Early Access 0.8.5f1
Fixes
- Fixed issue where saving and loading after traveling a long distance would reset the distance displayed on the map.
- Fixed issue where loading a save with multiple drifters assigned to a landmark would reset it to just one drifter.
- Fixed issue where the attribute skill was ignored for some tasks, and added a fallback in case this happens again. Also fixed an issue causing fishing from fishing boats to take much longer than intended.
- Fixed issue where a stored building in architect mode wouldn’t appear in the building menu the first time it was opened.
- Fixed issue where text wouldn't display in dialogue for some languages.
Early Access 0.8.5: Tutorial
This patch focuses on making the game more accessible with the introduction of a tutorial and various UI/QoL adjustments to help new players start a floating town.
Tutorial
- A tutorial has been added, which can be started from the Main Menu. This custom experience will walk you through the basics of building your floating town, with dialogue and quests!
- Added the 'Tutorial Pages'. A dedicated panel for in-depth information on gameplay features.
- Removed old tutorial pages from the 'Survival Guide'. The 'Survival Guide' has now been renamed to 'Glossary' to better reflect its revised function.
- Added a '?' button to various panels. These will open the relevant tutorial page for quick access to information.
- Added various new animations for drifters in dialogue.
Localization
- All supported languages have been updated to include translations for the new tutorial and tutorial pages.
- Fixed and updated several missing translations from the previous localization update.
- Fixed various UI elements that were displaying incorrectly in languages other than the default.
- Various other small localization improvements.
- Misc
- Starting a new game will now trigger a dialogue asking to name the town.
- Behind the scenes: created a dialogue system.
- Behind the scenes: created a quest system.
- Changed tutorial video codecs to VP8 to allow for multi-platform usage.
- When the game is paused, changing it to any other speed will now un-pause it.
UI
- Added a Quest Objective tracker.
- Added dialogue UI.
- Reworked notifications. We felt that the notifications would often clog up too much of the screen and act like a nuisance rather than give insight into the town's state. Now, notifications no longer stack on the side of your screen. It's now a single line which you can hover over to see all previous notifications.
- Reworked the Fish Farm panel UI to make it easier and less confusing to use. The functionality has not changed.
- Various other UI improvements.
Fixes
- Fixed issue where deconstructing or upgrading buildings with decorations on them (housing) would not get done by drifters.
- Fixed issue where moving down with joystick in the options menu caused the menu to glitch shortly.
- Fixed issue where the Save button would open a deprecated save panel when there was no save to overwrite.
- Fixed issue where going into an overlay and back using DPAD would keep the color overlay when switching back to default view.
- Fixed issue with the producer panel where the ‘-1’ button incorrectly removed the first queued recipe instead of the last. Also resolved issue where right-clicking to remove a specific queued recipe removed the wrong one.
- Fixed issue where expertise points would get assigned on opening the drifter expertise panel with joystick.
- Fixed issue where resetting the camera to the town would not work when the game is paused.
- Fixed issue where the inventory top-bar would partially not have a background when you had too many items in joystick mode.
- Fixed issue where buildings would get insta-constructed when cancelling salvage too early.
- Fixed issue where where keys or glyphs would display as numbers when loading a save.
- Fixed issue where time could not be controlled with shortcuts in the map.
- Fixed issue where some language characters were not showing properly.
- Fixed issue where where buildings, after a canceled deconstruction, could not be deconstructed again.
- Fixed issue where the Glossary had duplicate entries for the same building.
- Fixed issue where deconstruct icon sometimes wouldn't show above buildings.
- Fixed issue where 'export blocked' warnings above buildings would stay even when it was no longer blocked.
- Fixed issue where Glossary titles were invisible.
Early Access 0.8.4 Localization
0.8.4 includes various improvements and fixes for localization, supporting different fonts and languages. Some text, including content added in 0.8.3, remains untranslated but will be addressed in the next update. The tutorial and feature information are also currently untranslated and will see updates and improvements in the next update.
Localization
- Updated localization for French, Italian, German, Spanish, Japanese, Korean, Portugese (br), Russian, Simplified Chinese and Traditional Chinese.
- Adjusted some fonts to increase readability.
- Tweaked baseline and spacing on some fonts.
- Fixed issue where text shown next to the hotkeys or controller buttons was missing in some languages.
- Fixed issue where subheaders and tab titles did not change to the required fonts in some languages.
- Fixed issue where panel titles and selection labels did not fall back to the required fonts in some languages.
- Fixed issue where save slot and load slot names were empty in some languages.
- Fixed issue where research node titles were too small in some languages.
- Fixed issue where text in landmarks and some other panels was extremely tiny in some languages due to an incorrectly set override.
- Fixed issue where text in the Fishfarm's Broodstock Panel and the Farm's Water Distribution Panel was missing in some languages.
- Fixed issue where Drifter Diets title was not properly set.
- Fixed issue where switching languages in the dropdown menu resulted in seeing square symbols in some languages.
- Standardized the size of malfunction and warning messages for buildables to prevent a twitchy panel.
- Fixed issue where building names were missing in the construction tooltip in some languages.
- Fixed an issue where loading a save in a non-English language would revert building names in the building panel back to English.
- Adjusted the construction tooltip to accommodate building descriptions in all languages.
Fixes
- Fixed issue where all drifters would go idle when loading a save with a building in limbo, similar to the fix in 0.8.3f2.
Early Access 0.8.3: QoL
0.8.3 introduces several Quality of Life (QoL) improvements, farming additions, fixes, and miscellaneous changes.
Quality of Life
- Buoy markers now retain drifter amount and radius settings. When placing a buoy marker, it will use the most recent settings.
- Multiple drifters can now be assigned to construct a building.
- The Town Tugger now displays an error if it is not connected to the Townheart's energy grid.
- Added a toggle in the Options Panel to force Keyboard and Mouse Input.
- Small performance increases when navigating the Map.
- The offscreen direction pointer for the town can now be clicked to pan the camera to the center of the town.
- Landmarks now toggled default to Boats when out of swimming range.
Farming Additions
- The Rural Region now features Farmland landmarks containing crops.
- Drifter and supermarket landmarks have been significantly reduced in the Rural Region, as they are primarily intended for City regions.
- New Construction: Mill. The Mill slowly processes wheat into flour.
- Flour now replaces wheat as an ingredient in certain food recipes.
- Slight rebalances to the food pipeline for various recipes.
- Supermarkets no longer provide crops for salvage.
- New Decoration: Tulips. A small addition that complements the new Mill :)
- New Recipe: Potato Salad. An ordinary meal made with Potato and Seaweed.
Fixes
- Fixed issue where some buildings stayed selected because they had a possible energy connection when closing their panel.
- Fixed issue where you couldn't close the settings panel when switching input.
Misc
- Slightly reduced the Watchtower vision range.
- Added Fryer animation.
Early Access 0.8.2: The Chef
This patch introduces the Chef, a fancy restaurant, favorite and culinary food!
The Chef
- Added culinary food, a step above yummy food. Drifters eating this high-end food will gain a highly positive morale modifier.
- Drifters now have a favorite food. Drifters that eat their favorite food will gain a highly positive morale modifier.
- Added the Drifter Food Priorities Panel, where you can set priorities on what drifters eat.
- New construction: Fancy Restaurant. A place where you can create culinary food, as well as place decorations on top.
- New construction: Fryer. You can fry potatoes and fish here, used as ingredients for some yummy and culinary food.
- New specialist: The Chef. The Chef currently has +10 to cooking, the requirement to unlock the Fancy Restaurant.
- New Crops: Potato, Tomato, Wheat.
- Iterated upon current food pipeline to integrate the culinary foods and new ingredients.
- Temporarily added the new crop items to supermarket landmarks.
- Added new decorations: Pic-Nic Table, Restaurant Table.
Fixes
- Fixed issue where loading old saves sometimes lead to landmarks being unusable.
- Fixed issue on the map, where salvage icons would be created for finished duties.
- Fixed issue with OFF icons not always showing above buildings that were turned off.
- Fixed issue when starting a new game, the inventory top-bar would show empty icons from the previous game.
- Fixed issue where a dead drifter could cause the town movement to mismatch between the map and default view.
- Fixed issue where border decorations could not be placed after a decoration was placed.
- Fixed issue where placement of decorations could break on constructions with non-matching width and height deco slots.
- Fixed issue where drifters in portraits could sometimes get stuck in T-pose or paused animation.
- Fixed issue where volume setting was not loaded until Game Options panel was opened.
- Fixed issue where deconstructing a field where a drifter was headed to harvest would bug out the drifter.
Early Access 0.8.1: Fancy Parks
Just a small decoration patch which gives various new options to increase your town's beauty :)
Fancy Parks
- New construction: Tiled Park (1x1 - 5x5)
- New Decorations: Benches, Iron Fences, Iron Gates, Tiled Paths, Iron Lantern, Hedges, Parasol Table, Pond, Knight Statue, Mermaid Statue, Gazebo, Seagull Fountain, Rocks and a Rubber Duck.
- Decoration slots can now have borders, like fences, that can be placed in addition to other decorations.
- General
- Fields and Fish Farm now show errors when required items (food, water) are missing.
- If the game fails to save, an error message will now pop-up.
Fixes
- Fixed issue where growing fish in Fish Farms would no longer work after loading a saved game.
- Fixed issue where drifters would keep swimming to landmarks with the boat toggle ON if you toggled on actions first.
- Fixed issue where drifters would keep yelling for attention even after you've rescued them.
- Fixed issue where toggled landmark actions would not persist after saving and loading.
- Fixed issue where Fish Farm did not work using Joystick.
- Fixed issue where using the Remove Decoration tool on decorations that were not finished could cause drifters to get stuck.
- Fixed issue where removing decorations did not remove their beauty benefits.
- Fixed issue where fields were consuming too much water that stacked higher when saving and loading often.
- Fixed issue where loading a save file when a doctor was curing a patient could cause the diseased patient to stay in the MedPod.
- Fixed issue where drifters would not upgrade a grass or tiled walkway.
- Fixed issue where water would not be counted and be stuck in export inventories.
- Fixed issue where drifters were not initialized correctly when they were rescued with the drifter duties panel open.
Visuals
- Added UI animations to broodstock.
- Added Seaweed Salad animation to the Seaweed Spinner.
Early Access 0.8.0
This patch introduces Crops, Fish Farming and improvements to the Seaweed Grower!
- Reworked the entire food pipeline, changing most recipes. Re-balanced pacing of food creation. 'Icky' food is now much easier to produce, while 'Yummy' food requires proper pipelines.
