





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
It is with a heavy heart that we announce the closure of Super Punk Games and therefore the removal of our games from sale, including The Last Leviathan.
Weve been unable to give Super Punk the time and resources that it has needed to flourish and progress and its overdue to formally close its doors.
Wed like to thank everyone who had fun playing our games, and all of the people involved in making them. You will still be able to play our games if you have bought them, but there will be no further support or activity from SPG.
Please accept our apologies if this is in any way inconvenient for you.
Thank you.
Hail, sea-lovers. We're back with a small patch for you! Changes in Version v0.3.3 Improvements to Water for both visual and performance. Bug-Fix: When optimising ship blocks for CPU load reduction, blocks were grouped and sometimes lost their paint colour. Bug-Fix: Prevent ships from getting outside the sky dome and breaking the illusion of being in an ancient world... Bug-Fix: Going into FPS camera for cannons mounted on their side or upside would cause gimbal lock and erratic camera behaviour. Bug-Fix: When playing through some activities, the UI system would break preventing progress when the Results screen is shown. Bug-Fix: Mission markers in the game no longer have shadows that made them look odd. Bug-Fix: Addressed issue where the Telescope being active just before the Results screen was shown would break the game. Bug-Fix: Steam Leaderboard button now correctly labelled as Steam Community Page. ======= Many thanks for your continued support of our game, ~ the Super Punk team
PantomT and NotAlex are our Submarine competition winners!
PhantomT's submission:
https://steamcommunity.com/sharedfiles/filedetails/?id=1672144253
NotAlex's submission:
https://steamcommunity.com/sharedfiles/filedetails/?id=1668732877
Thanks for your submissions! The winners will be receiving a handy mug and spiffing T-shirt each for their efforts.
Stay tuned for our next competition, and keep up the good work!
- the SPG team
Harold is looking for the best submarine designs out there! https://youtu.be/i47wc1S_NKo
Don't forget, you have a chance to win some goodies from us at Super Punk Games! With the flying block update comes a new event challenge. To access it, simply click on the 'events' button in the main menu. We want YOU to video record your best attempt at collecting all of the chests. Do it in the shortest time possible - show only your best attempt, not all of them! With your gameplay recorded, post it on social media. Don't forget to mention us with an @the_last_levi for twitter and @TheLastLeviathan for facebook. The winners will be selected based on the speed at which they gather chests (1st, 2nd and 3rd place) and a extra prize will be given to the most ingenious flying ship creation. There are no set rules for the latter prize - just impress us ;) This competition ends on the 21st of November (this month :O). Good luck, have fun and fly well! ~SPG
We are very pleased to release our next update for The Last Leviathan.
This update introduces flying blocks to the game, along with various fixes and a challenging flying event to try out your sky-galleons on.
Flying blocks open up a whole new world of possibilities; will you build a mighty blimp airship? An attack helicopter? A flying saucer? We're excited to see all of your creations!
==
Hi, folks.
Our video editing monkeys at Super Punk Games have recently been working on some classy video tutorials for both new and returning players; It has been a while, after all, and many of us are a little rusty.
This new tutorial series will take you from the basics, right through to building your own advanced Dinkus - or whatever else you can think of! (But please, not too many Dinkuses).
You can watch the tutorial trailer here:
TLL: Updated Tutorial Series Trailer
Give it a like! It makes our monkeys happy :)
New content for TLL is still on its way. It's just cooking... slowly... but cooking! Rest assured, we will keep you informed here, and via our social media pages.
TLL Twitter
Super Punk Twitter
Super Punk Facebook
Great things await!
With lots-o-love,
~ SPG
Hi All! Ok so time for an apology, we've been naughty and not communicated with you for some time on TLL and for that we are sorry. It’s not that we didn't want to, just that we didn't have much to say, but regardless, it wasn't our intention to leave you guys in the dark for so long. Please accept our humble apologies and this piece of virtual rum ːrumbarrelː Onto the update! We've not been able to do much on TLL in the last year as we had a difficult year in 2017 for one reason or another, but we're very happy to say that 2018 has been brilliant so far - WOOT! We're just about to turn the TLL development taps back on properly so you will see some new TLL content soon - on this point we have a question: What would you like to see next? 1) Multiplayer 2) More Crusades 3) Monsters! 4) Other (please define) We're thinking Multiplayer but let us know what you think! New Hire! We've just hired a new community ninja who starts in July and whose job it will be to ensure we never ever get to this point again in the future. We've got a very detailed plan for him to crack on with in July so expect to see this happening and please welcome him into the community, he'll be your main conduit to development though we'll also be around obvs New Game One of the reasons 2018 has been much better than last year is that we managed to do a deal with a big cool company for a new game. Nice. WAIT! I know what you're thinking, this will detract from TLL, and to be fair, it will a bit, BUT, it also facilitates TLL, in that we can now continue to develop TLL in earnest and not just ad-hoc bits and pieces in the evenings as we've been doing recently. This game will be announced next Tuesday (12th) at E3, which means I can't tell you what it is yet but you'll see it during the E3 announcements if you have your eyes peeled. This deal has also allowed us to hire more staff and become a better, more well-rounded development company with new people that can contribute to TLL in a number of different ways We will finish TLL, we've always said that regardless of how successful it is, it will be finished, and we stand on that statement. Thank you for being with us for so long and we're very glad to be able to finally give you some good news! More soon Live long and fish! ːlastleviathanː SPG
This release is the first in a series of brand new content releases showcasing the work we've been doing over the past 10 months. We’ve completely rewritten the editor so its massively more powerful and this update focuses on the new S.U.P.E.R. Editor functions with the addition of some brand-new power-blocks:
This release is the first in a series of brand new content releases showcasing the work we've been doing over the past 10 months. Weve completely rewritten the editor so its massively more powerful and this update focuses on the new S.U.P.E.R. Editor functions with the addition of some brand-new power-blocks:
Hello you lavish librarians of leviathan etiquette
FINALLY!!!
