I have just verified that the Steam Controller works well with the game out of the box without any changes. In general the game should have partial support for Steam Input devices in the same manner that it does for Xbox and PlayStation controllers. Most of the actions can be reb
I have just verified that the Steam Controller works well with the game out of the box without any changes. In general the game should have partial support for Steam Input devices in the same manner that it does for Xbox and PlayStation controllers. Most of the actions can be rebinded as desired.
The only issue I noticed was that the parking brake on aircrafts is very sensitive on the Steam Controller. Usually you can hold down the left bumper and press the B button to toggle the parking brake, on the Steam Controller this seems to only work if you hold down B and then quickly tap the left bumper instead of holding it from the start. You may be able to tweak this behavior if desired, but by default it will be a little fragile since it was never designed for this device.
Note: Apparently the parking break works fine for some.
Other than that you can use the Steam Controllers the same way the game is supported on the Steam Deck! I think that is pretty cool.
This is an indie game. There are some new people showing up lately. Steam doesn't let developers put links to the Steam guides on the Steam page any more, so be sure to check out the guides and feel free to ask questions. You can access the Steam guides in game with the Steam ove
This is an indie game. There are some new people showing up lately. Steam doesn't let developers put links to the Steam guides on the Steam page any more, so be sure to check out the guides and feel free to ask questions. You can access the Steam guides in game with the Steam overlay.
This game also has a demo. You can play it for free, forever. https://store.steampowered.com/app/3283880/Nautikin_Adventures_Demo/
Tutorial
This game has a completely optional in game tutorial.
Discord
You can ask me as many questions as you want on Discord here: https://discord.gg/CfX7xs25m3
Steam Discussions
You can ask questions here and I will reply when I get the notification: https://steamcommunity.com/app/2244830/discussions/
Workshop
This game also has a bunch of examples and cool vessels on the workshop you can use, as well as mod support. https://steamcommunity.com/app/2244830/workshop/
Here are a bunch of videos that show you what you can do in this game
Changes Added a setting to turn off the on-screen keyboard for the Steam Deck when using a physical keyboard Added some additional error logging for snapping containers when loading save files Added interaction highlighting to containers Fixed a bug where containers secured to th
Changes
Added a setting to turn off the on-screen keyboard for the Steam Deck when using a physical keyboard
Added some additional error logging for snapping containers when loading save files
Added interaction highlighting to containers
Fixed a bug where containers secured to the map could potentially save in the wrong location after being loaded once.
Fixed a bug where containers secured to the map could be inaccurately saved
Fixed a bug where containers may not secure properly when loaded far away
Fixed a potential issue with initializing saved containers in the wrong order
Fixed some shadows for various wearable items
Fixed a bug where accessing inventories would not stop if the inventory was destroyed while open
Fixed a bug where accessing inventories would not stop if the inventory was far away
Fixed some floating terrain at Desertum
Fixed a bug were you can interact with containers while they are attached to a crane
Fixed a bug where crane arms can be come askew in some cases
Fixed a bug with color RGB inputs.
Fixed a campaign bug where you hit max shells and go into debt
Moved delivery area at Alta slightly to avoid rock collisions with larger deliveries
Removed redundant down camera perspective from cranes
Updated tooltip for rotation interval setting to include degrees
Updated aircraft carrier door part to include a movement config for child parts
Improved mouse precision for adjustments in build mode
Performance improvements for offscreen islands
Performance improvements for ocean on Steam Deck
Increased the max number of deliverables from 9 to 10
Increased the visual bury distance of fuel pumps for steep angles
Can no longer switch lifts while a crane has cargo
Can no longer secure containers to crane lifts
Changed the way jet engines are reflected in the engine state with toggle groups
Notes
If you had containers that were saved secured to the map and they are stacked / misaligned you will likely have to unsecure them and resecure them before they will save properly.
This build has some build mode improvements from some ideas I came up with while working on my new game engine.
I have added some hardcoded performance settings for target hardware on the Steam Deck, these settings are not adjustable through the UI because changing them has consequences beyond appearance such as physics or gameplay consistency, not just performance.
Small bug fixes have been rolled into this build. You can check the list above for new changes.
Summary This is a minor bug fixing build. The next build will include some new features and content. Changes Fixed a rounding error that caused large 99.99% full fuel tanks to display as 100% Fixed a UI bug where the monster hunt bar could be hidden while objectives are still dis
Summary
This is a minor bug fixing build. The next build will include some new features and content.
Changes
Fixed a rounding error that caused large 99.99% full fuel tanks to display as 100%
Fixed a UI bug where the monster hunt bar could be hidden while objectives are still displayed
Fixed a bug with mods that prevented changing material groups
Fixed a background error when hovering over flags in build mode
Fixed a UI bug with rebinding inputs that prevented rebinding more than 1 control per menu open
Fixed some visuals on the anchor parts
Fixed a load timing issue with Anchors
Fixed some potential drift with changing sea level and Anchors
Fixed a UI bug where inputs could animate sometimes when already filled in
Fixed a Steam Deck on screen keyboard activation issue with repeat use in toggle groups
Fixed a bug where vessels destroyed while on magnets looked weird
Blind fix for an issue where autosave could trigger during loading for abnormally large saves
Changed the default camera on cranes to be the one that is most used
Changed some inventory sounds
Moved camera performance settings to the top of the performance tab
The raft hull now counts as a sea plane part
Additional error handling for manually modified vessel files
Notes
Fuel tanks that are not completely full will now display 99% until they reach 100% and the fueling sound stops. This is similar to a how the fuel UI displays 1% until the fuel tank is completely empty. This matters mostly for large fuel tanks where 1% may be a significant amount of fuel beyond a single digit. While the rounding was technically accurate, it can be confusing for UI purposes since the decimal places are not displayed.
Monster Hunt UI fix also applies to Seek and Destroy.
I was investigating some potential save issues while on the Steam Deck. Apparently the Steam Deck may interrupt an in progress I/O operation at any time and will not resume writing properly causing the data at the interrupt to be invalid. It may do so for various reasons including resource contention. The best way to avoid this is to make sure the Steam Deck is up to date and avoid overloading the game with too much stuff.
I will be looking into ways for improving performance on the Steam Deck in the next build.
This build included some quality control and verification for backlog items that did not manifest as changes such as bugs or problems that have already been fixed but needed to be verified.
Summary New parts, new settings, more Steam Deck and controller support along with various misc. fixes. Changes Added new performance setting for terrain interaction smoothing Added new Flag part Added mod flag support Added example flags to mod tools Added background Nautkins th
Summary
New parts, new settings, more Steam Deck and controller support along with various misc. fixes.
