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Salt 2 News

Multiplayer Progress and Roadmap

While additional content will continue to come your way separate from multiplayer, its addition is the next major milestone for us on the tech side of development. I’d like to briefly go over our plans for multiplayer, what it will look like, what is already implemented, and what work remains to be done.


[h2]What Will Multiplayer Look Like in Salt 2[/h2]
Those of you that have played the first Salt game will already have a good idea of what to expect. The purpose of multiplayer in Salt 2 is to provide a way to share in the adventure with others. This is intended to be the same game experience as single-player mode, but with the addition of your friends.

Games will be player-hosted and have no dedicated servers. You will be able to start a party in the game and invite others through either your Steam friends list or by join code. You can join others on your current save file or you can create a new save file, as long as everyone is using the same world seed. Your progress, whether playing as the host or not, will be saved locally just like in single player mode. This means you can alternate between single player and co-op as much as you please without having to create a new game.

The maximum number of players in a single party will be subject to testing. However, the general idea is to design around having 2 to 4 players.

Our goal is to make the game tailored to the single player / co-op experience. As such, we will not be focusing on player-vs-player mechanics. It is possible we will add a way to allow damage to other players, but you should not expect any complicated modes or other similar content built around that playstyle.


[h2]Progress So Far and What is Left[/h2]
For a while now, we have been making progress on multiplayer implementation in the midst of our other updates. Many of the core features have already been implemented: such as basic syncing of characters in the world, combat, scene transitions, effects, boats, and many more.

What remains are a few major tasks and many smaller ones. For example, character avatar visuals and handling of situations like character disconnections are some of the larger tasks on the to-do list. Additionally, numerous smaller details need to be synced properly across the network, such as boss fights with special mechanics and the various puzzles scattered throughout the world.

Lastly, there is testing and fixing any issues that arise.


[h2]When Will Multiplayer Release?[/h2]
While we still don’t have a specific date, the current state of multiplayer in our internal testing is increasingly playable. It is possible we will have an incomplete yet playable version available by the end of the year, but it could be longer depending on how smooth things go. Like a lot of our updates, multiplayer will likely first go through a lengthy opt-in test stage (probably a specific test branch on Steam) so we can get help from the community to iron out balancing issues and bugs we may have missed before doing an official public release of the update.

We are still working on more content updates that will be released between now and the multiplayer update. During these updates we will also let you know about progress on multiplayer and as soon as we are confident about an ETA on the testing stage, we will let you know.

We really appreciate your support and patience through the multiplayer process.


[h2]Insight into Implementing Multiplayer Later[/h2]
One question that has arisen multiple times is why multiplayer wasn’t implemented from the beginning. Starting with multiplayer is definitely optimal and we hope to do that in future projects. In our case, it was a financial decision. Implementing multiplayer from the start would have required significant additional work, which would have delayed our Early Access release substantially. We needed to ensure that we reached a release stage quickly enough so that both of us could continue to work on the project full-time.


We look forward to bringing you more content updates and progress updates for multiplayer in the future. Thanks for reading!

Update - Village Islands, Throwing Items, and Localization

Village islands

A new island type has been added to the world. Village islands contain small villages, many with new quests to embark on. Note that your map will change slightly as the addition of new island types changes the procedural island distribution.


Throwing Items

Two new handheld items have been added: Throwing knives and bombs. Throwing knives have a natural boost in damage to enemies that are unaware of you. Bombs deal damage in an area so they can be very useful if enemies happen to be close to each other. But don't get too close yourself!

Throwing also comes with its own skill and skill tree that you can customize as you get better at throwing.


Localization

We have received many requests to translate the game into various languages so this is a large task that we really want to accomplish during Early Access. The translations are still a work in progress so it is likely that some of them are grammatically incorrect, or that we missed some things. If you notice any of these issues while playing, please use the in-game bug report to let us know about it.

For now, it will not auto-detect your Steam language setting, so in order to change languages, you will have to go into interface tab of the in-game settings to change to your desired language.


