News

HOT STEEL!

By Failbetter, September 30, 2014 · Sunless Sea

Our long-awaited STEEL release – the real-time combat revamp – is here! It brings a clutch of bug fixes and a giant shipload of really stunning scenery.

This is the first release and there are issues, quirks and missing features – but it basically works, and is fun.

How To Get It

We’ve put it in an opt-in beta branch on Steam while we gather feedback and work out some of the kinks. We’ll migrate over everyone to the new branch in the next week or so. In the meantime, here’s how to get to it:

  • Right-click on SUNLESS SEA in your Steam Library.
  • Choose Properties | Beta, and select ‘steel_beta’ from the dropdown.
  • Close the properties panel, and you’ll have an update waiting.

(If you can’t see steel_beta in the dropdown, restart Steam).

IMPORTANT! You can switch back to the old version – for a little while – but new games started under STEEL will not be compatible with the old version.

 

How It Works

This is a summary! There are full patch notes at the bottom of this post.

Target an enemy by clicking it, or hitting TAB. Combat won’t actually begin until you fire on it, or it spots you. (Enemies will have a harder time spotting you when your lights or off, or if you have a high Veils stat. You may be able to sneak up on them.)

You’ll see your weapon arcs appear (different weapon positions have different arcs). Keep your enemy in the arc, and you’ll notice a glow circling the fire buttons in the combat bar. This is your firing solution: when the circle is complete, you can hit your enemy. If your enemy is illuminated by your prow-light (or by other lights, in the next patch) the firing solution willl increase faster. (It’ll turn green when this happens).

Elaborations! You can also fire before the arc is complete… but then you have a chance of missing. Higher Mirrors allows you to fire more frequently. Higher Iron allows you to do more damage.

Enemy ships, meanwhile, will be trying to do the same to you. You’ll get a warning signal just before it fires – the longer you can stay out of their arcs, the less damage they’ll do to you. Ducking behind land works. Zee-beasts can’t usually use projectiles, but they’ve learnt to submerge and than emerge to bite or ram you. You’ll need to pick your moment.

There’s other stuff – smaller ships have limited choice of weapons, there are several items with a use in combat. We’ll let you find it out.

 

How To Talk To Us

Tell us everything! We’ll watch the forums, but if you find a bug – or aren’t sure if it’s a bug – do let us know at sunlesssea@failbettergames.com. You are brave pioneers, and we salute you.

 

Other Goodies

SO MANY NEW ISLANDS! very little content as yet, but some amazing sightseeing. The Chelonate, Varchas, Fathomking’s Hold, Visage, Saviour’s Rocks, the Isle of Cats, the Gant Pole, Nuncio, the Grand Geode, and the (unfinished) Dawn Machine. You’ll also see a great many unnamed islands filling up the zee – generally, there’s much less empty space.

Terror now accumulates much more slowly, although Terror pips also dissipate much more slowly.

You can now tuck your officers out of the way with the button by your Captain’s portrait.

If you haven’t already brought your stories up to date, you’ll find that the Brisk Campaigner, the Nacreous Outcast and the Principles of Coral all have stories; the Wisp-Ways are open in the Mangrove College; and new branches have sprouted like, well, branches, on a whole lot of existing content.

A whole bunch of other fixes and improvements! Check out the patch notes below.

COMBAT

Features:
– Combat is now real-time and takes place on the sailing screen
– Weapons equipped to your Forward, Deck and Aft slots will now give you access to attacks
– Each attack has a Range, Firing Arc, Damage amount and Warmup time
– While an enemy is in your weapon’s firing arc, the firing solution will increase
– Once a firing solution is over 50%, you have the option to fire. Your % through firing solution is equal to your chance to hit, meaning if you wait for 100%, you are ensured a hit.
– If the enemy is in your headlights, the firing solution will increase at double the speed
– Your Iron level will increase the damage your weapons do
– Your Mirrors level will reduce the warmup time of your attacks
– Your Veils level will reduce the range at which enemies will spot you
– To engage your enemy, simply click on them with your cursor or hit the Tab key (you can also toggle between possible enemies with Tab)
– Using keys 1-3 will fire your currently equipped weapons in combat
– When you manage to avoid an enemy, it will begin to search the area it last spotted you
– When an enemy spots you, they will engage in combat
– Running with your lights off will reduce the distance at which enemies can spot you
– Organic creatures will not fire missiles at you, but will instead ram your ship and deal damage to you
– When you defeat an enemy, they will drop loot crates, allowing you to pick up rewards
– Entering combat will hide your officers from the HUD
– Enemies will attempt to avade you if you have locked on to them for a while
– Certain organic creatures will submerge beneath the water, making it impossible to target them
– You are unable to fire through terrain or objects in the sea, and instead have to wait until you have a clear line on your opponent
– Using The Unclear Device during combat will cause your enemy to lose sight of your for 10 seconds
– Using a Rattus Faber Assistant during combat will repair 10 hull damage
– Using a Lump of Blue Scintillack during combat will fill all of your attack solutions instantly
– You can leave the combat interface by pressing the cross at the end of the attack bar, as long as you are not currently being pursued by a target

