In this update8
Full notes
Full Oceaneers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Balance
- Fixes
- UI and audio
Oceaneers changes
Drinks & Beverages - Time To Get Fizzy!
It's patch time! (Full patch notes below).
As with every new patch, we highly recommend doing a "save as" to create a new save file.
The new Drinks & Beverages update is now live! Complete with new tech and automation features!
Developer Message:
One of the changes with this update involves restricting some buildings that you could previously build on the raft. This will be a little jarring at first for players that are used to the current system, but overall I think you'll find it is beneficial.
You can now take drinks that don't spoil on expeditions (consumable directly from food crates) without taking up that valuable raft space. We aren't ruling out further changes, for example we may add a new mid-game raft specific building for the raft that can produce some water.
The Change:
Solar Stills/Rain Collectors can no longer be built on rafts. This wont effect existing rafts for now (to help you transition) and you can still build these on islands at expeditions (though that's more of an emergency thing), taking water rations in cargo will be the typical method for expeditions.
The, "Why":
We initially allowed these buildings on the raft simply because there was no alternative way to take water on expeditions, in many ways it was a placeholder. The other reason is that we want to add more separation between colony and raft buildings since they serve different purposes, and having some buildings/features on the raft can make automation a little more complicated than intended.
Feedback:
We'd love to get your feedback once you have your drink production set up and have spent some time with this new system. Things like this are a big part of why we did Early Access, and while we aren't against reverting changes, sometimes we'll make an adjustment like this so the new system can be properly tested.Steam post image
Overview
New Tech: Mollusk Farm, Water Packer, Drink Station, Fermentation Tank
New Resource Nodes: Debris (with beachwood + mollusks)
New Resources: Salt, Mollusks, Shells, Vinegar, Carbonation Satchel
New Conditions: Energy Boost, Energy Crash
New Consumables: Water Ration, Berry Juice, Sweet Water, Mermaid Cordial, Berry Fizz, Marsh Mellow Fizz, Ocean Breeze Fizz, Corporate Water Ration, Roasted Mollusks, Seafood Chowder
New Key Features: Consumable Automation Restrictions (via character sheet), Salt as a byproduct.
What's Next?
We are planning the next update, which will have more focus on lighting. There have been requests for this so we're excited to be working on that.
There will be more automation tweaks, QoL and bug fixes as well (keep that feedback coming please).
Patch Notes (0.1.2M)
- ImportantDue to significant changes, you will need to re-do any food restrictions in the new consumable system. All characters will start with “Colony Defaults”.
- ImportantSolar Stills/Rain Collectors can no longer be built on rafts. This was temporary since there was previously no way to take drink items in cargo. This wont effect existing rafts and you can still build these at expeditions. We will see how this feels with the new beverage system, once you’ve had a chance to experience the system please let us know how it feels.
- ImportantYou can no longer directly access stored water from the food crate. This was temporary since there was no previous way to package drinks. Drinks and water rations made at the new Water Packer and Drink Mixer can be consumed from the food crate.
Consumable Automation: You can now setup rules for consumable restrictions including food, drink and medical remedies. Each colonist can choose the rules to use “Unrestricted”, “Colony Defaults” or “Custom Rules” giving you lots of control, per colonist if you desire. This allows you restrict items and prioritize items. Note that remedies don’t use priority since they typically have specific uses.
- Consumable AutomationCharacters now automate the thirst need with the new beverage consumables, in addition to water storage and water producers.
Consumable Automation: Characters now automate consumable remedies in addition to healing items. This allows characters to consume remedies to remove conditions they may acquire (e.g. food poisoning).
Colony Automation: Buildings will now automatically be marked for repair when durability becomes major.
The Mollusk farm is now available in the Farming research tree. Harvest mollusks for food and for their calcium rich shells.
The Water Packer is now available in the Cooking research tree. Make water rations that can go in your cargo and be used on expeditions.
The Drink Mixer is now available in the Cooking research tree. Make beverages that can go in your cargo and be used on expeditions. Complete it with the Carbonater upgrade.
New building, the Fermentation Tank has been added to the Production research tree. This can be used to create vinegar.
Water devices that produce clean water through desalination, such as Solar Stills, now produce Salt as a byproduct. The salt must be emptied when full or the desalination process halts (this action is automated and a new Empty Salt task can be done manually if desired).
You can now add salt directly to farms using any salt you have collected. Salt will still accumulate in farm plots if an island is sunk.
The top toolbar now has a separate category for beverages, and the icons have been updated.
The top toolbar now shows water and waste storage combined under the one icon.
