It is update week! This week we are adding seasonal skins for many of the animals including dogs and farm animals!
This new feature is entirely cosmetic and just a bit of fun, to make players smile for the winter holiday. It is time limited and is only active during the winter holiday in-game event (which is controlled by the date setting on your computer).
Fixes and Improvements
Of course, most of the content in this update is fixes and improvements! Please see the patch notes below for full details.
Steam Sale
Stormworks is in the Steam Winter Sale! Discounts are active during the whole Steam Sale until January 5th.
We hope you enjoy the new update, have a great holiday, and we will catch you in the new year for more updates!
Much love <3,
The Stormworks Developers
Patch Notes
v1.6.10
Changes that include a #NUMBER relate to fixes or features submitted by the Stormworks community via geometa.co.uk/support/stormworks which can be accessed via the 'Report Bug/Request Feature' button in-game.
Posting a submission to this tracker ensures we review your suggestion/report since we may not see reports submitted via other channels.
Feature - #12768 Seasonal skins for animals
Rework - #14617 Lock derailing behind vehicle damage setting Fix - Lua scripts memory leak crash Fix - Ocean thread memory leak Fix - Beginner Island missing seasonal assets Fix - Added default storage zone to meier outpost garage Fix - #14925 Fix typo in kahrstrom gas station Fix - #15024 Only tick world raycasting vehicle components if scene is ticking Fix - #15015 Fix building fires not failing to spawn if their tile is not in range and the player is near world origin Fix - #15503 Removed rps nodes from small and mid steam train wheels Fix - #15764 Unopenable door, and Invisible door hitbox in Aljon Hospital Fix - #15791 Arctic train signals missing Fix - #14620 Reserved voxels on x3 train wheels Fix - #14673 Fixed missing physics voxels on large train wheels Fix - #14623 #15228 #14897 #15063 Fixed small train wheels force resolution issues Fix - #14662 Derailed train wheels damping Rework - #14953 Removed dysfunctional vehicle editor resource usage hints Fix - #15226 Fix negative uranium fuel levels Balance - #15226 Reverted balance change to rod consumption rate (now 100x longer) Fix - #15000 Reload scripts now reloads from the autosave directory Fix - Mesh height on large steam drive piston Fix - #15414 Check NPC damage setting before applying injuries in default missions Fix - #15598 Train Bridges Causing Random Explosions on Trains Fix - #15833 Trainline issue near Serpentine Trainyard Fix - Updated main menu tile render priority for arid and seasonal events
This week is announcement week, with the new Christmas minor update due out next week!
Christmas mode has already activated in Stormworks! During the holiday period, there is a time-activated winter wonderland mode where rain always appears as snow, trees are the snow type, and some locations have seasonal decorations.
Next week, this will be further enhanced by many of the animals joining the fun with their own decorations! These cosmetic changes are just a bit of fun, but next weeks update also includes lots of fixes and improvements which are worth checking out.
On 6th January, we are also planning a multiplayer optimization update which we expect to be a big improvement for a lot of players.
We are excited about sharing the next few minor updates, and are deep into work on the upcoming major updates!
We asked for player feedback on what is most desired for upcoming major updates a month or so back. Thanks to all the players who gave their feedback, this has been really useful and we have some great updates in the works.
It is minor update week! This week we are increasing the number of inventory slots for carrying first person items.
This is a long requested feature, from almost immediately after the release of first person items! Carrying more items has become increasingly important as we have added new items and increased their importance over the last year.
This update also includes loads of fixes and improvements! Please see the change notes below for full details, as it is these fixes that we have been spending most of our time on!
We will continue working through the mini roadmap that we recently announced! We have loads in progress and in testing and we look forward to sharing more updates.
We look forward to hearing your thoughts and feedback on this new update!
Much love <3,
The Stormworks Developers
Patch Notes
v1.6.9
Changes that include a #NUMBER relate to fixes or features submitted by the Stormworks community via geometa.co.uk/support/stormworks which can be accessed via the 'Report Bug/Request Feature' button in-game.
Posting a submission to this tracker ensures we review your suggestion/report since we may not see reports submitted via other channels.
