1. Nautikin Adventures
  2. News

Nautikin Adventures News

Version 1.0.095 Update

[h2]Changes[/h2]
  • Added dedicated button to reset boat cranes
  • Added reward multiplier to Flumen due to the tide
  • Fixed an issue where boat cranes reset when reset map cranes is pressed
  • Fixed regression with steel cables caused by previous platform fixes
  • Fixed platform multiplayer spam with idle containers in a different way that does not affect steel cables
  • Fixed a bug with multiplayer magnet physics for jets
  • Fixed a bug with engines sometimes not shutting off when underwater on magnets in multiplayer
  • Fixed a disconnect when client attempts to join at the exact moment a vessel is grabbed or released with a magnet
  • Fixed a bug where boat crane magnet lift can get stuck from landing gear
  • Fixed some issues with mixed states for magnet lifts on boat cranes with forces
  • Fixed a bug with combat helicopter parts getting stuck underwater if upside-down
  • Fixed a bug where altitude does not display correctly after loading a saved game
  • Fixed a bug where altitude does not display correctly with attached containers
  • Fixed some highlighting for submarine engines in build mode
  • Fixed a bug when a vessel is destroyed at the exact moment a rope is attached
  • Resetting cranes will now remove any attached steel cables
  • Patched a view frustrum issue with ocean planar reflections
  • Performance improvements for platforms
  • Crane fast move will now affect raise/lower speed
  • Crane fast move will now affect lift rotation
  • Improvements to crane physics when moving arm and lift fast
  • Minor Improvements to multiplayer performance for buoyancy
  • Improvements to error dialog accuracy
  • Submarine engine can now be used in toggle groups
  • Submarine engine is now renamable
  • Map options will now close if tabbed out
[h2]Notes[/h2]
Reset map cranes no longer affects boat cranes (cranes on vessels). The reset behavior was original added for potential issues with persistent map objects (cranes) which may have gotten stuck somehow (especially during Early Access). Resetting boat cranes can snap the crane inside of containers that are secured to the deck which can cause issues and create physics problems that should not be possible otherwise. If somehow you do mess up a boat crane you can reset it by simply recalling the vessel, so this is not equivalent to the persistent state of map cranes, which also save. As far as I know stuck cranes issues should be gone, if you experience something like this you should report the issue before attempting to correct it because that will eliminate any useful information. However, I have added a reset boat cranes option just in case. Ensure that doing so will not reset it into another object otherwise your gonna have a bad time!

The crane cables can now raise/lower the lift faster with fast move. Any faster would cause the crane to explode. The crane physics are really pushing the envelope.

Picking up a jet with the boat crane magnet will apply thrust to the magnet, but any buoyant forces (and CoM) will be applied to the vessel on which the crane resides. This gives the appearance of buoyancy attached to the crane without breaking reality and still allowing the magnet to move with the attached vessel forces (which is pretty cool).

You can in fact use magnets to launch aircraft without a runway (full throttle + release), do so with caution.

Version 1.0.078 Update

[h2]Summary[/h2]
This is a smaller build with mostly fixes for various stuff, but I wanted to separate it from the larger update with new content I am about to start working on which will likely take several weeks and be unrelated to the fixes.

