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Steam News19 November 20232y ago

Patch 0.3.3.0 - "Smoother sailing"

To start off, a couple of visual improvements. The first one I did mainly for optimization reasons. The rigging of this frigate, the Seashell, used to have 82 separate skinned mesh renderers for ropes and such.

Full notes

Full Gust of Wind update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes1 addition8 changes2 removals
  • Performance
  • Gameplay
  • Fixes
  • Balance
  • Maps
addedTo start off, a couple of visual improvements. The first one I did mainly for optimization reasons. The rigging of this frigate, the Seashell, used to have 82 separate skinned mesh renderers for ropes and such. I replaced ALL of them with line renderers and static meshes (allowing me to combine the static meshes into one big one). There was some improvement for performance, but less than I hoped, to be honest. Anyway, at least those chainplates I added to the sides as new additions look pretty cool. I did the same change also to a brigantine that's featured (as different variations) in both missions 2 and 3.
changedAlso, I changed the graphics of the objective elements:
changedList of other bugfixes / improvements:
fixedIf player had a grappling hook on shoulder while saving game, the rope of the grappling hook was spawned in the character's hand (as if he was carrying it). I fixed this, and also made the character add the throwable objects automatically on his belt, when you pick up an object with both hands being occupied. There are 5 slots for throwable objects on belt.
changedin some situations player took damage when yanking back throwing hook after throw
changedvaulting didn't work on slanted surfaces (ridge roof), made other improvements on it too, making vaulting all in all much more reliable and intuitive

Gust of Wind changes

addedTo start off, a couple of visual improvements. The first one I did mainly for optimization reasons. The rigging of this frigate, the Seashell, used to have 82 separate skinned mesh renderers for ropes and such. I replaced ALL of them with line renderers and static meshes (allowing me to combine the static meshes into one big one). There was some improvement for performance, but less than I hoped, to be honest. Anyway, at least those chainplates I added to the sides as new additions look pretty cool. I did the same change also to a brigantine that's featured (as different variations) in both missions 2 and 3.
changedAlso, I changed the graphics of the objective elements:
changedList of other bugfixes / improvements:
fixedIf player had a grappling hook on shoulder while saving game, the rope of the grappling hook was spawned in the character's hand (as if he was carrying it). I fixed this, and also made the character add the throwable objects automatically on his belt, when you pick up an object with both hands being occupied. There are 5 slots for throwable objects on belt.
changedin some situations player took damage when yanking back throwing hook after throw

To start off, a couple of visual improvements. The first one I did mainly for optimization reasons. The rigging of this frigate, the Seashell, used to have 82 separate skinned mesh renderers for ropes and such. I replaced ALL of them with line renderers and static meshes (allowing me to combine the static meshes into one big one). There was some improvement for performance, but less than I hoped, to be honest. Anyway, at least those chainplates I added to the sides as new additions look pretty cool. I did the same change also to a brigantine that's featured (as different variations) in both missions 2 and 3.

Here's a video showing some details in the revised ship: https://x.com/GustOfWindGame/status/1716875722172871132?s=20

Also, I changed the graphics of the objective elements:

List of other bugfixes / improvements:

  • forced camera to be in third person when climbing (afterwards it resets to the way it was)

  • If player had a grappling hook on shoulder while saving game, the rope of the grappling hook was spawned in the character's hand (as if he was carrying it). I fixed this, and also made the character add the throwable objects automatically on his belt, when you pick up an object with both hands being occupied. There are 5 slots for throwable objects on belt.

  • in some situations player took damage when yanking back throwing hook after throw

  • exploded doze grenade left behind a collider indicating it could still be picked up, even though it couldn't

  • fist strikes didn't always land, now they do

  • vaulting didn't work on slanted surfaces (ridge roof), made other improvements on it too, making vaulting all in all much more reliable and intuitive

  • fixed a situation where character got stuck falling against a floor after climbing

  • ensured NPCs being rotated to their walking direction, which didn't always happen

  • M3 ship optimization (there was a big lag when going inside, got reduced greatly)

  • Torchlights of enemies now show up however far in the distance they are (as a lightweight particle effect)

  • fixed occasional weirdness in animations with choke from above for both player and enemy (although in some border case situations there are still problems with that)

  • when the ceiling is low, thrown bodies no longer clip partly through the ceiling and leave there hanging from their head or arm

  • there were still situations where switching between third person and first person changed the pitch of the camera angle

  • first person camera doesn't clip to walls nearly as much. You can still get it to clip if you try hard enough, but you have to be doing something weird like looking down while pressed against the wall.

  • improved ground check, should lessen the likelyhood of getting stuck on uneven terrain

  • carried objects sometimes didn't get attached to boat properly when starting rowing, result in boat getting partly stuck by the object hovering in air, that seems to be fully fixed now

  • when player drops in water while choking an enemy, the game no longer breaks

  • camera was sometimes rotated weirdly when looking directly down

  • if a weapon was in player's hand after loading game, enemy was able to fetch it in battle

  • the mechanism of using winches on gratings was in a pretty poor shape, if it worked at all (I've kind of overlooked it since it hasn't been used yet as a solution to any puzzle). Now it should be quite robust, you can lower a hook by winching, attach it to a grating and open the grating by winching.

  • Mission 3 has some unique situations where big groups of game objects are enabled at various stages of the mission (and the lighting changed). This has brought about some unique problems as well with loading the game, but I've now fixed the ones I've bumped into.

Source

Steam News / 19 November 2023

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