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Version 0.9.205 Update
Crew allocation will reset when loading a different vessel. If two players attempt to allocated the same crew members while in build mode, one of the attempts will fail and that player will have to pick another crew member. Reconfiguring the order or placement of seats will cause crew allocation to change. It will not maintain allocation per seat, but crew will be moved to available seats or removed from seats that are no longer available. Ideally you should configure your crew after you are done building. Crew allocation will prevent launching quickly after recall while being allocated with the server. ~0-2 second(s). If the requested crew members are no longer available for some reason the server will attempt to assign new crew members. This applies to bots as well. Re-allocating your entire crew after a catastrophic plane crash is convenient, but it is also a fast way to fill the map with dead Nautikins, ensure that you are cleaning them up as needed, ideally don't crash frequently, but this tends to happen when building exotic aircraft. Bot Nautikins will not walk around, they will just control vessels and subvessels similar to pirates. They will control most deck weapons, but they will not fire all of them, for example they will not use fire monitors or harpoons. Bots that target other players will change loyalties if the vessel they are on is "captured" (controlled) by another player. AI aircraft (mainly planes) will have a very difficult time taking off in wind. They are also a little derpy in general. Pirates do not attack sharks which is divergent from player bots, this is because pirates want the sharks to eat you and they don't go in the water. Crew allocation will transfer between runway / drydock when using transfer button. If your aircraft bot is acting weird, make sure you set the pitch setting to what you would normally use for that vessel. You may have to play around with the input factor a bit depending on what you make. If your bot is still acting weird, it is because they are crazy or they are unable to fly your vessel. There may be more bot improvements in the future. In campaign, when you hire crew from build mode, it is free (shells) as long as you return your vessel with the crew later. If the crew leaves the vessel and you return the vessel you will have to pay the hire cost as if you had hired them from the staff building. In sandbox mode this does not matter. "Driving wheel 1" was initially named with a 1 because it was unclear how many parts of that type I would add, that is more clear now so the name is being updated because there are different types of driver seats, not just enumerated wheels. Bot submarines need to be extremely balanced. There are some problems when turning too sharply underwater still that I may address more in the future or limit turning in some other way, the pirate submarine on the workshop is a good starting point for bots if you must have submarines. The other submarines I have made are not designed for bot usage and will likely not maneuver properly. I did add some logic to limit the rate at which submarines will dump ballast in order to rise out of the water to prevent sudden forces from flipping the submarine when turning. This does not totally fix the problem but makes it less extreme. Usually this will occur if the bot is suddenly told to do a 180 and change depth at the same time. It may be better to prevent depth changes while turning as well, the tradeoff with that will be that the bot will not rise if it is stuck, but will move with more stability, in a case like that you would likely want to take over anyway. These changes may allow pirate submarines to stay underwater for longer periods of time without accidentally surfacing due to maneuvering blunders or rapid ascent. The build area cleanup option allows you to recall your structure/base to save on performance (or other reasons) without having to destroy the build area itself. You cannot cleanup when the base is controlled or has players on subvessels. If you cleanup the structure then save and return later, you will need to load the structure again before you can re-deploy it. Build areas will now default the root part to selected, however moving the root part with build areas will not allow you to mirror the root. The seagulls are physical birds that fly around, but they are hard to see and you cannot kill them. Seagulls will avoid spawning at sea and do not like weather such as rain or fog for example. Seagulls will do their best to not spawn inside your vessels. Because fish will now spawn over the network in the ocean, the server may choose to spawn fish directly in the pov of a client. Normally these positions are cached so this cannot happen, but the server does not have any knowledge of the camera positions of controlled players. Various changes were made to support having near unlimited fish spawning in the ocean. In general they will spawn as you move quickly through the world occasionally. If you are anchored or moving slowly they will begin to propagate around your vessel. This may be more useful for fishing purposes later, but it is currently just for environmental visuals. In general there is a distinction between the fish on the shore and the ones in the ocean. Previously, fish existed only near islands and where not subject to world adjustments so they may have changed places when you switch vessels or locations, this is now "fixed" (sorta a bug) because the fish at sea need this behavior in order to not reset as you move through the world. They may still move when you "teleport" to control something else, but that is because they don't exist when you are not there. Lots of fish! Very good. An interesting side effect of adding fish at sea is that you can no longer immediately tell if a silhouette of a creature is a shark. This adds to the peril of the Nautikins. Fish near the islands will always be in the same locations, fish in the ocean will be random and disappear when you are not around, and are not saved. Fish at sea should respond to the same fish settings currently available. Fixed bombs can only be unlocked in campaign by looting pirate ship treasure. Fun fact, the bombs tail fin will produce drag and arc towards the ground. This makes for a spectacular missile camera view. Releasing bombs at high velocities or torque will produce proportional drag on the bomb itself, very cool. Missiles / lock on weapons will take priority over bombs, if you want to use both you probably need to toggle the missiles off. Later there will likely be key groups for these as well. Dropping bombs from your aircraft can be extremely dangerous. The velocity of your aircraft will directly impact the bomb and if it collides with your aircraft after it is armed, you will likely explode. Generally you want to avoid releasing while your velocity if not level. You likely don't want these on boats, unless it can fly. Crashing an aircraft loaded with bombs will not detonate the bombs because they are not armed. If for some reason you are attempting to kamikaze a pirate ship or something you must spam arm the bombs (release / fire them) right before impact. This is sorta unrelated to the build, but it was something I was investigating as a bug (which it sorta is, but it is "by design"). If you use launch obstruction to place a helicopter on a boat in the drydock, things normally go well despite the risks of ignoring warnings in general, this is intended behavior because the launch obstruction will attempt to find a location to place your new vessel safely once it has loaded. Problems will still occur if the vessel you are trying to place on top of is still in motion, such as a large boat that is bouncing in the water. This will likely result in the newly spawned helicopter appearing partially inside the boat because it was in a different location when it calculated an optimal placement and then continued on to generate the vessel. During the delay of creating the vessel the other boat is still moving and it will not check again later. So in general if you wish to use obstruction detection to place vessels you should simply wait until your boat stops bouncing in the water and comes to a rest or is otherwise moving very slightly. If you had any active seek and destroy missions you may need to abort them and start new ones otherwise multiplayer might not work due to breaking changes with bots. The game will attempt to default any existing configs, but to be sure just start new ones. Default bot configs will be hostile, this is because any bot configs that did not exist in prior versions of the game were pirates. It is also possible that their brains will not be wired up exactly the same so they may do weird stuff like crash immediately or aim incorrectly. Previously oxygen tanks would only configure if ballast tanks / submarine parts where present, they function independently so they should configure now, but they will really only be useful with airtight seats and submarine parts still. Parts that are flagged as "Submarine parts" will still trigger the map to display them as submarines even if they do not have ballast tanks. Guides will be updated soon, I also plan to upload the pirate airship to the workshop.
[ 2024-08-06 00:24:07 CET ] [ Original post ]
Changes
- Added whale
- Added whale meat item
- Added whale spawning
- Added crew allocation feature to build mode
- Added player configurable bot Nautikins
- Added aircraft takeoff to AI
- Added various bot modes
- Added "Tell bot to go here" waypoint feature
- Added bot config button to map
- Added Airship AI
- Added pirate airship to seek and destroy missions
- Added "Cleanup structure" option for build area interactions
- Added lobby player count to in game menu UI
- Added more nonsense messages
- Added dynamic seagulls
- Added settings for turning off whales
- Added settings for turning off seagulls
- Added fish that spawn in the ocean instead of just the shore
- Added Fixed Bomb part
- Added material group to driving wheel
- Changed name of "DrivingWheel1" part to "DrivingWheel"
- Changed the way that point blank projectile impacts are processed to prevent instant explosions in some cases
- Fixed a bug where crew does not refund items when recalling vessels in campaign
- Fixed a bug where ship AI would not reverse when Nautikins are walking around onboard
- Fixed some bot aiming problems on inverted aircraft
- Fixed a bug where two players can be the same Nautikin from the staff building
- Fixed a bug where you could drag the map over a modal dialog in campaign
- Fixed a bug where right click interaction could be used when interactions are supposed to be unavailable
- Fixed a bug where saved dead pirates would not cleanup until the mission had ended
- Fixed a problem with cleaning up pirate ships with players seated
- Fixed a clipping issue with first person driving wheel part
- Fixed an underwater rendering bug related to abyss.
