Diluvion (Jules Verne inspired action-exploration)
Page 2 of 2 Goto page Previous  1, 2
inz




Posts: 11914

PostPosted: Fri, 3rd Feb 2017 16:26    Post subject:
LuckyStrike wrote:
Its fun, albeit a big bugged. But it has a great underwater feel to it and the combat aint bad when you get the hang of it..but well its a shame how this could have been soo much more, with a proper campaign map, subcrew management and real role play elements, and less cartooney.. would be a fantastic game. Sad


Pretty much this, as an open-ended game with more of a sim vibe (which it currently doesn't really have at all) it could've been great - as is, it's just middling.
Back to top
prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Fri, 3rd Feb 2017 16:30    Post subject:
apparently they are already trying to solve bunch of issues and revealed some upcoming plans

Quote:
Hey guys! This is an update log so you can see what's in the works for the next build and what the most recent updates were.

Latest Build: 1.15b (uploaded 2/1/2017)

  • Tweaked navigation so 'waypoint fish' are more precise and will guide for longer
  • Extended FOV slider - up to +35 degrees (~90 degrees total)
  • Fixed font & icons in compass to be less intrusive
  • Added checkpoints by all landmarks, tweaked checkpoint radius
  • Reloading to checkpoint when save file has no air will refill one air tank



Requested Features (for future updates)

  • Restricted manual save
  • Indicator for new waypoint added (when not near a landmark)
  • Saving dialogue status (reloading file after save won't show read dialogue as 'new')
  • Camera position slider (left, center, right)
  • Alternate 'no resources' play mode
  • Control updates - sub movement independent of camera direction
  • Current crew / max crew indicator
  • Location & route indicator on map


Bugs

  • FOV slider not saving between loads
  • Mouse sensitivity slider affects interior cursor but not camera speed
  • Manta & Deringer crush depth are displaying incorrectly
  • DOF shader still renders on Mac for fast & good quality settings


For further suggestions, feel free to post here and we'll take it into account.

Happy sailing!


http://steamcommunity.com/app/446790/discussions/0/133256080237546641/
Back to top
ixigia
[Moderator] Consigliere



Posts: 65132
Location: Italy
PostPosted: Sat, 4th Feb 2017 19:38    Post subject:
inz wrote:
LuckyStrike wrote:
Its fun, albeit a big bugged. But it has a great underwater feel to it and the combat aint bad when you get the hang of it..but well its a shame how this could have been soo much more, with a proper campaign map, subcrew management and real role play elements, and less cartooney.. would be a fantastic game. Sad


Pretty much this, as an open-ended game with more of a sim vibe (which it currently doesn't really have at all) it could've been great - as is, it's just middling.

Yeah I agree also, the potential is there though it's pretty much unexpressed at the moment. Razz I like the idea behind the game and explorating dem seas with no helps is a fascinating feeling, but it lacks depth (no pun intended xD) and variety, the controlling system could be better (it's like handling Vice City's RC all over again), and the UI definitely needs work as well. Maybe some proper heavy miracle patching could do the trick..maybe
Back to top
prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 27th Sep 2017 19:02    Post subject:


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
Back to top
prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Fri, 17th Aug 2018 01:05    Post subject:
seems like the Update v1.2 is still coming and is currently in Beta (since January 2018)
Some of the new/reworked stuff in v1.2 (Resubmerged)
  • New Salvage engine
  • Explorables 2.0
  • New hazard combat engine
  • Revised crew movement mechanics
  • Revised submarine upgrade system
  • New UI
  • New main menu
  • New submarine selection scene
  • New quest system, waypoints
  • Revised torpedo aiming
  • Revised tutorial system
  • Revised interior artwork
  • Dynamic loading system to reduce processor overhead
  • New post processing effects
  • New aiming system
  • Sunken Coast anf Abyssal Trench added including questchains
  • New landmark system(Fjords Landmarks only - more coming soon)
  • Many many new sound effects
  • Re-factored loot panel, added 'swap' option
  • Officers will return upgrades now when leaving your crew
  • Sonar - Ping will reveal if a target is friendly or hostile, and will react to quest waypoints
  • Added keyboard navigation (arrow keys) to main menu, sub selection
  • Added weapon swapping HUD (press I or O to swap)
  • Added option to save in pause menu
  • Added option to load file in pause menu
  • Reworked 'load file' panel
  • Fixed lots of various bugs
  • Added confirmation panel when quitting to menu or desktop
  • Lots of hazard balance tweaks and revisions
  • Items can be used in hazard battles while salvaging
  • Completely revised quest update HUD
  • Added 'Crew Overview', 'Sub Overview' panels to Captain's Tools
  • Crew Exchange - crew can be placed on standby when swapping to a smaller ship
  • Revised munition effects
  • New scenes for forging an upgrade, swapping ships, upgrading chassis
  • gamepad implementation
  • Various quest revisions
  • implemented Charles Spirios quest ,Sonar Guild quest , Steel Hammer and The Connoiseur - implemented




Quote:
We're estimating to have the launch of Diluvion:Resubmerged (v1.2) in mid September. Currently we're working on getting the gamepad to feel nice and localization.


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
Back to top
prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 29th Sep 2018 00:20    Post subject:
friggin finally!

Quote:
What's New
Diluvion: Resubmerged is the result of the past year and a half of additional development we've done on Diluvion. We've done a complete overhaul of the salvaging system, UI, and ship upgrade system. There's also new side quests, improved enemy AI, improved navigation, and many more small quality of life fixes.

Loading An Old Save
We do support loading a save file from the original Diluvion, however because the quest structures have changed, it's not recommended. If you do have a game in progress and would like to continue it without interruption, the original Diluvion is still on the staging branch. When you load an original save into Resubmerged, it creates a copy of the save file, so you won't lose the original game state.

Feedback
As always, we'll be taking feedback in the forums. Let us know if you run into issues, bugs, or just have general feedback. (also if you have good things to say about the game too, we like that!)

Localization
Resubmerged has new text, and the original launch languages (English, French, German, Polish, Russian) are supported. We added a new section in the settings for community localizations. These are partially complete, but we'll be updating them as we get new text from the community.

Thank You and Enjoy!
Thanks to everyone in the community who discussed, tested, and helped us complete Resubmerged!

https://steamcommunity.com/games/446790/announcements/detail/3481737104824769280


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
Back to top
Page 2 of 2 All times are GMT + 1 Hour
NFOHump.com Forum Index - PC Games Arena Goto page Previous  1, 2
Signature/Avatar nuking: none (can be changed in your profile)  


Display posts from previous:   

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group