It has been a long time since I saw you. A month later, Ocean Current Punk had another regular update, during which the update slowed down because I was busy with some other affairs. The good news is that the update frequency will be resumed in the future.
Gameplay update
New random event
Drift Deck: Grant multiple deck events
Waterborne Baby: The event can capture a baby
Great Migration: A pod of dolphins (dropping blubber, fish) will follow the ship all the time, can be hunted, and then disappear after a period of time
Brainstorming: Randomly get some ideas, while the chance to wash away old ideas of the crew
Ancient Echo: Randomly add more civilization values, while also having a chance to wash away old crewmembers' inspiration.
Overboard: Random crew members fall to a desert island
Solar Flare: All electrical appliances are temporarily disabled (for about one day)
Gluttony Festival: All crew members are directly fed to zero
Songkran Festival: The crew will be wet, stagnant and happy to varying degrees
Halloween: Multiple ghosts appear
Holiday party: everyone eats and drinks together for a short break, which quickly increases mood and
also creates more opportunities for communication
(no side effects)
Dionysian Day: Everyone wants to drink and if they can't, they get into fights or get depressed
Cargo explosion: Random two or three buildings catch fire
Biological invasion: barnacles, algae (vines) plants grow on the deck, need to be picked in time (grass, fish), otherwise affect the degree of decoration
Beast Riot: Directly refresh a round of enemies (mid and late stages)
Hunt Day: Random pirates attack players (later)
Drop Ship: Drop ship debris randomly. There are no aliens inside, but it gives the player some rare resources such as nickel
Hail weather: Drop lots of small hail that will cause a little blood (like meteorites) (winter only)
El Nino: A sudden increase in world temperatures and mass death of fish
La Nina: A sudden drop in world temperature and ice floes
Toxic haze: a kind of random weather, the crew will accumulate toxins, which may eventually lead to poisoning (toxin addition mechanism: the human body has toxin value, resistance to toxicity)
Aurora: Random events at night that continuously increase the mood and energy of the crew, slowly changing the color of the world visually (mottled)
Accidental Injury: A random character is injured at work and needs to pay medical expenses
Waterspout: Ships randomly transfer to another coordinate
Acid rain: Causes sustained corrosion damage to wet crew
New Secret Art (Layout Art optimization *)
Giant fruit: Planting crops has a (25%) double chance of falling
Expansion Pack: Increases the equipment capacity of all personnel (+2)
Talent: All new crewmen acquired in the future have their original bad talent removed
Compulsory overtime: overtime effect is exempted
Legacy: Automatically creates a child when a crew member dies
Tech Explosion: Unlocking tech has a chance to gain inspiration points (1-5)
Calorie Bombs: Add extra satiety per diet (+10)
pathogen system
Triggers a virus effect when the virus count is full
Marine Virus: Lowers the maximum blood count of infected persons (-25)
Prion: The infected person has zero intelligence and zero charisma
Zombie Spore: Crew members are constantly slowly draining blood
Helicobacter pylori: high risk of food poisoning during diet
Green algal bacteria: have the effect of photosynthesis
Ghost Fungus: Near death (hp< 20) will stimulate the host, producing a strong desire to survive (move speed +5, power +10)
Hallucinogen: autonomously increases energy and mood, but will stagger
Bandages for pharmacy table (directly removes critical buff), crafting antivenoms (* clears virus value
).
Add a button to use serum next to the pathogen value
X-ray scanner: Made with radiation can directly remove specified viruses
Room system
The effect of all the current rooms is to continuously increase mood and energy levels
Plantation: planter box > 4, with automatic harvester, experimental station (+1)
Dormitory: bed > 4 (+1)
Central canteen: Table + stool > 4 (+1)
Ecological Park: Flower bed > 4 (+2)
Entertainment Club: Bar + Game Console (+2)
Hospital: Medical bed + CPR + Disinfection Tank (+1)
Pasture: Feed station + Incubator (+1)
Add more (automatic/real) modes of operation
Settings and first play can be set
Easy operation: Ignore turning and go in whichever direction you press
True operation: keep the original scheme
Focus on optimization
Increase seasonally dominant crops
Relic area: Add relic sculpture, harvest can obtain some rare resources.
Simplify child logic and cancel spawning components
Add a common parent source list to resource configuration, and then automatically generate source text (example: source: xxxx (blue, variable name))
Soil incubator increases fertility value, creates fertilization task if not checked enough during planting
Grave digging should be able to ghost, so you can brush the soul!
