Posted January 14, 2022 by Commodore Shawn
The big new feature this week is NPCs and conversations. These don't have a direct mechanical influence yet, but they add some nice flavor and background to the world. Soon, though, they'll be key to quests (more on them in What's Next, below). There are 4 NPCs right now, two at the bar in Northburg, and two at the bar in Bastion.
OtterAlpha has also produced lovely new models for the Stalwart (the open world starter sub)
As well as the pride of the Hudson fleet, the Republic.
In addition to all of that, I've put in some refinements to torpedo handling, to make them a little more interesting to use and evade. Torpedos now lose their guiding wire (and cannot be controlled) if they travel too far to the side of the launching submarine. While the wire is intact, however, you can now change their target mid-flight. For dealing with unguided torpedoes, submarines can now drop decoys, these noisemakers both block sonar detection and attract any unguided torpedoes. As side effect of this some enemy submarine types (the Sparrow, Infiltrator, and Seeker) now perform hit-and-fade attacks, masking their movements with decoys as they withdraw and reposition.
Turret aiming has also been improved for hitting smaller targets.
Added OtterAlpha's Republic model.
The next big feature builds upon the previous two weeks: quests. Quests are a special type of mission tied to a story. They are non-repeatable, and hand-crafted (as opposed to the simulation generated patrol and trade missions). Quests will require both talking to NPCs and performing actions out in the world. They can have different paths to completion, as well, depending on how you approach them.
The fist quest is nearly half way completed, and involves helping Gillian Mclaren discover the fate of the missing freighter Fitzgerald. I expect it to be fully complete by next Friday. Following this first quest I'll likely start on a second quest, or on dynamic reputation changes. I haven't decided yet.