In this update15
Full notes
Full Voyagers of Nera update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Maps
- Gameplay
- Server
- Store
Voyagers of Nera changes
Hello Voyagers! We’re very excited to release our latest patch: Tend, Build, Thrive. We are also very excited to share that Voyagers of Nera is on sale, from now until April 13th. Snag the base game for 34% off, or the Founder’s Pack for 20% off during this time. We also have Twitch Drops active right now! Watch any Voyagers of Nera streamer to earn the Twitch Mana Flare, Infused Skimmer, Infused Sail and the new Infused Watering Can! Or subscribe / give a gift sub to earn the Infused Glider. Now let’s get to the patch notes! We’ve always wanted players to feel like they are rescuing spirits from a dangerous, dynamic world and bringing them back to a Sanctuary you built. To bring us closer to that feeling, this update adds two of the top player requests: Weather and Farming. In your travels, you’ll encounter fog, rain, and storms that bring new life to the world - just look out for the lightning! And you’ll find seeds for all kinds of plants, fruits, and trees to bring back to your base, letting you cultivate bountiful crops. We’ve also heavily reworked our Sanctuary mechanics! As you invest in your base and build a safe haven for the Spirits and yourself, you’ll be rewarded with powerful buffs and benefits for rest. Alongside these big gameplay updates, we’ve made significant improvements to combat feel based off of player feedback, performance optimizations, and a lot of quality of life changes to make building forward bases easier. Check out the full changes below!
🌱Farming
Farming has been one of our top requested features from players on our Feature Upvote Board, and we're so excited to finally add it to the game! While exploring and gathering in the world, any plant collected will have a chance to drop a seed. Bring this seed home, plant it, water and tend to it, and over time it’ll grow into a harvestable plant. Resource respawn times have been adjusted with farming in mind.
Farm Plots Steam post image
There will be multiple types / sizes of farm plots. Stone Planter
This is a small planter that holds 1 plant
Small Farm Plot
A small wooden farm plot that holds 4 plants
Large Farm Plot
A larger wooden farm plot that holds 8 plants
Tree Plot
A sturdy wooden farm plot that holds 1 tree
Types of plants that can be farmed
You’ll be able to farm nearly any type of plant you can think of – vegetables, fruits and even biome-specific trees!
Plants sometimes may drop golden seeds, which will have a higher yield!
Watering and Water Mechanics
Plants require fresh water. Fresh water sources can be found near the base of waterfalls, and collected with a watering can. Overtime, unlock upgraded watering cans with improved water capacity, higher durability, and even higher spray radius to water more plants at once. As you progress in the game, you’ll unlock new buildables that will help with water production.
Fresh Water
There are two waterfalls per biome.
Approach a waterfall and right-click while holding a watering can to collect fresh water.
Watering Cans
There are 3 watering cans currently in the game. Watering cans improve in durability, water capacity, spray radius and watering speed. Wooden Watering Can
Unlocked in the Embrace.
Ceramic Watering Can
Unlocked in the Reef.
Greatwood Watering Can
Unlocked in the Greatwood.
Water Refinement
No more chasin' waterfalls once you unlock these buildables that produce fresh water within the base. Desalinator
When placed on salt water, it will gradually filter fresh water for Farming, as well as produce salt as a by-product for cooking.
Spirit Well
Powered by magical spirits, this buildable can be placed anywhere within a Sanctuary, and produces endless fresh water!
Weather Interaction
Farm plots will be automatically watered on rainy days.
🌩️Weather
Weather was also one of our most highly requested features. We’ve always wanted the world of Nera to feel alive and different - weather and environmental effects have a huge impact on this. One day it could be smooth sailing and exploring under clear skies, the next day you might be exploring through the fog, not quite sure where exactly you left those Construct Cores.
