
Hullo everybody!
The Eel-ectricity Update is all charged up and ready to go!
This patch brings energy, weight and workshop electricity upgrades to your town as well as various other improvements.
Your town can now produce energy, which powers town movement, crafting and research buildings in a more centralized way.
Each item and building now has weight, which impacts the energy required to get to new destinations.
Generators ranging from manual to oil and to solar panels can be built to generate energy.
Workshops can be upgraded to connect to an energy grid, removing their normal fuel cost.
This patch comes with a complete update to the render pipeline, offering smoother performance and fancier graphics (shadows on the water!).
We've done some pacing rebalances and many other changes. You can check these out in the patch notes below!
Thanks again to everyone who tested it in experimental! Your reports and feedback are always a great help <3
Enjoy everyone and sea you next patch!
Change Notes
New Energy System
- Energy buildings can now be connected to energy grids.
- Buildings that require energy will draw energy from their connected energy grid.
- If an energy grid becomes overloaded, connected buildings will work at reduced efficiency.
- Buildings that require energy will draw energy from their connected energy grid.
- Certain buildings now require energy, instead of fuel:
- Town Engine
- Research Station
- Desalinator
- Food Truck
- Electro Crafter
- Electrified Scrapsmith
- Electried Fish Kabob
- Town Engine
- The townheart starts with a crank to produce energy which prevents players getting stuck when they didn't build an energy related building.
- Added an energy overlay that shows the energy consumption, production or storage of energy related buildings.
- Added an energy grid overview window which shows all your energy grids with their consumption, production and storage.
- Removed old fuel import system and replaced it with the fuel being part of the production recipe.
- Added a method to link energy grids together using click and drag energy wires.
- Moving to a new biome now costs 10.000 Eels, instead of 75% of your town's fuel.
- The athletics attribute now affects how much energy a drifter generates in a drifter powered generator.
Town Weight
- Your town now has a weight, which will affect the energy cost of town movement.
- The town weight is calculated by the total accumulation of all resource weights in construction costs, inventory and in storage.
- There are currently 6 different weight tiers:
- Very Light: 0kg - 500kg
- Light: 500g - 1000kg - Movement cost increased by 50%
- Medium: 1000kg - 1500kg - Movement cost increased by 100%
- Heavy - 1500kg - 2000kg Movement cost increased by 150%
- Very Heavy: 2000kg - 2500kg - Movement cost increased by 200%
- Very Light: 0kg - 500kg
New Buildings
- Battery: Increases energy capacity.
- Wood-Powered Generator: This building can burn wood to generate energy.
- Oil-Powered Generator: This building can burn oil to generate energy.
- Energy Pole: A building that is used to connect buildings to the energy grid.
- Solar Panel: Generates energy from solar power.
- Electro Crafter: Turns Electric Scrap into various electric items.
- Electrified Scrapsmith: An upgrade for the Scrapsmith which uses energy instead of Firewood.
- Electrified Fish Kabob: An upgrade for the Fish Kabob which uses energy instead of Firewood.
New Items
- Battery: Used for energy storage.
- Generator: Used to build item based generators.
- Solar Panel: Used to generate energy from solar power.
- Electric Scrap: Can be made into energy related items.
- Temporarily removed Books.
Landmarks
- Drifters can now be rescued from landmarks without a boat.
- New Landmarks:
- Polluted Woods
- Car Battery Islands
- Truck Generator Viaduct
- Solar Panel Villages
- Polluted Woods
Pacing Rebalance
- The research station comes into play much faster now, with many buildings being behind research.
- The research station no longer requires books. Instead, it requires plastic buoyants and energy.
- Dried wood can now be found more frequently on a new landmark: The Polluted Woods.
- Wood drying has been slowed down.
- Reduced Metal Scrap cost for Metal Plates.
- Increased amount of landmarks containing Metal Scrap.
- Overhauled each building's cost to take weight, time and energy in regard.
- The desalinator upgrade now only replaces the Firewood cost with energy, instead of a flat time / resource upgrade.
- Removed Cooked Fish from the Food Truck.
Render Pipeline Update
- Updated the render pipeline to the Unity Universal Render Pipeline.
- Reworked all shaders to increase overall performance and visuals.
- Reworked the ocean shader.
- Shadows can now be cast on the water.
- Reworked the underwater world, as you can now see it better.
Animations
- Added Manual-Powered Generator animation.
- Added Ropecrafter animation.
- Added Plastic Recycler animation.
- Added Reroll animations for the crew selection screen.
- Added Wood-Powered Generator building animation.
- Added Oil-Powered Generator building animation.
- Added Scrapsmith animation.
Misc
- Seagulls will now be scouted by drifters.
- Added LODs for walkways.
- Added LODs for flotsam.
- Changed names and descriptions for various buildings.
- The Captain's Log is now displayed above the notifications.
- Reworked some pages in the survival guide to reflect the current state of the game.
Fixes
- Fixed an issue where the fog of war would not go away around the town when moving to the outer edges of the map.
- Fixed an issue where loading a save would make the day / night visuals appear out of sync.
- Fixed an issue where a drifter would get stuck on a mooring point after moving the town.
- Fixed an issue where the boat panel would sometimes show the wrong captain on a boat.
- Fixed an issue where a boat would get stuck at the wrong mooring point after moving the town.
- Fixed an issue where a drifter would not eat or drink if the game was saved in the night.
- Fixed a building being stuck upgrading when you upgraded without the proper items. This would happen when upgrading buildings that required the same items.
- Fixed selection outline of watchtower.
- Fixed issue where the salvaging attribute tooltip would display the construction tooltip instead in the drifter attribute window.
- Fixed outline of the Fish Kabob not highlighting the whole building.
- Fixed Desalinator biking animation being offset.
- Fixed not being able to salvage Research Station if researched finished when a drifter was on their way to the station.
Behind The Scenes
- Added a landmark generator to improve our workflow for the landmarks.
Experimental Changes
For those who played the experimental build, here are the changes from the latest experimental build that are not mentioned in the full patch notes:- Updated the Townheart visuals to reflect the 1 big battery it has.
- Updated the Wood-Powered Generator to have an electricity connector.
- Updated the Desalinator to have an electricity connector.
- Added build states for the Oil-Powered Generator.
- Added build states for the Solar Panel.
- Reduced the size of the selection collider for the Energy Pole.
- Removed decimal point for energy in the Captain's Log.
- Updated energy icon in the Captain's Log.
- Energy overlay now has paged per grid, instead of being a scrollable window.
- Fixed the line visuals of the swimming radius on the map view.
- Fixed Food Truck cable position.
- Fixed not being able to start linking by clicking the electricity connector of the Food Truck.
- Fixed not being able to start linking by clicking the electricity connector of the electrified Fish Kabob.
- Fixed Electro Crafter animation being the crank animation.
- Fixed buildings not always showing in the energy overlay.
- Fixed item-powered electricity generators not showing when they were on when you opened the energy overlay.
- Fixed an issue where you could not link to buildings when they finished building while you were linking.
- Added missing localization.
Changed files in this update