- Reworked Food Pollution. Food no longer has any pollution value. Pollution will be re-introduced later on in a different manner.
- The above change makes the Doctor useless this patch, they will make a re-appearance later.
- The Seaweed Farm now continuously produces seaweed, without needing to refresh the spores.
- New construction: The Fish Farm. Here, you can slot in 'Broodstock' that will lay eggs. These eggs will grow into adult fish when fed, allowing you to harvest them. The Broodstock will remain in the farm and continue spawning eggs until removed.
- New construction: The Animal Chow Grinder. This building allows the creation of various Animal Chow. Various Animal Chow is needed to feed fish in the Fish Farms.
- New construction: The Seaweed Spinner. The Seaweed Spinner now handles Seaweed recipes, while the Chop Shop has changed to handle Icky fish recipes.
- New construction: The Manual Dryer. You can now build a Manual Dryer to dry Wet Wood into Dry Wood. This increases the speed by which you can get Dry Wood in the early game and fixes some of the pacing issues.
- Re-balanced the early game to depend much less on passive buildings. The early buildings had a high dependency on waiting, not allowing direct fixing of problems when they arose. Changes to the Desalinator, Chop Shop and more should now relieve that.
- Removed constructions: Drying Rack (the one slot version), Solar Still, Fish Sticks.
- Added freshwater farming, you can now grow crops! Crops grow by consuming water and can be harvested once fully grown.
- New Construction: Field (1x1 - 5x5)
- New Crop: Corn
- Temporarily added Corn to supermarket landmarks, which can be used to cultivate more Corn.
- With the introduction of fields, we've made water cheaper to produce. This alleviates early game worries, but this ramps up mid-game and end-game with fields.
- Increased yields of Fish Schools and added small variance.
Misc
- Behind the Scenes: Changed how items are handled in the game.
- Selecting drifters in the drifter overview while the 'LevelUp' filter is active now opens the Drifter Expertise page.
- Added various animations.
- Various small fixes and balancing.
Fixes
- Fixed issue where pressing ESC would close a panel and open the main menu at the same time.
- Fixed UI issue where players would select the 'boat' option to salvage a landmark again, it would act as 'swimming' instead.
- Fixed issue where the building panel's scrollbar would often be jittery.
- Fixed issue where weight was not displayed above some buildings.
- Fixed issue where a save game could not be loaded because a building was being removed during loading.
- Fixed issue where the architect mode breaks when attempting to move a building that a drifter was going to.
Early Access 0.7.4: QoL: Housing
Version 0.7.4 is a small Quality of Life patch that updates housing and offers new housing options.
Housing
- Changed housing constructions. Known houses are now: Solo Tent, Solo Shack, Solo Cottage.
- Added new housing for two drifters at once: Duo Tent, Duo Shack, Duo Cottage.
- Added new house: Boarding House. This house provides a home for 5 drifters but can not be upgraded.
- Solo Cottage, Duo Shack and Duo Cottage have decoration slots on them.
- Reworked all housing visuals.
- You can now assign drifters to different houses.
Town Movement
- Clicking behind the boat will now make the boat go in reverse instead of trying to rotate towards that location. This is in addition to holding both mouse buttons to reverse.
Animations
- Added animation for the Recycler.
- Added animation for the Toolmaker.
- Added animation for the Doctor treating a patient.
- Added animation for patients in Med Pods.
- Added animation for the Apothecary.
- Added animation for gathering dead wood.
- Added animation for collecting landmark salvageables from the ground.
- Fixed mishaps in reroll animations.
- Reworked Cooking Reroll and Idle animation.
- Reworked Research, Athletics and Construction Reroll animations.
- Fixed some animation mishaps.
Misc
- Shuffled construction categories a bit: There's now a 'housing' category and a 'storage' category. The 'Town Movement' category has been repurposed as a 'general/town' category.
- Updated some constructions to create more readability.
- Updated colors on some constructions to theme their purpose.
- Added icons showing the width of each park.
- Fishing Chair is now properly scaled at 6x2 as originally intended.
- Various improvements to the performance.
- You can now build upgrade constructions without building the base construction first.
Fixes
- Decoration are now correctly rotated as shown in their preview when placed.
- Drifters now stop constructing when it is night.
- Fixed issue where upgrading would take as much time as building the construction from scratch.
- Fixed issue where some particles didn't show.
- Fixed issue where loading a save before a drifter died resulted in errors.
- Fixed issue where loading a save where drifters were deconstructing caused them to sometimes get stuck.
- Fixed issue where deconstructing a building lead to export inventories of producers to exceed their maximum, causing drifters that deconstruct it to get stuck.
- Cancelled items now get moved to a producer's export inventory, resolving issues where items would either get lost or not be in the correct inventory.
- Fixed issue where items of cancelled production projects would be stuck in the import inventory after a load because cancelled recipes were not persisted.
- Fixed issue where processing a dead drifter would cause an error when assigning drifters to tasks.
- Fixed issue where deconstructing a walkway could remove a pathfinding target and not allow the game to save anymore.
- Fixed issue where drifter would not stop fishing while de fishing chair was deconstructed.
- Fixed issue that caused constructions to stay in place when immediately deconstructing them after placing them.
- Fixed issue that caused no paths to be found to decoration slots, causing stutters and making the plants appear instantaneously.
- Fixed issue where animations could sometimes take much longer to salvage dead and fallen trees.
- Fixed issue where the 1x1 park did not show an available decoration slot.
Early Access 0.7.3: Endless Journey
Version 0.7.3 introduces the 'Endless Journey', allowing continuous eastward movement without limits!
Endless Journey
- Implemented an endless map, where you can continuously move eastwards. This consists of continuous multiple hand-crafted tiles.
- Created various map tiles and map starting tiles.
- Removed the option to start in the handmade or procedural map, as these are no longer relevant.
Map
- Added table and paper map visuals to the map view.
- Plastic, Wood and Seaweed Map visuals now are scaled based on the amount of resources in them.
- Map landmarks now lose color and gradually turn grey/sepia when salvaged instead of spawning a green flag when empty.
- Added scouting markers above marked landmarks.
- Generators and Books will now be marked by rescued drifters as well.
- Various map visual polish and fixes.
- Scouting regions now scout regions on subsequent tiles.
Landmarks
- Added Shops landmarks: Electronics Store, Bike Shop, Book Shop. These have a low chance to appear in the Rural Ruins.
- Added restaurant landmark, a Rural Ruins food landmark providing a smaller amount of food.
- Added many variations to existing landmarks.
- Added twigs to some Polluted Wood landmarks that provide Firewood.
- Fixed issue where selection circle would not appear around selected landmarks.
Misc
- Various fixes and tweaks to landmarks.
- Various small tweaks to the map.
- Updated landmark names and descriptions.
Balancing
- Batteries storage 1.500 Eels -> 1.000 Eels.
- Townheart Beauty 25 -> 50.
- Removed negative liquids stat for thirsty drifters. Added negative liquids stats to hungry drifters. Reduced severity of hunger.
- Reduced Morale impact on levelling speed. Unhappy 0% -> 40%, Neutral 65% -> 75%.
- having -10 Morale will now cause 0% levelling speed for those drifters.
Performance
- Increased performance for particles.
- Removed unnecessary particles.
Fixes
- Fixed issue with drifters getting stuck after upgrading walkway pontons with electricity poles on them.
- Fixed issue with map landmarks not properly turning gray/sepia.
- Fixed crash caused by cleaning up landmarks when going to main menu.
- Fixed a mushroom landmark not being reachable by boat.
- Fixed issue where a drifter could get stuck unloading a construction before upgrading.
- Fixed issue where loading a save would crash when the town's polygon collider was updated.
- Fixed bug where doctor and patient would get stuck when patient would be cured because the disease time expired while the patient was still in the MedPod.
- Fixed bug where turning the MedPod off would not cancel all projects related to the MedPod (would not eject the patient).
- Fixed bug where loading a procedural save would result in the map borders not being setup correctly.
- Fixed issue with loading a save that has a death drifter still in the community. This could result in an instant Game Over on loading the game.
- Fixed issue where returning to an unsaved drifter on a rescue landmark would cause an error.
- Fixed issues with newly added simplified and traditional Chinese characters.
- Fixed issue where NavMeshNavigator wasn't repositioned correctly after loading a save with a drifter on a landmark.
- Fixed Navigator errors when moving drifter navigator after moving the town.
- Fixed bug where game could not be saved when Landmarks that had been saved gained additional actions.
- Restored morale need cap to 10.
- Fixed frozen flotsam rotation.
- Fixed map road and region lines intersecting, causing z-fighting.
- Fixed park tiling issue.
Early Access 0.7.2: The Engineer
Version 0.7.2 introduces a new specialist known as the Engineer. The Engineer enables you to increase the amount you can build in the town. But that's not all, with this patch, we're changing up how building space and town movement works. Previously, a radius defined how close your town could move to landmarks, but now it's based on the actual shape of your town!
The Engineer and Town movement changes
- New Specialist: The Engineer.
- Updated town collision to use the town shape as a collider.
- Implemented Physics-based town movement.
- Maximum build radius increased from 50 to 150.
- Town now has a weight cap. Once the cap is reached, you can no longer build.
- New construction: Town Tugger. The Town Tugger adds 2000 weight capacity.
- The Townheart has 4000 weight capacity.
- Weight tiers are now based on a percentage of the total weight capacity.
- Removed double-click town movement.
- Improved click-and-hold movement to now support reverse movement.
- Energy Pole, Walkways and the Town Tugger can be placed regardless of weight capacity.
- Town Weight is now calculated using the sum of all constructions, not counting items any longer.
- Construction weight is no longer calculated from item weights.
- Re-balanced all construction weights.
- New Overlay: Weight Overlay. This shows the weight above each construction.
- Added a tutorial showing different ways to move the town.
- Town movement now has a cooldown when 0 energy is reached.
- Electrocrafter, Electric Scrapsmith and Electric Desalinator can only be unlocked if you have an engineer.
- The Electrocrafter can only be worked by The Engineer.
Fixes
- Fixed landmark UI error where it would state you're not in swimming range when you needed tools to salvage.
- Fixed issue where main menu would not load correctly because PlayerData was empty, resulting in the main menu consisting of only ocean.
- Fixed a 4 length tiled walkway sometimes showing as a grassy walkway instead.
- Fixed issue that caused a boat to not despawn correctly when moving away from the landmark it was moored.
- Fixed issue where closing a landmark panel would spawn an error.