[h2]Changes[/h2]
  • Added specific error dialogs for common multiplayer disconnect reasons
  • Added tell bot to wander option for bot vessels with custom waypoints
  • Fixed a UI bug with restoring defaults and camera settings label
  • Fixed a bug where intentionally destroying a part on fire during a rescue does not count as putting out the fire
  • Fixed a bug where attempting to edit the bot config for worker Nautikins caused UI issues
  • Fixed a bug where bot Nautikins can disembark with ctrl + e when the map is open
  • Fixed a bug with collisions when exiting a passenger seat for a vessel with no driver
  • Fixed a bug with large interactions (Drydock) and clicking vessel UI buttons
  • Fixed a race condition where the Launch tooltip can get stuck on the screen
  • Fixed some warnings related to stopping tutorial mode
  • Fixed a bug in campaign multiplayer where clients could have 2 inventory rows
  • Fixed a bug with flat swim when looking straight up or straight down
  • Fixed some bugs with bot configs for vessels with 2 or more drivers
  • Fixed a UI bug with crew type dropdown overlapping with bot config
  • Fixed a bug with uncontrolled Nautikins and platforms in multiplayer
  • Fixed a bug with cleaning up build areas from the server tab
  • Fixed some physics issues with shipping containers at rest
  • Fixed some issues with moving while other Nautikins are on your head
  • Fixed some smeared UVs on dock fuel tank
  • Fixed sensitive trigger for HeavyLiftHelicopterCockpit unlock in campaign
  • Fixed a bug with repairing critical damage from non-fire related impacts
  • Fixed some center of mass issues with certain hulls
  • Fixed an inertia math failure with very heavy boat aircraft
  • Fixed a bug with inertia math related to aircraft dimensions
  • Fixed a bug with helicopter rotor trim and rotated rotors
  • Fixed a bug with clone parts that have painted material groups
  • Fixed a bug with sampling materials groups on painted parts
  • Blind fix for a potential race condition with Launching vessels and seat config
  • Changed default camera view distance
  • Changed some thresholds for far away crates and platforms to prevent multiplayer spam
  • Changed the way Nautikins spawn at staff building to reduce the risk of landing on seagulls
  • Changed the default game mode for server stubs created from joining a game
  • Changed default game image for server stubs
  • Changed aero dynamics for large / heavy aircraft
  • Completing a rescue by blowing up the target boat will now instantly register as putting out the fire
  • Reduced fog weather probability by 5%
  • Reduced scroll sensitivity for chat history
  • Text chat input will now scroll the history if you scroll while typing
  • Error sound will now play in campaign when you can't afford runway
  • Seagulls will now be ignored by most game mechanics
  • Magnet lifts no longer allow grabbing vessels by grabbing containers secured to the vessel
  • Increased the repair rate for hard to reach parts
  • Build area interactions are now off by default
  • Crates will now match the velocity of the boat when unsecured
  • Updated some logging related to Steam network issues
  • Updated some tooltips in the performance tab
  • Turning off bot config as the observer will now automatically give you control of the vessel
  • Bots will now remember their custom waypoint if you update the bot config
  • Fuel will now display as 1% for vessels that still have fuel but less than 1% but not empty
  • Code cleanup
[h2]Notes[/h2]
Worker Nautikins cannot be made bots because they are already a special type of bot which cannot be edited.

Multiplayer disconnects include losing connection to host, steam issues, and unknown errors. Error dialogs will not appear if the welcome dialog is displayed for some reason (settings where deleted manually).

Because of math changes to inertia for large heavy aircraft, some smaller aircraft will be affected.

Version 1.0.042 Update

[h2]Changes[/h2]
  • Added interactive tutorial feature
  • Added start tutorial button to in game menu
  • Added choose tutorial button to in game menu
  • Added Portus tutorial
  • Added Menu tutorial
  • Added Nautikin tutorial
  • Added Build Mode tutorial
  • Added Building a Boat tutorial
  • Added Building a Plane tutorial
  • Added Activities tutorial
  • Added tutorials to demo
  • Added tooltips to vessel UI
  • Added additional IO error handling to backing up save files
  • Fixed a bug with tooltips when closing menus
  • Fixed a bug where a revived Nautikin would jump if they died while jumping
  • Fixed a bug where confirming material thickness with enter does not allow camera to rotate right away
  • Fixed a bug in campaign with unlockable part shader and fog
  • Fixed an input translation in German for Zehnertastatur
  • Fixed some game engine bugs with German translations for inputs
  • Fixed a scrolling issue with the bottom of keybindings view
  • Fixed some inconsistent capitalization in keybindings
  • Fixed a background error when using part switching keys after pressing new
  • Fixed a log scrubbing issue for usernames with errors that use backslashes
  • Fixed a bug with rain fog not always turning off when weather is disallowed
  • Minor changes to welcome message
  • Minor UI cleanup
  • Changed the name of the flare launcher to just flare launcher.
  • Tooltips will now hide if you tab out.
  • Warehouse surfaces will now react as metal/glass for projectiles
  • Changed demo UI to replace certain elements with tutorials.
  • More info for error logging related to projectiles hitting non-uniform objects
[h2]Notes[/h2]
I have added tutorials for most of the basic stuff, tour of the main island (Portus), menu, building, Nautikins, building a boat, building an aircraft etc. I will likely add more complex tutorials later.

