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Flotsam News

Hotfix 1.0.1f3

[h2]1.0.1f3[/h2][h3]Fixes[/h3]
  • [p]Fixed issue introduced in 1.0.1f2 where Bottle Fish could no longer be hauled, causing drifters to get stuck fishing or hauling them.[/p]

Hotfix 1.0.1f2

[p]Hey Drifters,[/p][p][/p][p]Small little hotfix mainly addressing the issue where buildings were potentionally not removed after deconstruction.[/p][p][/p][h2]1.0.1f2[/h2][h3]Fixes[/h3]
  • [p]Fixed issue where buildables were not removed after deconstruction once all items have been hauled away.[/p]
  • [p]Fixed issue where resource filters did not restore correctly when filters are toggled off by default.[/p]
  • [p]Fixed issue where the game would break on startup when the 'Saves' root folder did not exist.[/p]

Hotfix 1.0.1f1

[p]Hey Drifters,[/p][p][/p][p]A quick hotfix for an issue introduced in 1.0.1, where Walkways could not be stored in Architect Mode. [/p][p][/p][h2]1.0.1f1[/h2][h3]Fixes[/h3]
  • [p]Fixed issue introduced in 1.0.1 where walkway segments couldn't be stored in Architect Mode, causing it to break.[/p]

1.0.1: Quality of Life Storages OUT NOW!

[p]Hey Drifters,[/p][p]I've said it before, but thank you all so much for all the positive words and feedback! We're super glad to see people play and enjoy the game![/p][p]In the coming weeks/months, we'll be rolling out a series of small Quality-of-Life updates based directly on player requests :) (and fixing bugs! Which remains our top priority.)[/p][p]This is the first of those updates! A small little update focused on Storages, Resource Management and Readability.[/p][p]You can now Copy & Paste filter settings between storages, filter resources per type for faster setup, and turn the storage filters to allow all resources ON or OFF by default in the Gameplay Settings. For all of you loot goblins, we've also added a 'Huge Storage Yard' that can store up to 300 resources! [/p][p]As towns growing bigger and bigger, some visuals that were created in early development became harder to read at a glance. Therefore we've applied some visual improvements to increase general readability. We've reworked all Storage Yard Visuals as these were often too detailed if filled with items. Additionally, we've tackled a few more buildings, walkways and resource visuals and will continue increasing readability gradually over various upcoming updates.[/p][p]Lastly, we've improved the pathfinding so drifters find more optimal routes, and added new world tiles to increase region variety and reduce some of the randomness of rare regions. [/p][h2]What's next?[/h2][p]Our top priority remains crushing bugs, and improving the UX and UI. We're also looking at Architect Mode, which can use some love, bugfixing and expanded features. [/p][p][/p][hr][/hr][h2]1.0.1: QoL Storages[/h2][p]We’ll be rolling out several small Quality-of-Life updates over the coming weeks based on player feedback! This quality of life update focuses on Storages, Resource Management and Readability.[/p][h3]Storages and Inventory[/h3]
  • [p]Storage filters can now be copy/pasted between Storage Yards.[/p]
  • [p]The HUD inventory width is now based on the UI resolution, and the default width has been slightly increased. This was inspired by a mod from NarstyOtter, thank you![/p]
  • [p]New Building: Huge Storage Yard. This can hold up to 300 resources.[/p]
  • [p]Added Gameplay Setting to toggle whether general storage filters are all enabled/disabled by default when placing a new storage.[/p]
  • [p]Medium Storage's capacity has been reduced to 40 to better align with other storages. Previously built storages are not be affected, and will still have the old visual.[/p]
  • [p]Adjusted resource costs for storages.[/p]
  • [p]Animal Chow is no longer a resource type. All Animal Chow is now 'refined'. Additionally, cleaned up some inconsistencies in resource types.[/p]
[h3]General[/h3]
  • [p]Added a Buildable Overview tab to all buildings, showing a list of every building in the town. This makes it easier to locate specific buildings.[/p]
  • [p]Buoy Makers now display a status. This status will show an error when there is insufficient storage space available, which prevents drifters from salvaging there.[/p]
  • [p]Landmarks now display an error when there is insufficient storage space available, which prevents drifters from salvaging there.[/p]
[h3]Pathfinding[/h3]
  • [p]Improved drifter pathfinding. They will now find more optimal routes.[/p]
  • [p]Improved pathfinding performance.[/p]
  • [p]Fixed issue where pathfinder would not find an optimal path due to previously made optimizations.[/p]
[h3]Readability[/h3][p]As new towns grow bigger and bigger, some visuals can become difficult to read from a distance. We'll be rolling out some visual improvements to increase general readability.[/p]
  • [p]Visually reworked Small, Medium and Large Storage.[/p]
  • [p]Improved readability of various resource visuals.[/p]
  • [p]Fixed faulty LODs causing some resource visuals to disappear when zoomed out.[/p]
  • [p]Improved readability for Plastic Walkways, Ropecrafter, Plastic Workshop and Sawmill.[/p]
[h3]World[/h3]
  • [p]Added additional world tiles to increase region variety and reduce randomness of rare regions.[/p]