- Fixed issue where game would give an error when generating a new world.
Performance
- General performance improvements.
Misc
- Added Engineer and Botanist idle animations.
- Various small changes and fixes.
- Wood walkways beauty score from 1 to 0.
- Grassy and Tiled walkway beauty score from 2 to 1.
Early Access 0.7.1: The Botanist
Version 0.7.1 introduces the Botanist, a specialist who allows you to build parks, plants, and flowers! These have a high level of beauty to improve your town's overall beauty score with. A positive beauty score can improve the morale of your drifters, while a negative score will decrease it. Achieving a high beauty score grants even bigger bonuses.
The Botanist
- New Specialist: The Botanist. The Botanist. The Botanist unlocks parks and decorations.
- Constructions now have a beauty score.
- Added Town Beauty which counts all construction's beauty scores in your town.
- Added Town Beauty morale effects. A negative score will decrease morale, while a positive score will increase it, with higher scores granting bigger bonuses.
- New constructions: Parks in grid sizes from 1x1 to 5x5.
- New construction: Grassy Walkways.
- New construction: Tiled walkways.
- New decorations: Various new Plants: Sunflowers, Ficus, Flowerbushes, Moneyplants, Monstera, Plantbushes.
- New decorations: New Trees: Birch Tree, Pine Tree.
- You can now place decorations on decoration slots. The park holds decoration slots equal to it's grid size.
- Added a decoration remove tool.
- Added new resources: Birch Trees, Bush Seeds, Ficus Seeds, Flower Seeds, Moneyplant Seeds, Monstera Seeds, Pine Tree Seeds and Sunflower Seeds.
- New Construction: Seedbank. The Seedbank stores seeds.
- Added the Botany task, a drifter doing the Botany task will plant seeds in Parks.
- Added new overlay: Beauty Overlay, which shows the beauty score for all constructions.
- Landmarks with nature can now contain seeds. These can only be harvested once the Seed Bank is built.
Misc
- Split the town building category into Walkables and Town.
- Added new resource type: Seeds.
Fixes
- Fixed issue with energy producers not unloading correctly, keeping floaty drifters in the scenes even when loading a new game.
- Fixed issues with pathfinding targets that didn't have the correct type.
- Various fixes and changes to error logs to more properly debug log files in the future.
- Fixed issue with some of the pathfinding targets not referenced correctly.
- Fixed issue that would have drifters idle on landmarks for a while when loading a game.
- Fixed issue where a rescue project keep the screen blue upon returning from map view.
- Fixed issue with inventory filter not showing.
- Fixed pathfinding issue that resulted in a node that was found not being the closest.
- Fixed issue with upgrade button sometimes having the wrong functionality.
- Fixed issue where icons would not look directly at the camera.
Behind the Scenes
- Made various design tests to increase the town's buildable radius.
- Tested cobblestone/tiled parks for decoration variation.
- Adjusted pathfinding so diagonal paths are available.
- Implemented a Palette Color Picker.
Early Access 0.7.0
0.7.0 introduces the first specialist: The Doctor. With specialists larger future patches will arrive in chunks, one for each new specialist that introduces their own new content. This patch also comes with a large, straight map (West -> East) which is another step into the direction of an infinite, procedural map. We've also taken our time to look at the current game features and improved them, like diseases, resource progression and morale.
Specialist: Doctor
- New Construction: Med Pod.
- New Construction: Apothecary.
- The Med Pod and Apothecary Constructions can only be unlocked in the research tree if you have a Doctor Specialist.
- New Specialist: Doctor.
- The Doctor can be found by using the Radio Construction.
- New Resource: Medicine.
- New Resource: Mushrooms.
- The Doctor can make Medicine from Mushrooms in the Apothecary.
- Removed disease: Microbe Plastics.
- New disease: Spongehead. Drifters with Spongehead will drink twice as much.
- New disease: Musselmouths. Drifters with Musselmouths will eat twice as much.
- New disease: Smogbreath. Drifters with Smogbreath affect other drifters with low morale.
- Drifters now get a random disease when fully polluted.
- Drifters will be diseased for longer periods.
- Drifters can now be cured of their disease by going to a Med Pod when there's Medicine and a Doctor available.
- New Construction: Radio. This construction will be used to scout in future patches. Currently scouts for the Doctor specialist.
World and Region updates
- New Landmarks: Polluted Woods Mushrooms
- New Landmarks: Polluted Woods Dead Trees
- New Resource: Goods. Goods are a processed resource. It can not be crafted in the town.
- New Construction: Recycler. The recycler can scrap Goods for parts and create Drywood and Plastic Waste.
- New Landmarks: Rural Ruins Goods
- New Landmarks: City Goods
- Goods will now be available on landmarks with indication of former civilization.
- New resource: Tools
- New construction: Tool Maker
- Some landmarks now require Tools to salvage. Larger quantities of resources can be gained by using tools.
- New handmade map: First iteration of a corridor-type map.
- New Landmarks: Apothecary landmarks. This landmark contains Medicine.
- Apothecary landmarks can now be found in the Rural Ruins region.
Morale and Experience
- Knowledge is now gained by cumulative town-wide drifter experience rather than drifter level-ups. 1 knowledge point is obtained by getting 500 experience.
- Drifter level now decides their morale needs. Higher level = higher needs.
- Daily reports now contain the amount of knowledge gained that day.
- Daily reports now contain the amount of experience gained that day.
- Drifter overview panel now has notifications on the side. These allow the player to toggle different filters for the drifter overview.
- The Tech Tree is now in multiple rows. You can choose between multiple tech to research first.
- Updated housing morale effect to award more morale for higher tier housing.
- Added morale effect that awards morale based on the level of attributes a drifter has affinity for.
- Drifters can no longer share a House or Big House. Having a better house will make the drifter happier.
Balancing
- Fishing Chair and Fish Sticks now behind research.
- Chop Shop is now available from the start.
- Rebalanced weight tiers, Townheart now needs less fuel for travel.
- Rebalanced eel-ectric storage amounts and eel-ectric consumer/producer amounts.
- Changed cost of various constructions.
- Nerfed athletics attribute.
Misc
- Only scout landmarks of neighboring regions are activated when scouting a region.
- New Animation: Electro-Crafter
- New Animation: Food Truck
- New Animation: Fishwasher
- New Animation: Chop Shop
- The Doctor has a quirk that prevents them from getting polluted/diseased.
- Updated and cleaned up various new City and Highway landmarks that had test assets.
- Added dead wood salvageables to the Polluted Woods region.
- Drifters that did not eat nor drink in the morning will now eat/drink when it becomes available during the day.
- Drifters gain more experience when salvaging landmarks with tools.
- Updated survival guide with new and changed information.
- Added pages for the diseases.
- Changed the fish patches to specific fish patches. Each fish patch will now contain a specific fish. The type of fish will be shown on the map. Fish type spawning now based on region.
- Changed color of bottlefish from orange to blue to more accurately show it's the "starter fish". Changed Oil Gobbler color to orange.
- Producers can now have 10 recipes queued.
- Added Doctor idle animation.
UI
- Removed drifter level-up notification.
- Greatly reduced duration of marker and landmark completed notifications. Reduced duration time of various other notifications.
- Removed bottom bar art and tweaked spacing.
- Updated swimming icon
- Updated notification width and spacing.
- Improved the landmark actions UI.
- Improved the producer UI.
Fixes
- Reduced memory allocations caused by drifter portraits and drifter tools.
- The Unbottler now correctly uses the Cooking priority.
- Fixed issue where a tooltip showed of a construction when hovering over UI.
- Fixed issue where tools would not be removed when rerolling in the crew select screen.
- Fixed bug where the experience bar of a drifter would reset upon saving and loading.
- Fixed a bug where the patient of a Med Pod would break the save if it did not have a disease.
- Fixed issue where you couldn't select the Manual-Powered Generator due to the energy overlay.
- Fixed issue where you could no longer see experience or morale gained of previous days when loading a game.
- Fixed issue with scouting landmarks giving a notification that they were "salvaged" instead of the region being scouted.
- Fixed drifter duties panel tooltips giving wrong information about some constructions the duties were used in.
- Fixed issue where Medicine and Farming would show as possible attributes in the crew select panel, breaking the reroll functionality when applied.
- Fixed issue with shadow quality not being set correctly.
- Fixed issue where drifter portraits were being wrongly scaled with UI scale.
- Fixed flotsam LODs sometimes triggering faster than required, not showing any floating flotsam in the water.
Behind the Scenes
- Created a Voronoi map editor for map creation.
- Implemented a region based flotsam generator.
- Created a Query Tool to help with balancing.
- Added a region point-of-interest generator pass for the new voronoi maps. This allows us to more accurately balance what regions contain which resources.
Early Access 0.6.3p2
- Fixed issue where food items would be counted twice.
- Fixed issue where default resolution setting is on very low.
Early Access 0.6.2p1
- Fixed issue where research progress would get lost upon saving and loading.
Early Access 0.6.2: Research Tree
Research Tree
- Research is now contained in a tree of connected research nodes.
- Research now has branching dependencies. (E.g a construction that needs Metal Plates requires the Scrapsmith to be unlocked.)
- Research nodes can contain multiple unlocks. (E.g the Salvaging Boat and Mooring Point unlock in one node.)
Expertise
- Added icons for each attribute.
- Changed drifter duties icons to more accurately reflect the corresponding attributes.
Balancing
- The Desalinator no longer requires Metal Plates.
- The Unbottler no longer requires Eel-ectricity.
Localization
- Updated Simplified and Traditional Chinese.
Fixes
- Fixed some tooltips displaying the wrong text.
- Fixed some tooltips not displaying properly.
- Fixed issue where you could not use the duties icons to increase all drifter priorities for that duty.
- Fixed missing terms on landmarks.
- Fixed some UI elements that had localized text not displaying their localized text.
Early Access 0.6.1: Woodworking Shed Split
- Along with some bugfixes, we've split the Woodworking Shed into the Sawmill and Chopping Block as they make two different types of resources. (Refined and Fuel)
Sawmill and Chopping Block
- Removed the Woodworking Shed. Loading saves with Woodworking Sheds built will still have working Woodworking Sheds in the town.
- Added the Sawmill, a construction that makes Planks.
- Added the Chopping block, a construction that makes Firewood.
- Added new animations and effects for the Sawmill and Chopping Block.
Fixes
- Fixed issue where schools would not list any drifter beyond the ninth drifter you rescued.
- Fixed several language key issues.
- Fixed issue where you couldn't salvage highway landmarks with boats.
