World update now ready for testing!
Ahoy drifters!
We took our time to prototype different possibilities with the movement, and are happy to show you all the newest Flotsam patch: The World Update!
[previewyoutube][/previewyoutube]
This update introduces a rework of the town traveling mechanic.
Starting with this patch you'll be able to zoom out to a new "overworld view". Here you can move to any position in the world using your town as a boat. The map is now procedurally generated as well, giving different runs each time.

This patch is still in development, but can be tested on the experimental branch to give feedback.
Pay attention:
* Old save games won't be compatible with the new version.
* We can't guarantee saves from this version will work with the released version.
This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game:
1. Open Steam Library
2. Right click Flotsam
3. Select Properties
4. Go to tab 'Betas' at the top.
5. Select 'Experimental' in the drop-down.
[h2]Roadmap Update[/h2]
We're doing some changes to our workflow and roadmap as well.
From now on, we're going to focus on more content in smaller updates rather than big ones.
This allows us to respond to feedback and suggestions more quickly and build it up in smaller iterations.

After the map update the birdhouse patch will roll out, where the seagulls will see a make-over. After that, we'll take a jab with a construction update. Looking at building boundaries and improvements to the walkways.
Enjoy the new world update!
[h2]Change Notes[/h2]
General
Gameplay
Pathfinding
Balancing
Visuals
UI
Performance
Persistence
Fixes
Known Issues
We took our time to prototype different possibilities with the movement, and are happy to show you all the newest Flotsam patch: The World Update!
[previewyoutube][/previewyoutube]
This update introduces a rework of the town traveling mechanic.
Starting with this patch you'll be able to zoom out to a new "overworld view". Here you can move to any position in the world using your town as a boat. The map is now procedurally generated as well, giving different runs each time.

This patch is still in development, but can be tested on the experimental branch to give feedback.
Pay attention:
* Old save games won't be compatible with the new version.
* We can't guarantee saves from this version will work with the released version.
This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game:
1. Open Steam Library
2. Right click Flotsam
3. Select Properties
4. Go to tab 'Betas' at the top.
5. Select 'Experimental' in the drop-down.
[h2]Roadmap Update[/h2]
We're doing some changes to our workflow and roadmap as well.
From now on, we're going to focus on more content in smaller updates rather than big ones.
This allows us to respond to feedback and suggestions more quickly and build it up in smaller iterations.

