Fixed a bug with vessel platform sync for clients in multiplayer
Version 0.8.203 Update
[h2]Changes[/h2]
Added more nonsense messages
Added additional performance settings for vegetation grid
Added switch build area button for moving vessels between drydock and runway
Added part filter buttons
Added "No match found" label when filters yield no part matches
Added LODs to island unlockables
Rope placements will now cancel when accessing the UI
Tweaked some ocean settings
Lights for other vessels will now disable while in build area
Changed the way ship propeller collisions work
Changed the way aero works for propellers
Changed the way wakes generate for massive ships
Changed wake behavior at slow speeds
Changed part UI order
Updated part filter behavior
Updated part UI
Fixed some configs for explosions
Fixed bug with dropped pilot helmet save / load
Fixed bug with buy shack amount dialog
Fixed normal align for SeaPlaneEngine
Fixed normal align for StandardHelicopterRearRotor
Fixed an undo error with cloned parts
Fixed bug where quit dialog could get stuck animating when closing menu too fast
Increased max foam time
LightFixture part no longer casts shadows (looks better)
[h2]Performance improvements[/h2]
Interactions with UI elements when in map
Build areas
Structures
Damage effects
Projectile explosions
Fire extinguisher foam
Nautikins being on fire
Various parts that reference water
Buoyancy math
Waves pushing vessels
Vessel water sounds
Fuel usage
Propellers
Weather
Moving through open world fast
Many engines / propellers
Inventory
UI tabs
Vegetation grid
[h2]Notes[/h2] The primary reason for adding build area switch button is to test out sea planes in the water, but can really be used for anything.
Version 0.8.168 Update
[h2]Changes[/h2]
Added ShippingHull part
Added ShippingEngine part
Added LargeAnchor part
Added StandardCleat part
Added CylindricalFuelTank part
Added StandardKeel part
Added MaterialGroups to Anchor part
Added server toggle option for Sandbox start inventories
Added anchor down indicator to ship UI
Added anchor SFX
Added anchor splashes
Fixed bug in build mode where snap rotation would not work when the parent part was not at a fixed rotation
Fixed a bug that prevented repairs when a part was damaged from impact but thought it was on fire
Fixed erroneous log statement related to firing projectiles
Fixed an animation issue with arms when Nautikins spawn / are hired
Fixed some problems with vessels colliding during initialization
Fixed a bug where structures were saved out of order relative to their original creation
Fixed a bug with weapon fuel usage for aircrafts
Fixed some bugs with launching boats as aircraft on runway
Fixed a config issue with FixedGun part related to mirroring
Fixed an animator issue related to Nautikins
Fixed a config issue that prevented deployed anchor chains from being hidden while in drydock area
Fixed a bug related to vessel modes
Fixed edge case with exit casting
Fixed a bug with uncontrolled Nautikins ragdoll behavior while on vessels in multiplayer
Tweaked aircraft fuel usage (slightly less efficient)
Weapons can no longer impact objects behind the muzzle when predicting movement
Repair status UI will now round down when 99.x repaired to prevent rounding up to 100
Reduced polygons for DinghyHull colliders
Reduced polygons for JetFuelTank colliders
Client vessels will now disable during destroy procedure to prevent poorly timed messages during cleanup
Vessels will no longer attempt to regard collisions with vessel destruction debris for multiplayer
Nautikins will no longer collide with spawning vessel during network delay
Nautikins can no longer take damage while spawning
Can no longer attached ropes to seated Nautikins using a 3rd party
Certain boundary enforcers will now react to being attacked
Performance improvements to projectiles
Nautikins inside airtight seats will no longer take frost or fire damage
Adjusted ship launching slightly so that ships are slightly in the water
Submarine propellers can now damage Nautikins
Changed anchor materials
Anchor chains are now more visible
Anchor chains now have a slack cap
Anchor chains slack is now enforced in a less elastic manner
Anchor chain will now scale with part
Changed various anchor physics behaviors
Updated ocean shader
[h2]Notes[/h2] Attaching ropes to objects that were loaded in the wrong order may require removing/reattaching said rope and resaving the game because the save / load order of structures has changed.