Weather States
The world will cycle between those states, tracking which weathers you’ve had and trying to make sure you have a good balance and that you aren’t stuck in a perpetual rainstorm! Fully clear day
Blue skies, sometimes some cloud cover; this is the typical weather that you experience in Nera today
Overcast
Full cloud cover, bright
Foggy
Sometimes this could be heavy or light; reduced visibility
Rainy
This can be heavy or light; perfect ambiance for a mana tea while watching the rain water your farming plots!
Thunderstorm
This is a heavy storm; careful though, lightning can strike at any time!
Weather Settings
Steam post image
Weather Quality Settings
We have introduced a Weather Density setting. If you want to keep weather effects active, but find the visuals too intense, use this setting to tune the visuals.
Weather Server Toggle
We have introduced a way to disable Weather via a Server Toggle. Configure this in the Load Game screen by selecting the pencil icon on the save slot, and selecting the ‘Advanced Settings’ menu. Disabling Weather will cause all days to be sunny.
😇Sanctuary Updates
We have made significant updates to how Sanctuaries work in order to reward investing into the base, as well as make it rewarding to build any kind of item. All cosmetic items now have a Sanctuary Point value – we call these Comfort Buildables. As you build more Comfort Buildables and Spirit Amenities, your Sanctuary points increase; and when they hit certain point thresholds, you will unlock special buffs for your base known as Sanctuary Benefits. We have also made adjustments to the Spirit Anchor and its empowerment mechanics.
Spirit Anchor Changes
Power provided to stations is now 1:1 with the Spirit Anchor Level, and is no longer dependent on how many buildables have been built. Upgrades have been simplified on the Spirit Anchor – now upgrading the Spirit Anchor will grant increased Spirit Anchor Power Level, Spirit Anchor Limit, and Sanctuary Radius. Other buffs and benefits have been moved to the Sanctuary Benefits and Spirit Amenities.
Sanctuary Benefits
As you increase your Sanctuary Points, you’ll unlock more buffs. Along the Sanctuary Points track there are both Sanctuary benefits, and improved Rejuvenation buffs. Sanctuary Buffs are global effects within the Sanctuary Radius, such as removing Stamina costs while in the Sanctuary radius.
Sanctuary Benefits Tiers
Humble Shelter
Spirit Sanctuary - Suppress enemy spawns within Sanctuary radius
Cleansing Aura - Slowly cleanse corruption within Sanctuary radius
Quiet Refuge
Gain Rejuvenation I after Resting
Spirit Haven
Gain Rejuvenation II after Resting
Living Sanctuary
Vim and Vigor - No stamina costs while in the Sanctuary Radius
Sacred Retreat
Gain Rejuvenation III after Resting
Flourishing Grove
Strong Back - No encumbrance in the Sanctuary Radius
Garden of Nera
Gain Rejuvenation IV after Resting
Rest Mechanic
Now you can rest during the day. Resting will fully heal you and restore your mana, as well as grant a Rejuvenation buff. There are multiple tiers of Rejuvenation buff, which can be accessed by improving your Sanctuary. Rejuvenation I
+25% Stamina Regeneration for 20 minutes.
Rejuvenation II
+30% Stamina Regeneration for 25 minutes.
Rejuvenation III
+30% Stamina Regeneration for 30 minutes.
Stay nourished by food 10% longer.
Rejuvenation IV
+40% Stamina Regeneration for 40 minutes.
Stay nourished by food 20% longer.
Functional Spirit Amenities
Previously, Spirit Amenities were purely cosmetic, decorative stations that were built to attract Spirits to the base – they looked special but didn’t really follow through in any significant way. We wanted to give more impact to the amenities - after all, if the Spirits think they’re so great, you should too! Spirit Feasting Table
When placed within a Sanctuary, food buffs no longer decay for players within the Sanctuary Radius.
Spirit Hotspring
When within your Sanctuary, interact with this Hot Spring to receive a potent Health Regeneration buff for a short time.
Spirit Totem
Interact with this totem to commune with the Spirits and receive a potent Mana Regeneration buff for a short time.
Spirit Tree
This magical tree harnesses the power of the wind and earth to significantly increase the growth rate of any plants nearby.
