The next Stormworks major update is almost here! (Release date: 2nd June 2022) The new major update includes a new "ring of fire" biome with a series of fault-line volcanoes, underwater tunnels and trenches, new missions, and new sonar components! Here is some more info on what to expect:
New Sonar!
With the major update, we will add new sonar components. These new sonar parts are much more true to life, as they can listen in passive mode, as well as operate in active mode.
In passive mode, the new sonar parts detect noise producing components such as propellers, engines, etc. Sonar continuously listens in all directions at once, and this info is output to a composite channel in a similar way to radar.
In active mode, sonar emits a "ping" on command. This ping travels through water at 1480m/s and reflects off vehicles, returning their contact with a delay relative to their distance. Pings are considered noise producing, and are visible to passive radar.
New Missions!
The new missions include a variety of new types. Ocean floor rescue missions involve rescuing divers or submariners from below the surface, in a similar structure to the existing rescue missions. The depths of these missions is usually known and the player may need specialist rescue equipment. Occasionally these missions can occur where cave divers require rescue. These missions are probably the most dangerous as the underwater tunnel network is vast and it is easy to get lost.
Salvage missions involve recovering anchors, live munitions, or wrecked ships from the sea floor, and transporting them to their destination. These missions are more passive, with much longer timers as they are not emergencies and much less urgent. This allows more time to prepare, time to wait for the best weather, and perhaps even complete these missions in stages or in groups for maximum efficiency.
Repair missions introduce a new objective type where vehicles may need repairing with a repair torch. Some of these vehicles are on the surface, while others may be on the sea floor.
We are really excited to release this major update in just a few days on 2nd June 2022! Thank you to all the players who have given us feedback and support to make this update possible.
This weeks update is dedicated to bug fixes and improvements, as we prepare for the big major update in just 2 weeks!
There is a huge list of fixes and improvements, with the full change log below. Once major change is that we have completely replaced the audio code, to fix a range of audio issues, including those on Mac. The new audio code is based on our new audio library that we developed for use in Carrier Command 2. This was a lot of work but was an important change as it fixed some wide ranging issues.
In our ongoing mission to improve multiplayer, we have also greatly reduced freezing when a vehicle loads in. This freeze was caused by the vehicle data being sent in order to load the vehicle on clients. This is now done in the background, with only a small amount of compressed info being time-critical for the final stage of spawning the vehicle. This freezing was causing players to experience a few seconds of lag immediately after a vehicle loaded in which made vehicles unresponsive for a few seconds. This delay is greatly reduced and responsiveness greatly improved.
Thanks to everyone who has reported issues using the official issue tracker. The issue numbers are included in the change notes below for extra detail.
With just 2 weeks to go, we are adding the final touches to the upcoming underwater major update! We will release more info next week about a new component included in the major update, changes to the ocean, and the new missions! We are really excited for this update and can't wait to share more in this new release!
We recommend preparing with submarines, remote operated submersibles, and diving equipment!
Much love <3,
The Stormworks Developers
Patch Notes
v1.4.19
In this update we have reworked the sound library that underlies all of Stormworks' audio effects, these changes should result in a much more stable experience especially for MacOS players.
Fix - #756 Sound library rework Fix - #2765 Sliding Connector not connecting in certain circumstances Fix - #2852 Train wheels now activate when applying torque Fix - #1899 Water falling effect render issues around turret ring Fix - #6636 Vehicle overwrite save file warning was case insensitive Fix - #7154 Time and weather overrides not saving correctly Fix - #6995 Prefab rocket launchers mirror incorrectly Fix - #7388 Npcs not taking vehicle fire damage Fix - #7473 Terrain issues near Mount Goldblum Fix - #7524 Clouds / Lightning not generating correctly Fix - #7555 Fixed mesh issues with monitors Fix - #7558 Audio settings not updating Fix - #7615 Laser point stops showing when moving 170m away Fix - #7673 Updated small warhead meshes to match with SRBs and radar Fix - #7690 Several minor component graphical defects Fix - #7692 SRB nozzles using wrong force direction when flipped Fix - #7705 Corrected cannon belt mass values Fix - #7854 Voice chat range issues Fix - #7868 Propellers repair
The next major update is almost here - and it will be the new Underwater Biome Major Update!
The new underwater biome includes over 40 square kilometres of underwater landscape, a volcanic ring of fire with several active volcanoes, underwater trenches, ruins, wrecks, and a vast network of underwater tunnels!
The new biome has many new named locations, in honour of the great community members and vehicle creators in the Stormworks community. These players have been selected because of their dedicated and selfless help given to other community members, or because of their incredible workshop creations that have risen to popularity on the workshop by community choice. We look forward to honouring these players in this major update.
