
Hi everyone,
the summer is over and we are back with our first experimental build which includes: Build module degrade/repair, Stick and Branch pack, Reworked spoil system, Multi-equip system, separated config data and more.
Development of Escape the Pacific is now at a point where more advanced and complex game mechanics and features need more time to work on. For those of you who like to try out the new, not fully tested additions as they are being developed we like to give you the chance to look into them first hand - by introducing the new experimental builds! The stable/default game builds will receive those experimental updates after those were tested and confirmed over time with and thanks to the community.
To switch between stable and experimental game builds make sure game properties in your Steam client are set to either "Experimental" or "None" (which is the stable branch)The Experimental builds have their own save data separated from the Stable/Default build save data, so it is possible to switch between the branches flawlessly.
Game Options data has been separated from the ingame save data and besides solves some issues and also gives us more freedom regarding changing/adding new options to the game system.
The newly introduced Storm property indicates the Build modules capability to withstand environmental effects. The higher the Storm property is, the more time it takes to completely degrade the Build module.
The build module Degrade mechanic moves gameplay to a more realistic level. The system calculates the Wind direction, wind speed and wether the build module is hit by direct wind or is shielded by some other module with Storm property to degrade module quality accordingly. The Degrade system actually does simple one point simulations and takes into consideration only the Wind, but in future updates the mechanic will use more precise simulations and will calculate also the Rain and Sun impact.

The damaged modules can now be repaired with a Hammer. Doing so the player can ensure getting the protection a module is offering based on its Wind/Rain/Sun properties. The better a hammer is built and of higher quality, the faster the repair process will be. The process of repairing increases the players Repair skill which is affecting the repairing process itself. There is a new Repair achievement too.
Another new feature is the universal Stick/Branch Pack. It is a big help to transport Sticks/Branches that do not fit into the Backpack. They are universal, because after crafting them from a fixed amount of sticks it is possible to expand them to an extent by adding additional sticks or get sticks from them until the pack is gone.

In case it is not possible to craft any Stick Pack you can now take multiple Sticks or Branches into the hands of the player character and make transportation easier.

The Spoil system was reworked and is different from the behaviour we used to see in earlier versions. The more spoiled the consumed liquid or meal is, the more damage it does to the players health. Spoiled liquids or meals won't lose their thirst or hunger values completely so it is not needed to drink 30 liters of half spoiled water to satisfy thirst values.
The ability to Open/Close door/window when Equipped makes the gameplay more comfortable and the additional saved data in case of attaching an object to a raft ensures more stable attaching after loading a save state.
There are a couple of other internal engine changes that are laying a good base for future mechanics and features, for example the aging information for all objects and custom hand animations for equip/drop ... etc.
Changelog:
New features:
01. Added: Storm property for Build modules
02. Added: Build module quality affecting Rain/Sun/Wind properties of Buildings
03. Added: Repair damaged building modules
04. Added: Usage of Repair Skill
05. Added: Repair Achievements
06. Added: Stick/Branch pack
07. Added: Multiple Equip functionality
08. Added: Support for Custom Hit and Hold Animations
General:
01. Changed: Save System divided into Game and Config
02. Added: Save system divided into Experimental and Standard data
03. Added: Possibility to Open/Close the Doors/Windows when something is equipped
04. Added: Saving more attach data when attaching objects to Raft
05. Added: Spoiled liquid/meal causes Health damage
06. Changed: Spoiled liquid/meal still have some amount of thirst/hunger values
07. Added: Support for Material Aging mechanic
08. Added: Hit Damage based on tool Quality
09. Added: Save game Backward compatibility checks improved
Fixes:
01. Fixed: Alpha Screen text always in English
02. Fixed: Not displaying Detach hotkey in ActionBar when Aiming Door/Window with Hammer in hand
03. Fixed: Doors/Windows to be equipped to hands (not intended)
04. Fixed: Rainwater in WaterHolders without thirst effect after they had oil in them or other liquid before water
05. Fixed: Not lowering thirst when drinking rainwater
06. Fixed: Incorrect Spoiled Energy values for all Liquids
07. Fixed: Sometimes incorrect spoil- and dry-up-times for all WaterHolder objects
08. Fixed: Incorrect HitPoint data loaded for sailing objects (rudder, sail, mast, ...)
09. Fixed: Incorrect HitPoint data loaded for for floatable objects (canoe, raft , ...)
10. Fixed: Navtools3_Text (Watch & Sextant Quest) made no sense (english only)
For the next update we plan to work on Global map and the Multi Cluster system. The additional plans include also the Old Telescope, Fog Catcher, Plank Build modules, Spear, Smoker, Dolphins, Simple Quests, Building modules aging ... We will work also on solving the new issues and we will recheck some older issues too. Other new features will be added as implementing the planned features and fixing issues will allow us to.
Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.
Do you like our game and want to help even more during development? We look forward to every positive review posted on our Steam page and thank everyone who decides to support us along the way!Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!
G4GTeam.
If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.
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