smitten Bat, The Ratronaut), or they may be Discerning and will categorise their findings with unique icons.
The helpful critters can be acquired from a very special merchant who you'll encounter at New Winchester. This trader will appear after roughly a month of in-game time on a new account and will have already set up shop on existing saves, so it's worth a detour to take a look at his wares. Be warned though, the merchant is a traveller and once you've poked around his shop he will move on. Fortunately he will always leave a clue as to where he intends to visit next (after a number of stops he will move on to Eleutheria so ensure you do not squander your opportunities to purchase new scouts).
Agents now provide visual feedback when they are provoked. A crescent will be seen around your locomotive indicating the direction of the agent and their hostility towards you. The colour will change from white to red as an agent's wrath builds and if it decides to attack the crescent will pulse deep red before vanishing. Some agents have bespoke animations, like Scrive-Spinters which emit a red glow of rage when they decide to hunt you down. Other agents will be updated with similar effects in due course.
Some beasties like the Scrive-Spinster and Enduring Dreadnought now have damage indicators. Dreadnoughts will start smoking when they reach 50% health and will catch fire around 25%. Scrive-Spinsters have a similar effect where they start to ooze yellow particles as they take damage. Again we'll be applying similar effects to other beasties throughout the High Wilderness in future updates.
There are now bunch of new ways for you to accrue wrath from various enemies. Some agents in the Reach will be friendly or hostile towards you depending on your allegiance in the Winchester War. Some will become angry when you are running errands for their enemies in the form of Prospects and Bargains. Other agents, like the territorial Chorsiter Bees, will take issue with you when you are carrying certain items. Approaching them may raise their hackles and while they'll check you out they will generally leave you alone. If you're carrying Nectar however, well, just remember our advice. Don't antagonise the bees!
We've revisited discovery and agent spawning in the Reach so the experience is more akin to that in Albion. Some discoveries that were released in the Albion update can now be found in the Reach.
We've added a whole host of new ambient text including segment entrance messages.
We've added four interactable Isambard line discoveries.
You'll now experience new Nightmares as your Terror rises and your Condition worsens
We've expanded the Winchester War content between the Tacketies and Stovepipes with added options to influence the course of the war.
The Winchester War now has a greater effect on the spawning of agents around the Reach.
New Prospects and Bargains.
Hints are now present on the loading screen.
Esc now closes interfaces.
Bullets and their particle effects have been updated.
The locomotive's smoke trail has been updated.
New chart icons for Spectacles, Transit Relays and Discoveries.
We've improved the UI highlighting for controller/keyboard support.
We've made changes to the Prospects and Bargains interface to make it more user friendly.
Current and example save files have been removed from the mode selection screen when starting a new game.
New Term of Address options on character creation.
Wonder and Horror music has been introduced to Spectacles.
New SFX are in place throughout the High Wilderness including: docking, agent attacks, weapons fire, looting, fuel/supply barrel change and level up.
You now have to turn controller support on manually in the control options menu. This is a temporary fix to stop gaming keyboards, mouse devices and non-standard controllers (e.g. foot pedals, arcade sticks, steering wheels) being auto-detected.
Controller instructions will no longer become stuck on screen after death.
The Interact prompt no longer appears over the top of the transit gates once activated and the animation runs.
You can now open more than one section at a time on Possessions interface with a controller.
The pause menu no longer opens behind the Chart.
Homesteads now appear in the Prosper segment.
Collision damage has been applied to Kisigar Gardens and Youngsfound assets in New Winchester.
The Worlebury-juxta-mare label is no longer obscured by fog.
Collision damage has been applied to all assets in Brabazon.
We've fixed the z-fighting near Tuxeed Point in the Brabazon segment.
Smoke is now correctly aligned with the pipes producing it in Brabazon.
The headlight no longer passes over the port assets at the Royal Society.
The new strafing and venting SFX are now present on all non-Spatchcock locomotives.
Port Avon bells can no longer be heard when starting a new save file.