The food crate now shows food and drinks separately.
The training complete (choose skill) dialog now has a 2 second delay before accepting your choice, to prevent actually clicking as soon as it appears.
New recipe “Vinegar” now available at the Fermentation Tank
New recipe “Carbonation Satchel ” now available at the Pulping Station
New recipe “Roasted Mollusk” now available at the Campfire and Cooking Station.
New recipe “Seafood Chowder” now available at the Cooking Station.
New recipe “Water Ration” now available at the Water Packer.
New drink recipes available at the Drink Mixer.
Driftweed Tea is now a medical item consumed from the Medical Crate, it no longer spoils and no longer provides health.
The Roasted Berries recipe can now also be cooked at the Cooking Station
New Condition Energy Boost gives a work speed boost, energy loss reduction and walk speed bonus.
New Condition Energy Crash is applied after Energy Boost ends.
Mollusks can now sometimes be found as pickups on beach islands (wont apply for zones/island where data has previously been generated).
Mollusks are sometimes found when collecting salvage and the Debris Whisperer trait bonus occurs.
Corporate Water Ration has been added to bunker loot tables.
Butchers Block “Sharp Tools” upgrade now requires Industrial Science instead of Advanced, to better align with the progression requirements.
When characters are drinking, they will now show the “Drinking” condition in the character sheet.
The research tree has had adjustments to suit the new tech that has been added.
The building toolbar will now show multiple rows when there are lots of buildings.
The anchor now raises itself when launching the Nautilus.
Economy balance changes: Machine Part (wood) from 100 to 125, BioSoil from 320 to 300
Updates to Scenario Start music track.
Added a new type of debris node that can contain mollusks.
Added a new drinks filter tab to Global Reserves window.
Added a new drinks filter tab to the cargo selection window.
Updated the description of the Emergency Bunker Hole to clarify that it is only for Beach islands.
The Paddle Float blueprint will now show as locked in the research tree since it isn’t ready yet. It is also no longer shown in the build bar if you previously discovered it. Other blueprints that are not implement should no longer be discoverable (you will reach a point where obtaining new blueprints has no effect, though you do get a piece of paper and a chit!).
Clean Water and Waste now always start as a discovered resource.
Bunkers will now use a consistent global light intensity, not effected by the time of day outside, which could previously cause characters to appear darker than intended when entering a bunker at night.
If a character can’t get next to a creature/turret to attack (because they can’t path there) they will try and attack from the other side.
Improved the click collider on the dead sentry turret.
Conditions including Too Hot, Too Cold and Wet will be removed when a character is traveling, previously this condition would persist and result in characters escalating the condition as soon as they reached the destination. The escalated versions of these conditions (e.g. Heat Stroke, Hypothermia) are not removed.
The “Too Hot” condition now escalates to HeatStroke after 5 hours instead of 4 hours.
Various new text elements are now linked to translations.
Fixed a case where a character could die even if they had enough health to remove Death’s Door, because the expiry of the condition was evaluated before the removal rules (such as when loading).
Fixed a bug where a character would repeatedly move around a crumble even if they were already on one, when trying to automate “return to ground”.
Fixed a bug where automated drinking and remedy usage could be interrupted by the character choosing another automated task.
Fixed a bug where the objective list headings could show when starting a new game.
Fixed the “All resources” toolbar category not showing some items like keycards and hauling kits.
Fixed text sometimes not fitting inside the discovered item notification box.
Fixed character eyebrow style not saving correctly, causing bushy eyebrows to revert to default eyebrows.
Fixed some bunker issues where loot could respawn. A new island spawn routine has been implemented, please let us know if you encounter any new issues.
Fixed a bug where translations would not remember enabled state when opening the game.
Fixed various text elements to better fit translations which could be longer.
Fixed bunker layout showing “Terminal” instead of “Modules” when hovering over the module room.
Fixed a bug where the paper mill crafting queue would add items back after loading.
Fixed a bug where characters wouldn’t empty toilets to zero.
Fixed prepared meal descriptions not showing replacement text for localized text in tooltips.
Fixed scouting progress continuing when in a bunker or raft design mode.
Fixed a bug where characters with a bonus to max health from the combat trait, wouldn’t have max health after loading a game.
Fixed the trait bonus floating text showing in red instead of green.
Looking forward to your feedback :)
Community Translation Changes
See the translation changelog for text changes in this version.
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Thanks to the Community!
A huge thanks to all of the players helping each other out on the forums and in discord. It's really cool seeing tips being shared.
Keep your feedback coming as well, we read it all!
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Source
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