Windward (SG)

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chekov
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Windward (SG)

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Windward v2016.01.04.0 (SmallGames)
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Designed from the start to be a fully procedural co-op game, Windward can be played by yourself, but it truly comes alive when playing with friends. Start by generating a procedural world that will be unique to you, design your own custom faction then sail forward fighting pirates, trading with towns, doing quests or simply exploring -- it's up to you how you want to play.

As you sail about you will find resources you can make use of, upgrades for your ship, new towns that will ask your assistance, and as you get farther out from the starting area -- various pirates that will attempt to take what's rightfully yours. Combat experience will let you unlock new talents and abilities to make that particular line of work easier.

As you take up consignments with towns and fulfill their production shortages, the towns will grow, offering more quests, more resources and better items. As the towns continue to grow they will offer you a choice to upgrade your ship itself. Would you prefer a fast Schooner to explore the world, or a heavy Galleon that's able to take up 5 consignments at once? Or perhaps a massive Ship of the Line to take the fight with the pirates to their heartlands?

As you explore the world and get farther away from your starting area, the game will become progressively more difficult -- but so will the rewards. Throughout all of this you can expect the pirates to put up a fair fight, as the AI is bound by the same rules as the player: they have sight, and must explore the map before they can know what's there.

Speaking of AI, build a fearsome reputation and the AI will respect you, even fear you -- avoiding you if at all possible. Some friendly AI will even choose to follow you and assist you in your own adventures.

And so, on the topic of adventures -- ready to have yours?

System Requirements
Windows
MINIMUM:

OS: Vista
Processor: 1.4GHz dual-core Intel Core i3 or AMD equivalent
Memory: 2 GB RAM
Graphics: Intel HD Graphics 4200
DirectX: Version 9.0c
Storage: 250 MB available space
Sound Card: Integrated audio
Additional Notes: May need to reduce the graphics quality in-game

RECOMMENDED:
OS: 7
Processor: 2.0Ghz quad-core Intel Core i7
Memory: 4 GB RAM
Graphics: Any NVidia or ATI card that cost at least $200 in 2010
DirectX: Version 9.0c
Storage: 250 MB available space
Sound Card: Integrated audio
Additional Notes: SSD recommended for faster loading times

Changelog:
2016-01-04 - Now live
Playing single player no longer uses sockets. It’s now a true offline mode (unless you check “allow friends to join”, of course).
WWServer now has a new -http command-line parameter you can specify, making it respond to web requests. Navigating to your server’s address in the web browser (ex: http://127.0.0.1:5127) will show you how many players are online and who they are.
chekov
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Windward v2016.01.04.0 (SmallGames)

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Windward v2016.01.07.0 (SmallGames)
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2016-01-07 Changelog:
Server stability fixes.
Quick-moving items into a full vault should no longer show an exception.
chekov
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Windward v2016.01.04.0 (SmallGames)

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Windward v2016.01.23.0 (SmallGames)
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► Changelog
2016-01-23 Changelog
Fixed the Menagerie achievement not unlocking if you happened to unlock the 16th ship on a server that had more ships. Menagerie will now trigger off of 11th ship, so you don’t need to unlock everything anymore.
It’s now possible to change world options using /set:
/set war = [true/false] ← Permanent PvP or not
/set playerShips = [true/false ← allow player ships or not
/set challenge = [0.0 - 1.0] ← 0 being 50% challenge, 0.5 being 100%, 1 = 200%
/set damage = [0.0 - 1.0] ← 0 being 50% damage, 0.5 being 100%, 1 = 200%
Inferno’s damage to sails now scales the same way as hull damage (reduced at low lvl)
Spending talent points to upgrade items now subtracts a proper amount of XP.
XInput is now enabled automatically for XBOX One controllers.
chekov
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Windward (SG)

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Windward v2016-02-03.3 (SG)
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2016-02-03 - Now live
Added /scaleStats that force-enables or disables stat scaling in the current region (admin command). This is identical to scaling that happens during PvP and in instances.
Added /set capStats = [true/false] ← Whether player stats will be capped while in regions below the player’s level.
It’s now possible to create ships that have turrets that rotate to follow the mouse.
Added support for land-based vehicles.
Created a tank test vehicle. It’s a land-based vehicle that can also go underwater. It has a rotating turret that can be aimed with the mouse. It also has a new skill tied to the turret that does quite a bit of damage. Drive it around the Tasharen server later this week.
Terrain generation can now be altered via the world’s config file. Note that changing the world’s config will affect all existing regions as well, so this is only recommended for new worlds! Just add any of the following entries at the bottom of the world.dat.config file:
terrainHeight ← Defines the height of the terrain. Default is 16, meaning the terrain’s highest point will be 16 units above its lowest point.
terrainOffset ← Defines the terrain’s vertical offset. Default is -7.5, meaning the terrain’s lowest point will be 7.5 units below sea level.
terrainRoughness ← Defines how rough the terrain will be. Default is 1. Lower value will result in a smoother terrain. Higher value will result in a jagged, uneven terrain.
03.3: Added /3rdPerson to switch the camera to 3rd person and back.
03.3: Added /set 3rdPerson = [true/false] to force 3rd person mode on your server.
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Windward (SG)

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Windward v2016-02-07.0 (SG)
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2016-02-07 - Now live
XP reward for ships is now based on all primary stats, not just HP.
Ship stats are now capped based on the minimum region level where that ship can appear and can no longer exceed the sum of 12 (defense + offense + support).
Modifying the terrain while colliding with it should no longer make your ship get permanently stuck being pushed in a specific direction.
Land-based units should no longer be able to bring along followers.
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Windward (SG)

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Windward v2016-02-09.0 (SG)
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2016-02-09 - Now live
Mods that don’t add any code no longer cause items to get marked as requiring that mod. Note that this only affects single player games. If playing multiplayer, it will behave like it did before and all mods that alter game’s configuration will be marking items as requiring them.
Land-based units can now place structures on land away from bodies of water.
Fix for the tank’s turret not being controllable when taking control of AI.
The Tank and Spaceship can now both be found on Steam Workshop.
Updated Modder’s Tools with the latest model exporter capable of exporting Asset Bundles (what I used to export both tank and spaceship). Also added the Tank to it in case modders want to know exactly how it was made. Asset Bundles are able to include custom shaders, physics materials, particle effects and other Unity stuff. Only code can’t be included. To export any model as an Asset Bundle, make a prefab with it (drag it from the scene into the Project view), select the newly created prefab, choose the menu options Assets -> DataNode -> Export Selected -> as AssetBundle.
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