Update 0.80.00! New Item Piles and Storage Improvements!
Hi everyone,
A new stable build (0.80.00) is live!
The 0.80.00 update transitions our recent work on the experimental branch to the stable branch, including the new Piles, Inventory improvements, quality-of-life changes, bug fixes and polish.
This build features some changes and improvements to the Inventory mechanics. We recognized that the idea of your hands acting as an extra ‘slot’ for your held item and not being visible in the inventory was confusing. This mechanic also made it difficult to transfer held items into storage. Now the item you’re holding is displayed in the first inventory slot. The slot to the left of this is reserved for other inventory actions, like empty hands, or navigating between storage.
This build also adds the ability to craft Piles of items. This is part of our recent work to encourage organization and discourage players from gathering large piles of items that negatively affect performance. We know there is a reward and feeling of satisfaction from accruing large piles of stuff, so we don’t want to take that away! ‘Piles’ are an efficient way to show off your hoarding skills! See the patch notes for more info on how to use the new piles feature.
There’s also a very important fix for a frustrating bug where objects left on the Aircraft carrier would fall though when loading the zone.
Have fun :)
Stay Alive! :: Beam Team --
0.76.00-0.80.00 Stable Change Log
New Features
- Added new craftable item Piles!
You can create a pile by looking at or holding an item that you have 2 or more of in the surrounding area. Use the Quick Craft menu to craft a ‘pile’ of that item, which is shown by a new pile icon in blue. Piles are free to create and store 1 type of crafting item. So far, the supported items are: Sticks, Rocks, Palm Fonds, Lashings, Fibrous Leaves, Clay and Logs. The capacity for most items is 50x, but can vary depending on the item.
You withdraw and deposit items just like a storage container. The first item stored assigns the type of pile it is. You can remove all items and re-assign a pile at any time. When you withdraw all items from a pile, it will simply disappear.
Items stored in a pile are available and can be used when crafting without having to manually remove them from a pile. Note: Pile materials will be used last.
We’re still fine-tuning the mechanics; the pile’s physics collider currently adapts to the quantity and size of items, which is nice for player collisions, but there may be some issues there if players stack other objects on top of piles…
For those interested in the tech side of things, the benefits of the new piles are: - Faster zone loading: 1 item to load, instead of 50x individual objects. - Batched rendering for 50x items. Rendering multiple items was batched before, but the new method is even more efficient. - Less physics overhead! Piles are a static object with 1 collider, instead of 50x physics bodies and colliders. - Less overhead from individual Unity GameObjects. GameObjects and Components in Unity incur a small amount of overhead to validate state and run callbacks on every instance. This all adds up, so is good to mitigate.
Changes
- Increased Storage Container slots from 3 5. - Increased Inventory slots from 10 12. - Changed Inventory to display the item the player is holding in slot 1. - Changed Inventory to pop an item that matches the sub-type if it can’t find a matching item of the full type, ie: a player will switch to holding a Crude spear after using all their Refined Spears. - Changed Inventory drop action from secondary ‘click’ to ‘short press’ (only in menus) - Changed Wood Crates to be craftable. - Changed Wood Crates to refund materials. - Changed ‘Play’ button to enter New Game menu if no save game available to continue. - Changed Boat Motor to function as a rudder when out of fuel. - Changed Medical Consumables to refund Coconut Flasks after consuming. - Increased Meat inventory capacity from 4 to 8. - Increased Fish inventory capacity from 4 to 8. - Increased Fruit inventory capacity from 4 to 8. - Added crafting placing controls on screen when placing. - Improved Pinned Crafting Combo display. Changed pinned crafting combo UI to display craftsmanship skill level required to avoid confusion when a player has all materials, but skill is not high enough. - Improved Watch feedback when displaying player Skills; Removed clamped values on skill bars making it easier to monitor skill progress.