UI

Features:
– You can now toggle the display of your officers using the cross next to your avatar
– The cursor has been reworked

SPAWNING

Features:
– Beasties no longer spawn randomly over time, but instead tiles are automatically populated with a random number of beasties when you enter them
– As a result of the above, tile populations are more random, but you will no longer be mobbed by constantly respawning enemies, it will be possible to clear a tile and then leave
– Enemy populations are currently much lower than before while we balance combat

ZEE-BAT

Features:
– The Zee-bat has been reworked and should now be providing more accurate information
– The animation of the Zee-bat has been improved
– You can now dismiss the Zee-bat message with the Z key

SAILING

Features:
– Weight now has a more noticeable effect on speed
– Terror increases much more slowly now while we balance combat

 

KNOWN ISSUES…

– The UI is all still quite placeholder
– The content is currently very limited, so almost all beastie attacks are identical
– Very little artwork, animation or sound design has been implemented at this stage
– Docking while in combat will partially obscure the dock button
– Some enemies and weapons remain unblanaced
– There are some framerate issues as a result of the new combat system that we are working to address
– Some smaller enemies can bit a little hard to click
– The submerge effect is subtle at present and it is easy to miss what is actually happening
– Some enemies may act strangely when attempting to ram you, sometimes freezing in spot or veering off to the side before doing damage
– Enemies may get stuck on the terrain as a result of the new pathfinding introduced to incorporate combat behaviour
– Beasties should not attack you will your are on top of a port, but they may behave irratically
– There are occasional sweet-spots where enemies may not be able to see or react to you, giving you an advantage
– Turn speed is not based on weight or engine power, and so faster ships will appear to turn much more slowly
– Zee-beasts drop crates, crates can give prize-ship results even after a ship’s destroyed.

 

 

30 Comments

Leave a reply


Nix Oct 10, 2:17am

Really enjoy the new system, adds more to the Sid Meier's Pirates feel. As for those who worry about death spiral combat, your ship does go into reverse as well. Think more of stalking your enemies rather than charging at them. A few suggestions though: The intensity of your headlamp should reflect what is mounted on the bridge. If I'm paying thousands of echos for a Montaigne Projector it should have incredible throw across the Unterzee. Also, as the difficulty of the combat has increased, so should the rewards. The swarms of baby crabs in the old combat system were a nuisance and loot from them matched their difficulty. Now that they can actually pose a risk of ramming , they should provide more than a hunger reduction. This applies to most of the beasties. And all ships should have fuel in their loot to make up for the heavy fuel use in combat. Overall, great work!

STEEL update is live! · Failbetter Games Oct 9, 1:43pm

[…] For the #longread version with lots of detail about the new combat system, see Alexis’ original Steel announcement. […]

