We've shipped another update for you all. This update iterates on the research system.
We've made research a more active process. Instead of having to collect research points, you will now have to collect books. These books will need to be researched in a brand new building, the research station! There's a new building to process your seaweed now, the chop shop. You'll need this to make bird chow, the new food for the seagulls. Additionally, we've smoothed out some of the landmark interaction to give more control of what you want to salvage.
Enjoy the new update!
Change Notes
General
Added construction:
Research Station: A place to process and read all your acquired books.
Chop Shop: A place to prepare seaweed and fish for seagulls.
Added item:
Book: These old books contain old knowledge that might give you ideas for new buildings.
Bird Chow: Fish cut into tinier pieces so that your birds can eat them safely.
Seaweed Salad: Cleaned up seaweed, thrown into a salad bowl, that will provide nutrition for your drifters.
Added landmark:
Intact Book Shop: An island where you can find 12 books for your research!
Gameplay
Iterated on research:
Research now requires a building, the research station, to research in.
Research has now become an active process that requires drifters and time.
Researching requires books, which need to be stored in the town (these can be found on certain landmarks).
You can now change the amount of drifters salvaging a landmark without having to cancel it.
You can now change what resources you want to salvage on a landmark.
Balance
Added 1 to 3 books to every shack landmark.
Seaweed found on landmarks needs to be processed in the chop shop before it can be eaten.
Increased amount of fish spots spawning by 30%.
Decreased seagull speed by 20%.
Seagulls now eat Bird Chow instead of Raw Sardines.
Decreased seaweed island amount by 33%.
Reduced sushi amount made in the Food Truck from 5 to 4.
Research costs
Decreased Large Storage Yard research cost from 10 to 8.
Decreased Platic Recycler research cost from 15 to 12.
Decreased Small Water Container research cost from 5 to 3.
Decreased Water Storage research cost from 10 to 6.
Increased Birdhouse research cost from 10 to 8.
Increased Desalinator research cost from 15 to 32.
Increased Fish Kabob research cost from 5 to 12.
Increased Fishing Hut research cost from 15 to 25.
Increased Food Truck research cost from 10 to 25.
Increased House research cost from 5 to 8.
Increased Scrapsmith research cost from 5 to 14.
Increased Solar Still research cost from 10 to 15.
Building costs
Decreased Research Station plastic waste cost from 12 to 8.
Decreased Research Station dried wood cost from 15 to 10.
Removed pipe cost from small water storage.
Add 4 dried wood cost to small water storage
Removed 2 screws cost from Fish Kabob.
Added 4 metal cost to Fish Kabob.
UI
Overhauled the research UI:
Added more information to that buildings you are researching. This includes things like available recipes, storage capacity, housing slots, etc.
Whenever research is done, a notification is added telling you something new is researched.
Reworked window to be bigger and more prominent.
Updated art assets.
Removed mussel from drifter diet.
Updated research survival guide.
Fixes
Fixed salvage button icon staying disabled when the button is enabled.
Fixed issue where some text wasn't correctly parsed.
"Have You Ever Seen Paper??" Update 3.3 now ready for testing!
Ahoy drifters!
We're pleased to announce that we have another update ready to test for you all. This update iterates on the research system.
We've made research a more active process. Instead of having to collect research points, you will now have to collect books. These books will need to be researched in a brand new building, the research station!
We invite you all to test this update and find any issues before we upload it to the main branch.
When bugs occur, provide as much information as possible to help us resolve these faster! Read here how to submit and track the current bugs in the game.
This patch is still in development and can be tested on the experimental branch to give feedback.
This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game: 1. Open Steam Library 2. Right click Flotsam 3. Select Properties 4. Go to tab 'Betas' at the top. 5. Select 'Experimental' in the drop-down.
Enjoy the new update!
Change Notes
General
Added construction:
Research Station: A place to process and read all your acquired books. (Art WIP)
Added item:
Book: These old books contain old knowledge that might give you ideas for new buildings.
Gameplay
Iterated on research:
Research now requires a building, the research station, to research in.
Research has now become an active process that requires drifters and time.
Researching requires books, which need to be stored in the town (these can be found on certain landmarks).
UI
Overhauled the research UI:
Added more information to that buildings you are researching. This includes things like available recipes, storage capacity, housing slots, etc.
Whenever research is done, a notification is added telling you something new is researched.
Reworked window to be bigger and more prominent.
Updated art assets.
Gull-Friend Update 3.2 Released
Ahoy drifters!
We're pleased to announce that we have another update ready for you all. This update reworks our little friends, the seagulls!
