In this update6
Full notes
Full The people of Sea, Sun & Salt update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- UI and audio
- Fixes
- Performance
- Balance
The people of Sea, Sun & Salt changes
Thank you to everyone who have played this release version of The people of Sea, Sun & Salt. The reception has been very warm and I am very grateful for the all the feedback that has come in.
These are the patch notes for the next version of The people of Sea, Sun & Salt:
Patch notes
Features
Added "lunch" map overlay to see which workplace has an assigned restaurant
Added a "slow" simulation speed that is 50% slower than the normal speed
Complete review of the french localization
Added toggle to disable lightning for people with sensitivity to flashing lights
Bug fixes
Fixed issue causing CPU to max out on some devices
If paving over area already paved, don't consume resources again
When deleting the communal oven while the oven overlay is open, properly show that no houses or restaurant has an oven nearby
Final credits are now correct in non-english localization
Disputes no longer happen on off-days
No longer showing the steam achievements unless they just got unlocked
Great Bath now boosted by cistern like any other public bath
Fixed visual glitch on the chapter end UI (odd white lines appearing around the era icon)
Tweaks
Camera can now zoom out a bit more
Made it clearer that the sin being picked informs the type of behaviour "despised" by the people rather than a sin they commit
Better description of buildings that are boosted through proximity to a number of other buildings
Reordered map overlay buttons from first to last unlocked
Better rendering of waves when the camera is tilted
When completing the era 7 mission, more clearly show in the water tooltip the reward of lowered water consumed per meal
Version number moved from settings to credits in main menu
Removed duplicate mentions of the capacity of dining places in the tooltip
Future
Here are a handful of bits of feedback we have collected and we will seek to address in the near future:
Key rebinding: I hoped the control scheme would be simple enough to not require a rebinding but I will had it to the list of future changes
Color correction: Summer is a bit rough on some monitors with it's yellow tones. I will look into better ways of conveying this season
General balancing: I have both seen people say the game is too easy and too hard so this will be a bit hard to unpick but there are some commonality in the complaints. I'll try to iterate on this.
Performance: The main issue with the release version was some dead code causing the cpu to be used up almost entirely. After this patch computation has gone way way down. The only thing left to address is rendering. The main performance hog in normal or high graphics is the post-processing: ambient occlusion, depth of field blur, anti aliasing. I need to figure out ways to do this more efficiently so low to mid range GPU can easily run on normal.
There is no plan yet for a major patch but I am still collecting ideas and suggestions for what that could look like. Some things have already been floated like procedurally generated islands but we will see!
Enjoy!
Please feel free to leave any bits of feedback here or on the Steam forum. I read through all of them and I take notes for future updates.
Source
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