Update v0.8.1.3
With the release of v0.8.1.3 comes fixes from previous builds - this is currently available during our Alpha test and can be accessed from your account (https://playsevenseas.com/account) - want to gain access? visit our site at https://playsevenseas.com/ and support the game to gain immediate access!
Changes/Fixes
- Ports now display their key productions when docked (so you don't have to remember what you saw in the overworld)
- Fixed an issue where AI would try to join battles they couldn't join (time expiry, mostly)
- Fixed an edge case where agents could be saved without any ships in their fleet, essentially removing them from the game
- Reworked the games physics system around the players ship/interaction to make it simpler (it was more complex than it needed to be)
- Further tweaks to ship buoyancy
- You will now automatically "examine" a port by sailing into it - no need to interact with E (but that option still exists as well)
- AI agents now have a "base" gold mechanic that ensures they can rebuild their fleets that is based on their starting power when the world is generated
- Increased day length to 10 minutes (to balance daily commodity production/consumption)
- Removed the port consumption requirement for Rum (as it's used in the production of Rations, which ports consume)
- Updated base stock for Rum, Sugarcane, and Wheat in ports due to facilities not producing rations due to high median input costs (based on port level)
-- Level 1: 600-700 stock (was 100-350)
-- Level 2: 700-800 stock (was 150-600)
-- Level 3: 800-900 stock (was 200-750) - Updated base stock for Rations to ensure a large supply of rations in the early game (based on port level)
-- Level 1: 500-600 stock
-- Level 2: 500-700 stock
-- Level 3: 500-800 stock - Ports will now start with a higher amount of input commodities based on their production (aside from that, base stock rules remain unchanged for all other commodities)
- By default, facilities will now buy input goods at 30% above median price (this is the maximum input price at which all recipes are profitable)
- In the future, I actually want to change this to where it can be "market" based - so facilities will take on higher costs when the produced goods are highly valued on the local market)
- Facilities will also stock enough input goods for 10 crafts
- Fixed an issue with items generating in the Pawnshop
- Huge container update - lots of fixes/improvements
- Fixed an issue with ship containers not properly calculating capacity based on items/perks
- Dramatically decreased the amount of Rations that crew members consume
- Fixed an issue with AI agents buying more rations than they needed
- Containers now allow for "partial" items in them
- Fixed another issue with letters of marque generating in pawnshops at world start
- Reworked the AI Port logic to ensure they take critical key steps they weren't before (loading their hold with cargo so you have loot to plunder, rebuilding/improving their fleets, etc.)
- Fixed an issue where killing crew using scattershot wouldn't reduce total crew for boarding events
- Agents now start with enough rations, preventing them from draining initial stocks
- AI will now properly be assigned a new ship when docking with just a Dinghy.
- AI will no longer target enemy fleets that have a score of 0
- AI will now attempt to rebuild their fleet, one ship at a time, until they reach their target (starting) strength
- Made the EITC and Pirates minor factions (they won't declare war or have war declared on them)
Note: this version of the game is NOT compatible with older save games, and I have made it so that the game doesn't show incompatible saves - I have actually started working on a system that'll upgrade save games to ensure compatibility going forward, but save games from 0.8.1.2 will not be upgraded in the future
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