- Fixed issue where you would start with the functionality of a watchtower if you built one, went back to main menu and started a new game.
- Fixed issue where a buildable that was being deconstructed wile the game was saved could cause the save to break. Saves that were broken this way will now load properly.
Update 0.6.0p1
Localization Fixes
- Fixed issue where google translated suggestions from Localizor would import over top voted suggestions. (this sometimes caused weird translations such as % DAY%)
- Fixed issue where some keys would show as [] instead of the correct key.
- Fixed issue where pre-Early Access launch translated keys would not be imported.
- Fixed issue where suggestions not meeting the like threshold would get imported over the top voted suggestion.
- Fixed issue where linking to untranslated terms inside tooltips of non-English languages would state REFERENCED TERM MISSING instead of defaulting back to English.
- Fixed several keys to correctly link to their corresponding terms.
- Removed old Survival Guide keys still present in Localizor.
Update 0.5.0p2
Fixes
- Fixed issue where saves would not load.
Update 0.5.0p1
Fixes
- Fixed a bug where drifters would get stuck on landmarks.
- Fixed a bug where resources would get reserved and never unreserved whenever a drifter tried to queue a project for a vital for which it already had a project queued. In other words, stuck drifters will not cause resources to clog storage or export inventories.
- Fixed bug where the 'Main Menu' button that would appear in the loading screen when something goes wrong would not load the Main Menu.
- Fixed build-states of the Solar still, drifters will no longer float in the air when constructing it.
Misc
- Made shadow distance dynamic, allowing shadows in map view.
- Townheart movement is now triggered with double-click instead of single-click. Any other way of moving the town has not changed.
- Camera to Townheart movement toggle can now be set in the input settings.
- Added town-name support for longer Townheart names.
- Increased Canned Food at start from 4 to 9.
UI
- Made some changes to the HUD, equipping the bottom bar with the important UI elements.
- Rescaled some UI elements.
Update 0.5.0
Regions
With 0.5.0 we introduce regions to the Overworld! Each of these regions has a distinctive feel, defined by unique landmarks and resources to be gained.
- Added 4 Regions to the game; the Polluted Woods, Rural Ruins, Highways and City regions.
- Created new landmarks for each region.
- Created new Salvageable and Non-interactable props for each region
- Added a scouting landmark for three regions; Watchtower for the Polluted Woods, Church for the Rural Ruins and Skyscraper for the City.
- Regions can now be revealed by using the scouting landmarks.
- Added a handmade overworld map with all regions.
- Added a choice between handmade map (regions) and random spawning (0.4.2 and down) game modes when starting a new game.
- Adjusted the Overworld view's map visuals to correctly reflect the region.
- You can now use WASD to move around on the Overworld view and sail freely.
- Buoy markers and landmark projects will no longer be cancelled upon overworld movement. This will only occur once they breach interactable radius.
- Rebalanced the entire game to smoothly work with new region functionality.
- Fishing Chair now handles fish per region and does not require you to be near a fishing spot.
Behind the Scenes
- Worked on the World Editor, allowing us to craft a handmade map.
- Added region functionality to the World Editor.
- Added underwater highway functionality to the World Editor. This was used to test if underwater roads can lead players to city regions.
- Made and improved landmark creation and testing tools, allowing us to more rapidly create landmarks.
- Improved Salvageable and Non-Interactable prop handling, allowing leftover pieces and unique animations.
- Made tools to balance each region's resources.
- Correctly textured and re-imported older props, increasing performance but destroying older saves in the process.
- Fixed input handling. Key-binds for each player will be reset upon playing 5.0 and up.
- Adjusted how camera dragging works.
Visuals
- Made new Salvageable and Non-interactable props for the Polluted Woods region.
- Made new Landmarks for the Polluted Woods region.
- Made new Salvageable and Non-interactable props for the Rural Ruins region.
- Made new Landmarks for the Rural Ruins region.
- Made new Salvageable and Non-interactable props for the Highways region.
- Made new Landmarks for the Highways region.
- Made new Salvageable and Non-interactable props for the City region. (unfinished)
- Made new Landmarks for the City region. (unfinished)
- Remade the Solar Still visual
Fixes
- Various fixes were made to be able to correctly implement all new features.
Eel-ectric fixes 0.4.2p1 (13 December 2021)
Energy
- If an energy grid has energy storage available, generators will now start producing energy when the energy grid falls below a certain threshold. This threshold can be set per generator in both the building panel and energy grid overview.
- Drifters will no longer jump out of the manual generators when another project has higher priority. This would cause them to get stuck running back and forth between a generator and a workshop that required energy.
- The Oil-Powered Generator now has a higher priority than the Wood-Powered Generator.
- Improved readability in energy grid overview.
- You can now select buildings from the energy grid overview.
- Added tooltip to maximum inventory slider in the item generator panel.
Fixes
- Fixed workshops not always showing they are turned off in the energy grid overview.
- Fixed energy grid overview having small discrepancies in power production / consumption totals due to rounding.
- Fixed energy overview overlapping with borders when adding too many buildings.
Building Placement Update 0.4.2 (24 November 2021)
Building Grid
- Buildings where you can build at (such as the townheart and walkways) now generate a grid on each of their attachable edges where buildings snap to.
- Buildings will now show their grids when building around them.
- Grid visibility and Snapping functionality can both be disabled with 2 toggles found in the building menu.
- Walkways now display their boundaries.
- A visual is added for the propeller blocking buildings on the Townheart.
Building Improvements
- Added a collision tolerance. This will reduce edge cases where it looked like you could build somewhere, but couldn't due to a small overlap.
- While placing a construction, it will now align next to another construction.
- Walkways are now built one segment at a time. You can hold shift or set a shortcut to continuously place walkways.
- Walkways now show building buoys when they are placed and ready for construction.
- Walkway lines will now look for the closest intersecting building it can hook to. This makes for more natural snapping.
- Walkway integrity has been added, this means that walkways are no longer able to be deconstructed when it would cause a part of the town to become disconnected from the Townheart.
- Individual walking segments can now be deconstructed.
- Reduced the snapping distance when building.
- Buildings marked for deconstruction will now display building lines around them.
- Producers will no longer wait for their recipes to finish before being deconstructed. This means that drifters will immediately stop working and the construction will be marked for deconstruction.
Misc
- Producer recipes can now be cancelled, even if they are currently being produced.
- Overhauled the visual of the building radius.
Fixes
- Fixed an issue where a walkway could snap further than it's allowed angle if it snapped to another walkway.
- Fixed building buttons not starting a new construction when pressed.
- Fixed additional electricity grids being made when salvaging a building and cancelling it. This could cause certain buildings to never receive power, such as the research station, and thus not getting worked by drifters.
- Fixed floating worker position in the Unbottler.
- Fixed drifter name tags not updating correctly after reloading.
- Fixed bullet points not displaying in the update notes.
Behind the scenes
- We decentralized the building so we can more easily test it in a separate environment.
Survival Guide Update 0.4.1p4 (23 September 2021)
- Updated / removed older pages of the survival guide that were no longer relevant / out of date.
- Added functionality for linking to the survival guide. These links are usually marked with a book icon. Clicking these will open the survival guide on the relevant page.
- Added a search bar to the survival guide.
- Added a button to go back to the previous page you were on.
- Made the survival guide smaller so that you can still see your town when you open it.
- The survival guide can now be dragged.
- Opening the survival guide no longer pauses the game.
- Added pre-generated pages for all the buildings in the game. These pages include extra info per building type, such as recipes, storage space, etc.
- Added pre-generated pages for all the resources in the game. These pages have info such as weight, pollution, where they are produced, etc.
- Added pre-generated pages for all the drifter backgrounds in the game.
- Added pre-generated pages for all the drifter attributes in the game.
- The survival guide is now constructed out of config files.
You know what they say.
"The drifter who is prepared has his town half built"
Patch 0.4.1p3 (23 July 2021)
- Fixed an issue where certain characters in the non-Roman alphabet would show as squares.
- Fixed Early Access "Ok" button having the wrong color.
Patch 0.4.1p2 (15 July 2021)
Saves
- Saves are now stored per town / community in a folder.
- If you start your game with the old save file storage, a migration tool will move your saves to the correct folder structure. If there are any communities with the same name, they'll be placed in the same folder. This operation will only move files, not delete them.
- Due to the new folder structure, new towns may not have the same name as any saved town.
- Added a button to the main menu to continue your latest save.
- The load menu now shows all your towns, and the save files related to them.
- Instead of showing playtime on a save, a save now displays how many days you've survived instead. Older saves will show 0 days until saved in this version.
- Saves now display their size and file name as well.
- Added a button to open your save folder in file explorer.
- The pause menu now has a load button where you can load up older saves, or a different town.
- The pause menu now has a "Save As" button that displays all the saves of your current town. Here you can make a save file, or overwrite an existing save.
- The pause menu now has a "Save" button which will overwrite the most recent save of this town.
- The save overwrite prompt now warns you which save you're about to overwrite.
- Auto-saves are now made at the end of each day, instead of every 10 minutes. A maximum amount can still be set in the options menu, and the oldest auto-save will be overwritten if you exceed the set number.
Changes / Fixes
- Updated fonts so they switch colors correctly in different languages.
- Fixed save not loading if the resources on a landmark were changed and a drifter was in the process of salvaging it.
Balancing
- Reduced fishing time of drifters using the fishing chair.
- Slightly reduced drying times for Dried Bottlefish and Dried Unbottled Fish.
- Increased amount of starting food.
- Polluted drifters now lose all pollution when sleeping through Microbe-Plastics
Patch 0.4.1 Polluted Fishies (30 June 2021)
New Pollution Mechanic
- Edible items now have a pollution amount.
- Drifters can get gradually polluted.
- Drifters that reach full pollution contract a disease.
- Added disease: Microbe-Plastics. Drifters that contracted Microbe-Plastics will be bedridden for a duration.
- Pollution is shown on drifter overview portraits.
Polluted Fishies
- Added three new polluted fishes: Bottle Fish, Oil Gobblers and Net Fish.
- Added the Fishing Chair, where drifters can fish in the town. They'll fish up any fish in the swimming radius.
- Added the Fishwasher, where polluted fish can be cleaned and prepped.
- Added new recipes: Dried Bottle Fish, Unbottled Fish, Dried Unbottled Fish, Gobbler Chops, Grilled Gobbler, Net Fish Filet and Baked Net Fish.
- Re-introduced the Fish Sticks. The Fish Sticks now dry Bottle Fishes and Unbottled Fishes.