Danny Oct 8, 5:28pm

Really like the idea of the new combat system even though i thought the turn based was good too. I understand there is still lots of tweaking and ideas to come but maybe the combat system could head in a Sid Meirs pirates style direction if this is going real-time combat? I'm not saying constantly turning the ship to face sideways in a circling golden age of piracy cannonball shoot out but maybe, some kind of 90 degree front of ship gun and spotlight movement would help? Hitting your target or not could still depend on luminosity; maybe a shot of a flare etc to illuminate an area for a time, as in constantly swapping between iron to fire and flares for hit chance would balance out combat if you were to implement a turret moving theme? Or even you could gain that ability when you hire a gunner or have certain amount of crew just like it effects speed? Even a turret upgrade on the market that you could eventually buy that specifically rotates with a dim spotlight could be good? Especially with the cool down times/fuel burning away still this could make it really fun! I'm just getting my ass kicked now by fast turning pirate ships and unable to turn fast enough to fire back at ramming enemies before they kill me (don't get me wrong I'm not wanting easy battles as i like a challenge hehe and like everyone else I'm here for the story immersion). Also for who ever is writing the musical score keep it up some amazing atmospheric soundtrack there really love it! Keep up the good work devs looking forward to more awesome underzee :)

okmujnyhb Oct 5, 3:47pm

I think bat swarms need a bit of tweaking, as they are very fast and agile and very difficult to kite or avoid, forcing me to slowly turn around whilst they keep charging me.

The Grouch Oct 4, 8:17pm

Ok so I just pulled this up after playing through the steel beta for a few minutes. First things that come to mind after doing some combat is: I like it, but it needs a few tweaks. My big one is the onboard ship light. I'm of the opinion that if it able to be turned off an on by say, one of the mouse buttons, and if it could be pointed in any direction, such as a searchlight, then combat will feel more intuitive. Also, I didn't see much in the ways of flares, maybe we could see a comeback with those, maybe using them for illumination instead of the searchlight? tldr; Flares activated by mouse button or search light moveable with mouse button, either one would make my combat experience cheeky!

Wicker Oct 4, 5:01pm

@Brian Dude, this is the first iteration of this combat system, it isn't done yet, don't freak out. Remember, it says beta next to your game now - Not finished. I'm sure it will end up being balanced. As for the aft weapon thing, think about roleplay, in real life, why wouldn't you have a weapon everywhere you could?

Brian Oct 4, 7:06am

This is disappointing. Ever since you first announced a combat overhaul I've been dreading it, and now that I see how it actually functions, I couldn't be more upset. Real time combat just doesn't fit in this universe, it's not the way combat is handled in Fallen London, and the fact is that when the game was announced on Kickstarter, it felt like a Fallen London game. Now it doesn't. Sailing around the unterzee isn't fun anymore. It doesn't feel like exploration, it feels like dread for the next moment a monster or ship spots me, because I know that it will devolve into me sailing in circles for hours trying to get the enemies into my sights. I no longer have any control over what I put into the aft slot of my ship, because if it's NOT a weapon, I am doomed to be destroyed by basically the first monster I encounter. Without an aft weapon, monsters just sit right behind me and use an absolutely ridiculous burst of speed to ram me. That burst of speed, by the way, is so powerful that it makes it literally impossible for me to escape combat. I liked being able to pick and choose my weapons and where I put them, but now I don't have a choice anymore. I MUST have an aft weapon. The fact is that this isn't what I funded on kickstarter. This is a game I would have looked at and probably passed on, entirely due to an awful combat system. It's really disappointing that you decided to go in this direction. I'm sure at this point you aren't going back, and that's a shame, because I'm probably not going to play this game much more, and I'm certainly going to recommend that my friends give it a pass. Just not enjoyable anymore.

Jabberwok Oct 3, 9:25pm

I understand the need for loot crates with main screen combat, but I'm hoping that's a temporary solution. Long term, I'd prefer to see more individualized results that mimic the old storylets. For instance, ships could stay as wrecks and be boarded (unless they happen to sink), dead crabs could be fished out of the water and dissected, that sort of thing. Or in some cases, the victory storylets from the old version could be used. Haven't had a chance to play the update, so apologies if some of this is already the case. I just don't like the idea of a zee monster dropping a loot crate. Seems too Diablo-esque.

Adam Oct 2, 3:30pm

Przemek: in about a week, once we've ironed out a few bugs and applied some more polish.

Przemek Oct 2, 2:30pm

When update will be in DRMfree version?

Jesse Oct 2, 12:35pm

Is the fuel burn rate the same? A lot of circling and a drawn out combat could decimate a supply rather quickly, no?

