Thank you so much for all the love and support around the natural disasters update! The feedback has been overwhelming and it is a joy to see so many players having fun battling the meteors, volcanos, hurricanes and whirlpools!
The update was a big success, with almost record levels of concurrent players (only beaten by the Weapons DLC!). We were also pleased with the quality of release, with very little required in terms of new issues. Our new quality assurance processes and better allowances and awareness of testing is working much better for us, which is really encouraging, as it is something we have been working on a lot the last 6 months. This was probably the major update with the least friction yet.
If you joined the launch party live stream, then you will know some info about our upcoming plans! One thing to note is that the good folk at Valve have sent us a Steam Deck, and we are working on improving general controller support as well as support for the Steam Deck. The hardware is really awesome, and we are really enjoying playing with it. You can check more info at The Steam Deck website. Its worth noting that there are joysticks, but also touch pads, touch screen and even a gyro.
We are initially planning on making some improvements to controller support, which is generally much needed anyway, but will make a big difference to Steam Deck players. Many players have been asking for improved controller support as well. These updates will hopefully start to arrive over the next few weeks.
Otherwise, we are planning a big bugfix update next week which we have been working on for a while now. The whole development team remain very interested in improving the quality of the game and review issues and discuss our plans together on a daily basis. As always, if you encounter issues or have ideas for the game, be sure to give us clear info including reproduction steps using the in-game report bug / request a feature buttons.
The Natural Disasters Major Update is out now, and to celebrate, Stormworks is 30% off, in a Steam Weekend Deal!
Natural Disasters
This update includes a host of new hazards in the world of Stormworks, including active volcanos, meteor impacts, ocean whirlpools, and hurricanes. These new events can be disabled (by turning off the necessary add-ons), and can also be accessed via the creative menu. Otherwise, they spawn naturally within the world, and sometimes even as part of missions!
Keep an eye out on the map because sometimes you may receive early warning of an impending disaster, and listen for the chilling sound of warning sirens which will fire if a disaster is imminent.
New Fish System
With this update, there is an all-new fish system, with physics based fish. These fish roam the ocean, and flee from vehicles or players. There are many new species of fish, and are now biome based, so depending on where you are in the world and how deep you are below the surface, different fish will spawn.
Being physics based means the fish can be trapped, or wash up. Out of water, the fish will flip and flap in an effort to return to the water. Please do help them back to the water as they can die if they are out of the water for too long. Many boats and ships are faster than fish and should you impact a fish, listen out for a satisfying slap sound.
Patch Notes
Please see below for the full list of patch notes. This update also includes important fixes and improvements.
We continue to work hard on other fixes and improvements that players have kindly reported on the official issue tracker. The next update will be dedicated to bug fixes.
We hope you enjoy this new free update and look forward to your thoughts and feedback!
Much love <3,
The Stormworks Developers
v1.4.4
Feature - Natural Disasters Feature - Weather System Rework Feature - Disaster Relief Missions Feature - Fish Wildlife System Feature - Air Raid Siren Component
Fix - Crash in multiplayer when entering/exiting seats Fix - Weapons addon tank damages itself when pitching turret Fix - Default addon zones sometimes being mis-positioned Rework - Mount Goldblum is now a volcano Rework - Megalodon now have 5x more health
Additional Info:
Natural disasters can now spawn through the world, and are interlinked with the mission system. Although rare, natural disasters will make missions more challenging and spawn more frequently as time passes. A new save is recommended to enable the default_natural_disasters addon for the full experience.
Weather is no longer bound to the host's position: - Custom menu sliders now display client-side local weather conditions when not overriding - getWeather now correctly samples the target position
Fish can be enabled by toggling wildlife in general settings (moved from graphics settings); their spawnrate can be adjusted by the game host in general settings.
Volcanic ash can clog up air intakes, be careful when navigating them in vehicles.
We are expecting to make some balance changes on spawnrates, strength and other factors of natural disasters based on player feedback, the disasters may be very ferocious on launch day so keep a keen eye on the horizon!
The Natural Disasters Major Update is almost here! We will be hosting a launch party stream at 16:00 on Thursday February 3rd, which is 1 hour before the launch of this new major update. We will be chatting with players and answering your questions, playing and discussing the new update! Please join us for this live stream and the big launch!
The Natural Disasters Major Update includes new volcanic eruptions, tornados, meteor strikes, whirlpools, rogue waves, radial tsunamis, and new mission content. See the previous announcement for full details on the new main features!
In the live stream, we will be discussing more in detail, as well as some of the other features, improvements and fixes that have not yet been announced in full. We have finally got that new microphone that we have been promising so audio quality should be much improved.
We look forward to talking to you at the launch party live stream!
In this weeks minor update, we are introducing dock bollards with integrated rope connectors to Stormworks! These new rope connectors are found all over the world of Stormworks at docks and other mooring locations to easily and conveniently tie up your vessels.
This feature has been frequently requested for a very long time, with some players even having a go at making their own mods and add-ons! We decided it was time this was officially part of the game so introduce this as an official add-on that is enabled by default. All new games will start with these rope connectors in the world. However, if you wish to disable this, you can do so easily by unchecking the add-on when starting your game.
