Version 0.3.3

Next big update!

  • Creatures can now have different first-person, third-person, out of sight, and above-water behaviors and sounds. Also confusion and ghostly creatures are all handled (ghosts get extra Os added after Os so you get things like “I can doooo ittt” rather then “I can do it” or “Yooou hear a noooise abooove” for ghosts, which is just fun.
  • Because of this most creatures have much stronger peronalities.
  • The fishlord is now like  a mix of maui and dagoth ur :3
  • You will see a lot more extra flavor text in the log from cretaure-unique utterances by you and others.
  • The game’s visual presentation was heavily upgraded with new shaders. The main menu, options, character screens, world-loading screens, and King’s Sea III now use animated/distorted shader effects that give the game much more organicness and charm.
  • Water biomes now look and move differently. Rivers, lakes, and oceans have different shader behavior, flow, and current effects.
  • Creature labels now float in the current.
  • There is a new block tag “DiveHunter” which needs to be true for creatures to dive-hunt you , but also creatures with high natural or learned  swimming (including hist figs that otherwise wouldn’t) can also do it. 
  • Added rats, giant rats, and even bigger rats
  • Added marine snow to oceans
  • Shiny player creatures are now possible :3
  • And i fixed just a boatload of bugs.

In total, this update actually has more player-visible things than the last update, but a lot of it is just buried in creature configuration, and I’m not going to list every little thing individually. It’s just a much more flavorful experience overall, IMO. :3

I should also say, the plan for the next update is to add temperament to creatures and fill out the above-water ecosystem more. That probably includes proper land and amphibious plant generation unles i get pulled into a rabbit hole or dont see value in it, making poisonous/toxic plants actually matter more when you interact with them, and generally making the surface feel like an ecosystem instead of just “the place things sometimes attack you from.” :3

I also want to start adding weirder encounter-specific creatures, like a Water Grue that hides in the deep and can trick you into diving toward it. The temperament system is also being built with an eventual dungeon-crawling mode in mind, so a lot of this should be reusable later.

After that it’ll be on to more specific locations and systems like caves, which should be VERY exciting.