[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28842908/4ebd8fc6d4d205cc5252e9a0b612a5977add3e51.gif[/img] Dear Stormworkers, The survival update is here! This major update brings a whole host of new gameplay options with tons of exciting features, including the hotly anticipated vehicle destruction and fuel. [b]Feature - Damage[/b] You will now be able to toggle the ability for players to take damage. This will come from a variety of sources including: falling, fire, water pressure and more. You will now have to take extra care when this option is turned on. Vehicles will now have a multitude ways of becoming damaged. This will result in a real impact on players’ progress. Components can break and will not function correctly, vehicles can leak, rotors break off with impact and engines can overheat and be destroyed. [b]Feature - Advanced Mechanics[/b] Engines now consume fuel and air and produce exhaust fumes. A new electrics system requires power to operate equipment. Engines can overheat, stall, vehicles can run out of fuel or electrical charge. [b]Feature - Sharks[/b] You are no longer alone in the water. Sharks will stalk, intimidate and attack characters in the water. [b]Feature - Tsunamis[/b] 100m tall walls of water can now be caused by localized seismic events. For a full list of features in this patch, see the changelog below. Thank you to all of our wonderful community who have shared the feedback and creations and made this update possible. Much love <3 The Stormworks Developers [b]v0.4.1 (Major Update 3 - Survival and Advanced Vehicles)[/b] [b]Survival Features[/b] Feature - Player/NPC health system: [list] [*]Health bar [*]Oxygen meter [*]Fall damage [*]Fire damage [*]Cold debuff that affects movement in water [*]Wet debuff that affects movement on land [*]Pressure damage at low depths [*]Impact damage when crushed by vehicles [*]Rotor blades hurt [/list] Feature - Mission objectives involving NPCs can be failed if the NPCs die Feature - Using beds gradually restores health Feature - Ragdoll physics for characters that have died Feature - Sharks (sharks will roam the ocean, will stalk and attack characters and drag them underwater) Feature - Sharks can be placed and used in missions similarly to characters Feature - 4 new vehicle components for equipping special outfits: [list] [*]Scuba Outfit (increases oxygen and maximum depth before pressure damage begins) [*]Deap Sea Diving Outfit (increases oxygen and maximum depth before pressure damage begins) [*]Firefighting Outfit (absorbs ~95% of damage dealt by fires) [/list] Feature - "New Game" screen reworked to allow full customisation of game mode and difficulty (mix survival and creative, disable certain difficulty settings, change which island you spawn on etc.) Feature - Additional new game settings for hardcore modes (view locked to first person, no manual saving) Feature - Tsunamis can now be spawned from the creative menu (tsunami will build up close to the player who spawned it and will last a few minutes) Feature - Added mission trigger for spawning tsunami at a zone Feature - New particle and sound effects for player damage [b]Advanced Vehicle Features[/b] Feature - New advanced vehicle mechanics:[list] [*]Fuel requirement for engines [*]Electrical requirement for many existing components [*]New engine behaviour in advaned mode (they will stall if going too slowly, require an air flow to prevent overheating, require a connected exhaust output) [*]Pipes used to transfer power and fluid instead of logic links [/list] Feature - 23 new vehicle components for use with the advanced vehicle mechanics: [list] [*]3 sizes of battery (provide electricity to components that require it and will store electricity produced by a generator) [*]3 sizes of generator (converts torque into electricity) [*]3 sizes of electric motor (a new type of engine that consumes large amounts of electricity instead of fuel) [*]Electric circuit breaker (interactable switch for controlling flow of electricity between two systems) [*]Electric relay (controls flow of electricity between two systems using on/off logic) [*]Fluid exhaust (expells exhaust from an engine) [*]Fluid filter (allows fluid of a specific type to pass through) [*]Fluid heat sink (cools fluid that is passed through it) [*]Fluid radiator (cools fluid that is passed through it) [*]Fluid spawner (fills an enclosed area with a selected fluid type when you first spawn your vehicle for making custom fuel tanks) [*]Transmission pipes (angle, straight, T-piece, enclosed angle, enclosed straight, enclosed T-piece) [*]Electric cable (small electric winch) [/list] Feature - Vehicles can be damaged by high impact collision Feature - Damaged vehicle components will behave differently (logic components can fail, lights will blink etc.) Feature - Rotor blades have physics and will break off if hit too hard (no physics on rotor blades when damage is disabled) Feature - New particle and sound effects for vehicle impacts Feature - New particle effects for vehicle exhaust and tyre smoke Feature - Vehicle editor logic mode shows data, power, fluid and electrical nodes separately