Hello everyone! We've got a little update for everyone, but this one isn't just bug fixes. We've got some new buildings and reworks to share with you.
Silkworm Farm
The silkworm farm adds a new production good to the game: silk. It's a production building that can bring in some good revenue relatively early on in the game as silk sells for more than the average production good.
Clothing Factory
It seems that the textile mill is a favourite of players, so we've expanded the production chain to add a new level of manufacturing: the clothing factory. By taking an input of textiles and silk, the clothing factory produces the new good, clothing, which sells for a very high price on the international market.
Population Limit
We've been debating internally whether to have this or not since the game started nearing completion. We had previously decided not to include a population limit so as not to hinder players, however a lot of people have been building seasteads that are much larger than we ever intended the game to support, so we've decided to compromise on the issue. The game now has a seastead-wide limit of 650 seasteaders at any given time, HOWEVER you can edit this number from the settings file at "Seasteader_Data/Data/settings.txt" by changing the value labelled "maximumPopulation". If either the file or the value don't exist. Start the game and close it again, and both should be present.
Game Speed
We'd initially not intended the 5-speed to be a typical speed of gameplay, which is why it was included only to boost speeds by holding down the plus key on the numpad. The issue a lot of people have run into however is that in later games, you sometimes just need time to pass to collect export money or build up a population, and holding down a key for that to happen was becoming annoying. So by popular demand, you can now access 5-speed with one click by pressing the 5 key. Boosts with the plus key will continue to work as normal, unless you're already in 5-speed, of course.
Upgrade Buttons
We'd gotten some feedback that when all the upgrade buttons are coloured in faint green, it can be difficult to tell if they are green (active) or grey (inactive). We've done away with this subtlety, and now the upgrade buttons turn a much stronger, unmistakable green when active. No more accidental de-upgrades!
Update 1.0.10
Hi everyone! Just a quick patch to fix an achievement bug and camera controls.
Version 1.0.10
-The camera can no longer be moved outside of the seastead's bounds
-The "Green Wall" achievement should now work properly
Update 1.0.9
Just a quick patch to fix a memory bug and a navigation quirk.
Version 1.0.9
-Pressing the space bar no longer minimises or unminimises the interface if focused
-Fixed bug where numbers of sold goods would carry between missions
Update 1.0.8
Hello everyone!
We've managed to track down and fix what is so far the only bug known to cause crashes in the game. With this update, there should be no more crashes ever (hopefully).
By popular demand, we're also introducing a red cursor for when you're demolishing buildings. This way, you'll know if you're still in demolish mode, so no more accidental demolitions.
The full changelog is below.
Version 1.0.8
-Fixed a bug where stockers would look for demolished buildings, causing the game to hang.
-Cursor now turns red when demolishing.
-Changed "Unemployment" text in Seastead Overview Panel to "Unemployed" for clarity.
-Changed "Limit" button text in Goods Panel to "Buy" for clarity.
-Edited tutorial text to reflect the above change.
Update 1.0.7
Just a quick fix for a little bug that would surface when setting experience bonuses.
The changelog is below.
Version 1.0.7
-Fixed a bug where setting an experience bonus in the building panel and switching to another panel without first closing it would cause the first building's information to be displayed instead of the second building's
Update 1.0.6
It seems that there were some remnants of the level loading bug that we thought we fixed in the 1.0.5 update left behind. It should be fully fixed with this patch.
Please let us know if you experience any more irregularities when loading new levels.
The full changelog is below.
Version 1.0.6
-Fixed a bug where trying to pass two missions in a row would make the second mission impassable
-Fixed a bug wherein the "mission passed" button would sometimes appear incorrectly
Update 1.0.5
Hello everyone!
We've managed to fix a pair of connected bugs that we've been trying to isolate for a while. Big thanks to everyone that reports them, both publicly and privately. We couldn't have done it without your help.
We've also done some minor changes to how not-yet-constructed buildings are handled.
The full changelog is below.
Version 1.0.5
-Fixed a bug where previously loading a game would cause it to load again when trying to start a new mission or sandbox
-Fixed a bug where the tutorial would not load correctly after playing another mission
-Buildings no longer cost maintenance while they're under construction
-Demolishing a building not yet constructed gives you back the original build cost
Update 1.0.4
Just a quick patch to fix some ongoing issues. The full changelog is below.
Version 1.0.4
-Now possible to build walkway on the spot simply by clicking twice
-The depot has been remodelled to prevent z-fighting
-Fixed a bug where saving and reloading after passing a mission causes the "Mission Passed" dialog to disappear
-Removed panel debug button that slipped through the cracks in the last update
-The individual seasteader information panel now remembers the last tab it was on
Update 1.0.3
Just a quick update for anyone having problems with the resolution, or anyone wanting to play the game in a different resolution or windowed.
Version 1.0.3
-Can now set resolutions from the settings file ("Seasteader_Data/Data/settings.txt")
If the file doesn't exist, start the game and it will create it.
If your settings file doesn't have screen resolution text, delete the file and restart the game.
Update 1.0.2
Hello everyone. First of all, I'd like to thank all of you for buying Seasteader. We hope you grow to enjoy it as much as we've enjoyed making it.
We've created a quick patch based on the first lot of feedback we've gotten. Most of these are corrections to the initially clunky controls we had. We hope the new controls are a bit more user friendly.
The full changelog is below.
Version 1.0.2
-Made rotating and zooming with the middle mouse button less sensitive
-Can now zoom in and out with mouse wheel
-Cursor is now visible while building walkways
-Can now pause and unpause the game with the space bar
-Changes in speed and pause status will appear on the interface immediately upon change, even if the coroutine cycle isn't finished
-Pressing any speed-related key automatically unpauses the game if paused