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Stormworks: Build and Rescue News

Upcoming - Bug Fixes and Improvements!



Dear Stormworkers,

This week we have been working hard on bug fixes and quality improvements. We have a huge bug fix update planned for next week, with the two most important fixes being promoted to a hot fix (now live).

Next week will be a particularly large bug fix update, thanks to the many players who have given very valuable information on the official issue tracker.



Thanks to all the players who have let us know about issues through the official issue tracker - most of these fixes are a direct result of your issue reports. There has also been a marked improvement in the quality of reports since last weeks Q&A video where we discussed this - thank you for this extra effort, it is often the difference between us not understanding and dismissing an issue, and being able to fix it for the next update. The clear information is helping a huge amount.

As well as these fixes, we are continuing work on the planned minor updates and major updates - we have some really cool content on the way that we are really excited to share. We discussed and gave some hints to some of the new stuff in development (such as new outfits), and previously discussed the new weapons focused parts such as small missile parts and chaffs, but there is plenty more in progress. We will announce more as the work comes together over the coming weeks and months.



Be sure to check back next week for the fixes update!

Much love
The Stormworks Developers



v1.3.12 (Hotfix)

Fix - Hot but non-ignited fires no longer count as lit, consuming extinguisher particles
Fix - Handheld weapons not spawning server projectiles unless host was rendering

v1.3.10 - The Addon Mod Settings Update!

Dear Stormworkers,

It is currently Halloween in Stormworks!

In this weeks update, we add settings for add-on mods! When starting a new game, you can now customize the settings of your add-ons as you wish. If you make add-on mods yourself, this system is entirely lua driven and available for you to use in your own add-ons too!

When starting a game, you can click "add-on settings" to activate and deactivate your add-ons. You can sort your add-ons by active, alphabetical, or date. Clicking any add-on will show the settings in the panel on the right.



With the Weapons DLC AI add-on, we have added plenty of new customization options including 7 sliders that allow to to tweak various game difficulty aspects. This is in response to lots of player feedback on their desires to customize their experience when battling the AI.



If you haven't seen the Questions and Answers video, you can view it below! Thank you again to all the players who submitted questions. After the video we discussed formats and have plans to answer more questions next time. Thanks to MrNJersey for hosting!

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As always, we look forward to your thoughts and feedback on this new update!

Much love
The Stormworks Developers



Patch Notes

v1.3.9-10

Feature - Addon Script Main Menu Properties
Macro-like script functions that can be parsed to provide checkboxes / sliders in the New-Game Addon Selector
The default AI / Weapons scripts have been updated to include a few settings

Balance - Slightly lowered default AI spawn amounts

Fix - Only charge for ammo for player vehicles
Fix - Extinguishers can no longer hit unlit fires
Fix - Halloween red eyes now only show on sharks
Fix - Swapped mis-labelled MC timer node descriptions
Fix - Tech tree component icons now render without opening the vehicle editor
Fix - Parse the vehicle state when using setVehiclePos

Upcoming - New Weapons Minor Updates



Dear Stormworkers,

In this weeks update, we discuss some of our plans for the upcoming minor updates, including small missile parts, modular barrels and muzzles, chaffs, and more!

We are also releasing a quality focused patch today to address some issues that you have told us about on the issue tracker.

Thanks to everyone who submitted Q&A video questions! Question submissions are now closed and we will record the video shortly!



We are continuing to implement fixes, improvements and new features, as requested on the new official issue tracker. It is proving very useful for our development process, so thank you to all the players who have let us know about issues or shared their vision for new ideas!

Players have been asking for improvements to rockets and improved parts for creating smaller missiles. We are having fun developing improved missiles so thank you to all who have given feedback. We are planning extra radar information to help with target tracking missiles, and miniaturized fins for 1x1 solid rockets.



We are also interested in modular barrels and muzzles, to add cosmetic improvements to your modular guns, as well as some muzzle brakes. As well as being cosmetic, some muzzle types may provide a reduction in recoil.

With improved missile tracking, players will need countermeasures... chaff flares! Chaff flares will function in a similar way to regular flares, except having a strong but short lived radar signature to distract radar guided missiles.



We have many more updates planned. While these ones highlighted are weapons DLC themed, we also have many more updates in the works for the base game.

Much love
The Stormworks Developers



v1.3.7

Feature - added hard cap to active flares (32)
Feature - weapons tag for workshop vehicles

Rework - mid-air rocket-rocket collisions are now ignored to prevent launchers from self destructing
Rework - radar threshold for detection is now higher for weaker radars

Fix - mirrored surface painting for sloped blocks
Fix - updated GLFW version for compatibility
Fix - rescaled radar range
Fix - update environment audio when paused
Fix - microprocessor damage now works the same as logic gate components
Fix - medium turret editor mesh
Fix - weapons script c is nil error
Fix - block mouse input bindings when map/custom menu is open

v1.3.6 - The Turret Ring Bearings Update!



Dear Stormworkers,

This week we are adding a set of new parts - turret ring bearings! These are velocity pivots with a hole through the middle. The holes in the bearings are considered doors (for the purposes of compartments and flooding) and are connected to each other - so you can now have a rotating coupling where moving parts can remain water-tight.

