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Stormworks: Build and Rescue News

v1.3.18 - The Barrels and Muzzles Update!



Dear Stormworkers,

Seasons greetings!

This week we are adding new weapon barrel components, including fume extractors and muzzle brakes.

If you have the Search and Destroy Weapons DLC, these barrels work in the same way the existing barrels do, extending the barrel of the weapons. Some of the muzzle brakes scoop explosive material to push in the opposite direction, reducing overall weapon kick. The kick-back of some weapons has been increased in kind.



And if you don't have the Weapons DLC, these parts will still show up in the game and can be used as cosmetic items.

This feature has been a popular request among players, with many requests on the issue tracker, and some even before the Weapons DLC was released! Thanks to all the players who took the time to suggest these new parts.



We look forward to hearing what you think about the new parts! We will be back in the new year with more updates and have a really exciting 2022 full of updates planned out.

Much love
The Stormworks Developers



Patch Notes

v1.3.18

Feature - new barrels and muzzle components for some of the existing cannons.

Upcoming - The Holiday Break



Dear Stormworkers,

Happy holidays!

We are still in the office for a few days yet but will be closing down for a week and a half to take a break over the winter holiday.

We have already been preparing a minor update, so expect a small update with some new components over the holiday! This means our minor update release schedule continues uninterrupted, and we are already testing and working on more fixes and improvements for a planned bug fix release at the start of next year.



We are also working hard on the next major update - natural disasters! We have made some great progress and look forward to making a big announcement in the new year. More details will follow in that announcement, but we will say - we think you will like the natural disasters!



We have also been working on our plans to support Stormworks through 2022 - with at least 3 major updates, as well as minor updates or bug fix updates every 2 weeks - the same release pattern as this year. Even after over 4 years of live development, there are so many awesome things we can add to the game, and we have been getting excited in the office about all the stuff we can do next year.

Happy holidays to all Stormworkers!

Much love
The Stormworks Developers

v1.3.16 - The Holiday Season Outfits Update!



Dear Stormworkers,

This week we add a bit of fun with Christmas and holiday celebrations here in Stormworks!

We have added a series of new seasonal outfits to the Stormworks wardrobe! From elf outfits to reindeer knitted jumpers and Christmas pudding hats! There are a wide range of new clothes to check out when starting a game or visiting the in-game wardrobe.



The seasonal winter holiday event also begins and includes the usual snow, white tipped trees, and decorations across the various islands.

As always, this minor update includes many bug fixes and improvements. See the full list below for details. While we have said this before, we cannot emphasize it enough - thank you to all the players who have submitted clear issue reports via the official issue tracker! It is a huge help and allows us to fix issues with the game much more quickly.



We look forward to hearing your thoughts and feedback on this new update!

Much love
The Stormworks Developers



Patch Notes

v1.3.16

Feature - Seasonal Outfits

Fix - setVehiclePosSafe vehicle performing a bounds check against itself (boats in the sky)
Fix - #3429 Contains ammo logic node being outside the voxel bounds for belt connectors
Fix - #3134 Compass ball East and West swapped when upside down
Fix - #3052 Crankshaft 3x1 using the wrong mesh for its connections
Fix - #3053 Windows not see through on creative island / north harbour
Fix - #3282 Hole in creative island floor mesh
Fix - #2478 Resolved empty ammo box rendering for model export and added export rendering for belts
Fix - #3060 Increased tree physics cylinder radius
Fix - #3208 Added invulnerable slider to addon vehicles, updated several default vehicles to be invulnerable
Fix - #3135 Color picking a blank additive pixel no longer applies this colour
Fix - #3030 Removed extra voxels from bertha connector belt
Fix - #3217 Fix static vehicles not updating/initializing their internal transforms (teleporting not working)
Fix - #3510 Fix setVehicleWeapon description
Fix - Flare lights sometimes delaying activation
Fix - #3148 Mainland and arctic airstrip broken physics
Fix - #3501 Crash caused by rendering removed addon zones with a parent
Fix - #3235 Fix script error 211 for unnamed cargo on old saves
Fix - #3627 medium/large/huge missile fin component surface area values (new fin parts not applying enough force)
Fix - #3002 Optimized physics flooder inside certain shapes (extreme vehicle load time leading to hang)
Fix - #3554 Fix missing contains ammo node on autocannon belt (corner)
Fix - Tank track render lerping
Fix - #3668 Saving an addon with no name overwriting the addons directory (now defaults to unnamed_addon)
Fix - #3298 DLC weapons script size data parsing (wrong hp values and explosion sizes)
Fix - showOnMap not affecting local vehicles

Rework - #3549 Normal beds now heal slowly but cannot resuscitate like medical beds do
Balance - #3298 Increased default health and scaling for dlc weapons large and medium size enemy vehicles
Balance - #2842 Reduced dlc weapons explosion size for small and medium size enemy vehicles
Balance - Increased oxygen tank size for scuba and diving outfits
Rework - Flare objects now have near-neutral buoyancy
Rework - Removed Bugsplat error reporting

Lua:
Added onPlayerUnsit and onCharacterUnsit
Added setVehicleInvulnerable
Updated outdated playlist keyword to addon in default scripts

Upcoming - Winter Holiday Minor Updates!



