Patch 1.3.7.0835313a (09 January 2020)
- High Wilderness inhabitants and other locomotives will now keep more distance from ports and relays.
- Curators, Logoi and Eaters of the Dead are less unrelenting in their pursuit.
- Various small adjustments have been made to ambient messages.
Patch 1.3.2.06feaeb (20 September 2019)
- Captains will once again begin to starve when they run out of supplies.
- You now require five Jumbles of Undistinguished Souls to fulfill The Souls for the Titanian Poets prospect.
- The Fortunes: Stovepipes quality once again displays the correct icon and description.
The Horn Update - 126.96.36.199.015d561c (30 July 2019)
- Hello skyfarers! We've got a small update for you today, and news of the next one.
- Here's what you can expect in today's update:
- Several creatures and locomotives have gained new attacks, improved AI, or visual updates. Here's a quick look at the new, much more menacing Scrive-Spinsters:
- More details on the specific changes are in the patch notes below.
- A horn for your locomotive. This has, bafflingly, been the second most requested feature since launch, and the number one source of creative gifts and submissions, including a chocolate train, an actual whistle, and a slideshow...
- The horn has no gameplay effects whatsoever, but we think it sounds quite nice. You're, umm, welcome.
- More variety for agent encounters in Eleutheria, bringing it up to the standards of the game's other regions.
- Many other fixes and improvements – see the patch notes below for the full list.
- We're also ready to announce the next major update: Hoarder.
- Here's what to expect:
- A new officer: the Chiropterous Hoarder! Recruit a winged horror of profound cunning and unreliable manners. Rumoured to have once been one of the Masters of old London, this peddlar of immortality has fallen on hard times. Take it on a macabre journey to perfect a new method of prolonging life. Perhaps you might become friends on the way. Perhaps you might become more...
- Engine upgrades. Your locomotive will receive a new slot for engine equipment. When equipped – and when you have enough crew members to take full advantage of a superior engine – your locomotive will be able to travel faster, at a premium in fuel...
- An opportunity to construct an additional transit relay. This will be a substantial undertaking, but once complete, it will provide captains with a quick and convenient route between two previously unconnected regions of the Skies.
- Probably, various other features and improvements we're not ready to talk about just yet.
- All being well, the Hoarder update will be with you in September. If you'd like to hear from us when it's out, you can follow us here on GOG or on Twitter (http://www.twitter.com/failbettergames), or join us on Discord (https://discord.gg/Nfupt8E). And as always, thanks for playing!
- Empyrean Outriders, Curators, Scrive Spinsters, Senior Scriveners and the Undeparted have had their movement and AI adjusted.
- Scrive Spinsters and Senior Scriveners have new models and attacks.
- The Empyrean Outrider no longer uses barrel bombs.
- The Curator's scream attack is faster, but no longer arcs towards targets. Its close range attack has been replaced with an area-of-effect attack.
- The Undeparted have a new attack.
- Nearly 100 new ambient messages have been added and another 40 or so have been updated.
- Blue Kingdom spawns have been adjusted for difficulty.
- Some enemies in the Blue Kingdom have had their stats adjusted for balance reasons.
- Active wells now exert gravity and damage engines that stray too close to their centre. A warning klaxon will sound if you are taking damage.
- The Incautious Driver will no longer speak on approach to the Fragment's Refuge if they have been seconded somewhere.
- Abandoned structures now have a chance of spawning Guest Dreadnoughts.
- Vitrified Structures will sometimes now reward captains with Condemned Experiments.
- Wrecks and Windswept Habitations now always display appropriate ambient messages.
- The ambient messages for the Shadow of the Sun platform in The Blue Kingdom now appear in the appropriate location.
- Several interaction prompts and messages on transient discoveries have been corrected.
- Resurrectionists are no longer referred to as Grave Robbers.
- Reach Marauders are no longer implausibly restrained when shot.
- There are no more invisible rocks around Polmear and Plenty's.
- The Empyrean Outrider's projectiles no longer shed hair.
- It is no longer possible to sell more items than you possess.
- Ratbite will now leave your engine at the end of her quest.
- Dining with the Deathless will now properly unlock new bargains at the Most Serene Mausoleum.
- The Ozymandias and the Orphean have now received the italics that were their due.
- Unidentifiable Squirmings will now direct captains correctly to St Anthony's Lighthouse.
- Captains may no longer visit the New Somerset Hunting Club if they have worn out their welcome in Port Avon.
- Interlocutors at Regent's Tears will no longer shift identities in the middle of a conversation.
- Several more quests are now marked complete in the journal when they should be.
- The Collective Conclusion is now tracked under events, rather than as a quest.
- The Researcher's Crusade is now tracked under Peculiarities rather than in the journal, since there is always something you can do for them.
- The time before you can learn the outcome of your efforts when meeting the Researcher's requests is no longer affected by how many of them you complete.
- A number of time delays that could be unreasonably long will now consistently last for 15 days.
- You will no longer receive messages about changing areas.
- There are now fewer extraneous full stops.
Vagabond Update - 188.8.131.52.f3b4e1db (12 June 2019)
- The Vagabond update for Sunless Skies has been released! The following additions and improvements await your captains:
- A new officer, the Amiable Vagabond
- New story content for three of the Wonders of the Skies
- A new location in the mists of Worlebury: St Anthony's Lighthouse
- New agents for players to encounter in the mid-game
- Two new discoveries
- Numerous smaller fixes and improvements, including adjustments to spawning rates in Albion, which should be a little less intense now
- The Amiable Vagabond
- Offer a commission to this gentleman of the skies (and no fixed abode), who will take you to the abandoned quarters of the sky. Experience a tale of fortunes lost, found, and lost again. Meet the 'skylarks': the community of ragged wanderers who rove the heavens, and help them find the way to the Sugarspun Garden - a place surely too good to be true...
- Meet the Amiable Vagabond at Polmear and Plenty's, or sometimes in London. He's partial to a sky-story or two.
Wonders of the Skies and St Anthony's Lighthouse
- Bold explorers will discover that several existing spectacles now have stories attached to them:
- Climb to the bracing springs at the Regent's Tears in Traitor's Wood
- Tarry among the gargantuan flower-fields of the Apoidean Gardens, deep in the Leadbeater & Stainrod Nature Reserve
- Bear witness to the ceremonies at the Xanthous Moon on the outskirts of the Eagle's Empyrean
- In addition, a brand new spectacle has been added to the skies! Skyfarers in search of respite may stop at St Anthony's Lighthouse, a gothic addition to the mists near Worlebury.
- The Winchester War is hotting up. Upon visiting London, skyfarers will witness the inauguration of a new class of locomotive in the service of Her Majesty – a development that the Tacketies are unlikely to allow to go unanswered. Meanwhile, in the depths of the Reach, a fungal menace is stirring.
- Three new agents with unique challenges, behaviours, and stories will begin to appear in response to your explorations. We've designed these to add more interest, variety and challenge to encounters in the mid-game, when the player is sometimes revisiting previously explored locations in the Reach – we hope you enjoy them!
- In order to reward captains who have invested in assaying equipment, two new types of discovery have been sprinkled across the heavens: Celestial Ruins and Windswept Habitations.
- Each has its own stories, and can host a variety of encounters. Excavate treasures from crumbling ruins that predate humanity! In Albion, seek refuge and plunder in long-abandoned homes and factories. Perhaps you'll even encounter a band of skylarks squatting there, eager to swap stories!
Other fixes and improvements
- Tackety scouts have had their brandy rations rationed and should now be less of a menace to passing traffic.
- When the workers of Brabazon drink your tea, this will now actually remove it from your possessions.
- If you have the attention of the Burrower Below this will now be noted on your profile.
- All the Winchester War event missions now appear in the journal.
- Backing out of Jubilation Day should not now prevent you from accessing it again
- Captains who learn the Third Rule of Piranesi will no longer easily forget it.
- Tolerating the intrusions of the Thing on the Mantlepiece now increases Terror, as it naturally should.
- If you order that a certain mirror be destroyed, you will no longer be able to dispatch expeditions through it.
- Your scouts will now appropriately report Fungal Fragments as ghastly rather than grave.
- Unlicensed charts will now be consumed at Faith's Fall.
- Several backer labels have been corrected.
- An unsuitable pronoun used to refer to the Energetic Mechanic has been corrected.
- After selecting a facet, the character progression interface will now display the appropriate Past.
- Various qualities will now appear in more suitable sections of the profile.
- Various typos and content inconsistencies have been eliminated.
- The Clockwork Sun is now hazardous to approach.
- The Medea is now a little more manoeuvrable.
- Weapon balancing:
- The Uninvited, Blackjape, Jubilee and Saintfire weapons now do more damage.
- The heat cost of the Golgonooza and the Uninvited has been reduced.
- Range values for the Golgonooza, Blackjape and Saintfire have been adjusted.
- Knockback values on the Tears of Astolat exotic weapon are somewhat calmer, though still considerable.
Wayfarer Update - 184.108.40.206.b0df8add (09 April 2019)
The Wayfarer major update for Sunless Skies is now available! Here are the key features:
- A completely reworked Albion
- Many new story events for the gods of the sky
- Officer secondments
- New story content for spectacles
- Consequences for some attacks outside of battle
- Petrichor, the food of the Dead
- Balancing adjustments to Terror and Crew recruitment
- Many small fixes and improvements:
- A new label is in place near the Regent's Tears spectacle to celebrate players raising £10 000 for Special Effect by streaming on launch day.
- The HUD now provides considerably more feedback.
- London now has a new platform, the Ministries, which provides access to the Ministry of Public Decency, the Office of Works and the Horological Office.
- The Avid Horizon segment has a new platform, The Stair to the Sea, which provides access to the Quiet Sea content.
- There is now an aura around locomotives.
- You may once more build bee defences at Titania.
- Discovering the fate of the Parzifal now results in an appropriate update to the journal.
- If it is not the Hour of Leaving, crew taken on at Pan will now always remember to collect their pay.
- The game should now run more smoothly in the area around Prosper and Magdalene's.
- Agents will no longer spawn quite so close to the player.
- Guest projectiles no longer cause exceptions.
- Empyrean Outrider projectiles now arc towards other agents.
- The muzzle flash on Star Seared Explorers now behaves correctly.
- The agent denial area around transit gates and several ports has been widened.
- Agents not engaged in combat will no longer occasionally become stuck in place.
- New captains will now inherit transit permits.
- Mines can now be shot down when using rockets or the Wrath of Heaven.
- The Provisioning tutorial tip now triggers when it should.
- Fuel efficiency is now displayed correctly in the engineyard.
- The victory screen now fades in over an appropriate amount of time.
- Interfaces will no longer become transparent after reloading.
- Graphical artifacts have been removed from quality icons.
- Prospect titles no longer overflow in the bazaar interface.
- The special prospect tag is no longer visible in the bazaar.
- UI sound effects may now be muted.
- Controller focus will no longer jump to the bank when assigning equipment to your locomotive.
- Controller focus will no longer move to the engineyard when equipping officers.
- The 'Perhaps Not' option can now always be selected with a controller.
- Controllers now properly scroll the chart even after death or returning to the title screen.
- Various typos have been removed.
We've fully reworked the game's second region, Albion. It's now significantly smaller than before, while still being a lot more open than the Reach. We've also worked to make the possible encounters more varied.
We hope these changes will make it more interesting and enjoyable to explore and traverse – please let us know your thoughts! We may do further work on encounter variety in Albion and other regions, especially if people feel it makes a difference.
Gods of the Sky
In the Wayfarer update, the capricious gods of the sky will tease, torment, and occasionally reward skyfarers.
New story events will fire while you are traversing the heavens, granting opportunities to earn the gods' attention or their wrath. Once the gods have noticed you, further – more perilous – events may occur.
Manage your crew's superstitions. Deal with a frost-fingered visitor. Negotiate with the Whisperwinds. At all costs, do not call at the Empty House.
A number of your officers have found new ways to be helpful. If you can bear to part with them, establish them at a port and let them make themselves useful. Perhaps they will establish an exclusive salon, or a handy workshop!
You will have to do without their counsel in the meantime, of course, but officers on secondment may be able to furnish you with story items, advantages at port, or new Prospects and Bargains.
In this update the Inconvenient Aunt, Incautious Driver, Repentant Devil, Felined Eccentric, Captivating Princess, and Fatalistic Signalman all have secondment opportunities. Talk to them to learn more.
The heavens are replete with wonders and horrors. Originally, skyfarers could only marvel at them, and thrill or lament at their effects on your crew's Terror.
But now, a number of spectacles can be interacted with. Come! Approach! Disembark and explore some of the skies' most enigmatic mysteries. Visit the last vestiges of the Kingdom of Hours. Join the dead in their observances. Excavate the corpse of the Silent Saint.
Here is the full list:
- The War of Fossils
- The Grave of the Silent Saint
- The Rotting Celestial Behemoth
- The Avid Horizon
- The Horologion
Let us know what you think – if people like them, we may add more!
Sometimes, attacks will do more than just damage your hull. They may now trigger story events shortly after the battle. Perhaps you will suffer damage to your engines, or find an unexploded shell lodged in your plating!
