Higgs Tours - Ocho Rios Jamaica

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Business Tour - Board Game With Online Multiplayer Serial Number

Business Tour - Board Game With Online Multiplayer Serial Number


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About This Game

"Business Tour" simple and entertaining gameplay allows you to come up with many interesting strategies, come to agreements with your rivals and even enter into c 5d3b920ae0



Title: Business Tour - Board Game with Online Multiplayer
Genre: Casual, Free to Play, Indie, Massively Multiplayer, Strategy
Developer:
Creobit
Publisher:
8Floor
Release Date: 2



English,Russian,Turkish,Simplified Chinese,French,Portuguese,Finnish,German,Ukrainian,Italian,Hungarian,Japanese,Polish,Thai,Danish,Dutch,Swedish,Korean,Czech



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2.333 hotfix : Requires both serverside and clientside update Due to popular request we've backported a change from 3.0 into the current live branch given the amount of trolling going on after the recent sale.. 3.17 : - Fixed bug causing some sails to be immune to anti-sail swivels - Resupply crate is no longer used for changing loadout, we've gone back to the M key system - Fixed visual issue where changing your vote did not subtract from your old selection. The votes were still counted correctly serverside - Pirate outfit with white arms adjusted to not look so Navy-like - Server owners can disable experimental modes using allowExperimentalModes=0 - Cannon damage to players now begins to progressively decrease past 500m. At 700m no players will be injured from an impact but a hole will still be created. At 600m the radius of damage has been reduced 50%, for example. This is to combat ships staying at max range and fighting, boring their crew and making their gameplay experience repetitive. - Numerous Navy hats and outfits added 3.18 May 28 2018. 3.83 March Patch Notes + Hotfix : Ahoy lads, a new patch will be pushed today. It will contain some balance changes to bring the side arms in line and some needed bug fixes.. Road to Release: 3.75 : As we continue to move forward on our path out of early access (4.0), we have a new batch of both bug fixes and quality of life changes. - Fixed issue that caused some dead players to not respawn during initial grapple - Repairing mast segments now loop holding down LMB - Pressing/holding LMB before reaching a hole repair radius will now let you repair - Holding down LMB will now let you loop repairing multiple holes if they are within radius - Ship range toggle is now on by default and rebindable. FOR EXISTING PLAYERS you may need to rebind this key manually. - Players no longer collide with buckets - Ropes of your own ship now glow when not on board - Fixed UI issue not properly guiding you to your teams ship - Schooner nose should be smoother to walk across - Crews are now included in construction spawn protection - Captain loss and w:l removed from stat card to reduce toxic interactions, especially towards crews containing new players - Fixed pump/bucket placement on Xebec to not accidentally use the wrong item - Third person reload animations synced to be more reliable, fixed issue where they would loop continuously until a weapon change occurred - Ticket loss for non-grappled ships sinking is back after being unintentionally disabled due to the last patch - Ticket scaling by server has been adjusted to be less severe, and is also a server option 'useTicketScaling' In the next patch (3.77) we hope to introduce the early iteration of our single player tutorial so the community can begin to get a feel and provide feedback as it is completed in the coming months.. 2.2 Update live - Party Tag System. Die with your friends easier! : IF YOU HAVE DOWNLOADED THIS UPDATE, YOU CAN ONLY PLAY ON SERVERS THAT ARE UP TO DATE ON 2.2 VERSION. Server owners: this will require a server restart to 2.2 Ahoy friends! Today we've put out an update that we've mentioned before. The party tag system. This will allow you to stay together with your friends during matches. How it works: There is a party tag button in the menu, click on that and set it to a name that both you and your friends will have the same. It can be anything and it is case sensitive. Hop into a server together, and you may not be able to get on the same ship this current round. If you had the correct/same tag you'll see each other's name in blue in the scoreboard meaning that you are a party. Once the round ends you will be gauranteed to be on the same ship, as well as every consecutive round after. Ship placement is random as it will be wherever there is room. If you invite someone, or you join someone else through Steam friends, you will have tags that match. - Another small change is that captains will be immune to cannonballs. Currenlty this is a tad broken, as it should be anyone using the wheel and not just the captain. A minor issue but it will be fixed next update. Damage from cannonballs to the wheel user completely depends on the width of the ship, so only small ships were