Ranged Combat & Stink Worms - Now you really can punch a shark!
It's patch time! (Full patch notes below).
As with every new patch, we highly recommend doing a "save as" to create a new save file.
The new update is now live! Complete with new tech, overhauled automation systems, combat automation, ranged combat and new wildlife!

IMPORTANT
Some objectives have been changed. We haven't prevented existing saves from opening as this shouldn’t effect your existing objectives but if you do run into any issues, particularly with story objectives please let us know!
It's highly recommended that after loading your game you "Save As" a new save name to keep your previous save as a backup.
Developer Message
This update overhauls combat, adding both unarmed combat, ranged combat and unique weapons. Automation has been improved, with a new automation screen and combat automation options.
There's also a new type of wildlife that can infest your islands, the Stink Worm. They're easy to deal with, but if you let them get out of control they will spread. Stink worms don't randomly spawn, instead they have behaviors that make them spawn if the habitat is right (they really love mess and waste).
Note there are new world difficulty settings for these infestations, so if you want a more peaceful playthrough without them infesting your colony that is possible.
Pacing has been improved again as we identify areas that feel grindy thanks to player feedback. In addition to general pacing improvements, skills are now more impactful so higher skilled characters do tasks even faster.
There is a lot in this update and it's been fun expanding systems. Read below for more details, and full patch notes are further down.
Combat:
Colonists can now perform combat even without a weapon. We leaned in to this concept even further and added a new occupation that benefits unarmed combat AND upgraded the tree puncher perk which now has 3 levels. Once you punch enough trees it levels up allowing you to do the next tier of tree AND gives a higher bonus to unarmed damage. This keeps it relevant late game... and helps you fulfill your fantasy of an unarmed warrior monk pirate island!

Ranged combat was also added. This changes the landscape a bit and gives you the option to kite enemies at the cost of ammo. The Sharks weren't too happy with this fact and will now ram your raft!
Combat Automation:
Combat automation is here, giving you some pretty nice control of behavior, including assisting, retaliating, attack on sight.

The automation settings were also moved to a universal sheet so you can manage all colonists at once.

Unique Weapons:
The loot system now includes a unique item system. These can't be crafted - you can only find them by looting locked storage rooms in bunkers. There's only a handful at the moment but this is a system we can expand in the future (including tools and other slot items). Unique items can have usual stats, special sounds and more!
They wont all be powerful items though, some of them are thematic and may be quite useless!

Island Hauling (Towing) Re-Balancing & QoL:
Island Hauling has been renamed to Towing across the board. While it was fairly easy enough to understand once you towed your first island, some things were more confusing and cumbersome than we liked. So there's been a bunch of QoL in this area, as well as an overhaul of hauling propellers and a new lower tier paddle wheel raft engine.
Expedition Island Details:
By popular demand!
The expedition POI's now show details about individual islands so you no longer have to remember which island you wanted when returning to haul an island. Once you've built a float regulator on an island, that information becomes permanently available to you.

Pacing & Grind:
Once of our goals has been to progress sooner, get you to expeditions sooner, allowing you to haul your first island sooner etc. Pacing and tech balance now allow this, but we've also improved other aspects.
One example is that stone & mineral nodes (copper ore etc) now have more resources, but are also 40% faster to harvest. We'll continue to keep an eye on this, so if you notice any area that feels grindy please let us know as that is not the intention.
Feedback:
We'd love to get your feedback on the new combat system once you have spent some time with it. Let us know of any bugs you encounter as well :)
Overview
Ranged Combat: New ranged weapon slot and ranged bows to craft.
Unarmed Combat: New combat without weapons, including bonuses from traits like tree-puncher.
New Wildlife: The new Stink Worm (Juvenile, Adult & Burrow), and a new breed of shark.
New Occupation: The new "Hired Fist" occupation is now here!
New Combat Automation: You can now setup combat automation, colony-wide and per colonist.
Overhauled Automation: Automation settings have moved to a unified window to manage automation settings of all colonists at once.
Island Hauling Improved: Hauling has been renamed to "Towing" and new tiers of tech have been implemented and QoL improvements.
Dual Harvesting: Harvest rocks and ore with two colonists (like trees).
Loot System: New unique loot items to be found with special stats, and floating wrecks.
