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Patch 1.7.1b - Ship fix and other tweaks

Ahoy, mateys!

Today's patch is full of minor tweaks, based on your feedback:
- Fixed: keyboard ship movement didn't work if gamepad was connected
- Damage limit on monsters is now percent-based
- Sold items now go to the beginning of the buyback list, not the end
- Fixed: more key names are compatible with key bindings panel
- Added sound effect for setting a key binding
- Set different color for active key binding input

Thank you for your reports!
Borington

Patch 1.7.1 - Journal

Ahoy, mateys!

Today's update is a smaller one, implementing some feedback based on Monday's full launch (mostly about ship combat).

Here are the full patch notes:
- New Journal tab added, so that pages don't clutter the inventory or the stash
- Changed skin tone of orange Seaman variant
- Tweaked ship cannon spread pattern
- If targeted ship is a small boat, cannons now focus fire in one point
- Increased damage difference between allied and enemy ships from 70/45 to 75/40
- Increased Yacht acceleration
- Increased ship item pickup distance
- Nerfed Licker attack damage from 19 to 15
- Added mouseover color for ship and build panels
- Customer serving size increased from 30 to 50, and can be partial value
- Extended Obsessed Hunter trigger area
- Tweak to spawn trigger in Hooghly Crossing end encounter
- Tutorial perfect reload trigger now works anywhere on the map.
- Fixed: knockback by non-hero units was disabled
- Fixed: rum capacity tooltip for violins corrected
- Fixed: Editor: Conversation Editor was broken in many ways

That's all for now! As always, if you encounter any issues, let me know about them on the forums, and I'll try to fix it ASAP.

Borington

Full launch, full sail!

Ahoy, mateys!

It's been over 4 years, but Rum & Gun is finally out of Early Access! Huzzah!
TL,DR: Now is a great time to try it!

The first public demo back in late 2019 was a rudimentary top-down shooter running in a web browser, with most of its design ideas borrowed from DOOM. No inventory, limited ammo pickups with no reloading, no powder or spells or stamina, and a basic perk system. It was an entirely different genre, leading to a bit of an identity crisis for the game. Let's call it 'growing pains'.
But thanks to your feedback it has matured (or rather mutated) into a full ARPG-shooter hybrid, with a 12 hour campaign and a real endgame. For that I am truly grateful.



But the story doesn't end here. The game will keep getting updates over the coming months, and I'll be needing your feedback now just as much, if not more so . For that the best place is our Discord server, or the Steam forums. The new patch is still fresh, so if you detect any issues, let me know ASAP.

Now let's plunder some booty, yarrr!!!
Borington


P.S:
Most of the update, up to 1.7.0g was already public in the pre-release build. Today's new patch is 1.7.0h, so not everything in the patch notes is brand new.
Major changes:
- Full Voice acting
- Act IV finished with new maps: Razor Reef, Divine Innards, Boiling Expanse, Epilogue
- Loot is now unlocked automatically (new today, in 1.7.0h)
- New damage scaling for weapons based on item level
- Saturation mechanic rework. Now it functions like an energy shield.
- Critical Strike mechanic

Loot, inventory, perks:
- Added Bombard and Mortar weapon types

- Added fur coat cape types. Combine them with beast masks for extra fashion points!

- Added Ruff item type. Alternate of the Liver

- Capes can be tinted, just like body and leg armor (1.7.0h)
- Overhauled socket system, it's now a consumable
- Rune damage in weapons now gives flat damage, not percentage (1.7.0h)
- Added Jade Figurine for Treasure Hunt metaprogression

- Traveling Salesman now also sells some runes
- New super-rare item stat: multishot factor. Affects all multishot bonuses
- "Charged attack" renamed to "Windup attack"
- Rewrote Puncture description
- Glaive can now have 'bomb per kill' stat
- Javelins can now have projectile speed stat bonus
- Buffed Hive damage, decreased drop chance
- Glaive damage buffed, pierce nerfed

Spells:
- New spells: Fracturing Bullet, Alestorm, Battle Standard
- Some spells have been buffed, but now have a cooldown
- Exploding corpses no longer deal self-damage
- Buffed focused shot spell damage
- Windup on pistols give extra damage bonus
- Increased Windup speed bonus for bombs
- Glaive Nova now deals the same damage as bomb nova
- Buffed Toxin Bomb damage
- Reload spell no longer shoots
- Static Missile no longer collides with enemies
- Liquor Bottle now has less drinking speed, not 10 life/sip (in 1.7.0h)

Perk changes:
- Traveling Salesman now sells perk undos (1.7.0h)
- New perk: Momentum
- 2 new perks for Area of Effect radius
- Backstab perks repalced with Critical Hit perks
- Revamped Rules of Nature perk mechanic
- Expired Booze perk was replaced with the new Multiply and Conquer
- Steel Pong damage bonus buffed to +10
- Warmup perk now affects all guns.

