The Revolution Remaster live today! (1900CET)
[previewyoutube="Iho4LUBnI7A;full"][/previewyoutube]After weeks of intensive Beta testing and near daily improvements and new features, the Remaster is finally live. I am not going to wax poetic on the emotional journey, except that my anxiety is at peak levels. I hope and pray this remaster shows the dedication I have for my games and that playing them is more than a quick experience, it's taking part in a creative journey that is now going on for over a decade. Couldn't do it without all of you. Now lets get into some details.. There is a lot to go over here :
[b]Regarding VR:[/b]
The VR version has not been remastered, if the remaster gains enough traction, that might become an option. But at this time I don't have the means to allocate time to it.. Perhaps for the future. It remains Accessible as a Legacy boot feature.
[b]Follow me as a developer.[/b]
Buying the games is support enough, but if you want to take an extra step consider following me on steam, it doesn't offer much (tho Valve have indicated more social features are coming) but you will see notifications if I release or announce new projects. And it helps me remain visible within the algorithm, [url="https://store.steampowered.com/developer/TomasSala" style="button" buttoncolor="#bd6500"]https://store.steampowered.com/developer/TomasSala[/url]
[b]CHANGELIST:[/b]
it's important to note that even though I kept some notes, many changes were made at night or in the spur of the moment, so I cannot guarantee everything is 100% covered. Flying solo has massive drawbacks in certain areas. And making mechanics is often more passionate work than documenting changes.
[b]Mechanics[/b]
you can land by flying close to a perch, no button required
Dash and acrobatics have separate buttons/controls
added a deflection indicator to show where your bullets might land relative to the reticule
enemies may spawn when escorting traders
escorting trade ships may spawn enemies
races give splinters
races are optional and no longer required to unlock birds
added caustic effects to shocklance
added incendiary effects to shocklance
improved collision accuracy and tighter movement to walls and so forth
Added destructible balloon visual FX and damage visualization. Tear holes into balloons
[b]Warbird mechanics[/b]
player warbird model updated with individual feathers and detail
player warbird has a leveled head when turning (as birds of prey do).
player warbird has wing flexing and steering animations
added a subtle wing retract when it's about to hit a wall or obstacle
improved landing and diving animations
overhauled bird collision response
improved player bird collision avoidance to be less annoying
[b]Balancing and QoL[/b]
more fast travel opportunities
reduced every escort mission in length
reduces distances for story escort missions
reduced minimum distance for fast travel to 800 instead of 1000 units
increased the explosion trigger range for the drop-able sea mines
prevented overcharging all ammo pots
removed the block from aim assist when targeting friendlies
made distance a target may be locked greater
easy mode provides generous auto aim assist
added more randomness to the defense and scramble missions
reduced the range at which random enemy patrols spawn, so they don't interfere with missions so much
made it that random patrols or fortress patrols don't respawn instantly..
when dropping a deliverable item in a mission the mini map target will draw a line to it instead of the end location
rebalanced agility stat
rebalanced player health points
made friendly forces spawn earlier and in the center of the action
enemy units may appear from the clouds rather than the distance
spawn enemies in tighter formations
certain battles feature more enemies
improved enemy handling
improved turret behavior
improved turret aiming
turrets that lose a target return to a neutral angle/mode
improved AI aiming
increased enemy damage
improved AI creature behavior and turn behavior in dogfights
improved wreckdive enemy spawn
improved the collision avoidance of AI units
enemies with rockets have a limited set of salvos
weavers gained a small set of rocket salvos
rocket damage reduced and different armor penetration values introduced (good against small turrets , bad against armored targets
reduced impact of explosions on the physics of airships
jet stream has been lowered|
corrected maw intersections /diving
changed fov
side mission locations are now more randomly placed
[b]Mouse and Keyboard Controls[/b]
New singular mouse scheme
Fixed gun gameplay required removal of the flying turret scheme
Mouse movement always aims but also makes the bird follow
WASD can be set to separate acrobatics OR additional core flight controls
Arrow keys are additional core flight controls
MMB orbits the mouse
orbiting the mouse or tracking targets with RMB now doesn't cause weirdness.
reset mouse when taking off
changed that under mkb controls the fast travel on the map is LMB based and more button-ey
improved chapter selection mkb buttons
Added rollovers to perch NPC portraits.
[b]General Controls[/b]
added a map button
made photomode turning on gamepad more sensitive
added a fire button prompt to the weapons section of the tutorial
added a drop item button prompt to the bombing tutorial
made sub target cycling much faster.
improved chapter select with rollovers and design
braking has been replaced by an upward boost
dash button only dashes
barrel rolls are combined with dives and upward boost into an acrobatics button
added a deadcurve to the controller update
implemented an auto target feature, where it targets what you are firing at. locking is only required for subtargets.
