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Nautikin Adventures News

Version 0.8.268 Update

[h2]Changes[/h2]
  • Added rescue activities
  • Added Floaties item
  • Added FireMonitor part (Fire hose)
  • Added FixedFireMonitor part
  • Added proximity check to dropping items to reduce chances of it dropping inside walls
  • Added worker hardhat item
  • Added worker jumpsuit item
  • Added bot worker Nautikins for rescue activities
  • Added destruction for cleat part
  • Added auto camera clipping to curb culling issues with far view distance
  • Fixed a bug that caused spastic behavior when anchors were attached on certain locations on planes
  • Fixed a bug that prevents underwater explosions from rendering on clients when observing a vessel
  • Fixed adjustments config on harpoon launcher
  • Fixed bug with collider management for sub vessels
  • Fixed background error with anchor UI on client
  • Fixed bug where fuel tanks do not update when uncontrolled
  • Fixed a bug where deck weapons would not sync angles properly
  • Fixed a background error with weather
  • Fixed some problems with anchor indicator
  • Fixed bug with initial fire state for clients in multiplayer
  • Fixed bug with initial vessel water state for clients in multiplayer
  • Fixed a bug with inertia when launching aircraft from drydock
  • Fixed inertia bug for vessels with multiple modes
  • Fixed a bug with platforms in multiplayer
  • Fixed bug where closing inventory with other menus open could lock input
  • Fixed a bug with activity UI where accepting a mission before reading did not activate its detail
  • Fixed a bug that allowed repairing parts that were on fire when repairing main hull
  • Fixed bug where fire smoke did not count as extinguished when repaired
  • Fixed a bug with delivery locations being disabled when used by multiple activities
  • Fixed various issues in multiplayer related to when clients have auth
  • Fixed bug with Nautikin observer indicator when disabling when controlling player returns to base
  • Fixed a bug where activity detail is not cleared when the current activity is completed
  • Fixed highlighting with some Nautikin LODs
  • Fixed bug where subvessel cameras could activate erroneously when switching between subvessels
  • Fixed bug where inventory can get stuck open if the Nautikin is eaten while accessing Inventory
  • Fixed a bug that prevented removing waypoints
  • Fixed bug where part filters are not reapplied when returning to build mode
  • Fixed bug where camera view distance is not applied properly when changing while in a vessel
  • Fixed bug where camera fov is not applied properly when changing while in a vessel
  • Fixed bug with underwater culling in deep waters
  • Refactored the way Anchors work to avoid PhysX jank when launching
  • Anchors no longer process cable math or render when stowed
  • Changed the way surface tension works with Nautikin swimming behavior
  • Changed mass of build area kit
  • Changed mass of env suit
  • Changed the way that deck weapon angles are stored for better multiplayer sync
  • Changed the way that damage vfx cycle
  • Improved buy shack LOD
  • Inventories now display mass
  • Removed redundant network collider code
  • Deck weapons will no longer fire when UI is active
  • Decreased triangles on deck gun collider
  • Decreased triangles on deck cannon collider
  • Sub vessels will now auto populate colliders
  • Usernames will now be scrubbed from logs to make contributing feedback easier
  • Inventory menu will now automatically close when attempting to open in game menu
  • Updated dropped hardhat LOD
  • Updated weapon configs to be ignored by collision grid activation/deactivation
  • Deleted unused damage area
  • Activity UI refactoring
  • Reduced ocean LOD
  • Code cleanup
  • Nautikins will now move with surface tension as sea level changes when swimming near the surface of the water
  • Nautikin inventory mass now includes mass of Nautikin in UI display
  • Subvessel cameras will no longer attempt to adjust camera distance on init
  • Any open inventory that is destroyed will now automatically close the UI
  • Updated names for grid chunk modes to match other modes
  • Re-enabling Player.log to troubleshoot issues with Unity.
  • Minor performance improvements vegetation grid
  • Performance improvements to open world
  • Changed the way music is applied for underwater vs build mode

[h2]Notes[/h2]
Floaties increase buoyancy in the water and aid in the prevention of uncontrolled Nautikin drownings, they are currently sold at the Portus buy shack.

Store inventories do not display mass.

Usersnames are now scrubbed from logs for a couple reasons, its not useful information for debugging purposes and some may not want their usernames exposed in order to report bugs. Reporting bugs should be encouraged and I have no need or desire for PC usernames, this is something that Unity generates automatically when referencing path names for saving / loading game files like settings and vessels. Additionally, any unknown log statements that may contain usernames in the form ".../Users/[Username]/AppData..." will simply display "[Username]" instead of the actual PC username.

Worker hardhat and jumpsuit can only be obtained by rescuing Worker Nautikins

Some user requests got pushed out of this build into the next build due to various required fixes of existing features and the amount of time that rescue activities consumed.

Seems like outdated drivers may be causing a hard crash occasionally (unclear what the issue is), re-enabling the default logging to see if a crash dump shows up there, I sort of doubt it, make sure GPU drivers are up to date. Will probably disable again with next build.

With new dynamic clipping, even when the view distance is set to max, it will be clamped unless at very high altitudes that require the ocean to be rendered very far away.

Version 0.8.204 Hotfix

[h2]Changes[/h2]
  • 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


[h2]Highlights[/h2]
https://youtu.be/T_1CoIqVvAY
[h2]Bonus Multiplayer Footage[/h2]
https://youtu.be/VubsservN6o

[h2]Changes[/h2]
  • Added overall damage UI
  • Added dynamic fire sounds
  • Added vessel fire
  • Added vessel smoke
  • Added vessel explosions
  • Added underwater explosions
  • Added underwater damage vfx (subtle bubbles)
  • Added save states for destruction
  • 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