Feature - #15692 Increased number of small equipment slots Feature - #15213 Weapons addon Arid base locations Feature - #14388 Particle effects graphics option
Fix - #14677 #14784 #14751 Added editor arrows to steam train drive pistons to help place them correctly Fix - #13910 Character editor skin tone issue Fix - #13948 Fix controller move axes not working for noclip mode Fix - #14313 Camera Set Origin Broken In Selection Grid Fix - Dogs picking up non-equipment items Fix - #12627 Moved overlapping train edit grid Fix - #14607 Prevent crash when changing to an invalid resolution from fullscreen Fix - #14730 Submarine island workbench physics mesh Fix - #14762 Add delay between dropping equipment / using equipment boxes to prevent equipment duplication Fix - #14843 Creatures not spawning blood effects when hit by rotors Fix - #14847 Arid train terminal road geometry Fix - #14852 Floating bridge geometry Fix - #14876 Light on bridge not moving Fix - #14880 Clipping through stairs on bridges Fix - #14894 FJ warner boat dock physics mesh issues Fix - #14907 Mineral funnel sound stuck after running out of material Fix - #14909 Fixed physics mesh for ladder in Olli switch yard Fix - #15249 Addon lua docs formatting Fix - #15014 Fix characters falling through floor after being released by a dragging animal Fix - #15017 Invisible train barrier at Serpentine Trainyard Fix - #15096 Thin physics at Beginner Base Fence Fix - #15208 Brainz Train Yard Doorway Collision Fix - #15272 North harbour lighting issues Fix - #15308 Fix crash when despawning creature being carried / carrying equipment via LUA Fix - #15313 Fixed overlapping terrain at kobold quarry Fix - #15372 Prevent rope connections from disconnecting when entering 3rd person mode in seats Fix - #15407 JSI dock teleport location Fix - #15462 Fixed some trainline terrain issues Fix - #15470 Not transparent windows Fix - #15500 #15501 Brainz terminal lights Fix - #15581 Road geometry issue
Addon Lua: Please take note that functions which interact with character inventories will need updating in accordance with new slots. SLOT_NUMBER | 1 = Large Equipment Slot, 2, 3, 4, 5, 6, 7, 8, 9 = Small Equipment Slot, 10 = Outfit Slot
Nvidia have been in touch with us to add Stormworks to Geforce NOW, and this has just launched in their December update!
You can now play Stormworks on the Geforce NOW cloud streaming service. Simply launch the Geforce NOW software and you should see Stormworks if you have your Steam library connected. The those who have lower spec PCs, but don't have Geforce NOW, I believe there is a free account type to try it out, with limited session lengths.
Players have been asking for Stormworks to be available on Geforce NOW for years, so we are very pleased to finally join the service. Contrary to what you might expect, we don't have direct contact or behind-the-scenes access to all the big hardware manufacturers, but credit to Nvidia to reaching out and getting in touch with a smaller business like ours.
As previously discussed, we are continuing work on minor and major updates, with the Inventory Slots Update due next week with many other fixes and improvements.
We hope this new launch on Geforce NOW is useful to some players, and we look forward to more updates over the coming weeks and months!
This week is minor update week, and we are introducing some new and reworked audio effects!
We have added new sounds for premade engines and modular engines. These sounds have different layers that blend with each other based on RPS. Similar to the old sounds, there are different sets of sounds for engines classified as "small", "medium", and "large". Commercially available sound samples for engines are surprisingly uncommon and it has been a challenge to rework these sounds, but we are very pleased with the result, and we hail an end to lawnmower engines!
New lightning and thunder sound effects give a more authentic sense to thunder storms, with different layers of sound used based on distance, and better effects overall.
Boat propellers also have new sounds, with new layer blending and different effects based on RPS. As with many Stormworks sound effects, the challenge here is decomposed sounds - the propeller component in Stormworks can only make the sound of the propeller interacting with the water. However, in the real world, propellers are always accompanied with the sound engines so these have also been a big challenge!
And there are more sound effects, including new sirens, buttons, and gearboxes!
As usual, these minor update features are accompanied with many fixes and improvements. Please check the notes below for full details!
We are already working on another audio minor update, as well as all the other updates discussed last week.
We look forward to hearing your feedback on the new sounds!
Much love <3,
The Stormworks Developers
Patch Notes
v1.6.8
Changes that include a #NUMBER relate to fixes or features submitted by the Stormworks community via geometa.co.uk/support/stormworks which can be accessed via the 'Report Bug/Request Feature' button in-game.
Posting a submission to this tracker ensures we review your suggestion/report since we may not see reports submitted via other channels.