Fortunately, you can repair critical damage at each region's central station. Usually, repairing your engine's hull will sort it out, but some damage may require more dedicated treatment.
Petrichor, the food of the dead
Ports in the Blue Kingdom no longer sell Supplies. Instead, they sell Petrichor, the same spun-sugar delicacies on which the dead subsist. Living captains and their crew may consume petrichor with what we are assured are only trivial side-effects.
Survival balance adjustments
We've been listening to people talk about their experiences and watching streams, and we've come to the conclusion that the balancing for some of the survival mechanics is currently not creating the best experience for most players.
These mechanics both have very important roles to play in shaping the experience, and we feel it's important to get the balance right. For this update, we've made some adjustments: somewhat increasing the rate at which Terror goes up, slightly reducing the amount of Terror removed when returning to a hub or discovering new ports, and reducing the number of Crew available at hub ports.
We think these changes might be controversial, and we're not certain yet we've got the numbers quite right. We considered putting these particular changes on an opt-in branch so we could watch people play and gather feedback, but we were concerned that might result in misleading feedback since we might disproportionately hear from particularly skilled players.
So we decided it would be better to include it in the main Wayfarer update. It's possible we'll make further adjustments in smaller updates before the next major one. And it's likely we'll make further changes in future – for instance, to provide more potential solutions for captains struggling to maintain more than a skeleton crew, or to rebalance easily exploitable methods for managing Terror.
As always, we'd love to hear what you think, especially once you've spent a few hours with the update – please let us know on the forums.
Patch 220.127.116.11.20d30549 (12 March 2019)
- We've fixed an issue that was causing crashes on OSX builds across GOG and Steam and on Windows builds on GOG.
Patch 18.104.22.168.d920b1e (08 March 2019)
- The Heart-Catchers will now assist a captain whose death has been prophecied only once. After all, one foretelling of doom is happenstance; two seems like attention-seeking.
- The Repentant Devil's quest will now be correctly marked as completed in the event that he remains aboard your engine.
- Captains who drop off the Repentant Devil somewhere in Sky Barnet will now be able to reunite with him at the same location.
- The Truth ambition no longer directs captains to Low Barnet.
- The Price of Charity now removes rather Visions of the Heavens instead of giving them.
- Captains may no longer infinitely renew their acquaintance with the Blind Bruiser.
- The Dismal Chamberlain will no longer attend funerals when his personal circumstances preclude it.
- Your journal will no longer incite you to export Sapling-Knots or Verdant Encouragement from the Nature Reserve if they can no longer be procured there.
- Hybras may now always be put to new purpose even if your captain died after finding it abandoned. (If this affected your game, selecting any branch on the Hybras Deserted storylet will put things right.)
- Dying at a certain point in the Fatalistic Signalman's story will no longer prevent future captains from pursuing it.
- It is no longer possible to get something for nothing when experimenting with alchemy in the Shapeling Vats.
- Captains who stand for Parliament in Worlebury-juxta-Mare will no longer be thrown out of the port afterwards.
- The Deathless will no longer set impossible deadlines when asking you to smuggle Starshine.
- After completing the Amenable Host's quest, future captains will now still be able to interact with him at Magdalene's (unless he has in fact gone somewhere else).
- Captains will now have permanent backstage access to Magdalene's so long as one captain in their lineage has discovered the Amenable Host's identity.
- Getting caught with contraband at Albion will no longer result in instant transportation to a relay.
- Captains who pay the Chrysanthemum Price will no longer receive a sudden windfall of Visions of the Heavens.
- The Illusive Forged Companion's magic show will now leave an appropriate impression upon your crew.
- A chorus of devils for the Well of the Wolf may now be gathered only once per legacy activity.
- Only spider-sweepers may sweep the well.
- There should be fewer printing errors in the Song of the Sky.
- As usual, many typos have been corrected.
- Segments should now always spawn correctly when entered.
- Linux users will now see their own captain's avatar instead of the default one.
- Randomly generating an avatar will now correctly select a random brow.
- Must events will no longer delay other must events from firing.
- Branch previews will no longer include rogue quotation marks.
- Branch previews now display a single sentence rather than the entirety of the branch text.
- Selecting branches with difficulty challenges will no longer cause the result text to draw downwards before snapping to the top of the storylet interface.
- Speaking to officers or closing the storylet panel when outside of ports will no longer result in a The Sky area interface.
- Players will no longer see a blank Leadbeater and Stainrod storylet before branches load.
- The bank button is now greyed out at ports where it is unavailable.
- The bazaar is no longer available at most platforms.
- Bazaar item tooltips are now formatted correctly.
- Equipped items for which you no longer meet the requirements are now clearly marked on the hold panel.
- Blast damage is now displayed on mine and rocket tooltips.
- The armour tooltip now displays your base hull instead of your current hull.
- Tooltips will no longer run over the edge of the screen.
- Tooltips on the character progression screen now show correct quality values.
- It is no longer possible for equipment icons to become stuck on the screen.
- Locomotive names will no longer overlap on the hold interface when inheriting a Spatchcock.
- Hull and Crew will no longer overflow on the hold interface when the font size is set to large.
- Quest icons are now aligned correctly in the quality result text.
- The Something Dark chart icon in Eleutheria is now replaced with something more specific once the player draws close to them.
- Investigating Curator's Eggs, Bully's Acres and Wrecks may now sometimes reveal enemies.
- Discoveries that have been fully exploited will no longer be marked on the chart again if you voyage close to them.
- Homesteads now display the appropriate animation after interaction.
- Discoveries will now never spawn on top of each other.
- Agents will now never spawn underneath discoveries.
- Damage visuals are now removed from agents if their health recovers.
- Scouts no longer discover platforms in the Blue Kingdom when traversing the Reach. (Unfortunately, a consequence of this fix is that players who have actually visited platforms in the Blue Kingdom will now need to rediscover them; until then, they won't show up on the chart.)
- Discovery icons on the chart will now always be the correct size when zooming out.
- Scouts now have additional messages.
- Mining sky-rocks in Eleutheria will no longer result in messages implying that the player is in the Reach.
- The Blue Kingdom chart is now correctly aligned in relation to the player.
- Players will now see the loading screen when using transit relays, rather the region's skybox.
- When loading a save, the title screen artwork no longer fades back in before transitioning to the loading screen.
Patch 22.214.171.124.157b386b (08 February 2019)
- Captains who run out of Fuel will now immediately notice and have an opportunity to take action, instead of remaining oblivious for several in-game days.
- Must events at Brabazon and Polmear and Plenty's will no longer commingle surreally with shop inventories.
- Terror cues are now attached to the SFX slider and can be muted.
- The Ambient SFX volume no longer resets when launching the game.
- Weapons will now fire while the cursor is over the heat bar.
- Rockets and the Wrath of Heaven will no longer fire when clicking on HUD elements.
- Gamepad controls are no longer present on screen when first loading a save file.
- The bank interface will now update when equipping hold items.
- The performance of the storylet panel has been greatly improved, particularly when a lot of text has been logged.
- Quality requirement tooltips now display on the prospects.
- Pending prospects for which you no longer meet the hand-in requirements now correctly display the image for the cargo they require.
- Scroll arrows are now present on the character progression screen on 4K monitors.
- Tooltips are no longer cut off on 4K monitors.
- The number of Sovereigns displayed on the hold panel will now update immediately when items are bought or sold.
- A captain who successfully escapes Eaters of the Dead will no longer be endlessly haunted by the sound of their jaws.
- Agents that have just become hostile will no longer linger after death.
- Port tooltips will no longer stop the locomotive from moving once the chart is closed.
- Centre and side panel tooltips will no longer trigger when viewing the chart.
- Locomotive movement will no longer become locked when opening the chart while in motion.
- You can no longer interact with officers while the chart is open.
- It is no longer possible to get stuck on the legacy screen when scrolling through the details of your inheritance.
- Transferring items to the bank when you only have a single item in the hold now functions as intended.
- Focus is now maintained on the Delete Save File confirmation window.
- Focus is maintained on the character progression screen after passing on a legacy.
- Focus is maintained on the hold after jettisoning items.
- It is now always possible to navigate between all facets during character progression.
- The option to sell Villainy Affiliation items to the Gentlemen will now appear correctly.
- The Gentlemen will no longer offer you prospects with impossible deadlines.
- The Tea for the Eagle's Empyrean prospect now grants a Moment of Inspiration, rather than setting Moments of Inspiration to one.
- Dying while in possession of a Ravelling Jack will no longer prevent your next captain from buying one. However, the Royal Horological Office will only return half the deposit when you return a Jack to them.
- When leaving the presence of the Pansekretis, if you were already in possession of your liver you will no longer have an additional liver inserted into you.
- Completing the Truth ambition now unlocks a new facet: a Terrible Secret to plague your legacy.
- The Corruption in the Court can now be completed: the Ombudsman will await captains at the Forge of Souls.
- It is no longer possible to become trapped in the Trials of the Dead, however narratively appropriate that might be.
- The Initiate of Carillon quest is now correctly tagged as complete when it is completed.
- Captains may now commission the Orator's statue at Titania.
- You may now return to the tour of Brabazon from the back streets – if you have enough time.
- Hunting for the Verdance is now more challenging, and may require searching some additional locations.
- Some minor inconsistencies in the Long Passage storyline have been resolved.
- The Repentant Devil no longer lies about his qualifications when seeking employment.
Patch 126.96.36.199.08b4e1b8 (31 January 2019)
- After 520 days in Games in Development, Sunless Skies has finally set sail and launched into the (High) Wilderness! A huge thank you to everyone who joined us on that journey, provided feedback and sent bug reports to us.
- Below is a summary of what’s included in the launch update. Our final features are in and so are a tonne of bug fixes. We still have a number of outstanding issues to fix but we’ll be putting out patches with various fixes over the coming weeks. As always, check out the Known Issues page first before reporting bugs directly to us at email@example.com (not on the forums please, we don’t man them 24/7 and can miss them).
- The High Wilderness’ Final Region
- The Blue Kingdom is here! To access the final region seek out the Blue Kingdom Transit Relay located in the New Winchester segment. Permits will set you back 500 Sovereigns and a Ministry-Stamped Permit. Once you have one you’ll need Otherwordly Artefacts or Barrels of Hours for first and second class travel respectively.
- N.B. if you created a save file before launch and you have died and passed on a legacy to a new captain you may be missing a particular quality needed to get into the Blue Kingdom. Send us your save files and we’ll sort you out.
- Just like with the other Regions we’re keen for you to explore the Blue Kingdom yourselves and we don’t want to give too much away, but in brief the Blue Kingdom contains:
- Four new Stations and three Platforms.
- Three new agents; Spirifer Engines, Eaters of the Dead, and the Logoi (three variants).
- New transient discoveries: Glittering Rocks, Vaults, Enclaves of the Dead and Convictions of the Sapphire'd King.
- New persistent discovery; the White Well and Wonder spectacle; the Sun Monument.
- Blue Kingdom Prospects and Bargains.
- We have added tutorial hints which will pop up in a window when triggered. You can disable and reset them from the main menu.
Adjustable difficulty settings
- We’ve added our difficulty settings which can be chosen when you first create a new save game. You’ll also be able to adjust your difficulty settings when you die and pass on a legacy to a new captain.
- The difficulty settings are:
- Aiming Assistance - determines how many player weapons arc towards targets and how aggressively they do so.
- Enemy Projectile Speed - determines the speed of enemy bullets making them easier to dodge.
- Supply Consumption - determines how long Fuel and Supplies last.
- The final two Ambitions are in place, bringing our total up to four. Like the existing Fame and Wealth ambitions, you will be able to choose The Truth from the character creation screen. However the fourth ambition, The Martyr-King’s Cup, will only be available after completing a particular quest, so it is only something you will see once unlocked and after passing on a legacy.
- We’ve added the rest of the Facets so you can continue to level up your Captain.
- The rest of the Officers have arrived. Have fun recruiting and discovering the stories of the Felined Eccentric, Forged Companion and Fortunate Navigator. The Clay Conductor storyline can also now be completed.
- The Chart has been reworked to bring it in line with the aesthetics of our UI redesign.
- Achievements have been implemented. We wish you luck completing them all Sky Captains.
- We’ve introduced a Texture Quality toggle in the graphics options - if you have issues going through Transit Relays, please try it with Texture Quality set to Low.
- We’ve introduced a UI Transparency Toggle in the graphics options to help MacOS users who are seeing completely transparent interfaces.
- More agents have been introduced throughout the High Wilderness: Albion Marauders, Star-Seared Explorers and Resurrectionists (Grave Robbers!)
- We’ve added letterboxing, so now you can select a non 16:9 resolution and play at full screen without the UI stretching.
- The Date has now been added to the HUD.
- Mme. Lumière's have been removed from New Winchester. Instead, there are new Storylets at a number of ports which allow you to trade story items for sovereigns and Experience.
- Locomotive prices have been adjusted. Their buy and sell price remain the same - they don’t depreciate in value - this is a deliberate decision.
- Tier 2, 3, and 4 equipment prices have been adjusted.
- Additional advice about smuggling can now be accessed from the Blind Bruiser.
- The SFX have been divided correctly between the ambient and environmental sliders.
- Keyboard control prompts have been added to the Opening Game Experience.