There are also new missions including ocean floor submarine emergencies, ship salvage, sea floor cable maintenance, and more! Many of these new missions are ideal for spawning in the underwater biome, but can also appear all over the world of Stormworks.
We are adding a new glowstick first person item which can be used in a similar way to flares except is much less bright, has a much longer lifetime, and greatly assists location and path marking underwater.
The much-requested Kraken button will also arrive with this major update, allowing players to summon the kraken from the custom menu.
We can't wait to share this new major update on the 2nd June at 4pm UTC! Join us then for the big launch. And until then, be sure to check back here next week for an exciting minor update!
In this weeks minor update, we bring new train bridges to make it easier to get taller ships past the trainlines!
The trainline has long been a difficult obstacle for large ship creators, and a solution to this issue has been a frequent request from players.
With these new bridges, there are frequent passing places for tall ships to be able to cross the boundaries. We are also including AI pathing data for these new tiles, so that AI ships can better navigate across the trainline.
This update is also a huge bug fix update, with at least 40 new fixes! As previously discussed, we have been putting more focus into bug fix updates recently, with huge progress on the backlog of issues, and few new issues being introduced.
Please see the changelog below for full details of these new fixes and improvements!
EDIT: Here is the developers Q&A video as promised!
Rework - Client movement now always uses client camera direction instead of server authored direction Fix - #3873 Suspension rendering when flipped Fix - #3904 Jet Exhaust rendering when flipped Fix - #1840 Pick-block raycast not accounting for sub-mesh offsets Fix - #4570 SRB fin mirroring issues Fix - #6426 #6877 Hotkeys still activating when typing in a text field Fix - #6558 Removed ability to place C4 on characters Fix - #6295 Improved voice listener position data when transmitting audio Fix - #7218 Assorted typos Fix - #7113 Can't spawn mission editor test on Mac Fix - #7100 Vehicle editor allowing multi-body components to go beyond bounds Fix - #7099 Cleaned up old Bugsplat files Fix - #7077 #7256 Reworked ?reload_scripts so that it now correctly reloads workshop addons. Removed unused addon data from scene.xml. Fix - #7074 Documented server.dlcWeapons() Fix - #7056 Fixed empty inventory names Fix - #7054 Heli rotor blades wrongly detected by lasers when folded Fix - #6967 Respawn button not getting un-focused with controller Fix - #6895 No underwater effect with window when shooting underwater Fix - #6884 Updated description for onButtonPress callback to be clearer about its function Fix - #6826 Different cameras in sealed container behave incorrectly while submerged Fix - #4951 Wind direction not updating correctly Fix - #2898 Robotic hinge rendering in select mode Fix - #2467 Unconscious characters imparting force when loading a save Fix - #2142 Coal does not get refunded when despawning a Vehicle Fix - #2126 Ammo Belts not refunding when editing a vehicle Fix - #2003 Inverting radars causes them to detect behind the radar/inverted detection Fix - #132 Tanks with both ports connected pressure issues Rework - Adjusted underwater welding brightness Fix - #7250 #7270 #7431 Improved safeguards against logic thread freezing Fix - #7253 Weapons can now fire underwater Fix - #7360 Fix crouch speed horizontal movement being affected by look direction Fix - #7372 Fix setVehiclePosSafe using sub-grids in bounds calculations Fix - #7379 Fix component inventory sometimes rendering incorrectly Fix - #7485 Robotic door hinge tooltip Fix - Crash caused by invalid logic slot data Fix - Lua vehicle spawning failing occasionally when the spawn point is very far from any islands Fix - #7625 Updated propeller sounds Fix - #7532 Added buoyancy surfaces to rotor/prop hubs Fix - #7576 Removed animation from component inventory Fix - Ai boats no longer initialize with a path that leads them straight ahead (into islands) Rework - Reduced max particle buffer size to save memory Fix - Updated dedicated server default playlists to include all playlists Fix - Weather overrides now parse correctly
Addon Lua Changes:
Added { = {x = world_x, z = world_z} } = server.pathfind(matrix_start, matrix_end, required_tags, avoided_tags) Passing "ocean_path" as a required tag will produce the same behavior as server.pathfindOcean.
Default Ai addons now navigate different paths based on their size. Large ships can no longer path through the sawyer river or under standard train bridge tiles.
Waypoint offsets are now randomized within the game code and can be adjusted by providing a "precision=X" tag which will confine the randomness within X metres of the node. As an example we have included this tag on all bridge waypoints in the default_paths playlist.
