Full notes
Full Following Seas update
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What changed
- Fixes
- Gameplay
- UI and audio
- Maps
Following Seas changes
Thank you all for your patience. There's a number of fixes in this update that will hopefully improve the experience.
Fixes:
Fixed pass time controller text not immediately updating upon instantiation.
Finished full migration to 'new' input system within unity. This should not be noticeable, but cleans up backend structure.
Fixed weather audio continuing to play after weather state changes.
Fixed several small issues with rope orientation on the caravel.
Fixed odd teal tint to Caravel sail.
Fixed a few issues that could prevent ship names from functioning as expected.
Fixed several issues with ballast persistence. - Both the amount and distribution should now reliably save.
Fixed (or at least improved) the cabin stairs on the Padewakang to make it much less likely for the player to become stuck.
Fixed (again) several issues that would cause the mainsail on various Saettia variants to disappear.
Fixed missing colliders on Waypoint Isle rock formations and beach clutter.
Fixed some character animations not looping as they should - resulting in completely stationary characters.
Player teleportation (via ladders) should be much more reliable, especially for ladders used from within the water.
Substantially overhauled the connection and curve logic behind interactable ropes. Should significantly improve (though not eliminate) visible gaps or extreme droop.
Changes:
Made significant changes to how wakes are generated. The should be slightly more performant -- and more importantly are now visible at much greater distances and at shallow angles. Some tuning still required, as they come on a bit strong, and the foam is too thick at times - but they no longer fade out when a few shiplengths away.
Added a length enforcement step to ropes when reefing sails. The aim is to prevent ropes from being over-shortened, or over-extended. Only applies to free ropes such as those at the foot of Lateen or settee sails. A noticeable effect of this is that upon loosing a reefed sail, the ropes should no longer be vastly longer than needed.
Begun transition to Unity 6 level shaders in some areas. Notably island features have y-blending to reduce harsh seams between objects. This is only present on Nameless Isle and Waypoint -- as I consider this in testing until performance impacts are measured on a wider set of devices. Effect is minor - but noticeably improves blending between objects, especially those meeting terrain at shallow angles or with limited height differences.
New content:
Added 'Bleak' weather state as a moderately rare option.
Source
Changelog.gg summarizes and formats this update. How we read updates.