Gameplay changes:
- Slightly increased monster damage scaling
- Drinking customers now give a random item when leaving
- Minions are now teleported along with hero
- Reduced lifesteal transfer speed
- Rebalanced damage/life factors in very late game
- Hint pickups are no longer attracted by the fiddle
- Floating fires now hurt your ship
- Increased stamina recieved from drinking rum (1.7.0h)
- Default powder count increased from 30 to 40 (1.7.0h)
- Buffed boost duration for Yacht (1.7.0h)
- Added 26 new achievements (1.7.0h)

Creatures changes:
- Replaced company boss with the new Company Overseer
- New enemies: Drunken Degenerate, Scorpant Hatchling, Scorpant Egg
- Changed Muckman attack type
- Added new attack phase for The Shorelord
- Added secondary ranged attack for Cursed Captain
- Reduced attack speed and increased damage of Vengeful Blood
- Decreased hp of Cursed Sailor, increased damage
- Increased Emerald Queen attack damage
- Buffed damage of fly swarms from 25 to 30
- Leaping Terror hp nerfed from 65 to 60
- Tweaked attack behaviour of Corsair Captain
- Increased Weapon Smuggler life from 175 to 200
- Increased attack damage of Skeletal Shieldbearer
- Nerfed Lumberjack damage, so trees last longer
- Leaping Terror no longer has limited damage (1.7.0h)
- Reduced number of segments for the Bone Serpent (1.7.0h)

Graphics and sound:
- New music track
- Shoes got a different in-game look from boots

- Updated shoe item icon
- Egg weapon and projectile now has the same color as the item icon
- Ropes are now swaying in the wind
- Added death animation for gates
- Added missing map icons
- Updated loading screen
- Updated game menu title text
- Ruins textures can have color variation on a per-map basis
- New texture for Drunken Avatar ground explosion markers
- Drunken Avatar's orbit projectiles now have light sources
- Added new hurt sounds for sirens
- Added 3 new ambience sounds
- Leviathan and Kraken have custom death sounds
- Small update to calm_2 music track
- Corpses now follow the rotation of a ship
- Ice Golem death cloud is now more visible
- Weapon ambient sound (music) is now spacial
- GUI targetline is no longer visible in cinematic, fades in afterwards
- Increased pistol pickup scale (1.7.0h)
- Added last missing voice lines (1.7.0h)

Map changes:
- Added act transition scenes

- Countless minor changes, most maps have been affected
- New sprint charge tutorial
- Azure Reef has been renamed to Azure Atoll
- Bush Fields had been renamed to Hangover Hills
- Haunted Landing has been renamed to Haunted Fleet
- Nerfed warship unit spawning rate
- Reduced spawn rate of infinite pirates on Kraul's Landing
- You may now exit the Hanged Crab Inn zone earlier (1.7.0h)
- Added stronger allies to some maps (1.7.0h)

GUI and controls:
- Larger sell panel, with more detailed description (1.7.0h)

- Added Chat panel
- Spell cast on violin and rum is now buffered
- Esc now hides inventory before pausing
- Pause is now a rebindable key
- Added GPU Info display to options menu
- Ship boost now only activates if direction buttons are pressed
- Ship control mode can have separate zoom levels from land mode
- Slightly modified ship camera switch logic
- Added new hint for Loaded Die effect
- Switch to different weapon from violin when going to new map
- Chrome console can be opened with F12 in editor mode
- Bottles now display rum capacity even at stat level 0 (1.7.0h)