- You no longer need the Assaying quality to harvest Stacks in Eleutheria.
- Labels are now a standard size throughout all regions.
- Bull Cantankeri now have their own loot Storylet.
- The Cantankeri loot Storylet now has more options.
- Candlewind and Storm that Speaks now appear in Albion.
- Storm that Speaks has been removed from the Reach.
- As mentioned above there are a number of outstanding issues to fix but we’ll be putting out patches with various fixes over the coming weeks. Please see our Known Issues page http://www.failbettergames.com/sunless-skies/known-issues/ for the full list, but there are some notable issues listed below.
- As always, if you find a bug that's not on the Known Issues page you can help us by sending a quick Bug Report (please don’t post bugs on the forums, we don’t man them 24/7 and they can easily be missed).
- If you experience a hang or a crash at Transit Relays please set your Texture Quality to Low and try again. If you experience the same issue after doing this, please send us your output log and your machine specs (N.B. we will be continuing to improve performance and loading after launch to address this problem)
- If you experience transparent interfaces that make it hard to read text on MacOS, please turn the transparency off in the graphics menu.
- You will now be moved to New Winchester when abandoning the tutorial on a new save file - this is a temporary solution to prevent players spawning inside terrain after character creation - we will revert this once we have an elegant fix.
- Some players are experiencing issues with Steam Controllers - we will be looking at this shortly after launch.
- Controllers are not currently detected when using Steam Link - we are looking into a solution for this.
- If you created a save file during Early Access and you have died and passed on a legacy to a new captain you may be missing a particular quality needed to get into the Blue Kingdom. Send us your save files and we’ll sort you out.
- We are aware that some players who played throughout Early Access may see the wrong Achievement incrementing when docking at ports (e.g. the achievement tells you you’ve docked at a Blue Kingdom port when you dock at a Reach port). Please send us your save files so we can resolve the issue.
- If you played the KickStarter Backer build released on 28th January, and have experienced any of the following issues the send us your save files so we can repair them.
- The Fortunes: Tacketies quality overflow
- Getting trapped inside a Storylet when advancing the Song in the Sky ambition
- Issues with the Black Box seen on the death of your first captain
- Remapped controls will no longer reset each time the game is launched.
- The Wrath crescent will no longer become stuck on the screen.
- We’ve made a fix to the Smuggling Storylets that fire when travelling through Transit Relays.
- Quitting the game during Must Events will no longer stop the player accessing the content when they reload.
- Prospect titles are no longer cut off in Bazaar interface.
- We’ve enlarged the font on final character creation screen to improve legibility.
- Text is no longer cut off at the top of the character creation screen.
- We’ve fixed an issue which stopped chart assets from being removed each time the chart was opened and closed which lead to a performance drain.
- The Bazaar now has the same scroll bar as the other interfaces.
- The avatar is no longer affected by resolution.
- SFX for auras/AoE attacks are now in place.
- Equipment once again stacks in the bank.
- We've fixed the lag seen when adding and removing items from the bank.
- Your Nightmare level as indicated on the HUD resets when passing on a legacy.
- We've removed the second Transit Relay from the chart in the Hybras segment.
- All remaining interfaces have been updated.
- We've adjusted the way Nightmare are displayed in Storylets.
- Mr Menagerie's Last Voyage is now marked as complete in the Journal when he settles at New Winchester.
- The Transit Relay exit audio no longer repeats on arrival to a new region.
- We've removed the level cap which was preventing players from equipping items when their main stats went over 100.
- The Date now pauses when docked.
- Fuel now updates on the HUD if the scout is deployed whilst in dock.
- You can now interact with the Storm-that-Speaks more than once without having to leave and re-enter the segment.
- Cruise Control now breaks a player out of docking clamps.
- We've fixed a number of typos in Ambient messages.
- We’ve reworked Transit Relay docks, you can now break out of them using forward thrust or R to undock.
- You can no longer shoot your way out of Transit Relays.
- We've fixed the issue where Storylet scroll bars intermittently cut out.
- The Winchester War now works correctly.
- Continue and Load are now greyed out on the title screen if you have no save files.
- Clicking on the area button on the Storylet interface no longer causes the area list to appear and disappear immediately.
- We’ve fixed an exception that fired when entering the halo effect of weather in the Reach.
- Terror feedback is once again present on the HUD.
- Your headlight no longer passes under collidable terrain in New Winchester.
- The Battered signal box in Lustrum now has an actual signal box asset and a label.
- The strength of the candlewind has been reduced.
- The interaction area on the Storm-that-Speaks has been widened.
- Ambient messages and player locomotives will no longer appear underneath amber chunks.
- Text no longer overflows the legacy screen interface.
- We’ve changed the quality requirement messages at the Mausoleum so they are clearer.
- The SFX for the Headlight toggle is now in place on all locomotives.
- Highlights on the Control menu are now brighter so you can see what is selected when using a gamepad.
- Players will no longer get trapped inside an endless Must Event during the Wreck of the Boatman quest.
- The chart now accurately reflects the Brabazon and Mausoleum segments.
- We’ve fixed an exploit that made it more efficient to strafe across the High Wilderness than to use forward thrust.
Controller Specific Fixes
- We fixed an issue that caused players to become trapped in Storylets after opening side panels during Must Events.
- We fixed an issue that prevented the selection of the area list after opening the engine yard.
- You can now scroll down the Bazaar interface.
- You can now select a second prospect after claiming the first without having to redraw the interface.
- The headlight no longer switches off when closing the Chart or a Must Event.
- The focus will now remain on the Hold after jettisoning or equipping items, or cancelling prospects.
- You can now successfully pass on a legacy.
- You can now successfully complete ambitions.
- The Chart legend can now be toggled correctly.
- You can now zoom in and out of the Chart on gamepads.
- Facet icons no longer shake when they are selected with gamepads.
- HUD icons can no longer be selected when the control menu is open in-game.
- The footer panel on the engine yard is now aligned correctly.
- We fixed an issue that prevented tooltips from displaying if a controller was disabled in-game.
- We fixed an issue that caused focus to be redirected to the central panel after equipping items.
- You can now toggle quality requirements in the Bazaar and in Storylets
- Texture Quality on the graphics menu can now be toggled using gamepads
- Moving over to a side panel and back again from the engine yard no longer prevents you from purchasing locomotives.
- You can no longer travel with the Engine Problems interface open
- We fixed an issue that caused loss of focus on the Officer panel when equipping them after speaking to them.
- The focus will remain on the Officer panel when equipping Officers after interacting with them.
- We fixed an issue that caused item tooltips in the Hold to be displayed instead of those on bazaar interface.
Fixes from the KickStarter Backer Build
- The Fortunes: Tacketies quality will no longer overflow
- We’ve fixed an issue with the Song in the Sky ambition which prevented players from progressing (if you’ve been affected by this, please send us your save files so we can tweak the necessary qualities)
- We’ve sorted an issue with the Black Box seen on the death of your first captain (if you’ve been affected by this, please send us your save files so we can tweak the necessary qualities)
- We’ve fixed two Blue Kingdom events which left players trapped in Storylets
- We’ve made some adjustments to the credits and in-game backer labels
- You'll no longer see your old avatar superimposed over your new one when passing on a legacy
Patch 188.8.131.52.f187636 (19 December 2018)
- Greetings Skyfarers. This is our last Games in Development update before launch in January. We're now entering a busy period of polish and bug fixing in the run up to launch. There are several things you can do to help us between now and the big day.
- Wishlist the game to help us get noticed
- Keep an eye on our social media channels for updates. We’ve got a lot of different things for you to get involved in leading up to the big day
- If you’re currently playing then please consider leaving a review. We want honest, constructive feedback, and of course revisiting your review once we leave Early Access is always helpful
- Continue to be patient with us. There are a lot of outstanding bugs and we need to knuckle down now and fix these before launch
- If you find a bug, please take time to read the Known Issues[www.failbettergames.com] list before sending a report in to us (this will be fully updated by the end of the day). We don't list every single bug in game for multiple reasons, but the vast majority of issues you may encounter are listed. Responding to tickets about known bugs is a huge drain on the resources of our small team. Similarly, please take the time to read the Bug Reporting[www.failbettergames.com] page so you know what information to include in your reports.
- Finally, a massive thank you to all our Early Access players who have helped us with feedback and bugs, especially those who do read the Known Issues and Bug Reporting pages. Special shout outs to those who have been tireless in their typo hunting efforts too. You know who you are.
IMPORTANT INFORMATION - PLEASE READ!
- Before we delve into the details of new features, there are a couple of important things we need our player base to be aware of:
- A small feature has been introduced to the build ahead of its scheduled time. The Tower of Chimes Wonder is now interactable (like Regent’s Grave), but the content for it is not ready just yet. If you pass over it then you’ll see an interface pop up warning you that you are not eligible for the event. Unfortunately this will lock up your UI, but there is a workaround. Simply dock at a Station and play through any branch to unlock the UI.
- After using a Transit Relay, you now have to press R to undock yourself before you can move away. At the moment this is not very intuitive as the prompt will say ‘Interact’. The same applies if you close the Storylet after interacting with a Transit Relay and deciding to remain in your current region. While Transit Relays look like regular docks, they actually function differently. We had to make some recent changes in order to take account of the new docking mechanics, but we need more time to implement a proper solution to the Transit Relays.
- There are quite a lot of outstanding minor interface bugs, and a large number related to controller support. Redesigning the UI was a massive undertaking. While it might look like we just moved things around and made them look pretty, there’s actually a lot of functionality changes under the hood. We’ve caught a huge amount of game breaking issues that resulted from the rework, but the sheer volume of new issues has meant that a lot have had to be pushed back into the polish phase that we are now entering. If experiencing bugs frustrates you then we encourage you to either defer playing until launch or to stick to mouse controls for now.
- We highly recommend restoring default controls from the Options menu. This will allow you to get the latest changes to the controls (which don’t update automatically with each new build), particularly for controllers. If you then wish to alter them to your previous/preferred settings you can do so.
- Now for the new stuff…
Complete UI redesign
- Our user interface has been completely reworked and it's not just a visual change, there are some pretty big functional changes too which we will details below.
- We’re famous for our writing, so our stories need to be easy to read and the main focus on the screen. Because of this Storylets now open in the centre panel.
- Within Storylets, the branch results remain on the page and scroll upwards before revealing the next set of choices available to you. This will allow you to look back on the decisions you've made and their outcomes.
- Locked branches are more easy to spot with their muted titles and quality requirement icons.
- The port index UI which displayed on the right of the screen when docking is now incorporated into the Storylet panel - mouse over the Storylet ambience artwork and the list will appear - you can switch between Stories and Shops and then select a relevant area to explore.
- While you can still grab and drag the Storylet interface with the mouse in order to navigate up and down, we’ve also added proper scroll bars which are much wider and easier to select.
- The icons for the side panels have moved to the right of the screen and the interfaces themselves now open on the right. When opened at the same time as a centre panel, they bump it over to the left slightly.
- You can no longer open two side panels at the same time as there is no functional need for this. The panels are easy to flick between using the icons or the arrows at the top of the panel.
- The Hold interface has been split in two, you can switch between the Hold and your Possessions via the buttons at the top of this panel. Collectively they make up your Inventory.
- Sovereigns are now shown in the Hold rather than the Possessions (they are also shown on shop and bazaar interfaces).
- The functionality of all other sidebar panels (Profile, Journal, Officers) remains the same.
- You can now drag equipment into slots on your locomotive.
- Goods now stack in the Hold.
- Engine yards have had a makeover to make the information they contain easier to process. All locomotive stats, including slot details, are now listed along with details of how your current stats will be affected if you trade in.
- The bank interface now shows your Hold inventory and your bank storage side by side.
- Equipment no longer stacks in the bank, but this is a temporary solution to problems encountered with the redesign and will be reverted on launch.
- The bazaar remains mostly unchanged though prospects no longer disappear immediately after they are claimed.
- The bazaar interface now shows the number of days until prospects or bargains renew at a particular Station.
- If you have unlocked the Bank, you can now purchase items from shops directly into your bank storage. You can also sell items directly from your bank too.
- You can now purchase different types of items from shops at the same time.
- You can no longer purchase more items than have room for in your Hold from shops.
- The Officer and Survival HUD have been jazzed up, along with the heat bar and side panel bar.
- The Terror bar on the Survival HUD no longer indicates varying rates of Terror gain. This will be fixed for launch.
- Weapons do not fire when the cursor is over the an interface, including the heat bar. Keep this in mind if your weapons appear not to work (an exception are the rockets and the Wrath of Heaven which will be fixed in the next update).
- Now the final UI is in place we have made the decision to support a 16:9 aspect ratio only, so now the only resolutions available in game are those that support 16:9. We understand some players will be disappointed we are not supporting 5:4, 4:3, 3:2 etc, but we need to maintain a consistent look and experience over all our interfaces which we simply couldn’t do across varying aspect ratios.
- For the same reason, we’ve removed the option to scale the UI independently. It now scales automatically with your resolution.
- 4k monitors are now supported.
- We’ve removed the option to adjust Font size independently via a sliding scale. Instead we now offer two font size options Standard and Large. We are aware of several places where the font either does not scale or it overflows interfaces on set to Large. We are working to resolve all cases where this occurs in time for launch.