Changes
Added new performance setting for terrain interaction smoothing
Added new Flag part
Added mod flag support
Added example flags to mod tools
Added background Nautkins that do stuff
Added new animations to support background Nautikins
Adding loading screen progress to main menu to indicate memory allocating
Added background Nautikins to drydock build mode
Added Xbox controller support to tutorials
Added PlayStation controller support to tutorials
Added Steam Deck support to tutorials
Added missing keybinding display for build mode uniform scaling to controls
Added support to quick close input dialogs by pressing enter
Added performance checks to PC to auto set low settings similar to Steam Deck
Fixed some VFX for harpoon launcher not moving with vessel
Fixed some input delay on clients when firing harpoons
Fixed an undo bug in build mode related to mirror mode
Fixed a bug where saved rescue boats load with inputs enabled
Fixed a bug where V-Sync target fps does not update when switching to another monitor that has a different refresh rate without re-applying
Fixed a bug with loading screen where it would not say "Loading mods" when it was loading mods
Fixed a bug in build mode that could apply a material to the wrong group if you are moving the mouse really fast
Fixed a visual issue with parachutes and wind on clients in multiplayer
Fixed a visual issue with sails and wind on clients in multiplayer
Fixed a bug that could prevent moving the camera until you click away from material in build mode
Fixed some server seed timing issues on clients for spawning fish
Fixed a slightly floating container inside the warehouse at Portus
Fixed a bug where climbing on the underwater drydock ladder crushes the Nautikin instantly
Fixed a bug where waypoints can shake when moving the camera quickly
Fixed some typos in tutorial
Fixed a bug where using interaction mode with the controller to open a buy shack sometimes fails
Fixed some read-only keybindings not being translated for controllers
Fixed some bugs with Unity keybinding labels on Steam Deck
Fixed a bug with controllers where rebinding input would not cancel with start button
Fixed an issue where controllers could not be binded for certain keyboard controls
Fixed some bugs with keybindings when setting in main menu
Fixed a bug where you can not swap out the root part before placement with structures
Fixed a bug where the root part of a structure does not initially follow the cursor
Fixed a bug where flares could still be lit underwater after hitting a wall
Fixed a bug with destroyed vessels affecting seaweed until after the cleanup timer
Fixed a bug with moderation tools
Fixed a shader bug with trees on silva in fog on low
Fixed a bug with anchors where the chain would not move with moving parts
Fixed a UI bug where Anchor and Fish indicators would be visible as an observer
Fixed a bug where clients could not harvest fish unless the server was observing
Fixed a bug where selected part would not update right away when toggling modes with hot keys
Fixed some floating rocks at Vulcanous
Fixed some floating rocks at Glacies
Fixed a bug where items dropped on crane arms can stop the crane
Fixed an issue where you could pass through lava on the volcano by timing exit
Fixed a bug where vessels could explode forever in lava
Fixed a bug where client Nautikins can be crushed when entering seats
Fixed a bug where joining server name may not be set right away when loading starts
Fixed a visual issue with med kit part LOD
Removed an erroneous mode shift created by a Steam Deck bug for Xbox controllers
Blind fix for a background error that can occur when cleaning up lots of vessels on game shutdown
Blind fix for exiting drydock at the exact moment another player is using a Nautikin you attempted to allocate
Cranes will no longer function when damaged
Nautikins can now interact with sails using e
Minor improvements to mod tools
Tweaked the behavior of material color editor with WASD input
Reward multipliers now apply to rescued workers based on location.
Adjusted some LODs on Portus
Increased the size of some UI elements for Steam Deck support
Updated UI for various small elements for Steam Deck support
Disabled some very small text while running on Steam Deck
Updated welcome message to better accommodate Steam Deck overlay verbiage.
Reworded a few steps in the tutorials to make things more clear
Keybindings will now auto refresh for controllers when the menu opens
Start and select can no longer be used to bind keys on controllers
Keybindings can no longer use mouse left/right click
Keybinding improvements
When using ropes with controllers the right joystick will now become the mouse so you can move easier
Changed the default controller mouse sensitivity from 5 to 8
Changed sensitivity of uniform scaling with controllers
Code cleanup
Menu audio now stops as soon as loading starts
Invert Y is now seperate options for Nautikins, Vessels, and Build mode
Improvements to camera jank when clients are suddenly disconnected
Improvements to model for map fuel tanks to make them appear more smooth
The build controls are now the first thing in the keybindings UI
Performance improvements to helicopters sitting in damage areas
Notes
This build also included a large quality control pass which verified a lot of existing functionality in reference to the backlog but did not manifest as version changes.
Flag movement does not have collisions. It does not sync in multiplayer but clients will interpret the orientation so it will update for everyone. Flags will rotate with the wind, move with the boat and cannot get wet because they wave themselves dry!
With mod flags you can add basically any image you want for a flag. If you need something very specific you will likely have to modify the UVs of the flag, but I have provided a model similar to the one in the game that comes with pre-modified UVs that should work for most textures.
When the game first starts up and loads a save it has to allocate memory for the game and wait for Unity and the operating system. Sometimes this can go quickly other times it would hang there with a blank loading screen that did not indicate what was happening. When this occurs it will now display "Allocating memory" to generically indicate that it is doing something prior to the normal loading gibberish.
Background Nautikins do not interact with the world (Collisions, sounds, interaction mode, etc.) they are meant to be low performance impact and add to the immersion.
Some UI changes where made to build mode in order to better support the UI rules for the Steam Deck. Some of the small text while technically valid can be hard to read, so it was increased as much as can be allowed within the current design. Additionally there are locations where small text can appear in the game like the crew panel while in a vessel, this gives extra information about the seats but is not strictly needed so it is simply disabled on the Steam Deck because there is no room in the current design to enhance it further without a higher resolution screen. Other changes include improvements to controls, mainly for the material settings in build mode.
It looks like Valve finally fixed the mouse corruption issue when using remote streaming while docked I reported a while back, so you can now take advantage of the firepower of you main PC and play with the controller on your big tv from the couch or something.
Re-running the tutorial with different inputs will now allow you to learn how to play with an Xbox controller for example.
The tutorial will always mention a keyboard for typing in case you have one on screen (Steam Deck), but if you and have an Xbox controller plugged in obviously you need to use the keyboard.
If you plug in a controller (or unplug) while looking at the keybindings, it will not update until you re-open the menu. Displayed controller glyphs will always default to Xbox controllers if there is no controller detected.
Some optional controls do not have bindings on the Controller / Steam Deck. However, you can still use most of them by opening up the on screen keyboard and pressing the desired key. This is useful for things like switching parts in build mode, activating the horn/lights, and you can even bind toggle groups to them.
Summary This build adds a lot of new mod support for most basic parts and fixes various minor bugs. Changes Added mod support for ship engines. Added basic material group support to mods Added basic seat mod support Added fuel tank mod support Added support for moving mod parts A
Summary
This build adds a lot of new mod support for most basic parts and fixes various minor bugs.
Changes
Added mod support for ship engines.
