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Wednesday, May 10, 2023 2:00:43 PM

DevBlog 17: Update 1.2

Greetings survivor,
Rumors of our drowning have been greatly exaggerated
With focus, we set to task
New opportunities now abound

Since returning from the winter holidays, we’ve harvested player’s feedback to better guide our development. Far from abandoned, we’ve been feverishly working in the background of Floodland knowing that the concepts, design and feel of the game resonate with many.
Now we’re ready to unleash a spring tide of new content and fixes.
Warning, you may need to start a new playthrough to get the new content and fixes.
Let’s start our deep dive with the fun stuff!



All these new free features and content are aimed at one thing, adding depth and replayability to your Floodland experience. We’ve added:



From out there among the drowned ruins of old comes word of eight new clans to be discovered. Four can be selected as a starter clan when you begin a new game and four are out there, surviving. Each represents a binding ideology that has kept them alive this far. Fronted by a leader who will express the clan's story and the different traits the clan possesses.
How will you incorporate them into your society? Can you afford to?



While the shape of the island you start on remains the same, it is not unchanged.
Four layouts are now available, which will spice each play through. Resources and important buildings will be distributed differently.
Furthermore, when venturing out, you will discover new islands in the mix of those randomly generated with each play-through.






Floodland offers a rich world and a lore for those who uncover remnants of the old world. We won’t spoil them here, but there are around 20 new notes to find for those who enjoy a deep dive.



As your society develops you’ll encounter up to 10 new events. The decisions you make as leader will define how your fledgling community grows. Some of them offer some assuming twists to look out for.



If food be the food of love, eat on!
Many ask for more options to efficiently feed their settlement and so we’ve added the Mushroom pickers hut. Survivors can’t be picky, except when they can.
This increases the reach of the mushroom gatherers, which may not sound hugely important but to your settlers, it’s a big deal because it greatly increases their strategic options regarding sourcing food as Mushrooms used to be underpowered.
Three new laws
With these extra laws you’ll be able to make the most of your community and focus their development towards your goals.



Many reviews and comments told us that, while people love the ideas and feels of Floodland, they were disappointed by technical difficulties. So firstly, we have fixed the most pressing issues that players told us about. This includes, but are far from limited to:
Endgame objective: The last objective has been fixed to improve the end game experience. For spoilers about this objective see this Steam forum link https://steamcommunity.com/app/1336180/discussions/0/3824162683805694613/
Stability and performance: Crashes should be significantly reduced. Of course, we can’t account for all system configurations. The late game has been significantly optimized. Caping menu FPS to 60 makes the game work much smoother. We’ve also made many memory fixes that previously promoted crash problems.
Survivors pathing issues: We have improved the scheduling of tasks which had knock on effects that led to issues, for example: people being stuck on boats and piers and resources not seemingly being transported.
Shacks won't always upgrade to houses: Now they do!
District Autonomy Law flaws: This law is now clearly described in game so that the expectation of the mechanic can be easily understood.
Game events repeating: While some events are intended to repeat, their frequency has been significantly increased. Especially in regards to crises events.
Save game load issues: Should be fixed, but some rare cases may not be and so please contact us via Discord and we can try to fix your game files.



Here are all the murky details about the fixes we’ve been working on the past 4 months:
Quality of life changes:
Preferred clan mechanics in Study is now more intuitive
A maximum level of experience added
Clarified information in a few tooltips
Notifications rework to help players understand better what’s going on
More detailed information about citizens not working due to illness
Progress of work done in the building is not canceled during operation mode change
Many traits fixes
Fixes in throw-away resources mechanics
New features for modders - some simplifications and new options
Multiple fixes to certain tutorials not showing up properly
The Electrified modes of certain buildings now correctly affect the number of work posts
Graphic changes:
Tweaks in the animations of citizens and birds
Buildings placed on the curved surface are not hanging in mid-air
Electricity visualization in a few Adaptable Buildings
Visual adjustments to infections in expedition return panel
UI clarifications
Better view of the line connecting citizens with workplace and home
New information in Technology Development showing details on building costs of Pathway on Shallow Water node
Some fixes of inconsistent placement of elements on different UI scales
Minor fixes to resource limits on the global resource panel - now data updates when the storage type building is deconstructed
Visual adjustments to the left side panel with quests visited Ruins and Reclaims, etc.
New UI dedicated to crises
Added Clan’s in-game notification about Influence rise
Electricity buildings in Technology Development show production outcomes
Other changes & fixes:
New data is included in the endgame panel, showing more diverse information about your playthrough
New ambient sounds and music pieces have been added
Rain frequency change
Small fixes of keyboard control
Pathfinder Camp building relocation interruption was facilitated
Fixes for players that can’t accidentally turn off various panels (ex. Technology Development) during tutorials
Paths refreshment after map changes - now citizens do not avoid buildings that no longer exist
Citizens animation fixes
Level Design fixes
Localization fixes based on internal and external LQA
Problematic effects of merging clans fixed
Facilitation of blocking pier problem that sometimes happens
Fixed problem with clan members that continue consuming Textbooks even if the clan has reached the maximum level
Same-Sex Marriage, Fish Farm and Mushrooming Regulations laws tweaks
This all relates to build v.1.2.22330



We’ve been continually thrilled to see that many consider the music and art of Floodland to be its real highlight. With our Relics of the Old DLC, you can now digitally own the music here: https://store.steampowered.com/app/2218170/Floodland_Soundtrack/
As well as artbook and background stories here: https://store.steampowered.com/app/2218180/Floodland_Stories_and_Art/



Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here:
Twitter
Facebook
Discord
Instagram
Thank you for your support and patience while we prepared this mammoth update. We hope you enjoy and happy surviving,
- Your Floodland Team