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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.

Legendary physics sandbox game gets player bump alongside big discount

There's an entire subgenre of sandbox games where the greatest enjoyment you can have, whether it's the main objective or not, is destroying things. Red Faction Guerilla, say, or Teardown; the collapsing buildings of Battlefield 1 and Battlefield 5; the matchstick towns and super combustible vehicles of Just Cause 2, Just Cause 3, and Just Cause 4 - each one of these games stands out for how satisfying it is to watch structures fall apart in spectacular ways. They're also in good company with Besiege, a 2020 building game that's been receiving renewed attention thanks to the launch of a big expansion and an ongoing Steam discount.


Read the rest of the story...


RELATED LINKS:

Brilliant medieval sandbox sim sets sail in new expansion on Steam

Beloved sandbox game's new expansion boasts awesome explosion physics

95% rated Steam medieval sandbox reveals new watery expansion

Brilliant medieval sandbox sim sets sail in new expansion on Steam

Nine years is a long time. Think about where you were nine years ago and I'm sure you'll be surprised about how far you've come and where life has taken you. Not for me though. Nine years ago I was playing Besiege, and today a brand new expansion has launched so I'm still playing Besiege.


Read the rest of the story...


RELATED LINKS:

Beloved sandbox game's new expansion boasts awesome explosion physics

95% rated Steam medieval sandbox reveals new watery expansion

Besiege finally goes 1.0 in February, after five years of Early Access

Besiege: The Splintered Sea is out now!

[h2]Besiege: The Splintered Sea is out now![/h2]

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

We’re celebrating The Splintered Sea’s launch with a biggest ever sale on Besiege, 75% off!

[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]
[h2]The Sound Update[/h2]

Besiege’s free Sound Update is now live! This update brings a new sound system to Besiege, adds a bunch of new sound effects and brings a host of improvements & bug fixes. You can learn more about the Sound changes here and there’s a full changelog at the bottom of this post.

[h2]Besiege Supporter Edition[/h2]
https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

The Besiege supporter edition is now available to purchase, as a way to offer additional support to Spiderling & our development of Besiege! The bundle includes a mastered album of Besiege’s soundtrack and a unique animated skin for the Source Cube, giving it the appearance of a motorized engine.

[h2]Share your creations[/h2]

We’re really excited to see all the wacky & wonderful creations you build for The Splintered Sea! Post them on Twitter with the hashtag #BuiltWithBesiege to share with us and the rest of the community. :)

[h2]Live Stream[/h2]

Our new community manager, Sam, will be doing a livestream on Twitch this evening at 18:00 BST (17:00 UTC) where you can watch him play through the new campaign levels and ask questions about the game & expansion!
Sam is relatively new to Besiege, so please be kind :)

[h2]More Information about The Splintered Sea[/h2]

If you’d like to learn more about The Splintered Sea, you can check out a series of posts we made, where we take a deeper dive into its features and some advice on building machines for water:
[h2]Feature Overview #1[/h2]

[h2]Feature Overview #2[/h2]

[h2]Feature Overview #3[/h2]
[h2]Feature Overview #4[/h2]


V1.5 - (21214) Changelog

- Fixed some performance issues with the glass build surfaces
- Ballasts now have a maximum mass of 3 instead of 2
- Fixed grabbers not being able to grab things if what they held was destroyed
- Fixed center of mass display tool being somewhat offset to what actually happens in simulation
- Replaced audio management system
- Added soft limiting audio mastering so many loud sfx don't get overly loud
- In world audio sources now respond to pitch stretching at different time scales
- New audio sliders in options menu for physics, blocks, ui, sfx
- New breaking and collision sfx on various blocks
- Collision sounds are now proportional to impact
- New cannon fire sfx
- New wheel motor sfx
- New steering hinge and block sfx
- New flamethrower sfx
- New piston sfx
- New propeller sounds
- Center of mass display orb now is red rather than blue
- Flying block actually spins as fast as the speed is set to
- Fireball model updated
- Fireball now creates a burst of firespread on collision
- Updated fire spread system a little to get a more natural spreading and to fix a couple of issues
- Better use of space and centering on thumbnails
- Fixed damage and fire consistently affecting eachother and joint health
- Changed FPS display to be a rolling average, and added optional new performance graph
- Center of mass now updates when changing block parameters like mass, and when using undo and redo of blockmapper values
- Newly placed shortening blocks now receive mass appropriate to their length
- Added ability to mirror half pipes and wood panels
- Made spikes and blades less likely to break off so they aren't weaker than a machine of wood
- Small update to the appearance of the wooden panel block
- New wooden panels will now join correctly centered
- Colliders on the halfpipe block are now properly symmetrical
- Fixed and updated how dragged blocks calculate their cylinders to avoid them looking to flip on sim start and other times
- Fixed an issue where loading certain NaN values on machines would crash the game
- Polished boulder texture a little bit
- Bomb explosion now spawn in the center of the bomb as it should
- Fixed some issues with burning visuals some parts becoming more or less darkened than they should have
- Moved torch from weapons to armor
- Optimised AI unit structure for better performance
- Grounding machine tool now tries to snap to terrain and objects underneath the machine
- Changed fog in sandbox and multiverse to make it not get denser around the immediate vicinity when looking towards the horizon to the sky
- Fixed using a camera block following a machine down beneath certain heights would make the camera not follow the machine properly,
- Fixed surface fragments looking weirdly crumbled and glitched (thought this was live but it was not)
- Fixed a bug with logic enabled camera blocks not showing the correct camera sometimes.
- AI's in multiplayer will no longer try and jump onto too tall things and kill themselfs in the attempt
- Fixed problem with grabbers and Vacuum block's not being able to grab onto new things after their currently grabbed object exploded
- Fixed a case where modify tool selection would not save an undo state correctly while not in advanced building mode
- Fixed issue with not being able to pin sharp blocks

Besiege: The Splintered Sea review: a small vessel for expansive seafaring


I cannot compare my experience of writing a review for The Splintered Sea, the first paid expansion for dastardly clever physics puzzle builder Besiege, to that of a journaling sailor facing lethal storms on the horizon. Still, if we take for granted the idea that a review is only really valuable as an insight into the experience of the player: I haven’t been feeling especially great this week. That in mind: Splintered Sea is more Besiege, thoughtfully applied to its already expansive toolkit. More importantly, it's currently bringing me deep and deeply needed moments of untainted, childlike, vaguely-Orkish joy.


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