- Temporarily removed the Fishing Hut.
Changes / Fixes
- Weight tiers now affect energy requirement more gradually then before.
- Energy mileage increased. Less energy needed for the same distances.
- Bird Chow is now made at the Fishwasher.
- Fixed an issue where the drying rack would work at twice the speed it should.
- The item tooltip now shows the weight of an item.
- Fixed Captain's Log not showing the energy production and consumption correctly.
- Certain research is now locked behind other research.
- Empty categories no longer show in research panel.
- Fixed error spam when a building with inventory visuals got deconstructed or upgraded.
- Added generator storage visual.
- Fixed fuel requirement still showing in the research window.
- Reduced amount of food you start with.
- Chop Shop, Battery, Scrapsmith and Watchtower are now behind research.
- Fishing now fishes up random fish.
- Slightly reduced cost of Research Station.
- Reduced cost of Energy Pole.
- Added research images to more construction research projects.
- Updated the item tooltips improve color background visibility, and tweaked layouts to fit them.
- Changed item color backgrounds: Polluted items are now purple. Rare and Crafted items are now the same green.
Behind the Scenes
- Created a manual world editor to provide testing grounds for future patches.
- Added functionality to add images in text, which will be used for clarity in the future.
Hotfix 0.4.0p1-2 (27 May 2021)
- Energy producers in an energy grid will now only produce enough energy to match the energy consumption.
- Certain energy producers now get priority over others. This means if you have a lot of Solar Panels, your other energy buildings will not turn on until the energy grid requires more energy.
- Drifters will now try to prioritize the Manual-Powered Generator over the Townheart's crank.
- The path on the world map will display how far you can go with your current energy amount.
- Added a tooltip to the Next Region button to indicate that you need a certain amount of energy before you can move to the next region.
- Fixed passive energy generator overlay not correctly reflecting if it was working or not.
- The subjects in the survival guide are now scrollable.
- The gears around the research in the Research Station window will now reflect if the building is currently researching.
- Fixed the inefficient grid warning not having a proper tooltip set.
- Fixed the gears in the Research Station panel not stopping when it is not researching.
- Fixed the upgrade button's arrow being greyed out even when the button could be pressed.
- Fixed the Seaweed visual growth not fully growing.
- Fixed inefficient energy grid warning not popping up when the gamespeed was paused.
Patch 4.0 Eel-Ectricity (19 May 2021)
New Energy System
-
Energy buildings can now be connected to energy grids.
- Buildings that require energy will draw energy from their connected energy grid.
- If an energy grid becomes overloaded, connected buildings will work at reduced efficiency.
-
Certain buildings now require energy, instead of fuel:
- Town Engine
- Research Station
- Desalinator
- Food Truck
- Electro Crafter
- Electrified Scrapsmith
- Electried Fish Kabob
-
The townheart starts with a crank to produce energy which prevents players getting stuck when they didn't build an energy related building.
-
Added an energy overlay that shows the energy consumption, production or storage of energy related buildings.
-
Added an energy grid overview window which shows all your energy grids with their consumption, production and storage.
-
Removed old fuel import system and replaced it with the fuel being part of the production recipe.
-
Added a method to link energy grids together using click and drag energy wires.
-
Moving to a new biome now costs 10.000 Eels, instead of 75% of your town's fuel.
-
The athletics attribute now affects how much energy a drifter generates in a drifter powered generator.
Town Weight
- Your town now has a weight, which will affect the energy cost of town movement.
- The town weight is calculated by the total accumulation of all resource weights in construction costs, inventory and in storage.
- There are currently 6 different weight tiers:
- Very Light: 0kg - 500kg
- Light: 500g - 1000kg - Movement cost increased by 50%
- Medium: 1000kg - 1500kg - Movement cost increased by 100%
- Heavy - 1500kg - 2000kg Movement cost increased by 150%
- Very Heavy: 2000kg - 2500kg - Movement cost increased by 200%
New Buildings
- Battery: Increases energy capacity.
- Wood-Powered Generator: This building can burn wood to generate energy.
- Oil-Powered Generator: This building can burn oil to generate energy.
- Energy Pole: A building that is used to connect buildings to the energy grid.
- Solar Panel: Generates energy from solar power.
- Electro Crafter: Turns Electric Scrap into various electric items.
- Electrified Scrapsmith: An upgrade for the Scrapsmith which uses energy instead of Firewood.
- Electrified Fish Kabob: An upgrade for the Fish Kabob which uses energy instead of Firewood.
New Items
- Battery: Used for energy storage.
- Generator: Used to build item based generators.
- Solar Panel: Used to generate energy from solar power.
- Electric Scrap: Can be made into energy related items.
- Temporarily removed Books.
Landmarks
- Drifters can now be rescued from landmarks without a boat.
- New Landmarks:
- Polluted Woods
- Car Battery Islands
- Truck Generator Viaduct
- Solar Panel Villages
Pacing Rebalance
- The research station comes into play much faster now, with many buildings being behind research.
- The research station no longer requires books. Instead, it requires plastic buoyants and energy.
- Dried wood can now be found more frequently on a new landmark: The Polluted Woods.
- Wood drying has been slowed down.
- Reduced Metal Scrap cost for Metal Plates.
- Increased amount of landmarks containing Metal Scrap.
- Overhauled each building's cost to take weight, time and energy in regard.
- The desalinator upgrade now only replaces the Firewood cost with energy, instead of a flat time / resource upgrade.
- Removed Cooked Fish from the Food Truck.
Render Pipeline Update
- Updated the render pipeline to the Unity Universal Render Pipeline.
- Reworked all shaders to increase overall performance and visuals.
- Reworked the ocean shader.
- Shadows can now be cast on the water.
- Reworked the underwater world, as you can now see it better.
Animations
- Added Manual-Powered Generator animation.
- Added Ropecrafter animation.
- Added Plastic Recycler animation.
- Added Reroll animations for the crew selection screen.
- Added Wood-Powered Generator building animation.
- Added Oil-Powered Generator building animation.
- Added Scrapsmith animation.
Misc
- Seagulls will now be scouted by drifters.
- Added LODs for walkways.
- Added LODs for flotsam.
- Changed names and descriptions for various buildings.
- The Captain's Log is now displayed above the notifications.
- Reworked some pages in the survival guide to reflect the current state of the game.
Fixes
- Fixed an issue where the fog of war would not go away around the town when moving to the outer edges of the map.
- Fixed an issue where loading a save would make the day / night visuals appear out of sync.
- Fixed an issue where a drifter would get stuck on a mooring point after moving the town.
- Fixed an issue where the boat panel would sometimes show the wrong captain on a boat.
- Fixed an issue where a boat would get stuck at the wrong mooring point after moving the town.
- Fixed an issue where a drifter would not eat or drink if the game was saved in the night.
- Fixed a building being stuck upgrading when you upgraded without the proper items. This would happen when upgrading buildings that required the same items.
- Fixed selection outline of watchtower.
- Fixed issue where the salvaging attribute tooltip would display the construction tooltip instead in the drifter attribute window.
- Fixed outline of the Fish Kabob not highlighting the whole building.
- Fixed Desalinator biking animation being offset.
- Fixed not being able to salvage Research Station if researched finished when a drifter was on their way to the station.
Behind The Scenes
- Added a landmark generator to improve our workflow for the landmarks.
Experimental Changes
- Updated the Townheart visuals to reflect the 1 big battery it has.
- Updated the Wood-Powered Generator to have an electricity connector.
- Updated the Desalinator to have an electricity connector.
- Added build states for the Oil-Powered Generator.
- Added build states for the Solar Panel.
- Reduced the size of the selection collider for the Energy Pole.
- Removed decimal point for energy in the Captain's Log.
- Updated energy icon in the Captain's Log.
- Energy overlay now has paged per grid, instead of being a scrollable window.
- Fixed the line visuals of the swimming radius on the map view.
- Fixed Food Truck cable position.
- Fixed not being able to start linking by clicking the electricity connector of the Food Truck.
- Fixed not being able to start linking by clicking the electricity connector of the electrified Fish Kabob.
- Fixed Electro Crafter animation being the crank animation.
- Fixed buildings not always showing in the energy overlay.
- Fixed item-powered electricity generators not showing when they were on when you opened the energy overlay.
- Fixed an issue where you could not link to buildings when they finished building while you were linking.
- Added missing localization.
Patch 3.7 (2 February 2021)
General
- First iteration of the upgrade system:
- Plastic drying rack is now Drying Rack
- Drying Rack upgrades into a large & huge drying rack.
- Distiller is now Desalinator.
- Desalinator upgrades to large Desalinator.
- Bed now upgrades to House.
- House now upgrades to Big House.
- Drifters will now temporarly stop their production, research and energy projects when it's bedtime.
Visuals
- Reworked the size of distiller.
- Reworked the size of desalinator.
- New visual for Large and Huge Drying Rack
Audio
- Added FMOD to manage audio.
- Various new sounds have been added.
- Added effect for ambience when pausing the game speed.
Performance
- Reduced overhead of drifters requesting projects, increasing overall performance.
- Added LODs for all storage visuals, reducing rendering at further ranges.
- Added LODs for all flotsam / fish in water, reducing rendering dramatically when looking at the horizon.
Balancing
- Metal plates now require 1 fuel to make.
Fixes
- Fixed getting stuck in map view when going to the map while building.
- Fixed drifters getting stuck on the energy producer when disabling the building.
- Fixed bug where drifter would get stuck on landmark.
Patch 3.6 (22 December 2020)
General
- First iteration of scouting feature:
- New Construction: Watch Tower
- Information regarding nearby landmarks can now be obtained by building the Watch Tower.
- Information regarding nearby landmarks can now be obtained through drifters that join your town.
- New Construction: Pedal-Powered Generator.
- Implemented the energy system.
- Town movement requires energy now.
- The Athletics Attribute now increases drifter energy creation speed.
- Added construction category: Energy.
- Temporarily removed the Oil Refinery Construction.
- New construction specific resources:
- Floaters
- Wooden Planks
- Metal Plate
- New Construction: Ropecrafter.
- New Construction: Small Drying Rack.
- Seaweed Patches now spawn in the water.
- Screw, Plastic Nets and the Pipe resources have been removed.
- World Generator Updated
- Fog of War added to the Overworld View.
- Zooming added to the Overworld View.
- Scouted landmarks clear Fog of War in a radius.
- Reworked Town Movement to be able to interrupt town movement with new path.
- Added double-click functionality for new town movement paths.
- Reworked map cursor.