The turret rings come in small, medium and large sizes.

We have a host of other changes in this update that will be important to a lot of players. These changes include reworking cannons so their shells have a much longer life and more appropriate physical behaviour, allowing for high trajectory firing.

We are also doing another Questions and Answers video soon. In these videos we go through player-submitted questions and answer as many as we can! Submit your question here! Please submit just one clear and concise question.



There is big list of other changes including important fixes and improvements. Please see the list below for the full details.

It has been another exciting week with new and incredible user-creations showing up on the workshop! We are blown away with these player designs and how quickly players have got to grips with the new parts and their creative applications.



We have loads more updates and improvements planned and are actively using the new issue tracker to communicate and deliver these changes. We are also planning on doing another poll soon to get general feedback on the future direction of updates. We are also planning several dedicated bug-fix updates in the weeks and months to come.

Much love
The Stormworks Developers



Patch Notes

v1.3.6

Feature - 3 New Turret Rings
Rotating pivots with a large central hole; designed for tanks and other turrets.

Rework - Increase cannon and rocket projectile life significantly
Balance - Refreshed projectile physics for better indirect firing
Balance - Wind now affects large projectiles less than small projectiles

Fix - Animals HP always clamped to 100 when syncing, sharks now have 500, megalodons now have 5500
Fix - Repaired batteries capacity is now restored
Fix - Added missing description for warhead body (small)
Fix - Mass of EMP warhead
Fix - Value of small / medium warhead
Fix - Only despawn vehicles from explosions when vehicle damage is enabled
Fix - Re-Added radar effective range preview after fixing associated crashes
Fix - Radar descriptions still mentioning radians
Fix - Warheads now use the correct explosion sizes
Fix - Infinite ammo glitch when activating two autocannons simultaneously on a single ammo drum
Fix - Host lock not deactivating dlc custom menu buttons
Fix - Phalanx radar editor arrow height
Fix - CTD on game exit caused by Magalls
Fix - Water plane causing swimming inside a dry but sealed compartment
Fix - Ammo belt junctions now work correctly when pushing ammo
Fix - Weapons addon flating fires - fire dynamic objects are now teleported with their parent vehicle
Fix - Missing documentation for new items
Fix - Missile radar detection angle output
Fix - Batteries now output zero charge when damaged
Fix - Increased node search radius for internal pathfinding to prevent pathing issues near sawyer island
Fix - Crash when teleporting/despawning vehicles with C4 attached

v1.3.4 - Hot Fixes and Improvements!



Dear Stormworkers,

What an incredibly exciting week so far! We are absolutely blown away by the awesome player creations being shared in the #vehicle-showcase on the Discord and in the Steam workshop! It is amazing to see players having fun with the new parts!

The Search & Destroy weapons DLC has been overwhelmingly successful, with thousands of players purchasing within minutes of launch, immediately entering the global top sellers chart on Steam, thousands attending the live stream launch party, and a new record for concurrent players in game!



We have been working hard to resolve any new issues with this update, and have been releasing daily patches as we make improvements. See below for the full patch notes.

For players who are struggling to get weapons to fire, the answer is to start a new game - weapons are not turned on in saves created before the update!



Our focus has moved on from this update to quality issues and bug fixes, but we have been reading all your feedback and are considering many of the requests for new weapons ideas.

Our update schedule continues. Expect hot fixes to continue next week, and Friday updates alternating between feature updates one week, and bug fix focused updates the next.



We look forward to reading more feedback, playing with your workshop creations, and maybe even joining players for a little multiplayer! Let us know your thoughts in the comments!

Much love
The Stormworks Developers



Patch Notes

v1.3.1

Fix - random crash while holding C4 handheld equipment
Fix - C4 placement preview not appearing on surfaces very close to the player
Fix - modular engine components not outputting RPS logic value

v1.3.2

Fix - compsite outputs for laser point sensors, some other logic parts, etc

v1.3.3

Fix - wind particle rendering issue causing white flickering, particularly for MacOS users
Fix - remove impact sfx and screenshake from secondary frag projectiles to reduce audio cutoffs
Fix - resolved CTD when merging bodies

v1.3.4

Feature - added blood effect options (full, reduced, off)
Rework - radars no longer consume electric when off, rescaled electric consumption based on size
Rework - added blue editor arrows to radars
Rework - added trigger binding to controller options
Rework - weapons ai addon characters can now be killed
Rework - added fire to weapons ai addon killed units
Rework - updated radar descriptions to use turns unit
Fix - weapon drum mesh and small warhead meshes now correctly aligned
Fix - fixed crash related to radar properties menu
Fix - fixed crash when returning vehicle to workbench from the map
Fix - fixed issue where AI ships would not path correctly after loading game
Fix - fixed radars rendering with pitch angle
Fix - fixed missile radar detection orientation
Fix - changed some audio changes back to attempt fix for new macos audio issue
Fix - undeprecated sonars
Fix - fix crash related to loading in objects
Fix - fix softlock when detonating lots of C4
Fix - corrected addon documentation example for getPlayerName and getAITarget
Fix - AI ships now only spawn in ocean rather than occasionally on land
Fix - added correct surfaces to bottom of radar parts