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Besiege's watery expansion will get a patch adding new missions, giant sharks, tentacled horrors of the deep




Besiege will get an expanded expansion as the Splintered Sea campaign receives an update on the 22nd of July, later this month. With new levels, new challenges, and new enemies to defeat/hazards to avoid it'll be a beefing up of an expansion that some players found underwhelming. Included in that are some very large sharks and a betentacled beastie...
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Besiege's excellent Splintered Sea DLC is getting longer and harder

Who doesn't love smashing things? From Command and Conquer to Battlefield, the simple satisfaction of setting a symphony of destruction in motion has long been one of gaming's ultimate pleasures, and the best sandbox games are a fantastic place to do it. The arrival of the Besiege: The Splintered Sea expansion in May was a great excuse to return to one of the most satisfying building games on PC, and now developer Spiderling Studios announces a big upgrade to its campaign that's set to challenge you even more.


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Besiege's expansion getting five free levels, extra challenges in response to player feedback

Construct 'n' destruct sim Besiege recently got a splashy expansion in The Splintered Sea, which Nic enjoyed a lot in his review while calling it compact, small and brisk. Apparently Nic wasn't alone in this opinion: its developers now say they're working on a free update that will expand the expansion and make its campaign 50% longer.


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Splintered Sea Campaign Upgrade - Coming July 22nd

Hello Everyone!

A few weeks ago we talked about our plans to increase the length and difficulty of The Splintered Sea campaign, based on your feedback. Today we want to update you on our progress and let you know that we plan to release the updated campaign on the 22nd of July!

The update will include 5 new levels for The Splintered Sea, along with improvements and fixes for issues reported since the expansion’s launch.

Please note that everything in this post is a work in progress and may change before release.


As I’m sure many of you will have seen already, this update will be adding the tentacle beast which featured in The Splintered Sea’s trailer. This titan poses a deadly threat to your machine, with its powerful tentacles capable of grappling, crushing or smashing anything within reach. It’s challenging to avoid and very tough to take down!



This next level will test your building and piloting skills in other ways, requiring you to construct vessels that can move quickly and maneuver well in tight spaces, as you attempt to pass through the enemy defenses before they can stop you.



We’ve also been experimenting with the idea of adding additional challenges to levels that, while not required for completion, can offer a much greater test of your ability. An example of this can be seen in the gif above, where you can challenge yourself to smash through a series of crates, while still completing the level in time.



In another of the new levels you’ll have to do battle with a swarm of gnashing sharks, including a formidable giant shark capable of damaging multiple blocks at once and who’s extra tough to take down. You’re gonna need a bigger boat for this one, trust me…

With this update we’re also hoping to revisit some of the existing levels, with the intention of improving how they play and making them more challenging. The new levels themselves will be slotted into the existing campaign structure, rather than being added onto the end, in order to ensure the campaign flows properly and the difficulty ramps up as you progress through it.

I want to finish off this post by saying a big thank you to everyone. Your support has been tremendous and your feedback invaluable.

You asked us for a longer campaign, with new levels that offer unique challenges & greater difficulty, and we heard you. This update will increase the campaign length by 50%, adding some of the toughest, most fun and interesting levels of the expansion! :)

Cheers everyone,
Von

Hotfix Patch & Upcoming Improvements | Update 1.50-21281

Hey everyone!

It's been exactly 1 week since we officially released The Splintered Sea expansion for Besiege, and we want to say thank you to everyone for continuing to support us!

If you already haven't picked it up, the launch discount will run until June 2nd.

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

We have been monitoring everyone’s feedback on the expansion and have pushed out a hotfix to the live branch addressing the most serious issues players have been reporting since launch with Version 1.50-21281 (Changelog can be found at the end of the post.)

Overall, the reception has been very positive for The Splintered Sea, however some of you have voiced frustrations about the length and difficulty of the campaign. We hear you, and we are working on improving this with a future update.

Here's a sneak peek of a new level we've been working on! You might remember it from the announcement trailer.



Additionally, with coming patches we're also expanding the feature set for some of the water blocks.



E.g. by enabling rudders to work as control surfaces in the air and adding the option to mirror the Aquatic Screw chirality.



That's all this week from the Spiderling crew, stay tuned for more updates on improvements!

We hope you've all been enjoying The Splintered Sea and look forward to seeing your amazing creations and continued feedback!




Join our Discord to report bugs, talk to us and hang out with the community!
https://discord.gg/besiege


Keep updated with developments, memes and streams! If you'd like to further support us, please consider picking up the Supporter Edition:
https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

The Supporter Edition comes with a mastered version of Besiege’s soundtrack and a special animated skin for the Source Cube as small token of thanks from us.

Cheers everyone,
Sam

Changelog

V1.50-21281:
- Scaled bombs now properly cause the water to change height instead of going out of water
- Fixed localisation problem causing half the text to disappear on some system languages
- Fixed wrong localisation in English causing all "Destroy" entries to say "Destroy 2 Carts"
- Adjusted the selections that is locked behind DLC in the level editor
- Fixed level 28 being unbeatable
- Temp fix for Mac OS crash from underwater bombs
- Removed Harpoon troll forces
- Fixed a bug in level 61 where the water plane would not follow the player camera correctly
- Fixed Terrain issue in level 57
- Fixed ignition bug causing Steam Cannons to be inconsistent
- Fixed Thumbnail generation issue
- Fixed Flying block spin speed
- Modded water cannon SFX changed
- Cannons and springs now have muffled sounds underwater
- Fixed 2 Harpoon NRE's
- Fixed case where the same block would appear twice in the selection list causing an error
- Fixed case where using the God Drag Tool would cause problem with the targets drag values
- Harpoons now ignore their speed value when resetting
- Prevented Fish from spamming the log file
- Fixed Braces so they can connect to pinned blocks properly
- Fixed problem preventing updating of existing workshop items
- Fixed problem caused from other experimental fix that prevented saving of some machines
- Fixed problems with uploading mods and levels
- Fixed Camera Block NRE
- Changed Barrel physics material
- Rebalanced Nautical Screws
- Fixed Multiverse Harpoon related errors
- Prevented scaled Harpoons moving the rope collider
- Fixed length detector rope being drawn wrong
- Fixed case where changing into spectator would cause errors preventing changing properly back to non-spectator
- Fixed NRE from Nautical Screws
- Fixed rope cut trigger position
- Fixed case where Springs and roped snapped on sim start, creating odd connections.
- Fixed rendering issue when placing surface blocks
- Fixed Barrel tooltip showing the wrong order of buttons
- Fixed NRE from another player connecting to a host while the host is in sim and have killed sharks or exploded bombs.
- Fixed Harpoon Audio mixer
- Fixed problem with Ship Wreck Cay not setting its completed state correctly
- Fixed explosion decal being places at infinite distance
- Fixed case where updating tag an existing levels would mark them as machines
- Fixed underwater explosion from cannonballs not looking correct
- Fixed problem in multiverse where ripples would be off per default no matter the options setting unless toggled on and off again
- fixed case where harpoons shot from a scaled harpoon block would cause the projectile to keep scaling every time it was fired.