Bug Fixes
- Fixed objects on the extremities of large islands not being saved. - Fixed physics objects falling through Aircraft Carrier when loading, ie: Gyro parts and supplies. - Fixed Storage pointer drawing behind slot icons. - Fixed Tutorial not resuming when re-loading. Please note this fix is not retro-active as old save files will be missing the completed objective data. - Fixed Projectiles (spears, etc) drifting out of player hands when held. - Fixed objects attached to Spears not saving if player holding spear. - Fixed being able to place Craftable objects inside terrain rocks. The crafting ghost will snap to terrain rocks for visualization but placing is not allowed. Foliage does not affect placements. - Fixed Loading Screen changing color between Boot and Main Menu scene. - Fixed Leaderboards list not focusing active leaderboard button when scrolling with keys/controller. - Fixed not being able to place Water Bottles when crafted. - Fixed not being able to rotate some Craftables when placing, ie: Shelter, Furniture, etc. - Fixed being able to place Furniture inside the terrain. - Fixed Foliage Spawner losing track of player if travelling too fast. - Fixed Rafts falling through other Rafts/pieces when crafting a new Raft piece. - Fixed Sea Anchor able to deploy when overturned.
Dev Notes
- Upgraded to Unity 2019.4.20f1.
0.79.01-0.80.00 Experimental->Stable Change Log
Bug Fixes
- Fixes Logs retrieved from pile storage not able to transfer into Crates. - Fixed being able to craft items with Logs still connected as Palm Tree.
0.79.01 Experimental Update.
Hi everyone,
A new experimental build (0.79.01) is now live with some small fixes.
Also, a small reminder that if you’re having trouble crafting the new piles please see the previous patch notes where there are detailed instructions on how to create piles.
Stay Alive! Beam Team --
Bug Fixes
- Fixed Piles not snapping to terrain objects. - Fixed not being able to pick up Logs after being stored in Piles. - Fixed not being able to pick up Logs when loaded in by custom maps. - Fixed Furnace being destroyed when crafting Bricks.
0.79.00 Experimental Update. New Item Piles!
Hey everyone,
A new experimental build (0.79.00) is now live!
This build adds the ability to craft piles of items. This is part of our recent work to encourage organization and discourage players from gathering large piles of items that negatively affect performance. We know there is a reward and feeling of satisfaction from accruing large piles of stuff, so we don’t want to take that away! ‘Piles’ are an efficient way to show off your hoarding skills! See the patch notes below for more details on how to craft and use the new piles...
Have fun :)
Stay Alive! Beam Team --
New Features
- Added new craftable item Piles!
You can create a pile by looking at or holding an item that you have 2 or more of in the surrounding area. Use the Quick Craft menu to craft a ‘pile’ of that item, which is shown by a new pile icon in blue. Piles are free to create and store 1 type of crafting item. So far, the supported items are: Sticks, Rocks, Palm Fonds, Lashings, Fibrous Leaves, Clay and Logs. The capacity for most items is 50x, but can vary depending on the item.
You withdraw and deposit items just like a storage container. The first item stored assigns the type of pile it is. You can remove all items and re-assign a pile at any time. When you withdraw all items from a pile, it will simply disappear.
Items stored in a pile are available and can be used when crafting without having to manually remove them from a pile. Note: Pile materials will be used last.
We’re still fine-tuning the mechanics; the pile’s physics collider currently adapts to the quantity and size of items, which is nice for player collisions, but there may be some issues there if players stack other objects on top of piles…
For those interested in the tech side of things, the benefits of the new piles are: - Faster zone loading: 1 item to load, instead of 50x individual objects. - Batched rendering for 50x items. Rendering multiple items was batched before, but the new method is even more efficient. - Less physics overhead! Piles are a static object with 1 collider, instead of 50x physics bodies and colliders. - Less overhead from individual Unity GameObjects. GameObjects and Components in Unity incur a small amount of overhead to validate state and run callbacks on every instance. This all adds up, so is good to mitigate.
Bug Fixes
- Fixed glitchy Foundation placing on terrain, introduced by 0.78.02 - Fixed font missing in dev console spawner menu. - Fixed font missing on dev FPS widget.
0.78.03 Experimental Update.
Hi everyone,
A new experimental build (0.78.03) is now live with some bug fixes.
There were some small tweaks to projectiles to prevent the console from spamming warning logs. Please let us know if you see any odd projectile behavior from these changes.
