Release 0.3.16.0108a

Fixed

  • Player list syncing when new ships spawned was not firing
  • Player joined message was not firing under certain conditions
  • Screen resolution changes not pulling when new scene loads, sometimes would revert to system saved setting

Added

  • New player list while in game (Tab key is default)

Changed

  • Cleaned up bow splash code
  • Screen resolution code cleaned up and organized better

 

Get into the action today with the latest update!

Release 0.3.16.0106a

Fixed

  • Time of day not starting correctly
  • Sun not showing on start of match
  • Full Screen dialog contradicts the in-game setting

Added

  • Player list shows on spawn screen
  • New Screen Resolution dialog in Video Settings Panel

Changed

  • Cleaned up orphan assets from project to keep size down

Release 0.3.16.0105a

Fixed/Changed

  • Fixed – Camera switch leaves telescope view on
  • Fixed – Camera doesn’t switch to new ship after respawn

Added

  • Sail LOD manager started
  • Sail order redone
  • Sail code cleaned up and separated to a new script segment
  • Hit indicator for shots that impact on another ship
  • High resolution screenshot tool
  • Updated smoke particle shader
  • Updated cannon fire shader
  • Updated splash LOD manager

Release 0.3.16.0101a

Fixed/Changed

  • Respawn code cleanup
  • Particles for water splash size adjusted
  • Fixed ships not sinking after being destroyed
  • Host now sees damage smoke from own ship

Added

  • Controls page new skinning
  • New Weather system and weather management
  • Lightning effect synced across network
  • New sky shader

Release 0.2.15.1221a

Fixed

  • Respawn code corrected for client side

Changed

  • Gun elevation expanded to 32 separate setting points, allowing finer control of long range shots
  • Wind/Vessel indicator in primary UI made larger
  • SSAA removed and replaced with FXAA3

Release 0.2.15.1220a

Fixed

  • Ship spawn code cleaned up, found a bug during slow client loads where multiple ships would spawn then disappear
  • Abandoned ships (ones without a client owner) now sink faster to clear the level, no more ghost ships driving around
  • Patcher updated to better handle exceptions
  • Smoke particles were lowered in performance needs
  • Water splashes consolidated to a single particle pooler

Added

  • Ships that have been killed will start on fire if they are not already
  • Respawn menu added to exit menu UI. Allows for a player to quickly respawn in a fresh ship. Old ship is sunk and set on fire.
  • Respawn message for when player respawns in new ship

Release 0.2.15.1219b

New Features

  • Camera shake when hit
  • Cannonballs can go through waves and leave a trail of splashes
  • Lanterns light on ships at night

Fixed

  • On-deck look camera jumping
  • On-deck camera locked on occasion
  • Host didn’t see damage smoke
  • Texture corrected for telescope view
  • Player connect messages corrected for clients

Changes

  • Menu ship replaced with current model

Next on the List

  • Add collision damage and camera shake
  • Camera motion and shake when dismasted
  • Hit Indicator when shots hit enemy
  • Sync mast damage on new player connection

Release 0.2.15.1218a

Today had a new release with a couple of important changes:

  • Particle rewrite on smoke and splashes
    • Splashes are seen further away and scale for camera distance, this makes it easier to see your shots
    • Smoke no longer has a ‘delay’ while is comes out of inactivity
  • Ship cannons have slightly lower max elevation. This gives a bit more control over the guns elevation.
  • Ship syncing was redone to only need one RPC on client connect. Reducing overhead network load when a new player joins.
  • Player join/disconnect messages now are sent when someone joins or leaves a server
  • Enter key now focuses on the chat more reliably. Also enter after sending message removes focus from the chat box.
  • Controls page has been fixed for its spawning. Moved to a new method of control.
  • Starting splash screen delay sort-of fixed. It loads smoother but still working on reducing the time some more.
  • Players can only join servers that are the same version as them. Keeps crashes from occurring when someone tries to join an older/newer server.

 

Known Issues:

  • Masts do not sync their destroyed status on new player joins. The physics still respond the same but the new client would see full rigging regardless of damage state of the players rig.
  • No collision damage when ships hit, just rigging.

 

MAJOR FIX

If you start with v0.2.15.1217a – 0.2.15.1217b then the Launcher application is broken in it. You can either download a new launcher (on the right) or download the full game again with the launcher included.

Naval game for free! Public Demo Now Ready!

Naval game Letters of Marque has a free build you can play!

indiedb_demo_build_image-300x225 Naval game for free! Public Demo Now Ready!