[b]Content[/b]
added 5 sets of bird armor
you can buy various armor sets at armorers throughout the Ursee
added traderoutes to Kytera, saladmount and peteh's
Verne piranha, pteron and capital ship added as pirate enemies
added missing voice acting
trader and mission giver NPCs also got voiced
made a supporter DLC armorset that will be available at release
added two new trading ships
increased amount of trading ships
added wreckdive missions to sark's hollo
added more mission variety to npc mission givers
moved fort falsestar South
moved fort Hull to in between NorthGate and Basilicus Secundus
[b]World Content[/b]
remade Dunkle
remade madoin
remade Basilucus Primus and Secundus
remade Castellus
remade and expanded the Pirate town around Atun
remade every pirate hidey-hole
remade and expanded every fort and every faction variant
remade and expanded Imperial Peak and Harbour
remade Cleftspire
remade Sark's Hollow
remade and expanded Northgate
remade and expanded Westgate
remade and expanded Mawbridge
remade and expandedOberon's Reach,
remade and expandedStargazer
remade and expanded Port Remit
remade the Mawspring Neverin
remade the Side mission locations, the trains, the dark falcon cave, the argon air fortress
remade and expanded Redmouth
remade and expanded Shard
added lore teases to Shard
remade and expanded Saladmount
improved the Tree
expanded the volcanoes
remade Caldera
expanded the caves and remade the cave entrances
Added Entagon Buildings to settlements that lore -wise are under Borgia control
Added Clocks
The Entagon headquarters are spawned at appropriate chapters to indicate House Borgia progression
added a few static temples dedicated to the daughter at a few imperial spots
Entagonized the Dreadnot!
added a few animated naval gun emplacements
added a 'green district' to westgate
added a 'stone district' to port remit
added a few fishin boats and fish
added some details to witchrock and kithera biochemists
[b]Visuals[/b]
improved all portraits
improved clouds
Added a dynamic light system for point lights, explosions and tracer fire
increased the amount of clouds that may spawn, (not the density, just that here are fewer clear zones)
improved wreckdive visuals
added climbing rigging to ships
added more detail to ships
added splash fx to ships
improved water splash effects
improved cave water rendering
improved cave light rendering
improved wreck diving animations
increased the amount of clouds that may spawn, (not the density, just that here are fewer clear zones)
removed reflections from clouds and splashes
changed fonts for readability
reduced landing overshoot
upgraded the nodbomb cutscene
improved metallic surfaces
improved capital airships and surface ship detail
made lights more visible deeper in the depth mist
added a drop shadow for readability
improved chapter selection visuals
fixed some wonky sails on trading ships
improved sky and starscape
improved sun and moon visuals
new ocean water
improved water reflection
new maw effects
new splash effects
updated lava
overhauled cave visuals
lights go on at night
added fish, sark and tentacles as food in the world
upgraded mosaur design
improved crabton visuals
improved creature skin shading
[b]Bugfixes[/b]
prevented the undersea temples from bugging
preventing mission ships being set to the bottom of undersea temples and preventing mission progression
prevented capital ships from clipping thru buildings.
renamed the duplicate fort Libertum, fort Hull
multiple mission givers on a perch won't get confused with their missions
fixed issues with settings menu
removed a floating item at peteh's
fixed some spelling
FIX perch exit issue
fixed that some enemies would not notice the player and fly away
moved some traderoute nodes around so tradeships don't clip thru islands at points.
fixed some npc genders to match the voice (hoping this week brings the missing voices)
fixed the fenix tail from being misplaced
fixed crabton not appearing, chapter 1 finale not ending.
fixed an issue where units would spawn much to far away.
fixed pirate French voice lines
fixed the water displacement a thousand times|
improved perlin noise generation performance
improved trade oute banter
prevented ships from capsizing or other weird behavior
[b]App features[/b]
supporting higher monitor refresh raters
added window mode settings
moved to il2cpp for performance
improved memory usage
added a music volume slider
made playstation glyphs appear if a sony branded controller is connected
added supersampling AA options
improved framerate independent values
screenshots save to my pictures folder
updated to latest input system to support a wider range of controllers
[b]Steamdeck[/b]
reduced the shadow quality in high to accommodate the steamdeck better.
added 85%downsampling option
attempted some performance improvements for steamdeck
allowed all compatible resolutions on Steamdeck
[b]Linux [/b]
The native Linux option has been removed. Its simply to much for me to support additional platforms for two games. The game runs good on Proton 9 and for now that is the official support. I hope Linux players can understand that for a Solodev there are constraints.