There is a new version of The Last Leviathan now available in BETA. This is version v0.3.1 (Build 311)
To Opt In to beta PLEASE READ the notes at the bottom of this announcement
Hello you lavish librarians of leviathan etiquette
FINALLY!!!
There is a new version of The Last Leviathan now available in BETA. This is version v0.3.1 (Build 311)
To Opt In to beta PLEASE READ the notes at the bottom of this announcement
Hello Mighty Naval Fabricators,
Reporting in for our brief yet incisive progress update.
We have been designing and working on more new monster blocks. As you can see from the included image, these are 2 types of monster propulsion, kind of like organic propellers. We've also been working on lots of monster melee and ranged weapons and more of the organic-mechanical blocks for the monsters, but they're not ready to show you yet. :P
The level editor has been honed, streamlined and debugged this week. We also added the ability to import custom assets into the level editor which will allow you to build a ship or monster in the editors and import them into the level to be an enemy target or objective. Very exciting indeed!
Have a great weekend and as always let us know your thoughts!
Cheers
SPG
Hello Mighty Naval Fabricators,
Reporting in for our brief yet incisive progress update.
We have been designing and working on more new monster blocks. As you can see from the included image, these are 2 types of monster propulsion, kind of like organic propellers. We've also been working on lots of monster melee and ranged weapons and more of the organic-mechanical blocks for the monsters, but they're not ready to show you yet. :P
The level editor has been honed, streamlined and debugged this week. We also added the ability to import custom assets into the level editor which will allow you to build a ship or monster in the editors and import them into the level to be an enemy target or objective. Very exciting indeed!
Have a great weekend and as always let us know your thoughts!
Cheers
SPG
Hello Your Royal Shipnesses!
Here's a little gif for you demonstrating some basic Controller block animations. The Controller block gives you access to any mechincal block on your ship through a keyframe animator. You'll be able to synchronise many blocks' animations together over time, allowing you to build up an animation that is bigger than a single block alone.
In the above example, the Controller block on the left of the gif is moving the powered ball joint at the back of the raft. The UI is shown below.
In other news, we've been fine tuning object placement on the terrain in the level editor and improving the how you interact with the editor through camera conrols, user interface and workflow.
I've also just published S.U.P.E.R Editor Features - Ep 2: Rotate Mode on Youtube exposing the exciting new rotational features that are coming through in the ship editor. Click through and have a listen!
As always, let us know your thoughts and have a shippingly awesome weekend!
SPG
Hello Your Royal Shipnesses!
Here's a little gif for you demonstrating some basic Controller block animations. The Controller block gives you access to any mechincal block on your ship through a keyframe animator. You'll be able to synchronise many blocks' animations together over time, allowing you to build up an animation that is bigger than a single block alone.
In the above example, the Controller block on the left of the gif is moving the powered ball joint at the back of the raft. The UI is shown below.
In other news, we've been fine tuning object placement on the terrain in the level editor and improving the how you interact with the editor through camera conrols, user interface and workflow.
I've also just published S.U.P.E.R Editor Features - Ep 2: Rotate Mode on Youtube exposing the exciting new rotational features that are coming through in the ship editor. Click through and have a listen!
As always, let us know your thoughts and have a shippingly awesome weekend!
SPG
Hello Silly Serpent Sausages!
Ok, as part of our efforts to communicate more, here’s an update on what we’ve been doing this past week as part of the monster update
Steve has been building a narrowboat (aka barge) with the new editor features (rotate, scale, move etc) in order to test them out and ensure that they actually work like they should.
Why he chose a barge and not a frickin massive spaceship is beyond me… maybe it’s part of some master plan he’s got where a ‘sedated marketing’ plan is a genius idea and will go viral due to all the peoples of the world actually just wanting to live in a barge… only time will reveal the answer to that one! (unless you already know it, if so, comment or it doesn’t count.)
Evidence of said genius marketing barge (note
Actual working scaling in barge
Onto other work done by people who have less time on their hands:
• Helmblock for monsters has gone in, oh yes it has!
• New Combination Editor options where you can select to build a ship or a monster and get relevant blocks
• Monster Steering and Propulsion blocks (fins, tails etc) work 1st pass – nailed.
• Joint & hinges and wings now scale correctly. They didn’t before, not sure why.