After the map update the birdhouse patch will roll out, where the seagulls will see a make-over. After that, we'll take a jab with a construction update. Looking at building boundaries and improvements to the walkways.
Enjoy the new world update!
[h2]Change Notes[/h2]
General
- Overhauled town traveling mechanic completely:
- Fully zooming out or tapping the map key now brings you to the overworld.
- The map now shows a view of the greater world where you can search for points of interest and landmarks.
- Left-clicking on the map view enables you to move to new areas.
- Townheart is now a ship.
- Townheart is now equipped with an engine that burns oil to move the town.
- Townheart engine is damaged at the beginning and must be repaired.
- Your town now rotates depending on the direction you last moved in.
- Drifters with lower health will now prioritize getting food or water, instead of the person on top of the list.
- World is now generated procedurally with landmarks grouping in clusters.
- Updated auto-save interval to be time based. (A new auto-save is made every real-time 10 minutes.)
- Default graphics quality when starting the game is now 'High'.
- Refined selection collider of buildings.
Gameplay
- Added new constructions:
- Seaweed Grower: Grows seaweed spores to edible seaweed.
- Oil Refinery: Converts plastic to oil.
- Medium Storage Yard: Stores 45 items.
- Large Drying Rack: Dries 6 wood at once.
- Fish Sticks: Dries 5 fish at once. Drying racks can no longer dry fish.
- Passive producers (IE Drying Rack) will now always auto-queue their recipes.
- Townheart is now a movable ship.
- Added item:
- Seaweed Spore: Can be grown in a seaweed grower to edible seaweed.
- Drifters can now swim to salvage landmarks.
- Research points can be acquired on salvage landmarks now.
- Investigating landmarks has a lower priority now
- You can now cycle through all your drifters with the tab key (adjustable in settings).
- Showing drifter names has been moved to left alt by default and can now be adjusted in the settings.
- Workshopping is now below desalinating / cooking assignments by default.
Pathfinding
- Improved pathfinding thresholds to reduce drifters switching between walking and swimming.
Balancing
- FIREWOOD: Increased production time from 14 seconds to 60 seconds.
- ROPE: Increased production time from 10 seconds to 30 seconds.
- Increased plastic waste cost from 6 to 12.
- Decreased dried wood cost from 8 to 6.
Desalinator: - WATER: Increased production time from 23 seconds to 60 seconds.
- WATER: Decreased produced amount from 4 to 2.
- WATER: Decreased fuel use from 4 to 1.
- Increased plastic waste cost from 4 to 14.
- Increased pipe cost from 6 to 8.
- Added 16 metal scrap cost.
- Removed 20 screw cost.
Distiller: - WATER: Increased production time from 30 seconds to 60 seconds.
- WATER: Decreased fuel use from 2 to 1.
- Increased plastic waste cost from 10 to 14.
- Decreased dried wood cost from 8 to 6.
Small Drying rack: - DRIED WOOD: Increased production time from 80 seconds to 180 seconds.
- DRIED FISH: Increased production time from 100 seconds to 180 seconds..
Solar still: - WATER: Increased production time from 100 seconds to 450 seconds.
- Increased plastic waste cost from 6 to 14.
- Added 4 pipe cost.
- Decreased dried wood cost from 18 to 10.
Fish Kabob: - COOKED FISH: Increased production time from 10 seconds to 60 seconds.
- Increased dried wood cost from 4 to 12.
- Added 2 screw cost.
- Removed 6 plastic waste cost.
- Removed 14 metal scrap cost.
Food Truck: - COOKED FISH: Increased production time from 10 seconds to 60 seconds.
- SUSHI: Increased production time from 10 seconds to 60 seconds.
- SUSHI: Increased production amount from 3 to 5.
- Increased dried wood cost from 6 to 12.
- Added 10 screw cost.
- Removed 6 plastic waste cost.
Fishing Hut: - NIBBLE FISH: Increased fishing time from 29 seconds to 120 seconds.
- NIBBLE FISH: Increased fish amount from 3 to 5.
Scrapsmith: - PIPE: Increased production time from 10 seconds to 30 seconds.
- Increased plastic waste cost from 6 to 12.
- Removed 4 dried wood cost.
Plastic Recycler: - PLASTIC NET: Increased production time from 20 seconds to 30 seconds.
- Increased plastic waste cost from 8 to 18.
- Removed 12 screw cost.
Small Water Container: - Increased plastic waste cost from 6 to 8.
- Decreased pipe cost from 6 to 2.
- Removed 4 dried wood cost.
Water Container: - Increased plastic waste cost from 10 to 14.
- Decreased pipe cost from 6 to 3.
- Removed 6 metal scrap cost.
Medium Storage Yard: - Increased dried wood cost from 8 to 10.
Large Storage Yard: - Increased dried wood cost from 4 to 10.
- Added 2 rope cost.
- Decreased metal scrap cost from 14 to 10.
- Removed 8 plastic waste cost.
Bed: - Increased dried wood cost from 6 to 12.
- Removed 8 plastic waste cost.
House: - Increased dried wood cost from 6 to 12.
- Increased metal scrap cost from 8 to 10.
- Removed 8 plastic waste cost.
Townheart: - Decreased liquid storage from 60 to 40.
RESOURCES - Increased boat radius from 300 to 500.
Seaweed landmarks: - Mainly contains seaweed spores now.
- Contain significantly less seaweed.
Factory: - Added 10 metal scrap.
Fish shack: - Added 10 metal scrap.
- Removed 20 raw fish.
- Added 20 dried fish.
Wood shacks (01): - Added 10 metal scrap.
- Added 5 canned food.
Wood shacks (02): - Added 5 metal scrap.
- Added 5 canned food.
Wood shacks (03): - Added 5 metal scrap.
- Added 5 canned food.
Fishing spot: - Reduced fish amount from 25 to 10.
Starting supplies: - Increased water amount from 15 to 20.
- Decreased food amount from 25 to 20..
VITALS - Removed "New World" condition.
- Drifters will now sleep, drink & eat when they're at 10% of their respective vitals, instead of at 30%.
- Thirst will reduce to 0% in 300 seconds instead of 235 seconds.
- Hunger will reduce to 0% in 600 seconds instead of 333 seconds.
- Tiredness will reduce to 0% in 600 seconds instead of 600 seconds.
- Damage from thirst has been reduced by 33%.
- Damage from hunger has been reduced by 33%.
- Healing will apply as long as you're not hungry or thirsty (
- Health will go to 100% in 4 seconds instead of 50 seconds.
BUILDINGS
Woodworking shed:
Visuals
- Adjusted the size of buildings to be more uniform.
- Adjusted the water visuals of stored water.
- Added small cloud effect when items are finished drying.
UI
- Map:
- Map is now in a 3D view and shows miniature versions of landmarks and point of interest.
- The town is now represented by a miniature townheart.
- Added pins for the different landmarks.
- Shows engine state and fuel contents.
- Town route is now shown when hovering over destinations.
- Showing interaction radius for the town as a subtle circle.
- Added capacity bar under inventory button.
- Added firewood to resources at the top.
- Added clear amounts for storage in descriptions of constructions.
- Added border around the screen when the game is paused.
- Added engine section in the townheart construction panel.
- Added highlight on research button when new options become available.
- Updated inventory full warning above inventory button.
- Updated farm recipe panel.
- Updated inventory full warning icon.
- Inventory full warning now shows only when the inventory is completely full.
- Updated UI Icon for nourished to be clearer.
- Added production time to passive producer UI.
- Updated UI icon for the landmark interaction assignment.
- Updated UI icon for wood dryer.
- Updated UI icon for woodworking shed.
- Replaced loading screen.
- Tweaked some icons.
Performance
- Greatly improved physics performance of flotsam in the world.
- Reduced memory footprint of drifter portraits.
Persistence
- Updated persistence to support new map mechanic.
- Reworked large part of the saving and loading system to be more future-proof.
Fixes
- Fixed issue where load save panel had wrong title.
- Fixed issue where a stuck seagull or drifter might cause loading to fail.
- Fixed issue where healing would quickly reduce thirst & hunger.
- Fixed issue where some audio sources were didn't resume playing after being paused.
- Fixed issue where audio settings weren't properly set in the map view.
- Fixed issue where character portrait would be white square when your inventory was full.
- Fixed issue where drifters would not show the proper warning when they couldn't salvage a landmark due to storage being full.
Known Issues
- Audio needs to be updated for the map view.