New Tech: 3 new tech buildings are now available. The late-game Raft Steam Engine, an early game Primitive Paddle Wheel, and a Fish Press (now used for fish oil instead of the pulping station).
New Resources: Worm Scale, Light Ammo.
Pacing Improvements: More resources, faster pacing, balance improvements and increase work rate bonus from skill levels.
Plus a range of Automation Improvements, QoL and bug fixes.
What's Next?
We are already deep into the next update (0.1.6) which expands hygiene, adds colony levels and more!
There will be more automation tweaks, QoL and bug fixes as well (keep that feedback coming please).
Patch Notes (0.1.5P)
The “Now you really can punch a shark!” update
Important: The progression guide has been restructured, this shouldn’t cause any issues but you may not be shown some steps depending on how much you previously progressed.
Important: Some objectives have been changed, this shouldn’t effect your existing objectives but you run into any issues, particularly with story objectives please let us know.
Important: Colonist Automation settings have been moved to a new dialog that shows all colonists at once.
Important Island Hauling Changes: “Hauling” has been renamed to “Towing” and received an overhaul. Balancing of propellers and engines has changed, the number of propeller placement points on islands has changed and more. See individual changes below. The purpose of these changes is to make the choice of which island to tow more meaningful, and balance the recently added islands and new raft engines added in this patch.
Combat System Overhaul: The combat system has been overhauled, and now also supports both ranged and unarmed combat. All characters can now attack when unarmed, and there is a new ranged weapon slot on the character sheet. Characters will use ranged weapons if within the weapons min/max range, and automatically switch to melee when enemies are close or if they run out of ammo.
Ranged Weapons: Combat now supports ranged weapons, with new bows introduced for crafting. Since weapons don’t lose durability, we have balanced ranged weapons with an ammo system that works in the same way the spike launcher works. Ranged weapons also have an armor penalty and a minimum range (at which point characters switch to melee combat). To reduce micromanagement, characters simply use any available “Primitive Ammo” in the zone they are in. Note that colonists won’t use ranged weapons in the water, but this doesn’t stop you attacking it from the shore, or the raft. Kite away!
Unique Weapons: Unique weapons can now be found via looting bunkers. There are only a handful of unique items at the moment but we aim to expand this. Unique weapons will show a “Unique” label on their tooltip.
New Occupation: "Hired Fist", a new occupation is now available when creating new characters, with the exclusive “Fist-Shaped Hands” trait.
New Weapons: Crude Bow, Hunting Bow, Recurve Bow, Magnetic Rail Bow (unique).
New Wildlife: Stink Worms are here! These territorial worms have a ranged attack and can infest islands with burrows. You’ll need a shower after taking these on, as they have a particularly stinky attack that lowers your hygiene on each hit.
New Wildlife: A new type of shark has been seen prowling around new wrecks that have started appearing.
New Feature: Infestations! Islands on expeditions will sometimes become infested. Currently stink worms are the only wildlife that causes infestations, but that may expanded in the future. To clear an infestation you’ll need to destroy the burrows made by the creatures. Be warned, infestations can also occur at your home colony, these critters just love waste! Yum, Yum!
New Game World Difficulty Settings: Stink Worm Infestations effects whether an infestation will occur at your colony if there is a suitable habitat (based on how much waste and mess there is) and how severe infestations are.
New Trait: The Tree Puncher trait now has 3 levels. After performing 2000 punches on palm trees the trait will evolve to level 2 and let you punch Ironwood trees, and after 2000 punches on those it will evolve to level 3 and let you punch Everwood trees. In addition to this, these traits will provide a bonus to unarmed damage, which increases for each level. If you want to raise a colony of unarmed warrior monks, who are we to stop you!
New Tech: Raft Steam Engine. This powerful evercoal engine can propel the largest of rafts and has significant hauling power.
New Tech: Primitive Paddle Wheel has been added between paddles and the Paddle Wheel. This allows better resource progression and a step in between the Paddle Wheel which now has a slightly higher cost.
New Tech: Fish Press is now available in the research tree and fish oil recipes from the Pulping Station have been moved here. We wanted a dedicated building for fish oils since to make it easier to manage fish now that more recipes have been gradually added to the pulping station. Any existing recipes queued in the Pulping Station will still be there, but you will need to re-setup your automation in the new building.
New Recipe: Light Primitive Ammo (crafting table/wood splitter)
New Recipe: Worm Scale Lining (Loom).