• Normal maps and roughness and specular now in effect in the shaders
• Mount points now light up as you scale/rotate blocks so denote that they will ’bind’ in that location. Extremely helpful this is I can tell you!
• Typing numbers into the XYZ when scaling blocks now works properly
• Keyboard Shortcuts to build modes now work (scale, translate, rotate)
• CTRL-Z = undo – a critical feature that I can’t actually believe we haven’t implemented until now!
• Various defaults have been changed in the new modes
• Can now use the middle of the scale axis to scale ALL axis. Nice!
• Tested actually scaling a whole barge, it bloody well worked n all! Massive barges coming soon to our game!
• Load now filters ships or monsters
• Added new Squelchy SFX to the monster editor, eww
• More Monster blocks were added by art – thanks Art boys!
• Sizes of monster blocks are now standardised. For stability and general ease of placement and binding
• Various other minor bug fixes and tweaks
Steve has also started his YouTube career and will be posting educational videos about our various new features over the course of the next month, so once its live, you actually know how to use the new tools. All Hail Steve!
More next week, so tune in and stay fierce!
SPG
Hi Massive Fish Appreciation Society, We’re wondering if you could give us some much-needed feedback on our DLC (technically its DLC as that’s the only way you can do this stuff on steam, in fact they are more like pledges on kickstarter). Clearly a number of you don’t like the fact we have DLC (pledges) but also, clearly some of you do (as we get sales). And as we seem to get a kicking on the reviews for it, we thought we’d just ask for some feedback. So this is us asking, just in case that wasn’t clear.
Hello Swashbuckling Epicness chasers!
Happy Steam sale day! (thats a thing, right?)
HELLO! Welcome to our June update including the latest on our Epic Monster Creator. We wanted to expose some of the work we’ve been doing over the last couple of months.
So, here’s the headlines and then to the detail.
Hello little beasties...
Murrah! (our new way of saying Hurrah!)
Our brand new, Epic Monster Creator (EMC) is actually working!
We're not quite ready yet though, it might be working but it needs more, seriously, it actually does.
Taste the EPICness
Feel the Legendary-itus
Bask in the Exuberance
Make Love in the ... no, wait...
This is just a teaser (as you've probably gathered)
He wakes... and brings forth his offspawn
SPG
ːlastleviathanː
WOOT! (yes we still use that virtual high five word here..)
We've been nominated for 2 (count them!) awards at the Game Connection Development Awards 2017, nice!
Check it out here: http://www.game-connection.com/development-awards-america-2017
You can vote for us in the people's choice award here: (just like our post in the link): https://www.facebook.com/231087793965248/photos/a.231088630631831.1073741827.231087793965248/231091157298245/?type=3&theater
Happy and Joyous we are!
We're still working hard here in the office but this was a lovely suprise for us today ːsteamhappyː
RUM TIME!
ːrumbarrelː
Hello Epically Enthusiastic Enchiladas!
Some of you will have already noticed that we’ve just released 3 new DLC packs to the store. BOOM!
These aren’t really DLC, they are more like Kickstarter backer rewards which you guys can purchase if you’d like to have some of your own creativity added to our little game.
There are 3 DLC options currently, and briefly they are:
1) Add a name and bio for an enemy you will meet in the game
2) Add a name, bio and ship design (of your own) for an enemy
3) Help us design a Block and we’ll add it to the game
We’ll be adding more of these DLC type rewards over time, with one more next week which will allow you to name a port!
Obviously, we have some rules to these game additions which generally theme around using "common sense”
We’ve added these as we figured at least some of you would be interested in getting more involved.
You have to go to our brand new Kracking Rewards Achievement Kindred Entertainment Network (KRAKEN) in order to add your content and this is located here: dlc.superpunkgames.net - It’s a bit new so please let us know if you have any issues with it and we’ll get right on squishing any bugs.
On the development side, we’re still hard at work on the next update, I’m not exactly sure when this will be released yet so stay tuned for an announcement on that soon. As for what will be in the update, well… some of it’s a secret… the bits that aren’t a secret are:
1) Bigger build area
2) Rotate blocks
3) Scale Blocks (make them bigger or smaller in 1 or 2 axis)
4) Attach to weird angles – no more not being able to add armour to those wedges!
5) Move blocks that you’ve already placed
6) Some new blocks
7) Monsters – depending on when we release the next update will dictate if these make it into it, regardless we’re working on them and can’t wait to show you!
As you can see we’re fundamentally changing some of our systems((In fact we’ve opened up the attachment point system so that you can now build in pretty much any way you like!), which is why its taking a while to get right. We also want to ensure that the 1000’s of ships currently in the workshop work with the new systems, which takes some testing ːashipː
We’ll be asking for some help testing out the new blocks we’ve created and ones that are created through the DLC above, so stay tuned for that too!
2017 is going to be a BIG year for us and we’re very excited
here, have some rum to keep you going ːrumbarrelːːrumbarrelːːrumbarrelː
Thank you all for all of your brilliance so far in our journey, the seas are choppy but we have a sturdy ship and good hands on the deck
SPG
ːlastleviathanː
We just wanted to say to all our players, have a fantastic holiday season!