- Fixed some pixel artifacts with compass
- Fixed a bug that allowed mirroring child parts that did not allow mirroring by mirroring parent in build mode
- Fixed a bug with bot submarine throttled turning
- Fixed some issues with mixed above water / underwater targeting and sharks
- Fixed a bug where airfoils do not setup properly when no aircraft parts are used (i.e. submarines)
- Fixed a bug with button states with new vessels in build mode
- Fixed a UI bug with workshop vessel upload wizard where dropdown does not default when changing vessel type
- Fixed adjustment arrows for large bow thrusters
- Fixed a placement issue with standard cleat part
- Fixed a bug with placement trigger adjustments in build mode
- Fixed an animation issue with sea monsters
- Fixed a cleanup issue with vessel explosions
- Fixed a occasional audio issue when hiring new Nautikins
- Fixed a bug with Storm mist
- Fixed a bug where destroyed vessels would attempt to save
- Fixed a bug where network parts will not move with moving parts in some cases
- Fixed a bug with footstep sounds on stretched parts
- Fixed a bug where rescue workers can spawn really far away
- Fixed some flickering bugs with weather transitions
- Fixed a bug where it was very easy to put the first person camera underground while swimming
- Fixed some input lag with ballast and gas tanks adjustments on clients in multiplayer
- Fixed a bug with airship initialization
- Fixed a bug with firing torpedoes when recalling
- Fixed a bug with ladder deformation / colliders
- Fixed a bug with airships on clients
- Fixed bug that prevented join with in progress seek and destroy
- Fixed a freezing bug with vessel platforms in multiplayer
- Fixed a bug with inconsistent fuel tank order on clients
- Fixed a bug with fuel usage math for multiplayer fuel tanks
- Fixed a cleanup bug with bot input
- Fixed a rare timing bug with lighting
- Fixed a bug with part configs that could trick UI into thinking non-submarines where submarines
- Fixed a bug with undo stack and cloning
- Fixed a bug where vessel is still controllable after driver is removed if the wheel is destroyed but the driver does not die
- Fixed a bug where amount dialog can get stuck open with inventory when closing
- Changed the way that ballast and gas sync in multiplayer
- Changed various UI strings related to blueprints, parts, and items
- Changed the way fish sync in multiplayer
- Changed the way that fish are managed as you move through the world
- Changed buoyancy for shipping containers
- Blind fix for some sort of timing issue that could potentially cause client objectives to not show the first time you click on an activity
- Vessel load icon now matches the runway vs drydock vs build area
- Various refactoring for mixed AI / Player vessels
- Updated no crew dialog message
- Improvements to submarine AI
- Build center of mass will now update for empty vessels
- Build area root parts can now be selected/placed without adjustments
- Made it easier for bots to shoot giant turtles
- Updated label for shark meat item from "SharkMeat" to "Shark meat"
- Sharks will no longer spawn with odd rotations
- Server tab settings will now save
- Projectile collisions are now more accurate
- Improvements to players switching control of moving vessels
- Explosions will now be hidden in build mode
- Fire lights are now hidden in build mode
- On fire Nautikins will no longer appear in build mode
- Depth of field is now off by default
- LOD optimizations
- Oxygen tanks will now work without submarine parts
- Island camera will no longer generate fog that can block the view of interactions during weather
Notes
Crew allocation will reset when loading a different vessel. If two players attempt to allocated the same crew members while in build mode, one of the attempts will fail and that player will have to pick another crew member. Reconfiguring the order or placement of seats will cause crew allocation to change. It will not maintain allocation per seat, but crew will be moved to available seats or removed from seats that are no longer available. Ideally you should configure your crew after you are done building. Crew allocation will prevent launching quickly after recall while being allocated with the server. ~0-2 second(s). If the requested crew members are no longer available for some reason the server will attempt to assign new crew members. This applies to bots as well. Re-allocating your entire crew after a catastrophic plane crash is convenient, but it is also a fast way to fill the map with dead Nautikins, ensure that you are cleaning them up as needed, ideally don't crash frequently, but this tends to happen when building exotic aircraft. Bot Nautikins will not walk around, they will just control vessels and subvessels similar to pirates. They will control most deck weapons, but they will not fire all of them, for example they will not use fire monitors or harpoons. Bots that target other players will change loyalties if the vessel they are on is "captured" (controlled) by another player. AI aircraft (mainly planes) will have a very difficult time taking off