Dear Stormworkers,

In this upcoming announcement, we discuss the minor updates scheduled for release over the remainder of the year!

We are closing our office for 2 weeks at the end of the year for the Christmas break, but we are planning one minor update next week, and another one during the break while we are on break.

The in-game Christmas event begins next week and we have a Holiday season themed update planned which is largely cosmetic in nature. It will just be a bit of fun and we won't say anymore so not to ruin any surprise!



We are also planning to release a small number of new components over the winter break. These will just be simple parts but a much requested addition to the game. They will be weapons themed parts and so will be cosmetic for non-weapons players.

With regard to the 2021 roadmap, there is just one update outstanding - the Natural Disasters Major Update. This update is deep in development (and looking awesome!) but we are pushing it back to Q1 2022 to give us more time to make it as good as possible.



We look forward to getting stuck into a 2022 roadmap in the new year and sharing our plans in the new year! 2021 has been the biggest year yet for Stormworks and we expect 2022 to be even bigger. We remain committed to improving quality and delivering exciting updates!

Much love
The Stormworks Developers

v1.3.14 - The Small Radar Guided Missiles Update!



Dear Stormworkers,

In this weeks minor update, we introduce small missile parts!

These new parts are designed so that players are able to make 1 block sized radar tracking missiles, the missiles look better, and the process is easier than before with new built-in radar logic.

Solid rocket booster fuel sections are now available with fins, with a composite input to control X and Y fin rotation. The finned versions are the same block size as the regular solid rocket parts.

We have added a new cylindrical hardpoint part to help build 1 block sized missiles with a cylindrical section. This hardpoint component is exactly the same as the existing one and is entirely cosmetic.



We have also added a new composite output to radars - the tracking data output. This output gives the X, Y motion vector of the primary radar signal, corrected for rotation. It sounds confusing, and it is - its a similar algorithm used on many anti-air missiles such as the Sidewinder. The idea is that if our missile is heading on a collision course with a target, then the relative direction of that target will not change - if the relative direction is changing - then we must adjust the missiles course to be more similar to the target.

While it sounds complex, the good news is that it means there can be relatively little logic involved - you just need to link up the radar tracking data directly to your solid rocket fins, and adjust the fin strength. We have also included a preset example in the presets folder.

We have also added an impact threshold property to warheads, so they can incorporate an impact sensor themselves. It still needs to be armed via the on/off input, and the default value is zero, so the default behaviour is the same as before.



However, be warned! There is a new AI warship variant that is armed with a radar missile array! This warship carries 8 radar guided missiles, and they are very dangerous.

Thats why we have also added new chaff flares, a new flare type for the existing flare launcher. They explode into a cloud of glittery foil shards. Chaff flares omit a strong but short lived radar signal. When timed well they will distract and defeat incoming missiles.

As always, there are also several bug fixes and general improvements. Please see the change log below for full details.



We look forward to your thoughts and feedback on these new features, and hope you enjoy launching some homing missiles!

Much love
The Stormworks Developers



Patch Notes

v1.3.14

Feature - 4 new missile parts with built-in fins
Feature - Missile part model refreshes
Feature - Rounded style hardpoint connector child
Feature - Warhead built-in impact sensor
Feature - Radar "missile instructions" output composite
Feature - Chaff flares
Feature - Flare launcher trigger passthrough node
Feature - New Missile support for weapons ai script (and a new boat)
Feature - AI vehicle basic avoidance raycasts
Feature - New example missile launcher

Rework - Added a 1s grace period to impact sensors to prevent triggering them on vehicle load
Rework - Radar tracking algorithm improved
Rework - Cameras are now correctly nameable

Fix - Updated radar descriptions to explain sensitivity
Fix - Remove extra physics voxel from missile radar
Fix - MC tooltips now show in seats if they have logic nodes
Fix - Robotic pivots no longer drain electric when damaged
Fix - Ski no longer requires electric
Fix - Ammo box not rendering on mesh export
Fix - Non-arctic tiles spawning in the arctic (e.g. trainline tiles) being outside the search radius when spawning env-mods (env-mods not spawning for those tiles)
Fix - Weapons AI turrets now respawn
Fix - Default AI boats placing waypoints inside the riverbanks of sawyer isles

Scripts should no longer try calling onTick before onCreate (Path nodes being built after scripts ticked caused boats to path through land after loading a save)
added setVehiclePosSafe
added resetVehicleState
onPlayerLeave should now fire for all disconnect events
Added body_index parameter to onVehicleDamaged (useful to ignore damage to sub bodies aka missiles)