Port Avon bells are now muted when storylets are open.
Port Avon bells no longer distort with player movement.
Various SFX are now muted when SFX volume is set to 0% (strafing, venting, docking, Magdalene's clock, Port Avon's bells and Scorn-flukes and Guest attack SFX).
Port specific SFX are now heard when travelling to Albion and when moving between segments.
We've fixed a bunch of typos and grammatical errors.
The Wrath overlay can get stuck on screen after death or returning to the Title Screen
The chart icon does not update when players encounter Transit Relays after being scouted by oblivious scouts.
Transit Relay and Persistent Discovery icons do not persist on chart after reload.
Patch 22.214.171.124.e51bc7cfe (04 April 2018) What’s New The High Wilderness’ Second Region: Albion
Albion is finally here. A whole new region for you to discover, exploit and (mostly likely) meet your untimely end in! Albion is beautiful but deadly, survival here is harder than in the Reach. Do you have what it takes to make it, or will you crawl back to the verdant green landscapes of the Reach with your smoke trail between your legs?
To access Albion you will need to travel through the Reach-Albion Transit Gate which is located not far from Port Prosper. Head in a clockwise direction from Prosper around the rim of the Reach. Once there grab yourself a travel permit at which is free during Early Access. You’ll then need a Ministry-Stamped Permit for first class travel or two Barrels of Unseasoned Hours for second class (available at various ports around the Reach including Port Prosper).
We don’t want to spoil too much as we’re keen for you to explore and let us know what you think, but in brief Albion contains:
Nine new ports.
Five new agents (Scorn-Flukes, Curators, Star-Maddened Explorers, Glorious and Deranged Dreadnoughts).
Six new Spectacles (have fun finding out if they are Horrors or Wonders).
New transient Discoveries (Weft of Unravelled Time, Squirmings, Pardoner Eels, Grim Inscriptions and many others).
New persistent Discoveries: Wreck of the Boatman and Well of the Wolf (which like Old Tom’s Well has a Spectacle-like Terror effect).
The Altani-class Outrider available at the London engineyard.
New equipment to boost your Quarters, Hold and Hull.
Equipment which grants the Assaying quality (which you’ll need for all the eels and squirmings).
Albion Prospects and Bargains.
New Discoveries in the Reach: Fragments of the past, large Bronzewood pieces and fungal infested meteoroids.
New quality and focus icons throughout the Reach (be aware there are still a number of placeholder quality icons in game).
You can now interact with persistent discoveries more than once without having to leave and re-enter the segment.
Homesteads now spawn correctly in Magdalene’s and Polmear & Plenty’s segments.
Collision damage has now been applied to asteroids in the Magdalene's area.
Qualities are now removed from the Journal once they are reset (as opposed to when they are completed).
We made a change so that the in-game messages near Lustrum are easier to read.
The venting animation on the Parzifal-class locomotives is now aligned correctly.
We've fixed the scroll on the Hold section of the bank interface.
The auto-docking system no longer puts a player's locomotive at an angle.
You will no longer receive Hull damage when entering docks at angles.
The camera no longer shakes when entering docks at angles.
The level-up animation on locomotives is once again correctly aligned.
Lustrum: The Mountain Beckons now shows in the journal.
We’ve standardised the spelling of Dreadnought across the game.
The avatar tooltip no longer appears on the Character Progression screen if opened while it is displayed.
Crew can no longer be exceeded on the Homestead storylets.
We've cleared up the confusion with the Amenable Host when speaking to him after the death of your previous captain.
Hidden looting qualities now randomise correctly so you’ll see more looting opportunities for mechanical agents.
The Headstrong Strongwoman's dialogue is now accurate according to whether or not her flyers need posting.
The Phlegmatic Researcher's now continues to pay you for bringing him items for his private research.
Handing in Hybras Pus to the Phlegmatic Researchers for private research no longer moves you out of the storylet.
Damage to buildings at Titania from the Chorister Hive is now reported correctly.