vulnerable to this and the galleons were not. Very narrow ships such as the schooner had a very frustrating time. Grape shots can still kill captains. Reasons for why: Our next update will focus on Progression and rank badges (playtime only). Similar to prestige ranking in other games, you'll have to level each badge from 1-100 before progressing to the next badge. This is purely to show off and we will be expanding acknowledgements of the player next update. Not only that some MUCH needed improvements will be coming to the game very soon. For example, weapon reload checkpoints.. Ship balance pass 1 & Bug voting : Hey guys! We've been hard at work since 3.0 launched dealing all of the bugs that came with it, fixing roughly 33 major bugs that took priority over all else. You can read more about it here: We also want to announce that now that things are in a more stable place we will be going back to a more organized patch schedule. We are still balancing the gameplay of the TDM+Siege mode, but with this we want to start addressing some long standing bugs with each patch. We've always prioritized them ourselves to try and weigh time and benefit (assuming it is not gamebreaking) to make sure our time was being used in the most optimal way. We often would forgo fixing minor inconveniences in favor of spending more time on new content, but now we'll be trying to balance both. So the community can now submit and vote on bugs so we fix whatever feels the most important to you. Bugs being investigated will be marked yellow and deleted once confirmed as being fixed. Our first ship balance pass will also be coming later today/tonight . Before 3.0 launched we put analytics in the game to keep track of how often certain ships were constructed or sank (excluding grapples or scuttles) and also how often forts are attacked and win/fail. Here are the changes we've worked on based on these statistics and also our testing group: - Patch 3.06- Brig. More fixes : Quick batch of fixes for you guys Server owners should update their servers, some changes under the hood were made. - Fixed issue where U and I keys could interrupt chat while typing - Fixed various issues with refreshing the server list - Tickets should now properly be visible at 21:9 - Headshot overlay and blood overlay should display correctly at 21:9 - Muting a player (scoreboard > click > mute) will also mute their character voice - Server owners can now populate ServerAnnouncements.txt to display in the chatbox - Fixed error that could cause the customization menu to persist into the game - T key can now be rebound (listed as 'Free Mouse') - Server history tab added - Fixed issue where those playing with controllers could not turn left or right without exiting the wheel We want to remind you guys that we will be moving on to content soon, but it's important to us that we fix as many bugs as we can before doing so. We would like as many people to experience our updates as possible once we get to that stage.. Old & New mode integration Poll : AHOY MATEYS! We are looking at community feedback to reinteragrate the old game modes fleet and ctb (this time with 3v3 support) back into the game. If those other modes are reimplemented, the current conquest mode will have more focus on fort attack, possibly turning it into a rush style game mode like Battlefield. One side will be the attackers while the other will be defenders. We'll also have new and randomised fort layouts. The current dilemma is that right now with our small tight-knit community we are deciding whether or not each round should force play a different mode. This will provide a bit more variety and feeling of content rather than playing the same mode over and over. We understand some players prefer to play the same mode and may leave if another mode they aren't too fond of pops on. Given the handful of servers, the ability to choose the mode gives a few problems. The first being that we may not get to balance out specific modes because they are not played enough. The second is the reoccuring case when we implemented the other 2 modes last year. People never got to experience the other modes and assumed the game was only TDM.. Bugs & State of 3.0 : Scroll down for a full list of changes since this post Hey guys, we just want to give you all an update on the most recent patch. 3.0 required a lot of code to be rewritten and we have essentially back tracked on our progress bug wise. After a year in early access you'd expect us to be near complete by now, but this is not the case. To see why visit the news post below. For a TL;DR: We were not happy with the direction we were headed design wise and decided to overhaul some fundamentals of the game, ignoring any existing bugs because we saw no sense in patching things that would be changed. If you missed it, here is why we did 3.0. 25% off for Blackwake's birthday! : Blackwake will be on sale for 25% off for the weekend to celebrate it's birthday month! Keep an eye out for our new ship, based on the HMS Sophie, coming soon!


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