We also wanted to let you know that we're working on some very big things for an update early (ish) next year which includes monsters! oh yes it does!
You've all been waiting for it, so we've begun the long process of making monsters as EPIC as is humanly possible and within the realms of technology.
We've also created a handy handbook for new players which (hopefully) graphically lets you know the key bits to look for when starting out
Have a lovely holiday all and see you in the new year!
SPG
Hello Scorched Pumpkins! We’ve got a black cauldron of an update for you in this Halloween update featuring the new event ‘Skull Lagoon’.
Hello all you ship based sandbox fans!
Today we have just released The Last Leviathan trading cards! Oh yes! We’ve managed to come up with some cool old painting looking cards for you to earn and trade and a number of emoticons for your communicative enhancing pleasure (is that even a sentence?)
Next Steps Poll
Thank you to all of you who have voted on the poll, we’re still mulling over exactly what todo and though we may not do exactly what the poll suggests, we do very much take your thoughts into account when thinking about next step. There is still time to influence us so PLEASE continue to vote here: https://www.facebook.com/SuperPunkGames/app/126231547426086/?ref=page_internal
Ok - thanks to all the beta testers we've just pushed V0.2 (build 135) onto the main branch. WOOT!
We finally made it! So much has gone into this update it won’t actually fit into this announcement so I've put the bullet points below and will link to a change log asap
Battle Seas – completely overhauled this and changed it to Crusades
Crusades now includes the following activity types:
• Battle
• Race
• Fleet Battle
• Survival Battle
• Siege
• Challenge – these come in various sub-forms like treasure or hill climb.
Crusades 1 & 2 are available, we’re working on 3 & 4 and hope to roll 3 out within a couple of weeks or so with 4 coming a little time after that.
Save data – as we’ve changed the game so much all your current save data is now redundant unfortunately. Your ships will be fine but your star ratings will be deleted. Sorry.
Good news everyone: you get to beat them betterer in our new crusade mode – We’ve lifted the restrictions here so you can play any challenge with ANY ship you like. Oh yes.
Blades – these now actually do Melee damage which meant a change in their collision data, which may give some of your ships issues. If your ship gets instantly destroyed when you set sail, remove these blades and try again. Essentially you are not allowed to put anything underneath the actual blades now, before we you were.
Joints – any block not actually attached via an actual attach point (i.e. cheating) will drop off.
Localization – Players can now make their own translation mods! We've added the instructions to the "Localisation and You" Sub-forum so go check it out if you fancy translating our little game into your own language or even just a comedy language version!
Mechanical Blocks – We’ve added a bunch of cool mechanical blocks including a pivot joint, grabber, spring detonator, winch & chain and various rotating blocks. We’re hoping these will fuel your collective creative genius and manifest into some simply jaw dropping ships!
We did a few videos but I'm reasonably sure you guys will do much better:
https://www.youtube.com/channel/UCeZlXWBVcK-ijREuC7wW68Q
Melee – Melee weapons now do damage to other blocks and we’ve added a number of new melee blocks to boot. I think you’ll like the spiked roller of doom….
Harpoon – YES! It’s in finally! You can collect ‘things’ with it and use it to pull your enemies closer before you hit them with a devastating massive spiked ball to the peanuts.
Rockets / torpedoes – new blocks, try them and see. We like to put the mine on the end as a warhead…
Key Assignments – you can now change all blocks and controls to whatever you like via the new key assignments windows. Press ALT whilst hovering over a block to bring it up.
AI improvements – yes we’ve done some of these too
There’s a load of other smaller tweaks, changes, rewrites, fixes & improvements but I’ll let you experience that yourself as you play
Ok, get playing and give us your feedback!!
thank you!
SPG.
Hello collective creative genius
Sorry for the recent lack of comms, we’ve been nailing a whole heap of dev so that we can get this next MASSIVE update out asap, so without further ado:
BattleSeas Update – we’ve now added a whole heap of challenges too complete in 4 BattleSeas levels, ranging from Racing to Sieges, Fleet battles, treasure hunts, Hill Climbs and more! We’ve also added a map to these levels, with fast travel so that you can find stuff and get around easier.
Torpedo & Rocket Propulsion Blocks – just finished adding in two new very adaptable blocks that detach on a keypress and then accelerate away from your ship, giving you steering control for a limited time. We’ve found adding the new mine block to the end as a warhead is a nice addition and results in some lovely destruction.
Video of a Torp in action earlier today:
https://gaming.youtube.com/watch?v=C7H3b0qKwNs&feature=share
Beta version of the next update is due out on 19th Sept for all those wanting to test it for us – we would truly appreciate it! Don’t shoot us if it doesn’t quite hit the 19th, there’s a lot to go in, and it WILL have bugs – which is why we need you to test it! ːsteamhappyː I’ll update as soon as we know more
ChangeLog below:
• Verses mode - move starting location for player
• Moved BattleSeas to top of main menu list so players start there
• VFX - toned down vfx on fire cannons
• Dorenmar Environment – Added lighting & variation
• Terrain extension to Dorenmar
• Fixed the twitchy glitching
• Main Menu Tweaks
• Upgrade the attach points visually
• Fixed WEIRD coalescing on specific ship - 3rdratesol - physics was running 4 times for some reason!