Visuals
- Added a planning line for planning town movement.
- Added Watchtower construction visuals.
- Added Ropemaker construction visuals.
- Added Pedal-Powered Generator construction visuals.
- Added Small Drying Rack construction visuals.
- Reworked Plastic Recycler construction visuals.
UI
- Added Landmark cursor for the map.
- Reworked some of the HUD.
Performance
- Persistence management has been refactored to reduce lagspikes when the game is saved.
- Flotsam inventory has been factored out to avoid unnecessary memory allocations.
Balancing
- Size of the world has been significantly increased.
- Pacing has been adjusted: Workshops are now more prominent in the early game.
- Increased starting energy amount.
- Altered start amounts of food and water.
- All building costs have been changed to reflect the changes.
- All production times have been scaled down to reflect the changes.
- Number of resources found on Landmarks has been reduced.
- Number of resources in flotsam patches has been reduced.
- Number of flotsam patches spawned has been increased.
- Factory landmark temporarily gives Metal Scrap and Books.
- Increased spawn rate of landmarks with Metal Scrap.
- Floaters now appear in Flotsam patches.
- Townheart Engine is repaired by default.
- Increased Fish Spawning around landmarks.
Fixes
- Fixed issue where mooring point couldn't be deconstructed.
- Fixed issue where different language could empty all text in all windows.
- Fixed issue where save menu would not update after saving.
- Fixed issue where boats could get stuck on the "Long Island" landmark.
Hotfix 0.3.5p1-2 (21 November 2020)
Gameplay
- Drifters with assignments that are the same will now prioritize tasks they have higher attributes in.
Fixes
- Fixed save not being able to load previous item production limits.
- Fixed bug where untranslated phrases could cause the loading of a saved game to fail.
- Fixed bug where agents would not haul items to the townheart storage if the townheart water storage was full.
- Fixed bug where untranslated phrases would show as blank instead of reverting to english.
Patch 3.5 (18 November 2020)
General
- Drifters now have attributes that will affect the speed at which they do things:
- Construction: Determines a drifter's building speed.
- Athletics: Determines a drifter's walking and swimming speed.
- Nautics: Determines a drifter's boat travelling speed.
- Desalination: Determines a drifter's desalination speed.
- Crafting: Determines a drifter's crafting speed.
- Research: Determines a drifter's research speed.
- Cooking: Determines a drifter's cooking speed.
- Fishing: Determines a drifter's fishing speed.
- Salvaging: Determines a drifter's salvaging speed
- Quirks have been replaced (for the time being) with Drifter Backgrounds. Every drifter now has 2 backgrounds to describe their life story. These backgrounds will determine the starting attributes of the drifters.
- The game now starts with a crew selection window where you can see the looks of your new crew, combined with their backstory. You can re-roll characters here in case you're not happy with one of your crew members.
- Added a day / night cycle to the game.
- Your drifters will now go sleep at the same time, once the night hits.
- They will eat and drink at the same time, when the day starts.
- Introduced debuffs.
- Reworked the way drifters handle their vitals. Health is no longer a statistic. Instead, drifters will perish after not being able to eat or drink for the 4th time.
- Not eating, drinking or sleeping in a bed will impose a debuff to your drifters. These debuffs depend on which vital is low, and they will lower the attributes of the specific drifter.
- A daily report is now available to track how many items your colony has collected and produced. This is always available, but a notification is sent at the start of each night.
- Added additional drifter names.
- Added construction:
- Buoy Lamp: A decorative building to make your town more de-LIGHT-ful at night.
Visuals
- Added a variety of new looks for the drifters.
- Increased size of drifters by 35%.
- Added animations depicting each drifter attribute.
- The character portrait shown on drifter select will now show an animation related to one of their highest attributes.
- Added night-time visuals.
- Added a rotating sun.
UI
- The house panel has been reworked to be more in line with the birdhouse panel.
- The boat panel has been reworked to be more in line with the birdhouse panel.
- Added a drifter overview with the heads of all your drifters. This also shows their current activity and debuffs. Clicking on the head will select the drifter.
- Removed the drifter portrait from the drifter, boat and house panel.
- Disabled the warning bubbles for drifters when a project could not be run.
- Added a clock to the screen to show which time of day it is. This has been removed from the birdhouse panel.
- Reworked the vitals section in the drifter panel to show the amount of days have passed without food, water and rest.
- Added drifter backgrounds to the drifter panel.
- Removed drifter diet from drifter panel.
- Assignment panel now shows the drifter's respective bonusses.
- Added a decorative buildings category.
- Added 'Help us translate' button on the main menu.
- Added next update to the main menu.
- Updated text asset on the language dropdown.
- Survival Guide has been slightly updated to reflect the new changes.
- Some text has been rewritten.
- Right clicking stacked notifications now closes all the notifications at once.
Performance
- Improved birdhouse performance.
- Reduced overall lag spikes when drifters were idling.
Balance
- A day is 15 minutes, with the night lasting 10% of that time.
- Drifters now drink far less, as they only drink once per day. This means the drifters drink 3 times less. We've reduced the amount of water found accordingly.
- Attributes can now speed up the production process. As such, the default time for production on all producers that require drifters has increased.
Fixes
- Fixed issue where auto-saves could exceed the max amount set in the settings.
- Fixed issue where storage wouldn't get checked when salvaging landmarks.
- Fixed edge scrolling not working with multiple monitors.
- Fixed camera being offset at the start of the game if edge scrolling is active.
- Fixed assignment not loading.
- Fixed drifters not checking their assignments between production projects.
- Fixed issue where birds would get stuck in the birdhouse if they had to salvage nearby flotsam.
- Fixed issue where continue button would not be shown in main menu if only autosaves existed.
- Fixed drifters getting stuck in producers.
- Fixed status on disabled buildings saying "Athletics" instead of "Inactive".
- Fixed disabled icon not rotating when disabling / re-enabling buildings.
- Fixed report notifications re-appearing after a save & load.
- Fixed water or food staying reserved when a drifter dies.
Hotfix 0.3.4p1-3 (10 August 2020)
UI
- Added hotkey for Notification Log (F2).
- Added hotkey for Build Menu (B).
- Cycling through drifters (default key (TAB)) now selects them as well.
- Pressing (left-shift) when cycling through drifters now cycles backwards through them.
Fixes
- Fixed issue where construction tooltip couldn't handle large numbers.
- Fixed issue where dead agents and birds could still have a homeless or idle warning.
- Fixed issue where priority template wasn't applied to new drifters.
- Fixed several issues where resolution changes wouldn't prompt a confirm dialog or wouldn't properly apply.
- Fixed issue where Survival Guide couldn't close with the shortcut button.
- Fixed issue where agents would get stuck when hauling an item to a storage that, while the agent is on the way, has the item removed from its accepted item filter.
- Fixed issue where interconnected walkways couldn't be deconstructed.
- Fixed issue where the buildable panel would create a memory leak.
- Fixed issue where the farm panel wouldn't display its recipes correctly.
- Fixed issue where a removed object of interest for a notification would cause crashes when moving regions.
- Fixed issue where drifters with the cooking assignment wouldn't fill the fish sticks.
Patch 3.4 (23 July 2020)
General
- Added languages translated by the community:
Visuals
- Tweaked movement of seagull to favor flying higher.
UI
- Added button to toggle item export for the birdhouse.
- World icons don't scale with camera anymore.
- Decreased number of malfunctions that can appear above constructions.
- Updated construction-panel layout.
- Added a status panel to constructions.
- Added several new malfunctions to indicate errors with a construction.
- Added several status messages to indicate the current status of a construction.
- Updated notification visuals and layout.
- Notifications can now stack.
- Added notification log to review previous notifications in the game.
- Added new notification:
- Research panel unlocked.
- Salvage radius increased.
- Moved several notifications to warning bubbles.
- Added warning bubbles:
- Bird about to leave.
- Bird homeless.
- Drifter homeless.
- Drifters idle.
- Drifters in life danger.
- Added warning to food counter.
- Added warning to water counter.
- Added warning to assignment panel for unassigned agents.
- Added highlight on unviewed category tabs in the survival guide.
- Added option to adjust UI scale. (Scale of default UI might vary depending on your resolution.)
- Added confirmation dialog for adjusted video settings.
- Default production limits are now infinite.
- Increased life danger notification threshold to 50% (from 15%).
Performance
- Changed world icons to use sprites to improve performance.
Fixes
- Fixed issue with landmarks showing on the map, but not showing in the game.
- Fixed issue with missing chop shop description.
- Fixed issue with fuel notification not showing when building a distiller.
- Fixed issue with overgrown boat navmesh.
- Fixed issue with shack navmesh.
- Fixed issue where walkway tooltip would block walkway placement.
- Fixed issue where non-numeric text could be entered in the resource limits.
- Fixed issue where "Production limit reached" malfunction icon would sometimes incorrectly stay after adjusting limits.
- Fixed several issues where marker overview wouldn't update consistently.
- Fixed issue where camera angle in main menu was wrong for advanced camera.
Patch 3.3 (29 June 2020)
General
- Added construction:
- Research Station: A place to process and read all your acquired books.
- Chop Shop: A place to prepare seaweed and fish for seagulls.
- Added item:
- Book: These old books contain old knowledge that might give you ideas for new buildings.
- Bird Chow: Fish cut into tinier pieces so that your birds can eat them safely.
- Seaweed Salad: Cleaned up seaweed, thrown into a salad bowl, that will provide nutrition for your drifters.
- Added landmark:
- Intact Book Shop: An island where you can find 12 books for your research!
Gameplay
- Iterated on research:
- Research now requires a building, the research station, to research in.
- Research has now become an active process that requires drifters and time.
- Researching requires books, which need to be stored in the town (these can be found on certain landmarks).
- You can now change the amount of drifters salvaging a landmark without having to cancel it.
- You can now change what resources you want to salvage on a landmark.
Balance
- Added 1 to 3 books to every shack landmark.
- Seaweed found on landmarks needs to be processed in the chop shop before it can be eaten.
- Increased amount of fish spots spawning by 30%.
- Decreased seagull speed by 20%.
- Seagulls now eat Bird Chow instead of Raw Sardines.
- Decreased seaweed island amount by 33%.
- Reduced sushi amount made in the Food Truck from 5 to 4.
Research costs
- Decreased Large Storage Yard research cost from 10 to 8.
- Decreased Platic Recycler research cost from 15 to 12.
- Decreased Small Water Container research cost from 5 to 3.
- Decreased Water Storage research cost from 10 to 6.