Add ice spines on the glacier, you need to step on ice boots, when the character is close to the spike, if not wearing it will hurt the character, always drop ice spines
Removed crop buffs
Help Panel improvement: Make all resources and entities encyclopedia
Necroskull Skeleton (remade Skull Spear) : Covered earth has been born from the earth of the skull claw
Death avatar becomes a Red Cross
Change the mark of dehydrating plant to a specific drop thermometer mark
Falling scales of fish
Power shortage mark reminder (need to optimize the building, crop and other marks, not eye-catching enough)
The scroll view moves towards the cursor position
Add new building
Wind vane: reduce the influence of wind
Shrines: Souls are generated on board when crew members die without burial, affecting crew members until "soul rest" is used.
Dementor Lamp: Kills ghosts and spirits (* Other defensive towers should no longer be able to attack them
)
Soul Scrubber: Directly reworking inspiration points requires soul crystals, bone pieces, Hellstones, and will deduct the health limit after use
Mechanical steering gear: To turn the rudder rapidly (temporarily without electricity)
Gemstone engraver: Gems can then be made using glass, fluorescent mucus.
Gun table: Can produce "black powder" (coal, sulfur ore) and guns (optical lens, infrared, night vision)
Radiation manipulator: Used to mine the rich energy on the guide tower
Radiation Pulse Tower: Shock guide tower to allow it to recharge normally (similar to ocean current season) (small range, even one more)
Electromagnetic core tower ( redo electromagnetic system ) : Built on the ship, all the electromagnetic force at sea can benefit and be converted into power into the grid (add a wifi signal special effect to indicate the work); Cancel previous electromagnetic buildings (electromagnetic tower
4, Marine power lines)
Marine support: Other general ship structures can be built above the fixed deck
Sleep Chamber (power) : Fast sleep fast recovery.
General optimizations and bug fixes
Optimized NPCS: NPCS like sharks may appear on deck, causing ships to get stuck (optimized birth position and increased killability)
Improved New Talent Tip: The tip panel that appears when a talent gets a new talent only says "New Talent", and should include a name and description
Added sliders to buff text areas of characters
Fixed blank ICONS in the garbage bin panel
Optimize the garbage baler: clicking again and again is too troublesome and inefficient (instead of automatic continuous work)
Optimized machining components: output number of common machining panels
Adding fertilizer formula to agricultural station
Added bionic fat coat: Needs blubber to keep warm best
Spikes, cannons and other defensive towers should only attack enemies (not pets, drowning people)
The efficiency of the rain collector is a little low (↑)
Spider bubble attack range is shortened
Reduces the difficulty of building normal sails
Optimize mineral classification
Added season timer: The storm progress bar can be changed to always show the next season time
Rats steal food
The sound will become louder immediately after fixing the read, but it will recover after clicking Settings
Redo the "switch" function, a large number of electrical appliances need to be used (temporarily add a switch button in the electrical panel for manual control)
File reading may cause objects on board (poop, seaweed, barnacles) to redirect to origin (removed or restored to ship directly)
Optimize induction cookers to be automatic without crew work
Fix unable to make sulfur cast block exception
Fixed two exceptions in crafting UI
Adjust building efficiency: sorting machine efficiency is too low (↑) : Adjust to get 2~3 pieces at a time. Stone cutter efficiency is too low, cutting too slow (↑)
Fixing the crystal tower charging is abnormally slow, and sending crystal stones to the main base is not abnormal
Added role name to the "Abnormal Crew Status" prompt text
Adjustment: Bins should not store food; The output log needs to be added to the biogas digester.
Improved out of view guide towers (continued because of picking)
Optimized handling: When you pick up something in your hand, it automatically detects and drops it
Added ship shells (vertical drop), damage + Fire + waves
Fixed bug Mc-117528 - Soft parasites display anomalies above fog (and cannot move and attack)
Heat dissipation (feather fan) common use thermal coefficient (invert)
Increased power range of wind turbines: that is, there should be no buildings within a certain range.
Optimization: In the tutorial phase, the dead villains will be resurrected directly
Fixed a bug where the shift speed was increased
Tech Tree UI simplification: Research type markers are written directly to button information, cancel the upper right fixed prompt
The key dropped when the boss is killed is replaced by the treasure chest
Fixed reading the wave is stationary and the global direction may change abnormally
Wind turbines double their efficiency in sea breeze weather
Tidal generators: generate energy sustainably and efficiently every time they hit the current
Fixed a bug where the version number was displayed incorrectly but had no impact on the office when the file was read back to the main menu
The sea of stars, one of many endings!