New Recipe: Rawhide from Worm Scale (Drying Rack).
New Resource: Worm Scale. (There aren’t many recipes for worm scale yet, we have more planned uses in medicines and other areas).
A new special “Floating Wreck” can be now be found on expeditions (and sometimes at the home colony. This wreck contains some neat booty to loot, but be warned, you won’t be able to get your hands on it until you deal with the nearby wildlife. This will only effect new games, or games where you have not yet been to a new region (the arctic/torrid region).
Combat changes: Crabs will now chase the attacker further distances if the attacker initiated the attack. If the crab initiated the attack they wont chase as far.
A game mode selection screen is now shown when starting a new game, in preparation for future content.
Reduced the initial cost of hiring the first survivor at your home colony (Marcus). The first option costs 5 less berries and 1 less water, the Science option costs 1 less water.
Combat Automation: We have added combat automation settings which give you a lot of control over automated combat colony-wide, and per-colonist (similar to how consumable automation works). This gives you more control over what do when a character is attacked (do they fight back, run a way), how far they will go to attack marked targets, and even allows you to attack on sight. An “assist” setting even lets colonists help out colonists that are nearby in combat.
A new automation settings dialog has been added, allowing you to adjust all colonists in one place. This replaces the Automation tab in the Character Sheet.
The “Charge Float Regulator” task can now be toggled off per colonist. Note that this is still a special task that has priority over all other tasks.
A new Combat Rules section now allows you to customize combat automation. This can be accessed from the character sheet.
The colony save game list now shows the game mode for the colony.
Sharks will now hit rafts when doing their attack, and characters on the raft will take damage. This damage is much lower than taking a direct hit from a shark in the water and it won’t give any shark bite conditions. Characters can also still dodge these attacks based on their stats. Higher tier raft platforms will slightly reduce damage as well.
When packing an island at your home colony or towing an island from an expedition, creatures on the island are now stored with the island (previously they would disappear). Some creatures (like Seagulls) with fly away instead.
Hauling Propeller renamed to Makeshift Towing Propeller, costs 1 less paddle blade (3 to 2) and is now a one-use item that breaks after you haul an island. It will leave behind rubble when it breaks so you get some resources back.
Stone towing spike, tier 1 towing propellor and small raft dock no longer require advanced research, allowing you to start towing islands slightly earlier. Stone towing spike from 300/150 to 150 research, T1 Towing propeller from 200/200 to 200 research, Small raft dock from 100/50 to 100 research. Metal towing spike from 300/150/150 to 300/150 (no longer requires industrial research). T2 towing propeller from 200/200/200 to 300/200 (no longer requires industrial research).
Existing Paddle Wheel renamed to “Improved Paddle Wheel”, and now also costs 4 ironwood (0 to 4) and 2 more ropes (4 to 6, to align with increased plant fibre sources from previous patch).
Paddle wheel towing power changed from 100 to 50 (note the higher value was temporary while we didn’t have the tier 3 engine implemented, but now it is).
Harvest time on Ironhide Mushrooms reduced by 50%.
Ore amounts in Copper and Iron Ore Nodes changed: (Small) from 10 to 14, (Medium) from 14 to 20, (Large) from 20 to 28.
Stone amounts in Rock Piles changed: (Small) from 3 to 5, (Medium) from 6 to 8, (Large) from 9 to 12
Coal in Coal Deposit increased from 8 to 10.
Kelp Spire increased from 5 to 6 kelp resources.
Harvest time on Rocks and Mineral nodes reduced by 30-40% (since their resource volume was increased).
Raft Piece cargo limit from +5 to +6
Strong Raft Piece cargo limit +5 to +8
Small Cargo Crate cargo limit from +15 to +20
Large Cargo Crate cargo limit from +25 to +30
Economy balancing: Vented Lining 140 to 350, Thermal Lining 140 to 350, Armored Lining 140 to 350, Improved Vented Lining 140 to 1600, Improved Thermal Lining 140 to 800.
Reinforced Towing Propeller costs 1 less iron ingot (3 to 2).
Furnace Building cost changed from 2 copper scrap to 3 copper ore.
Bridge cost changed from 2 to 1 beachwood per segment (overall the same rope cost and half wood cost).
Tier 1 clothes lining recipes at the Loom no longer require the heavy comb upgrade, but the tier 2 Improved versions still do.