1.0.1e01 Quality of Life: Storages is ready for testing!

[p]Hey Drifters,[/p][p]First of all: Thank you all so much for all the positive words and feedback! [/p][p]It's been an amazing first month of launch, and the kind words have meant the world to us. We're super glad to see people play and enjoy the game! Currently, we're hard at work crushing all possible bugs (which remains our top priority). In the meantime, we'll be rolling out a series of small Quality-of-Life updates based directly on player requests :) [/p][p]And this is the first of those updates! A small little update focused on Storages, Resource Management and Readability.[/p][p]We've added some functionality to Storages. You can now Copy & Paste filter settings between them, filter resources per type for faster setup, and turn the storage filters to allow all resources ON or OFF by default in the Gameplay Settings. And for all of you loot goblins, we've also added a 'Huge Storage Yard' that can store up to 300 resources! [/p][p]As towns growing bigger and bigger, some visuals that were created in early development became harder to read at a glance. Therefore we'll be applying some visual improvements to increase general readability. We've reworked all Storage Yard Visuals as these were often too detailed if filled with items. Additionally, we've tackled a few more buildings and walkways and will be increasing readability gradually over various Quality of Life updates.[/p][p]Lastly, we've improved the pathfinding so drifters find more optimal routes, and added new world tiles to increase region variety and reduce some of the randomness of rare regions. [/p][h2]What's next?[/h2][p]Our top priority remains crushing bugs, and improving the UX and UI. More information about development will be shared soon.[/p][p][/p][hr][/hr][p]This patch is still in development and can be tested on the experimental branch to give feedback.[/p][p]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.[/p][p][/p][h2]1.0.1e1: QoL Storages[/h2][p]We’ll be rolling out several small Quality-of-Life updates over the coming weeks based on player feedback! This quality of life update focuses on Storages, Resource Management and Readability.[/p][h3]Storages and Inventory[/h3]
  • [p]Storage filters can now be copy/pasted between Storage Yards.[/p]
  • [p]The HUD inventory width is now based on the UI resolution, and the default width has been slightly increased. This was inspired by a mod from NarstyOtter, thank you![/p]
  • [p]New Building: Huge Storage Yard. This can hold up to 300 resources.[/p]
  • [p]Added Gameplay Setting to toggle whether general storage filters are all enabled/disabled by default when placing a new storage.[/p]
  • [p]Medium Storage's capacity has been reduced to 40 to better align with other storages. Previously built storages are not be affected, and will still have the old visual.[/p]
  • [p]Adjusted resource costs for storages.[/p]
  • [p]Animal Chow is no longer a resource type. All Animal Chow is now 'refined'. Additionally, cleaned up some inconsistencies in resource types.[/p]
[h3]Pathfinding[/h3]
  • [p]Improved drifter pathfinding. They will now find more optimal routes.[/p]
  • [p]Improved pathfinding performance.[/p]
  • [p]Fixed issue where pathfinder would not find an optimal path due to previously made optimizations.[/p]
[h3]Readability[/h3][p]As new towns grow bigger and bigger, some visuals can become difficult to read from a distance. We'll be rolling out some visual improvements to increase general readability.[/p]
  • [p]Visually reworked Small, Medium and Large Storage.[/p]
  • [p]Improved readability of various resource visuals.[/p]
  • [p]Fixed faulty LODs causing some resource visuals to disappear when zoomed out.[/p]
  • [p]Improved readability for Plastic Walkways, Ropecrafter, Plastic Recycler and Sawmill.[/p]
[h3]World[/h3]
  • [p]Added additional world tiles to increase region variety and reduce randomness of rare regions.[/p]