In this update4
Full notes
Full Oceaneers update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello fellow Oceaneers!
What changed
- Gameplay
- Fixes
- Workshop
- Performance
- UI and audio
- Maps
Oceaneers changes
It's patch time! (Full patch notes below).
As with every new patch, if you've been using only one save file, we highly recommend doing a "save as" to create a new save file.
Developer Message:
This patch has 3 core focuses. More automation, Steam Workshop for translation mods, and a performance fix for the Torrid and Arctic regions.
Automation
Every update has moved towards more automation and improvements to existing automation. This update irons out a few issues with colonist behavior, and adds a new "Always" mode to crafting automation.
There's a whole lot you can automate now, but we also have more planned:
Fully automating building repairs (currently you have to mark buildings you want repaired)
Automation options for combat.
Automated ice usage
More food restriction automation.
The aim is to be able to fully automate your colony, leaving any micro-management stuff to rafts and expeditions, so if there is anything preventing you from fully automating your colony please let us know in the forums or on Discord.
Steam Workshop Translation Mods
Community translations finally have Steam Workshop support, this will greatly simplify sharing your translations. We already have a few community members putting effort into translations, be sure to thank them when you subscribe to their translation mod!
https://steamcommunity.com/app/3052510/workshop/
We will be going through and updating the guides, and we still have a few text items to link up, but roughly 98% or so of the in-game text can now be translated.
Performance Fix
There was a performance issue in the Arctic/Torrid regions, the settings on the water tessellation was much higher than intended which is likely the cause for most players. Let us know how you go after this patch.
What's Next?
We will now be shifting more of our focus to new content! We'll have more to share on this soon :)
There will be more automation tweaks, QoL and bug fixes (keep that feedback coming please), getting Steam Workshop up for translation mods was a big task and great milestone and we're happy with the implementation. We still have a few text items to hook up there,
Patch Notes (0.1.1H)
Steam Workshop support for translation mods has been implemented. This allows players that have created community translation mods to easily upload them to Steam Workshop using built-in tools we have in the game, and other players to subscribe to those mods directly via Steam. Roughly 98% is now translatable, there are still a few odds and ends we need to link up.
Removed the requirement that someone has to stay behind for expeditions/scouting. This was an old condition that was no longer required. If you do send everyone you won’t have a character to control while they travel. Don’t blame me if the Seagulls pinch your stuff or painted coconuts take over your colony..
Hauling Spikes can now extend a short distance to reach islands, this should make it easier for larger rafts which can have trouble pathfinding right next to islands due to their size. You can still use the keyboard arrows to manually move rafts closer as well. If you have any further issues with hauling spikes please let us know.
- Crafting AutomationAdded a new “Always” option to the crafting automation list. This will always queue the item whenever you have resources available.
Food Automation: As a further update to recent changes allowing characters to automatically eat raw food, we now restrict them to eating a maximum of 10 food items at once (e.g. 10 beach reeds) so they don’t eat entire stacks of food. This limit is ignored if that food is very close to spoiling.
- Need AutomationImproved the choice of which facility to use. Colonists will now prefer the highest tier facility (e.g. the best bed) on an island, instead of always choosing the closest facility.
- Need AutomationCharacters will now use facilities on another island if the current island has the desired facility, but that facility is in use. Previously they would wait until the facility on the current island was available.
Need Automation: Colonists will now use facilities to manage needs on islands other than the one they are on, even if those islands are not connected by bridges, however they will prioritize islands that are connected by bridges.
Need Automation: At an expedition if a character is in the water, they will check for facilities on nearby rafts/islands, but at a limited distance.
Need Automation: Colonists will now be more closely associated with a raft they have been working so they don’t run off and work elsewhere or uses non-raft facilities. This association remains until the return to an island or similar.
- Need AutomationRemoved the max distance that colonists can use facilities from. Now if they are in the ocean far away from your island, they will still return to the island to use the facilities unless you gave them a direct command to do something, or they are working in a raft work area. There may be further changes to this depending on how it feels. The distance rule still applies if at expeditions.
Job Automation: When not assigned to a work post and in workpost-only mode, characters at the home colony will now check all workposts for jobs instead of only the workpost they are within range of.
When a raft goes to/from an expedition the raft crew will now occupy driving positions if possible.
Collection time per item from Driftweed farms reduced by 50%, Kelp farms reduced by 30%, fish traps reduced by 35%.
Added a new debug button to the automation panel on the character sheet. This tool will be used to help diagnose character automation decisions and allow us to better improve the automation systems. The decision tracking is per-session and is not saved/loaded. You can SHIFT click the selected characters automation button to quickly open this.
Removed the ironwood trees from story islands in the first region, as it was creating the expectation that this resource would be available in the first region instead of progressing the story for higher tier resources. An additional stone pile will spawn instead. This will only effect games where the zone has not spawned yet.
For locked storage rooms, the orange keycard option will now only be shown if you have discovered the orange keycard. This is to avoid confusion with story progress.
The advanced and industrial research table upgrades now show in the research tree.
Researched upgrades on the research tree are now ticked, neat!
Moved the red keycard pickup to a part of the floor that wasn’t so dark, and made it bigger so it stands out more.
Improved colliders on the wood debris in the water.
Open character sheet button for the selected character will now open to the skill tab (since we have a different button to go directly to automation).
Hour is now shown under day (instead of having to hover over the clock).
Searching in the cargo and other areas will now search for the translated names of items.
Added an Open Folder button next to save files, to make them easier to find to send to the devs.
Added support buttons in the game options, making it easier to find support and game files.
Added the game version to the escape menu.
Added beauty tags to the selected object, and “Industrial” is now shown as a beauty type (previously it was shown as decoration).
Added a new tip to the island inspect screen explaining class ratings.
Updated the anchor repair objective text with additional clarity.
Updated the Refinery description to include goop.
Updated tooltips on automation toggles.
Removed skill requirements from end game story beast \.
Fixed story token given when picking up aquaflux conduit instead of black keycard (there was no negative impact of this bug).
Fixed story token not given after reading Allies birthday log (there was no negative impact of this bug).
Fixed a bug where characters would not use the closest building if looking for facilities while in the water.
Fixed a rare case where a raft could enter an expedition too close to the edge of the map.
Fixed the Arctic/Torrid ocean areas which were using much higher tessellation values than intended, which could cause performance issues.
Fixed a bug where the automation toggles on the character sheet could show the incorrect state the first time the character sheet was opened.
Fixed various text, descriptions, typos.
Fixed a bug where traits would be cut off if you had too many.
Fixed descriptions of Fatally Wounded and Death’s Door which said to heal above 25/50%, as its not a percentage it’s a value.
Fixed a bug where the cargo limit of your raft was not updated on the trade screen.
Fixed a bug where the Dig Up Science capsule could remain active.
Fixed a bug that could save bridges in an invalid position if you used the Nautilus twice in one game session. While this issue is now fixed, if you load an old save that had invalid bridge positions it will now just not load them. If this rare issue happens to your save file you may need to rebuild the bridges (if you contact us we can fix your save file for you if you prefer).
Online translation tool now shows line breaks “\\n” in the source files and what you are entering.
Watch Out Seagulls. It's Survival Time.
Source
Changelog.gg summarizes and formats this update. How we read updates.