Wood Spikes have been renamed to Heavy Primitive Ammo as a generic ammo that can be used. The cost of producing these has increased from 1 beachwood, to 1 beachwood + 1 stone, but output has increased from 5 to 6.
You can no longer open the building upgrade screen while a building is being upgraded, dismantled or repaired.
Common building upgrades (like biogel coating) will now show at the bottom of a buildings upgrade list.
Fixed the issue where the cycle next character keybinds did not match the list after an expedition returned.
Colonists will now move to the nearest floating island after returning from scouting.
Added new SoundFX for the pulping station.
Updated the top bar buttons, and Drift Chits & Maintenance Tokens are now always shown.
Traders now sell Worm Scale (you may need to wait for your traders to restock in existing games).
Enemy Sentry Turrets have become aware of the new ranged weapons available to colonists and will now shoot players even if they are in the water or on a raft as part of new self-preservation protocols!
The Spike Launcher damage has increased from 12 to 18.
Wood Spike recipe has been replaced with Heavy Primitive Ammo, and cost has increased.
Added an attack cooldown bar to the selected character area.
Ammo resources are now always shown on the left size of the top UI, to easily keep track of them.
Mineral Nodes can be harvested by two colonists at once (like trees can). This includes rock piles, copper deposits, iron deposits, lodestones, sun stones, ice blocks, ironhide mushrooms (wild) and coal.
Added a red line under resources that you cant afford when resource costs are shown, and increased the font size.
All islands now have exactly 6 points to place towing propellers (previously this varied per island). This allows you to more easily calculate towing power and allows us to balance towing.
Adjusted the paddle wheel footprint which was smaller than intended (from 7x10 to 9x10), and also to balance it with the new Steam Engine. This will only effect newly placed paddle wheels, or if you move them.
Bonus work rate for Harvesting, Farming, Digging, Mining and Salvaging increased from 10 to 20% per skill level, making these skills more impactful. Cooking and Crafting which already used this higher bonus, now have a lessened negative impact when the skill is negative (previously they would also give -20% per negative level, now its -10%).
Glowsticks no longer count towards required towing power when on an island.
Bunkers now have level numbers shown near ladders.
Add an Empty button to the Choose Cargo screen, and replaced text labels with icon for the fill buttons.
Reorganised the title screen with various improvements, including a new continue button.
Reorganised freestyle dialog screens (like keypad, hatch etc.) to have a more consistent button position, and increased button sizes to better handle translations.
Updated the expedition screen to display clear hauling power that is possible with the raft, crew and cargo.
Expedition POIs on your map screen now show more details about islands. Some extra detail requires that you have built a float regulator on the island to discover the rating and details.
Weapons now show damage, cooldown and range on their tooltip.
Improved how stats are displayed for equipment, and they will now show in the crafting window. This will also consolidate many stats and reduce duplicate translations.
Character creator now shows the hair/eyebrow/mustache/beard number when choosing.
Colonist job automation now supports nodes like trees (and recently rocks/minerals) with two workers at once.
Colonists will now wait a little longer for needs to drop if they have a task, but if they are idle they will deal with their needs before they get lower (approx. 20% if busy, and 25% if idle).
Traders now sell Stone and Light Ammo (you may need to wait for your traders to restock in existing games).
Improved characters not always picking tasks that were a closer distance due to workposts. Workposts and marked nodes will now be treated equally, with the highest priority job being done first, followed by the closest job.
Improved the expedition crew selection, which now shows the occupation and allows you to open the character sheet to view more details and change all equipment without closing the expedition setup.
Increased the simulation speed 1 by 10%
Conduit mill durability increased from 150 to 400, and Glass Blower from 400 to 300m, in line with other similar buildings.
Increased building repair speed by 400% (the previous rate was not updated when building durability was increased in a previous patch).
Stinky pits now instantly-build (don’t need to be constructed) and are no longer movable.
A new debris type with stone has been seen floating around, and the home sector now starts with additional mollusc debris. More stone to craft ranged ammo!
An abandoned expedition table is now included on the island (for new games only).
Objective in the UI are now also split into a new “Exploration” category for the guide related to exploring and this has been restructured.
Nautilus base food cost reduced from 1000 to 500.
Extra island towing power required for each node on the island reduced from 10 to 5.
Bunker #162 type, towing power required reduced by 10.
