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Steam News17 May 20261mo ago

Following Seas 1.3 Hotfix 2

Another small update. Apologies for not addressing reported bugs in a while - I've been cramming to get some extra things ready for the Steam's Ocean Fest starting on the 18th, which will also see a sizeable sale.

Full notes

Full Following Seas update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes5 additions4 changes2 removals
  • Gameplay
  • Store
  • UI and audio
  • Balance
  • Fixes
  • Performance
addedChanges and new Content:
addedTo offset this - every shipyard now has a provision bank that you can deposit your provisions into before purchasing a new ship -- or to store for future use. This way you don't lose purchased provisions, and don't waste any when moving to a smaller ship.
addedNote that this is not automatic - you must deposit your provisions prior to launching your new ship.
addedFinally added a method to measure ship speed. I've settled on the screw log, which is a bit modern compared with the bulk of in-game tech -- but I couldn't settle on a way to get a chip log to work without being a pain. Essentially this tool is like a chip log, but instead of measuring distance from a semi-stationary point, it measures speed by the rotations of a flywheel and rotor. (I know the flywheel shouldn't be attached to the device, I left it there for visual interest as having it be an actual dynamic object isn't practical.
removedAlong with this tool, the Inventory UI has some minor changes. The deactivate button has been removed, instead using a button for an equipped tool will also deactivate it if currently in use.
changedStarted some UI improvements on the shipyard interface -- including tooltips for cargo capacity and other current and future ship functions. This is present only for Imperial ships until I've settled on a design.

Following Seas changes

addedChanges and new Content:
addedTo offset this - every shipyard now has a provision bank that you can deposit your provisions into before purchasing a new ship -- or to store for future use. This way you don't lose purchased provisions, and don't waste any when moving to a smaller ship.
addedNote that this is not automatic - you must deposit your provisions prior to launching your new ship.
addedFinally added a method to measure ship speed. I've settled on the screw log, which is a bit modern compared with the bulk of in-game tech -- but I couldn't settle on a way to get a chip log to work without being a pain. Essentially this tool is like a chip log, but instead of measuring distance from a semi-stationary point, it measures speed by the rotations of a flywheel and rotor. (I know the flywheel shouldn't be attached to the device, I left it there for visual interest as having it be an actual dynamic object isn't practical.
removedAlong with this tool, the Inventory UI has some minor changes. The deactivate button has been removed, instead using a button for an equipped tool will also deactivate it if currently in use.

Another small update.

Apologies for not addressing reported bugs in a while - I've been cramming to get some extra things ready for the Steam's Ocean Fest starting on the 18th, which will also see a sizeable sale.

Once done I will return to more typical bug fixing.

Changes and new Content:

Provisions:

Ships (excluding the starter Caravel) now start with 0 provisions aboard.

To offset this - every shipyard now has a provision bank that you can deposit your provisions into before purchasing a new ship -- or to store for future use. This way you don't lose purchased provisions, and don't waste any when moving to a smaller ship.

Note that this is not automatic - you must deposit your provisions prior to launching your new ship.

Stored goods are persistent across all shipyards.

Screw Log:

Finally added a method to measure ship speed. I've settled on the screw log, which is a bit modern compared with the bulk of in-game tech -- but I couldn't settle on a way to get a chip log to work without being a pain. Essentially this tool is like a chip log, but instead of measuring distance from a semi-stationary point, it measures speed by the rotations of a flywheel and rotor. (I know the flywheel shouldn't be attached to the device, I left it there for visual interest as having it be an actual dynamic object isn't practical.

Along with this tool, the Inventory UI has some minor changes. The deactivate button has been removed, instead using a button for an equipped tool will also deactivate it if currently in use.

Minor Changes/Fixes:

Started some UI improvements on the shipyard interface -- including tooltips for cargo capacity and other current and future ship functions. This is present only for Imperial ships until I've settled on a design.

Improved highlight effects for some interactable world objects.

Added missing interactable highlight for the Dhow.

Reduced intensity of some particle effects in starter scene.

Removed ability to use inventory in starter scene.

Fixed inability to move caravel troller.

Fixed inability to interact with ropes on the caravel troller.

Significantly increased sail performance for Gaff Rigs, felt they were too slow before.

Source

Steam News / 17 May 2026

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