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Steam News19 April 20262mo ago

Following Seas 1.2 Hotfix 6

New day, new set of fixes. I know it's been a bit longer of a wait than usual, a few of these ended up being much more of a problem than anticipated.

Full notes

Full Following Seas update

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What changed

15 fixes4 additions10 changes0 removals
  • Gameplay
  • Fixes
  • Performance
  • Balance
  • UI and audio
addedNew day, new set of fixes. I know it's been a bit longer of a wait than usual, a few of these ended up being much more of a problem than anticipated.
fixedFixed Corsair Xebec stern-light not contributing to provisions consumption, and always remaining on.
fixedFixed doors on Corsair Xebec having no collision in most cases.
fixedFixed several UV issues on Corsair Xebec.
changedImproved LOD transitions for numerous meshes on the Corsair Xebec.
changedImproved Particle zoning on Corsair Xebec to reduce draw calls.

Following Seas changes

addedNew day, new set of fixes. I know it's been a bit longer of a wait than usual, a few of these ended up being much more of a problem than anticipated.
fixedFixed Corsair Xebec stern-light not contributing to provisions consumption, and always remaining on.
fixedFixed doors on Corsair Xebec having no collision in most cases.
fixedFixed several UV issues on Corsair Xebec.
changedImproved LOD transitions for numerous meshes on the Corsair Xebec.

New day, new set of fixes. I know it's been a bit longer of a wait than usual, a few of these ended up being much more of a problem than anticipated.

Corsair Xebec:

Fixed Corsair Xebec stern-light not contributing to provisions consumption, and always remaining on.

Fixed doors on Corsair Xebec having no collision in most cases.

Fixed several UV issues on Corsair Xebec.

Improved LOD transitions for numerous meshes on the Corsair Xebec.

Improved Particle zoning on Corsair Xebec to reduce draw calls.

Saettia:

Fixed frequent jitter/lurching of the Saettia during the new game scene.

Fixed several issues with rigging ropes on the Saettia, and made numerous adjustments to the mass calculations of various rigging components. Length enforcement should work much better, meaning you can no longer over-shorten ropes causing physics desync, and can spool out ropes to much longer lengths.

Fixed several visible and collision holes on the Saettia.

Caravel Troller:

Fixed serious issue that could cause infinite loading loop when loading a save with a caravel troller with partially filled hold.

Fixed gradually decreasing catch rate on fishing caravel.

General Fixes:

Fixed bug that would cause a resource leak when opening map multiple times, causing a crash.

Fixed (hopefully) issue with broken ship naming.

Fixed non-functional time-passing via the bunk.

Fixed issue where player could have the cargo manifest equipped while also having an inventory item equipped.

Fixed issue where the cargo manifest would remain equipped when in external view.

Fixed issue where the cargo manifest would remain equipped while underwater.

Voided certain rigging components from world geometry collision passes to reduce chances of explosive depenetration.

Changes/New Content:

Substantially reworked kedging anchors to be simpler and more robust. Connections are now more rigid, and force exerted is absolute. This may result in strange behavior when attempting to kedge through obstacles, or at sharp angles -- but should no longer cause erratic movements when deployed on some ships, particularly at speed.

Increased the width of the Keyhole channel to be slightly less treacherous.

Reduced time passing resource consumption by x3.

Slightly reduced default shadow resolution and count. Should not be noticeable in most cases, but will reduce system resource consumption.

Reduced intensity of sea-spray, and tied it more closely with ambient lighting.

Added numerous sections to the in-game manual, and improved the layout and presentation across most resolutions.

Decreased the intensity of moonlight, and improved the rendering capability for clouds at night, which should result in much darker nights.

Added simple NPC ship system. Currently very much in testing -- and not complete. There's a fishing ship that will travel the areas between Bathis and Waypoint. It will attempt to avoid the player if approached, so long as fleeing won't send it aground, but otherwise behavior is very limited. It can not be sunk, and has no health or combat ability. Boarding or attempting to ram may produce peculiar results. Currently this ship is not persistent, and will always reset to the same point, but consider this temporary, as I'm still sorting out how exactly NPC traffic will operate.

Known Issues:

Sun/Moon are visible through the clouds much more noticeably than previously.

Sea-spray may have more aggressive pop-in/visible looping under some lighting conditions.

Lens water effect looks a bit off due to some shader changes with the sky. They don't like each other very much.

Source

Steam News / 19 April 2026

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