Added basic material group support to mods
Added basic seat mod support
Added fuel tank mod support
Added support for moving mod parts
Added mod support for piston engines
Added mod support for turbine engines
Added mod support for aircraft wings / airfoils
Added mod support for helicopter rotors
Added various examples to mod tools
Added display name support for mod parts
Fixed a potential issue with fog shader after flying through the sky for a while
Fixed a rendering issue when teleporting from one location in fog to another location in fog
Fixed an erroneous dialog when leaving campaign quickly after being prompted
Fixed a background error related to leaving quickly after loading a game
Fixed an issue where mod boat hulls did not count as sea plane parts
Fixed a bug where you could not use 2 mods with the same name
Fixed a background error when loading collider proxies for mods
Fixed some bugs with mod collider setup
Anchors can no longer collide with their mount if they retract at a weird angle
Additional error handling for misconfigured mods
Mod parts will now register categories and filters for build mode.
Code cleanup
Notes
Some of this mod stuff is for basic setups of the support. For example seats can get way more complicated than just a chair if you want to put it inside a jet cockpit or something. If you want support for something specific just let me know, I will provide all the basics I can think of for now.
I have provided examples for the new support in the mod tools. These are very basic examples that do not include the same content in the game (models, materials, shaders, etc.). This is in part because they are meant to be quick examples but also because not everything is available for distribution outside the game. However, when you do not provide your own assets for things like FX/SFX (leave them blank) the game will generate some for you based on the ones already in the game (a nice compromise). This is convenient if you just want to slap a new engine together and get all the normal sound fx or something.
There are other more complex mod support tasks in the backlog that are not currently planned (Anchors, Cranes, Custom Scripts, etc.). If you are looking for something specific feel free to reach out.
The mod display name applies to build mode, interactions, and multiplayer.
Sometimes anchors can retract very fast, if they were secured at a weird angle they may impact the boat right before they snap into place. Previously this could cause the anchors to explode which is not great, so now the anchor will ignore the mount impacts from the anchor. If the anchor impacts in such a way in the future it will simply damage the boat slightly and not cause an explosion (unless it hits some other part.)
Summary New content, new island, bug fixes, and more! Fun Video Workshop Items Changes Added NautikinCannon Part Added Stunt Suit item Added Stunt Suit Helmet item Added e interact support to crates/containers Added Horn part Added horn key bindings Added key bindings for setting
Made it easier to interact with containers in general
E interaction will now prioritize look direction vs forward or platform interactions
Sharks can now be killed by explosion splash damage
Minor optimizations to warning dialogs in build mode UI.
Updated some build warning messages to be more consistent
Fuel transfer cost will now process once fuel connector is complete to prevent multiple campaign messages
Improved accuracy of fuel transfer math
Made it easier to grab various campaign unlocks
Nautikins will now die from physics impacts when seated.
Obstructed seats will now display "Obstructed" instead of "Embark"
Performance improvements for hiding items in build area
Reduced audio volume for various weapons
Decreased volume for missile target lock
Adjust ocean sound in main menu
Changed base cost of storage box part
Improvements to transitioning between fog above water and below
Adjusted some physics interactions when exiting vessels to prevent small vessels from being moved too much
Made some item drops sound more consistent in multiplayer
Updated icon for storage box
Performance improvements to island audio environments
Vessels will now display a damage indicator on the UI when crew members are taking damage
Improvements to vessel optimization visuals
Aircraft will now take damage when hitting the water at weird angles (flying sideways)
Adjustments to sail UVs
Decreased volume for projectile impacts
Decreased volume for Nautikin weapons
Code cleanup
Notes
The Nautikin cannon's max range is roughly 3km
I was working on a new outfit so I polished some old vert issues I saw with existing outfits while there. This will affect things like running/jumping around in the jumpsuit and bounciness (mostly around neck seams).
The stunt suit is heat resistant, but not cold resistant.
Some of the weapon part materials look slightly different because the default shader was changed to support weather. I can't really notice the difference without looking at the previous version so it seems like a pretty solid upgrade to support rain wetness and snow without changing the material in build mode.
Rather than constantly firing missiles as fast a possible, AI will now make "decisive choices" about when to fire tactically and sometimes decide not to fire right away, which basically means they will not always fire every single missile and fire less often, but in some cases they will choose to fire rapidly.
Vessel horn part does not have controller bindings. You can change the pitch and size of a horn to affect it's sound.
Previously, when a Nautikin was seated it used the same rules for impacts as it did for jumping. This causes problems when colliding with objects at slow speeds (which are fast for vessels) or flipping upside down on land in a vessel. It also becomes very apparent something is weird with jet skis that allow you to pass under low hanging parts on other vessels. So the thought here is that if you collide with something while seated (Not another Nautikin, the ground, another boat, crates, etc.) you break your neck or are crushed from the weight of the vessel, there is no way you should survive and it will prevent you from passing through solid objects while being seated in the vessel. Bottom line is you are now extremely vulnerable to impacts when in seats.
The same crushing seat behavior applies to climbing.
The game will attempt to prevent you from getting into seats that would result in being crushed.
Nautikin interaction distance overall has been increased to make interacting easier. This creates problems with aiming harpoons at things you intend to shoot close up (or holding items in general). Logically speaking, holding an item could reduce your ability to grab/interact with something so now it will decrease your interaction distance when holding an item (which ends up being a slightly shorter distance than it orginally was before the increase).
Damage in vessels will now display for things like Nautikins taking damage from frost or fire, impacts, weapons, etc. Basically any damage they take while crewing a vessel will be displayed to make it clear they are taking damage.
The new torquing water physics will also apply to boats that exit and enter the water at extreme angles. An example would be a fast speed boat that loses control momentarily and then exits the water to begin a cartwheel as it crashes back into the water.
The next build will likely be a smaller one related to additional mod support (mostly) followed by another larger build.