Starting this update seagulls aren't an alternative drifter anymore. Instead they now are little helpers that will collect resources for you, if you decide to take care of them. Freeing them from the landmarks on which they are in distress will have them join your community. Building a Birdhouse and filling it with raw fish will motivate them to automatically collect flotsam for you, freeing up your drifters for other tasks.
Enjoy the new update!
Change Notes
General
Added construction:
Birdhouse: A hub for your seagulls.
Camera locking now works for objects not on sea-level.
Gameplay
Reworked seagulls:
Seagulls have no quirks anymore.
Seagulls can't haul anymore.
Seagulls now live in the birdhouse.
Seagulls living in a birdhouse salvage flotsam automatically (when fed).
Seagulls only eat bird food (made from fish delivered in the birdhouse).
Seagulls will leave if they haven't been fed in a while.
Seagulls can be set free now.
Birdhouse:
Gives you an overview of the seagulls living there.
Allows you to house and feed seagulls.
Allows you to indicate which resources your seagulls should salvage.
Added 2 new landmarks where you can rescue seagulls.
Added "Animal Care" assignment.
Balancing
Incremented fish school size from 10 to 15.
Visuals
Updated animations for seagulls.
Audio
Added selection sound for Birdhouse.
Added item drop sound for seagulls.
Added eating sound for seagulls.
Added hungry alert sound for seagulls.
Added sleeping sound for seagulls.
Added sound for trapped seagulls.
Added wing flap sounds for seagulls.
UI
Updated survival guide pages.
Added survival guide page for seagulls.
Capacity bars now include outgoing items in count.
Updated sleep bar color.
Performance
Increased performance of loaded saves. A project kept restarting when loading a save, causing performance to decrease the more you saved.
Reduced amount of checks to see if a project could be started.
Persistence
Seagulls from previous savegames will be converted to the new seagulls.
Fixes
Fixed issue where %HOTKEY% text in button tooltip wasn't correctly parsed.
Fixed issue where oil wasn't salvageable anymore.
Several issues related to the old gameplay of seagulls will also be resolved by this update.
Hotfix 0.3.1p3 Released
Hi all!
We've resolved an issue where drifters would get stuck when you moved on the map.
Patch notes
Fixes
Fixed issue that your drifters would freeze if you moved your town with salvage markers out.
Hotfix 0.3.1p2 Released
Hi all!
We've resolved an issue with stuck boats and Chinese localisation. Have a good day!
Patch notes
Fixes
Fixed issue that when a drifter was getting back from a salvage marker would cause them to get stuck at a mooring point.
Fixed some issues with the Chinese localization.
Gull-Friend Update 3.2 now ready for testing!
Ahoy drifters!
We're pleased to announce that we have another update ready to test for you all. This update reworks our little friends, the seagulls!
We noticed from all the feedback that seagulls weren't that helpful yet and decided to change that. Starting this update seagulls aren't an alternative drifter anymore. Instead they now are little helpers that will collect resources for you, if you decide to take care of them.
Freeing them from the landmarks on which they are in distress will have them join your community. Building a Birdhouse and filling it with raw fish will motivate them to automatically collect flotsam for you, freeing up your drifters for other tasks.
We invite you all to test this update and find any issues before we upload it to the main branch.
When bugs occur, provide as much information as possible to help us resolve these faster! Read here how to submit and track the current bugs in the game.
This patch is still in development and can be tested on the experimental branch to give feedback.
This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game: 1. Open Steam Library 2. Right click Flotsam 3. Select Properties 4. Go to tab 'Betas' at the top. 5. Select 'Experimental' in the drop-down.
Enjoy the new update!
Change Notes
General
Added construction:
Birdhouse: A hub for your seagulls.
Camera locking now works for objects not on sea-level.
Gameplay
Reworked seagulls:
Seagulls have no quirks anymore.
Seagulls can't haul anymore.
Seagulls now live in the birdhouse.
Seagulls living in a birdhouse salvage flotsam automatically (when fed).
Seagulls only eat bird food (made from fish delivered in the birdhouse).
Seagulls will leave if they haven't been fed in a while.
Seagulls can be set free now.
Birdhouse:
Gives you an overview of the seagulls living there.
Allows you to house and feed seagulls.
Allows you to indicate which resources your seagulls should salvage.
Added 2 new landmarks where you can rescue seagulls.
Added "Animal Care" assignment.
Visuals
Updated animations for seagulls.
UI
Added survival guide page for seagulls.
Capacity bars now include outgoing items in count.
Persistence
Seagulls from previous savegames will be converted to the new seagulls.
Hotfix 0.3.1p1 Released
Hi all!
