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Nautikin Adventures News

Version 1.0.250 Update

[h2]Summary[/h2]
New parts, new settings, more Steam Deck and controller support along with various misc. fixes.

[h2]Changes[/h2]
  • Added new performance setting for terrain interaction smoothing
  • Added new Flag part
  • Added mod flag support
  • Added example flags to mod tools
  • Added background Nautkins that do stuff
  • Added new animations to support background Nautikins
  • Adding loading screen progress to main menu to indicate memory allocating
  • Added background Nautikins to drydock build mode
  • Added Xbox controller support to tutorials
  • Added PlayStation controller support to tutorials
  • Added Steam Deck support to tutorials
  • Added missing keybinding display for build mode uniform scaling to controls
  • Added support to quick close input dialogs by pressing enter
  • Added performance checks to PC to auto set low settings similar to Steam Deck
  • Fixed some VFX for harpoon launcher not moving with vessel
  • Fixed some input delay on clients when firing harpoons
  • Fixed an undo bug in build mode related to mirror mode
  • Fixed a bug where saved rescue boats load with inputs enabled
  • Fixed a bug where V-Sync target fps does not update when switching to another monitor that has a different refresh rate without re-applying
  • Fixed a bug with loading screen where it would not say "Loading mods" when it was loading mods
  • Fixed a bug in build mode that could apply a material to the wrong group if you are moving the mouse really fast
  • Fixed a visual issue with parachutes and wind on clients in multiplayer
  • Fixed a visual issue with sails and wind on clients in multiplayer
  • Fixed a bug that could prevent moving the camera until you click away from material in build mode
  • Fixed some server seed timing issues on clients for spawning fish
  • Fixed a slightly floating container inside the warehouse at Portus
  • Fixed a bug where climbing on the underwater drydock ladder crushes the Nautikin instantly
  • Fixed a bug where waypoints can shake when moving the camera quickly
  • Fixed some typos in tutorial
  • Fixed a bug where using interaction mode with the controller to open a buy shack sometimes fails
  • Fixed some read-only keybindings not being translated for controllers
  • Fixed some bugs with Unity keybinding labels on Steam Deck
  • Fixed a bug with controllers where rebinding input would not cancel with start button
  • Fixed an issue where controllers could not be binded for certain keyboard controls
  • Fixed some bugs with keybindings when setting in main menu
  • Fixed a bug where you can not swap out the root part before placement with structures
  • Fixed a bug where the root part of a structure does not initially follow the cursor
  • Fixed a bug where flares could still be lit underwater after hitting a wall
  • Fixed a bug with destroyed vessels affecting seaweed until after the cleanup timer
  • Fixed a bug with moderation tools
  • Fixed a shader bug with trees on silva in fog on low
  • Fixed a bug with anchors where the chain would not move with moving parts
  • Fixed a UI bug where Anchor and Fish indicators would be visible as an observer
  • Fixed a bug where clients could not harvest fish unless the server was observing
  • Fixed a bug where selected part would not update right away when toggling modes with hot keys
  • Fixed some floating rocks at Vulcanous
  • Fixed some floating rocks at Glacies
  • Fixed a bug where items dropped on crane arms can stop the crane
  • Fixed an issue where you could pass through lava on the volcano by timing exit
  • Fixed a bug where vessels could explode forever in lava
  • Fixed a bug where client Nautikins can be crushed when entering seats
  • Fixed a bug where joining server name may not be set right away when loading starts
  • Fixed a visual issue with med kit part LOD
  • Removed an erroneous mode shift created by a Steam Deck bug for Xbox controllers
  • Blind fix for a background error that can occur when cleaning up lots of vessels on game shutdown
  • Blind fix for exiting drydock at the exact moment another player is using a Nautikin you attempted to allocate
  • Cranes will no longer function when damaged
  • Nautikins can now interact with sails using e
  • Minor improvements to mod tools
  • Tweaked the behavior of material color editor with WASD input
  • Reward multipliers now apply to rescued workers based on location.
  • Adjusted some LODs on Portus
  • Increased the size of some UI elements for Steam Deck support
  • Updated UI for various small elements for Steam Deck support
  • Disabled some very small text while running on Steam Deck
  • Updated welcome message to better accommodate Steam Deck overlay verbiage.
  • Reworded a few steps in the tutorials to make things more clear
  • Keybindings will now auto refresh for controllers when the menu opens
  • Start and select can no longer be used to bind keys on controllers
  • Keybindings can no longer use mouse left/right click
  • Keybinding improvements
  • When using ropes with controllers the right joystick will now become the mouse so you can move easier
  • Changed the default controller mouse sensitivity from 5 to 8
  • Changed sensitivity of uniform scaling with controllers
  • Code cleanup
  • Menu audio now stops as soon as loading starts
  • Invert Y is now seperate options for Nautikins, Vessels, and Build mode
  • Improvements to camera jank when clients are suddenly disconnected
  • Improvements to model for map fuel tanks to make them appear more smooth
  • The build controls are now the first thing in the keybindings UI
  • Performance improvements to helicopters sitting in damage areas
[h2]Notes[/h2]
This build also included a large quality control pass which verified a lot of existing functionality in reference to the backlog but did not manifest as version changes.