[h3]Additional Languages:[/h3]
  • Chinese (Simplified)
  • French
  • German
  • Italian
  • Portuguese (Brazil)
  • Russian
  • Spanish (Latin America)
  • Spanish (Spain)



What's Next

On the tech side of things, multiplayer is the number one priority to get finished, so we'll be working on that to get it to you as soon as we can. There is still no ETA on its completion.


Changes

Below is the list of changes for this update.

[h2]Additions[/h2]
  • Added village islands with new quests to complete.
  • Added localization. Available languages now include: French, German, Italian, Portuguese (Brazil), Spanish (Latin America), Spanish (Spain), Russian, and Chinese (Simplified).
  • Added throwing knife and bomb items and a new throwing skill and talent tree.
  • Added female models.
  • Removed randomized prefixes to item names (these didn't work well with localization).
  • You can now lock the ship wheel in its position if you don't want it to automatically recenter.
  • Added explosive gunpowder kegs to some campsites and caves.
  • Added some new talents that can appear on armor and weapon items.


[h2]Fixes[/h2]
  • Fixed not being able to craft candle stand and piano at cartographer's station.
  • Fixed raft turning in mad king's shipwreck.
  • Fixed Witch Doctor Staff material receiving decals.
  • Slightly increased the drop rate of Sandstone and reduced the sandstone requirement in sandpaper from 2 to 1
  • If you have the required materials to craft an item but not the required level, the UI will now indicate that your level is insufficient.
  • Adjusted herbalism experience so that it doesn't slow down as much based on world tier.
  • Fixed Veiled Dagger doing slashing instead of piercing damage.
  • Fixed flare text on gold shovel recipe still calling it a platinum shovel.
  • Increased woodworking xp gained.
  • Slightly increased journal font size.
  • Fixed some UI formatting issues in the Help and Library interfaces for different resolutions.
  • Loot bags will now appear even if you die and respawn in the same zone.
  • Fixed weapon swing particles getting stuck on when collecting items during the swing.
  • Slightly reduced the amount of plant fibers required in some recipes.
  • Improved wording on some weapon effect descriptions to better indicate who the effect applies to.
  • Fixed an issue where creating a new game immediately after exiting an old game could spawn you in the wrong position.
  • Fixed shifting inventory pages when attempting to hotkey an item on gamepad.
  • Added a pop-up message when you are encumbered.
  • Fixed places in caves where you can get stuck.
  • Improved DualSense and DualShock controller support.
  • Fixed Fire Festivities quest requiring the wrong amount of charcoal.
  • Merchants no longer have a finite amount of money.
  • Food that merchants sell now will generally be more fresh. Merchants reset the rotten timer on their food when they spawn.
  • Fixed typos.

New Update Now On Beta

Hey everyone,

Our latest update is now available on the beta branch! This update includes a ton of new changes and content such as village islands, throwing bombs and knives, female character models, new quests, and localization.

The localization part of the update is still a work in progress and so you may find some words that are grammatically incorrect. If you are playing in a language other than English and find problems with the localization, please report them to us so we can get them fixed. You can use the in-game bug report tool to send any us any issues you find.

For now, it will not auto-detect your Steam language setting, so in order to change languages, you will have to go into interface tab of the in-game settings to change to your desired language.

If you wish to join the beta branch, you can find instructions on how to do so here. Please keep in mind the beta branch will likely contain bugs and balancing issues.

[h2]Patch Notes[/h2]