The MiniMap now shows the correct shape of islands, with colors to match their biome.
Discovered modules will now be shown in the discovered items overlay.
Discovered recipe variants will now show the variant name in the discovered items overlay.
The temperature of crop planters is now effected by island modules that effect temperature.
Ice will now respawn at the colony when in the Arctic.
Added a new tutorial “Automation: Colonists”
Added a new tutorial “Automation: Crafting”
Updated the interactive tutorials.
Updated the tutorial “Automation: Workposts”
Updated the tutorial “Command Queues”
Add a feather to seagull nests.
Added a “Choose Later” option for the skill mastery popup. If you choose this, a new Level Up button will be shown at the end of the skill row on the character sheet which you can use at any time.
Ice cubes in the water will now show on the minimap.
Improved the island towing requirements shown on the inspect island and return home window to give a clear breakdown of required power, supplied power and power needed.
Updated the layout of the game world settings list.
Updated some loot in main story bunkers such so that more storage rooms contain guaranteed loot parcels (like accessories, hats, clothing).
The Iron Fingered chef skill trait now correctly gives heat resistance as opposed to cold resistance, and in now additionally gives +1 to unarmed damage.
The Research tree now shows the names of Float-Tech items even if not yet discovered all of the blueprint fragments.
The Emergency Hatch blueprint is now available in the first bunker before passing the blue door (only takes effect if you haven’t entered the main bunker yet).
Buildings that use kits will now show the kit cost in the tooltip.
Islands on expeditions will generally have more nodes per island (only effects new games where world data has not been generated, or regions you have previously not been to). In story mode, Tier 2 regions (Arctic/Torrid) will now have more Iron Nodes.
Fixed some remaining cases where characters would interrupt a current need (like eating, drinking, healing) to do another need-based task. Eating, drinking and healing (whether manual or automated) will no longer be interrupted by automated commands.
Fixed a bug where automated drinking could cause a drinking loop where nothing was consumed caused by global resource limits.
Fixed Dead Wooly Crabs which would were considered objects that effected pathfinding, which could cause pathing problems. Now characters can walk through them like other carcases.
Fixed various typos reported by players (thanks!)
Fixed a bug where the Magnetic Alloy Ingot recipe mentioned Sunstone
Fixed a bug where sand crabs would sometimes dig a new sandpile without a delay after digging was interrupted.
Fixed Wood Splitter audio out of sync with animation.
Fixed a bug when starting a new game where characters would appear to have no eyebrows
Fixed a bug where crop planters would continue to grow when paused for bunker/raft builder.
Fixed waste piles counting towards Mess instead of Waste under the beauty values. This had no functional difference.
Fixed poster positions for some bunker ladders which could be covered by the level numbers.
Fixed a pathing issue caused by edge of island buildings (floats, propellers), which will no longer act as pathing blockers.
Fixed an issue where colonists were using medical crates to try and cure minor versions of conditions (e.g. Too Hot) which had not escalated to a more significant condition that needed to be cured.
Fixed the add upgrade button still showing in the crafting window even when you have all upgrades.
Fixed the top bar pinned resource and colonists lists, which now only pin/unpin when you click the icon and not if you click on the list itself.
Fixed a potential rounding issue with raft cargo weights when returning home.
Fixed an issue where the crafting list would truncate the sub-ingredient label, which could cause it to be cut off for some language character sets.
Fixed duplicate discovered recipes showing (as it was also showing the dismantle recipes).
Fixed a case where edge rocks wouldn’t be removed for bridges in certain positions and could cause pathing issues.
Fixed the Study Nook letting you continue once you had reached max training level for that station.
Fixed characters being interrupted when removing a tool that isn’t related to their current task.
Looking forward to your feedback :)
Community Translation Changes
See the translation changelog for text changes in this version.
HUGE thanks to everyone putting up the translation mods, you are all amazing. There are now translation mods for Simplified Chinese, Spanish, German, Brazilian Portuguese and Russian.
All you need to do is subscribe to the language mod in the workshop, and enable it in-game.
https://steamcommunity.com/app/3052510/workshop/
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Thanks to the Community!
A huge thanks to all of the players helping each other out on the forums and in discord. It's really cool seeing tips being shared.
Keep your feedback coming as well, we read it all!
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Join Us!
Join our discord to discuss the game and share your ideas!
Join discord here
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