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Stormworks: Build and Rescue News

v1.2.25-6 - The Issue Tracker Update!



Dear Stormworkers,

This weeks minor update is a quality improvement focused update, and today we launch the new Stormworks issue tracker.

The new issue tracker replaces the old issue tracker that came up short in many ways - the new tracker is faster, more responsive, more scalable, uses https, styled for dark mode, and has many features under the hood to help us to keep track and organize our work to address the issues.



This new tool is essential for us to keep track of all the issues and requests for Stormworks - with hundreds of thousands of players, there are many viewpoints on the future of Stormworks, what the most important issues are, and what is and isn't a bug. We expect this tool to be hugely useful in managing our workload, communicating with players, providing technical support, and organizing the tens of thousands of player requests we receive.

To post on the issue tracker, use the in-game "Report Bug / Feature" button to be taken directly to the tracker. Right now, you can only log in through the game but we plan to change this in the future so you can log in through the browser.



Please consider that while Stormworks has been out for almost 4 years, we are still thinking about how we can further improve the bug fixing workflow and improve our communication with players. We remain committed to improving Stormworks and are thinking about the long term as well as the short term.

We are also releasing a bug fix patch, please see below for the full patch notes.

We look forward to reading your feedback and using the new tracker to deliver the best updates we can in coming weeks and years!

Much love
The Stormworks Developers



Patch Notes

v1.2.25-26

Feature - New Bug Tracker!

Rework - Reverted the recent change to MP packet processing, in favor of the most responsive/performative version based on a stable connection.

Fix - GetVehicleButton returning a number instead of bool
Fix - Several minor crash fixes

Addon Lua:

Added fluid_type to getTank data
Added onObjectLoad(object_id) callback
Added onObjectUnload(object_id) callback

Upcoming - Weapons Updates, Upcoming Minor Updates



Dear Stormworkers,

In the coming weeks, expect the launch of the Weapons DLC store page, including the announcement of a release date. We also have some minor updates planned that pave the way for Weapons DLC, providing much needed functionality that isn't specifically a weapon and can also form part of the main game.

We are currently working on the store page, the weapons components, some weapons first person items, and the AI enemy air and sea force game mode. We are really excited for the weapons update, and we still want to add more to this update. The wait is coming to an end and thank you for everyone's patience.



We have some changes planned for seats to make it easier to aim vehicle mounted weapons, some changes to radar to make them more effective for detecting distant not-yet-loaded-in vehicles , more analogue radar signals, add-on settings, and several others.

We are also planning to do more community engagement and are planning to start doing Steam live-streams of Stormworks where we can chat directly with players and answer your questions. Keep an eye out here for scheduled streams!



This is all going on while we continue to work on a series of other minor and major updates that we will announce when they are more developed. Our preference throughout the development of Stormworks has been only to talk about new features as we complete them to avoid disappointment.

Much love
The Stormworks Developers

v1.2.21 - The Hospital Ship Update!



Dear Stormworkers,

This week we are adding the hopsital ship to Stormworks! This ship is an AI operated floating medical facility to which you can deliver casualties. You can find the new ship underway across the world of Stormworks in a similar way to the new refueler - this AI operated ship will roam freely conducting it's own patrol.

This hospital extends the existing missions system - you can deliver casualties to the hospital ship like any other hospital. You must consider weather and sea conditions when delivering casualties - while the ship is underway, it can be challenging to land on the helipad or moor to the ship.



To create this update, we have refined the mission zone parenting system and lua API to allow better parenting of zones to vehicles. This means missions can now use zones attached to vehicles for any task such as delivering containers or cargo or persons. This is a really useful update for our mission plans as we extend what happens in career missions.



As well as the hospital ship, we have continued to look at player reported bugs and issues. Please see the full change log for details on this updates fixes and improvements.

Much love
The Stormworks Developers



Patch Notes

v1.2.21

Feature - Hospital Boat AI Vehicle

Rework - Addon Zone parenting now uses the relative transform from the editor, zones in the world should now be correctly aligned with their parent
Rework - isInTransformArea now uses oriented bounds to perform checks (previously using axis aligned bounds)
Fix - Addon zones now despawn after returning a mission test to the editor
Fix - Missing small triangles in the creative island floor (wheel raycasts failing in hangar and toward the runway)
Fix - Ladders now apply a stronger exit force and attempt to push characters over the top

Carrier Command 2 Out Now!