This week we invite you to submit your questions for an upcoming developer Questions & Answers video! In these videos, we answer questions submitted by players, chat about Stormworks, and just get into that bit more detail than we usually can. We really enjoy these videos and it is great to talk to players about their thoughts and ideas.
Submit your questions here within a few days of this announcement (Thank you for all the submitted questions!) and we will answer as many as we can in the upcoming video!
The results have been coming back from the new crash reporter, and we are pleased that last weeks update reduced crashes by 60%. We have more crash fixes in next weeks minor update and expect to continue making progress through any remaining crash issues.
The next minor update is due out next week and includes many new fixes, as well as a new content feature. We are just finishing testing this update and there is a lot of quality improvements included so it should be another big changelog, like last week.
We are also finishing off the next major update, and are almost ready to plan a release date! No promises, but the release date and other info may follow in the next announcement in 2 weeks.
We look forward seeing what questions you have, and are really excited about sharing the next few updates!
This week we release minor update 1.4.17, including new outfit items, as well as many bug fixes and improvements.
This update is dedicated as a tribute to all of the Youtube content creators who are part of the Stormworks community. These content creators have a genuine passion, they are highly skilled communicators, editors, story makers, and are just lovely people with a positive energy that we admire. Building a Youtube channel is very difficult. It takes huge commitment, energy and skill. Building a brand and a business up from nothing is a great achievement that few have achieved.
I am not sure if we have spoken about Youtubers before, but Stormworks owes a great amount of it's success to the many content creators who have covered, supported, and promoted the game over the years. Almost all games that release on Steam don't reach enough players and fail. A lot of people would say that Stormworks has been lucky, but it wasn't luck. It was Youtubers, and players who gave their time up to help others, the incredible player created workshop items, and all the players who share our love of design and engineering.
In appreciation, we have added new branded shirts and hoodies to the Stormworks wardrobe in honour of Camodo, Spycakes, Beautiful OB, MrNJersey, Raptor, Frantic, ND, GQ, LynxHighland and RubberDuck. This isn't every great Youtuber, but we have added outfits for the top 10 youtubers by most viewed videos from the last year or so. Please consider checking out their channels.
And there is more in this update! Check out the extra wardrobe items and huge list of bug fixes and improvements in the patch notes below.
The new crash reporter that we added last week is working well and this update also includes some crash fixes so crashes should be dramatically reduced. We continue to monitor quality and will continue to add more fixes.
We have also added a new "auto" physics setting for the physics quality. The game will automatically step the setting up and down based on the physics simulation speed. If you do experience physics issues, you can always set this setting back to "high".
We hear the players who may be pointing out what their ideal next minor update is, and perhaps not all players watch as much Youtube as we do! But please do take a moment to consider how all players benefit from the content creators, vehicle builders, teaching players, and the community that has supported the constant free updates for the last 4 years.
We hope you found this weeks update interesting, and enjoy the new content and fixes! We look forward to your feedback :-)
Much love <3,
The Stormworks Developers
Patch Notes
v1.4.17
Feature - New casual outfits and youtuber outfits Feature - Auto physics quality (Steps up and down based on fps)
Fix - Frequent crash caused by destroying physics objects Fix - #2196 Characters do not clear ragdoll on revive Fix - #2190 Characters get of beds on death for clients Fix - #1860 Player can return mission objects set as 'show on map' to workbench, but get sent to 0,0 Fix - #1427 Coal duplication glitch Fix - #567 #6913 Monitor block rendering flickers when it moves Fix - #4924 Whale animation issue Fix - Static vehicle behavior inconsistencies with electric Fix - #5113 Door tooltip at hospital island Fix - #5330 Wave patch issue for sealed volumes in whirlpools Fix - Light and billboard light distance rendering re-balance Fix - #6455 Ocean draws over elements like HUD or light halo Fix - #5611 Vehicles Fall Through the Ground in Low Physics Fix - #6305 Crankshaft Converters do not output RPS value Fix - #6367 Fish spawning upright at save load Fix - #6377 Radio RX composite descriptions are switched Fix - Ladder climbing now respects the inverted movement setting Fix - Fixed fog/water attenuation for light sources Fix - Fixed volume lights using atmospheric fog values when underwater Fix - #6712 Swimming direction inverted on controllers Fix - #6718 Increased catalytic converter conversion speed Fix - #6701 Updated property slider description in micro-controllers Fix - #7185 #6761 All controllers are now activated on any controller button press Fix - #6802 Added several missing localizations Fix - #4968 Removed dynamic icebergs Fix - #6808 Missing face on battle-cannon Fix - #7165 Vehicle spawned by script does not have a peer_id of -1 Fix - #7415 being unable to heal survivors while in seats and stuff Fix - #7469 Guns don't deal damage to other players Fix - Main menu settings not saving correctly
This week development has pressed forward, with big progress being made on the 2 next minor updates, the next major update, and the new crash reporting system.