Feature - New sound effects and audio updates Feature - Addon editor component copy and paste support
In this minor update we are including some of the planned audio changes we have been developing; Engines and modular engines have new sounds with improved blending. Gearboxes now have a sound when changing ratio to give feedback to the player. Lightning/Thunder now have a selection of sounds based on the range of the storm. Marine propellers have new sounds with improved blending. Key buttons and circuit breakers have new sound effects. Throttle levers now make a button sound when pressed. Added a many new sound effects to the buzzer block (Sirens / Horns / Klaxons / Bells)
Rework - #11569 Characters now only drop equipment on death instead of incapacitated Fix - #15693 Common creature physics crash Fix - #11619 Removed some unnecessary surfaces from windows that prevented raycasts Fix - #13348 Winch up and down editor warnings inverted Fix - Lights sometimes rendering a light flare with 0 power Fix - #13613 Updated function block to handle very small values Fix - End effector no longer interacts with manual components Fix - Improved vehicle editor loading time Fix - #3196 Increase text length for detailed tooltip nodes Fix - #14082 Army outfit mesh issues Fix - #14088 Pilot Seat (Hotas) incorrect control display Fix - Fixed animal interactions when incapacitated in beds Fix - #15075 Restored debug.log() behavior Fix - Creature sync inconsistencies Fix - Dogs fetching animation issue Rework - Removed minor healing from normal beds Rework - Static vehicles electric reworked, batteries on static vehicles have infinite charge, components on static vehicles no longer act as if they infinite electric
In this weeks announcement, we discuss specifics on our plans for upcoming minor updates. In this announcement we share our plans and intentions because it is useful for players to have some roadmap for what to expect. However, plans can change, and this information is a guide only. Nothing is certain until it is released!
All minor updates are minor! They will include mostly fixes and improvements, as these are what we spend most of our time on, but also include some small features which we will discuss below.
25th November:
Next week we are planning to release an audio update! We have multiple updates planned, and this is the first. This update will include engine, propeller, siren sound effects and some others.
9th December:
Expanded equipment inventory. We plan to increase the number of items that the player can carry. While only a minor change, this is a popular request and important to many players.
23rd December:
Christmas update! The usual Christmas event will return with decorations and snow, but with animals joining the fun! We plan to take a break over the holiday but are preparing this update ahead of time.
6th January:
Multiplayer optimization! Many players have told us that this is the top priority. We have been making progress on this regularly and several multiplayer improvements have happened in the patch notes that have not been the headline of the week and may have been noticed. On the 6th Jan, we plan to release a bigger improvement that we hope will prevent input delay and lag that many players have reported.
We look forward to sharing these updates along with all the fixes and improvements we are working on soon!
We also continue to work on major updates, and our goal is to release 3 major updates during 2023.
This week we are releasing a new desalinator component, along with the ususal fixes and improvements in this minor update.
Desalination is the process of removing salts and minerals from water. In sea water, the smallest molecules are the H2O water molecules, and marine desalinators work by pushing salt water through a very fine filter paper which only the smallest molecules can fit through.
This new Stormworks component converts sea water to fresh water.
This is just a small feature update, as we return our focus back to bug fixes and improvements. We have been very active in releasing new features recently (with the new Industrial Frontier, Zombies, etc). However, players have continued to help us identify issues that need fixing, and we have a great list of stuff that we can improve in the coming weeks and months. We plan to continue making steady progress working though any issues, as well as regularly adding minor features.
Progress here is going well and we have a lot of fixes and improvements in production, many of which will hopefully have a big impact for many players. While development continues at the same pace, we are now giving more time to testing so there is a longer lead-in time as we take care to make sure the updates are to a higher quality. These upcoming fixes are very important and we will go into more detail about our plans in a future announcement.
Please see the patch notes below for full details on all changes.
We look forward to your thoughts and feedback!
Much love <3,
The Stormworks Developers
Patch Notes
v1.6.6
Fix - Negative integer table indices are now supported when saving addon script data
v1.6.7
Changes that include a #NUMBER relate to fixes or features submitted by the Stormworks community via geometa.co.uk/support/stormworks which can be accessed via the 'Report Bug/Request Feature' button in-game.
Posting a submission to this tracker ensures we review your suggestion/report since we may not see reports submitted via other channels.