We’ve corrected some typos at the Leadbeater and Stainrod Nature Reserve.
Albion Known Issues
Below is a list of known Albion issues. For a full list of game issue see our Known Issues[www.failbettergames.com] page.
The Interact prompt appears over the top of the transit gates once activated.
Prospects are available at the Avid Horizon rather than bargains.
Worlebury label can be partly obscured with fog (depending on the segment it spawns in).
There’s some z-fighting near Tuxeed Point.
Blocking is missing on a few assets in Brabazon.
The headlight passes over the port/dock asset at The Royal Society (Airy House) and two asteroids in the Mausoleum segment.
The transit gate activation audio repeats on arrival in a new region.
The transit gate arrival audio is not yet in place.
Scorn-flukes are not muted when SFX volume is 0%.
The chart text does not update to say Albion when you move to that region.
Patch 126.96.36.199.8046df9 (27 February 2018) What’s New Combat changes - batch #1
The biggest change we’ve made to this build is a complete rework of the Heat mechanics. We’ve redesigned the Heat bar and the way it gives feedback. We've also made the mechanics simpler and feel we’ve arrived at something that makes combat fun and accessible, whilst being measured and allowing the player to use a few tactics to get the most out it. Here are all the changes we’ve made:
Heat is no longer gained from forward thrust, it is now only applied when strafing and firing weapons (though we may add additional ways to gain heat in the future).
Heat is a value which goes up to 100, once you reach 100 your vessel will overheat.
The Heat bar warning light will turn on around 80% as an indication that you are close to overheating. There is also an audio cue.
Consequences like the temporary loss of a weapon whilst overheated have been removed.
When you are overheated you will be unable to strafe, though you can still turn, reverse and move forwards.
Once overheated you will remain in that state for a few seconds. After the overheated period has elapsed your locomotive will vent Heat rapidly and you’ll once again be able to strafe.
You can fire your weapons whilst overheated, but as a consequence you will take damage (10% of your max Hull value). When you choose to do this your locomotive will vent immediately and Heat will dissipate rapidly.
You will be unable to fire your weapons if you are overheated and firing them would damage your Hull to the extent that it would lead to your untimely demise.
Weapons now have continuous fire - hold down your hotkey/mouse button and the weapon will fire again as soon as it comes off its cooldown.
If you are using continuous fire then your weapons will cut out automatically when you become overheated so you don’t inadvertently damage your Hull. Once you come out of the overheated state continuous fire will kick in again.
Weapons have variable cooldown times and kick out different amounts of Heat (Jerusalem 30%, Emanation 50%, Brassraven 10%).
We’ve also made numerous changes to some of the beasties that roam the Reach. Cantankeri are a little faster, Reach Marauders can turn sharper and Enduring Dreadnaughts have new weapons and are a bit tougher. We’ve also made the agents less accurate, enemies like the Tacketies and Dreadnaughts will now take potshots at you even when they don’t have a perfect line of sight.
Gamepad support is finally here and currently works with Xbox One, Xbox 360 and PS4 controllers. Plug in a control pad and have fun navigating across the Reach using the bumper buttons to strafe and the triggers to control forward and backward thrust.
Unfortunately we didn’t have time to implement a login check to reset everyone’s default controls automatically to include the updated controller mapping, but we’ll be including it in the next update. For now if you want to take advantage of gamepad controls you’ll need to manually reset the controls to default.. You can do this from the title screen (select Options > Controls > Restore Defaults) or in-game (press Esc > Options > Controls > Restore Defaults).
After many hours of gameplay we’ve added a default configuration which we feel is the best fit, however everyone is different so you can remap the gamepad controls at any time after having restored to the default configuration.