The next 2 minor updates have long lists of bug fixes and we are making good progress on fixes and improvements. We use the issue tracker to get info from players on where the quality issues are, and this gives us clear metrics on how many identified issues there are. This data shows we are steadily reducing the total number of bugs, and our new quality control processes are introducing relatively few new issues.
Next weeks minor update will also include a new cosmetic feature, and we will announce more next week as we release it!
Recently we have seen a surge in reports of crash to desktop, which is of major concern to us, particularly with our recent push to resolve issues and implement bug fixes. We have been unable to reproduce this new crash, with the game playing very stable in the office. Steam crash reporting only works with 32bit software, and most players play the 64bit version of Stormworks. We had tried using Bugsplat (a 3rd party crash reporter) but that also didn't work well for us. So, we have implemented our own and put it live yesterday. The new crash reporter is very similar to the built in Steam one, except it also capture data when 64bit applications crash.
Immediately we can see that the crashes are probably just a single issue related to physics objects being despawned, and we are already investigating how to fix. Moving forward, the new crash reporting system will help us monitor the stability of Stormworks, and quickly recognise any quality issues, as well as clearly see exactly which update introduced new crash issues.
We will return next week with the next minor update!
Today we release the multiplayer bandwidth and vehicle desync update!
Bandwith and Sync Improvements
Players have told us the multiplayer experience needs to be improved, and we have been hard at work for a long time. We have made 3 major changes - we have reduced the overhead of our network protocol, vehicles now use a new technique to replicate, and we have created a proprietary compression algorithm that works specifically for Stormworks vehicle data.
This means that bandwidth usage has reduced by 60% to 80%, and the issue where vehicles would sometimes appear delayed is resolved.
This isn't the first multiplayer update we have released, and multiplayer has been a long-standing challenge for us. In Stormworks, vehicles can often have hundreds of individually moving physics bodies, as well as hundreds of complex logical components, all of which have lots of data that needs to be replicated between server and client. Stormworks is probably the most complex vehicle builder game, with the smallest block size, and the most data to sync up. This is simply a problem that other games have not had to solve and so requires a lot of engineering.
This new update solves a lot of these issues, and the new bandwidth reduction and netcode dramatically improves the multiplayer experience for a lot of players.
What About Slow Down / Slow Motion?
Some players experience slow-motion. This is caused by playing on a server with too much stuff spawned in, or the computer being below min-spec. When too many physics objects are spawned in and interacting with each other, the game will slow down. This is true for all physics sandbox games.
If you check the comments, I am sure you will find a few multi-threading and optimization arm chair experts who think the game just needs to run faster. However, the reality is that the physics calculations are complex, we have already optimized a lot, and there are no shortcuts if you want the detailed physics, robotics, ocean physics, and other mechanic that Stormworks has. It is the nature and the core of Stormworks to be a detailed physics sim.
So, if we can't magically make the same game run faster, what are the solutions? We are putting a lot of thought into this and welcome players to let us know your thoughts and ideas!
This isn't the only change and we have been also working hard clearing out the bug backlog. Please see below for the full list of fixes and improvements.
We hope this new update improves your multiplayer experience and we look forward to seeing you in-game!
Fix - #6770 #6862 Two sided buttons now use the correct color zones and are paintable on both sides Fix - #6765 Door color changes after saving and reloading vehicle Fix - #6777 Window inverse pyramid 2x2x2 mesh offset Fix - #6764 Instrument panel bar and radial indicators are now unpaintable Fix - #6757 Door frame edge and corner component coloring not working
Fix - #6465 #7029 Gamepad sensitivity issues on varied framerates Fix - Controller Axis settings getting reset Fix - Small inputs on controllers when leaving the dead-zone not registering correctly
Fix - #369 Menu Audio Glitching Fix - #106 Clients moving while in workbench Fix - #1365 Rotor blades don't snap off Fix - #3920 Small Engine sound inaudibly quiet Fix - #2797 Mirrored barrel extensions for rotary canon rotate incorrectly Fix - #2762 Editor tooltip sometimes get stuck Fix - #4885 Wind sounds when submerged Fix - #5140 #6673 #7044 Environment sounds no longer play in editor Fix - #5098 Laser beacon not rendering glass/additive mesh Fix - #5527 Character deforming when emoting in photo mode Fix - Tornado wind affecting enclosed compartments Fix - #5235 Meteors show in editor Fix - #5699 Autocannon belt naming inconsistencies Fix - #5862 Visual glitches on HUDs Fix - #6082 Fuel stations pumping slowly (Updated default gantry plumbing) Fix - #6100 Very tall tornadoes Fix - #6199 Engine temperatures below absolute 0 Fix - #6210 3x3 and 5x5 Fluid Heat Radiator (electric) missing faces Fix - #6211 Cost calculation is not reduced when in mirror mode and parts are deleted Fix - Kraken sometimes refusing to let a ship go Fix - Host not waiting for tiles to simulate correctly (falling through map on teleport) Fix - #6354 Tank wheel mesh issue Fix - #6571 Weather and Time of day overriding when a player joins a server
Rework - Updated default path nodes to match the new iceberg tiles
Addon Lua: Fix - setGameSetting can now correctly set weather_override Fix - #6150 onVehicleDespawn happens twice
This week is announcement week, as we alternate between game updates and announcements every Friday!