Hello, everyone! It's been over a month since my last regular update, during which I've made several minor patch updates, including new building tech (farm stations, gun machines, rocket components, etc.), new crops (bamboo shoots, blueberry rattan), new sound effects (UI, ring tones, building sounds, etc.), new story fragments, and several bug fixes. In short, the game is better than the original!
(Refer to the past update log for a large number of updates. The following only lists the content of this patch update.)
Launch "Spaceship" escape: Add spaceship core control, spaceship body, spaceship sleep capsule, spaceship thruster, spaceship bracket; (You need to successfully launch at least one manned spacecraft to reach the new ending, but you can still play after the ending.)
Add old time radio dubbing
Add newspapers, advertisements, posters and other relics of the past
Reworked farmer, shepherd, shark and other NPCS directly to random visitor events.
New content
Add posters and other storyboard fragments
High fuel resources are preferred when adding autofill fuel
Add the initial resource: coil
Add new dishes (jam, soda, vegetable soup, bread)
Added Firearms Workbench: Guns
Added Automatic fire extinguishing: If the ship is on fire or the villain is on fire, it should automatically extinguish the fire immediately.
Added Healing Orb effects for Resurrection Torch
Add nuclear reactor: can use "energy-rich SPAR" power generation, produce a lot of energy but also lead to environmental pollution,
discharge of nuclear waste
;
Add sandbags: (cloth + sand, easy to make) to defend against enemies, with durability; Simplify or optimize the wooden so that they can only be practiced, not defended, and should not be selected for attack by the player
BUG fix and adjustment
Fixed MOBS walking on water
Fixed dead crew members speaking abnormally
Fixed naming errors that may cause numeric keys to touch incorrectly
Fixed multiple node material blanks in Arcane
Rectify the exception that the custom key panel cannot be displayed in the office
Fixed seasonal bosses caused by file reading not being abnormal
Repair water purifier, dialysis unit does not work abnormally
Automatic key change
Adjusted Ghost Blood (100↓)
Tweaked poop: It can be harvested anytime
Adjust Fishing efficiency (↑)
Adjust the stone column falling coil (↓)
Adjust algae reproduction rate (↓)
Optimize crop harvesting machines for lawn mowers
Optimized Alcoholic Life event: Once every two days to trigger a drink creation failure to reduce mood
Optimized schedule UI: Changed to solid color minimization and added variety tips
Improved mulberry chain: Dead can't help others recharge (increased mana ball effect)
Optimized Alert when creating rest task logic: need to detect re-creation rather than create and cancel (thus fixing stuck).
Optimized detection of empty deck regenerating waves when moths die
Optimize landing recall task priority: recall immediately, put down the work.
Improved Octopus BOSS art: Increased size point
Optimized electromagnetic gun storage (ammo power consumption
n)
Optimized software parasite: always present, may produce oil
Optimize relief supplies UI: need to calculate total or explain per person
Optimized technology tree paging: Each category is paginated
Optimized agricultural station function: Fruit can convert many seeds
Added sound effects
The lightning rod sizzles when it sets off lightning
Buildings produce resource sound effects
Bell for a new day
Invasive species sound on board
Children idle sound effects
Propeller vortex sound
Matter Portal delivers resource sound effects
The sound of a campfire
The cat barks and the dog barks
Thieves rummaging through bins
The "whoosh" of the rope pirates, the "Oh ho" of the speedboat pirates
Voodoo figure revives scream
Important button to confirm and cancel sound effect; Special decisions confirm sound effects (e.g. production, trading, etc.)
New pet system; Perfect the tutorial
Hello everyone, this update we will add some new gameplay, such as taming pets, a variety of spiders; We also added some new post buildings and filled in more post resources.
New content and optimization
Added pet system: pets will randomly appear on the ship, stay for a short time, need to be domesticated, one per person at most, can increase the owner's mood; Three for dogs and cats
Added spider nests: Breeding common spiders (far Battle); Tarantula (far war); Sea Strider (Melee), falling spider silk can make clothes
Add induction cooker: need electricity, cook faster
Added ship Workshop (later) : Advanced ship materials (mortise and tenon, alloy, plywood) can be made.
Added some "optical instrument" material recipes to the electronic equipment Desk
Added Hell rock: The product of saprolite, chisel after the chance to appear hell crack, drop hell rock
Optimize UI: Optimize layout, fonts, colors
Optimize archive panel: Archive Preview panel displays the number of archives
Add archive Deletion Confirmation panel: When deleting an archive, the Confirm deletion panel pops up
Optimize unified production panel: do not operate again after clicking (prevent miscontact)
Add renaming function: Provide character and pet renaming function
Hello everyone, this update involves a large area, so the old archive may be invalid, please note!