Ancient Construct
When within your Sanctuary, interact with this Construct to channel its protective energy and cleanse corruption.
👻Spirits Spawning in the Base
We wanted the base to feel like a safe haven for Spirits, and that you would be able to be surprised and delighted by seeing them in the base. However, only seeing them on Spirit Amenities felt pretty limiting – now Spirits will appear all over your base, taking over any furniture that looks unoccupied and comfy! Spirit Companions have also come out to play! Expect to see Cindertails, Tiderays, Skylacers and Terratoises hanging out in your base as well!
🔥Fuel
We wanted to add more depth of management to crafting and refinement, so we have introduced a fuel mechanic. Stations that are powered by fire like the Campfire, Kiln, Smithing Station, Alchemy Station and Desalinator require fuel to operate.
Fuel Types
Wood
Wood harvested from trees. Burns for 30 seconds per piece.
Charcoal
A more advanced fuel than wood. Burns for 1 minute per piece.
Blaze Coal
An enhanced coal that has improved efficiency. Burns for 5 minutes per piece.
Mana Coal
A vastly improved fuel type infused with magical essence. Burns for 10 minutes per piece.
⚔️Combat Responsiveness
We have gotten a lot of feedback that attacks felt unresponsive - players locked down by lengthy animations, attacks were slow and cumbersome, and the actual hit impact was unsatisfying. We have made significant changes based off of this feedback and we’re excited to hear what you think! We focused on increasing the fluidity between attacking and moving, increasing the responsiveness of pressing the button → the attack happening, and amping up the sounds and visuals when striking, blocking and parrying to make it more satisfying.
Attacks
Significantly decreased the amount of time it takes to transition back to movement after performing an attack
Reduced amount of time it takes to transition from movement → attacking, so that initial attacks out of movement feel more responsive
Moved attack translation (aka your character moving towards the target) at the beginning of the attack, so that attacking feels less jarring and does not miss enemies as frequently
Increased attack speed of Spear and Sword / Club weapons
Allowed player to move while attacking underwater - no more being outrun by those little fish!
Added SFX for critical hits
Blocking and Parrying
Reduced amount of time it takes to deploy the shield, resulting in more responsive blocking
Enhanced VFX when blocking and parrying so that it is more clear that blocking is working
Added escalating parry SFX to make parrying multiple times in a row more satisfying
Player Damage Effects
Improved VFX on the player when they are taking damage to make it more clear
Improved logic on damage vignette so that flashes only when players take significant damage, and pulses persistently when they are low health
🌀Increased Spirit Anchor Limit + Teleporter unlocks sooner
We have increased the amount of Spirit Anchors that can be placed. Now you will begin with the ability to place 2 Spirit Anchors at the beginning of the game, and this will increase by 2 at the Empowerment level at the end of each Biome. Additionally, Teleporters will now be able to be unlocked earlier. They will be available at level 8 in the Knowledge Tree, and have been moved to a Spirit Encounter that is much earlier in the Reef. We hope this will make it easier to build more bases across the biomes, as well as address feedback that teleportation comes too late in the game.