Feature - Desalinator (#6859 #8557 #8575) Feature - Addon editor creature support and localization (#14990)
Fix - Repaired various train-line issues (#14877 #14942 #14976 #15064 #15275 #15300 #15350) Fix - #15494 Custom tanks without a fluid spawner now correctly add their contents to workbench inventory on vehicle despawn Fix - #14461 Modular starter audio sfx crash/memory leak Fix - #11629 Sonar missile output failing when sampling multiple bodies Fix - Tutorial DLC disabling not working as intended when hosting MP games Fix - Improved some thread safety to avoid lockup situations Fix - #13075 Rotor end fold/unfold raycast Fix - #11572 Scuba outfit un-paintable Fix - #1335 Incorrect ui highlight when re-entering map Fix - #13462 Updated purchase dialogs to use property instead of island Fix - #13469 Missing localization strings for bindings menu Fix - #13591 E/Q camera controls in editor are inverted Fix - #13689 Hand cranks now consider damping Fix - #13731 SGK Outpost physics mesh issues Fix - #13732 Oil refinery stairs hitbox Fix - #14854 Nuclear plant mesh issues Fix - Campbell lighthouse light rotation speed Fix - several small terrain fixes for arid island Fix - #14823 Monkey Brain typo Fix - #14829 Sharpspoonful typo Balance - Improved rocket fin control surfaces underwater Balance - #13275 Rebalanced leak flow rate to compensate for leak spawning bugfix (reduced 3x)
Added a preset torpedo example Removed the default zombies addon
This week is upcoming announcement week, with content updates releasing last week, and also next week. Our schedule alternates every other week between game updates and upcoming announcements.
In this announcement, we discuss our plans for future updates! We are working on several minor updates, starting on some new future major update content, and looking for new ideas as we plan out development for 2023.
We are planning minor updates every 2 weeks (as usual), which will be mostly fixes and improvements, but also with some new components and features too.
These minor updates include some very frequently requested changes and improvements. The first of our audio updates will arrive before the end of the year, as well as other common requests.
However, these updates will be predominantly bug fixes and improvements, with each update having useful fixes for all players. These are well planned out and we are constantly reviewing the issue tracker and planning more work and tasks, and planning more updates.
We are also talking about major updates at the moment. No final decisions have been made yet for what the 2023 major updates will be, so now is a great time to let us know your thoughts, ideas, and requests. Drop your ideas in the comments, or if you want to go into more detail, make a feature request on the issue tracker! As always, we love to hear feedback from players, and this feedback is a big influence to the direction of the game, as has always been the case in the past! Almost all of the updates we make to the game are direct responses to requests from players.
Thank you to everyone who has already given feedback! It is appreciated. And also, thank you to everyone who has supported us by getting the game or the DLCs! Stormworks continues to be a great success on Steam. We really enjoy developing and supporting this game and its players, and we are delighted to be planning support into the future.
The Stormworks undead wander around aimlessly, until they hear or see the player. If they hear a sound or catch a glimpse, they may investigate and wander in your direction. If they get a better look of a player, they will break into a sprint and if they get close enough... attack! This behaviour is actually a general improvement to all predator creatures and it is now possible to avoid detection through remaining quiet and out of sight.
The dogs and farm animals are also celebrating the Halloween festival, and are wearing fancy dress!
The animals and creatures is a new system introduced in the Industrial Frontier DLC. The zombies use this system, and that is why the Industrial Frontier is required for zombies.
Zombies are very dangerous, and our survival style add-on also involves spawning loot, including guns. Because of this, our zombie add-on (the bit that spawns the zombies and loot) is only active when both DLCs are present.
And of course, Stormworks isn't actually a zombie game, so our Undead Survival add-on is only active during Halloween. However, our add-on can be modified and uploaded to the workshop if players wish, and we are sure that many creators will want to make their own zombie add-ons which could be active all year round.
This is a minor seasonal update, and just a bit of fun. We hear those players who have other priorities for the game, but this won't stop us releasing fun content for the players who want it!
While the headlines are above, this update also includes lots of important fixes and improvements that will be useful to everybody. Please see the notes below for full details.
We hope you enjoy this new update and look forward to your thoughts and feedback!
Much love <3,
The Stormworks Developers
Patch Notes
v1.6.3-5
Changes that include a #NUMBER relate to fixes or features submitted by the Stormworks community via geometa.co.uk/support/stormworks which can be accessed via the 'Report Bug/Request Feature' button in-game.
Posting a submission to this tracker ensures we review your suggestion/report since we may not see reports submitted via other channels.
