Full notes
Full Floodland update
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Repeated intro
Greetings survivor,
What changed
- Gameplay
- Events
- UI and audio
- Fixes
- Performance
Floodland changes
Rumors of our drowning have been greatly exaggerated With focus, we set to task New opportunities now abound
Since returning from the winter holidays, we’ve harvested player’s feedback to better guide our development. Far from abandoned, we’ve been feverishly working in the background of Floodland knowing that the concepts, design and feel of the game resonate with many.
Now we’re ready to unleash a spring tide of new content and fixes.
Warning, you may need to start a new playthrough to get the new content and fixes.
Let’s start our deep dive with the fun stuff!
All these new free features and content are aimed at one thing, adding depth and replayability to your Floodland experience. We’ve added:
From out there among the drowned ruins of old comes word of eight new clans to be discovered. Four can be selected as a starter clan when you begin a new game and four are out there, surviving. Each represents a binding ideology that has kept them alive this far. Fronted by a leader who will express the clan's story and the different traits the clan possesses.
How will you incorporate them into your society? Can you afford to?
While the shape of the island you start on remains the same, it is not unchanged. Four layouts are now available, which will spice each play through. Resources and important buildings will be distributed differently. Furthermore, when venturing out, you will discover new islands in the mix of those randomly generated with each play-through.
Floodland offers a rich world and a lore for those who uncover remnants of the old world. We won’t spoil them here, but there are around 20 new notes to find for those who enjoy a deep dive.
As your society develops you’ll encounter up to 10 new events. The decisions you make as leader will define how your fledgling community grows. Some of them offer some assuming twists to look out for.
If food be the food of love, eat on! Many ask for more options to efficiently feed their settlement and so we’ve added the Mushroom pickers hut. Survivors can’t be picky, except when they can. This increases the reach of the mushroom gatherers, which may not sound hugely important but to your settlers, it’s a big deal because it greatly increases their strategic options regarding sourcing food as Mushrooms used to be underpowered.
Three new laws With these extra laws you’ll be able to make the most of your community and focus their development towards your goals.
Many reviews and comments told us that, while people love the ideas and feels of Floodland, they were disappointed by technical difficulties. So firstly, we have fixed the most pressing issues that players told us about. This includes, but are far from limited to:
Endgame objective: The last objective has been fixed to improve the end game experience. For spoilers about this objective see this Steam forum link https://steamcommunity.com/app/1336180/discussions/0/3824162683805694613/
Stability and performance: Crashes should be significantly reduced. Of course, we can’t account for all system configurations. The late game has been significantly optimized. Caping menu FPS to 60 makes the game work much smoother. We’ve also made many memory fixes that previously promoted crash problems.
Survivors pathing issues: We have improved the scheduling of tasks which had knock on effects that led to issues, for example: people being stuck on boats and piers and resources not seemingly being transported.
Shacks won't always
Source
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