Jacob Oct 2, 11:07am

Oh, and since you can't fire in Wolfstack Docks, but zee-creatures can still hurt you, you can be unable to fight back and sink :P

Jacob Oct 2, 9:47am

Also, after completing the Principles of Coral storyline, gathering scintillack does not remove 'Something Awaits You', allowing you to do so endlessly

Jacob Oct 2, 9:02am

Bug: in Varchas, giving scintillack to the priests does not actually remove the scintillack, so this effectively just generates echoes.

AMS Oct 1, 10:22pm

EXCELLENT work. I really applaud your attention to the feedback on combat, and your willingness to overhaul. Kudos!

Lashkar Oct 1, 8:31pm

Yaye this is exciting. I'm on a slow connection so I'll have to go find other things to do while it downloads. I'm still disappointed using an Unclear Device doesn't trigger a new storyline given how creepy/profound the lore about the Liberation of Night is. (Or maybe it does and they're not telling?)

Shockedder Oct 1, 6:17pm

@Wicker yes, no paragraphs :( At least your comment is small on the clumpiness size ... Mine was absolutely gigantic quite a while ago on "The Riddle of STEEL". massive headslam on that, completely unreadable.

alexiskennedy Oct 1, 3:30pm

That should be sunlesssea@failbettergames.com - my mistake!

alexiskennedy Oct 1, 3:29pm

It shouldn't be! do let us know details at sunlesssea@failbettergames.com

alexiskennedy Oct 1, 3:29pm

Out of luck for the moment, I'm afraid, because we're hot-patching STEEL and it's a pain to do that on HB - but we will be migrating to the public branch next week.

Wicker Oct 1, 1:50pm

As it turns out, this website wouldn't let me use paragraphs:/ It bunched all of my sentences together. Now my previous comment is a clump:'(

Wicker Oct 1, 1:47pm

Wow... I actually enjoyed the combat this time :O I was never a fan of your old system, but this is awesome!! I fought a couple of pirate frigates near gaiders mourne, and much fun was had by most:D (not the pirates) I can not wait for this to be 100% done, how ever long it takes. Bug report (I think): I only loaded in once while testing, so maybe this was a fluke, but all of the journal photos, were ridiculously low-res D: Oh, I just tested it again, same problem. Is this just me? I don't remember it being like that before.

Kerine Oct 1, 1:22pm

Is there a way for those of us using humble bundle to get access to steel, or are we out of luck for the moment?

Adam Oct 1, 9:11am

Jacob, GerbilSchooler: the correct support address is sunlesssea@failbettergames.com. I've fixed it in the post -- thanks!

GerbilSchooler Oct 1, 1:05am

Okay. Just reproduced this bug, so I'm gonna post here. Really weird bug. I had just left port from Wither, was about to hit Censor's Arch, after procuring a captivating treasure from the "riddles" storyline. (I reloaded once [honestly, once and ended up getting the treasure on the second go]... cause I'm a dirty cheater) Checked my charts. When I got back from my chart, I had somehow teleported to Fallen London... enter quite a few moments of confusion here, as I headed down the canal south of London, before I was able to finally piece together what had happened in linear fashion. My hold was the same, I had port reports for all the places, including Wither, I had just been. So, somehow my ship just teleported to Fallen London from Censor's Arch after checking my chart. That's the only thing I could think of that may have caused this to happen: checking my chart.

GerbilSchooler Oct 1, 12:50am

I have had trouble Emailing support@sunlessseagame.com , as well. Should I post my bug findings (which may be retrograde amnesia... jury's still out on that one) here?

Scott Oct 1, 12:16am

So, what about us folks who don't have steam?

Jacob Sep 30, 11:39pm

Well, stuff so far (some may be features?): - You get stuck in Varchas - need something awaits you to proceed, but can't leave the storylet to get it, so effectively you're locked in. - Zooms out when exiting port (feature?) but makes it a bit less atmospheric - Impossible to turn fast enough to get some enemies in sight/escape, and they do large amounts of damage while still hitting you easily (angler crabs, bound sharks) - Combat GUI interacts weirdly with the port circle

Jacob Sep 30, 10:43pm

Just trying out the beta, but when emailing, your address doesn't appear to work for me? the mail I tried just bounced twice. Sorry, may be mine, but thought I'd check.

GerbilSchooler Sep 30, 7:14pm

Oh.... oh... And NOW I need to change my pants... THANKS A LOT, guys!