Flag movement does not have collisions. It does not sync in multiplayer but clients will interpret the orientation so it will update for everyone. Flags will rotate with the wind, move with the boat and cannot get wet because they wave themselves dry!

With mod flags you can add basically any image you want for a flag. If you need something very specific you will likely have to modify the UVs of the flag, but I have provided a model similar to the one in the game that comes with pre-modified UVs that should work for most textures.

When the game first starts up and loads a save it has to allocate memory for the game and wait for Unity and the operating system. Sometimes this can go quickly other times it would hang there with a blank loading screen that did not indicate what was happening. When this occurs it will now display "Allocating memory" to generically indicate that it is doing something prior to the normal loading gibberish.

Background Nautikins do not interact with the world (Collisions, sounds, interaction mode, etc.) they are meant to be low performance impact and add to the immersion.

Some UI changes where made to build mode in order to better support the UI rules for the Steam Deck. Some of the small text while technically valid can be hard to read, so it was increased as much as can be allowed within the current design. Additionally there are locations where small text can appear in the game like the crew panel while in a vessel, this gives extra information about the seats but is not strictly needed so it is simply disabled on the Steam Deck because there is no room in the current design to enhance it further without a higher resolution screen. Other changes include improvements to controls, mainly for the material settings in build mode.

It looks like Valve finally fixed the mouse corruption issue when using remote streaming while docked I reported a while back, so you can now take advantage of the firepower of you main PC and play with the controller on your big tv from the couch or something.

Re-running the tutorial with different inputs will now allow you to learn how to play with an Xbox controller for example.

The tutorial will always mention a keyboard for typing in case you have one on screen (Steam Deck), but if you and have an Xbox controller plugged in obviously you need to use the keyboard.

If you plug in a controller (or unplug) while looking at the keybindings, it will not update until you re-open the menu. Displayed controller glyphs will always default to Xbox controllers if there is no controller detected.

Some optional controls do not have bindings on the Controller / Steam Deck. However, you can still use most of them by opening up the on screen keyboard and pressing the desired key. This is useful for things like switching parts in build mode, activating the horn/lights, and you can even bind toggle groups to them.

Missile camera counts as a vessel for invert Y.

Version 1.0.188 Update

[h2]Summary[/h2]
This build adds a lot of new mod support for most basic parts and fixes various minor bugs.

[h2]Changes[/h2]
  • Added mod support for ship engines.
  • Added basic material group support to mods
  • Added basic seat mod support
  • Added fuel tank mod support
  • Added support for moving mod parts
  • Added mod support for piston engines
  • Added mod support for turbine engines
  • Added mod support for aircraft wings / airfoils
  • Added mod support for helicopter rotors
  • Added various examples to mod tools
  • Added display name support for mod parts
  • Fixed a potential issue with fog shader after flying through the sky for a while
  • Fixed a rendering issue when teleporting from one location in fog to another location in fog
  • Fixed an erroneous dialog when leaving campaign quickly after being prompted
  • Fixed a background error related to leaving quickly after loading a game
  • Fixed an issue where mod boat hulls did not count as sea plane parts
  • Fixed a bug where you could not use 2 mods with the same name
  • Fixed a background error when loading collider proxies for mods
  • Fixed some bugs with mod collider setup
  • Anchors can no longer collide with their mount if they retract at a weird angle
  • Additional error handling for misconfigured mods
  • Mod parts will now register categories and filters for build mode.
  • Code cleanup
[h2]Notes[/h2]
Some of this mod stuff is for basic setups of the support. For example seats can get way more complicated than just a chair if you want to put it inside a jet cockpit or something. If you want support for something specific just let me know, I will provide all the basics I can think of for now.