Dear Stormworkers,

Our new game, Carrier Command 2 is available now on Steam!

Carrier Command 2

Carrier Command 2 is the RTS and mil-sim successor to Carrier Command (1988). You command the ACC Epsilon Carrier, navigating across an archipelago of 64 islands, remote controlling aircraft and amphibious vehicles, managing manufacturing and logistics, firing support weapons, battling the enemy navy, and duelling with the enemy carrier, while the fate of the world hangs in the balance.

On the bridge, every screen, button and switch has an important function that impacts your strategy. Your tactics are your own to design and author, in this deep simulation where load outs, detection, logistics, positioning, timing, weather, ocean currents, coordination and communication all matter. There is no other game like Carrier Command 2.

[previewyoutube][/previewyoutube]

What About Stormworks?

Stormworks development continues as usual. We are continuing to add new components and new AI behaviour to Weapons DLC (and excited some new weapons this week), working on other major updates and preparing minor updates and quality improvements.



We are not quite at the final-runup-to-release stage for the Weapons DLC, and are holding a lot of details back for the run up to release. This is different to what we usually do, and we are just trying different things to see what players prefer.

Following on from our recent suggestion that we may stop minor updates, we have read the player feedback and many players really enjoy the regular updates and info to sit down and relax with at the end of a buy week. Our experience is similar, we really enjoy building these updates and seeing players react.



The recent quality-focused-updates have been very popular, and we are considering having minor updates alternate between new features and quality updates.

We look forward to reading your thoughts and feedback!

Much love
The Stormworks Developers

v1.2.18-19 - The Aerial Refueller Update!



Dear Stormworkers,

You can now refuel your aircraft air-to-air using the new official aerial refueler!

The aerial refueler is a new AI plane that patrols the skies of the Stormworks world. It is visible on revealed areas of the map and flies at a steady heading and direction. The fuel tanker aircraft carries auxiliary fuel for delivery via hoses on the left and right wings.



When joining the aircraft, you can refuel via a simple fluid connector. When connected, pressurised fuel is fed to your connector, and consumption is charged in a similar way to buying fuel from a fuel gantry, except at a high flat rate. While it is the most expensive way of taking fuel, the refueller can roam anywhere across the Stormworks map and can extend the range of aircraft operations.



We look forward to seeing how Stormworks pilots react to the new refueller! This has been created using the existing add-on system and is very similar to AI planes.

As well as this new update, there are many fixes and improvements included in the update. See the patch notes below for more info!

Much love
The Stormworks Developers



Patch Notes

v1.2.18-19

Feature - Refuelling Aircraft AI Vehicle

Fix - MP client simulating physics without data from the server (vehicle rubber-banding)
Fix - isInZone now correctly checks all zones with the specified name instead of returning after one check
Fix - Magalls causing a crash when exiting from a game
Fix - setButton and setKeypad now search by name only from their respective types
Fix - Zones should now despawn after testing a location

Added the following functions:

CLOCK = server.getTime()
CLOCK = {
["hour"] = hour (24),
["minute"] = minute (60),
["daylight_factor"] = midday factor (0-1),
["percent"] = day_cycle_percent (0-1),
}

WEATHER = server.getWeather(transform_matrix)
WEATHER = {
["fog"] = fog factor (0-1),
["rain"] = rain factor (0-1),
["snow"] = snow factor (0-1),
}

Added .voxels field to getVehicleData

The following functions have been reworked to return a table and is_success instead of individual parameters to make them more scalable/neat:
data returns null if is_success is false

data, is_success = getVehicleDial
data = { value = value_primary, value2 = value_secondary }

data, is_success = getVehicleTank
data = { value = current_amount, capacity = capacity }

data, is_success = getVehicleBattery
data = { charge = charge_factor }

data, is_success = getVehicleHopper
data = { value = current_amount, capacity = capacity }

data, is_success = getVehicleSign
data = { pos = { x, y, z } }