Full notes
Full Floodland update
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What changed
- Performance
- Maps
- Gameplay
- Fixes
- Balance
Floodland changes
“Greetings survivor”
We’ve banded together for survival, Around the campfire we have shared, Stories told and the leaders have listened, Now we implement a better tomorrow.
Welcome to Floodland, “Here’s more!”
It’s been a delight since we released mid-November watching plays surviving and even flourishing in our world of Floodland. Along with our hotfixes, which were mainly aimed at fixing performance and stability issues, we have been working hard on more fixes as well as some new features, such as: Spot the difference! We take it as a good sign that many have asked for greater replayability features and this starts with, well, the starter Island.
While its geography is largely the same to keep it identifiable, you’ll find a greater variety in the location and abundance of resources and its features with each play-through. For example look closely and you’ll find the radio and water tower are different.
We also heard from intrepid survivors that the need to create a 2nd storage and the importance of adapting buildings wasn’t clear to them. Therefore, to aid in this “tutorialization” we now made the ruined building on the 1st island more easily identifiable as reclaimable and on the new 2nd starter map it is adaptable into a 2nd storage.
Working towards greater optimization continues and we’ve made the following improvements:
The depth of field - Objects closer to the camera appear in focus, and objects farther are less detailed, and now games work faster on computers with lower specs.
Volumetric - Optimization of volume rendering which creates a 2D projection from a 3D data set.
Optimized some building models.
Memory heavy and non-interactive sections of the map edge have been removed to lower the strain on memory usage.
Flags are now hidden behind the buildings/map elements
Rafts now move close to each other, not through each other
Small storage was visibly offset - now fixed
Now the Grain Mill and Advanced Grain Mill building models don’t have electricity pillars upon being built if they’re not electrified.
Water balance now includes water use by farms.
Sorting Station: Electrified Rubble Mode and Electrified Scrap Mode names are now referring to the correct resources.
Fixed issue: Electrified Scrap Mode unexpectedly no longer adds an additional Unskilled workpost in the Sorting Station building.
Risky Food balance display now includes that which is consumed by kitchens.
Clicked Pathfinder Camp shows a range similar to that shown with a Storage.
Differentiation between active and inactive Storage range - if there are no workers in the Storage the range is shown in a different way than when workers are in the Storage.
The long road between home and workplace has been fixed concerning Storage Workers living in tents near a Storage building.
Balanced Work Schedule law effect is now included in Max Satisfaction value in the Bonfire and Canteen recreational buildings.
District view fixes - the “murders” are now properly called “injuries”.
After being developed, certain upgrades now change the number of work posts for their respective buildings in Technology Development and Building Panel.
Fixed the rare occurrence of the "infinity" icon that was presented for Rubble on the scavenge area panel (this issue occurred at a specific spot near Radio Tower on the starting island).
The battery was unnecessarily shown in the Radio Tower as a resource in the building tasklist.
The Study, Research Facility and Research Institute now are showing experience produced in the Technology Development screen.
Buildings' production modes
Source
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