Changes Fixed a bug with pirate bases loading incorrectly Fixed some hard to grab part unlocks in campaign Fixed a bug if you jump out the moment you control a deck weapon from the map
Changes
Fixed a bug with pirate bases loading incorrectly
Fixed some hard to grab part unlocks in campaign
Fixed a bug if you jump out the moment you control a deck weapon from the map
Changes Added dedicated button to reset boat cranes Added reward multiplier to Flumen due to the tide Fixed an issue where boat cranes reset when reset map cranes is pressed Fixed regression with steel cables caused by previous platform fixes Fixed platform multiplayer spam with
Changes
Added dedicated button to reset boat cranes
Added reward multiplier to Flumen due to the tide
Fixed an issue where boat cranes reset when reset map cranes is pressed
Fixed regression with steel cables caused by previous platform fixes
Fixed platform multiplayer spam with idle containers in a different way that does not affect steel cables
Fixed a bug with multiplayer magnet physics for jets
Fixed a bug with engines sometimes not shutting off when underwater on magnets in multiplayer
Fixed a disconnect when client attempts to join at the exact moment a vessel is grabbed or released with a magnet
Fixed a bug where boat crane magnet lift can get stuck from landing gear
Fixed some issues with mixed states for magnet lifts on boat cranes with forces
Fixed a bug with combat helicopter parts getting stuck underwater if upside-down
Fixed a bug where altitude does not display correctly after loading a saved game
Fixed a bug where altitude does not display correctly with attached containers
Fixed some highlighting for submarine engines in build mode
Fixed a bug when a vessel is destroyed at the exact moment a rope is attached
Resetting cranes will now remove any attached steel cables
Patched a view frustrum issue with ocean planar reflections
Performance improvements for platforms
Crane fast move will now affect raise/lower speed
Crane fast move will now affect lift rotation
Improvements to crane physics when moving arm and lift fast
Minor Improvements to multiplayer performance for buoyancy
Improvements to error dialog accuracy
Submarine engine can now be used in toggle groups
Submarine engine is now renamable
Map options will now close if tabbed out
Notes
Reset map cranes no longer affects boat cranes (cranes on vessels). The reset behavior was original added for potential issues with persistent map objects (cranes) which may have gotten stuck somehow (especially during Early Access). Resetting boat cranes can snap the crane inside of containers that are secured to the deck which can cause issues and create physics problems that should not be possible otherwise. If somehow you do mess up a boat crane you can reset it by simply recalling the vessel, so this is not equivalent to the persistent state of map cranes, which also save. As far as I know stuck cranes issues should be gone, if you experience something like this you should report the issue before attempting to correct it because that will eliminate any useful information. However, I have added a reset boat cranes option just in case. Ensure that doing so will not reset it into another object otherwise your gonna have a bad time!
The crane cables can now raise/lower the lift faster with fast move. Any faster would cause the crane to explode. The crane physics are really pushing the envelope.
Picking up a jet with the boat crane magnet will apply thrust to the magnet, but any buoyant forces (and CoM) will be applied to the vessel on which the crane resides. This gives the appearance of buoyancy attached to the crane without breaking reality and still allowing the magnet to move with the attached vessel forces (which is pretty cool).
You can in fact use magnets to launch aircraft without a runway (full throttle + release), do so with caution.
Summary This is a smaller build with mostly fixes for various stuff, but I wanted to separate it from the larger update with new content I am about to start working on which will likely take several weeks and be unrelated to the fixes. Changes Added specific error dialogs for com
Summary
This is a smaller build with mostly fixes for various stuff, but I wanted to separate it from the larger update with new content I am about to start working on which will likely take several weeks and be unrelated to the fixes.
Changes
Added specific error dialogs for common multiplayer disconnect reasons
Added tell bot to wander option for bot vessels with custom waypoints
Fixed a UI bug with restoring defaults and camera settings label
Fixed a bug where intentionally destroying a part on fire during a rescue does not count as putting out the fire
Fixed a bug where attempting to edit the bot config for worker Nautikins caused UI issues
Fixed a bug where bot Nautikins can disembark with ctrl + e when the map is open
Fixed a bug with collisions when exiting a passenger seat for a vessel with no driver
Fixed a bug with large interactions (Drydock) and clicking vessel UI buttons
Fixed a race condition where the Launch tooltip can get stuck on the screen
Fixed some warnings related to stopping tutorial mode
Fixed a bug in campaign multiplayer where clients could have 2 inventory rows
Fixed a bug with flat swim when looking straight up or straight down
Fixed some bugs with bot configs for vessels with 2 or more drivers
Fixed a UI bug with crew type dropdown overlapping with bot config
Fixed a bug with uncontrolled Nautikins and platforms in multiplayer
Fixed a bug with cleaning up build areas from the server tab
Fixed some physics issues with shipping containers at rest
Fixed some issues with moving while other Nautikins are on your head
Fixed some smeared UVs on dock fuel tank
Fixed sensitive trigger for HeavyLiftHelicopterCockpit unlock in campaign
Fixed a bug with repairing critical damage from non-fire related impacts
Fixed some center of mass issues with certain hulls
Fixed an inertia math failure with very heavy boat aircraft
Fixed a bug with inertia math related to aircraft dimensions
Fixed a bug with helicopter rotor trim and rotated rotors
Fixed a bug with clone parts that have painted material groups
Fixed a bug with sampling materials groups on painted parts
Blind fix for a potential race condition with Launching vessels and seat config
Changed default camera view distance
Changed some thresholds for far away crates and platforms to prevent multiplayer spam
Changed the way Nautikins spawn at staff building to reduce the risk of landing on seagulls
Changed the default game mode for server stubs created from joining a game
Changed default game image for server stubs
Changed aero dynamics for large / heavy aircraft
Completing a rescue by blowing up the target boat will now instantly register as putting out the fire
Reduced fog weather probability by 5%
Reduced scroll sensitivity for chat history
Text chat input will now scroll the history if you scroll while typing
Error sound will now play in campaign when you can't afford runway
Seagulls will now be ignored by most game mechanics
Magnet lifts no longer allow grabbing vessels by grabbing containers secured to the vessel
Increased the repair rate for hard to reach parts
Build area interactions are now off by default
Crates will now match the velocity of the boat when unsecured
Updated some logging related to Steam network issues
Updated some tooltips in the performance tab
Turning off bot config as the observer will now automatically give you control of the vessel
Bots will now remember their custom waypoint if you update the bot config
Fuel will now display as 1% for vessels that still have fuel but less than 1% but not empty
Code cleanup
Notes
Worker Nautikins cannot be made bots because they are already a special type of bot which cannot be edited.
Multiplayer disconnects include losing connection to host, steam issues, and unknown errors. Error dialogs will not appear if the welcome dialog is displayed for some reason (settings where deleted manually).
Because of math changes to inertia for large heavy aircraft, some smaller aircraft will be affected.
Changes Added interactive tutorial feature Added start tutorial button to in game menu Added choose tutorial button to in game menu Added Portus tutorial Added Menu tutorial Added Nautikin tutorial Added Build Mode tutorial Added Building a Boat tutorial Added Building a Plane tu
Changes
Added interactive tutorial feature
Added start tutorial button to in game menu
Added choose tutorial button to in game menu
Added Portus tutorial
Added Menu tutorial
Added Nautikin tutorial
Added Build Mode tutorial
Added Building a Boat tutorial
Added Building a Plane tutorial
Added Activities tutorial
Added tutorials to demo
Added tooltips to vessel UI
Added additional IO error handling to backing up save files
Fixed a bug with tooltips when closing menus
Fixed a bug where a revived Nautikin would jump if they died while jumping
Fixed a bug where confirming material thickness with enter does not allow camera to rotate right away
Fixed a bug in campaign with unlockable part shader and fog
Fixed an input translation in German for Zehnertastatur
Fixed some game engine bugs with German translations for inputs
Fixed a scrolling issue with the bottom of keybindings view
Fixed some inconsistent capitalization in keybindings
Fixed a background error when using part switching keys after pressing new
Fixed a log scrubbing issue for usernames with errors that use backslashes
Fixed a bug with rain fog not always turning off when weather is disallowed
Minor changes to welcome message
Minor UI cleanup
Changed the name of the flare launcher to just flare launcher.