This week, we will discuss the upcoming updates and general plans we are making at the moment.
We already have the next 2 minor updates underway, with many improvements already complete and being reviewed. At the moment, we are regularly testing multiplayer as we want to make improvements to this area of the game. We are making progress, but this is still being worked on. Players can expect some improvement although we are not sure how much will be in the next minor update. Players can know this is being worked on and some progress is being made.
Otherwise, we have a long list of bug fixes and minor improvements that have been requested on the issue tracker. We are working our way through these, and we are making good progress. The new quality processes we now use have dramatically improved the quality of releases, with much fewer new issues, and we are fixing things at a good rate. Our goal is to reduce the total issues and get through the back-log of issues that has built up as a priority.
That said, we are still dedicating some resource to feature updates and major updates! We have loads of minor updates planned for the rest of the year and we are working on the next major update which should release at some point this summer. Our support plan for Stormworks continues to run indefinitely, and we are already discussing update ideas for the rest of this year and into 2023.
While we are committed to supporting Stormworks into the future, we are also thinking about other projects. The engine powering Stormworks is our own in-house engine and is now 6 years old, so we are discussing how we want to do things differently in the future and looking at creating a new engine that could power our next generation of game. This is still in the game-engine design stage and a new game is still a long way off.
Be sure to come back next Friday or a new minor update release!
And do let us know if this style of announcement is useful! We want to keep players in touch with the studio's plans, but with our personal style, we prefer to "do" rather than "talk", and we prefer not to give too much detail on anything until it is complete and working, so that we don't disappoint.
This week we add support for painting components on multiple sides! This has been a consistent problem for creators, particularly for things like 2 sided buttons and some windows, where you may want to set the paint color to be different on the inside compared to the outside.
Many components now have different paintable zones where needed, so you can change the color of different parts of the component as you wish.
We have also been hard at work fixing issues and making various improvements. The full list of patch notes is below. The issue numbers are included so those who want to cross-reference with the issue tracker may do so if they wish.
We are continuing work on the next minor update (due in 2 weeks), as well as the next major update. We will announce more on this when we have more info to share!
Thanks for all the players who have been asking for multi-sided painting, it has been a very long requested feature and we are pleased to have brought it to the game.
Rework - #2878 Ammo drums now lose their ammo when exploding Rework - #502 The chat window no longer shows up over other UI Rework - #5514 Fish no longer spawn under island meshes Rework - #5257 The tutorial will now end when moving away from the starter island Rework - Disabling vehicle damage now also disables engine overheat effects Rework - Passworded servers have been pushed to the bottom of the server list Rework - Servers now sort by network quality Fix - #3472 Clients not taking damage from explosions Fix - Fixed some code causing weather desync (#4881 #5245 #6138 #6204 #6251) Fix - #4880 Wind override slider inverting its value Fix - #4795 Gap in rail-line near O'neill base Fix - #5480 Disaster Sirens now take into account tsunami travel distance Fix - #3087 Lowered some dock mission zones for boats with origins below the waterline Fix - #5818 Players lose their hair when in the seat Fix - Buoyancy surfaces added to the air and liquid exchanger components Fix - UI focus not clearing in certain situations Fix - #6495 #6471 Fix Kraken data for saving/multiplayer Fix - Ping always displaying as 0ms in multiplayer
New packet loss network graph has been added to the F1 menu
Addon Lua: Feature - #5307 Added setWeather lua function Rework - #715 onButtonPress() now returns the type of interaction (press/release) Fix - #4588 parented server.spawnFire only spawning at vehicle center