Full notes
Full Life Below update
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What changed
- Events
- UI and audio
- Gameplay
- Performance
- Maps
- Balance
We’re excited to bring you the Calmer Waters update, a highly requested relaxed game mode where you'll still encounter hazards, but they'll always appear at their lowest severity, and there will be a much longer gap between each one. It's designed for players who want a gentler, more laid back experience, while still keeping a little bit of challenge in the waters.
We've also been working on some optimisations, including improvements to the audio system, alongside a collection of highly requested quality of life features, like a filter for turning off the harvestable ring and more.
For more details check out the patch notes below. A lot of what’s in this update comes directly from community feedback, so thank you for taking the time to report issues and share suggestions!
We hope you enjoy a calmer experience and can just go with the flow while things are a little less… stormy out there.
Patch Notes
Features:
Sea Urchin hazard now additionally require either a Barren or Volcanic zone to appear
Notifications for narrative scenes now auto-open their textbox to better grab the attention of the player
Added a "disabled" option to the Shadow Quality setting to turn off shadows completely
Lost Spirits are now shown on the Minimap
AutoSave limit can now be configured in the Settings Menu
Crafting Menu now has a Craft All button, letting you craft all of that type that you can afford
Rings around fully grown grass can now be toggled from the filter radial menu below the Minimap
Coral Refinery & Coral Infuser can now be prioritized through their Info Panel or the Action bar
Priority & Toggle from the Action bar now has shortcuts and can be rebound
Migration panel now shows the amount of wildlife you have of each in the source zone (e.g. 23/150)
Migration panel now has a swap button, allowing quick swapping between source zone and target zone
Game now creates an autosave briefly after campaign creation
Temperature & pH Levels now turn yellow in the top bar UI earlier than before
Performance:
Over 15 systems have been refactored to improve performance. Our testing shows promising results, but we will continue to look at how to improve it. If you are still experiencing performance issues after this update, please send us your save files and computer specs so we can use them to test with!
Fixes:
SteamDeck now starts with recommended graphics settings.
Hazards that require specific tiers & biomes to appear, now need at least 20% development in those zones too
Modifier bindings can now be bound to nothing
Physics Framerate now reduced from 60FPS to 20FPS
Sprite & Lost Spirit movement is now interpolated to ensure the game still looks smooth
Evolved structures can now be placed on top of corals that have almost full health or comfort
Priority & Toggle actions default bindings have now been changed from M3 & M4 to Z & X
Time between events has been tweaked
Additionally, events on Relaxed mode now appear with longer intervals and events on hard mode now appear with shorter interval
Chances in lure tooltips when accessed from the lure storage now update based on collected wildlife
Lures in Quickwheel no longer has absurdly long tooltips
Difficulty menu now has the difficulty options equally laid out between each other again
Rebinding options now appears more than just the first time
Smart corals description now says "Provides Up to" instead of "Provides"
quest descriptions now displayed on lumpfish and coral husk quests
Settings menu now has zoom speed setting, camera bounce setting, and ocean view respects camera settings
Hazards in relaxed mode now always have the lowest severity
Harvest resource pile quest step localization can now contain the name of the zone
The Wildlife's Hero achievement now updates a stat to show total completed wildlife quests
Diverse Reef achievement now compares against total biodiversity, not unspent
Oiled structures with corrupt visual state are now reset back to the correct visual state
Hovering outside the map with restore action no longer crashes the game
Wildlife quest no longer gets forced from tutorial steps if another wildlife quest is active or if the quest is already completed
Wildlife chances are now displayed on hover in the lure storage, negating the need to attempt to place it first
Place lure Tooltip now has the “Rare” title become green with an up arrow when you are hovering the lure inside a zone that gives a lure bonus
Achievements now save to disk less frequently
Achievement for getting a visitor now works again
Crafting menu now shows a visual to better communicate that common wildlife is less rare when crafting shiny lures
European Plaice quest for migrating/luring crabs now works more consistently and saves properly
harvest golden grass quest no longer goes negative when crafting a golden lure
garbage ghost now shows area of effect
Remapping menu no longer fails to shows newly bound key
stopping a clean action on a oiled structure now makes the structure visually oiled again
Evolved parameter corals now have consistent build times
Lure button & categories now light up when you gain a new lure
resource pile have a new info panel image
disabled structure message localization no longer shows "missing entry"
seahorses no longer teleport after being finished with a hauling task
Temperature in the owned zone info panel no longer displays the incorrect temperature
crab cleaning now stops if the trash gets moved
loose resources colors no longer get affected by trash AOE
Sea urchin can no longer spawn on top of chasms
Missing resource warning no longer shows if you have enough resources and other construction sites have gotten their resource
Shiny material selection no longer appears greyed out if previous recipe had shiny variant, while current does not, and the previous recipe's shiny grass amount was changed
reclaim WSI no longer stays on screen when canceling the reclaim, while the game is paused
moray eels now goes into the chasm when leaving after the hazard is finished
Sprites now prefer storing resources over carrying them directly to tasks, if the task is more than 30m away.
wolf fish now need "defense against see urchin" researched to eat sea urchins
wildlife dash animation no longer starts in the middle of the animation
loose resources spawning from canceled crafting are now the correct size
Boulders can no longer get stuck in an immovable state
lion fish and moray eel now dash away from octopuses
octopuses takes less damage from lion fish and moray eel attacks
wildlife now dash away from lion fish and moray eels
Bounce from zooming far in or far out significantly reduced
Crafting data state no longer out of date when all crafters are disabled
Higher level hydrothermal vents in volcanic zones now highlighted when attempting to place vent corals
updated materials for ghost of lures. There's now individual material for each type of ghost lure
Settings, Dialogue, Wildlife Quests Info Panel no longer get into weird states when closed with x button
“Move Lost Spirit”, “Move Trash”, “Move Boulder” no longer cause weird states when done from info-panel
Being in the top bar with the gamepad them switching to keyboard&mouse, no longer cause weird states
after harvesting multiple seagrass and being inside the harvest info panel the game no longer takes to to the pause menu
Gamepad zoom is now less sensitive
Some tutorial pop-ups no longer off-screen on higher Ui scales
Sprites Overview panel no longer off-screen by default on higher ui scales
all construction sites now gets instant reclaimed
Reclaim action now highlight 2x2 and 3x3 construction sites
construction sites are no longer affected by trash
Barren terrain no longer uses coastal texture
scatters are now more evenly spread around the structure
Xbox input prompts no longer appear when using DualShock gamepads
Move camera tutorial step no longer gets skipped.
Priority/Toggle tooltip no longer missing localization
when the temperature is too hot, the heat wave visuals will still not show before the hazards starts
Toggle action now shows same tooltip as toggle button and follow same rules
Wildlife quest achievement now locked to 26 quests
Dolphin DLC now loads faster
Sprite limit for reef heart now updates when the reef heart upgrades
seaweed overgrowth no longer spawns at the reef heart for a split second
the lost spirit in the first ruined zone no longer fails to be guided to the reef heart
events in peaceful mode now happens at more even frequency
Wolffish quest now appears when you have Wolffish
Coral Grouper quest now additionally requires Flame Cardinalfish to appear
wildlife visit events can now happen at any point when playing peaceful difficulty
events in peaceful difficulty no longer spawn constantly
Some random event hints in the guide book are now updated
canceling crafting task no longer gives the player back pearls that hasn't been given to the crafter
crafting buttons are no longer grayed out after filling up all the crafting slots and the loading a previous save where the slots are not filled up
Source
Changelog.gg summarizes and formats this update. How we read updates.