in wind. They are also a little derpy in general. Pirates do not attack sharks which is divergent from player bots, this is because pirates want the sharks to eat you and they don't go in the water. Crew allocation will transfer between runway / drydock when using transfer button. If your aircraft bot is acting weird, make sure you set the pitch setting to what you would normally use for that vessel. You may have to play around with the input factor a bit depending on what you make. If your bot is still acting weird, it is because they are crazy or they are unable to fly your vessel. There may be more bot improvements in the future. In campaign, when you hire crew from build mode, it is free (shells) as long as you return your vessel with the crew later. If the crew leaves the vessel and you return the vessel you will have to pay the hire cost as if you had hired them from the staff building. In sandbox mode this does not matter. "Driving wheel 1" was initially named with a 1 because it was unclear how many parts of that type I would add, that is more clear now so the name is being updated because there are different types of driver seats, not just enumerated wheels. Bot submarines need to be extremely balanced. There are some problems when turning too sharply underwater still that I may address more in the future or limit turning in some other way, the pirate submarine on the workshop is a good starting point for bots if you must have submarines. The other submarines I have made are not designed for bot usage and will likely not maneuver properly. I did add some logic to limit the rate at which submarines will dump ballast in order to rise out of the water to prevent sudden forces from flipping the submarine when turning. This does not totally fix the problem but makes it less extreme. Usually this will occur if the bot is suddenly told to do a 180 and change depth at the same time. It may be better to prevent depth changes while turning as well, the tradeoff with that will be that the bot will not rise if it is stuck, but will move with more stability, in a case like that you would likely want to take over anyway. These changes may allow pirate submarines to stay underwater for longer periods of time without accidentally surfacing due to maneuvering blunders or rapid ascent. The build area cleanup option allows you to recall your structure/base to save on performance (or other reasons) without having to destroy the build area itself. You cannot cleanup when the base is controlled or has players on subvessels. If you cleanup the structure then save and return later, you will need to load the structure again before you can re-deploy it. Build areas will now default the root part to selected, however moving the root part with build areas will not allow you to mirror the root. The seagulls are physical birds that fly around, but they are hard to see and you cannot kill them. Seagulls will avoid spawning at sea and do not like weather such as rain or fog for example. Seagulls will do their best to not spawn inside your vessels. Because fish will now spawn over the network in the ocean, the server may choose to spawn fish directly in the pov of a client. Normally these positions are cached so this cannot happen, but the server does not have any knowledge of the camera positions of controlled players. Various changes were made to support having near unlimited fish spawning in the ocean. In general they will spawn as you move quickly through the world occasionally. If you are anchored or moving slowly they will begin to propagate around your vessel. This may be more useful for fishing purposes later, but it is currently just for environmental visuals. In general there is a distinction between the fish on the shore and the ones in the ocean. Previously, fish existed only near islands and where not subject to world adjustments so they may have changed places when you switch vessels or locations, this is now "fixed" (sorta a bug) because the fish at sea need this behavior in order to not reset as you move through the world. They may still move when you "teleport" to control something else, but that is because they don't exist when you are not there. Lots of fish! Very good. An interesting side effect of adding fish at sea is that you can no longer immediately tell if a silhouette of a creature is a shark. This adds to the peril of the Nautikins. Fish near the islands will always be in the same locations, fish in the ocean will be random and disappear when you are not around, and are not saved. Fish at sea should respond to the same fish settings currently available. Fixed bombs can only be unlocked in campaign by looting pirate ship treasure. Fun fact, the bombs tail fin will produce drag and arc towards the ground. This makes for a spectacular missile camera view. Releasing bombs at high velocities or torque will produce proportional drag on the bomb itself, very cool. Missiles / lock on weapons will take priority over bombs, if you want to use both you probably need to toggle the missiles off. Later there will likely be key groups for these as well. Dropping