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  3. Patch 0.2.0 Released

Patch 0.2.0 Released

We've taken some time to strengthen the foundation of the game, which is the drifter AI. This allows us to build on a stronger base for the upcoming content patches.
We've also implemented some small community requested features such as more saving functionality, improved camera zoom and a bigger map.

Unfortunately old saves won't work anymore. If you want to continue an old save, you can load up a branch with the previous version.

This is how you can enable the previous version 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 'early_access_0.1' in the dropdown.

General
  • You can now name any construction or boat.
  • You can now zoom in more with the camera.
  • Projects can now have more than 1 assignment linked to them. This means not everyone requires the hauling assignment anymore to keep the town running:
  • Salvaging means the salvager can also empty their boat
  • Production projects can import, export and haul fuel to their relative producers.
  • Builders will now bring the required resources to the production site.
  • Items no longer need to go through a storage to be useable by other projects. This means agents will be able to haul items directly out of boats to construction sites, producers, etc. They will also be able to drink / eat directly out of their respective producers.
  • The game now autosaves when entering a new tile.
  • Set all items discovered as default, making them all visible in the filters at the start.
  • Added option to set a preferred boat type on mooring points. This means they will only moor there if there are no other mooring points available.
  • Drifter names are now a first and last name instead of a first, last and nickname. Players can now change the full name of the drifter, instead of just the nickname. Leaving the name prompt empty will revert the drifter back to their original name.
  • Increased map size.


Gameplay
  • Added church landmark.
  • Added metal wreckage landmark.
  • Added overgrown boat landmark.
  • Added fresh water oasis landmark.


Visuals
  • Improved the material and model of scrapsmith.
  • Added build states for scrapsmith.
  • Added animation for scrapsmith


UI
  • Improved readability for non-latin languages.
  • Added click/hover states to salvage marker overview button.
  • Added ability to rename constructions.
  • Replaced clicking on the name with a rename button on inhabitants/constructions you can rename, to make it more clear.
  • Moved inventory filter closer to the inventory part of the building panel.
  • Added malfunctions of producers in the construction panel.
  • Added missing localization for button tooltip in landmark panel.
  • Reworked save/load panel.
  • Added quick-save button Default at F5.
  • Added button to exit directly to desktop.
  • Resources that are already hauled to a boat/building under construction are now shown in the construction panel.
  • Added buttons in the main menu linking to our communication / social media channels. [No localization]
  • Added button in the pause menu to report a bug. [No localization]
  • Added warnings for incompatible saves.


Performance
  • Massively reduced memory use when the salvage marker panel was open.
  • Reduced memory use from swimming markers.


Fixes
  • Fixed selection colliders for the following landmarks:
  • Seaweed islands
  • Bridge island
  • Single shack
  • Fixed an issue where a boat would start a new project to clear it's inventory if it was moored after a load. It is unknown what bugs they may have been causing.
  • Fixed issue where background music in main menu didn't loop.
  • Fixed issue where health was misrepresented for agents near-death.
  • Fixed missing boat requirement in landmark panel.
  • Fixed issue where disabling an item on a salvage marker while an agent was on their way to an item of that type would cause the agent to get that item stuck in their inventory.
  • Fixed issue where cancelling a marker would not un-reserve the items that were marked, causing storages to have incoming items forever. This could have a number of effects, such as not being able to deconstruct it properly.
  • Edge scrolling no longer happens when the mouse is outside the game window.
  • Fixed issue where markers weren't properly cleaned up after finishing the project.
  • Fixed issue with irrelevant nutritional values appearing in item names.
  • Fixed issue where storage filters weren't correctly persisted.
  • Fixed incorrectly placed selection colliders for some landmarks.
  • Fixed issue where townheart wouldn't be properly registered as an obstacle.
  • Fixed issue where node description would overlap other elements in the map view.
  • Fixed issue where playtime on saves was displayed incorrectly.
  • Fixed issue where producer would no longer import resources after the producer got deconstructed and that deconstruction got cancelled.