Bug Fixes:
- Added stash area to epilogue ship (1.7.0h)
- Minions and rum elementals can now be spawned on ships (1.7.0h)
- Allies no longer follow cursor while in inventory/stash
- A metric ton of netcode improvements
- Terrain-following projectiles also work on ship decks (e.g. lava ball)
- Enemy palisade could be hurt
- Bayonet now inherits lifesteal from sword
- Second variant of a map was only unlocked after exiting that map
- Runes no longer turn iridescent randomly after save/load
- Ship boost energy is now saved and loaded
- dead units can no longer be hurt by thorns
- Slam damage was hardcoded to 2
- Flying units no longer bend grass
- Flicker spell can no longer put hero in hero blocker
- unborn units are no longer attacked by NPCs
- Perk ignore can now be canceled without ignoring another perk
- Stationary units spawned by spawner no longer try to walk
- Bullets with reflection resist didn't get bullet damage bonus
- Pile of Boulders no longer removes unwalkable pathing on death
- dodge is now disabled while jumping
- dodge streak effect's start point is no longer on the ground
- nova vfx was spinning in opposite direction
- Unpause hotkeys now work in multiplayer
- Painful Greed vfx no longer spawn if Earring was dropped by an ally
- Stun damage bonus also affected area damage
- Hurl Lava projectile inherited pistol speed when cast by secondary weapon
- Load Game scroll bar now updates continuously, not only when pressed
- Fixed: closing buyback panel also closed inventory panel
- Better tooltip positioning in left side of the screen

Almost there! Pre-release test version available

Ahoy, mateys!

Although the full launch of the game will have to wait for another couple of weeks due to unforeseen circumstances, I've uploaded a pre-release beta version to Steam. You can access it at Properties -> Betas -> pre-release.
EDIT: the pre-release version is now live for everyone.



It's probably the largest update so far, full changelog will come with the official release of the game. Major changes include:
- FULL VOICE ACTING
- The end of Act IV - 3 new levels + Epilogue
- Damage rebalancing. Weapon damage now scales with item level.
- More vendors added
- New weapons, items, spells
- Countless map changes and tweaks
- Countless multiplayer fixes
- 1 new music track
First and foremost I'm looking for feedback on the new damage scaling, and the final maps.

What's next for development ?
- Launch trailer (something very special is in the works)
- Add missing voice lines, replace placeholders
- More achievements
- Multiplayer testing
- Workshop support testing and finalization
- testing, testing, testing....

See you very soon. If all goes well, our next stop will be out of Early Access. Take care until then!
Borington

Patch 1.6.10 - The Leviathan

Ahoy, mateys!
Originally I wanted to release all of the remaining story in one patch, but a level-breaking bug forced my hand. So, get ready to reconquer the Citadel Docks . It's a real AAAA experience!


Another secret map has been added just before the Haunted Landing. You'll need a torch to see anything, but it contains a very special violin... (spoiler, it plays a different song)


Other changes:
- Rune upgrades are now limited to (hero level * 2 + 10)
- New unique hat: you can get it from the Extinct Avenger optional boss fight.

- New secret boss in the Uncharted Tunnels. The map has been also changed in other ways.

- New creature: Sadistic Magpie. Replaces Redgulls in the Mudskipper Grove.

- Added Cave Hermit unit type - a variant of the Irritated Hermit
- Replaced elementals with mudskippers in the Sinking Fort
- Added a special quest item to summon the Emerald Queen.
- Bloody water now has custom splash texture

- Zone select menu now opens current act world map.
- Current map's name has different color on zone select map
- Enemy ships drop a Bag of Winds on death
- Added step sound for Toad Tyrant
- Added bloodfall doodads to some maps
- Added decay time to lava and ice rolling projeciles (and they 'fall down' on cliffs)
- Ice ball projectiles are now growing as they roll
- Added Drunken Tentacle and Drunken Parasite unit types
- Damage marker blood splat has been darkened
- Increased damage of Kraul zombie boss
- Removed hit streak laser effect. For now.
- Tweaked Yacht and Galleon model uvs
- Improved UVs for brick dome doodad
- Small tweak to ship texture
- Fixed: invalid level exit on Misson's Lagoon.
- Fixed: reflected bullet damage was scaling with monster damage factor
- Fixed: Weapon Throw no longer removes itself from the spell bar
- You can now kick during weapon throw instead of using your fist
- Fixed: Explosive Parasite didn't work on Revolvers and Handguns
- Fixed: alert circle affected dead units
- Fixed: Dead towers now have animated shadow

That's all for now. As always, please report any bugs you find. If all goes well, next time Act IV will finally be finished, and the full release will be within reach. Until then, smooth sailing.

Borington