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0.6.0p1: Localization Fixes

Localization/Language fixes


Hey Drifters!
We had some long-standing issues with the localization of Flotsam. In some cases, google-translated suggestions from Localizor (community translating tool) overwrote correct and top voted suggestions. As well as some keys showing up as [] squares or #REFERENCED TERM MISSING#.

These errors are now fixed. Any untranslated text will now default back to English and no longer use Google-Translate. While this makes it harder to play for some languages, untranslated keys are noticed instantly and can be tracked down to translate by the community.

Help us translate!

If you're multilingual, you can help improve Flotsam for the languages you speak. Localizor is a community translating tool in which you can contribute to help people to understand your language and enjoy the game better.

Here's a link: https://www.localizor.com/flotsam


Early Access 0.6.0p1: Localization Fixes


[h2]Localization Fixes[/h2]
  • Fixed issue where google translated suggestions from Localizor would import over top voted suggestions. (this sometimes caused weird translations such as % DAY%)
  • Fixed issue where some keys would show as [] instead of the correct key.
  • Fixed issue where pre-Early Access launch translated keys would not be imported.
  • Fixed issue where suggestions not meeting the like threshold would get imported over the top voted suggestion.
  • Fixed issue where linking to untranslated terms inside tooltips of non-English languages would state #REFERENCED TERM MISSING# instead of defaulting back to English.
  • Fixed several keys to correctly link to their corresponding terms.
  • Removed old Survival Guide keys still present in Localizor.

0.6.0: Expertise is OUT NOW!



Heya Drifters!

The Expertise update is here!
It brings depth to the drifters with Expertise, Morale and Knowledge.

Your drifters will now gain experience and level up by doing tasks. This will give them knowledge, which replaces books as requirement for research. With the introduction of morale, your drifters will have wishes that affect their levelling speed.

Coming with this update as well is a look at the issues with boat abandonment. Mooring Points now detect if they are blocked and will communicate a warning to the player. Boats returning to blocked Mooring Points will teleport back.

[h2]What's next?[/h2]
With knowledge being the new requirement for research, we will now take a look at reworking the current research screen towards a tree with clear progression. This includes "researchables", which allows you to unlock more than buildings, like town-wide upgrades, recipes and more!

Enjoy the new update!

[h2]Changes[/h2]
[h3]Drifter Expertise[/h3]
  • Drifters can now gain experience and level up by doing tasks.
  • For each drifter level up, you can assign an attribute point, raising their expertise.
  • For each drifter level up, you gain knowledge.
  • Each level gradually needs more experience.
  • Drifters start with some attributes increased, which adds to the total expertise. This allows those stats to go above the maximum (10).
  • Drifters start with attribute Affinity, which increases their morale when using those attributes. (and thus, their learning speed)
  • Updated tooltips of attributes to correctly give all required information.
  • Updated the attributes. The attributes are now as follows; Construction, Athletics, Liquids, Crafting, Research, Cooking, Fishing, Salvaging.
  • Each attribute can be levelled to 10.
  • Added the school, where drifters can use books to gain experience.
  • On level-up, a drifter will spawn a little celebratory effect.


[h3]Drifter Morale[/h3]
  • Drifters have morale. Their morale will affect their levelling speed.
  • There are 5 states of drifter morale with each an effect on levelling speed; Very Low (25%), Low(65%), Neutral(100%), High(135%), Very High(200%).
  • The morale is outlined in a bar in the drifter panel.
  • Drifters now have affinity for certain attributes. When they work tasks using those attributes, they will work at increased morale.
  • Drifters will now prioritize tasks they have an affinity for, then by their attribute amount.
  • Added various morale modifiers such as; new community, new friends, wet, etc.
  • Added thought bubbles, drifters will now show thoughts of what morale is affecting them.