Weapons on aircraft will now have better dimensioning returns with regard to the number of weapons and fuel usage. Adding many weapons will use lots of fuel and having a very small aircraft with lots of guns and little fuel will no longer be viable.
Going full throttle against an anchor will no longer produce an elastic pull back for smaller ships. Because large ships can be massive and heavy, the chains will now become physically tight (perhaps more realistically) to prevent overpowering physics from extremely large ships.
The StandardKeel part is a buoyant part, technically any buoyant part can be used as a keel in the correct shape.
Version 0.8.123 Milestone Update!
[h2]Summary[/h2] This build marks a big milestone for the completion of the game, the version is now 0.8 where 1.0 marks the completion of early access. Following the original plan laid out for early access this build will also marks the first price increase given the enormous amount of content now in the game and the progression towards 1.0. One of the big things in this build is the addition of destruction mechanics, which means all vessels can now be destroyed! Naturally this requires 4 new weapon parts. The game now has 12 islands and over 100 parts. There are various other changes included in 0.8, you can see the most recent below and a complete list of changes from version 0.7 here: https://store.steampowered.com/news/app/2244830
Added progressive depth fade to underwater rain audio
Added Fire extinguisher item
Added welcome message to main menu
Added water impact VFX
Added dryfire SFX
Added DeckGun part
Added FixedGun part
Added DeckCannon part
Added FixedCannon part
Added FixedHarpoonLauncher part
Added more nonsense messages
Added new island Alta
Added shoreline audio to Desertum
Added destruction particles performance setting
Added down shift gearing mechanism to aircraft engines
Added better support for attaching ropes to yourself
Added highlights for Nautikin headwear
Added some extra checks to hide tooltips
Added timestamps to logs for debugging purposes
Added custom logger to remove Unity garbage log statements
Fixed bug with water simulation cleanup
Fixed bug with deformer cleanup
Fixed bug in mesh optimization cleanup
Fixed some audio bugs
Fixed some audio popping when underwater
Fixed bug with observers
Fixed a bug with structure mass / physics
Fixed some ocean audio popping
Fixed bug with item stow when enter seats
Fixed bug with item equip post processing
Fixed some problems with sailboat sail
Fixed desert wetness
Fixed wetness for underwater island
Fixed a bug that prevented tooltips from displaying when paused in single player
Fixed server tab vessel cleanup bug related to cranes
Fixed a bug where activating a build area could sometimes place the structure in the wrong location
Fixed an audio bug where rain music would not play with very light rain
Fixed a bug where next audio track would not play when paused in single player
Fixed some audios issues with audio loops playing while paused
Fixed a physics bug related to securing boats to docks with ropes in multiplayer
Fixed a physics bug related to securing containers to boats in multiplayer
Fixed a bug that could duplicate ropes
Fixed an audio bug related to ropes
Fixed a default material on boat crane part
Fixed UV bug with parts when cloning multiple mirrors
Fixed bug where Nautkins can go into a broken zombie state when using a medkit during a fatality
Fixed some controls that were not disabled when map was opened
Fixed highlighting pilot nautikins
Fixed janky movement with a rope in hand
Fixed issue with fog while in drydock
Fixed a bug that momentarily activated yaw controls while embarking a vessel
Fixed a bug that killed Nautikins instantly when touching drivers in some cases
Fixed shaky movement of objective indicators when on moving vessels
Fixed bug with objective indicators not showing on saved activities
Fixed bug with saved delivery areas not appearing
Fixed a bug that allowed recovery bouy to be deployed on land
Fixed a bug that could prevent loading if harpoon was stuck to an object that could not be loaded
Fixed some null references during application teardown
Fixed some network logic related to controlling vessels
Fixed config issue with seats
Fixed bug with clients take equipped items from dead Nautikins in multiplayer
Changed the way vessel bounds are calculated
Changed crane glass material
Changed various part configs to accomidate destruction
Changed the way that vessel are refunded for destruction
Changed weapon fire audio
Changed some default controls for weapons
Changed conflicting default controls for Airships on controllers
Changed the way Nautikins handle exiting a seat
