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Stormworks: Build and Rescue News

Upcoming - Plans, Activities, Studio Update



Dear Stormworkers,

In this upcoming announcement, we will discuss the general plans and activities going on in the development studio and look at the bigger picture!

We are most of the way through our roadmap that we published at the start of the year, with just the natural disasters update outstanding. This major update and a couple more are in development, as well as several minor updates. We don't have any release dates yet but will let you know when we do.

Our release schedule is major updates every 12 to 16 weeks, and minor updates every 2 weeks. However, we have more recently done some "only bug fixes" minor updates which have been well received, As we focus more on quality improvements and fixes, we are considering that this type of minor update could become more common (perhaps every other minor update).



As previously discussed, we have also been working on our quality assurance procedures and we are spending longer testing updates, with clearer plans on exactly what changes need testing. The impact of this has immediately been noticeable and we continue to look for more ways we can improve the quality of updates.

Following the release of our new issue tracker, there has been another big improvement in the way we track and plan work internally. It is now so much easier for us to communicate with players and give individual support, as well as identify issues. Players have been very awesome and engaged with the new tool, and in kind, we have been doing our best to make the required improvements to the game.

The new issue tracker has helped so much, that we have been working on a 2nd phase of internal tools to help track tasks and workflow. The new task-tracker forms part of our agile workflow, and is built specifically around our new processes and should further help us track progress, communicate internally, and better control quality. In reality, this is just an internal website, but we are receiving around 1500 requests a month, and managing that volume is a challenge.

We remain committed to supporting Stormworks and are already working on many updates for the rest of the year and far into 2022. Developing Stormworks for this community of talented builders is very rewarding and few Steam developers are fortunate enough to be able to serve such an active and creative community. We value this, and are excited to continue bringing updates and improvements into the future.



Beyond Stormworks? As many players are already aware, we developed Carrier Command 2 which has been very rewarding and fun to build. We have also learned a lot from building a very different type of game from the ground up. We are not working on any other games right now, but are thinking about the future. We are very interested in modding, as are a huge number of our players, and any future game we might build should have much improved support for modding. We have been doing some research and development around this, intended for any future game engine we may create.

We will be back next week with a new and exciting minor update!

Much love
The Stormworks Developers

v1.3.13 - The Bugs and Environment Fixes Update!



Dear Stormworkers,

This week we are releasing several important bug fixes and quality improvements to Stormworks that are much needed and long overdue!

We have begun looking at some of the issues with the world and environment assets, and have been improving the in-game islands. Expect fixes where the island physics may not have been correct or geometry was out of place!



We have also been improving the content generally, including some smoothing to some of the terrain and improving the height difference between airstrip runways and the surrounding land.

There is also a long list of other important bug fixes, including multiplayer and dedicated server issues. See the change notes below for details!

As always, much credit goes to the many players who are giving feedback and reporting issues through the official issue tracker. This is very valuable thanks to the many detailed and clear reports so thank you again.



These fixes will continue to arrive! We are continuing to improve our processes and are giving ourselves more time to internally test changes to the game. This has the effect that last minutes changes are much rarer now, and so changes to the game are tested more thoroughly. This also means that there are many more fixes already implemented that are currently going though our new quality processes and will be included in future releases.



We hope these new fixes improve your experience and we look forward to your feedback!

Much love
The Stormworks Developers



Patch Notes

v1.3.13

Feature - 2x2 Pyramid and Inverse Pyramid Windows
Feature - Addon editor load screen searchbox
Feature - Default cargo scripts improved tooltips, spawn probabilities and scaling rewards/times

Fix - Weapons Addon not saving the new menu settings across sessions
Fix - Photomode post process exposure values
Fix - Inputs not cleared when opening custom menu via keybind
Fix - Missing female crouch animation
Fix - MP clients remote control not connecting correctly
Fix - Rx range description for handheld radios/remote control
Fix - Kick players out of vehicle/character editor on death
Fix - Incorrect range description on laser distance sensor
Fix - Allow C4 placement underwater
Fix - o_id typo in addon lua example
Fix - Slightly increased client ladder auto exit box
Fix - Fix multiplayer hosts dropping client players not creating ragdoll animation
Fix - Missing parent parameter in lua docs for spawnAddonComponent
Fix - Tutorial crane and tractor no longer despawn on tutorial end
Fix - Editor multibody child blocked voxel positions
Fix - Editor multibody child bounds in component selector
Fix - Rotary / Heavy autocannon ammo not being manually placeable into belts
Fix - Coalbox sometimes rendering hot when returning to workbench
Fix - Added blue arrows to laser point sensor
Fix - Removed reserved voxels from ammo connector belts
Fix - Rocket launcher SFX looping underwater
Fix - Capture vehicle tooltip not updating for enemy controlled islands
Fix - 2 Handed items being usable on ladders
Fix - HOTAS seat not using animations
Fix - Bubble trails for projectiles fired in underwater buoyancy volumes
Fix - Increased autocannon ammo belt load time to keep up with rotary autocannon

AI vehicles now explode when sinking, over-damaged or 5 mins after they are incapacitated
AI vehicles now scale HP and explosion based on size
added spawnExplosion Lua function when DLC is enabled

Repaired various mesh issues across all islands:
Smoothed terrain and fixed clipping ocean on Sawyers island.
Train depot side has been leveled and parking physics fixed. North Harbour on Sawyers island.
Ladders added to Military base and Fishing village dock.
Holt town parking was under terrain.
Arctic lighthouse stairs physics fixed.
Floating rocks on Submarine and Airfield base.
Multiplayer base wall physics fixed.
Donkk village door now opens.
Tajin Airstrip invisible wall removed
Chemical storage physics fixed.
Refinery terrain gaps fixed.
Terminal Camodo parking fix.
Arctic Refinery terrain.
Railing and crash guard physics boxes resized.
Airport base landscape.
Camodo base landscape.
MP Island terrain smoothed.

Knowns issues:
- 1 or 2 locations required larger fixes, and this may cause some problems for old saves only at these locations.
- a small number of players have experienced poor performance near the Beginner Outpost. This may be due to older versions of the game having an issue.
Both can be fixed by starting a new game.

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!

[previewyoutube][/previewyoutube]

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