❤️🩹Quality of Life Changes
| Moved Teleporter unlock from level 14 → level 8, and moved to a sooner Spirit Encounter |
| More Hair Color options have been added to the game |
| Increased the base swim speed |
| Increased base walking and sprint speed |
| Buff UI rework - cleaner more compact presentation |
| Buff Details panel in Inventory allows you to see what buffs / debuffs are on you, what they do, and also see food slots contents and other important info |
| Enhanced visuals in Deep Zone |
| Moved Spires out of the water and improved visuals of their radius to make more interesting POIs |
| Updated glider trial to make more interesting traversal and to fix up areas that were frustrating |
| All torches now grant warmth for consistency |
| All players on a server now receive a notification when a Spirit is rescued and what it unlocked |
🐛Bug Fixes
| Fixed an issue where floor and ceiling tiles did not reflect rotation changes when placing a wireframe |
| Fixed an issue where auto-sprint would stop when the player changed height or elevation |
| Fixed an issue where some spirit reward announcements displayed outdated titles |
| Fixed an issue where Abyssal Spires were incorrectly spawning enemies at level 2 |
| Fixed a stuck spot on top of the second ruins in the Embrace |
| Fixed an issue where Pontoons did not have proper collision with Urchlings |
| Fixed an issue where pressing Tab would cycle through the player's hotbar |
| Fixed an issue where the skimmer trial, when started by a client, did not clean up properly when failed |
| Fixed Urchlings having strange boat collision behavior |
| Fixed an issue where the Set Weather toggle was not automatically added to CustomGameUserSetting.ini |
| Fixed an issue where the Reef Hobb's Slam attack could injure itself |
| Fixed an issue where ladder interactables on outriggers stopped working after being restored through relevancy range |
| Fixed an issue where two Corruption Zones had visuals that didn't match their corruption zone values |
| Fixed an issue where the title of the Spirit Feast Table in Build Mode was cut off in 16:9 aspect ratios |
| Fixed an issue where the Knowledge Tree exceeded the boundaries of the screen in 4:3 aspect ratio |
| Fixed an issue where the focus radius for Spirit Amenities was too large, potentially stealing focus from nearby chests |
| Fixed an issue where the Stalker could chase players well outside of the deep |
| Fixed an issue where the Clay Low Wall did not fill the full frame of a Wood Frame |
| Fixed a gap near the stairs in the northernmost ruins of the Embrace that players could fall through |
| Fixed an issue where an enemy was spawning inside a rock in the northern part of the Embrace |
| Fixed an issue where clients were locked out of the Skimmer Trial reward if the host received it first |
| Fixed an issue where schematics cast light if they were built while the "Decorative Lighting Shadows" setting was toggled |
| Fixed a crash in single player that occurred when pausing during the second half of a teleport via the Ancient Gate |
| Fixed an issue where the camera could not be moved when Toggle Camera was enabled in Build Mode |
| Fixed an issue where the block idle animation did not transition back to the regular idle when block was released |
| Fixed a stuck spot at the top of some stairs in the Tangled Ruins |
| Fixed an issue where the player could clip through one of the rocks in the Reef |
| Fixed an issue where Urchlings could sometimes not be shot with arrows |
| Fixed an issue where pressing left on the keyboard caused the player to walk forward |
| Fixed an inaccuracy in the Flame Dart ability description which implied hitting an enemy twice causes ignite |
| Fixed an issue where the flames left behind by Flame Dart could not ignite an enemy |
| Fixed an issue where Flame Dart projectiles clipped through non-ocean floors |
| Fixed an issue where a tree blocked the path of a tower holding an enemy |
| Fixed an issue where two specific Clay wall sockets could not be built on small structures using items from storage |
| Fixed an issue where some pieces could not be built in larger wall sockets using items from storage |
| Fixed an issue where the Ancient's Gate could not be built using materials in storage |
| Fixed an issue where the Sailing Stone and Tidal Resonator could not be built from resources in storage |
| Fixed missing collision near the lower end of the Flat Clay Roof for the Annex |
| Fixed an inaccuracy where bows had an "Unknown" stat buff listed |
| Fixed a crash that occurred when using the Bullwog inventory after it was moved while being interacted with |
⚠️Known Issues
| There may be some known issues in the patch that may impact you. See the most impactful or noticeable known bugs below. We will try to get fixes out for these ASAP! |
| The ‘Not All Players are Sleeping’ banner may get stuck on the screen for some clients in multiplayer |
| Refiners may sometimes not display fire particles while refining if a client has gone far away from it and come back while it is processing |
| Using the Steam Friends list to join another player on a dedicated server will not let the user connect |
| Players may experience infinite loading screen when attempting to join a session that is not fully loaded on the host's end |
| Desalinators can be moved while they have fuel and resources inside, causing all materials to be lost |
Source
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