Changed position of vessel mode to make it more clear its unrelated to throttle
Changed the way Turris loads from the perspective of an aircraft
Changed the way harpoons load
Changed the way that projectiles sync in multiplayer
Changed the way oxygen is calculated for oxygen tanks
Changed some settings for unlock parts
Updated controls UI
Updated shell icon in activities UI
Updated an easter egg
Updated colliders for harpoon launcher
Parts can now be damaged individually
Vessel damage refactoring
Buoyant part simulation will now work with moving parts
Vessel damage is now cumulative for all parts that can be damaged
Hull integrity UI is now Vessel integrity
Vessel damage will now respond differently to crashing vs projectiles
Adjusted underwater water sounds with high winds
Adjusted underwater rain sounds
Removed some unused detail from boat crane
Improvements to glass in fog
Engines now check water states when turned off
General refactoring to accomidate destruction features
Boat engines are now affected by damage
Aircraft can now fly properly as long as there is no hull damage (damage to wings / aero)
Patched streaking issue with ocean shader
Dynamic audio can no longer play before the map has loaded
Portus now sells medkits
Fire extinguisers are now sold at various islands
Sandbox mode is now the default option when creating a new game
Harpoon launcher refactoring
Harpoon launcher item can now damage vessels
Deck weapons (e.g. Harpoon launcher) can now be aimed/fired with mouse
Default deck weapon fire button is now left click instead of space to allow fixed aircraft weapons
Shutting off aircraft engines is now more reliable
Harpoon launcher part will no longer mirror in build mode (it is not mirrored when deployed)
Nautikins can now catch on fire
Vessel deploy positions from build mode are now more precise
Increased mesh optimization limits
Sail speeds are now more realistic
Repair status is now locked to the center of the screen when in first person
Compass camera heading will now hide when near vessel heading
Ropes now better support being attached to moving objects
Nautikins can now be pulled by vessels
Cursor is now locked when interaction mode is off to prevent accidentally clicking UI elements
Cursor is now reset to the center of the screen when interaction mode is activated
Nautikins will no longer attempt to use ladders when entering / exiting seats from ladders
Multiplayer chat will no longer grab focus when typing in search bar for parts
When Nautikins drop items they will now appear at thier feet if they are currently on a ladder
Jet will no longer calculate airflow audio while spawning
Improved platform behavior when jumping
GForce damage now requires several frames of excessive gforce strain
Improved accuracy of placing ropes at high speeds
Nautikins can no longer have ropes attached when seated
Ropes can no longer be placed right next to each other on both ends
Nautikins will no longer attempt to exit seats inside of another Nautikin
Nautikins will now stop belly sliding when they enter seats
Various objects in Portus now register as metal when hit with projectiles
Material thickness will now turn red when invalid
Material thickness will now enforce invalid values after the mouse leaves the input
Activity rows can now be deselected to hide objective indicators
Nautkins will be less likely to take damage when climbing ladders at high speeds
Various audio will now pause when game is paused in singleplayer
Stern and bow thrusters will no longer mirror propellers when part is mirrored
Slow projectiles will no longer damage Nautikins
Reduced floating origin tolerance to avoid jitter
Can no longer slide when canceling rope placement on vessels
Vessels can no longer take water damage right after launching
Swimming immediately after getting out of an upsidedown vessel will no longer start you upsidedown
Aircraft are slightly more fuel efficient
[h2]Notes[/h2] Due to changes in the way damage is saved, any damaged vessels will load as repaired until saved again with new damage. This may result in things like sunken ships suddenly becoming repaired and rapidly rising out of the sea, vessels like that it may be best to cleanup and redeploy.
Now that parts can be repaired separately, they need to be repaired directly instead of just anywhere to repair everything. However because parts can be physically unreachable and damaged, repairing anywhere will still repair everything, just at a much slower rate.
Sandbox mode is now the default option when creating the game in order to encourage learning the mechanics before attempting campaign which can be challenging without knowing how to play. It is also important to view the campaign guide / basic gameplay guides.