I have provided examples for the new support in the mod tools. These are very basic examples that do not include the same content in the game (models, materials, shaders, etc.). This is in part because they are meant to be quick examples but also because not everything is available for distribution outside the game. However, when you do not provide your own assets for things like FX/SFX (leave them blank) the game will generate some for you based on the ones already in the game (a nice compromise). This is convenient if you just want to slap a new engine together and get all the normal sound fx or something.

There are other more complex mod support tasks in the backlog that are not currently planned (Anchors, Cranes, Custom Scripts, etc.). If you are looking for something specific feel free to reach out.

The mod display name applies to build mode, interactions, and multiplayer.

Sometimes anchors can retract very fast, if they were secured at a weird angle they may impact the boat right before they snap into place. Previously this could cause the anchors to explode which is not great, so now the anchor will ignore the mount impacts from the anchor. If the anchor impacts in such a way in the future it will simply damage the boat slightly and not cause an explosion (unless it hits some other part.)

Guides will be updated soon.

Version 1.0.164 Update

[h2]Summary[/h2]
New content, new island, bug fixes, and more!

[h2]Fun Video[/h2]
[previewyoutube][/previewyoutube]
[h2]Workshop Items[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3503698922
[h2]Changes[/h2]
  • Added NautikinCannon Part
  • Added Stunt Suit item
  • Added Stunt Suit Helmet item
  • Added e interact support to crates/containers
  • Added Horn part
  • Added horn key bindings
  • Added key bindings for setting values in build mode
  • Added build warning for lots of smoke emitters
  • Added build warning for lots of lights
  • Added various UI SFX to existing UIs
  • Added resume map option for Nautikins similar to vessels
  • Added Control + Backspace support to text inputs
  • Added new death message for being crushed
  • Added search filter to join dialog in main menu
  • Added JetSkiHull part
  • Added JetSkiSeat part
  • Added JetSkiStabilizer part
  • Added JetSkiThruster part
  • Added small storage box part
  • Added MedkitMount part
  • Added FireExtinguisherMount part
  • Added a new island Glacies
  • Added some realistic torquing physics to plane crashes entering the water
  • Added Building a Structure interactive tutorial
  • Fixed inversion with gas input key bindings
  • Fixed a background error that can occur sometimes when cleaning up pirates
  • Fixed some vert symmetry on pilot helmet model
  • Fixed some collar neck verts on jumpsuit
  • Fixed some neck vert smoothness when turning head
  • Fixed a bug with landing gear states when securing steel cables to aircraft cranes on helicopters
  • Fixed some flickering with nearby build areas and long parts
  • Fixed a momentary swim animation when reviving Nautikins killed underwater while swimming
  • Fixed a background error related to improbable interactions
  • Fixed a UI bug where editing a server will then populate a new server defaults later
  • Fixed a bug where UI sounds sometimes play distorted underwater
  • Fixed a bug where load vessel prompt does not trigger when you have not saved yet
  • Fixed a bug where you cannot dump your fuel into the map fuel tanks
  • Fixed fuel transfer sound not playing on clients in multiplayer
  • Fixed some audio popping when fuel transfers stop
  • Fixed unlock visual scale for various unlocks in campaign
  • Fixed an issue where waypoints could be created above seagulls
  • Fixed a bug with crew allocation when you swap vessels with another player and recall
  • Fixed some background warnings related to UI search inputs
  • Fixed a bug where entering a seat from the water can cause issues with collisions
  • Fixed a physics hiccup when exiting a vessel in a position that places you on another vessel
  • Fixed a bug where dropped items are not hidden in build mode
  • Fixed a bug with sail and parachute cleanup
  • Fixed some issues with destroyed bow thrusters flags
  • Fixed some shadows on control tower
  • Fixed some colliders warnings related to aircraft carrier sensor bubbles
  • Fixed a repair problem with colliders where they could be off slightly when fully repaired
  • Fixed a bug where dropping items in multiplayer can stop boats
  • Fixed a bug where fish do not spawn in the ocean for the demo
  • Straightened some details on jumpsuit
  • Refactoring for weapon inputs
  • Increased the max speed of Nautikins
  • Minor performance improvements to wearing closed helmets
  • More weapon materials now support weather by default (Rain/Snow)
  • Steel cables are now available at Centrum
  • Performance improvements for far away buy shacks
  • AI will now fire missiles / torpedoes at a more staggered pace instead of spamming
  • Increased reward multipliers for Centrum and Alta
  • Disabling HUD will now also disable repair progress and extinguisher progress UI
  • Disabling the HUD will now also disable fire progress for fire monitors
  • Other weapon aimers will now more consistently disable when HUD is off.
  • Changes to butt, belly, and fin physics at high speeds
  • Improved some error handling for older save files and seat positions
  • Cranes can now interaction with objects relative to the lift location (not just the base of the crane)
  • Reduced the range for which non-crane subvessels can interact with nearby objects
  • Increased Nautikin interaction distance slightly to make it easier to interact with containers
  • Decreased Nautikin interaction distance when holding useable items (Harpoons, welder, etc.)
  • Made it easier to interact with containers in general
  • E interaction will now prioritize look direction vs forward or platform interactions
  • Sharks can now be killed by explosion splash damage
  • Minor optimizations to warning dialogs in build mode UI.
  • Updated some build warning messages to be more consistent
  • Fuel transfer cost will now process once fuel connector is complete to prevent multiple campaign messages
  • Improved accuracy of fuel transfer math
  • Made it easier to grab various campaign unlocks
  • Nautikins will now die from physics impacts when seated.
  • Obstructed seats will now display "Obstructed" instead of "Embark"
  • Performance improvements for hiding items in build area
  • Reduced audio volume for various weapons
  • Decreased volume for missile target lock
  • Adjust ocean sound in main menu
  • Changed base cost of storage box part
  • Improvements to transitioning between fog above water and below
  • Adjusted some physics interactions when exiting vessels to prevent small vessels from being moved too much
  • Made some item drops sound more consistent in multiplayer
  • Updated icon for storage box
  • Performance improvements to island audio environments
  • Vessels will now display a damage indicator on the UI when crew members are taking damage
  • Improvements to vessel optimization visuals
  • Aircraft will now take damage when hitting the water at weird angles (flying sideways)
  • Adjustments to sail UVs
  • Decreased volume for projectile impacts
  • Decreased volume for Nautikin weapons
  • Code cleanup
[h2]Notes[/h2]
The Nautikin cannon's max range is roughly 3km