Halloween Seasonal Event: Feature - Stormwoofs seasonal outfits Feature - Added several zombie creature types Feature - Aggressive creatures advanced AI Feature - Zombie Apocalypse Addon (#5689) Feature - Fluid tanks improved detailed tooltips Feature - Add Workbench for ground vehicles at North Meier Outpost (#14888)
In this spooky update along with various bugfixes we have some new additions to our regular seasonal Halloween period:
Stormwoofs will temporarily have fun Halloween themed outfits on, with each breed having their own unique costume. (Let us know your favorite!)
Zombie Apocalypse mode is a new Addon which will be enabled over the Halloween period for players with both 'Search and Destroy' and 'Industrial Frontier' DLCs enabled. We recommend disabling the dlc weapons ai script as minimum when playing with this addon and if players wish to turn off this addon they can disable it as usual in the addon selector on the new game menu.
The zombies addon has various settings to balance the mode to your own preference, so make sure to check them out in the addon settings when creating a new world. With Default settings Stormworks will be plagued with undead lurking across the sawyer and arid biomes, with new aggressive creature advanced AI that respond to sounds like player footsteps or gunshots. Players can go guns blazing or opt for stealth and avoid zombie vision cones as they search buildings for randomly generated loot, breaking line of sight will cause the zombies to lose interest after a while. Loot (and zombies) will respawn after ~5 mins of a tile being unloaded, and random loot is themed to the location (Hospitals more likely to drop medical supplies etc).
Some of the following fixes are updates to default addon content or terrain, which may not be updated/fixed on pre-existing saves.
Fix - #14827 Updated default resource storage vehicle to fix an issue with pumping air after it runs out of fuel Fix - Repaired several trainline rail/mesh issues Fix - #14938 Workbench not working at benzin gas station Fix - #14989 'Invisible walls' / for-sale sign physics not despawning correctly Fix - #14866 Weapons outfits ids have now been corrected for inventory components Fix - #10358 Increased async network buffer size for vehicles Fix - #13695 Weather De-sync on load/join Fix - #12053 Winch audio persisting at max length Fix - #13319 Disabled some developer debug logs Fix - #12318 Fix syntax error in lua docs Fix - #13911 Oxygen tank and parachute animation issues Fix - #14857 Unable to use scene ladders when carrying creature Fix - Tooltip not appearing on workbench when carrying creature Fix - #13382 Environment slider affecting voice volume Fix - #14297 Fix charger component not providing power to grids connected directly to output without a charge reservoir Fix - #14854 Mesh fixes for the Nuclear Plant Fix - #15069 Bear attack mission description appearing incorrectly Fix - #12943 Spawned structures should now count as static Fix - Creature attacks dealing 3x damage to clients Balance - #14860 Rebalanced initial workbench fuel resource amounts (5000L Diesel, 2000L Jet, 100 Coal)
Lua Api:
Due to the changes to equipment IDs for weapons armor outfits players may need to update scripts with the new id values: Dog Whistle was inserted at 73, dlc weapons outfits have been shifted up by one
Added spawnNamedAddonLocation Added getSeasonalEvent Added spawnEquipment Added onCharacterPickup Added onCreaturePickup Added onEquipmentPickup Added onEquipmentDrop Aliased getCharacterData to getObjectData Added creature_type and scale to object data
Steam Scream Fest starts on Tuesday, and to mark Halloween, we are doing an update to Industrial Frontier including zombies! While it is just a bit of fun, we have been having a great time testing and can't wait to share this update on Tuesday!
Many new zombie variants will be available. These have been added as a new creature type, using the new creates system that is introduced in Industrial Frontier for the animals. We are also adding various improvements to the creatures system in next weeks update. The awareness AI is being improved with field of view, line of sight, and hearing. This means that sneaking around is now possible, where staying out of sight is important. Creatures will investigate noises like nearby footsteps or distant engines and gunshots too, even if they haven't seen a player.
To continue the fun, during Halloween, many locations will have spooky decorations as in previous years. This year, dogs and many farm animals are also joining the fun and wearing fancy dress!
The new zombie creatures will be available via the lua API to all players with the Industrial Frontier DLC. They will be permanently available so players can use them in their own add-ons.
For players who also have the Weapons DLC, we are also creating a new "Undead Survival" add-on! This is a limited time event, just for the Halloween period. Zombies will spawn across the world of Stormworks, as well as loot, often around buildings. You can disable this add-on when starting a new game if you wish. It is loads of fun and we recommend giving it a go on Tuesday!
We look forward to sharing this update on Tuesday! Catch you then,