Tooltips will now hide if you tab out.
Warehouse surfaces will now react as metal/glass for projectiles
Changed demo UI to replace certain elements with tutorials.
More info for error logging related to projectiles hitting non-uniform objects
Notes
I have added tutorials for most of the basic stuff, tour of the main island (Portus), menu, building, Nautikins, building a boat, building an aircraft etc. I will likely add more complex tutorials later.
Tutorials will force day mode for maximum learning and then set it back to how it was when it ends. Weather is forced off for similar reasons.
It is still possible to get lost while doing the interactive tutorial if you do not follow the tutorial. If you choose to start a tutorial but don't follow it for some reason you will have to stop / start it from the menu if you can't find your way back.
The tutorials will not mention rebinded controls, it will always refer to the default bindings.
The tutorials are not available in campaign mode.
The tutorials are available in multiplayer but it is not recommended simply because other players may make it more difficult.
The tutorials are currently only worded for PC controls, I will work on adding controller and Steam Deck verbaige later.
The tutorials take about 30 minutes total to complete.
The tutorials have been tested by people who already know how to play the game. Let me know if you find parts confusing or find typos or something.
Changes Added a button to the in game menu that opens the Steam guides. Added a redundant button to the in game menu to return to build mode Added a redundant button to the in game menu to return to base Added an additional input for rotating the camera in build mode that allows
Changes
Added a button to the in game menu that opens the Steam guides.
Added a redundant button to the in game menu to return to build mode
Added a redundant button to the in game menu to return to base
Added an additional input for rotating the camera in build mode that allows rebinding.
Added new ways to return to build mode using interactions
Added setting to show default map build areas on the map
Added setting to turn off build area interactions
Fixed a bug in campaign multiplayer where joining clients cannot use runway buy shack
Rebinding controls can now be canceled with Escape.
Individual bindings can now be reset with Backspace
Interactions will no longer check below your character when airborne
Rearranged some misc. options in UI
Notes
The Steam Guides can be opened from the Steam overlay, but now you can also access them from the game tab in the menu. This behavior is not exactly the same as opening them via the little book button in the Steam overlay, but it is much easier to find.
The new quick buttons in the main menu are redundant for existing behavior but are more obvious for new players and convenient for existing players.
Rebinding controls can no longer be assigned to escape or backspace, because that cancels or clears the key binding respectively.
The normal way to return to build mode, is to press the return to build mode button in the top right of the vessel UI when operating a boat using interaction mode. You can also open the map and press home to access the build areas again. I have added a few other ways you can do this now using interaction mode or e to interact as well.
I am looking into adding an interactive tutorial mode for new players that don't know which buttons to press. Some mechanics such as interaction mode can be confusing if you do not read the guides or want to ask questions. There is a lot of information so I will try to make it more intuitive. This will take some time though.
If you have questions, suggestions or other feedback, please reach out to me on Discord or start a Steam Discussion. 👍
Release At long last, Nautikin Adventures is ready to leave Early Access! This game has been in development for about 4 years and in Early Access for around 2 years. The game is absolutely packed with content and I am very pleased with the way it turned out. It has singleplayer,
Release
At long last, Nautikin Adventures is ready to leave Early Access! This game has been in development for about 4 years and in Early Access for around 2 years. The game is absolutely packed with content and I am very pleased with the way it turned out. It has singleplayer, multiplayer, and it has 2 game modes (Sandbox and Campaign). It feels extremely polished.
The game is now released, and the version is v1.0.000. That's pretty cool!
Future plans
The current plan is to continue updating Nautikin Adventures at a similar pace to the many updates it received during Early Access. You can check out the previous updates if you are interested here. There is still a ton of cool stuff in the backlog that can be put into future builds. This includes features that didn't make it into Early Access, new content, and player requests that needed to be prioritized below finishing the game. New feedback / suggestions received after release will be prioritized and still potentially be included in the game. One of the things I will be working on shortly after release is additional mod support, which was deprioritized due to time constraints.
Special Thanks
Even though this game was made by a single developer, there were many people who have aided in this journey in some form or another. I very much appreciate those who have been helping test multiplayer stuff and reporting bugs! There were lots of cool ideas I had not thought of that fit right in with the game too. A big shout out to those who left reviews on this game during Early Access, sometimes that is all it takes to keep someone motivated for months on end. Finally, I would like to thank those who really had nothing to do with this game, but instead chose to continue supporting my work and other games knowing that I was working on this one.
Changes Added auto follow activity option for clients Added UI sounds to activities Added more achievements Added short descriptions to sandbox and campaign toggles Added warning UI to edit dialog for campaign achievements Fixed a bug with targeting vessels with destroyed parts w
Changes
Added auto follow activity option for clients
Added UI sounds to activities
Added more achievements
Added short descriptions to sandbox and campaign toggles
Added warning UI to edit dialog for campaign achievements
Fixed a bug with targeting vessels with destroyed parts with missiles
Fixed a lock on bug with missile launchers when nearby structures
Fixed a bug that prevents saving structures with rotated root parts
Fixed a bug with crew being cleaned up when re-deploying structures
Fixed a bug with lights affecting the ocean
Fixed a bug where anchor status could appear for cranes
Fixed a bug with loading stack order for multiple deliveries
Fixed a bug where toggle fast move can be activated while in inventory
Fixed a bug where toggle flat swim can be activated while in inventory
Fixed a bug with max players in UI that blocked more than 10 players.
Fixed a bug where editing a campaign in sandbox mode unlocked all trade routes
Fixed a bug with new trade route dialog in campaign
Fixed a bug with unlocking trade routes as client in campaign
Fixed some artifacts on trade route UI
Fixed a bug where hosting a new server always saves in lowercase
Fixed a bug with platforms and auth change in multiplayer
Fixed a bug with client to client death while on helicopter blades in multiplayer
Fixed a bug with janky getting on/off ladder behavior in multiplayer in some cases
Fixed a bug where clients cannot join when server is constantly getting on / off a ladder
Fixed a bug with pirate aircraft AI and firing missiles
Fixed a bug with loading in progress aircraft AI and velocity
Fixed a bug where interactions can disable mouse for activity success banner
Fixed some targeting issues with missiles for certain configurations
Fixed a bug with depth UI when recalling in abyss
Fixed a bug with boat crane desync with different players
Fixed a bug with remote crane controls and crew allocation
Fixed a bug with loading inputs for saved stealable pirate jets
Changed some UI behavior in main menu to be more consistent
Optimized lights for various parts and map objects
Nautikin inventory will no longer open when using Shift + Tab to access the Steam overlay
Changed server edit dialog title
Achievements are now disabled if you edit a campaign save in sandbox mode
I just finished another build packed with content that completed most of the remaining work before the release. The next build will be 1.0! It will be released on April 15th. I am very pleased with the way this game turned out and the feedback I have received during early access.