The gamepad controls introduced a lot of new functionality in order to be able to move through the various interfaces without using a mouse, so there are also keyboard equivalents in place, however these are not fully supported yet so you cannot rebind them at the moment, there is no functionality for the chart or moving between tabs in shops, and they are not currently shown in the Controls menu. They are as follows:
Select Left Menu (Port Index UI or Always Storylets when not docked) - Ctrl + Left Arrow
Select Bottom Menu (Navigation bar) - Ctrl + Down Arrow
Select Right Menu (Officer HUD) - Ctrl + Right Arrow
UI Move Up, Down, Left, Right - Arrow keys
UI Cancel - Backspace
UI Select - Enter
UI Submit (equivalent to X on Xbox controller, used for Jettison, More Info etc) - Delete
As simple as the gamepad controls look, it was a phenomenal amount of dev work to get it working correctly within Skies. Naturally there were lots of bugs and we’ve painstakingly nuked all but a bunch of minor issues which we’ll fix in an upcoming build. Make sure you read about them on our Known Issues [www.failbettergames.com] page so you are familiar. As always, if you come across any that aren’t listed then send us a quick report, details of how to do so are here[www.failbettergames.com]
We’ve made a couple of very subtle tweaks to locomotive movement. We’ve mentioned before in one of our Upcoming Changes threads that we are toying with the idea of having difficulty settings for movement. We won’t be implementing this until much closer to launch but in the meantime we wanted to adjust the controls to make the locomotives feel slightly less ‘slidey’. It’s been hard to find a balance because while a lot of players have told us they find the locomotive difficult to control, there’s also a lot of people who like the feel of it. One thing we don’t want to do is make the default controls feel ‘dumbed down’, hence why the changes we’ve made in this build are minor. Once difficulty settings are in place, you’ll be able to make stronger adjustments yourself. Here are the tweaks we’ve made:
We’ve increased forward thrust so you get up to your maximum speed quicker. This should make you nippier in combat when you need to kill forward thrust, make a sharp turn and move full steam ahead out of the way of incoming enemy fire.
In our last update we reduced the locomotive’s backward thrust so it’s much slower to reverse. We’ve buffed that a little in this build so it’s now a bit quicker.
We’ve tweaked the skid suppression which will give you a little more control when strafing.
Default controls for weapons have been changed to the mouse buttons - only new players installing the game for the first time will see this change. If you’ve been playing in Early Access and you want to see the changes you will need to restore defaults (from in game press Esc > Options > Controls > Restore Defaults).
The Survival HUD now flashes when you take Hull damage.
The Fastidious Inspector quest now requires items freely available throughout the Reach so players are no longer at the mercy of random Bargains.
When weapons are assigned to mouse buttons they no longer fire when opening/closing interfaces. We had to apply this change to hotkeys too, so be aware that if you choose to use keyboard hotkeys to fire your weapons, they will only work when your cursor is not over an interface.
Weapon keys can now be held down so that weapons fire immediately when they come off cooldown.
New ambient sounds are in place throughout the Reach.
We’ve added some functionality which stops you from going over the edge of the Reach and as a result players will no longer get stuck on the loading screen when crossing the boundary.
New in-game messages which trigger when you hit certain variable states have been introduced.
We've made some adjustments to the camera zoom.
The tutorial no longer opens up each time you close a Must Event or a Loot storylet.
Quests are now marked as completed once the storyline is finished.
Quests are now moved to the bottom of the journal when completed.
Objectives (sub-quests) are now in place and display as bullet pointed lists in the journal underneath the main quest. When completed they will be marked with a tick.
Spam clicking Facets no longer causes skill boosts to be applied multiple times.
Navigation interfaces can no longer become locked to the middle of the screen.
Navigation interfaces can no longer be brought up on the Title Screen.
The patch notes no longer appear in-game.
You will no longer receive Hull as a reward from Flotsam & Jetsam if your locomotive has max Hull.
When collecting Hull from Flotsam and Jetsam, the correct amount of Hull applied is now shown.
The Experienced gained label for Squire's House at Port Avon now appears in game on discovery.
Double Terror gain now kicks in when you are down to 2 Crew on Parsival-class locomotives, rather than 1.
