Full notes
Full Seven Seas: Adventures update
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What changed
- Events
- Fixes
- Server
- UI and audio
- Gameplay
- Performance
Seven Seas: Adventures changes
With the release of v0.8.2.2 comes the long awaited multiplayer patch! This is currently available during our Alpha test and can be accessed from your account (https://playsevenseas.com/account) - want to gain access? visit our site at https://playsevenseas.com/ and support the game to gain immediate access!
Changes/Fixes
Fixed an issue with scheduled (timed) events on multiplayer clients
Fixed an issue with fleet metadata not containing references to best/slowest ship (in the fleet)
Fixed an issue on the server when positioning a client fleet when they connect to the server
Fixed an issue on the server that prevented a client from leaving the port examine window and/or docking (failed distance check)
Fixed an issue that didn't load the player faction after character creation when connecting as a client
Fixed an issue with other fleets drifting in multiplayer due to physics issue
Fixed some graphical issues with the UI introduced as a result of the UI overhaul
Fixed an issue with flotsam buoyancy
Fixed an issue with clients not being able to interact with flotsam
Further support for controllers (namely testing with a DualShock 4 controller!)
Fixed an issue with clients rendering their fleet nameplate when they shouldn't
Fixed an issue when Intel would say "Unknown Port" on clients
Fixed an issue on clients when taking any action that requires a character to say anything server-provided (like requesting a letter of marque)
Fixed an issue with starting dialog on clients
Fixed an issue with Pawnshops not rendering their items in stock
Container windows (markets, facilities, fleet cargo, etc.) now show used/max space with decimal places
Fixed an issue with used space being incorrectly returned as an integer (where it should be a float)
Fixed an exploit where containers could be incrementally filled beyond their maximum capacity
Fixed an issue with buying/selling goods from an owned warehouse and the UI not being updated on successful movement
Reworked (improved) how/when metadata is loaded from the server to fix a lot of issues
Fixed an issue with rendering others fleets on clients (issue with fleet metadata)
Fixed an issue where fleet visibility state wasn't accurate on clients when they initially connect (a player could be in port, but it would show them at sea)
Fixed an issue with the battle window not opening on clients when starting a battle
Fixed an issue with the battle result window not correctly displaying lost ships
Simplified the ship/fleet locomotive system to be more generic/robust and reduce duplicate code
Fixed an issue with sailing during realtime battles
Fixed an issue with battle results not displaying - seemingly no battle results?
Fixed an issue with initial battle ship positioning on clients
Fixed an issue with starting a Tutorial game
Implemented a feature to prevent bounties from generating in specific regions (no bounties in the Tutorial region)
Fixed an issue with clients not being made aware of new ships being created in the game (ie, someone buys a new ship)
Reworked on the battle UI works - now, when joining an existing battle it won't automatically make assumptions for which team you should be on, giving you a choice instead.
Reworked a lot of the UI systems to better handle the complexity of the newer windows added in the past patches and this patch - this also fixed some bugs as well.
Fixed an issue with Shipyards failing to produce Ship of the Lines
This will be our last major update for awhile as we dig into building the games last major feature: port sieges, port ownership, and port management, with a Steam release date being announced shortly after - make sure to follow along and wishlist if you haven't already!
Join the community on our Discord to directly engage with fellow captains and developers! https://7se.as/discord
Source
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