• Added new water cannon
• NEW game start up - first time a player enters any mode, give them a popup screen with 3 options of ships to choose from
• Implemented Keyboard assignments AND separate block triggers (i.e. can use propeller 1 at different time to prop 2 etc)
• Battleseas – implemented the map & opened up the power options
• Wrote a collider to capture the trees and rocks in levels so that we can collide with them
• Grabber block is now available- can be loaded in editor with something(mine etc), then released, and attaches to stuff like a magnet in play
• Added Torpedo Propulsion Block – can we deployed and the player drops into FPS mode on the torpedo and can steer it a little
• Added Rocket Propulsion Block – like torp but in the air
• Added Ballast Block 2 - Slightly heavier and round version of ballast - better suited for the fuselage of torpedo/rockets.
• added time delay(user defined) to spring block release
• Races are in – Basic (cc mario type limits), Wind power only races, Flail racing) - power limits/manifest setup
• Added Winch & chain - winch type block which can be lengthen the chain in play mode.
• Fixed BUG - Custom Joint issues with complex block hierarchies (Ref: Rotor and Winch/Flail)
• Pivot joint - added option for this to only pivot or force pivot on key press
• Map button - taken out of sandbox mode
• looked at how to turn on melee weapons damaging own ship and then turned it on.
• New Ship button - once selected, give selection of 4 base Hulls (1st is starting block then 3 others: Raft (Cog), Carrack, Galleon) for the player to select from
• animated crab claw
• Water cannon bug – fixed issue with near flames not going out
• BUG – Fixed Wave Machine params that used to sometimes cause ships to somehow "fail" to do buoyancy properly.
• Map - added player ship to map even when docked
• Map - Added fast travel to challenges/races etc in map by clicking on icon on map
• Added new races, various challenges, fleet battles, survival battles to all BattleSeas Levels.
• Tweaked and played with the GUI a number of times until it was betterer.
As always, feedback and comments are very welcome
Have a great weekend all!
SPG
Hello Greenhorns!
Over the last couple of weeks, we’ve been busy adding in a bunch of cool new blocks, some most excellent BattleSeas content and some structural changes for our September update, so it’s been heads down for the most part!
Please watch this informative video of the new Spiked Roller Block mowing down one of those pesky fish:
https://gaming.youtube.com/watch?v=ynG3fLzPgik&feature=share
Changelog below:
• Added a 'Spawn Ship' button to sandbox mode - spawns a random ship based on the class the player is currently in, can spawn workshop ships that have been downloaded and saved to local
• Rotating Spiky Block - added force to teeth which results in some interesting things…
• Drill & Wheel Saw blocks - code to support drilling/sawing functionality
• Rotating cube block - rotates by keypress, swings whatever is attached to it round, like a flail
• Hinge joint block - allows things to move on a pivot...
• Fixed bug - cannon balls still show exploding VFX underwater
• Fixed bug - Triple Cannon had no impact VFX on terrain
• Rotating blocks in one axis animate smoothly, in others they just snap. All should be smooth.
• AI upgrade stage 1 - Acceleration management & pathfinding around terrain
• Added Total Blocks in the ship widgets
• Load raft at start of game for anyone, so they can start with a ship
• Added the Spring Detonator block
• Fixed bug - flickering redblocks when mouse hovers over rotation direction indicator
• Added Mine block - attachable mines, deployable to activate (also activates on cannon ball hit or enough damage to trigger it)
• Rocket booster block - apply an instant boost to thrust for a duration
• Attach point - optimisations. now even more ships are optimised!
• Changed order of modes to direct players into Battleseas as our current main content area
• Changed the words Add - Delete to Build - Remove
• NEW game start up - first time a player enters any mode, give them a popup screen with 3 options of ships to choose from (1-build your own, 2-raft, 3-galley). these are pre-built ships that are always available to load
• Added Survival battles to all Battleseas
• Racing – Manifest races work
• Key Bindings - Added the ability to bind specific blocks to specific keys.
• Did some Main menu visual tweaks
The Gauntlet Challenge is still ongoing and ends on August 24th, and there aren’t too many entries at the moment so there’s still chance to win one of the awesome prizes!
As Harpoons are now working betterer (technical term that is) we thought we’d show them off pulling down the home of a few of the natives…:
https://youtu.be/MB8zwqsRMOg
Thank you to everyone who voted for us in the Alienware’s Game Showcase Challenge, we’re not sure if we made it through yet but let you know just as soon as we do!
Finally, here are some awesome player created ship designs from the workshop:
The Knife Head by seigeawsome001! This ship blew us away when we saw it!
http://steamcommunity.com/sharedfiles/filedetails/?id=738656388
The force is strong in this one: great ship by xInf3rn0, the Millennium Falcon!
http://steamcommunity.com/sharedfiles/filedetails/?id=742558557
Those exhausts should get a great upgrade in the next update with the new rocket booster blocks! ːsteamhappyː
Budd9570 is proving that not all great ships have to be big! Here is his “Manta Strike Ship”
http://steamcommunity.com/sharedfiles/filedetails/?id=740819887
Avraks made a beautifully curved Man-O-War named the HMS Panacea
http://steamcommunity.com/sharedfiles/filedetails/?id=745466379
The Spiked Roller in all its spiky glory:
Chocks away! No wait, that’s not right…
SPG
Hi Monster Hunting Shipwrights!