Bargains are now removed from the Bazaar once you've purchased all the items available in the offer.
If returning to the Title Screen and then continuing immediately after creating a new character, your locomotives equipment is no longer unequipped.
Colliders on mechanical agents are now removed immediately on death.
The Crew requirement for Conduct a nocturnal excavation at Port Avon has been lowered to 5 to accommodate Sky-Captains with Parsival and Pellinore class locomotives.
You will now see the correct quality effect message when completing the Amenable Host’s Assumed Identity quest
Once you’ve completed the Assumed Identity quest you will no longer see the option to tell the Amenable Host about his past.
Port reports can no longer be farmed for Sovereigns at Lustrum and Port Prosper when the Winchester War changes
Player's can now purchase all Ministry-Approved Literature bargains around the Reach.
Sovereigns awarded for Ministry-Approved Literature Prospects have been adjusted so they are worth more than the value at Victoria Market.
The avatar tooltip no longer gets stuck on screen.
Officer slots will no longer remain in an expanded state if the main menu (pause menu) is opened over them.
Engine SFX now play after death.
Character names are no longer obscured by the Load button on save files (with default Font and UI scales).
Increasing the Font Scale will no longer cause the cost of locomotives to become cut off in the Engine Yard interface.
The fog around Carillion has been tweaked to remove straight lines.
The line above the Bedivere-class locomotive in the Engine Yard and Hold interfaces has been removed.
Erroneous graphical assets have been removed from the chart between segments.
We’ve fixed a number of typos and grammatical errors.
Patch 188.8.131.52.1f12226aa (01 February 2018) What’s New Spectacles
Spectacles have arrived! Some of these are existing assets that have been spruced up and had a Terror effect applied, others are new sights to discover. Some Spectacles will fill your crew with a sense of wonder and your Terror level will decrease whenever you’re basking in their beauty. The High Wilderness however is also filled with many horrors and a lot of Spectacles will increase your rate of Terror gain whenever you get too close.
Each wonder and horror spectacle has a charge which begins to dissipate and apply its Terror effect when you enter its immediate area. Once the charge has run out, your normal rate of Terror gain will resume. The time over which the Terror effect is applied varies from Spectacle to Spectacle, and while it eventually runs out they do recharge so plan your journeys carefully.
Our first batch of discoveries are in place. Scattered across the Reach you’ll find abandoned wrecks, homesteads, mineable sky-rocks and hives to mention just a few. Flotsam and jetsam litters the space between ports and you’ll be able to pick up a number of items from them on your travels. Some discoveries have accompanying storylets and while most will disappear after interaction or on leaving the segment, some are perpetual. Two permanent discoveries found in the Reach are Old Tom’s Well and Wreck of the Parzifal. Both have storylets though Old Tom’s Well also has a Spectacle-like terror effect when you approach it. You’ll understand why when you find it. Happy hunting!
Fog and Lighting
Fog has crept into the Reach helping to build the mood and sense of dread as you explore areas unknown. Unfortunately with this increase in atmosphere came a decrease in visibility, making it even harder to see what objects you could collide with.
To combat this we’ve introduced the long-awaited locomotive headlight. The headlight is purely to help with navigation, there are no mechanics (such as increased fuel consumption) applied to it and as such it cannot be turned off. This perpetual beam is there to help guide you through the Reach and see what you can and cannot crash into. Anything on the collidable level will stop the light passing over it, creating eerie shadows and beautiful scenes of dancing debris. Light will pass underneath bridges too making them much easier to distinguish.
Another benefit is the effect it has during combat. The headlight acts as a targeting reticle, helping you to see when your weapons are lined up and also when you are in your enemy's line of fire (for mechanical beasties as least).
New Docking System
There’s now an auto-docking system in place at all ports in the Reach. As your locomotive pulls into the entrance of a dock the docking system will take over and guide your ship into position, meaning fewer collisions and hull repairs! Turning and strafing will be disabled whilever you’re in dock too, helping you to maintain a shiney, damage-free engine.
