This is the first in a two part update to to resolve a number of technical issues, prior to the arrival of content
Optimisations:
- Tree rendering has a lower drawcall overhead
- Cannons and cannon blocks have a lower drawcall overhead
- Cannon blocks are now hidden at distance
- Optimised the gorgo significantly
- Optimised the constitution
- Improved performance when moving the mouse with high polling rates
- The game boots up faster (purely incidentally)
This gives about 10-20fps, especially on CPU bound systems
Graphics:
- Fixed the jittery ship rendering in port
- Fixed the jittery ship rendering in the overworld. This is liable to break some things, so please let me know if you find anything (like not being able to click UI items in the world, or ingame markers being wrong)
- Fixed ships listing on death
Gameplay:
- Nerfed bow armour slightly. This isn't a proper bow armour fix yet
- Tweaks to the AI's land evasion
Misc:
- Moved stats into scoreboard
- The ai for testing is now Dutch. The way that NPC factions work will change in the future
- Added a widget to show which ship you have selected in the overworld
- Experimentally cut down the mass of dead ships to 25%. This is to try to work around getting stuck in very bad spots while caught on a sunken ship pressed into the coast with the wind going the wrong direction. Historically I think this is called an 'oops'
- Your ship is no longer invisible when hitting shift in freecam
- Slightly increase structural damage water intake penalty from movement, up to a max of 75% vs 50%
- Leaks are now more severe when moving faster, up to a 50% extra penalty, to emphasise their movement hampering effects