We could really do with your help if you'd be so kind!
We're taking part in Alienware's latest Game Showcase Challenge where we can win lots of very good co-marketing partnership prizes, BUT WE NEED YOUR HELP!
Please click on this link:
https://eu.alienwarearena.com/contest/entries/game-showcase-challenge
Then scroll over The Last Leviathan figurehead icon where a +1 button should pop up, just hit that button with your mouse cursor! YES! that's a vote in the bag! nice.
This would be just AWESOME as Alienware are rather big and nice and make great PC's, we could be being promoted alongside their awesome machines! how good would that be?! Yeah I know, AWESOME!!!
You can find out more about it here: https://indie.alienwarearena.com/contest/game-showcase-challenge
Thank you, you brilliant Human Beans! (name the film) :)
SPG
Hi guys, After the HUGE Optimisation update earlier this week, we found and fixed a few issues, adjusted a few numbers and wanted to respond to your feedback by releasing this update before the weekend!
Hello Leviathan enthusiasts!
Massive welcome as always to our new players and huge thank you to all you veterans!
This update has taken a little longer than our previous ones, but that’s cos we’ve added more! I’ll get right into it:
Optimisations – We’ve done loads more work in this area, so much so that you should now be able to play with 1k block ships! This draws an end to this round of optimisations, we will focus on content for the immediate future.
https://gaming.youtube.com/watch?v=5mNPCF11htM&feature=share
https://gaming.youtube.com/watch?v=qTLlO0qIF4k&feature=share
32bit version – is here! This we believe is the solution to players reporting not being able to download the exe. Turns out that steam doesn’t detect if your machine is 64 or 32bit so even though we stated 64 bit on our min spec, it still allowed players to purchase the game with a 32bit system. So rather than disappoint those players, we’ve done a 32bit version (something we weren’t planning on doing!)
Wave Machine – we’ve added the ability to tweak and change the waves in CREATIVE mode ONLY. All other modes are gameplay related and have rewards, so we get to control those ːsteamhappyː Have a play.
https://gaming.youtube.com/watch?v=bpGPHu803L8&feature=share
GAUNTLET EVENT – it’s time to run the gauntlet! A new type of event this time, where you need to race to the target area whilst not getting ravaged by the mines and turrets! Some nice rewards for this one so go check it out
3rd person firing – we’ve implemented arc lines to this mode to show where your cannons will fire. Pressing SHIFT and moving your mouse will show them (if mouse cursor is over a valid target). You can turn this on all the time or off all the time in options.
Cannon balls now continue into water, reduce speed and do damage to anything they hit in there
Balancing – We’ve done another round of balancing on all blocks and have tweaked the power costs, damage & health for all blocks. This will mean that some of your ships may now be overpowered in BattleSeas.
Concave Hull Blocks – added some cool new hull blocks that are curvy.
Quick FPS Select – You can now use the keys 1,2,3,4 to quickly enter FPS mode. 1=Portside, 2=Fore, 3=Starboard, 4=Aft. Pressing the same key again will cycle through the weapons on the relevant side.
Newsletter Subscriber email – We had an issue here and didn’t capture emails so please re-input your email if you wish to subscribe – no newsletters have been sent yet!
V0.1.3 (Build 116) Changelog
• Rebalanced the sails - The largest sail imparts a lot more force. The smaller ones have been reduced slightly. Costs and weights have also been re-aligned to fit with the thrust that they give.
• Fixed issue on the sails where the large and extra-large sails thought they were logically bigger than they were
• Fixed issue with the sails where one would see a chug when hovering over a sail with the same sail selected. Fiddled with the cloth settings on the sails to improve their look to compensate for the vertices loss.
• updated min & recommended specs
• Added joints that have less strength
• Definable start position (Default to origin if not found)
• Optimisation - Raytracing - sails chug in editor mode
• Optimisation - Coalesce physics in larger ships, added option to remove this feature in options
• Fix email subscriber issue - if you have already put your email in here, please do so again as we had an issue with a silent failure on this! sorry!
• Fixed some typo’s in tips
• TIP - add 'bottom' to the keel tip to give a hint on where it goes as a number of players/youtubers weren’t aware that it is mean to be placed at the bottom of a ship…
• 32-bit version – build it, tested it and fixed it.
• NEW Block rotations - WASD keys now give players more options to rotate
• Creative Waves Option – Creative mode only – Added options to play with the waves
• Water culler – Disabled this as it was causing more issues than it was solving. Need to come back to this later and make it work betterer
• Added new gate checkpoint system for new event and subsequent challenges
• Cannon balls now continue into water at a reduced speed and do damage if they hit stuff
• Lights in scene - there's an Option in the settings to enable/disable dynamic lights.