More Terror Changes
Along with the new Survival HUD, November’s update saw the introduction of different rates of Terror gain. We reduced the ambient rate from approximately 1% per 7 seconds to 1% per 14 seconds and applied a Terror-free zone in and around ports. We also added a spooky camera effect that creeps in at the edges of the screen when your Terror rate doubles, owing to having less than half the amount of Crew that your locomotive can carry.
January’s update sees further additions to Terror in order to make it clearer when you are gaining or losing it. The Terror icon and bar is white when you are not gaining any Terror, but will pulse red when it starts to increase on leaving the safety of a port. If your rate of Terror gain increases (around Spectacles, when you have a low Crew count, or both), the pulsing quickens and you’ll see visible colour changes. When your Terror decreases however, the HUD will turn a soothing shade of blue. We’ve also added additional camera overlays to accompany these Terror effects. Now that there are more ways to increase and decrease Terror in game we’ve once again tweaked the ambient rate of Terror, this time to ~1% per 10 seconds.
New Officer HUD
We’ve implemented a new Officer HUD so you’ll be able to see who you have recruited at all times. It also incorporates your Profile avatar and the tooltip will display your name, level, experience and how many character points you have to spend (character points are gained each time you level up). Clicking on your avatar will open the character progression screen where you can spend your character points on new Facets.
Not all the functionality of the new Officer HUD is in place just yet however. You cannot yet click on the Officers to interact with them.
Sovereigns are now visible in the shop and Bazaar interfaces!
The Spatchcock’s cargo space has been raised to 12.
New items are available at New Winchester.
The Bank interface has been reworked so that it is one UI element.
New Title Screen, Terror and Death music.
All locomotives now have their own unique engine SFX.
Enemies now explode on death.
There is now a delay between the triggering of in-game messages around ports.
The camera overlay no longer persists after death.
The focus icon no longer overflows the storylet interface at Traitor's Wood.
Settlers can now be dropped off at Traitor’s Wood.
The Possessions, Officer and Profile interfaces now auto-update if they are open when you obtain new qualities, officers, port reports, affiliations or peculiarities.
When the Journal is open alongside a storylet it will now auto-update with quests when you start, advance or complete them.
The Hold now updates automatically if it is open when accepting and completing Prospects or when purchasing a Bargain.
Terror gain now stops correctly around all ports.
Interfaces now open and close correctly after other UI elements have overridden them.
Agents can no longer enter docks and drop loot which cannot be collected.
Patch 184.108.40.206.1dcb4f0 (15 November 2017) Updates
The Diffident Bat can now be jettisoned.
The Diffident Bat is now available to buy at Abraham’s Engineering at New Winchester should you be cruel enough to jettison the one you currently own.
We’ve reduced the cost of Hull repairs from 5 to 1.
Branches to repair your locomotive’s hull have been moved from within the New Winchester storylet to their own storylet (Repairing your Locomotive) at Wolvesey Station.
The Diffident Bat once again finds all ports in the Reach.
All labels now appear on the chart when discovered in-game.
Small weapons now remain equipped when purchasing locomotives with large armament slots (i.e. Parsival and Moloch class locomotives).
Sovereigns now update when you have the Possessions interface open when buying items.
You can no longer travel with interfaces open after opening and closing the character progression screen.
You no longer have to click Wolvesey Engine Yard twice to reopen it after closing it down with the X.
The cargo Hold now auto-updates if it is open when receiving and losing items via storylets.
The Jettison interface now updates correctly when equipping a duplicate weapon.
Opening a shop interface when you already have another shop interface open no longer closes the interface down.
All locomotive sounds are now muted when SFX Volume is set to 0% within game.
Locomotive SFX have been balanced to make the engine start/stop SFX less jarring.
In-game graphical distortions and z-fighting should no longer occur on MacOS machines with NVIDIA graphics card (we are aware of the minor z-fighting on the chart and will resolve this in the future).