- Increased Birdhouse research cost from 10 to 8.
- Increased Desalinator research cost from 15 to 32.
- Increased Fish Kabob research cost from 5 to 12.
- Increased Fishing Hut research cost from 15 to 25.
- Increased Food Truck research cost from 10 to 25.
- Increased House research cost from 5 to 8.
- Increased Scrapsmith research cost from 5 to 14.
- Increased Solar Still research cost from 10 to 15.
Building costs
- Decreased Research Station plastic waste cost from 12 to 8.
- Decreased Research Station dried wood cost from 15 to 10.
- Removed pipe cost from small water storage.
- Add 4 dried wood cost to small water storage
- Removed 2 screws cost from Fish Kabob.
- Added 4 metal cost to Fish Kabob.
UI
- Overhauled the research UI:
- Added more information to that buildings you are researching. This includes things like available recipes, storage capacity, housing slots, etc.
- Whenever research is done, a notification is added telling you something new is researched.
- Reworked window to be bigger and more prominent.
- Updated art assets.
- Removed mussel from drifter diet.
- Updated research survival guide.
Fixes
- Fixed salvage button icon staying disabled when the button is enabled.
- Fixed issue where some text wasn't correctly parsed.
Patch 3.2 (3 June 2020)
General
- Added construction:
- Birdhouse: A hub for your seagulls.
- Camera locking now works for objects not on sea-level.
Gameplay
- Reworked seagulls:
- Seagulls have no quirks anymore.
- Seagulls can't haul anymore.
- Seagulls now live in the birdhouse.
- Seagulls living in a birdhouse salvage flotsam automatically (when fed).
- Seagulls only eat bird food (made from fish delivered in the birdhouse).
- Seagulls will leave if they haven't been fed in a while.
- Seagulls can be set free now.
- Birdhouse:
- Gives you an overview of the seagulls living there.
- Allows you to house and feed seagulls.
- Allows you to indicate which resources your seagulls should salvage.
- Added 2 new landmarks where you can rescue seagulls.
- Added "Animal Care" assignment.
Balancing
- Incremented fish school size from 10 to 15.
Visuals
- Updated animations for seagulls.
Audio
- Added selection sound for Birdhouse.
- Added item drop sound for seagulls.
- Added eating sound for seagulls.
- Added hungry alert sound for seagulls.
- Added sleeping sound for seagulls.
- Added sound for trapped seagulls.
- Added wing flap sounds for seagulls.
UI
- Updated survival guide pages.
- Added survival guide page for seagulls.
- Capacity bars now include outgoing items in count.
- Updated sleep bar color.
Performance
- Increased performance of loaded saves. A project kept restarting when loading a save, causing performance to decrease the more you saved.
- Reduced amount of checks to see if a project could be started.
Persistence
- Seagulls from previous savegames will be converted to the new seagulls.
Fixes
- Fixed issue where %HOTKEY% text in button tooltip wasn't correctly parsed.
- Fixed issue where oil wasn't salvageable anymore.
- Several issues related to the old gameplay of seagulls will also be resolved by this update.
Hotfix 0.3.1p1-3 (26 May 2020)
- Fixed issue where you could deconstruct a mooring point that had a deconstructing boat in it. This would cause the drifters to move the boat, and potentially get stuck.
- Fixed issue that when a drifter was getting back from a salvage marker would cause them to get stuck at a mooring point.
- Fixed some issues with the Chinese localization.
- Fixed issue that your drifters would freeze if you moved your town with salvage markers out.
Patch 3.1 (16 May 2020)
General
- Constructions will now display their boundary with a dotted line when placing a new building.
- Clicking a landmark on the map will move the camera to it (as close as possible).
- Made the mooring point blocking area smaller to reduce other mooring points from blocking a mooring point.
Gameplay
- Split walkways into wood & plastic walkways.
- The map no longer shows a path for your town. You can hold right click, or click on a location, to display it. The cursor now displays where you can and cannot move.
UI
- Walkways will now grey out their deconstruct button if they cannot be deconstructed.
- Mooring points will now grey out their deconstruct button if they cannot be deconstructed.
- Boats will now grey out their deconstruct button if they cannot be deconstructed.
Visuals
- Updated the visuals of walkway segment to reflect their required resource.
- Updated wood walkway visual to be more readable.
Performance
- Decreased material count on walkways, increasing performance.
- Decreased material count on storage yard, increasing performance.
- Decreased material count on houses, increasing performance.
Fixes
- Due to the nature of us improving the base of our project system, many issues may have been fixed that we couldn't track.
- Fixed issue where constructions would often snap to pontons.
- Fixed issue where 2 walkways could not be placed directly opposed to each other.
- Fixed issue where going back to the main menu and starting a new game could cause selection outlines to stop working.
- Fixed "Can't move" tooltip staying visible after closing the map.
- Fixed issue where items would get stuck in boat.
- Fixed issue where reclaiming a boat with items could break a save.
- Fixed issue where disabling oil in the townheart storage would cause drifters to get stuck when refilling the boat.
- Fixed issue where drifters could get stuck on landmarks when loading a save.
- Fixed issue where playtime in savefile wouldn't count previous playtime.
Hotfix 0.3.0p4 (20 April 2020)
- Fixed issue where boats could not be deconstructed.
- Fixed issue where salvaging a mooring point would freeze a drifter.
Hotfix 0.3.0p3 (17 April 2020)
UI
- You can now scroll back to previous patch notes.
- Updated main menu buttons and background.
Performance
- Improved performance in bigger towns where drifters were looking for new projects.
Fixes
- Fixed issue where 2 boats would try to moor at the same mooring point.
- Fixed issue where fishing spots would show on the map, but would not be in the world.
Hotfix 0.3.0p2 (14 April 2020)
Performance
- Heavily reduced the length of a lagspike when a drifter could not find a path.
- Improved pathfinding to generate less lagspikes overall.
Fixes
- Fixed issue where drifters would get stuck navigating to a landmark or piece of flotsam.
- Fixed issue where boats could get stuck at landmarks when moving.
- Fixed issue where the map compass would not point in the right direction.
- Fixed issue where the clearance of an obstacle would not update correctly, causing drifters to navigate in odd ways.
- Fixed issue where you couldn't save after a boat got stuck at a landmark.
- Fixed issue where a mooring point would become unusable when moving to a new location on the map.
World Update (7 April 2020)
General
- Overhauled town traveling mechanic completely:
- Fully zooming out or tapping the map key now brings you to the overworld.
- The map now shows a view of the greater world where you can search for points of interest and landmarks.
- Left-clicking on the map view enables you to move to new areas.
- Townheart is now a ship.
- Townheart is now equipped with an engine that burns oil to move the town.
- Townheart engine is damaged at the beginning and must be repaired.
- Your town now rotates depending on the direction you last moved in.
- Once you've explored a region, you can move on to the next if you have enough fuel (currently requires 75% of your full fuel capacity). The new area does not have new gameplay associated with it, it is mainly to make the game world infinite.
- World is now generated procedurally with landmarks grouping in clusters.
- Updated auto-save interval to be time based. (A new auto-save is made every real-time 10 minutes.)
- Default graphics quality when starting the game is now 'High'.
- Drifters with lower health will now prioritize getting food or water, instead of the person on top of the list.
Gameplay
- Added new constructions:
- Seaweed Grower: Grows seaweed spores to edible seaweed.
- Oil Refinery: Converts plastic to oil.
- Medium Storage Yard: Stores 45 items.
- Large Drying Rack: Dries 6 items at once.
- Fish Sticks: Dries 5 fish at once. Fish drying has been removed from the drying rack.
- Townheart is now a movable ship.
- Added item:
- Seaweed Spore: Can be grown in a seaweed grower to edible seaweed.
- Drifters can now swim to salvage landmarks.
- Research points can be acquired on salvage landmarks now.
- Investigating landmarks has a lower priority now
- You can now cycle through all your drifters with the tab key (adjustable in settings).
- Showing drifter names has been moved to left alt by default and can now be adjusted in the settings.
- Workshopping is now below desalinating / cooking assignments by default.
- The drying rack & fish sticks will automatically queue a recipe.
- Refined selection on the buildings.
Pathfinding
- Improved pathfinding thresholds to reduce drifters switching between walking and swimming.
Balancing
Woodworking shed:
-
FIREWOOD: Increased production time from 14 seconds to 60 seconds.
-
ROPE: Increased production time from 10 seconds to 30 seconds.
-
Increased plastic waste cost from 6 to 12.
-
Decreased dried wood cost from 8 to 6.
Desalinator:
-
WATER: Increased production time from 23 seconds to 60 seconds.
-
WATER: Decreased produced amount from 4 to 2.
-
WATER: Decreased fuel use from 4 to 1.
-
Increased plastic waste cost from 4 to 14.
-
Increased pipe cost from 6 to 8.
-
Added 16 metal scrap cost.
-
Removed 20 screw cost.
Distiller:
-
WATER: Increased production time from 30 seconds to 60 seconds.
-
WATER: Decreased fuel use from 2 to 1.
-
Increased plastic waste cost from 10 to 14.
-
Decreased dried wood cost from 8 to 6.
Small Drying rack:
- DRIED WOOD: Increased production time from 80 seconds to 180 seconds.
- DRIED FISH: Increased production time from 100 seconds to 180 seconds..
Solar still:
-
WATER: Increased production time from 100 seconds to 450 seconds.
-
Increased plastic waste cost from 6 to 14.
-
Added 4 pipe cost.
-
Decreased dried wood cost from 18 to 10.
Fish Kabob:
-
COOKED FISH: Increased production time from 10 seconds to 60 seconds.
-
Increased dried wood cost from 4 to 12.
-
Added 2 screw cost.
-
Removed 6 plastic waste cost.
-
Removed 14 metal scrap cost.
Food Truck:
-
COOKED FISH: Increased production time from 10 seconds to 60 seconds.
-
SUSHI: Increased production time from 10 seconds to 60 seconds.
-
SUSHI: Increased production amount from 3 to 5.
-
Increased dried wood cost from 6 to 12.
-
Added 10 screw cost.
-
Removed 6 plastic waste cost.
Fishing Hut:
- NIBBLE FISH: Increased fishing time from 29 seconds to 120 seconds.
- NIBBLE FISH: Increased fish amount from 3 to 5.
Scrapsmith:
-
PIPE: Increased production time from 10 seconds to 30 seconds.
-
Increased plastic waste cost from 6 to 12.
-
Removed 4 dried wood cost.