• Fire on Coalesced Blocks – This now works with our coalesced blocks. Fire is bad for your ship…
• added stone house blocks to prop editor for new environment (not revealed in this update)
• added new rounded blocks for ship building coolness
• Implemented NEW 3rd person firing, tested it, took it out again! back to the drawing board!
• Implemented another 3rd person firing solution, which is much better. Weapon Arcs now controlled via Options (3 modes) and display yellow/red with alpha fade if reloading. Targeting reticule now show White/Red as appropriate. (3rd person cam)
• Balancing - Tweaked damage for all weapons and tweaked health for all blocks - Balancing round 2
• Added new Gauntlet EVENT scene
• Added feature for removing all joints (public).
• Added feature for the weakening of joints.
• Balanced the power stats for weapons in line with new health and damage
• Siege housing blocks - Viking village & Viking castle type blocks
• New 3rd Person Crosshairs x 2 (can shoot & can't shoot)
• Message backgrounds updated and moved
• Resized icons
• Added concave curved blocks
• Prop Editor – fixed up camera zoom out bug
• Submerged Block function – mines can now sustain a submerged status, which should help to stop pesky subs!
• Block max text - when a ship goes above 800 blocks, display text. Not a cap but something to warn the player that over this number will likely cause FPS issues.
• Fixed timing of AI triple cannon so that they fire at the same rate as the player
• Updated Version notes in main menu
• AI - In ships that are built very obviously backwards, turn the helmsblock around so that the AI doesn't just run away thinking that its actually moving towards the player
• AI ships now don’t give up as easily.
• KEEL - added VERY HEAVY to the description on these
• Added Bow curved blocks
• Add 6 more pirate ships in each class (Cog & Hulk) to destroy
• Wind direction - changed to match direction of the waves
• Fixed BUG - thumbnails not actually updating the thumbnail for the ship
• Tweaked text size (need to find another font too)
• Quick cannon keys - pressing 1,2,3 or 4 selects a cannon and goes into FPS mode keep pressing each one to cycle between guns on that side
• Adjust top/left messages guttering and possible screen scale issues (not scaling gutter?!) - Not working on shallow & wide layout
• Changed the checkpoint icon
• Animated the checkpoint indicator
• Added tutorial for shooting mechanics
• Various other small bugs and fixes
Ok so next up is our MEGA MELEE update, which will also include the next BattleSeas Class opening up and a heap of other cool stuff to do! Yikes!
As always, feedback and comments are very welcome!
SPG
Hi all, just rolled out a quick update which fixes a couple of small issues we found: ChangeLog V0.1.2 (build 110) • Fixes for playing Workshop items from Events and Versus modes. • Hide GUI for sail/docking modes whilst in FPS Camera mode. Thank you!
Hello everyone!
Welcome to you lovely players, new and old and happy July 4th to our USA brethren!
Ok so we’ve been very hard at working listening to you guys and have had our heads down deep into optimization recently. We’re glad to say that we’ve made a number of improvements that *should* give everyone a good FPS boost! Hurrah! We’re nowhere near finished on optimization but wanted to roll this improvement out to you guys asap.
We’ve also added a ‘Physics Joint CPU Allocation’ option to the options menu which means you have more power at your fingertips should you want to go in and tweak the game to better suit your rig. Though beware that reducing this to low will give you better FPS at the tradeoff of ‘bendiness’ of joints – you’ll see what I mean when you try it ːsteamhappyː
On top of all that, we’ve implemented a MAC version for those of you of the apple persuasion. This is our first Mac version and whilst we do have a number of Mac’s in the studio we don’t have many, so if any of you could find the time to test version and feedback any issues, that would be HUGELY appreciated.
NEW EVENT!!! Yes we have, we’ve added a new EVENT for you to get down and dirty with on youtube and twitch. This one should be a bit more of a challenge for you…
Road Map
After many a conversation internally on what we should focus on next we have decided on the following:
The Optimisation + Siege Mode Update + editor rotations
Our next update will focus again on optimisation; we were aware when we launched that we had a high min spec but probably not aware enough about the impact that would have on so many players. We want to remove the current limits on your creativity as much as possible so will spend the next couple of weeks focused mainly on optimizations.
This update will also have ‘Siege’ mode implemented into BattleSeas Classes. This is where you can lay siege to ground based buildings that attack back and can deploy ships to help them! Eeek!
More rotations for blocks – yes we heard you, its coming!
We’re also building a new environment for you to play in, though we’re not sure exactly how long that will take to finish, so this may not make it into this update.
We expect this to take around 2-3 weeks depending on testing.
Following the release of the above version, we then start work on: The Mega Melee Update
This one we’re extremely excited about. We had to turn off Melee damage just before release as the additional framerate hit was too much. As we’ve been optimizing we’ve also figured out a way to turn this back on without hitting the framerate too badly.
Turning Melee damage back on isn’t enough for us though, we want to make Melee battling a LARGE feature of our game, and so have come up with some very cool ideas that we’ll implement as part of this update. I actually cannot wait to show you this, I may actually explode.
We expect this update to take us 4-5 weeks so expect it around the end of Aug, start of Sept.