[h3]Research and Drifter Knowledge[/h3]
  • Researching now requires knowledge instead of books.
  • Updated the research station; it does no longer have an eel-ectricity requirement. The footprint and cost has been reduced. The visual has been updated.
  • Research is now done per knowledge, rather than the whole progress at once.
  • You can now research one knowledge at a time without requiring the full amount of knowledge.
  • Research UI will now show progress per knowledge point.
  • Renamed "cancel research" to "pause research" so it gives the correct information.


[h3]Drifters[/h3]
  • Updated the drifter Water, Food and Sleep panel, lack of sleep is now tracked in the Morale panel.
  • The debuff of not eating or drinking has now merged with the morale modifier.
  • Morale modifiers can now affect other things, such as drifter attributes.
  • Drifters not drinking, eating or sleeping will get stackable debuffs that reduce certain attributes.
  • Drifters will now inform players if they are unable to perform their duties and why (mostly for blocked salvaging tasks due to unavailable storage space for resources)
  • Hauling affinity now correctly shows in the drifter duties panel when a drifter has affinity for athletics.


[h3]Food and Resources[/h3]
  • Food now has a quality level: Icky, Ordinary or Yummy. Each give a different morale modifier.
  • Updated tooltips of resources to correctly give all required information


[h3]General[/h3]
  • Added various icons for new features.
  • Changed localization keys for new features.
  • Removed pollution bar on the portraits.
  • Updated some of the UI elements.


[h3]Mooring Points and Boats[/h3]
Boat abandonment was a long-standing issue, we looked into fixing annoyances and communicating the issues to the player.

  • Mooring Points now detect if they are blocked. These will show a warning.
  • Boats moored at blocked Mooring Points will not be used by drifters doing tasks.
  • Boats returning to blocked Mooring Points are no longer abandoned. These will teleport back to their linked Mooring Point.


[h3]Fixes[/h3]
  • Fixed an issue where the polluted woods scouting tower didn't have a selection circle.
  • Fixed Seagull giving a morale debuff for leaving when they haven't left.
  • Fixed Mooring Point signaling it being blocked when it was not blocked.
  • Fixed a bug where a drifter could get stuck while salvaging a landmark by boat and a resource was toggled off.
  • Fixed a bug where reassigning boats between Mooring Points could break their connection to the Mooring Point.
  • Fixed broken Seagull panel.

Update 0.6.0: "Expertise" now ready for testing!

Hey Drifters!

We have another update ready to test for you all: the Expertise Update.
It brings depth to the drifters with Expertise, Morale and Knowledge.

Your drifters will now gain experience and level up by doing tasks. This will give them knowledge, which replaces books as requirement for research. With the introduction of morale, your drifters will have wishes that affect their levelling speed.

Coming with this update as well is a look at the issues with boat abandonment. Mooring Points now detect if they are blocked and will communicate a warning to the player. Boats returning to blocked Mooring Points will teleport back.

[h2]What's next?[/h2]
Our first priority is ironing out any bugs that might accompany this update. After that, we are looking at re-introducing books with the School building. Here, they can be traded for big jumps of drifter experience. 0.6.x will see plenty of patches to continue working on this feature, like a research-rework, a brewery and more.

[h2]How do I test this update?[/h2]
This patch is still in development and can be tested on its own branch to give feedback.

It can be played on the new separate branch 0.6.x_Expertise_Update, it's not the experimental branch. This is so we can still push minor updates to 0.5.x on the experimental branch if necessary.

This is how you can enable the Region Update 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 '0.6.x_Expertise_Update' in the drop-down.
6. The game will update automatically.

Enjoy the new update!

[h2]Patch Notes[/h2]

[h2]Drifter Expertise[/h2]
  • Drifters can now gain experience and level up by doing tasks.
  • For each drifter level up, you can assign an attribute point.
  • For each drifter level up, you gain knowledge.
  • Each level gradually needs more experience.
  • Drifters start with attribute Expertise, which increases the points of those attributes.
  • Drifters start with attribute Affinity, which increases their morale when using those attributes.
  • Updated tooltips of attributes to correctly give all required information
  • Updated the attributes. The attributes are now as follows; Construction, Athletics, Liquids, Crafting, Research, Cooking, Fishing, Salvaging.
  • Each attribute can be levelled to 10. Expertise allows it to go higher.