New content and rules
Redo the circuit system: cancel the tedious wiring, update the power algorithm to avoid a lot of power waste bug
Add "kelp forest" : This area will grow new Marine life
New content and rules
Add a salvaging task rule is not created automatically if fallen resources cannot be accessed or are too far away.
Added automatic sail removal rule when going too fast (to prevent frequent excess speed of more than two sails full sail, can be built more advanced sail or propeller to avoid)
Add "paddle" function in case the sail is damaged and unable to sail
Add seasonal dominance rules for crops
Added story fragment resources: newspaper, advertisement, poster
Added Material Portal (can transfer uncollected resources from the surrounding area directly to the ship)
Added story buildings: radio, book desk
Added Piggy Piggy Bank (can store gold coins for interest when full)
Added that flying fish have a chance to swarm on rainy days in spring and attack
Add sardines, deep-sea lobster, and turtles
Added ice grass and cactus (both drop their mesophyll)
Added beaver and beaver nest (current season only)
bug fix and optimization
Optimize localization button (language set flag ICONS side by side, can be clicked at will)
Optimized shadow performance (when the height is less than 1, the size remains unchanged, only the position is modified, and the coordinate and size decrease and only apply to 0-5 heights)
Improved building entity description to point directly to building configuration description, changed the character equipment bar to 3.
Optimized world seed parsing (old seeds will no longer work)
Fixed when viewing entities, entities (circle of scope) were destroyed, resulting in subsequent entities being unable to view exceptions
Fixed animations of rock piles and springs created in the new world not switching (while optimizing the material)
Fixed algae decoration failure anomaly
Fixed an exception where clicking on a resource or building when a ship is moving causes the panel to be destroyed when selecting multiple units including chests
Changed full moon meteors to 0.5 chance of firing
Regular content update
phase task
Increased difficulty in winter: Ambient temperature has a greater effect on the character (increasing heat transfer speed), even if there is a fire, the difficulty is reduced but still works when on the island
Important questions
Adds a filter archive for the container
Add brewing stand and processing panel
Optimize art materials such as cooking and deck
Optimized landing detection: After landing, the mission automatically fails (after landing, the character will move directly to the island, while after returning, the character will move directly to the ship)
Optimized some screen effects: set the bottom of rain drops, adjust the special effects of fallen leaves and falling flowers
Redo Magma fissure: Keep erupting, then it will heat up the surrounding area and provide light (no more fireballs)
Adjusted flamingo nests to appear on volcanoes (summer haunts)
Adjusted health school effect: speed halved
Adjusted decorations for resources on board (0)
Fix fast auto-cancel exception when attack task cannot be executed
Fixed seasonal jump exceptions
Fixed resaving read file during polar day and polar night
Fixed bug where trawl could not be built after rotation (incorrect detection point position, integration error)
Secondary issue
Fixed occasional black line perspective on the edge of the screen (tilemap at the edge of the screen may not display abnormity when the camera is moved)
Fixed abnormal sleep action not switching when continuing after sleep interruption
Added Wizard Damage Flash track effect
Added attraction around the whirlpool: Ships will be sucked in when they get close, automatically teleport at very short distances without clicking
Added partial production income: The building produces some resources regardless of whether the feed volume reaches the final output, rather than having to wait for the total volume to reach output
Increased the frequency of ice cores released by winter bosses and fixed falling ice damage anomalies
Fire moths are replaced by ice moths in winter
Adjusted the BGM switching logic: the bgm random switching is no longer one per day, but one after the end of one, and the seasonal sound effects are directly combined with the regular sound effects randomly
Optimize archive screenshots: Remove UI
When creating attack missions or counter-attacks, as many organization roles as possible should perform them
English Version Announcement
Sorry for giving a bad experience to the players. The existing bugs and translation problems in the English version have been fixed. So we reopen the English version now.
Performance optimization! Add fish people community, enrich handmade
Hello everyone, this week's update we will add new biology and materials, hope you enjoy.