I just finished another build packed with content that completed most of the remaining work before the release. The next build will be 1.0! It will be released on April 15th.
I am very pleased with the way this game turned out and the feedback I have received during early access. I intend to continue updating this game after release.
Changes Added Nautikin first person look indicator Added option to disable first person look indicator Added toggle group support for lights Added toggle group support for smoke emitters Added highlight hovering to build mode part filter buttons Added more support for VSync FPS A
Changes
Added Nautikin first person look indicator
Added option to disable first person look indicator
Added toggle group support for lights
Added toggle group support for smoke emitters
Added highlight hovering to build mode part filter buttons
Added more support for VSync FPS
Added additional death messages
Added server setting to disable clients ability to bypass build warnings
Fixed a bug with build mode in campaign where cost color does not update when shells are added/removed
Fixed a bug with aircraft UI where brakes would appear on if one landing gear is destroyed
Fixed an error when attempting to disembark as observer with no controlling player
Fixed a bug with loading saved Nautikins that are dead
Fixed some shader gaps in buy shack golden shell
Fixed a bug with fixed missile inputs when loading airships
Fixed a bug with fixed missile inputs when capturing airships as client
Fixed a multiplayer bug with clients launching subvessels with toggle groups
Fixed a bug with smoke emitters saved on subvessels and loading
Fixed a bug where the game can save while an activity is initializing
Fixed a bug with the difficulty rating of saved rescues
Fixed a bug where reload sounds could play after the vessel had exploded
Fixed a bug where pirates would start shooting at each other when you attack subvessels
Fixed a bug with resetting resolutions settings
Fixed a bug where Nautikins can get stuck while moving at high FPS
Fixed a bug where objectives do not show in multiplayer until you reopen activities
Fixed a disconnect bug that could happen with server aborting activities in multiplayer
Fixed an issue where the server is not disconnected during a Steam connection timeout
Fixed a bug with observer recall button state when controlling player leaves
Fixed a bug with observer UI states on clients when activating bots
Fixed a bug observing vessels after they have been cleaned up
Fixed a bug with target lock input when a missile launcher is destroyed or damaged
Fixed a bug with map tide UI
Fixed a bug with landing gear and joining for uncontrolled aircraft in multiplayer
Fixed a multiplayer bug where touching Nautikins on fire does not sync with high latency
Fixed a bug with crew allocation when exiting a new vessel and recalling another
Fixed a multiplayer bug where Nautikins can fail to load while joining
Fixed memory leak when cleaning up vessels with build areas
Fixed g-force damage at high fps
Fixed a bug where Nautikin recall dialogs do not close with map
Improvements to observer UI states on clients
Improvements to ragdoll spaz in multiplayer when hanging from a helicopter
Improved accuracy of repair/extinguish items in first person
Changed the way projectile explosions work to add more splash damage to other vessels
Cannon, missile, torpedoes, and kamikaze explosions now do splash damage to vessels
Minor reduction to bomb damage
Minor increase to kamikaze attacks
Beach balls will now react to nearby explosions
Changes to columns for some UI menus
Lights can now be renamed
Fish can now be caught with "e" interaction (use first person)
Changed the way interactions work in first person mode
E interaction now matches interaction distance with interaction mode for Nautikins
Items can now be picked up with E interaction
Nautikins can now interact with the inventory of other Nautikins using E
Nautikins can now interact with toggleable parts with E
Observers can no longer interact with vessels that have no crew members
Code cleanup
Debug info will no longer display when using input fields
Anchor and Fish states will now display regardless of vessel mode
Crew list is now sorted by seat order whenever you get in / out
Beach ball can no longer be attached to harpoons
Whale will now ignore beach balls on back
Adjusted tooltips in server tab
Performance improvements
Far away Nautikins detecting rain
Aircraft carrier engines
Aircraft carrier hull
Airship balloon buoyancy
Deck weapons
Build mode UI
Vessel launch times
E Interaction
Bullet trails
Bullets
Fishing nets
General improvements
Notes
Because of explosive splash damage changes, most explosion will be much more dangerous and potentially do more damage to targets due to compound splash damage.
The probability of splash damage increases the closer the explosion is to an object.
The default behavior for lights will remain the same with the "L" key. This will also override the states of any toggle groups. So if you have light toggle groups and you override with "L" you may have to press the toggle group key twice to put it in the desired state the same way that manually interacting with other toggle groups would. This applies similarly for smoke emitters.
The new fps setting will attempt to set VSync to match the desired fps, however this must be a fraction of the native monitor refresh rate. So if you have your monitor set to 144hz for example, 60 will end up around 72fps so that everything is stable, this control is also used for exact fps if you choose to turn off VSync and/or use external GPU tools.
With 4k, I think the max performance you can get with appropriate hardware is around 144fps (depending on what is happing in the game). For 1080p you might be able to get 240fps. I still recommend playing the game at 60 fps because it will give the most consistent gameplay (if you find something that acts weird at higher fps, report a bug!). Multiplayer will likely also affect fps.
If the new server setting for build warnings is disabled, no players will be able to proceed with warnings related to too many parts or something to that end. The warning message will not change but you will not be able to bypass it.