[h2]Drifter Morale[/h2]
  • Drifters have morale. Their morale will affect their levelling speed.
  • There are 5 states of drifter morale with each an effect on levelling speed; Very Low (25%), Low(65%), Neutral(100%), High(135%), Very High(200%).
  • The morale is outlined in a bar in the drifter panel.
  • Drifters now have affinity for certain attributes. When they work tasks using those attributes, they will work at increased morale.
  • Drifters will now prioritize tasks they have an affinity for, then by their attribute amount.
  • Added various morale modifiers such as; new community, new friends, wet, etc.
  • Added thought bubbles, drifters will now show thoughts of what morale is affecting them.


[h2]Research and Drifter Knowledge[/h2]
  • Researching now requires knowledge instead of books.
  • Books are temporarily useless (they will regain a purpose once we add the school building, where you can transfer books to drifter experience)
  • Updated the research station; it does no longer have an eel-ectricity requirement. The footprint and cost has been reduced. The visual has been updated.
  • Research is now done per knowledge, rather than the whole progress at once.
  • You can now research one knowledge at a time without requiring the full amount of knowledge.


[h2]Food[/h2]
  • Food now has a quality level: Icky, Ordinary or Yummy. Each give a different morale modifier.
  • Updated tooltips of resources to correctly give all required information


[h2]General[/h2]
  • Added various icons for new features.
  • Changed localization keys for new features.
  • Removed pollution bar on the portraits.
  • Updated some of the UI elements.


[h2]Mooring Points and Boats[/h2]
Boat abandonment was a long-standing issue, we looked into fixing annoyances and communicating the issues to the player.
  • Mooring Points now detect if they are blocked. These will show a warning.
  • Boats moored at blocked Mooring Points will not be used by drifters doing tasks.
  • Boats returning to blocked Mooring Points are no longer abandoned. These will teleport back to their linked Mooring Point.


[h2]Fixes[/h2]
  • Fixed an issue where the polluted woods scouting tower didn't have a selection circle.

0.5.1: New Inventory!

Hey Drifters!

We reworked the inventory panel to a more clear, concise bar at the top. With added functionality, this bar allows personal preferences to be set using the filter tools.

[h2]What's next?[/h2]
The Expertise patch is nearing a state where it's ready for testing. You can expect to see drifter levels, stat increases, morale and more coming in everything 0.6.0 soon :)

Enjoy the new update!

[h2]Patch Notes[/h2]

[h2]New Inventory[/h2]
  • Moved the inventory into a new top bar that can be opened/collapsed.
  • Added category filters for each type of resource, allowing personal preferences to be set in the inventory panel.
  • Added a new resource category: Ingredients. The categories are now as follows; Raw, Construction, Fuel, Ingredients, Food, Water, Special.
  • Updated the inventory visuals slightly to make the categories clear.
  • Behind the scenes: Refactored item code.


[h2]Fixes[/h2]
  • Fixed a bug where a drifter could get stuck in the jumping transition.


[h2]Misc[/h2]
  • Re-scaled other UI elements, such as the speed buttons.
  • Townheart water storage capacity increased from 15 -> 20.

0.5.0p3: Stuck drifter/item fixes

[h2]Early Access 0.5.0p3[/h2]
0.5.0p3 fixes various bugs where drifters could get stuck and unresponsive. As well as items that got stuck in boats and storages.

[h3]Fixes[/h3]
  • Fixed a bug where drifters would get stuck in a transition between the water and the walkways.
  • Fixed a bug where drifters would get stuck while salvaging landmarks with a boat but swam to it instead.
  • Fixed a bug where food or water items would get stuck in storage/building inventories. Loading save files with this bug should fix the save files.
  • Fixed a bug where double-click movement on map would stop working after going back to the main menu.
  • Fixed a bug where enabling the energy overlay would not have it display the energy lines.