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Full Seasteader update
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Repeated intro
Hello everyone! We've got a little update for everyone, but this one isn't just bug fixes. We've got some new buildings and reworks to share with you. Silkworm Farm The silkworm farm adds a new production good to the game: silk. It's a production building that can bring in some good revenue relatively early on in the game as silk sells for more than the average production good. Clothing Factory It seems that the textile mill is a favourite of players, so we've expanded the production chain to add a new level of manufacturing: the clothing factory. By taking an input of textiles and silk, the clothing factory produces the new good, clothing, which sells for a very high price on the international market. Population Limit We've been debating internally whether to have this or not since the game started nearing completion. We had previously decided not to include a population limit so as not to hinder players, however a lot of people have been building seasteads that are much larger than we ever intended the game to support, so we've decided to compromise on the issue. The game now has a seastead-wide limit of 650 seasteaders at any given time, HOWEVER you can edit this number from the settings file at "Seasteader_Data/Data/settings.txt" by changing the value labelled "maximumPopulation". If either the file or the value don't exist. Start the game and close it again, and both should be present. Game Speed We'd initially not intended the 5-speed to be a typical speed of gameplay, which is why it was included only to boost speeds by holding down the plus key on the numpad. The issue a lot of people have run into however is that in later games, you sometimes just need time to pass to collect export money or build up a population, and holding down a key for that to happen was becoming annoying. So by popular demand, you can now access 5-speed with one click by pressing the 5 key. Boosts with the plus key will continue to work as normal, unless you're already in 5-speed, of course. Upgrade Buttons We'd gotten some feedback that when all the upgrade buttons are coloured in faint green, it can be difficult to tell if they are green (active) or grey (inactive). We've done away with this subtlety, and now the upgrade buttons turn a much stronger, unmistakable green when active. No more accidental de-upgrades!
What changed
- Balance
Source
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