Added
Add panel temperature status, add text next to the status icon
Add link board "One click recall"
Add drying rack: Make delicious dried meat, dried vegetables
Added canopy: gives crew within range a quick reduction in moisture value
Add winter features, including but not limited to wild plant growth inhibition, increased heating demand, and time-limited resource access.[table][tr][th] type [/th][th] Storm season dormancy (only) [/th][/tr][tr][td] Fish, spring water, seaweed, blueberries [/td][td] x [/td][/tr][tr][td] Jungle tree, coconut tree [/td][td] x [/td][/tr][tr][td] Snow drops, ice bees, (Arctic shellfish*) [/td][td]√[/td][/tr][/table]
Add the recipe: clay can be used in furnaces to make ceramics, wood to make coal, and ice to make fresh water
Added "Traveler Wood" : Pastry Maker wood, Star Protoss wood
Added Ore Volcano: Generates ore regularly
Added Fishman Nest: Fishman habitat
Optimization
Optimize fire fighting tasks: fire fighting tasks should not be created repeatedly, i.e. multiple people extinguish the same fire together
Optimize the pump: The pump should absorb water continuously, and then distribute it around when it is full, rather than sending water every time, which is too inefficient.
Optimized fish human signs: Vitamin deficiency buff cannot be avoided, there should be no vitamin c consumption
Optimized Ice Moths: Should only appear when ice trees are dead
Optimized animation: crate resource return should add smooth motion
Improved Wolffish: It can only be hit when close by
Improved Wizard: Tracking gun changed to universal Mana, increased damage flash back
Optimized research schedule requirement icon: Added explanation
Optimize enemy appearance time and reduce enemy rewards (moths and wolfffish only drop one meat)
Optimized electronic equipment table: Add production table: Production transistor, coil
Optimized performance: Increased monitor management system, performance monitoring optimization rate up to 78%, long-term sleep rate up to 99% [table][tr][th] model [/th][th] Performance performance [/th][/tr][tr][td] Weaker models [/td][td] Not tested [/td][/tr][tr][td] Common model (kernel display and only display above GTX960 below) [/td][td] Around 40~60 frames, later 30 frames [/td][/tr][tr][td] Higher model (GTX3060 and above) [/td][td] Stable 60 frames [/td][/tr][/table] (later stress tests need more tests to get results)
bug fix
Optimize operation experience
Hello everyone, Good Friday. In this update, I will fix the recent feedback bugs and optimize some operations. With the continuous improvement of the experience, it will be easier for you to experience the fun of the game.
Fixed new Alert button not updating status exceptions when switching battles
Optimized fire spread (too fast: when multiple fire sources affect the same building, the burn value increases too fast; The spread progress should be calculated separately)
Optimize the range of heating medium (expand)
Fixed the failure to open the disinfection tank panel
Added pipe marks and remade circuit marks
Fixed crafting recipes for items such as craft table and weapon table not showing abnormalities
Fixed Pause switchover failure during speed doubling
Fixed Alert unable to trigger force effect exception
Improved Merchant Base Pack: Added metal ore
Fixed Golden Agave not respawn abnormally
Fixed talent emergence failure exception: Unable to click to confirm and character name not loaded
Enhanced lending event: Negative feedback temporarily cancelled due to low past returns
Fixed Arcane bug: Tips for missing resources also have problems
Optimize the Character Rest button: The paused task will be refreshed
Added scroll bar wheel lock to prevent Angle scrolling from miscontact
Fixed abnormal case jam when container is nearly full
Add sunflower and ocean current pile
Add archive preview screenshots
Optimized the Start menu to reduce the number of action steps needed to start and load the game
Reduce the consumables of simple buildings and coordinate the values of various stages
Add electrical UI power status
Adds character icon scrolling view
Fixed fishing mat failure exception
Fixed enemy event timer text changing to % when read file
Weevils no longer damage (reduced difficulty)
Fixed scale of ICONS in tech tree and build bar.
Fixed abnormity of chart fit under different size maps
Fixed bug where the engineer could not build an exception when prioritizing build due to talent effects
Fixed Toggle keys (space) hitting the control bar and view bar incorrectly
Fixed storm timer disappearing after file reading
Adjust telescope, coral name (delete parentheses)
Sharks return, volcano difficulty is reduced, and reef heritage areas are increa
Good afternoon, everyone! This update is mainly a summary of last week. This update will fix several bugs, optimize some performance, and optimize some operations, with more content.
Fixed border misalignment for different sizes (in standard size maps, the right side of the border can go straight out)
Added range box for meteorite landing point
Fixed shark inability to attack and excessive shark nests
Fixed bug where rope may not disappear when pirate dies
Primary ice is no longer blocked
Adds Exit but not save button
Redo core Inspiration: Can be used to add new inspiration without taking up the character inspiration slot (there should be a way to get inspiration if you don't want to add someone later)
Fixed container screening defects (abnormal storage of food in fresh-keeping tank, etc.)
Reworked the rain effect
Optimized Lightning and Light Manager
Added new weapons: Bamboo spear, laser gun, goggles