We have removed the spaces before the full stop on various journal entries.
Patch 220.127.116.11.2dbd705 (25 October 2017)
There’s a number of new features in this build for you to get your claws into. They are:
These are shops in port (currently just New Winchester) where you can purchase new locomotives. Instead of a straight purchase situation, players will be able to trade their current locomotive in towards the price of a new beauty. Be forewarned - locomotives are not cheap, and prices may change as we continue to balance the economy. Start saving those Sovereigns!
You can now store items that are taking up valuable space in your hold. Banks are available at major ports (which means just New Winchester at the moment until new Regions are released). Items stored in banks can also be retrieved by a new captain if your previous one meets their demise. To access the bank speak to the Scrubbed Clerk at New Winchester once you reach level 2.
When starting a new game you can now choose to play the Legacy or Merciful campaign.
In Legacy mode, players can start from the last major port visited by their previous captain, with their locomotive, half their sovereigns, any items stored in their bank, a percentage of their experience, and all but one piece of equipment assigned to their locomotive.
In Merciful mode, players can choose to either start with a new captain as in Legacy mode, or continue with their previous captain from their last auto-save point.
This update allows players to select a character portrait, character name, what they’ll be addressed as, an origin story, their base statistics, and their chosen ambition.
As a note: Character Creation is not yet fully complete. There will be more origin stories, ambitions, and facial features will be added later on. We’d very much appreciate your feedback about which type of features you’d like to see more of/which are lacking.
There’s not as many bug fixes for existing issues with this update but that is because our focus has mostly been on developing and testing the new features in this build.
As always, if you spot a bug, please check to see if it’s a Known Issue (any workarounds are in red text) before emailing us at email@example.com with details of the bug (specific info on what to include in bug reports can be found on our Bug Reporting page).
As for feedback, please let us know what you think of the new features and existing ones too at firstname.lastname@example.org. Feel free to post on the forums too, though sending a message to our internal ticketing system means your feedback won’t be missed.
The chart zoom now functions when the chart is accessed with a storylet open.
The Hull tooltip now auto-updates as soon as Bronzewood shielding is equipped. You no longer need to repair your hull or exit and re-enter the game to see the update.
Cruise Control can no longer be activated when you have an interface open.
If you gain more items than your Locomotive can carry whilst in a dock, you are now able to close the Jettison interface temporarily in order to sell items at shops, or bank them if at a hub (major) port.
The Hold UI now expands correctly when purchasing additional items.
The Main Menu can no longer be brought up on the Title Screen.
Agents no longer damage themselves with ranged weapons.
We've updated Titania so the Mayor won't explain the construction options after you've already started building.
The Magician at Polmear and Plenty’s no longer sets your Sovereigns to 100 when handing in items to him.
You can once again attend a performance at the circus (determined by the date).
All options can now be seen in the Parsimonious Chairman’s offices even if you don’t meet the requirements.
You are now correctly awarded Favour at Victory Hall in Exile when handing in port reports.
Pane of Stained Glass is available to buy no matter the state of the Winchester War.
Rewards from the Parsimonious Chairman and Sweet Jane have been tweaked so they are in-line with each other.
Fuel and Supplies are now available for sale at all ports.
The Brendan at Hybras now disappears at the correct moment in the Hybras storyline.
Titanian Petals and Mandrakes can no longer be farmed for Sovereigns.
The Formidable Lacquerer is no longer referred to as the Formidable Onnagata.
Likewise the Pharonic Enthusiast is no longer referred to as the Pharonic Aficionado.
Several typos and grammatical errors have been fixed.
Dying in dock during Merciful mode will no longer cause perpetual death when loading from the last autosave.
We have removed some blocking at the Bronzewood trees decoration.
Hull is now reduced correctly when unequipping Bronzewood Shielding.
Crew is now reduced correctly when unequipping Cosy Cabins.
Crew can no longer be exceeded at The Labour Exchange.
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