  • Added village islands with new quests to complete.
  • Added localization. Available languages now include: French, German, Italian, Portuguese (Brazil), Spanish (Latin America), Spanish (Spain), Russian, and Chinese (Simplified).
  • Added throwing knife and bomb items and a new throwing skill and talent tree.
  • Added female models.
  • Removed randomized prefixes to item names (these didn't work well with localization).
  • You can now lock the ship wheel in its position if you don't want it to automatically recenter.
  • Added explosive gunpowder kegs to some campsites and caves.
  • Added some new talents that can appear on armor and weapon items.
  • Fixed not being able to craft candle stand and piano at cartographer's station.
  • Fixed raft turning in mad king's shipwreck.
  • Fixed Witch Doctor Staff material receiving decals.
  • Slightly increased the drop rate of Sandstone and reduced the sandstone requirement in sandpaper from 2 to 1
  • If you have the required materials to craft an item but not the required level, the UI will now indicate that your level is insufficient.
  • Adjusted herbalism experience so that it doesn't slow down as much based on world tier.
  • Fixed Veiled Dagger doing slashing instead of piercing damage.
  • Fixed flare text on gold shovel recipe still calling it a platinum shovel.
  • Increased woodworking xp gained.
  • Slightly increased journal font size.
  • Fixed some UI formatting issues in the Help and Library interfaces for different resolutions.
  • Loot bags will now appear even if you die and respawn in the same zone.
  • Fixed weapon swing particles getting stuck on when collecting items during the swing.
  • Slightly reduced the amount of plant fibers required in some recipes.
  • Improved wording on some weapon effect descriptions to better indicate who the effect applies to.
  • Fixed an issue where creating a new game immediately after exiting an old game could spawn you in the wrong position.
  • Fixed shifting inventory pages when attempting to hotkey an item on gamepad.
  • Added a pop-up message when you are encumbered.
  • Fixed places in caves where you can get stuck.
  • Improved DualSense and DualShock controller support.
  • Fixed Fire Festivities quest requiring the wrong amount of charcoal.
  • Merchants no longer have a finite amount of money.
  • Fixed typos.

Update Preview: Village Islands, Bombs, and More



Ahoy mateys!

We are hard at work on the next update and we wanted to give you a preview of what you can expect coming down the line. We don't have an exact estimate on when this update will be available, but it will probably hit the beta branch within the next 4-8 weeks. Let's dive in!


[h2]Village Islands[/h2]


In the next update we'll be introducing a brand new island type we are calling Village Islands. Unlike Seaport Islands which mostly just contain merchants, these islands will contain villages with homes where the townsfolk have set up their permanent residence. You'll be able to talk to the villagers, learn the history of their community, go on unique quests, and get some unique rewards. These are primarily self contained to the island and have a much more hand-crafted feel than other content in the game.


[h2]Throwing Knives and Bombs[/h2]


We'll also be introducing a brand new weapon type in the next update we are calling throwables. To start, we are adding throwable bombs and throwing knives. Bombs will have a fuse time and do a large area of effect damage, useful for blowing up pirates when they are in a group. Throwing knives will be a much more stealthy approach and do a lot of damage but require careful aim. Along with these weapon types we are introducing a new throwable skill tree so you'll be able to unlock unique talents along the way.


[h2]Female NPC Models[/h2]


The next patch will also include female NPC models. Now you'll occasionally find pirates, merchants, and quest NPCs that are females.


[h2]Ship Wheel Mechanics[/h2]


In the next update we are also adding the ability to lock your ship wheel position. Currently the ship wheel auto rotates back to center when you let go. While this might be fine for some sailors, others may prefer more control and want to be able to leave the wheel in its position to maintain an angle or certain direction. We've added a way you can now lock or unlock your ship wheel while using it, allowing you to decide on the fly whether you want it to auto recenter or not.


[h2]Content Coming In A Later Update[/h2]

Although this won't be included in the next update, we are also working on localization and cooperative multiplayer. Both of these are going well and we will need your help in testing both localization and multiplayer once those updates go live.


As always thanks for reading and we'd love to hear your feedback.

Bug Fixes

[h4]Changes[/h4]
  • Fixed Klaus shipwreck not spawning.
  • Fixed stack sizes getting cut off on radial menu within equipment window.
  • Fixed gun master talent not showing up on boots.
  • Fixed interaction with storage chests being blocked from some angles.
  • Removed floating lantern in red raider hideout.
  • Fixed clubs increasing the wrong skill.
  • Fixed some typos.
  • Slightly increased the angle that you can look down, making it easier to pick up items at your feet.