[download id=”196″ template=”button”]

Wha?!?! Did you say the demo of this awesome naval game was playable by everyone?!?!?!

YES! It is playable and downloadable and free to play. No ‘Early Access’ or fees to pay, just a plain ol’ naval game in testing that you can play with your friends. Now, there is one limitation, it requires you to sign up on our website for an account, but that is the only stipulation. We are using the login to track some basic metrics and crash reports so it helps us help you! Now, on to some of the details of the latest build.

Installation

Download, extract to your favorite naval games folder, enjoy. It is just that simple. No installer to worry about. Just put it somewhere that has decent file permissions and you are good to go.

Patcher/Launcher

In order to stay up to date we have included a patcher that will download and install new patches to the game. In your game folder there are two executable files. The one with “launcher” in the name is… well… the launcher. It patches the program and makes sure you are up to date. It is recommended to run it instead of the other executable simply because we release patches constantly.

Multiplayer

In order to host a multiplayer naval game match you will need to forward your chosen port to your computer. By default we are using port 15937 for the game, but you are welcome to host on any port you please. When someone picks your game to join from the master server list, it will pass along what port to use so you don’t have to.

When playing locally with multiple clients on one machine or on LAN, you will need to use the ‘Join IP’ and type in the IP of the hosting machine. We will, one day, make that automatic but that is fairly low priority right now, sorry.

 Input and Keys

When in game you can press the Options button from the main menu, or the Exit menu from in a game to get to your settings. On the top right is the Controls button that lets you reassign your keys to your hearts content. Here are some of the defaults:

Camera Type
Change View Type (On-deck or 3rd Person) – F
Change View Point (On-deck Only) – R

Camera 3rd Person
Mouse Right Click – Unlock camera to move
Mouse Left/Right/Up/Down – Orbit around ship (While right clicking)
Mouse Scroll Wheel – Zoom in/out  (while right clicking)

Camera 1st Person
Mouse Right Click – Unlock camera to move
Mouse Left/Right/Up/Down – Look (While right clicking)
Mouse Scroll Wheel – Use telescope (while right clicking)

Movement
W/S – Sails raise/lower (double tap to full/douse sails)
A/D – Rudder left/right (double tap to full left/right rudder)

Gunnery
Space – Fire battery that is facing the same direction the camera is
E -Fire one shot from the battery
Shift + W/S – Elevate guns

Other
C – Begin Damage Control
O – Take Screenshot without GUI
P – Take Screenshot with GUI
Enter – focus on text box/send chat message
~ – see your current FPS and memory usage

November Screenshots and Action News Devblog

This devblog focuses on the changes to the naval combat action real time strategy game, Letters of Marque.
New Substances and textures
Anyone that is following the game scene knows that PBR (Physically Based Rendering) is the hot item in games, and indie games are not excluded from this. As such we have begun to add in new PBR textures and substances to the models to get the lighting and shading right. We are replacing our placeholder basic textures with the more accurate PBR ones, though they may be replaced in the future when we have some more time.
TGIRbbF November Screenshots and Action News Devblog
New Deck texture
 
rLMKccj November Screenshots and Action News Devblog
New copper bottom option for ships
 
New damage mechanic – Dismasting
The damage model is becoming more accurate and realistic with the sails able to take damage and change the force values they impart and now with the ability for forces to break or remove masts including cannon fire. As a mast takes damage it becomes more susceptible to related forces through wind or momentum. Once those forces exceed the ability of the mast to stand, it snaps and falls, possibly taking other components out in the process. A falling main mast has a lot of mass and can easily damage or break another mast as it falls. Action becomes more tense without a mast or two!
Each mast is independently damageable, so the Main, Top, Topgallant, Royals are all separate pieces and can be separately destroyed or damaged.
vK0LklI November Screenshots and Action News Devblog
Main mast falling after being hit
 
DaUkbUE November Screenshots and Action News Devblog
Falling main mast narrowly missing the mizzen
 
37KjLTf November Screenshots and Action News Devblog
Fallen main mast slipping overboard
 
F0A5k6O November Screenshots and Action News Devblog
Dutch ketch after losing both top masts
 
New damage mechanic – Magazine explosion
After a fire burns out of control on the ship for a certain period, the likelihood of a magazine explosion increases until it is inevitable. Once the threshold is reached an explosion will occur that sends flaming debris all directions. It is recommended to be nowhere near a burning ship before it explodes as it could result in your own ship catching fire.
bSiXhg8 November Screenshots and Action News Devblog
Magazine explosion