Stay Alive! Beam Team --
Bug Fixes
- Fixed Quick Crafter menu elements overlapping. - Fixed Storage Containers not auto-sorting. - Fixed Inventory displaying Storage Container button when no container had been opened. This could cause numerous buggy scenarios and unwanted transfers into a previously opened storage container.. - Fixed objects on the extremities of large islands not being saved.
0.78.02 Experimental Update.
Hey everyone,
A new experimental build (0.78.02) is now live with some more quality-of-life fixes, Inventory changes and an important fix for the Aircraft Carrier.
This build features some changes and improvements to the Inventory mechanics. We recognized that the idea of your hands acting as an extra ‘slot’ for your held item and not being visible in the inventory was confusing. This mechanic also made it difficult to transfer held items into storage. Now the item you’re holding is displayed in the first inventory slot. The slot to the left of this is reserved for other inventory actions, like empty hands, or navigating between storage.
We’ll be tweaking storage mechanics as we look at ways to encourage players to use storage more often. This is our preferred way to deal with players gathering large piles of items--which tanks performance. We don’t have any restrictions on the number of items you can gather and craft so it’s quite easy to do. So, we’ll be improving and making it more convenient for players to use and navigate storage. We’ll also be adding in a method to destroy smaller items that you decide are unneeded, which currently hang around wasting resources..
We found the cause of a frustrating bug where players were losing items left inside the Aircraft carrier.
We’ve also upgraded to Unity 2019 which went smoothly but let us know if you see anything strange!
Have fun :)
Stay Alive! Beam Team --
Changes
- Increased Storage Container slots from 3 5. - Increased Inventory slots from 10 12. - Changed Inventory to display the item the player is holding in slot 1. - Changed Inventory to pop an item that matches the sub-type if it can’t find a matching item of the full type, ie: a player will switch to holding a Crude spear after using all their Refined Spears. - Changed Inventory drop action from secondary ‘click’ to ‘short press’ (only in menus) - Changed Wood Crates to be craftable. - Changed Wood Crates to refund materials.
Bug Fixes
- Fixed physics objects falling through Aircraft Carrier when loading, ie: Gyro parts and supplies. - Fixed Bird Snare not snapping to terrain correctly. - Fixed Storage pointer drawing behind slot icons.
Dev Notes
- Upgraded to Unity 2019.4.20f1. - Reverted to Steam SDK 1.48.
0.78.01 Experimental Update.
Hey everyone,
A new experimental build (0.78.01) is now live with some fixes for the latest experimental build.
Stay Alive! Beam Team --
Bug Fixes
- Fixed key bindings added in last update not being added to old, saved input settings. - Fixed not being able to place some constructions on other constructions: Hooks, Shelves, etc. - Fixed Wood Hook not snapping to terrain correctly. - Fixed Container Shelf not snapping to terrain correctly. - Fixed Projectiles breaking interaction when picked up into Backpack. - Fixed Projectiles being destroyed when skinning pierced object.
0.78.00 Experimental Update.
Hi everyone,
A new experimental build (0.78.00) is now live!
For this build we focused on some requested tweaks and quality-of-life fixes. We had more planned for this update and were hoping to get them in, but they just didn’t make it into this update. A second round of tweaks and fixes will be out shortly!
Stay Alive! Beam Team --
Changes
- Changed ‘Play’ button to enter New Game menu if no save game available to continue. - Changed Boat Motor to be usable as a rudder when out of fuel. - Changed Medical Consumables to refund Coconut Flasks after consuming. - Increased Meat inventory capacity from 4 to 8. - Increased Fish inventory capacity from 4 to 8. - Increased Fruit inventory capacity from 4 to 8. - Added Crafter placing controls on screen when placing. - Improved Pinned Crafting Combo display. Changed pinned crafting combo UI to display craftsmanship skill level required to avoid confusion when a player has all materials, but skill is not high enough. - Improved Watch feedback when displaying player Skills; Removed clamped values on skill bars making it easier to monitor skill progress.
Bug Fixes
- Fixed Tutorial not resuming when re-loading. Please note this fix is not retro-active as old save files will be missing the completed objective data. - Fixed Projectiles (spears, etc) drifting out of player hands when held. - Fixed objects attached to Spears not saving if player holding spear. - Fixed being able to place Craftable objects inside terrain rocks. The crafting ghost will snap to terrain rocks for visualization but placing is not allowed. Foliage does not affect placements.
