In this weeks minor update, we introduce small missile parts!
These new parts are designed so that players are able to make 1 block sized radar tracking missiles, the missiles look better, and the process is easier than before with new built-in radar logic.
Solid rocket booster fuel sections are now available with fins, with a composite input to control X and Y fin rotation. The finned versions are the same block size as the regular solid rocket parts.
We have added a new cylindrical hardpoint part to help build 1 block sized missiles with a cylindrical section. This hardpoint component is exactly the same as the existing one and is entirely cosmetic.
We have also added a new composite output to radars - the tracking data output. This output gives the X, Y motion vector of the primary radar signal, corrected for rotation. It sounds confusing, and it is - its a similar algorithm used on many anti-air missiles such as the Sidewinder. The idea is that if our missile is heading on a collision course with a target, then the relative direction of that target will not change - if the relative direction is changing - then we must adjust the missiles course to be more similar to the target.
While it sounds complex, the good news is that it means there can be relatively little logic involved - you just need to link up the radar tracking data directly to your solid rocket fins, and adjust the fin strength. We have also included a preset example in the presets folder.
We have also added an impact threshold property to warheads, so they can incorporate an impact sensor themselves. It still needs to be armed via the on/off input, and the default value is zero, so the default behaviour is the same as before.
However, be warned! There is a new AI warship variant that is armed with a radar missile array! This warship carries 8 radar guided missiles, and they are very dangerous.
Thats why we have also added new chaff flares, a new flare type for the existing flare launcher. They explode into a cloud of glittery foil shards. Chaff flares omit a strong but short lived radar signal. When timed well they will distract and defeat incoming missiles.
As always, there are also several bug fixes and general improvements. Please see the change log below for full details.
We look forward to your thoughts and feedback on these new features, and hope you enjoy launching some homing missiles!
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.14
Feature - 4 new missile parts with built-in fins Feature - Missile part model refreshes Feature - Rounded style hardpoint connector child Feature - Warhead built-in impact sensor Feature - Radar "missile instructions" output composite Feature - Chaff flares Feature - Flare launcher trigger passthrough node Feature - New Missile support for weapons ai script (and a new boat) Feature - AI vehicle basic avoidance raycasts Feature - New example missile launcher
Rework - Added a 1s grace period to impact sensors to prevent triggering them on vehicle load Rework - Radar tracking algorithm improved Rework - Cameras are now correctly nameable
Fix - Updated radar descriptions to explain sensitivity Fix - Remove extra physics voxel from missile radar Fix - MC tooltips now show in seats if they have logic nodes Fix - Robotic pivots no longer drain electric when damaged Fix - Ski no longer requires electric Fix - Ammo box not rendering on mesh export Fix - Non-arctic tiles spawning in the arctic (e.g. trainline tiles) being outside the search radius when spawning env-mods (env-mods not spawning for those tiles) Fix - Weapons AI turrets now respawn Fix - Default AI boats placing waypoints inside the riverbanks of sawyer isles
Scripts should no longer try calling onTick before onCreate (Path nodes being built after scripts ticked caused boats to path through land after loading a save) added setVehiclePosSafe added resetVehicleState onPlayerLeave should now fire for all disconnect events Added body_index parameter to onVehicleDamaged (useful to ignore damage to sub bodies aka missiles)
Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!
Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!
Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!
Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!
Hi, Duncan here. I'm sad to announce the game will be delayed and on release will not feature all of the content I wanted it too. Heres the story: *I've been stuck with so much school work, my teachers love assigning as much homework as possible. *When I've gotten the chance, I've worked on the game but my friend Nick has not been contributing. *There is a lot of content thats currently in the works, but wont be featured on release because it is not finished. *The new release date is uncertain, but I hope its within the next 2 weeks. *Even beyond release I will continue to update the game. *All future updates will be free. *The amount of content added should pick up in February when my classes change, because second semester I have easy classes (excluding AP calc)
It's been almost two weeks since the premiere of Ship Graveyard Simulator, and we thank you very much for your commitment and Steam reviews as well as participating in the discussion on discord and the Steam community hub. From the very beginning of production, we informed you about the progress of the game development and listened to your suggestions, and it is no different after the game's release.
⚓ After analyzing your feedback about the game being too short, having too much money, and progressing through the game too fast we decided to prepare a game-changing balance update for you. Also, we don’t want to make the game too hard for those who are enjoying the current game balance so we decided to create game difficulties: Normal and Easy. The current balance will be easy mode and new changes normal mode.
⚓ We decreased most of the material prices. instead, we increased tools and ship costs and changed hammer damage. Moreover, we improved the process of materials gathering thanks to the burner. We also decided to raise the effectiveness of workers you can hire. Now they will provide more materials. We are aware that orders were the biggest problem, therefore we decreased the amount of experience and gold they give.
⚓ Moreover, we prepared a new game mechanic for you - the destruction progress bar. Now you can see the percentage of damage on the currently booked ship so you can see how much there is left to destroy.
⚓ The most important suggestion and comment that appeared most often is the possibility of complete ship disassembly, we are analyzing such options, but since we designed the game for limited disassembly, it would require a complete redesign of ship models and implementation of new mechanics. Nevertheless, we are analyzing this possibility, but first of all, we are focusing on improving the current version of the game.
⚓ Finally, we prepared new achievements connected with destroying every ship in the game.
Please write to us what you think about the upcoming changes and we encourage you to join our Discord channel!
During these busy days, we miss the interaction with our dear players.
We're curious if you have some suggestions for us? Maybe new ideas about what we should include in the game? 🤔 We would love to hear everyone who has something on their mind. ❤️😊
You can share your thoughts here on steam or discord if you want. 😉 We will be happy to note down your ideas. 👍