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Flotsam News

0.6.2p1 hotfix

[h2]Early Access 0.6.2p1[/h2]

Fixes
  • Fixed issue where research progress would get lost upon saving and loading.

0.6.2: Research Tree

Research Tree


Hey Drifters!
We've got another small update for you all; The Research Tree
It brings dependencies and nodes with multiple unlocks, giving research a clear structure and progression path. It's a small adjustment to a more familiar research system.

[h2]What's next?[/h2]
The Research Tree allows us to move forward with what we're building towards; objectives and end-game content. Next update will introduce a first step in that direction with the Hub.


Early Access 0.6.2: Research Tree


[h2]Research Tree[/h2]
  • Research is now contained in a tree of connected research nodes.
  • Research now has branching dependencies. (E.g a construction that needs Metal Plates requires the Scrapsmith to be unlocked.)
  • Research nodes can contain multiple unlocks. (E.g the Salvaging Boat and Mooring Point unlock in one node.)


[h2]Expertise[/h2]
  • Added icons for each attribute.
  • Changed drifter duties icons to more accurately reflect the corresponding attributes.


[h2]Balancing[/h2]
  • The Desalinator no longer requires Metal Plates.
  • The Unbottler no longer requires Eel-ectricity.


[h2]Localization[/h2]
  • Updated Simplified and Traditional Chinese.


[h2]Fixes[/h2]
  • Fixed some tooltips displaying the wrong text.
  • Fixed some tooltips not displaying properly.
  • Fixed issue where you could not use the duties icons to increase all drifter priorities for that duty.
  • Fixed missing terms on landmarks.
  • Fixed some UI elements that had localized text not displaying their localized text.

0.6.2: Research Tree now ready for testing!

Research Tree


Hey Drifters!
We've got a small update to test for you all; The Research Tree.
It's another step towards better research. It brings dependencies and nodes with multiple unlocks, allowing us to structure a more clear research progression path. As well as being fully expandable later on to include more than just constructions being unlocked.

It's still in an early stage so it will only be available on experimental until we iron out all the kinks and get it to where we want it to be.

[h2]What's next?[/h2]
With the latest patches, we're nearing the point where we've setup all foundations for adding goals to the game. We've got something cooking but it'll take consecutive patches to fully set up. Next patch will either add more scouting options or will be a first iteration of said goals.

This patch is still in development and can be tested on the experimental branch to give feedback.

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.

Early Access 0.6.2e1: Research Tree


[h2]Research Tree[/h2]
  • Research is now contained in a tree of connected research nodes.
  • Research now has branching dependencies. (E.g a construction that needs Metal Plates requires the Scrapsmith to be unlocked.)
  • Research nodes can contain multiple unlocks. (E.g the Salvaging Boat and Mooring Point unlock in one node.)


[h2]Expertise[/h2]
  • Added icons for each attribute.
  • Changed drifter duties icons to more accurately reflect the corresponding attributes.


[h2]Balancing[/h2]
  • The Desalinator no longer requires Metal Plates.
  • The Unbottler no longer requires Eel-ectricity.


[h2]Fixes[/h2]
  • Fixed some tooltips displaying the wrong text.
  • Fixed some tooltips not displaying properly.

0.6.1: Woodworking Split

Woodworking Shed Split


Hey Drifters!
We've got a small update for you all before the research tree goes into beta. We've split the Woodworking Shed into two different buildings; the Sawmill and the Chopping Block. The original Woodworking Shed was meant to be a toolshed for a different feature and as such, felt a bit off-key visually. Now that we're working on the research tree, we took some time to split these into two different constructions. This way we can properly introduce fuel creation with research later on in the game, as well as look into a streamlined UI for single-item-workshops.

We also fixed some issues, most importantly; in certain edge cases a construction that was being deconstructed could cause a save to break. This is now fixed, and old saves with this issue can be loaded up again.

[h2]What's next?[/h2]
We're testing the Research Tree internally and will have it ready for testing soon. After that, we're looking at scouting upgrades to work towards objectives.


Early Access 0.6.1: Woodworking Shed Split


[h2]Sawmill and Chopping Block[/h2]
  • Removed the Woodworking Shed. Loading saves with Woodworking Sheds built will still have working Woodworking Sheds in the town.
  • Added the Sawmill, a construction that makes Planks.
  • Added the Chopping block, a construction that makes Firewood.
  • Added new animations and effects for the Sawmill and Chopping Block.


[h2]Fixes[/h2]
  • Fixed issue where schools would not list any drifter beyond the ninth drifter you rescued.
  • Fixed several language key issues.
  • Fixed issue where you couldn't salvage highway landmarks with boats.
  • Fixed issue where you would start with the functionality of a watchtower if you built one, went back to main menu and started a new game.
  • Fixed issue where a buildable that was being deconstructed wile the game was saved could cause the save to break. Saves that were broken this way will now load properly.

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.