Other UI changes
- New title screen.
- New loading screen.
- The Death and Legacy screen have been spruced up.
What’s not been updated
- Implementing the new UI was a much bigger job than we had anticipated so we had to descope the interface updates for the Commander release. Here’s a list of things that we’ve not updated.
- Character Creation.
- Character Progression.
- The Chart.
- Various buttons such as those on the jettison interface.
- The Date is still not present on any of the interfaces - be patient, it’s coming.
- Docking is no longer automatic but activated by a prompt [R] - you will need to ensure your steering is good and you come in at the right angle. Once activated your locomotive will be pulled in and the Station’s Storylet will open automatically.
- The port index UI which previously displayed on the right of the screen when docking is now incorporated into the Storylet panel - mouse over the Storylet ambience artwork and the list will appear - you can switch between Stories and Shops and then select a relevant area to explore.
- Closing the Station’s slet will not undock you, you need to press R again to undock (or W to move forward and break the docking clamps). If you accidentally close the slet but want to access it again, you will need to undock and redock. This is not particularly user friendly at the moment and we have plans to alter this in future.
- While Agents can still enter docks at the moment, if you kill them while they are in dock their loot drops are now accessible. Agents will also zero their wrath once you are docked, meaning no more death at Stations.
- Speak to the Gloomy Middleman at London to begin a quest to unlock Smuggling. This is mid game content and you’ll either need Veils at 40 or Villainy at 3 to access it.
- Once the quest is complete you’ll be able to start smuggling contraband between regions by picking up special smuggling prospects at select Stations and Platforms. While you can have a maximum of four regular prospects, you can only have up to two smuggling prospects on the go. These take up regular prospect slots in your Hold, so while you can have a combination of regular and smuggling, you can only take on a total of four prospects at any one time.
- Contraband can be sourced from smuggling shops found at the same Stations and Platforms where you obtain smuggling prospects, and occasionally from Agent loot drops. The new contraband items are:
- Firkin of Red Honey (produced in the Reach).
- Hogshead of Starshine (sourced in Eleutheria).
- Trunk of Illicit Literature (acquired in Albion).
- Selling a contraband item from the region from which it is sourced will result in a substantial loss of Sovereigns. Selling them in other regions will result in a small profit, but prospects are where the real money is to be made.
- Each unit of contraband you carry increases a quality called Contraband (found in the Possessions interface under Smuggling) and takes up hold space. Stashing them openly in your Hold makes them rather easy to spot by customs, who will promptly confiscate them. However, equipment is available to help with this.
- There are now seven pieces of locomotive equipment in game (some new, some existing) which grant the Hidden Compartments quality. When you have this quality a new bar will appear on your Hold underneath the Hold capacity bar. This quality does not increase your maximum Hold space, but it does provide secret places in which to stash your illegal goods. If your Contraband quality is higher than your Hidden Compartments quality then you are more likely to have items seized by the Revenue Man. If Contraband is lower than Hidden Compartments then your captain may be particularly savvy at finding ways to sneak things through customs.
- Be warned, smuggling can be a very dangerous business. If you are caught by customs one too many times you will be arrested, and smuggling trials often have fatal consequences for unlucky Sky Captains.
- The last of the weapons have finally arrived; rockets, mines and exotics.
- Mines are explosive charges that you can deploy behind your locomotive. Wit & Vinegar manufacture two variants, the ‘Sneeze-Lurker’ and the ‘Zounderkite’.
- Both mines have slight arcing abilities and will detonate when they collide with something or when something enters their proximity zone, including you, so be careful when deploying them. Mines deal both collision and blast damage so really pack a punch.
- Portsmouth House have created two rockets, the ‘Albertine Candle’ and ‘Her Renewed Majesty’s Jubilee’. Both are large weapons which can only be equipped to large armament slots on certain ships (Parsival, Agravain, Altani, Moloch, Medea).
- Once deployed you can either let the rockets reach their destination, or set the them off early by pressing the fire button again. Like the mines, the rockets deal blast and collision damage and the Jubilee also arcs towards enemies.
- Exotic weapons are obtained from rare loot drops of specific agents. All but the Mangonel are large weapons so will need to be fitted to a large armament slot. The exotic weapons are:
- Reclaimed Marauder Mangonel - obtained from Reach Marauders.
- The Uninvited - acquired from The Guests.
- The Tears of Astolat - found by defeating Deranged Dreadnoughts.
- The Wrath of Heaven - sourced from Scorn Flukes.
- Details of tier, slot and quality requirements for all weapons and equipment can now be found on their tooltips. Weapon tooltips also detail damage, range and heat values. Rockets, mines and The Wrath of Heaven all deal blast damage on top of collision damage, however this is not yet reflected on their tooltips.
- The Phlegmatic Researcher’s quest at Leadbeater and Stainrod have been reworked and now offer higher rewards.
- Goods (and Contraband) now stack in the Hold.
- Item weights are now shown on tooltips.
- Several pieces of locomotive equipment have moved to different shops.
- The Golgonooza and Saintfire are now large weapons.
- There are two new pieces of equipment: Concealed Cavities and Hidden Hold. Both grant the Hidden Compartments which aid smuggling.
- The Pluto Miniature Law-Furnace, Wit & Vinegar Hewing & Sawing Device, Armoire of Mr Gray, Expansive Wardrobe and Contentable Cabins now grant Hidden Compartments, but have also had their other stats adjusted to compensate. You may find your Quarters or Hold slightly lower the next time you log in.
- Armoire of Mr Gray and the Expansive Wardrobe have been renamed to Mechanical Turk and Cabinet of Curiosities respectively.
- You now lose Crew on a narrow success of Deranged Dreadnought loot Storylet rather than gain it.
- The Crown & Misery Pneumatic Mining Array now has the correct colour icon for its tier.
- All branch results at the Albion-Reach Transit Relay now move you to the Reach.
- The Main Menu no longer displays over the top of the Facet UI.
- The Main Menu can no longer be accessed while the loading screen is displayed.
- You can no longer hear engine strafe/turn noises when pressing A, D, Q or E in dock.
- The camera no longer snaps to the centre of the screen when starting a new game or passing on a legacy.
- You will no longer see erroneous text when moving between shops.
- Highlighting is now consistent across all side bar interfaces.
- The auto-docking sequence now completes before Must Events fire.
- Quality quantity numbers are now consistent throughout all interfaces.
- The minus sign next to Sovereigns in the Bazaar interface no longer changes to a plus sign when purchasing Bargains.
- We fixed an issue where the text in Journal could become misaligned when expanding and contracting the Journal entries.
- The navigation panels will no longer become stuck in the middle of the screen.
- Terror gained in Storylets now displays on the HUD immediately.
- We've fixed an issue with blurry text on the Storylet panel.
- The Storylet ambience will no longer remain on screen when returning to the title screen.
- The Port index UI no longer remains on screen when exiting a dock.
- We have the fixed the graphical flickering on interfaces seen when changing the UI scale. If you see any further instances of this then please send us a report and let us know the resolution you are using.
- Hull is once again updated immediately on the HUD when making repairs via Storylets.
- The Spatchcock, Parzival and Altani now have correct resale values.
- Backspace now allows your to delete characters when naming your captain or your locomotive.
- The Graphics menu now remembers the resolution you have the game set to.
- The jettison interface can no longer appear over the top of the Chart.
- The main menu can no longer be brought up on the character creation screen.
- We've added a confirmation dialog when deleting save games from the Title Screen.
- You can no longer fire weapons when the Moment of Reflection screen is open after passing in a legacy.
- We’ve corrected more typos and grammatical errors in our content - thank you to those who continue to help us.
Patch 184.108.40.206.e8412a5 (07 November 2018)
New Winchester Redesign
- In order to bring it up to the standards of the recent Reach redesign, the central New Winchester segment has had a fresh lick of paint. Along with the visual changes, we’ve tidied up the storylet options at Wolvesey Station and also removed the Victory Hall and Company House areas. They are now available at separate Platforms where you can dock and hand in your port reports.
New Opening Game Experience
- Now when starting a new game the player’s initial position (which is still in the New Winchester segment) is explained by an opening story. The player will emerge from the Blue Kingdom Transit Relay, their captain dying, on a mission to get to New Winchester Station.
- Part of this narrative will be conveyed via storylets, and part of it will be shown via ambient messages in game. The story will continue once you dock at New Winchester and it’s at that point that a new player will go through the Character Creation screen. In future updates the opening narrative that begins at New Winchester will continue in Albion and the Blue Kingdom.
- We highly recommend starting a new game with this build so that you can experience the updates and for additional reasons that shall be explained below.
- The Opening Game Experience is not totally complete, some things need to wait until the launch build, so there are a few things to note about it. Please do not report these as bugs:
- The loading screen text on a new game is not displayed for very long - we will be extending the time so it can be read without having to rush
- In a future update we shall be adding tutorial tips which will explain controls and mechanics as you progress through the opening sequence and the early game - these need to wait until closer to launch when all features are locked down
- You need to shoot your way through the barrier at the end of the opening game area before you can reach New Winchester, in a future build this will be made clear with the use of said tutorial tips
- It’s possible to come away from the wreck of the Ozymandias without a Scout. This is a player choice and it is signposted via the pink instructional text, this is not a bug. We will be adding other ways to acquire a Diffident Bat in a future update (other than from Mr Menagerie)
- If we have time we may tweak the opening sequence so you are shunted from the relay, or so it starts with you inside with the doors opening to reveal your locomotive - this is yet to be decided
- The chart in the starting area is slightly different before character creation, i.e. there is a gap in the terrain of the opening area on the chart - this is deliberate
- In the previous build we introduced new survival content triggered by high Terror and also low Fuel. In this build we’ve added an additional survival complication; your Crew. The low Crew storylets will fire periodically when your Crew is less than the Safe Manning Number for your locomotive. This value can be found in the Possessions interface under the Your Train section.
- Having low or even zero Crew will not kill you outright, but many things can go wrong when you don’t enough staff to operate a locomotive, things that will impact your other survival qualities. Engines may fall into disrepair causing Hull damage. Accidents may cause loss of fuel, supplies and even the death of yet another crewmember, filling the survivors with Terror. Best to make sure you keep your locomotive fully manned.
- Now, when you discover a new port your crew will be flooded with relief and Terror will be reduced by 20 points. This will only happen the very first time a captain comes across a new port. Subsequent visits are a “been there, done that” sort of affair.
- Players with existing save games will be able to take advantage of this new feature the next time they load the game and visit already discovered ports. Enjoy the little exploit while it lasts as it’s the only time you’ll ever see it.
Save File Support
- As mentioned, we highly recommend you start a new save file in this build. Not only will this allow you to go through the Opening Game Experience but you’ll also gain access to a lot of new content, as well as old storylines which have been heavily tweaked (such as those at Traitor’s Wood and Polmear & Plenty’s Inconceivable Circus).
- Once we release the Commander update (in December) we will no longer be supporting save files older than those created in this build, the Survival build (220.127.116.11.e8412a5). If you do wish to keep your existing save game however, then all you’ll need to do is make sure you load the save file up and save it in the Survival build.
- We do appreciate that a number of you have already sunk many hours into your current captain and may feel reluctant to start a brand new game. The whole purpose of Early Access has been to give us feedback and to help us find issues, and throughout that time there have been a number of bugs and content changes that might have left your qualities in unusual states. We’ve always done our best to manually fix save files for affected players when they report issues to us, but now that we are coming closer to launch we will be unable to do so for old save games and we recommend you start anew.
- Victory Hall and Company house are now Platforms within the New Winchester segment.
- The quest at Polmear & Plenty’s Inconceivable Circus has been reworked.
- We’ve made several updates to the chart:
- Regions are no longer in view of each other, instead you need to transition between them using the cycler.
- We’ve restricted the maximum zoom level.
- The legend cycler works correctly in both directions.
- We’ve addressed some performance issues around agents engaged in combat.
- Players will no longer take damage when flying over the bullet colliders of rapid fire weapons before they despawn.
- Players will no longer get stuck in the Traitor’s Wood storylet.
- The Isambard line signal boxes now set qualities correctly on interaction, allowing players to complete the Fatalistic Signalman's storyline.
- Crew, Hull and Terror are now capped correctly.
- Vessel and backer names will now display correctly for Tacketies and Dreadnoughts in Albion.
- The name for the Curators will now display correctly when the headlight is shone on them.
- Terror once again increases after using the transit gate to Albion.
- The Fog of War can no longer be lifted to reveal the entire chart using the mouse wheel.
- The - and + keys now work correctly when using the cycler on the Chart.
- The Storm that Speaks no longer has a chart icon when encountered in game.
- SFX will no longer play at the same time when returning to the title screen from the Reach.
- The Altani once again has a large weapon slot.
- The avatar tooltip will now close down correctly when Must Events fire.
- We've corrected the wording on the tooltips in engine yards when trading in ships with the same stats.
- We’ve fixed several typos and grammatical errors on the Legacy, Victory and Loading screens.
- We've fixed several typos in ambient messages.