This is likely the last build before the release build. Very exciting! 🤗
Changes Added additional Steam Deck support Added default control inputs for Steam Deck Added default settings for Steam Deck Added logging to start / stop activities for debugging purposes Added controller keybinding for countermeasures Added server moderation tools Added reward
Changes
Added additional Steam Deck support
Added default control inputs for Steam Deck
Added default settings for Steam Deck
Added logging to start / stop activities for debugging purposes
Added controller keybinding for countermeasures
Added server moderation tools
Added reward multipliers to some of the more difficult delivery locations in campaign
Added optional confirmations for salvage and recall
Fixed a bug with update mod when you have no local mods to update
Fixed a UI bug where dropdowns close after scrolling
Fixed some dropdown overlap in performance tab
Fixed a bug where Nautikins could vibrate slightly when standing still on uneven ground
Fixed a bug with flat swim when looking straight down
Fixed an animation issue with underwater jumping and flat swim
Fixed an animation issue with buyshack Nautikins eyes
Fixed a bug with harpoons sticking to map cranes in a non-uniform manner
Fixed a bug with dropping items on map cranes
Fixed a multiplayer animation issue when dying while welding and then being revived later
Fixed a bug where client aircraft can get stuck on the skybox limit in some cases
Fixed a bug where server would wait when cleaning up a vessel with no crew members
Fixed a bug what allowed Nautikins to be highlighted when hired
Fixed a bug where fixed missiles would not cycle when one of many had damage
Fixed a double click with controllers and island view
Fixed UI overlap with aircraft
Fixed a bug where you can break the UI by opening the menu while interacting on controllers
Fixed a bug with resolution when running in Desktop Mode on the Steam Deck
Fixed an issue with ocean shadows on lower settings
Fixed some shadow issues when changing quality modes
Fixed a potential timing issue when switching monitors
Fixed a potential issue with securing containers while loading
Fixed a bug in campaign where aborting seek and destroy can trigger a vessel refund
Fixed a bug in campaign where aborting a rescue can trigger a vessel refund
Fixed a bug with loading saved deliveries when vessels are not found
Fixed a UI bug if you attempt to hire a Nautikin at the exact moment an activity is completed
Fixed a bug with saving stacks of containers from multiple deliveries
Fixed a bug where in progress deliveries do not show original delivery total
Fixed a bug with objective indicators for multiple deliveries overlapping
Fixed a bug with containers not grabbed by crane following containers that were grabbed in some cases
Fixed a gap in the back of racing boat collider that could cause crates to do weird things
Fixed a bug with refunding items in Nautikin inventories when recalled in campaign
Fixed a bug with loading complex vessels and part cost in campaign
Fixed a bug with recovering fuel cost in campaign
Fixed a bug with jet fuel tank config
Fixed a bug that prevents structures being refunded when you destroy the build area
Fixed a bug where you can move the map while confirming destruction of a build area
Fixed a bug where the crane arm get become misaligned when rotating and raising for an extended period
Fixed a multiplayer bug when clients spam eat fish
Fixed a bug that can make Nautikins indestructible after eating tons of fish
Fixed a bug where typing "m" in the chat while in island view will open the map
Fixed a UI bug with chat and escape after clicking several times
Fixed a bug where the pirate airship will not deploy flares when you target missile launchers
Fixed a background error related to interactions
Fixed a bug with crew allocation when recalling someone else's boat after hitting new
Fixed a bug with loading capturable pirate vessels with a dead crew
Fixed a multiplayer bug with stolen pirate vessels causing a disconnected when repaired
Fixed a bug with loading ragdoll Nautikins far away while on boats
Fixed a bug with resetting resolution
Fixed a multiplayer bug where Nautikins can be on fire still after being revived
Changed some aircraft controls on controllers to better integrate with Steam Deck
Changed some UI behavior when on Steam Deck
Store inventory will now play an error sound if you cannot afford or sell an item (and other conditions)
Updating mods and vessels for the workshop will now auto populate the current title and description
Improved stability of first person aiming with harpoon
Flares will now light Nautikins on fire
Toggle HUD hot key can now be used while looking at Portus
UI tooltips will no longer appear while dragging
UI tooltips will no longer appear when using input text
Camera will now return to previous position when you stop using inventory
Adjusted inventory camera perspective
Removed tab abbreviations for smaller resolutions
Decreased the value of fish
Recalling vessels in campaign will now refund any items in containers
Fuel tanks will now leak when damaged
Nautikin inventories will no longer be refunded if they are far away from base when recalled
Campaign will now trigger a confirmation when recalling Nautikins where they will lose their inventory
Nautikins can no longer use health items when their health is full
Changed the way that final fuel cable validation works to better match the color indicators (green/red)
Performance improvements to save speed
Landing gear can no longer be activated while using the UI with controllers
Notes
Nautikins will light on fire from both hand flare launchers and flare countermeasures. This does not apply to indirect contact (bouncing off a wall or something)
There was a lot more Steam Deck support added in this build including default layouts for the deck, xbox controllers and ps4 controllers. Playing locally on the deck can leave some desire for better performance and there may be room to further optimize in the future. You can expect somewhere between 40-60fps for the default settings, and this will decrease the more vessels you deploy and what not. Some of the stuff in the game simply requires too much, so it is unclear how much more this can be optimized with the available fire power on the deck. You can turn off a bunch of stuff in the settings and probably get around 50-60 fps, however this will likely not make the quality of the game look very good. Seek and destroy will likely drain performance. Personally I think the most fun aspect about the Steam Deck (at least with this game) is to be able to dock the Steam Deck with a TV and stream the game from a PC with more firepower. It is not recommended you host multiplayer locally on the Steam Deck. Building can be tedious with the Steam Deck or Controllers (touch pad helps) and I prefer to do so with a keyboard and mouse. But if you want to go mobile you can!
There are still some Steam Deck bugs that may prevent you from playing the game (mostly related to the mouse). Your best bet is to use the Beta branch on the Steam Deck which has some fixes for some mouse bugs and possibly for other issues later. At this point I am not confident Steam will be fixing problems with the Steam Deck so I may drop support for this device for future games and it is unlikely I will be able to help get problems with the Steam Deck fixed because I have no way to communicate with Steam Deck developers or recieve status on fixes. The game is now fully supported on the Deck (when the device is working).
I have added a countermeasures binding to controller support so you can fire countermeasures with controller only. This is currently set to Right-Bumper + Dpad Left. In most cases this will perform no other action, but for airships this will decrease your gas slightly so you just need to adjust the case if needed when firing flares with controllers. I am cramming a lot of features onto controllers with a limited number of buttons, so there are a few overlaps.
Any saved delivery activities from previous versions of the game will no longer load because the entire save structure for deliveries has changed in order to fix bugs with saving containers from multiple activities. Once new ones are started and saved they will again work as normal.
Restoring default settings with erase moderation settings.
If a fuel tank is smoking or on fire it will be leaking fuel. Fuel will not accumulate nearby like an oil leak, it will simply no longer be in the tank as if it had burned up.
Due to changes in fuel cost math, the prices of your vessel may changes by somewhere between 10-1000 shells depending on the size. But it should be more accurate.
The next build will be focused on performance improvements and working towards the release!
On April 12th, 7 PM UTC I will be hosting a multiplayer server with a max of 16 players. Goals Extreme fun Talk to the developer Find unknown multiplayer bugs Give out keys The release of the game is likely going to be shortly after this event (weeks?) and most likely by the end
On April 12th, 7 PM UTC I will be hosting a multiplayer server with a max of 16 players.
Goals
Extreme fun
Talk to the developer
Find unknown multiplayer bugs
Give out keys
The release of the game is likely going to be shortly after this event (weeks?) and most likely by the end of April. There have been several large groups of multiplayer I have seen during early access (4-6) players. Hopefully I can rally at least 10 for this, but no more than 16 because that is the max per server.
If you choose to join, make sure you know the basics of the game and more importantly be ready to provide information if you find a bug or something (see "Reporting..." sections here)
I will most likely be on Discord on some channel that I will setup closer to the event. There is an in game text chat. But you can message/add me on Steam if you want or show up, say nothing and cause chaos. 💣
Here are some videos that may tell you what to expect:
This event will likely run several hours. I am not aware of any critical multiplayer bugs that would prevent us from playing endlessly, but if someone does find a critical bug it may require a full stop of the fun or at the very least restarting the server.