Dev Notes
- Upgraded to Unity 2017.4.40f1. - Upgraded to Steam SDK 1.51.
Update 0.76.00. Save Slots, Bug Fixes and more!
Hey everyone,
A new stable build (0.76.00) is live!
The 0.76.00 update transitions our recent work on the experimental branch to the stable branch, including the new Save Slots, bug fixes, and more polish. Check out the patch notes below if you haven’t been playing on the experimental branch.
One of the bigger behind-the-scenes changes is that save game data has moved, from: %USERPROFILE%\\Documents\\Stranded Deep\\ to: %USERPROFILE%\\AppData\\LocalLow\\Beam Team Games\\Stranded Deep\\
The game will notify you and attempt to import your existing save data. If you experience any issues during the migration process, please see the guide for more information: https://steamcommunity.com/sharedfiles/filedetails/?id=2265407307
As always, the previous stable branch is available in the branches list if you need to roll-back for any reason.
We hope everyone has a safe and happy holidays!
Stay Alive! :: Beam Team --
0.74.00-0.76.00 Stable Change Log
New Features
- Added new Save Game Slots! including a new menu option to change the active slot. Save game data is no longer tied to a user id as some account services can run in offline mode with no user info available. Save game data is now stored in slot folders: Slot0, Slot1, etc.
Changes
- Changed Save Game location. - Removed GTA style loading game sequence. - Added ‘Day X’ screen when loading game. - Improved Furniture placement.
Bug Fixes
- Fixed P2 unable to navigate main menu controls in local co-op. - Fixed Main Menu showing previous user stats even when a save file was not loaded. - Fixed not being able to open the
0.75.01 Experimental Update.
Hey everyone,
A new experimental build (0.75.01) is now live with a small fix for Yuccas.
Stay Alive! :: Beam Team --
Bug Fixes
- Fixed Yucca collider interfering with harvesting Yucca cuttings.
0.75.00 Experimental Update. Save Slots, Bug Fixes and more!
Hey everyone,
A new experimental build (0.75.00) is up!
This build features new Save Slots, bug fixes, and polish.
Save game data has moved from: %USERPROFILE%\\Documents\\Stranded Deep\\ to: %USERPROFILE%\\AppData\\LocalLow\\Beam Team Games\\Stranded Deep\\
The game will notify you and attempt to import your existing save data. If you experience any issues during the migration process, please see the guide for more information: https://steamcommunity.com/sharedfiles/filedetails/?id=2265407307 Stay Alive! :: Beam Team --
New Features
- Added new Save Game Slots! ...including a new menu option to change the active slot. Save game data is no longer tied to a user id as some account services can run in offline mode with no user info available. Save game data is now stored in slot folders: Slot0, Slot1, etc.
Changes
- Changed Save Game location. - Removed GTA style loading game sequence. - Added ‘Day X’ screen when loading game. - Improved Furniture placement.
Bug Fixes
- Fixed P2 unable to navigate main menu controls in local co-op. - Fixed Main Menu showing previous user stats even when a save file was not loaded. - Fixed not being able to open the Pause Menu when operating vehicles. Please note this requires resetting input settings to ‘Defaults’. - Fixed Loading Screen changing color between Boot and Main Menu scene. - Fixed Leaderboards list not focusing active leaderboard button when scrolling. - Fixed Foliage Spawner losing track of player if travelling too fast. - Fixed Raft pieces causing existing Rafts to explode if crafting cancelled. - Fixed Rafts falling through other Rafts when crafting a new Raft piece. - Fixed Sea Anchor able to deploy when overturned. - Fixed Giant Grouper being caught in fishing trap. - Fixed small Fish clipping through players hands when held. - Fixed Crabs in inventory not loading back in dead pose. - Fixed not being able to place Water Bottles. - Fixed not being able to rotate some Craftables when placing, ie: Shelter, Furniture, etc. - Fixed being able to place Furniture inside the terrain. - Fixed Player arms being invisible when riding along in a Raft. - Fixed Player getting stuck on Shipwreck #4. - Fixed Watch not loading for a knocked-out player. - Fixed Torch halo/visual artefacts in local co-op.