There was an issue with boat deconstruction causing a whole town stop eating and drinking. Eventually causing all drifters to get stuck. This issue is resolved. All saves with the stuck issue will now work again. Have a good week!
Patch notes
Fixes
Fixed issue where you could deconstruct a mooring point that had a deconstructing boat in it. This would cause the drifters to move the boat, and potentially get stuck.
Quality of life Update 3.1 Released
Hi drifters!
The last weeks we've taken the time to rework a lot of the behind-the-scenes project code and optimize the art assets even more. While you won't immediately see a change from this, it does mean that it will be easier to track down bugs and implement fixes for us in the long run. The art optimization should reduce the memory impact and improve the game performance slightly.
Additionally we've added some build improvements as well. Snapping to walkways is now disabled and constructions show their boundaries when placing them for easier placement. A new type of wooden walkway is now also availabe.
Enjoy the new update!
Change Notes
We've internally changed the way projects (IE Salvaging a building, using a producer, etc) are handled. This may come with a few bugfixes, but it will allow us to fix things faster in the future. While it may not have a direct effect right away, it will stabilize the game a lot more in the long run.
General
Constructions will now display their boundary with a dotted line when placing a new building.
Clicking a landmark on the map will move the camera to it (as close as possible).
Made the mooring point blocking area smaller to reduce other mooring points from blocking a mooring point.
Gameplay
Split walkways into wood & plastic walkways.
The map no longer shows a path for your town. You can hold right click, or click on a location, to display it. The cursor now displays where you can and cannot move.
UI
Walkways will now grey out their deconstruct button if they cannot be deconstructed.
Mooring points will now grey out their deconstruct button if they cannot be deconstructed.
Boats will now grey out their deconstruct button if they cannot be deconstructed.
Visuals
Updated the visuals of walkway segment to reflect their required resource.
Updated wood walkway visual to be more readable.
Performance
Decreased material count on walkways, increasing performance.
Decreased material count on storage yard, increasing performance.
Decreased material count on houses, increasing performance.
Fixes
Due to the nature of us improving the base of our project system, many issues may have been fixed that we couldn't track.
Fixed issue where constructions would often snap to pontons.
Fixed issue where 2 walkways could not be placed directly opposed to each other.
Fixed issue where going back to the main menu and starting a new game could cause selection outlines to stop working.
Fixed "Can't move" tooltip staying visible after closing the map.
Fixed issue where items would get stuck in boat.
Fixed issue where reclaiming a boat with items could break a save.
Fixed issue where disabling oil in the townheart storage would cause drifters to get stuck when refilling the boat.
Fixed issue where drifters could get stuck on landmarks when loading a save.
Fixed issue where playtime in savefile wouldn't count previous playtime.
Quality of life Update 3.1 now ready for testing!
Ahoy drifters!
The last weeks we've taken the time to rework a lot of the behind-the-scenes project code and optimize the art assets even more. While you won't immediately see a change from this, it does mean that it will be easier to track down bugs and implement fixes for us in the long run. The art optimization should reduce the memory impact and improve the game performance slightly. Any help tracking down issues that this rework might cause is really appreciated.
When bugs occur, provide as much information as possible to help us resolve these faster!Read here how to submit and track the current bugs in the game.
Additionally we've added some build improvements as well. Snapping to walkways is now disabled and constructions show their boundaries when placing them for easier placement. A new type of wooden walkway is now also availabe.
This patch is still in development, but can be tested on the experimental branch to give feedback.
This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game: 1. Open Steam Library 2. Right click Flotsam 3. Select Properties 4. Go to tab 'Betas' at the top. 5. Select 'Experimental' in the drop-down.
Enjoy the new update!
Change Notes
We've internally changed the way projects (IE Salvaging a building, using a producer, etc) are handled. This may come with a few bugfixes, but it will allow us to fix things faster in the future. While it may not have a direct effect right away, it will stabilize the game a lot more in the long run.
General
Constructions will now display their boundary with a dotted line when placing a new building.
Gameplay
Split walkways into wood & plastic walkways.
Visuals
Updated the visuals of walkway segment to reflect their required resource.
Updated wood walkway visual to be more readable.
Performance
Decreased material count on walkways, increasing performance.
Fixes
Fixed issue where constructions would often snap to pontons.
Fixed issue where 2 walkways could not be placed directly opposed to each other.
Fixed issue where going back to the main menu and starting a new game could cause selection outlines to stop working.
Hotfix 0.3.0p4 Released
Hi all!
We got some reports of issues with boat mooring. This hotfix should fix those. Have a good week!
Patch notes
Fixes
Fixed issue where boats could not be deconstructed.
Fixed issue where salvaging a mooring point would freeze a drifter.