I was working on a new outfit so I polished some old vert issues I saw with existing outfits while there. This will affect things like running/jumping around in the jumpsuit and bounciness (mostly around neck seams).

The stunt suit is heat resistant, but not cold resistant.

Some of the weapon part materials look slightly different because the default shader was changed to support weather. I can't really notice the difference without looking at the previous version so it seems like a pretty solid upgrade to support rain wetness and snow without changing the material in build mode.

Rather than constantly firing missiles as fast a possible, AI will now make "decisive choices" about when to fire tactically and sometimes decide not to fire right away, which basically means they will not always fire every single missile and fire less often, but in some cases they will choose to fire rapidly.

Vessel horn part does not have controller bindings. You can change the pitch and size of a horn to affect it's sound.

Previously, when a Nautikin was seated it used the same rules for impacts as it did for jumping. This causes problems when colliding with objects at slow speeds (which are fast for vessels) or flipping upside down on land in a vessel. It also becomes very apparent something is weird with jet skis that allow you to pass under low hanging parts on other vessels. So the thought here is that if you collide with something while seated (Not another Nautikin, the ground, another boat, crates, etc.) you break your neck or are crushed from the weight of the vessel, there is no way you should survive and it will prevent you from passing through solid objects while being seated in the vessel. Bottom line is you are now extremely vulnerable to impacts when in seats.

The same crushing seat behavior applies to climbing.

The game will attempt to prevent you from getting into seats that would result in being crushed.

Nautikin interaction distance overall has been increased to make interacting easier. This creates problems with aiming harpoons at things you intend to shoot close up (or holding items in general). Logically speaking, holding an item could reduce your ability to grab/interact with something so now it will decrease your interaction distance when holding an item (which ends up being a slightly shorter distance than it orginally was before the increase).

Damage in vessels will now display for things like Nautikins taking damage from frost or fire, impacts, weapons, etc. Basically any damage they take while crewing a vessel will be displayed to make it clear they are taking damage.

The new torquing water physics will also apply to boats that exit and enter the water at extreme angles. An example would be a fast speed boat that loses control momentarily and then exits the water to begin a cartwheel as it crashes back into the water.

The next build will likely be a smaller one related to additional mod support (mostly) followed by another larger build.

Guides will be updated soon.

Version 1.0.099 Hotfix

[h2]Changes[/h2]
  • Fixed a bug with pirate bases loading incorrectly
  • Fixed some hard to grab part unlocks in campaign
  • Fixed a bug if you jump out the moment you control a deck weapon from the map

Version 1.0.096 Hotfix

[h2]Changes[/h2]
Fixed a bug with fuel pumps not loading on structures in some cases