- We’ve corrected a large amount of typos and grammatical errors in our content - a huge thank you to the dedicated player who has been sending us lots of reports.
- As always, if you find a bug that's not on the Known Issues page http://www.failbettergames.com/sunless-skies/known-issues/ then send us a quick Bug Report http://www.failbettergames.com/sunless-skies/reporting-bugs/ .
Patch 18.104.22.168.2f2c56e (29 August 2018)
- We’ve spent a lot of time improving the Agent behaviour in this build. We want combat to feel diverse, realistic, fun and above all tense. Each encounter should be a challenge with different Agents employing different tactics, and likewise the player should need to approach each fight with different strategies. Here’s what we’ve been working on:
- A major overhaul of enemy AI: improved tactics, new aggro rules and tweaks to enemy movement.
- Enemies can now drift and use lateral thrusters.
- Enemies are more manoeuvrable and less likely to collide with terrain, if they do they can extricate themselves.
- New ramming behaviour for Cantankeri, Grievers, Chorister Bees, and Star-Maddened Explorers.
- Tells (animations and sounds) to alert the player that an enemy is about to launch a particular attack.
- Knockback is now in place on all player and Agent weapons, including area-of-effect type attacks. When you fire your weapons your locomotive will recoil, and all projectiles cause knockback to player locomotives and enemies alike, making combat feel more weighty and realistic. Many Agent projectiles also deal blast damage so try not to get too close!
- N.B. Knockback has not been added to small asteroids and space debris. While it would look amazing, we are not sure at the moment whether it’s something we are going to implement. It may have an impact on performance for example and we’ll need to assess that first.
- All Dreadnoughts and the Empyrean Outriders now have turrets mounted to their locomotives. Their turrets will cease to operate at a certain level of damage, but they are no longer an easy target from behind, and close range combat with them is not such a good idea. Their turrets will rotate and fire at you or any other beastie that the Agent is feeling wrathful towards.
- We’ve implemented arcing on Agent weapons. The Empyrean Outrider’s turret uses powerful homing missiles which will relentlessly hunt you down unless you are nimble enough to get out of their range. Arcing has only been implemented on Agent weapons so far, we didn't have time to balance this feature on player weapons. This will go out in a later update.
- Aura attacks are a new type of Agent ability. Unlike weapons, they apply an effect over an area without producing a projectile. Empyrean Outriders for example, will drop a barrel bomb which will tick down and explode. If you are within the blast radius when it goes off, you will take damage.
- It’s not just Hull that can be affected by these AoE attacks, the Outriders bomb will kill Crew for example, and the Scrive-Spinster’s scream attack will also grant Terror to anything in its range. Aura attacks can be foreseen by their warm-up visual Tells, so a sharp sky-captain will have time to react and get their locomotive out of harm's way.
Headlight awareness and wrath crescents
- We introduced the wrath crescent in the Threat build and with Eleutheria we saw the arrival of the first Agents that react to headlights (Dousers become wrathful when headlights are on, Outriders are angered when it’s off, Grievers don’t like a light shining in their face when they are trying to catch forty winks)
- In the Combat II build most enemies are now aware of your headlight. Aggressive Agents will be able to sense you from further away when it’s on. Turning it off will allow you to get closer to them, or enable you to run away before they attack, though at the cost of increasing your rate of Terror gain.
- The Wrath crescent has been improved and will start to indicate the direction of potentially hostile Agents much earlier, allowing you to react accordingly. Will you turn tail and run or will you head into the fray?
- This update sees the release of three new enemies: the Undeparted, Bull Cantankeri and Senior Scriveners.
- We’ve made further adjustments to player locomotives - all player vessels are now more manoeuvrable.
- Now when your stats drop and you are no longer eligible for an item you have equipped, your locomotive will start to suffer from Engine Problems. Your engine’s heat value will be halved, hampering your ability to take on enemies effectively. When you next dock, your equipment will be removed along with any boosts they confer.
- When you illuminate an enemy with your headlight you will now see its class, e.g. Tackety Scout, Cantankeri, Douser, etc. This information will disappear after a few seconds and you'll not see it for that individual Agent again. If you encounter an Agent of the same type, you won't see its name until a full two minutes has elapsed since sighting the first one.
- If the Agent is a Tackety Scout, or an Enduring or Glorious Dreadnought, then you’ll also see one of our Kickstarter backer’s vessel names. These backer names will also be seen on transient Wreck discoveries.
- The new Traitor’s Wood content is fully in place.
- The content for the Wreck of the Berrenger is now in game.
- The Incautious Driver’s storyline can now be completed.
- Headlights now flicker and cut out when entering extinguishments - sail carefully!
- Agents spawns have been reduced in Eleutheria and some segments of the Reach and Albion now that their behaviour has been tweaked.
- The Vala now has a quality requirement 50 Mirrors.
- The Pellinore and Moloch have had their Hull value increased. The Parzival, Bedivere and Agravain have all had their Hull reduced.
- The Agravain has been replaced with the Medea at the London engine yard.
- Balancing to Agent and player damage, as well as Agent HP.
- Hull repairs at Pan now cost Eleutherian Mysteries rather than Sovereigns.
- Below is a list of known issues for this build. For a full list of known game issues see our Known Issues page.
- Arcing does not currently work for Agent to Agent combat.
- Audio cannot currently be attached to Auras so these attacks currently have no sound effects.
- The final audio is not yet in place for all Agent attacks. Placeholder SFX have been added in some cases.
- When docking after suffering from Engine Problems, if you have a full Hold the jettison interface will trigger twice (just press cancel each time to close it).
- Additional Hull and Crew are not removed when items are automatically unequipped on docking after suffering Engine Problems.
- Agent names are missing from Curators.
- Agent names for Glorious and Enduring Dreadnoughts do not display correctly in Albion.
- Agent health visuals (smoke, fire, blood particles) are not removed as Agents heal.
- Bull Cantankeri do not yet have a bespoke storylet.
- If a wrathful Agent loses wrath towards a player and subsequently regains it in another encounter, the wrath crescent will not display.
Patch 22.214.171.124.4d9e3cf71 (25 July 2018)
- Eleutheria has arrived. It’s dark, deadly and terrifyingly beautiful. Survival here is very hard. Good luck Captain, you’re really going to need it.
- To access Eleutheria you will need to travel through the Reach-Eleutheria Transit Relay located in the Hybras segment. Go prepared and be warned; you may not be able to come back via the same route through which you enter. Permits are not cheap, they will set you back 800 Sovereigns and once purchased you’ll need Savage Secrets or Caddies of Dried Tea to gain entry.
- The Eleutherian region has a different layout to the Reach and Albion. There is no inner and outer ring, just a central hub and one wide ring surrounding it, which is divided into four segments. Eleutheria also features a new type of port, mini ports known as Platforms. You’ll be able to dock at Platforms and access content in the same way you do at larger Stations, as they are now known.
- In our previous update we introduced the ability to toggle your locomotive headlight on and off. Your headlight affects your rate of Terror gain and in Eleutheria it will also affect the way agents behave towards you. Some cannot tolerate the light and will attack you when your beam shines over them, others will become wrathful when it’s off. Sleeping Grievers are a perfect example, shine your light on them if you dare. That said, even with your light off they can sense your presence in other ways. We recommend you keep your Terror low when entering their territories. It’s not a good idea to bump into them either.
- When to use the headlight will become a fine balancing act since Eleutheria is so dark you’ll definitely need to use it to tell what terrain you can crash into. Even scouts have a difficult time seeing what’s in front of them. No matter whether they are Discerning or Oblivious scouts, they will mark all Eleutherian finds with a ‘something dark’ icon on your chart.
- Just like with Albion we’re keen for you to explore Eleutheria yourselves and we don’t want to give too much away, but in brief Eleutheria contains:
- Seven new ports (Stations) and three Platforms.
- Three new agents; Dousers, Grievers and Empyrean Outriders.
- Two new Spectacles.
- New transient Discoveries: Stacks, Blind Hermits, Extinguishments, Crossroads and Amber Chunks.
- New persistent Discoveries: Well of Wonders and Wreck of the Berrenger (content for this wreck didn’t make the cut off for release so the model is in place and the content will follow in the next update).
- A new locomotive; the Medea-Class Destroyer is available at the Pan engine yard.
- The Altani-Class Outrider has returned and is available at Eagle’s Empyrean.
- New locomotive equipment and weapons are available at Pan.
- Eleutherian Prospects and Bargains.
A note about performance
- Some of our players have been experiencing performance issues in the last few builds. We made a bunch of fixes in the Roleplay update which addressed various exceptions caused by weather and wrath that lead to an eventual game freeze. However, we found that some rare weather exceptions remained.
- We believe we’ve fixed the last of the weather issues now, but like peeling an onion, once we fixed those bugs we found other performance issues lurking underneath which had been hard to detect until the weather errors were out of the way.
- We've spent the last week continuing to peel that performance ‘onion’ and we've made significant improvements. However we can see there is more for us to do to improve performance across the game, so this is not the end of the optimisations.
- Players will still see brief dips in FPS in certain circumstances (docking/undocking, deploying scouts, just before crossing segment borders as the next segment loads), but they should not experience continued stuttering. Anyone that does needs to report this to us so we can diagnose the problem. Details of what we need you to send us are below.
- Any player who has experienced the stuttering in previous builds should take the following steps after today's update:
- Go to C:\Users[YourUserName]\AppData\LocalLow\Failbetter Games\Sunless Skies\storage\
- Delete the data folder
- Launch the game to regenerate the data folder
- Play as you normally would
- If after taking these steps you experience further persistent performance issues, please dock at the port in the segment where you experience any stuttering and send an email to firstname.lastname@example.org with your save files http://www.failbettergames.com/sunless-skies/reporting-bugs/#Save_Files and your output log http://www.failbettergames.com/sunless-skies/reporting-bugs/#Output_Logs so we can look into individual cases.
- We’ve revamped the controls menu.
- Controllers are now remembered between playthroughs once activated.
- Hotkeys are now in place for the navigation bar interfaces (H = Hold, O = Officers, etc) - see their tooltips for details.
- A whole bunch of new SFX are in place including Scout deployment jingles and Agent wrath sounds (we dare you to go antagonise an Enduring Dreadnought).
- We’ve introduced an Ambient SFX slider on the audio menu but we've not finished. separating out all the SFX from the environmental sounds.
- New Officer ambient messages for circumstances like opening the last barrel of fuel
- Additional scout messages.
- Replaced the loading percentage with a circular icon.
- We fixed an issue on Wefts of Unraveled time which reset the in-game date, causing time related stories to become locked.
- We've fixed more exceptions with the weather functionality which was causing errors to be spammed to the output log and an eventual game freeze.
- The equipment and weapon stats at Portsmouth Arsenal, the Inscribed Tinkerer’s Workshop and Mr Menageries Stall for Delicious Scouts have now been updated.
- We’ve fixed an issue with the Rochester Races which stopped players claiming victory.
- The Amenable Host’s quests now reset correctly when you pass on a legacy to a new Captain.
- You can now progress fully through the quest at Perdurance.
- The directions token for the Bombazine prospect to the Mausoleum now works correctly.
- Items are now removed from the Repentant Devil when asking him about his possible enemies.
- We’ve removed references to Muses Marks and replaced them with Moments of Inspiration at Traitor’s Wood.
- Players will no longer become trapped in a Must Event at Traitor’s Wood.
- The Repentant Devil storyline can no longer be farmed for XP.
- The Altani once again has three auxiliary slots.
- The chart icons on the legend are no longer stretched.
- The Officer's chat interface can no longer be opened over the top of Navigation interfaces.
- The Fatalistic Signalman's ambient message for Magdalene's is no longer firing at Polmear & Plenty's.
- You can now once again only accept a maximum of four prospects.
- We've fixed all the typos in the Officer's ambient messages.
- Headlights now toggle correctly when purchasing a new locomotive with the headlight off.
- The chart now focuses on the player when it is opened in Albion for the first time.
- The Guest’s projectiles now despawn correctly and their SFX can no longer be heard after death.
- We fixed an inconsistency with a Leadbetter & Stainrod Nature Reserve storyline at Traitor’s Wood.
- The election can no longer be held at Brabazon after winning.
- You can now speed up the credits using controllers.
- The headlight can now be turned on and off with a controller.
- The Incognito Princess is no longer referred to as Signaller
- Below is a list of known issues for this build. For a full list of known game issues see our Known Issues page: http://www.failbettergames.com/sunless-skies/known-issues/
- The Spatchcock has lost its engine SFX.
- A few assets in Eleutheria do not have collision damage applied to them.
- Ambient messages and the player locomotive can appear underneath Amber Chucks assets.
- Em dashes are not working in ambient messages - this will be seen as a large gap.
- Headlight toggle SFX is not in place on non-Spatchcock locomotives.
- No docking SFX on some Stations and Platforms in Eleutheria.
- Large locomotives like the Bedivere can be shunted to the side when leaving Platforms in the Pan segment.
- The loading icon will stop cycling making it appear as if the game is frozen during loading.