Plastic Recycler:
Small Water Container:
- Increased plastic waste cost from 6 to 8.
- Decreased pipe cost from 6 to 2.
- Removed 4 dried wood cost.
Water Container:
- Increased plastic waste cost from 10 to 14.
- Decreased pipe cost from 6 to 3.
- Removed 6 metal scrap cost.
Medium Storage Yard:
- Increased dried wood cost from 8 to 10.
Large Storage Yard:
- Increased dried wood cost from 4 to 10.
- Added 2 rope cost.
- Decreased metal scrap cost from 14 to 10.
- Removed 8 plastic waste cost.
Bed:
- Increased dried wood cost from 6 to 12.
- Removed 8 plastic waste cost.
House:
- Increased dried wood cost from 6 to 12.
- Increased metal scrap cost from 8 to 10.
- Removed 8 plastic waste cost.
Townheart:
- Decreased liquid storage from 60 to 40.
RESOURCES
- Increased boat radius from 300 to 500.
Seaweed landmarks:
- Mainly contains seaweed spores now.
- Contain significantly less seaweed.
Factory:
Fish shack:
- Added 10 metal scrap.
- Removed 20 raw fish.
- Added 20 dried fish.
Wood shacks (01):
- Added 10 metal scrap.
- Added 5 canned food.
Wood shacks (02):
- Added 5 metal scrap.
- Added 5 canned food.
Wood shacks (03):
- Added 5 metal scrap.
- Added 5 canned food.
Fishing spot:
- Reduced fish amount from 25 to 10.
Starting supplies:
- Increased water amount from 15 to 20.
- Decreased food amount from 25 to 20..
VITALS
- Removed "New World" condition.
- Drifters will now sleep, drink & eat when they're at 10% of their respective vitals, instead of at 30%.
- Thirst will reduce to 0% in 300 seconds instead of 235 seconds.
- Hunger will reduce to 0% in 600 seconds instead of 333 seconds.
- Tiredness will reduce to 0% in 600 seconds instead of 600 seconds.
- Damage from thirst has been reduced by 33%.
- Damage from hunger has been reduced by 33%.
- Healing will apply as long as you're not hungry or thirsty (<10%) instead of when above 70% of both vitals.
- Health will go to 100% in 4 seconds instead of 50 seconds.
Visuals
- Adjusted the size of buildings to be more uniform.
- Adjusted the water visuals of stored water.
- Added small cloud effect when items are finished drying.
- Placing a marker will now only show the relevant range. Showing the swimming range while placing a boat range caused confusion.
Audio
- Added sounds for townheart engine and movement.
- Added sounds for hovering over landmarks.
- Added sounds for map interactions.
UI
- Map:
- Map is now in a 3D view and shows miniature versions of landmarks and point of interest.
- The town is now represented by a miniature townheart.
- Shows engine state and fuel contents.
- Town route is now shown when hovering over destinations.
- Showing interaction radius for the town as a subtle circle.
- Added capacity bar under inventory button.
- Added firewood to resources at the top.
- Added clear amounts for storage in descriptions of constructions.
- Added border around the screen when the game is paused.
- Added engine section in the townheart construction panel.
- Updated inventory full warning above inventory button.
- Updated farm recipe panel.
- Updated inventory full warning icon.
- Inventory full warning now shows only when the inventory is completely full.
- Updated UI Icon for nourished to be clearer.
- Added production time to passive producer UI.
- Updated UI icon for the landmark interaction assignment.
- Updated UI icon for wood dryer.
- Updated UI icon for woodworking shed.
- Replaced loading screen.
- Tweaked some icons.
- Added highlight on the research button when something new is available for research.
- Added compass arrow pointing to townheart when townheart is not in range. Clicking the arrow will center on the townheart.
Performance
- Greatly improved physics performance of flotsam in the world.
- Reduced memory footprint of drifter portraits.
Persistence
- Updated persistence to support new map mechanic.
- Reworked large part of the saving and loading system to be more future-proof.
Fixes
- Fixed issue where load save panel had wrong title.
- Fixed issue where a stuck seagull or drifter might cause loading to fail.
- Fixed issue where healing would quickly reduce thirst & hunger.
- Fixed issue where some audio sources didn't resume playing after being paused.
- Fixed issue where audio settings weren't properly set in the map view.
- Fixed issue where character portrait would be white square when your inventory was full.
- Fixed issue where drifters would not show the proper warning when they couldn't salvage a landmark due to storage being full.
- Fixed issue where items would get stuck in a producer when deconstructed, causing it to never deconstruct.
- Fixed issue where passive producers would not be deconstructable when it was marked for deconstruction at the wrong time.
- Fixed issue where boats would flip upside down and stay turned over. They will now automatically start floating upright.
- Fixed drifters colliding with landmarks and getting stuck.
Patch 0.2.2 (12 February 2020)
General
- Flotsam can no longer be selected.
Balancing
- Agents now sleep faster in a house. They are fully rested in 20 seconds now. (Compared to 25 in an uncovered bed.)
Visuals
- Plastic flotsam is now bundled to look more like big patches of plastic, instead of loose pieces. In older saves, you will find the new plastic after moving to a new tile.
- Changed display of sleeping icon to show only when agents are sleeping and not before.
- Updated sleeping animation.
UI
- Updated house description.
- Added icon and notification for drifters in life danger.
- Removed mussels from storage filters. (Not available currently.)
Performance
- Bundled plastic flotsam to increase performance. In older saves, you will find the new plastic after moving to a new tile.
- Improved all-around performance for buoyant items. This should remove the lag when moving the camera in fast movements.
Fixes
- Fixed issue where boats weren't assigned random names anymore.
- Fixed pathfinding issues for some landmarks.
- Fixed issue where constructions holding water sometimes couldn't be deconstructed.
- Fixed issue where drifter would get stuck if their target wasn't valid anymore.
- Fixed issue where save would become corrupted if there was an invalid target linked to a project.
- Fixed drifters getting stuck on landmarks after trying to rescue drifter from landmark that was cancelled.
- Fixed issue where a drifter would get stuck swimming when salvaging the same item another drifter just salvaged.
- Fixed issue where landmark UI would have inconsistent visuals.
- Fixed issue where an agent could sleep in a bed or house under deconstruction.
- Fixed issue where scrollbar of save selection didn't scroll smoothly.
- Fixed issue where tiny walkways could be created.
- Fixed issue where panels could be hidden behind the build panel.
Patch 0.2.1 (6 January 2020)
General
- Constructions now need to be attached to at least one finished construction before they can be build.
Fixes
- Fixed issue where build resource UI wasn't correctly updated when building constructions.
- Fixed issue where UI wouldn't correctly update after deleting a save game.
- Fixed issue where constructions could be built without a pathfinding connection, resulting in errors and lagspikes.
- Fixed issue where every agent portrait would be that of a seagull.
- Fixed issue where autosaves would be made in limbo between 2 tiles.
- Fixed issue where abandoned motorboat tile was noted as having fresh water, sadly it does not. Corrected.
Update 0.2.0 (9 December 2019)
We've taken some time to strengthen the foundation of the game, which is the drifter AI. This allows us to build on a stronger base for the upcoming content patches.
We've also implemented some small community requested features such as more saving functionality, improved camera zoom and a bigger map.
Unfortunately old saves won't work anymore.
General
- You can now name any construction or boat.
- You can now zoom in more with the camera.
- Projects can now have more than 1 assignment linked to them. This means not everyone requires the hauling assignment anymore to keep the town running:
- Salvaging means the salvager can also empty their boat
- Production projects can import, export and haul fuel to their relative producers.
- Builders will now bring the required resources to the production site.
- Items no longer need to go through a storage to be useable by other projects. This means agents will be able to haul items directly out of boats to construction sites, producers, etc. They will also be able to drink / eat directly out of their respective producers.
- The game now autosaves when entering a new tile.
- Set all items discovered as default, making them all visible in the filters at the start.
- Added option to set a preferred boat type on mooring points. This means they will only moor there if there are no other mooring points available.
- Drifter names are now a first and last name instead of a first, last and nickname. Players can now change the full name of the drifter, instead of just the nickname. Leaving the name prompt empty will revert the drifter back to their original name.
- Increased map size.
Gameplay
- Added church landmark.
- Added metal wreckage landmark.
- Added overgrown boat landmark.
- Added fresh water oasis landmark.
Visuals
- Improved the material and model of scrapsmith.
- Added build states for scrapsmith.
- Added animation for scrapsmith
UI
- Improved readability for non-latin languages.
- Added click/hover states to salvage marker overview button.
- Added ability to rename constructions.
- Replaced clicking on the name with a rename button on inhabitants/constructions you can rename, to make it more clear.
- Moved inventory filter closer to the inventory part of the building panel.
- Added malfunctions of producers in the construction panel.
- Added missing localization for button tooltip in landmark panel.
- Reworked save/load panel.
- Added quick-save button Default at F5.
- Added button to exit directly to desktop.
- Resources that are already hauled to a boat/building under construction are now shown in the construction panel.
- Added buttons in the main menu linking to our communication / social media channels. [No localization]
- Added button in the pause menu to report a bug. [No localization]
- Added warnings for incompatible saves.
Performance
Massively reduced memory use when the salvage marker panel was open.
Reduced memory use from swimming markers.
Fixes
- Fixed selection colliders for the following landmarks:
- Seaweed islands
- Bridge island
- Single shack
- Fixed an issue where a boat would start a new project to clear it's inventory if it was moored after a load. It is unknown what bugs they may have been causing.
- Fixed issue where background music in main menu didn't loop.
- Fixed issue where health was misrepresented for agents near-death.
- Fixed missing boat requirement in landmark panel.
- Fixed issue where disabling an item on a salvage marker while an agent was on their way to an item of that type would cause the agent to get that item stuck in their inventory.
- Fixed issue where cancelling a marker would not un-reserve the items that were marked, causing storages to have incoming items forever. This could have a number of effects, such as not being able to deconstruct it properly.
- Edge scrolling no longer happens when the mouse is outside the game window.
- Fixed issue where markers weren't properly cleaned up after finishing the project.
- Fixed issue with irrelevant nutritional values appearing in item names.
- Fixed issue where storage filters weren't correctly persisted.
- Fixed incorrectly placed selection colliders for some landmarks.
- Fixed issue where townheart wouldn't be properly registered as an obstacle.
- Fixed issue where node description would overlap other elements in the map view.
- Fixed issue where playtime on saves was displayed incorrectly.
- Fixed issue where producer would no longer import resources after the producer got deconstructed and that deconstruction got cancelled.