Here are the mainly new updates: 1.One kind of new fish! -Go to discover it or evolve into it in game!(When player reach size 30.0, really hard!). 2.Adjust the spear, it now may not kill player at once. -If player's deadly part is not hit, but it still hurts a lot ,So it's better to dodge the spears. 3.Now when player fail to swallow the enemy fish and get hurted, this enemy fish will not vanish. -Yeah, now there is the possibility of fighting back (If the player has time to recover from damage and grow further).
Before the Major Update 0.70 we would like to talk about the way we've made and remember how it all started.
Thatās how the demo lookedāKāTharsis wasnāt so abandoned and alien-looking and there were more signs of humansā presence.
The demo version was completely remade for the Early Access releaseāthe world has become much bigger and way more interesting for exploration but still had a lot of flaws.
We collected feedback and considerably remade the game and thatās how in 2021 the Edge appearedāa picturesque but abandoned place where the cultural legacy of abori is considerably bigger than the traces of colonization. It was the very first iteration and through the last year the game has undergone a lot of changes. Letās have a look at them!
The game has become much more colourful and the objects in itāmuch more realistic. We made every part livelier with help of plants and worked with the distant landscape so that the horizon would look natural.
The objects in the game are placed in a more picturesque and lively way. The shadows have more correct and clear positions and rare desert plants make the picture more interesting.
Itās a special pleasure now to look at the KāTharsis sky. The night was very dark and dull before. Now the constellations are seen much better, the moon and stars enlighten the world and the sky changes over time.
Some areas of the Edge have also considerably changed. For example, the cemetery of aborigines has grown much bigger and all of its buildings have become more solid. Ancient tombs, quite big, also appeared there. The old statue hasnāt disappeared thoughāyou can find it in the Hermitās zone.
A small abandoned town Lucky Hole was completely rebuilt. Earlier it was created from our old assets which we used back then, in the very first demo. Now weāve made a new construction kit and with its help managed to build a newer, more lively version. The rocks around it also look more natural and the area aroundāmore versatile.
The field of anomalies has gone through changes. The spheres have become more matte and the area now more alien-looking.
There is more information about visual improvements in our technical update, and for now itās all, friends. Donāt hesitate to leave feedback and offer your variants of improvement! And for now letās conclude another key raffle in Discord:
@Reming @ē«é¦ @AngryFrog @egor @geriatrius
Have a nice game, folks!
The raffle will go on up to the release of the Major Update, so if youāre not lucky this week, you will get a chance to get the key next one.
Thatās all for nowāgive your feedback in the comments, express your opinion about the game and make sure to drop by our devblog in Discord to stay tuned about all the freshest updates.
But before we get to the notes, something important:
We will provide a second branch of the game throughout the Early Access. It is called ālast_versionā.
What is this, you ask? The principle is really simple: there are two branches of the game. One, the live version, is always available and will be updated in intervals with the latest game version.
The other branch is in a kind of a retrospect state, unless updated. Update intervals may be longer here, so you can play the game without having to start new games every few days/weeks. We will announce when "last_version" version is updated.
Both branches have their own saves and carrying a save from ālast_versionā to the public build may break it or may not be possible at all (read below).
How do I take part on this branch?
One or the other of you probably haven't done this yet, so we have a little guide:
Prerequisite:
You must have Goal! in your library.
The procedure
Open your game library.
Click on Goal! with the right mouse button.
Open properties.
Select the tab "BETAS".
Enter this password below the dropdown in the field: clubmanagerlastversion.
Press CHECK CODE
Use the dropdown menu and select "last_version".
Press Close.
Steam should now download this version of the game.
*Steam calls all these builds "betas", although they are not necessarily betas, don't let that confuse you!
A remark about the savegames
We tried to avoid it, but due to major changes in game systems we can't prevent savegames from being compatible despite our best efforts. We understand that you are disappointed about this. And in the current optimisation process, we cannot guarantee 100% compatibility in upcoming updates this year. However, we must consider whether the continued use of existing savegames could lead to unpleasant secondary errors that could have a negative effect on the patched game and which could cause even more difficulties or have an ongoing impact on the gaming experience. Our goal is to ensure compatibility across the board, but in case of doubt, we will always choose playability over major issues caused by the unpredictable effects of savegame contents in the backend. Nevertheless, we will try to inform you in advance if we can anticipate that savegames cannot be used any further.
Your save games can be found here and be secured if necessary:
Despite all odds, we thank you for your support with savegames, logs and error descriptions. Please continue to submit them!
As always, we are currently working on further updates!
See you next time!
Update Notes
General
-
New
Strong foot now comes from the database.
Kickers can now only transfer once per transfer period (Can still be put on the transfer market though).
Added more quotes and their creators to the loading screens.
Bug fixes
After the last update, when loading older scores, the kickers' portraits were set to a uniform default value. This was unintentional and has been fixed.
Fixed bugs in localisation of tooltips in weekly schedule.
Super Dark Deception's Demo is now live on Steam. This is the mini-game that will be playable in Dark Deception CH5. It's a fun 2D reimagining of Dark Deception. Be sure to give it a try!
For the last update of the year, we are balancing and polishing Barotraumaās talent system. The talent rework will introduce lots of new talents, and almost all existing talents have been reworked to some extent. Weāve focused on four aspects of the talent system in particular:
Additional talent levels and more talents. Weāre adding two levels of more generic talents for each job, and some of these early talents must be unlocked before picking more specialized talents. The overall number of talents increases, too: weāre adding 50 talents in total.
More powerful final talents. As the talent trees get larger and take a longer time to complete, the final talent of each tree must be extra valuable. The new talent trees will offer a powerful boost or item when you unlock the final talent.
Greater specialization. We want all the different jobs to stand out better, and to support this, the talents of each job have been streamlined into more thematic talent trees. As the talent trees are expanded and offer more specialized talents, each character can now only choose one specialization.
Talents for bots to support singleplayer. Until now, the use of talents has been effectively limited to multiplayer. To remedy that, weāre adding support for talents for bots in singleplayer. Many talents have been reworked slightly to make them usable by bots.
You can read more about the talent rework on our blog and try it out already in the Unstable test version! The talent rework will be released as part of our December update.
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