- As always, if you find a bug that's not on the Known Issues page then send us a quick bug report http://www.failbettergames.com/sunless-skies/reporting-bugs/
Patch 126.96.36.199.cd2a9a87a (07 June 2018)
- The first batch of new officers have been released and you can now talk to them and assign them to benefit from their stat boosts. Assigning an officer can only be done when docked. Open the officer’s interface on the navigation bar and click the little circle next to their icon. The cap icon will show when they have been successfully assigned. You can talk to your officers either by clicking on their icon within the officer’s interface, or on the officer HUD in the top right of the screen.
- New on the scene are the Incognito Princess, the Repentant Devil and the Rat Brigade, all with their own storylines and ambient messages which fire as you approach ports and various discoveries. Existing Officers like the Inconvenient Aunt and Fatalistic Signalman have also received updates and expansions to their storylines. The Incautious Driver and Clay Conductor’s storylines will be available in a future build.
- Mascots are also available in this update. The Obviously Delicious Rabbit is available for our Kickstarter backers and the Useless Cat and Inadvisably Big Dog can now be acquired. The Perfect Pangolin has also been deployed but since she is obtained at a port in Eleutheria you’ll need to wait for the next update to get your hands on her. Similarly the Blemmigan Voyager will be released in a future update. Like officers, all mascots offer stat boosts when equipped and can be interacted with.
- We’ve jazzed up the character creation screen. Not only has it received a new background and icons but there are now four new Origins and a new Ambition: The Song of the Sky.
- This update to the character creation screen does not include additional character attributes (e.g. noses, chins, brows, etc.) but it does include two new ‘hats’ - a turban and a hijab for our Sikh and Muslim communities respectively.
- We’ve also spruced up the Character Progression screen. In the last update we added a few additional Facets and now there are even more to choose from as you level up your captain.
Victory Screen and Heirlooms
- We now have the Victory screen in place for when you complete your Ambition, which is very similar to the legacy screen when you die and create a new captain. After successfully completing your Ambition, your successor will receive everything that a new captain would after the death of an old one, only they will not have a piece of equipment removed and they will receive a very prestigious Heirloom quality. Heirlooms will be displayed in your Possessions interface. Have fun collecting them all!
- Headlights can now be toggled on and off (L on the keyboard, controller support coming soon). Turning your headlight off will cause your current rate of Terror gain to double. Toggling your headlight will have more implications in later builds.
- The chart now has an expandable legend. The regions have been separated and scrolling away from the centre of your current region is limited, but you can toggle between regions using the arrows on the legend.
Wrath and Health Feedback
- In the last update we added the wrath crescent, a little arc of red light that pulses and indicates the direction of an agent that has taken a dislike to you. We’ve also added some additional wrath feedback mechanics in this build. All mechanical agents now have white lights along their hull and when you invoke their wrath they go to red alert! Organic agents emit a red aura of rage.
- All agents now have health feedback too. Mechanical agents will start to smoke when they reach 50% health and will go on to catch fire at 25%. Organic agents start to spew ‘blood’ particles at 50%, which gets worse at 25%.
- There’s a new locomotive available at London: the Agravain. The Altani has been removed from London and added to a port in Eleutheria for lore reasons. You’ll be able to get your hands on it again once our third region is released.
- We’ve also altered the movement parameters of all the available locomotives so that they handle differently. While all locomotives share the same maximum speed, some like the Bedivere will reach that top speed much quicker than other locomotives. Some like the Parzival have a lower skid suppression so are a bit harder to handle, but are much nippier in battle. Others are steadier but don’t take corners quite as quick. We hope you have fun finding the perfect locomotive for your needs and that you’ll leave us feedback on the forums.
- We’ve added a bunch of new equipment, available at New Winchester and London, along with higher tier weapons!
- Higher tier equipment, weapons and scouts now have quality requirements. If requirements have been added to items that you have equipped on your existing save game, you may no longer meet the requirements. If this is the case you will not receive their bonuses after the Roleplay update, however they will not be automatically unequipped from your locomotive. Because of this you may see some unusual behaviour with your cargo number. Unequipping the item will resolve this. More details can be found here.
- In the future we will implement a method for notifying players that they no longer meet the requirements for equipped items when their stats drop through storylets and other actions.
- We’ve also tweaked equipment tooltips so that they state the locomotive slot that they can be equipped to. No more guessing when purchasing new equipment.
Patch 188.8.131.52.72fb12b (09 May 2018)
- In a nutshell, the Threat update is all about making the High wilderness feel like a more dangerous place. It is a more dangerous place. Be prepared to defend yourself. Be prepared to die, frequently. You are welcome.
- Various transient discoveries across the High Wilderness are now Hazardous Discoveries, that is they have a chance to give you a nasty surprise when you interact with them. This is generally in the form of spawning a beastie who will be rather displeased to see you (their sudden appearance may give you a bit of a shock, but we'll be adding a more subtle spawn animation in the future).
- Some discoveries (Vitrified Structures, Curators Eggs and Grim Inscriptions) now have a halo effect similar to Spectacles where Terror will be applied when you get too close. Others like Wefts of Unravelled Time force interaction when you approach. Sail carefully!
- Weather is a special type of Hazardous Discovery that randomly spawns throughout the High Wilderness (there are many spawn points in the Reach but only a few in Albion at present. We will be implementing additional weather spawn zones in a future update). All weather exhibits a physical force on locomotives along with other effects, some negative others beneficial.
- The Peacock Wind will increase your rate of Terror gain but also replenish your current barrel of supplies up to 100%.
- The Candlewind will increase your rate of supply consumption. Ensure you have enough sustenance before daring to cross it.
- The Storm-that-Speaks is an interactable discovery. If you can cope with the Terror gain and Hull damage on your journey to the eye of the storm, then perhaps you may speak to it.
- The Diffident Bat finally has some company. This update sees the release of an additional three scouts, the Star-Smitten Bat, the Intrepid Cavy and the Ratronaut. For Kickstarter backers there is also the Cyclopean Owl. These are not just pretty pets, but useful lookouts each with varying abilities. There are three attributes by which scouts can be ranked:
- Bravery. Scouts are either Cautious and search for things nearby (Diffident Bat, Cyclopean Owl) or Bold and have a longer range.
- Curiosity. Scouts can be Diffident and only report a single find (Diffident Bat, Star-Smitten Bat, Intrepid Cavy), or they can be Inquisitive and spot up to three things of interest.
- Acuity. Finally Scouts may be Oblivious and simply mark locations on your chart (Diffident Bat, Star-Smitten Bat, The Ratronaut), or they may be Discerning and will categorise their findings with unique icons.
- The helpful critters can be acquired from a very special merchant who you'll encounter at New Winchester. This trader will appear after roughly a month of in-game time on a new account and will have already set up shop on existing saves, so it's worth a detour to take a look at his wares. Be warned though, the merchant is a traveller and once you've poked around his shop he will move on. Fortunately he will always leave a clue as to where he intends to visit next (after a number of stops he will move on to Eleutheria so ensure you do not squander your opportunities to purchase new scouts).
- Agents now provide visual feedback when they are provoked. A crescent will be seen around your locomotive indicating the direction of the agent and their hostility towards you. The colour will change from white to red as an agent's wrath builds and if it decides to attack the crescent will pulse deep red before vanishing. Some agents have bespoke animations, like Scrive-Spinters which emit a red glow of rage when they decide to hunt you down. Other agents will be updated with similar effects in due course.
- Some beasties like the Scrive-Spinster and Enduring Dreadnought now have damage indicators. Dreadnoughts will start smoking when they reach 50% health and will catch fire around 25%. Scrive-Spinsters have a similar effect where they start to ooze yellow particles as they take damage. Again we'll be applying similar effects to other beasties throughout the High Wilderness in future updates.
- There are now bunch of new ways for you to accrue wrath from various enemies. Some agents in the Reach will be friendly or hostile towards you depending on your allegiance in the Winchester War. Some will become angry when you are running errands for their enemies in the form of Prospects and Bargains. Other agents, like the territorial Chorsiter Bees, will take issue with you when you are carrying certain items. Approaching them may raise their hackles and while they'll check you out they will generally leave you alone. If you're carrying Nectar however, well, just remember our advice. Don't antagonise the bees!
- We've revisited discovery and agent spawning in the Reach so the experience is more akin to that in Albion. Some discoveries that were released in the Albion update can now be found in the Reach.
- We've added a whole host of new ambient text including segment entrance messages.
- We've added four interactable Isambard line discoveries.
- You'll now experience new Nightmares as your Terror rises and your Condition worsens
- We've expanded the Winchester War content between the Tacketies and Stovepipes with added options to influence the course of the war.
- The Winchester War now has a greater effect on the spawning of agents around the Reach.
- New Prospects and Bargains.
- Hints are now present on the loading screen.
- Esc now closes interfaces.
- Bullets and their particle effects have been updated.
- The locomotive's smoke trail has been updated.
- New chart icons for Spectacles, Transit Relays and Discoveries.
- We've improved the UI highlighting for controller/keyboard support.
- We've made changes to the Prospects and Bargains interface to make it more user friendly.
- Current and example save files have been removed from the mode selection screen when starting a new game.
- New Term of Address options on character creation.
- Wonder and Horror music has been introduced to Spectacles.
- New SFX are in place throughout the High Wilderness including: docking, agent attacks, weapons fire, looting, fuel/supply barrel change and level up.
- You now have to turn controller support on manually in the control options menu. This is a temporary fix to stop gaming keyboards, mouse devices and non-standard controllers (e.g. foot pedals, arcade sticks, steering wheels) being auto-detected.
- Controller instructions will no longer become stuck on screen after death.
- The Interact prompt no longer appears over the top of the transit gates once activated and the animation runs.
- You can now open more than one section at a time on Possessions interface with a controller.
- The pause menu no longer opens behind the Chart.
- Homesteads now appear in the Prosper segment.
- Collision damage has been applied to Kisigar Gardens and Youngsfound assets in New Winchester.
- The Worlebury-juxta-mare label is no longer obscured by fog.
- Collision damage has been applied to all assets in Brabazon.
- We've fixed the z-fighting near Tuxeed Point in the Brabazon segment.
- Smoke is now correctly aligned with the pipes producing it in Brabazon.
- The headlight no longer passes over the port assets at the Royal Society.
- The new strafing and venting SFX are now present on all non-Spatchcock locomotives.
- Port Avon bells can no longer be heard when starting a new save file.
- Port Avon bells are now muted when storylets are open.
- Port Avon bells no longer distort with player movement.
- Various SFX are now muted when SFX volume is set to 0% (strafing, venting, docking, Magdalene's clock, Port Avon's bells and Scorn-flukes and Guest attack SFX).
- Port specific SFX are now heard when travelling to Albion and when moving between segments.
- We've fixed a bunch of typos and grammatical errors.
- Below is a list of known issues. For a full list of game issues see our Known Issues page: http://www.failbettergames.com/sunless-skies/known-issues/
- The new docking SFX is missing at several ports
- The Wrath overlay can get stuck on screen after death or returning to the Title Screen
- The chart icon does not update when players encounter Transit Relays after being scouted by oblivious scouts.
- Transit Relay and Persistent Discovery icons do not persist on chart after reload
Patch 184.108.40.206.e51bc7cfe (04 April 2018)
The High Wilderness’ Second Region: Albion
- Albion is finally here. A whole new region for you to discover, exploit and (mostly likely) meet your untimely end in! Albion is beautiful but deadly, survival here is harder than in the Reach. Do you have what it takes to make it, or will you crawl back to the verdant green landscapes of the Reach with your smoke trail between your legs?
- To access Albion you will need to travel through the Reach-Albion Transit Gate which is located not far from Port Prosper. Head in a clockwise direction from Prosper around the rim of the Reach. Once there grab yourself a travel permit at which is free during Early Access. You’ll then need a Ministry-Stamped Permit for first class travel or two Barrels of Unseasoned Hours for second class (available at various ports around the Reach including Port Prosper).
- We don’t want to spoil too much as we’re keen for you to explore and let us know what you think, but in brief Albion contains:
- Nine new ports.
- Five new agents (Scorn-Flukes, Curators, Star-Maddened Explorers, Glorious and Deranged Dreadnoughts).
- Six new Spectacles (have fun finding out if they are Horrors or Wonders).
- New transient Discoveries (Weft of Unravelled Time, Squirmings, Pardoner Eels, Grim Inscriptions and many others).
- New persistent Discoveries: Wreck of the Boatman and Well of the Wolf (which like Old Tom’s Well has a Spectacle-like Terror effect).
- The Altani-class Outrider available at the London engineyard.
- New equipment to boost your Quarters, Hold and Hull.
- Equipment which grants the Assaying quality (which you’ll need for all the eels and squirmings).
- Albion Prospects and Bargains.
- New Discoveries in the Reach: Fragments of the past, large Bronzewood pieces and fungal infested meteoroids.
- New quality and focus icons throughout the Reach (be aware there are still a number of placeholder quality icons in game).
- You can now interact with persistent discoveries more than once without having to leave and re-enter the segment.
- Homesteads now spawn correctly in Magdalene’s and Polmear & Plenty’s segments.
- Collision damage has now been applied to asteroids in the Magdalene's area.
- Qualities are now removed from the Journal once they are reset (as opposed to when they are completed).
- We made a change so that the in-game messages near Lustrum are easier to read.