bombs from your aircraft can be extremely dangerous. The velocity of your aircraft will directly impact the bomb and if it collides with your aircraft after it is armed, you will likely explode. Generally you want to avoid releasing while your velocity if not level. You likely don't want these on boats, unless it can fly. Crashing an aircraft loaded with bombs will not detonate the bombs because they are not armed. If for some reason you are attempting to kamikaze a pirate ship or something you must spam arm the bombs (release / fire them) right before impact. This is sorta unrelated to the build, but it was something I was investigating as a bug (which it sorta is, but it is "by design"). If you use launch obstruction to place a helicopter on a boat in the drydock, things normally go well despite the risks of ignoring warnings in general, this is intended behavior because the launch obstruction will attempt to find a location to place your new vessel safely once it has loaded. Problems will still occur if the vessel you are trying to place on top of is still in motion, such as a large boat that is bouncing in the water. This will likely result in the newly spawned helicopter appearing partially inside the boat because it was in a different location when it calculated an optimal placement and then continued on to generate the vessel. During the delay of creating the vessel the other boat is still moving and it will not check again later. So in general if you wish to use obstruction detection to place vessels you should simply wait until your boat stops bouncing in the water and comes to a rest or is otherwise moving very slightly. If you had any active seek and destroy missions you may need to abort them and start new ones otherwise multiplayer might not work due to breaking changes with bots. The game will attempt to default any existing configs, but to be sure just start new ones. Default bot configs will be hostile, this is because any bot configs that did not exist in prior versions of the game were pirates. It is also possible that their brains will not be wired up exactly the same so they may do weird stuff like crash immediately or aim incorrectly. Previously oxygen tanks would only configure if ballast tanks / submarine parts where present, they function independently so they should configure now, but they will really only be useful with airtight seats and submarine parts still. Parts that are flagged as "Submarine parts" will still trigger the map to display them as submarines even if they do not have ballast tanks. Guides will be updated soon, I also plan to upload the pirate airship to the workshop.
[ 2024-08-06 00:24:07 CET ] [ Original post ]
Nautikin Adventures
Revmatek
Developer
Revmatek
Publisher
2023-03-31
Release
Game News Posts:
36
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
6 user reviews
(6 reviews)
Nautikins
The Nautikins have evolved from a species similar to dolphins to inherit the planet after untold eons. Masters of boat building they have set out to dominate the seas with exploration and shipping routes.Features
- Boat building
- Buoyancy physics
- Plane building
- Helicopter building
- Airfoils / Aero drag
- Multiplayer
- Vessel building system
- Dynamic weather
- Dynamic ocean simulation (waves)
- Underwater simulation
- Many islands to explore
- Inventory system
- Vessel damage system
- Trade routes and shipping
Building
There is an elaborate vessel building interface that allows you to build sea or air vessels in an open world drydock or runway respectively.Building vessels can be complicated, so check out some of the community guides
Exploration
A massive open world / ocean map filled with islands awaits you! Be warned though! If you go to far out to sea (currently ~50km), the sea monsters may think you are lunch.Multiplayer
Multiplayer supports every feature that is supported in single player. You can build boats and deploy them and your friends will see them and be able to crew or captain them. Some functionality may be authorized only by the owner of the server depending on the effect.Chat
The game includes a very basic low profile text based chat to allow for communication during multiplayer. It is intended primarily as a quick message relay and to aid players in connecting on Discord or Steam chat.Weather
Physical weather systems (Rain, Storms, Fog, Wind, etc.) move around the map and can be monitored for your vessels safety on a journey. The further away from the protection of the islands the more intense the affect the weather will have on your vessel and the ocean waves around you. Be prepared for severe weather such as "tidal" force waves and whirlpools.MINIMAL SETUP
- OS: SteamOS. Proton 7.0
- Processor: AMD Zen 2 4c/8t. 2.4-3.5GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: AMD 8 RDNA 2 CUs. 1.6GHz
- Storage: 10 GB available space
- OS: SteamOS. Proton Latest
- Processor: AMD Ryzen 5Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: AMD RX 6600 or betterNetwork: Broadband Internet connection
- Storage: 15 GB available space
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