We’ll keep updating you each week on our progress through our DevLogs on Friday’s and of course once we’re through these cool updates, we’ll plan out the next ones.
V0.1.2 (Build 109) Changelog
• Optimisations – focused on graphical settings and physics.
• Thumbnails don't include Mount Points when taking a screenshot.
• When Rudder and Propeller blocks are disabled (detached from helm) they now stop.
• AI projectiles no longer defy the laws of Physics when seeking their target.
• Ships that stand or get stuck now self-destruct after a while.
• Text message for "New Ship" has been changed.
• Updated version text in main menu
• Mac version!
• New EVENT - Ironblast!
• Options screen from the Main Menu. Allows control over Physics Joint CPU load.
• Fantastic Settings now sets VSync to prevent GPU overload.
• Some tweaks to the different Graphics performance options.
• More tips.
• AI ships are harder to beat.
• Changed start position for most scenes to allow for bigger ship building
• Closed the ability to keep docking if you are out of the world.
• Various other little tweaks and fixes that we noticed and fixed along the way but didn’t write down anywhere so can’t put here! Where’s our producer? He’ll have something to say about this I’m sure…
Feedback welcome as always!!!
Hello everyone! Look ^^ new store image!
First off a MASSIVE WELCOME to all the new players we've had over the last couple of days and a further THANK YOU to all you 'older' players :)
We've been out a week and can confidently say we've been overwhelmed by the response and creativity of you guys! We have over 900 ships of all shapes and sizes already in the workshop, and a lot of those are just sheer genius!
OK onto the main point of the announcement, we've had our heads down since the last update as a number of you reported issues to us through the HUB - THANK YOU!
So we've fixed a bunch of those in order to make the game work better, hopefully we've caught enough in this update to be able to get cracking on the bigger task of a content update in earnest... here's the list:
Early Access V0.1.1 (Build 104) Full Changelog:
- CTRL key added as delete modifier to work around left shift issue
- Changed version number to match the new build scheme
- Added more tolerance of exceptions being thrown when loading data.
- When a ship is deleted, don't clear/reset the current ship in the ship creator, but treat it as an unnamed ship.
- Add a "Update Thumbnail" button to the ship creator to allow players to get a picture of their ship that they are happy with. This can only be used if you've saved the ship.
- Added camera sound.
- Added user messages for data that fails to load.
- Made the save process "safer".
- Bug Fix: If a GUI panel is displayed, don't allow the arrow keys to move the ship around in the building bounding box.
- Copy block now requires you to use both CTRL and Middle Mouse button in the ship creator as middle mouse also pans the camera.
- Updated the Keys panel.
- Speeded up the time taken to transfer from 3rd person camera into FPS mode.
Let us know if you get any big issues with this build and if not, we can get cracking on some cool new content :)
WOW, what a response!!!!!!! We had no idea when we set out into Early Access we would be covered by so many great youtubers and streamers and no idea that you guys would like our game so much! THANK YOU!!! Also, the team would like to give you all a HUGE HUG. there, you should feel hugged right now... Ok, moving on! We had a couple of issues with the build (quite proud to say not too many!) and we’ve spent the last week focused on BUG FIXING ONLY. So no new content for this update. We’ll focus on adding some cool new stuff next! Quick reminder: The Stormranger Challenge will be ending on July 4th, at 1PM EST (10AM PDT). So get your entries in! Here’s the Changelog list which includes a fix for the pesky upside-down bug! Early Access V0.1.1 Full Changelog: - A fix for the camera being upside down in lower graphical settings - Small increase in FPS for “Beautiful” and “Good” Graphical settings - A new buoy and gravestone model - A fix for being able to click on a weapon during the surrender dialog - Fullscreen mode will now be default, to eliminate confusion - A fix for triple-cannon bank firing - A way to finally delete your ships! - A fix for rudders turning the wrong direction at 0 throttle - A fix for strange particle system artifacting - Projectile trails will now last a bit longer after the projectile hits the water - Many new updates to our website! - Fixed an issue with audio resetting - Added a click sound when weapons are out of ammo - Added a message that will inform you when you’re out of ammo - Subscribing to workshop items now auto-refreshes the ship load screen - The workshop button text now changes to show that you can press it gain to force a refresh - Fixed an issue with AI firing the triple cannon too quickly - Fixed an issue with Steam Workshop items not showing up if the name was changed - Fixed an issue with steam workshop items not showing the appropriate star rating - Fixed an issue with sails not applying the correct power to a ship - Fixed an issue with sails not being considered a form of propulsion - Added a button in Options to reset your progress in Battle Seas - Fixed an issue with not being able to progress in Battle Seas once you’ve defeated a ship. - Fixed an issue with the 10th Cog Class ship not spawning - Fixed an issue with ships not registering as being dead - Replaying battles should give appropriate stars now - Added sound effects for when you are spotted by a pirate ship, and when you win a battle - Buoys have collision now and a BELL! - Reworded a couple of in-game messages - Updated the Mast sails to work more in-line with real masts. You can now tack with them better - Slightly lowered time taken to get into FPS mode. As always, let us know of any issues and have a lovely week!
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