- The venting animation on the Parzifal-class locomotives is now aligned correctly.
- We've fixed the scroll on the Hold section of the bank interface.
- The auto-docking system no longer puts a player's locomotive at an angle.
- You will no longer receive Hull damage when entering docks at angles.
- The camera no longer shakes when entering docks at angles.
- The level-up animation on locomotives is once again correctly aligned.
- Lustrum: The Mountain Beckons now shows in the journal.
- We’ve standardised the spelling of Dreadnought across the game.
- The avatar tooltip no longer appears on the Character Progression screen if opened while it is displayed.
- Crew can no longer be exceeded on the Homestead storylets.
- We've cleared up the confusion with the Amenable Host when speaking to him after the death of your previous captain.
- Hidden looting qualities now randomise correctly so you’ll see more looting opportunities for mechanical agents.
- The Headstrong Strongwoman's dialogue is now accurate according to whether or not her flyers need posting.
- The Phlegmatic Researcher's now continues to pay you for bringing him items for his private research.
- Handing in Hybras Pus to the Phlegmatic Researchers for private research no longer moves you out of the storylet.
- Damage to buildings at Titania from the Chorister Hive is now reported correctly.
- We’ve corrected some typos at the Leadbeater and Stainrod Nature Reserve.
Albion Known Issues
- Below is a list of known Albion issues. For a full list of game issue see our Known Issues[www.failbettergames.com] page.
- The Interact prompt appears over the top of the transit gates once activated.
- Prospects are available at the Avid Horizon rather than bargains.
- Worlebury label can be partly obscured with fog (depending on the segment it spawns in).
- There’s some z-fighting near Tuxeed Point.
- Blocking is missing on a few assets in Brabazon.
- The headlight passes over the port/dock asset at The Royal Society (Airy House) and two asteroids in the Mausoleum segment.
- The transit gate activation audio repeats on arrival in a new region.
- The transit gate arrival audio is not yet in place.
- Scorn-flukes are not muted when SFX volume is 0%.
- The chart text does not update to say Albion when you move to that region.
- As always, if you find a bug that's not on the Known Issues page ( https://www.failbettergames.com/sunless-skies/known-issues/ ), then send us a quick bug report here: https://www.failbettergames.com/sunless-skies/reporting-bugs/
Patch 220.127.116.11.8046df9 (27 February 2018)
Combat changes - batch #1
- The biggest change we’ve made to this build is a complete rework of the Heat mechanics. We’ve redesigned the Heat bar and the way it gives feedback. We've also made the mechanics simpler and feel we’ve arrived at something that makes combat fun and accessible, whilst being measured and allowing the player to use a few tactics to get the most out it. Here are all the changes we’ve made:
- Heat is no longer gained from forward thrust, it is now only applied when strafing and firing weapons (though we may add additional ways to gain heat in the future).
- Heat is a value which goes up to 100, once you reach 100 your vessel will overheat.
- The Heat bar warning light will turn on around 80% as an indication that you are close to overheating. There is also an audio cue.
- Consequences like the temporary loss of a weapon whilst overheated have been removed.
- When you are overheated you will be unable to strafe, though you can still turn, reverse and move forwards.
- Once overheated you will remain in that state for a few seconds. After the overheated period has elapsed your locomotive will vent Heat rapidly and you’ll once again be able to strafe.
- You can fire your weapons whilst overheated, but as a consequence you will take damage (10% of your max Hull value). When you choose to do this your locomotive will vent immediately and Heat will dissipate rapidly.
- You will be unable to fire your weapons if you are overheated and firing them would damage your Hull to the extent that it would lead to your untimely demise.
- Weapons now have continuous fire - hold down your hotkey/mouse button and the weapon will fire again as soon as it comes off its cooldown.
- If you are using continuous fire then your weapons will cut out automatically when you become overheated so you don’t inadvertently damage your Hull. Once you come out of the overheated state continuous fire will kick in again.
- Weapons have variable cooldown times and kick out different amounts of Heat (Jerusalem 30%, Emanation 50%, Brassraven 10%).
- We’ve also made numerous changes to some of the beasties that roam the Reach. Cantankeri are a little faster, Reach Marauders can turn sharper and Enduring Dreadnaughts have new weapons and are a bit tougher. We’ve also made the agents less accurate, enemies like the Tacketies and Dreadnaughts will now take potshots at you even when they don’t have a perfect line of sight.
- Gamepad support is finally here and currently works with Xbox One, Xbox 360 and PS4 controllers. Plug in a control pad and have fun navigating across the Reach using the bumper buttons to strafe and the triggers to control forward and backward thrust.
- Unfortunately we didn’t have time to implement a login check to reset everyone’s default controls automatically to include the updated controller mapping, but we’ll be including it in the next update. For now if you want to take advantage of gamepad controls you’ll need to manually reset the controls to default.. You can do this from the title screen (select Options > Controls > Restore Defaults) or in-game (press Esc > Options > Controls > Restore Defaults).
- After many hours of gameplay we’ve added a default configuration which we feel is the best fit, however everyone is different so you can remap the gamepad controls at any time after having restored to the default configuration.
- The gamepad controls introduced a lot of new functionality in order to be able to move through the various interfaces without using a mouse, so there are also keyboard equivalents in place, however these are not fully supported yet so you cannot rebind them at the moment, there is no functionality for the chart or moving between tabs in shops, and they are not currently shown in the Controls menu. They are as follows:
- Select Left Menu (Port Index UI or Always Storylets when not docked) - Ctrl + Left Arrow
- Select Bottom Menu (Navigation bar) - Ctrl + Down Arrow
- Select Right Menu (Officer HUD) - Ctrl + Right Arrow
- UI Move Up, Down, Left, Right - Arrow keys
- UI Cancel - Backspace
- UI Select - Enter
- UI Submit (equivalent to X on Xbox controller, used for Jettison, More Info etc) - Delete
- As simple as the gamepad controls look, it was a phenomenal amount of dev work to get it working correctly within Skies. Naturally there were lots of bugs and we’ve painstakingly nuked all but a bunch of minor issues which we’ll fix in an upcoming build. Make sure you read about them on our Known Issues[www.failbettergames.com] page so you are familiar. As always, if you come across any that aren’t listed then send us a quick report, details of how to do so are here[www.failbettergames.com]
- We’ve made a couple of very subtle tweaks to locomotive movement. We’ve mentioned before in one of our Upcoming Changes threads that we are toying with the idea of having difficulty settings for movement. We won’t be implementing this until much closer to launch but in the meantime we wanted to adjust the controls to make the locomotives feel slightly less ‘slidey’. It’s been hard to find a balance because while a lot of players have told us they find the locomotive difficult to control, there’s also a lot of people who like the feel of it. One thing we don’t want to do is make the default controls feel ‘dumbed down’, hence why the changes we’ve made in this build are minor. Once difficulty settings are in place, you’ll be able to make stronger adjustments yourself. Here are the tweaks we’ve made:
- We’ve increased forward thrust so you get up to your maximum speed quicker. This should make you nippier in combat when you need to kill forward thrust, make a sharp turn and move full steam ahead out of the way of incoming enemy fire.
- In our last update we reduced the locomotive’s backward thrust so it’s much slower to reverse. We’ve buffed that a little in this build so it’s now a bit quicker.
- We’ve tweaked the skid suppression which will give you a little more control when strafing.
- Default controls for weapons have been changed to the mouse buttons - only new players installing the game for the first time will see this change. If you’ve been playing in Early Access and you want to see the changes you will need to restore defaults (from in game press Esc > Options > Controls > Restore Defaults).
- The Survival HUD now flashes when you take Hull damage.
- The Fastidious Inspector quest now requires items freely available throughout the Reach so players are no longer at the mercy of random Bargains.
- When weapons are assigned to mouse buttons they no longer fire when opening/closing interfaces. We had to apply this change to hotkeys too, so be aware that if you choose to use keyboard hotkeys to fire your weapons, they will only work when your cursor is not over an interface.
- Weapon keys can now be held down so that weapons fire immediately when they come off cooldown.
- New ambient sounds are in place throughout the Reach.
- We’ve added some functionality which stops you from going over the edge of the Reach and as a result players will no longer get stuck on the loading screen when crossing the boundary.
- New in-game messages which trigger when you hit certain variable states have been introduced.
- We've made some adjustments to the camera zoom.
- The tutorial no longer opens up each time you close a Must Event or a Loot storylet.
- Quests are now marked as completed once the storyline is finished.
- Quests are now moved to the bottom of the journal when completed.
- Objectives (sub-quests) are now in place and display as bullet pointed lists in the journal underneath the main quest. When completed they will be marked with a tick.
- Spam clicking Facets no longer causes skill boosts to be applied multiple times.
- Navigation interfaces can no longer become locked to the middle of the screen.
- Navigation interfaces can no longer be brought up on the Title Screen.
- The patch notes no longer appear in-game.
- You will no longer receive Hull as a reward from Flotsam & Jetsam if your locomotive has max Hull.
- When collecting Hull from Flotsam and Jetsam, the correct amount of Hull applied is now shown.
- The Experienced gained label for Squire's House at Port Avon now appears in game on discovery.
- Double Terror gain now kicks in when you are down to 2 Crew on Parsival-class locomotives, rather than 1.
- Bargains are now removed from the Bazaar once you've purchased all the items available in the offer.
- If returning to the Title Screen and then continuing immediately after creating a new character, your locomotives equipment is no longer unequipped.
- Colliders on mechanical agents are now removed immediately on death.
- The Crew requirement for Conduct a nocturnal excavation at Port Avon has been lowered to 5 to accommodate Sky-Captains with Parsival and Pellinore class locomotives.
- You will now see the correct quality effect message when completing the Amenable Host’s Assumed Identity quest
- Once you’ve completed the Assumed Identity quest you will no longer see the option to tell the Amenable Host about his past.
- Port reports can no longer be farmed for Sovereigns at Lustrum and Port Prosper when the Winchester War changes
- Player's can now purchase all Ministry-Approved Literature bargains around the Reach.
- Sovereigns awarded for Ministry-Approved Literature Prospects have been adjusted so they are worth more than the value at Victoria Market.
- The avatar tooltip no longer gets stuck on screen.
- Officer slots will no longer remain in an expanded state if the main menu (pause menu) is opened over them.
- Engine SFX now play after death.
- Character names are no longer obscured by the Load button on save files (with default Font and UI scales).
- Increasing the Font Scale will no longer cause the cost of locomotives to become cut off in the Engine Yard interface.
- The fog around Carillion has been tweaked to remove straight lines.
- The line above the Bedivere-class locomotive in the Engine Yard and Hold interfaces has been removed.
- Erroneous graphical assets have been removed from the chart between segments.
- We’ve fixed a number of typos and grammatical errors.
Patch 18.104.22.168.1f12226aa (01 February 2018)
- Spectacles have arrived! Some of these are existing assets that have been spruced up and had a Terror effect applied, others are new sights to discover. Some Spectacles will fill your crew with a sense of wonder and your Terror level will decrease whenever you’re basking in their beauty. The High Wilderness however is also filled with many horrors and a lot of Spectacles will increase your rate of Terror gain whenever you get too close.
- Each wonder and horror spectacle has a charge which begins to dissipate and apply its Terror effect when you enter its immediate area. Once the charge has run out, your normal rate of Terror gain will resume. The time over which the Terror effect is applied varies from Spectacle to Spectacle, and while it eventually runs out they do recharge so plan your journeys carefully.
- Our first batch of discoveries are in place. Scattered across the Reach you’ll find abandoned wrecks, homesteads, mineable sky-rocks and hives to mention just a few. Flotsam and jetsam litters the space between ports and you’ll be able to pick up a number of items from them on your travels. Some discoveries have accompanying storylets and while most will disappear after interaction or on leaving the segment, some are perpetual. Two permanent discoveries found in the Reach are Old Tom’s Well and Wreck of the Parzifal. Both have storylets though Old Tom’s Well also has a Spectacle-like terror effect when you approach it. You’ll understand why when you find it. Happy hunting!
Fog and Lighting
- Fog has crept into the Reach helping to build the mood and sense of dread as you explore areas unknown. Unfortunately with this increase in atmosphere came a decrease in visibility, making it even harder to see what objects you could collide with.
- To combat this we’ve introduced the long-awaited locomotive headlight. The headlight is purely to help with navigation, there are no mechanics (such as increased fuel consumption) applied to it and as such it cannot be turned off. This perpetual beam is there to help guide you through the Reach and see what you can and cannot crash into. Anything on the collidable level will stop the light passing over it, creating eerie shadows and beautiful scenes of dancing debris. Light will pass underneath bridges too making them much easier to distinguish.
- Another benefit is the effect it has during combat. The headlight acts as a targeting reticle, helping you to see when your weapons are lined up and also when you are in your enemy's line of fire (for mechanical beasties as least).
New Docking System
- There’s now an auto-docking system in place at all ports in the Reach. As your locomotive pulls into the entrance of a dock the docking system will take over and guide your ship into position, meaning fewer collisions and hull repairs! Turning and strafing will be disabled whilever you’re in dock too, helping you to maintain a shiney, damage-free engine.