Sailboats now move much slower with low levels of wind to better simulate reality. Generally speaking sailboats can go really fast with higher amounts of wind, but should start to become uncontrollable (depending on the size of the vessel) with wind speeds in excess of 30 knots or so and result in capsizing or destruction if the sail is not stowed.
Aircraft engines will now prevent down shifting when other lower geared engines have a higher throttle setting. This is helpful for things like helicopters which may have a rear rotor that is not geared liked the main rotor which means that as the engine slows down it may provide less thrust then you would expect/want if you were just at max throttle due to the different gearing. The result of this will be better control/yaw control when landing and throttling down aircrafts using engines that have different gearing for throttle. Previously this may have resulted in a lack of yaw control due to the rear rotor throttling down faster than the main rotor.
1 hour of oxygen real world should get you around 1 min of oxygen in game
Version 0.7.969 Update
[h2]Changes[/h2]
Added Build area kit item
Added new feature to build structures on islands and on water
Added new material "Concrete"
Added FuelPump part for structures
Added Pillar part for structures
Added Platform part
Added more nonsense messages
Added more cleanup options to Server tab
Added workshop configurations for Structures
Added current shells to build mode info
Added current shells to buy shack UI
Added AirshipBalloon part
Updated shell currency icon
Updated shadows for harpoon launcher
Updated default exit position for harpoon launcher
Updated default exit position for cranes
Improved load times for build areas (drydock, runway)
Build mode refactoring
Fixed bug related to Nautikin velocity when seated in subvessels
Fixed multiplayer bug related to standing on boats
Fixed bug with server cleanup options
Fixed bug that could prevent player from joining if the server was paused / in menu in developer mode
Fixed bug that can freeze clients when menu is opened in developer mode
Fixed bug where harpoons do not consume fuel on client
Fixed physics desync issue with harpoons in multiplayer
Fixed sync issue with harpoons in multiplayer
Fixed bug where client harpoon projectile is not destroyed immediately
Fixed bug with Server cleanup and fuel connections
Fixed bug with Boundary enforcer
Fixed bug where Nautikins do not exit seats correctly on clients when dead
Fixed issue where Nautikins fall when standing on top of items that have colliders
Fixed a UI bug where expand/collapse button was difficult to expand
Fixed missing name for Recovery buoy item info
Fixed bug with empty fuel tank detection
Fixed some optimization issues with network parts that caused missing textures in some cases
Fixed some problems with material groups for SeaPlaneLandingGear
Fixed bug with ocean sync
Fixed bug with initial crate sync
Fixed some collider updating problems
Fixed bug with custom waypoints
Optimized some colliders
Nautikin movement will now be smoother when standing on animated objects
Fuel connectors no longer require direct attachment to fuel tanks in order to transfer fuel
Server cleanup now attempts to refund vessels when able
Server cleanup will no longer cleanup observers unless "Cleanup controlled" is enabled
Patched streaking issue with ocean shader
Cranes on boats no longer work without fuel
Interacting with vessels on the map is no longer available when dialogs are open
Remaining fuel can now be checked by right-clicking a fuel tank in interaction mode
Adjusted aero dynamics for JetFuelTank
Recovered vessels now take vessel damage into consideration when determining refund
Crew UI now displays health and oxygen
Nautikins can now stand on the heads of other Nautikins
Buy shack items now show cost when you hover over the item
Changed the way that vessel physics load to prevent things from moving while save file is loading
The cost of a part now has a minimum based on thickness, anything below 0.1mm will no longer be cheaper
Improved performance of walking on platforms
Improved crate sync for deliveries when unsecured
Changed the way that platform movement syncs in multiplayer
Nautikins will no longer throw arms up in the air when falling very short distances
Cleaned up some log statements
Container velocities are now managed by net code
Nautikins will better handle "dying" on platforms
[h2]Notes[/h2] Previously fuel transfers required that a connector be directly attached to a fuel tank, in order to reduce the need to many tiny pipes (which are not required for things like Engines and other fuel consumers) connectors will draw fuel from the attached fuel tank if possible and the least full tank if not attached directly.