I, and likely others will be recording gameplay to make fun videos. I also find this useful for nailing down what causes multiplayer issues.
This is the first event like this for this game. Perhaps there will be more! 🤔
Fun video Changes Added recovery buoy to various buy shacks Added rudder trim to ship steering Added flaps status to aircraft status UI Added new flat swim mode for Nautikins Added keybinding Left-Alt for flat swim Added disable all alerts setting to misc. Added additional sound
Fixed a physics bug in multiplayer related to drowned workers and rescue missions
Fixed a background error in multiplayer related to cleaning up destroyed client vessels
Fixed a timing issue with server cleanup for subvessels with observers
Fixed a bug with cleaning up Nautikins on controlled map cranes
Fixed a bug with recovery buoys when clients join in multiplayer
Fixed a potential issue with ship status UI and destroyed engines
Fixed a bug with aircraft trim sync for destroyed wings
Fixed a bug with ailerator flap sync in multiplayer
Fixed a bug with aircraft flaps sync in multiplayer
Fixed a bug where saved trims do not apply right away on load
Fixed a bug with roll trim sync in multiplayer
Fixed a bug with certain adjustments where attempting to click the edge would not register
Fixed a bug where pivot mode would allow you to rotate the root of the vessel
Fixed a bug where attempting to use arrow keys for rotation or pivot would cause a snap rotation
Fixed an undo bug with repeatedly undoing and redoing the root of a vessel
Fixed some jitter when moving camera in build mode with a part selected
Fixed some jank with ghost camera rotation in build mode
Fixed a multiplayer bug with fast move toggle
Fixed a potential multiplayer animation issue with fast move toggle
Fixed a bug with ship engine state UI
Fixed a bug with saving destroyed engine states
Fixed a bug with whale spamming background errors when swimming deep
Fixed a save issue if you save while a vessel is being cleaned up
Fixed a bug with controlling in progress boat theft from pirates
Fixed a bug with recovery buoy on clients in multiplayer
Fixed a bug with loading drowned Nautikins and gravity
Fixed a timing issue with Nautikins dying and gravity
Fixed a bug with rope cleanup when entering vessels in multiplayer
Fixed a timing issue in multiplayer where map buttons can be pressed as players are sent back to island
Fixed a bug where tooltip does not close when exiting activities view from map
Fixed a background error in chat that can occur when clients are forcefully disconnected
Fixed a bug with creating waypoints in multiplayer while the server is in build mode
Fixed a bug where you could enter a vessel and open your inventory at the same time
Fixed a bug where ropes are still connected to destroyed parts
Fixed a disconnect error if a client shoots a aircraft while the server is cleaning up
Fixed a bug with bot missile lock ons
Fixed some loading dialog configs
Fixed a bug where loading screen can get stuck if server spams cleanup while launching
Fixed a multiplayer timing issue that could send clients back to Portus from build mode
Fixed a bug with pirate base pipes and client world offsets
Fixed a bug with subvessel countermeasures while another player is driving
Fixed a bug that blocked quick disembark when observing with no one in control of the vessel
Fixed a bug with crane travel lift that could prevent dropping containers in some cases
Fixed a multiplayer bug with loading or joining with containers secured to capsized boats
Fixed a bug with welder being stuck on if you enter another players vessel while welding
Fixed a bug where Nautikin will be stuck welding if the player disconnects while repairing
Fixed similar stuck bugs for extinguisher
Fixed some bugs with controllers and repairing with multiple Nautikins
Fixed part migration for triangle from 1.0 to 1.1
Fixed cockpit roof on pirate airship
Adjusted order of blueprints in various buy shacks
Adjusted some Nautikin LODs
Adjusted crane ladders
Inventory name UI will now adjust for the name length
Recovery buoys now work with drowned Nautikins
Recovery buoys are now destroyed when picking up vessels with magnets
Recovery buoys are now reusable
Changed some load orders
Changes to ship status UI
Changes to position of chat UI
AI ships will no longer attempt to pursue attackers outside of the search area or on land.
AI aircraft will no longer attempt to pursue attackers outside of the search area or to low altitudes.
Aircraft flap positions are now saved
Major improvements to pivot adjustments in build mode
The root of a structure now allows rotation and pivot
Max players for multiplayer is now 16
Notes
The recovery buoy will now allow you to bring a drowned Nautikin back up from the abyss in addition to sunken vessels. However, this is not cost effective in campaign (if you lose the buoy) because the buoy is more expensive than hiring a new Nautikin. It does however allow you to salvage an operation that would otherwise be over or require sending a new crew member out with an entirely different vessel. It is good for an emergency if you have one in a container.
It can take a bit for the Nautikins to float up from the abyss.
Recovery buoys saved previously attached to a vessel will not load because of changes to the save format. But they will work as normal when saved again (even though this is an unlikely scenario).
You can also use buoys to prevent dead Nautikins from sinking. Though again, this is not cost effective in campaign.
Recovery buoys will now be added back to your inventory when deflated using interaction mode. When you revive a Nautikin that is still attached to a recovery buoy, the revived Nautikin will deflate the buoy and it will be placed in their inventory (if possible) so that it is not lost.
Nautikins on recovery buoys cannot ride around on boats (also they are dead), but you can attach them to other moving objects with a rope.
Ship rudder trim is reflected in the ship status UI. Steering lock does not affect trim. Additionally, trim is not reflected in the steering UI because this represents your steering relative to neutral (which includes trim). Trim will not allow you to steer beyond the maximum angle of the rudder so if your trim is max out in any direction you will no longer be able to steer in that direction.
Similar to rotation, currently pivot mode does not support arrow keys.
I was looking into an issue that I have deemed not a bug. Basically when you attempt to snap small parts to a grid, they will sometimes snap below the surface of the hull. That is because that is where the grid is closest to the small part. If you want it to snap to the hull with small parts you can lower the "Snap position interval" in misc. Basically the interval cannot be larger than the part you are attempting to snap. For example the default is 100 (1 meter) and the chair part is about 50 (0.5 meter) so when it snaps to the grid it can be up to a half meter away. Lowering the interval to 50 fixes this problem, so the intent is that if it does not snap where you want you need to change the interval or place manually then use the adjustment arrows with grid snap.
Flat swim mode is extremely useful for swimming across the surface of the water with a Nautikin without having to worry about the camera direction.
I am increasing the max player limit because there will now be more Nautikins available (2 per player). I have not tested multiplayer with 16 players, but in theory it should not be different than the 4-6 that has been tested other than the performance requirements for having 16 ships at once which you can already do and additional server load (the server can configure the max players from 1-16 for their performance needs). The previous player cap was 10. The cap is unlikely to increase again. The default max players is still 5. This cap increase will also allow more people to join for events.
Pressing 1-8 while controlling Nautikins will now activate the item in the first 8 slots. There are no controller bindings for this behavior and the keyboard bindings are read-only. The second row of items in sandbox mode do not have quick options.