Update 3.6: "Scouting Update" now ready for testing!
Ahoy drifters!
We have another update ready to test for you all: The Scouting Update. (name can change)
This patch brings the first iteration of the scouting feature to Flotsam.
During development we made changes to the world generator and started making some rigorous changes to the pacing of the game.
We wanted to get these changes out to you as soon as possible in order to gather feedback.
As such, the feature is in a very early stage and a bit rough around the edges.
As part of working on the next Major Update (0.4) we revised the pacing of the game, giving workshops a more prominent role in the game. As a result, we've also 'split' the base resources into 'raw' and 'processed'. Where raw resources can only be used as ingredients, while processed resources can be building resources, fuel, etc,..
This comes with a rough first iteration of the scouting. A watchtower will enable you to spot nearby drifter landmarks. Rescuing drifters might provide rumors of nearby rare landmarks.
We invite you all to test this update and give us your feedback.
When bugs occur, provide as much information as possible to help us resolve these faster!
Read here how to submit and track the current bugs in the game.
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.
Enjoy the new update!
[h2]Change Notes[/h2]
General
Balancing
Performance
Saving/Loading
We have another update ready to test for you all: The Scouting Update. (name can change)
This patch brings the first iteration of the scouting feature to Flotsam.
During development we made changes to the world generator and started making some rigorous changes to the pacing of the game.
We wanted to get these changes out to you as soon as possible in order to gather feedback.
As such, the feature is in a very early stage and a bit rough around the edges.
As part of working on the next Major Update (0.4) we revised the pacing of the game, giving workshops a more prominent role in the game. As a result, we've also 'split' the base resources into 'raw' and 'processed'. Where raw resources can only be used as ingredients, while processed resources can be building resources, fuel, etc,..
This comes with a rough first iteration of the scouting. A watchtower will enable you to spot nearby drifter landmarks. Rescuing drifters might provide rumors of nearby rare landmarks.
We invite you all to test this update and give us your feedback.
When bugs occur, provide as much information as possible to help us resolve these faster!
Read here how to submit and track the current bugs in the game.
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.
Enjoy the new update!
[h2]Change Notes[/h2]
General
- First iteration of the scouting feature:
- New Construction: Watch Tower
- Information regarding landmarks can now be obtained by building the Watch Tower.
- Information regarding landmarks can now be obtained through drifters that join your town.
- New construction specific resources (names may change):
- Floaters
- Wooden Planks
- Metal Plate
- New Construction: Ropecrafter
- New Construction: Small Drying Rack (may be removed later)
- Seaweed Patches now spawn in the water.
- Screw, Plastic Nets and the Pipe resources have been removed. (may return later)
- World Generator Updated
Balancing
- Size of the world has been significantly increased.
- Overhauled the pacing of the game:
- Workshops are now more prominent in the early game.
- Increased starting fuel amount.
- Altered start amounts of food and water.
- All building costs have been changed to reflect the changes.
- All production times have been scaled down to reflect the changes.
- Number of resources found on Landmarks has been reduced.
- Number of resources in flotsam patches has been reduced.
- Number of flotsam patches spawned has been increased.
Performance
- Persistence management has been refactored to reduce lagspikes when the game is saved.
- Flotsam inventory has been factored out to avoid unnecessary memory allocations.
Saving/Loading
- Experimental: Scouting is currently not persistent