Use the first person rope items to connect dock bollards to rope connectors on your own vehicles to secure them in place.
As always, this new feature isn't the only thing in this update, so see the changelog below for all the fixes and features that are packaged in this release. We are continuing to include the issue numbers in the patch notes where we can, to make it clear which specific issues have been addressed.
After the huge response players have given to the upcoming natural disasters major update, we are more excited than ever for the big release on Feb 3rd! We are working hard on the last few issues and tasks, to get this update ready to go live.
We will be back next week to announce more, so check in then for extra details about the launch!
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.21
Feature - Default Dock Bollards Addon
This Addon will be enabled by default when starting a new save.
Fix - #756 Fix macos audio issues with sounds not playing Fix - #207 prevent no sleep vehicles from unloading Fix - #4022 onPlayerUnsit now returns peer_id as expected instead of object_id Fix - #4145 fixed missing faces on barrels for heavy autocannon Fix - #3835 compass ball additive layer rendering Fix - #3735 floating trees fixed on multiplayer base Fix - #4454 auto cannon ammo drum fixed mirroring Fix - #4446 resolve fluid slots even when off Fix - #4313 clear network requests when disconnecting from a server Fix - #4298 hosts now send map update lua events when closing the map Fix - #4023 onPlayerUnsit() and onCharacterUnsit() now trigger on ladders Fix - #3029 allow crouch animation to override jump animation to keep camera aligned with physics hitbox during crouch jump Fix - #4453 fixed gaps in the air ram model Fix - #4311 hole in oil refinery fixed
Players have asked for hurricanes, volcanoes, meteor strikes, whirlpools, improved tsunamis and rogue waves, so that is what we have been developing! These events are spawnable via the creative menu, as well as occurring naturally within the world, and impacting the missions system.
Volcanoes
Volcanic eruptions can occur at specific locations within the world of Stormworks. We looked carefully at the different types of real eruptions because we want to create convincing and authentic volcanic events. Volcano eruptions are divided into several stages, from smoking and increased activity, to explosive eruption, pyroclastic flow, debris, ash pollution, and more. Volcanic eruptions are terrifying and deadly.
Hurricanes
High winds can now result in twisters. These powerful wind events involve a vortex of rotating wind energy to descend from the sky, meeting a water spout or debris cloud at ground level. Wind dramatically accelerates near the hurricane, and is powerful enough to lift vehicles that get too close. The power is awesome, with the first signs that a twister may form being clouds forming a spiralling vortex in the sky.
Meteors
Meteor strikes can occasionally occur, where fields of rocks of varying size may begin falling from the sky at high velocity. Impacts can cause explosions, and if a particularly large meteor hits the ocean, the energy release can result in a new kind of radial tsunami.
Whirlpools
Huge vortices can form in the ocean, where adjacent currents can feed energy into a rotating body of water. In Stormworks, these whirlpools are kilometres across, where huge ships can easily be swallowed by the eye of the whirlpool. These swirling bodies of water create strong currents in a spiralling direction towards the center, pulling down deep below the surface.
With these new natural disasters, there also comes a host of other features such as API support, new missions, and more.
We can't wait to share this new update in just a few weeks! As always we look forward to your feedback on this news. Between now and release, we will continue finishing this update, as well as working on new minor updates, fixes and improvements.
To start the year off, we are releasing a bug-fix focused minor update! This update includes many fixes and improvements that have been requested by the community.
As always, we thank the many players who have given clear and detailed feedback and reports on the issue tracker - this makes it much easier for us to add the changes that you are asking for - so thank you. This week we have tried including the issue numbers in the changelog to help explain what has changed and why it has changed.
We are planning to announce the release date and more details of the next major update next week! The next major update is really exciting so this is a big event for us. See you next week for more info!
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.19
Fix - #986 CTD when vehicle is removed while player is viewing a tooltip from it Fix - #565 Microcontroller component states not saving Fix - #3117 Restored missing Donkk Island Ruins Fix - #1668 Microcontroller mass and centre of mass now scale with size Fix - #3792 resetVehicleState offsetting loaded vehicles by their voxel offset Fix - #3709 despawnVehicle deferred event not triggering onVehicleDespawn Fix - #3708 discard on despawned objects are now handled immediately (deferring this caused them to persist after a save/load) Fix - #3732 Weapon components pulling from blocked junction surfaces Fix - #4296 Added getStartTile alias for getStartIsland to be consistent with documentation Fix - Fluid port/intake components not using compartment sampling position
Rework - Air Scoop Intake now has a reserved voxel consistent with other intake components Balance - Reduced radio voice chat static noise
This week we are adding new weapon barrel components, including fume extractors and muzzle brakes.
If you have the Search and Destroy Weapons DLC, these barrels work in the same way the existing barrels do, extending the barrel of the weapons. Some of the muzzle brakes scoop explosive material to push in the opposite direction, reducing overall weapon kick. The kick-back of some weapons has been increased in kind.
And if you don't have the Weapons DLC, these parts will still show up in the game and can be used as cosmetic items.