Tutorials will force day mode for maximum learning and then set it back to how it was when it ends. Weather is forced off for similar reasons.

It is still possible to get lost while doing the interactive tutorial if you do not follow the tutorial. If you choose to start a tutorial but don't follow it for some reason you will have to stop / start it from the menu if you can't find your way back.

The tutorials will not mention rebinded controls, it will always refer to the default bindings.

The tutorials are not available in campaign mode.

The tutorials are available in multiplayer but it is not recommended simply because other players may make it more difficult.

The tutorials are currently only worded for PC controls, I will work on adding controller and Steam Deck verbaige later.

The tutorials take about 30 minutes total to complete.

The tutorials have been tested by people who already know how to play the game. Let me know if you find parts confusing or find typos or something.

Version 1.0.007 Update

[h2]Changes[/h2]
  • Added a button to the in game menu that opens the Steam guides.
  • Added a redundant button to the in game menu to return to build mode
  • Added a redundant button to the in game menu to return to base
  • Added an additional input for rotating the camera in build mode that allows rebinding.
  • Added new ways to return to build mode using interactions
  • Added setting to show default map build areas on the map
  • Added setting to turn off build area interactions
  • Fixed a bug in campaign multiplayer where joining clients cannot use runway buy shack
  • Rebinding controls can now be canceled with Escape.
  • Individual bindings can now be reset with Backspace
  • Interactions will no longer check below your character when airborne
  • Rearranged some misc. options in UI
[h2]Notes[/h2]
The Steam Guides can be opened from the Steam overlay, but now you can also access them from the game tab in the menu. This behavior is not exactly the same as opening them via the little book button in the Steam overlay, but it is much easier to find.

The new quick buttons in the main menu are redundant for existing behavior but are more obvious for new players and convenient for existing players.

Rebinding controls can no longer be assigned to escape or backspace, because that cancels or clears the key binding respectively.

The normal way to return to build mode, is to press the return to build mode button in the top right of the vessel UI when operating a boat using interaction mode. You can also open the map and press home to access the build areas again. I have added a few other ways you can do this now using interaction mode or e to interact as well.

I am looking into adding an interactive tutorial mode for new players that don't know which buttons to press. Some mechanics such as interaction mode can be confusing if you do not read the guides or want to ask questions. There is a lot of information so I will try to make it more intuitive. This will take some time though.

If you have questions, suggestions or other feedback, please reach out to me on Discord or start a Steam Discussion. 👍

1.0 has been released!

[h2]Release[/h2]
At long last, Nautikin Adventures is ready to leave Early Access! This game has been in development for about 4 years and in Early Access for around 2 years. The game is absolutely packed with content and I am very pleased with the way it turned out. It has singleplayer, multiplayer, and it has 2 game modes (Sandbox and Campaign). It feels extremely polished.

The game is now released, and the version is v1.0.000. That's pretty cool!

[h2]Future plans[/h2]
The current plan is to continue updating Nautikin Adventures at a similar pace to the many updates it received during Early Access. You can check out the previous updates if you are interested here. There is still a ton of cool stuff in the backlog that can be put into future builds. This includes features that didn't make it into Early Access, new content, and player requests that needed to be prioritized below finishing the game. New feedback / suggestions received after release will be prioritized and still potentially be included in the game. One of the things I will be working on shortly after release is additional mod support, which was deprioritized due to time constraints.

[h2]Special Thanks[/h2]
Even though this game was made by a single developer, there were many people who have aided in this journey in some form or another. I very much appreciate those who have been helping test multiplayer stuff and reporting bugs! There were lots of cool ideas I had not thought of that fit right in with the game too. A big shout out to those who left reviews on this game during Early Access, sometimes that is all it takes to keep someone motivated for months on end. Finally, I would like to thank those who really had nothing to do with this game, but instead chose to continue supporting my work and other games knowing that I was working on this one.

Have fun! 🐬
-Revmatek