This feature has been a popular request among players, with many requests on the issue tracker, and some even before the Weapons DLC was released! Thanks to all the players who took the time to suggest these new parts.
We look forward to hearing what you think about the new parts! We will be back in the new year with more updates and have a really exciting 2022 full of updates planned out.
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.18
Feature - new barrels and muzzle components for some of the existing cannons.
We are still in the office for a few days yet but will be closing down for a week and a half to take a break over the winter holiday.
We have already been preparing a minor update, so expect a small update with some new components over the holiday! This means our minor update release schedule continues uninterrupted, and we are already testing and working on more fixes and improvements for a planned bug fix release at the start of next year.
We are also working hard on the next major update - natural disasters! We have made some great progress and look forward to making a big announcement in the new year. More details will follow in that announcement, but we will say - we think you will like the natural disasters!
We have also been working on our plans to support Stormworks through 2022 - with at least 3 major updates, as well as minor updates or bug fix updates every 2 weeks - the same release pattern as this year. Even after over 4 years of live development, there are so many awesome things we can add to the game, and we have been getting excited in the office about all the stuff we can do next year.
This week we add a bit of fun with Christmas and holiday celebrations here in Stormworks!
We have added a series of new seasonal outfits to the Stormworks wardrobe! From elf outfits to reindeer knitted jumpers and Christmas pudding hats! There are a wide range of new clothes to check out when starting a game or visiting the in-game wardrobe.
The seasonal winter holiday event also begins and includes the usual snow, white tipped trees, and decorations across the various islands.
As always, this minor update includes many bug fixes and improvements. See the full list below for details. While we have said this before, we cannot emphasize it enough - thank you to all the players who have submitted clear issue reports via the official issue tracker! It is a huge help and allows us to fix issues with the game much more quickly.
We look forward to hearing your thoughts and feedback on this new update!
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.16
Feature - Seasonal Outfits
Fix - setVehiclePosSafe vehicle performing a bounds check against itself (boats in the sky) Fix - #3429 Contains ammo logic node being outside the voxel bounds for belt connectors Fix - #3134 Compass ball East and West swapped when upside down Fix - #3052 Crankshaft 3x1 using the wrong mesh for its connections Fix - #3053 Windows not see through on creative island / north harbour Fix - #3282 Hole in creative island floor mesh Fix - #2478 Resolved empty ammo box rendering for model export and added export rendering for belts Fix - #3060 Increased tree physics cylinder radius Fix - #3208 Added invulnerable slider to addon vehicles, updated several default vehicles to be invulnerable Fix - #3135 Color picking a blank additive pixel no longer applies this colour Fix - #3030 Removed extra voxels from bertha connector belt Fix - #3217 Fix static vehicles not updating/initializing their internal transforms (teleporting not working) Fix - #3510 Fix setVehicleWeapon description Fix - Flare lights sometimes delaying activation Fix - #3148 Mainland and arctic airstrip broken physics Fix - #3501 Crash caused by rendering removed addon zones with a parent Fix - #3235 Fix script error 211 for unnamed cargo on old saves Fix - #3627 medium/large/huge missile fin component surface area values (new fin parts not applying enough force) Fix - #3002 Optimized physics flooder inside certain shapes (extreme vehicle load time leading to hang) Fix - #3554 Fix missing contains ammo node on autocannon belt (corner) Fix - Tank track render lerping Fix - #3668 Saving an addon with no name overwriting the addons directory (now defaults to unnamed_addon) Fix - #3298 DLC weapons script size data parsing (wrong hp values and explosion sizes) Fix - showOnMap not affecting local vehicles
Rework - #3549 Normal beds now heal slowly but cannot resuscitate like medical beds do Balance - #3298 Increased default health and scaling for dlc weapons large and medium size enemy vehicles Balance - #2842 Reduced dlc weapons explosion size for small and medium size enemy vehicles Balance - Increased oxygen tank size for scuba and diving outfits Rework - Flare objects now have near-neutral buoyancy Rework - Removed Bugsplat error reporting
Lua: Added onPlayerUnsit and onCharacterUnsit Added setVehicleInvulnerable Updated outdated playlist keyword to addon in default scripts
In this upcoming announcement, we discuss the minor updates scheduled for release over the remainder of the year!
We are closing our office for 2 weeks at the end of the year for the Christmas break, but we are planning one minor update next week, and another one during the break while we are on break.
The in-game Christmas event begins next week and we have a Holiday season themed update planned which is largely cosmetic in nature. It will just be a bit of fun and we won't say anymore so not to ruin any surprise!
We are also planning to release a small number of new components over the winter break. These will just be simple parts but a much requested addition to the game. They will be weapons themed parts and so will be cosmetic for non-weapons players.
With regard to the 2021 roadmap, there is just one update outstanding - the Natural Disasters Major Update. This update is deep in development (and looking awesome!) but we are pushing it back to Q1 2022 to give us more time to make it as good as possible.
We look forward to getting stuck into a 2022 roadmap in the new year and sharing our plans in the new year! 2021 has been the biggest year yet for Stormworks and we expect 2022 to be even bigger. We remain committed to improving quality and delivering exciting updates!