More Terror Changes
- Along with the new Survival HUD, November’s update saw the introduction of different rates of Terror gain. We reduced the ambient rate from approximately 1% per 7 seconds to 1% per 14 seconds and applied a Terror-free zone in and around ports. We also added a spooky camera effect that creeps in at the edges of the screen when your Terror rate doubles, owing to having less than half the amount of Crew that your locomotive can carry.
- January’s update sees further additions to Terror in order to make it clearer when you are gaining or losing it. The Terror icon and bar is white when you are not gaining any Terror, but will pulse red when it starts to increase on leaving the safety of a port. If your rate of Terror gain increases (around Spectacles, when you have a low Crew count, or both), the pulsing quickens and you’ll see visible colour changes. When your Terror decreases however, the HUD will turn a soothing shade of blue. We’ve also added additional camera overlays to accompany these Terror effects. Now that there are more ways to increase and decrease Terror in game we’ve once again tweaked the ambient rate of Terror, this time to ~1% per 10 seconds.
New Officer HUD
- We’ve implemented a new Officer HUD so you’ll be able to see who you have recruited at all times. It also incorporates your Profile avatar and the tooltip will display your name, level, experience and how many character points you have to spend (character points are gained each time you level up). Clicking on your avatar will open the character progression screen where you can spend your character points on new Facets.
- Not all the functionality of the new Officer HUD is in place just yet however. You cannot yet click on the Officers to interact with them.
- Sovereigns are now visible in the shop and Bazaar interfaces!
- The Spatchcock’s cargo space has been raised to 12.
- New items are available at New Winchester.
- The Bank interface has been reworked so that it is one UI element.
- New Title Screen, Terror and Death music.
- All locomotives now have their own unique engine SFX.
- Enemies now explode on death.
- There is now a delay between the triggering of in-game messages around ports.
- The camera overlay no longer persists after death.
- The focus icon no longer overflows the storylet interface at Traitor's Wood.
- Settlers can now be dropped off at Traitor’s Wood.
- The Possessions, Officer and Profile interfaces now auto-update if they are open when you obtain new qualities, officers, port reports, affiliations or peculiarities.
- When the Journal is open alongside a storylet it will now auto-update with quests when you start, advance or complete them.
- The Hold now updates automatically if it is open when accepting and completing Prospects or when purchasing a Bargain.
- Terror gain now stops correctly around all ports.
- Interfaces now open and close correctly after other UI elements have overridden them.
- Agents can no longer enter docks and drop loot which cannot be collected.
Patch 22.214.171.124.4ea876f (12 December 2017)
- Today’s release sees the main branch updated with the new procedural generation system. This was previously released on a separate branch, check out the patch notes for all the updates and bug fixes that were included.
- If you moved over to the proc gen branch, then you can transfer back over to the main branch once the update is live. You’ll be able to import your save file and this time your map will not be regenerated.
- If you’ve never tried out the proc gen branch, then once the update goes live you will still be able to load existing save files, but you will see some changes: your chart will regenerate and you will be moved to the New Winchester starting area. However, you will not lose any progress you have made on that character.
Prospects and Bargains!
- Also included in this update is our new trading system: Prospects and Bargains. Head over to New Winchester and visit the Promise of Days club at Wolvesey station. Here you can learn all you need to know from seasoned sky captains. Once you’ve picked up a couple of tidbits, then open the Bazaar and start wheeling and dealing.
- If you’d like a live demonstration of the Prospects and Bargains system then check out our live stream where our Narrative Director, Chris, explains the ins and outs of trading in the High Wilderness.
- There are a couple of Known Issues[www.failbettergames.com] with Prospects and Bargains that we didn’t have time to fix, and some we deliberately deferred until a future update. We made this decision as we want to make a wider change that will incorporate those fixes but this will take some time.
- Specifically, if you have your Possessions or Hold interfaces open when you accept Prospects or pick up Bargains, then they do not update until they are closed and reopened. This was an existing issue we fixed a couple of updates ago, but the problem is also present in the new Bazaar interface. We made the decision to defer these bug fixes until the next update so that we can implement a feedback change alongside it: we will be adding your Sovereigns to the shop and Bazaar interfaces!
- Have fun trading and please let us know what you think on the feedback thread on trade.
- Alongside Prospects and Bargains we’ve added a feature that will allow us to give directions towards ports. Currently the only quest using this is the starting quest to Port Prosper, but we’ll be implementing this feature across a range of storylets in the future.
- Directions are based on a 16-point compass (north, north-northeast, northeast, etc.) and are always given from the position of the region’s hub port no matter where you are in the High Wilderness. If the port in question is in the inner ring then it will be ‘some way’ from the hub port; if it is in the outer ring then it will be a ‘long way’ from the hub, e.g. Port Prosper is a long way north of New Winchester.
- Prospects and Bargains
- The Fastidious Inspector quest has been reactivated now that directions are in game
- Because the Fastidious Inspector quest is active again, we’ve once again reduced the number of Sovereigns handed out in the A Gift for New Captains storylet when starting a new character
- A number of shops from previous builds have been retired and new ones are in place with Fuel, Supplies and the port’s export good
- Loot can now be collected from Enduring Dreadnaughts
- The + and - icons within shop interfaces now update correctly when buying and selling multiples
Patch 126.96.36.199.1dcb4f0 (15 November 2017)
- The Diffident Bat can now be jettisoned.
- The Diffident Bat is now available to buy at Abraham’s Engineering at New Winchester should you be cruel enough to jettison the one you currently own.
- We’ve reduced the cost of Hull repairs from 5 to 1.
- Branches to repair your locomotive’s hull have been moved from within the New Winchester storylet to their own storylet (Repairing your Locomotive) at Wolvesey Station.
- The Diffident Bat once again finds all ports in the Reach.
- All labels now appear on the chart when discovered in-game.
- Small weapons now remain equipped when purchasing locomotives with large armament slots (i.e. Parsival and Moloch class locomotives).
- Sovereigns now update when you have the Possessions interface open when buying items.
- You can no longer travel with interfaces open after opening and closing the character progression screen.
- You no longer have to click Wolvesey Engine Yard twice to reopen it after closing it down with the X.
- The cargo Hold now auto-updates if it is open when receiving and losing items via storylets.
- The Jettison interface now updates correctly when equipping a duplicate weapon.
- Opening a shop interface when you already have another shop interface open no longer closes the interface down.
- All locomotive sounds are now muted when SFX Volume is set to 0% within game.
- Locomotive SFX have been balanced to make the engine start/stop SFX less jarring.
- In-game graphical distortions and z-fighting should no longer occur on MacOS machines with NVIDIA graphics card (we are aware of the minor z-fighting on the chart and will resolve this in the future).
- We have removed the spaces before the full stop on various journal entries.
Patch 188.8.131.52.2dbd705 (25 October 2017)
- There’s a number of new features in this build for you to get your claws into. They are:
- These are shops in port (currently just New Winchester) where you can purchase new locomotives. Instead of a straight purchase situation, players will be able to trade their current locomotive in towards the price of a new beauty. Be forewarned - locomotives are not cheap, and prices may change as we continue to balance the economy. Start saving those Sovereigns!
- You can now store items that are taking up valuable space in your hold. Banks are available at major ports (which means just New Winchester at the moment until new Regions are released). Items stored in banks can also be retrieved by a new captain if your previous one meets their demise. To access the bank speak to the Scrubbed Clerk at New Winchester once you reach level 2.
- When starting a new game you can now choose to play the Legacy or Merciful campaign.
- In Legacy mode, players can start from the last major port visited by their previous captain, with their locomotive, half their sovereigns, any items stored in their bank, a percentage of their experience, and all but one piece of equipment assigned to their locomotive.
- In Merciful mode, players can choose to either start with a new captain as in Legacy mode, or continue with their previous captain from their last auto-save point.
- This update allows players to select a character portrait, character name, what they’ll be addressed as, an origin story, their base statistics, and their chosen ambition.
- As a note: Character Creation is not yet fully complete. There will be more origin stories, ambitions, and facial features will be added later on. We’d very much appreciate your feedback about which type of features you’d like to see more of/which are lacking.
- There’s not as many bug fixes for existing issues with this update but that is because our focus has mostly been on developing and testing the new features in this build.
- As always, if you spot a bug, please check to see if it’s a Known Issue (any workarounds are in red text) before emailing us at email@example.com with details of the bug (specific info on what to include in bug reports can be found on our Bug Reporting page).
- As for feedback, please let us know what you think of the new features and existing ones too at firstname.lastname@example.org. Feel free to post on the forums too, though sending a message to our internal ticketing system means your feedback won’t be missed.
- The chart zoom now functions when the chart is accessed with a storylet open.
- The Hull tooltip now auto-updates as soon as Bronzewood shielding is equipped. You no longer need to repair your hull or exit and re-enter the game to see the update.
- Cruise Control can no longer be activated when you have an interface open.
- If you gain more items than your Locomotive can carry whilst in a dock, you are now able to close the Jettison interface temporarily in order to sell items at shops, or bank them if at a hub (major) port.
- The Hold UI now expands correctly when purchasing additional items.
- The Main Menu can no longer be brought up on the Title Screen.
- Agents no longer damage themselves with ranged weapons.
- We've updated Titania so the Mayor won't explain the construction options after you've already started building.
- The Magician at Polmear and Plenty’s no longer sets your Sovereigns to 100 when handing in items to him.
- You can once again attend a performance at the circus (determined by the date).
- All options can now be seen in the Parsimonious Chairman’s offices even if you don’t meet the requirements.
- You are now correctly awarded Favour at Victory Hall in Exile when handing in port reports.
- Pane of Stained Glass is available to buy no matter the state of the Winchester War.
- Rewards from the Parsimonious Chairman and Sweet Jane have been tweaked so they are in-line with each other.
- Fuel and Supplies are now available for sale at all ports.
- The Brendan at Hybras now disappears at the correct moment in the Hybras storyline.
- Titanian Petals and Mandrakes can no longer be farmed for Sovereigns.
- The Formidable Lacquerer is no longer referred to as the Formidable Onnagata.
- Likewise the Pharonic Enthusiast is no longer referred to as the Pharonic Aficionado.
- Several typos and grammatical errors have been fixed.
- Dying in dock during Merciful mode will no longer cause perpetual death when loading from the last autosave.
- We have removed some blocking at the Bronzewood trees decoration.
- Hull is now reduced correctly when unequipping Bronzewood Shielding.
- Crew is now reduced correctly when unequipping Cosy Cabins.
- Crew can no longer be exceeded at The Labour Exchange.
Patch 184.108.40.206.91c3278 (13 September 2017)
- This patch is our first update and contains a number of bug fixes, listed below. Two big issues which have not been fixed as part of this update however are the disappearing ports bug and the corrupt save file issue which leads to a black screen overlaid with the HUD.
- Having looked at the code in question these bugs are not simple, quick fixes. We want to address these issues properly as we refine these particular areas of the game, especially since it also ties into the current work we are doing on Legacies. We don’t want to push out a temporary fix that may have other knock-on effects, however minor, only to have to revise again later down the line.
- I know how frustrating both these issues are, so this bit of news may be disappointing. But please rest assured we are working on these issues and we'll get solid fixes out for them as soon as we are able.
- We really appreciate your continued help and support, and of course your patience as we iron out all these kinks. Your bug reports over the last fortnight have been really helpful and your feedback has been excellent. Collecting it all has been quite a mammoth task, but the first batch is ready for our designers and writers to look at.
- Please keep all that feedback coming and together we'll make an awesome game.
- P.S. Please also remember to check out our Known Issues page: http://www.failbettergames.com/sunless-skies/known-issues/. Any workarounds are in red text.
- We have made some improvements to the framerate.
- Loot can now be collected from Chorister bees.
- The Scrive-Spinsters now fire accurately towards an enemy vessel.
- The icon for weapons now appear in the Hold when purchasing duplicates.
- Duplicate weapons can now be equipped.
- Equipped weapons cannot be sold.
- Players will no longer get trapped in the Regent's Grave storylet at Traitor's Wood.
- Several typos and grammatical errors have been fixed.
- The Sovereign reward value has been boosted for many of the early quests.
- Apollonian Cinders can no longer be farmed for Sovereigns.
- You can no longer exceed your maximum Crew compliment by collecting miners from Lustrum.
- Items are now removed when handing them in to Melusine at Lustrum.
- The branches to reduce your Condition at Magdalene's can now be seen even when you do not have the requirements to play them.
- You will always be able to obtain a Pane of Stained Glass from New Winchester no matter the balance of the War.
- The Journal message now updates correctly once you have delivered a settler rather than telling you to drop them off at L&S Nature Reserve.
- When helping the Strongwoman, Magician, Acrobat and Clown at Polmear & Plenty's details will be shown in the Journal.
- Overflowing the cargo hold should no longer cause the UI to lock up and prevent Must Events (e.g. Loot) from firing correctly.
- We’ve made a number of fixes to the Jettison interface.
- Increasing the UI scale no longers causes elements within the Profile and Possessions interface to become inaccessible.
- Icons within the Hold interface no longer overflow the UI when increasing the UI scale.
- The Hold UI now updates automatically when open after jettisoning cargo.
- The Hold UI now updates automatically when open after purchasing items from shops (but not when gaining/losing items from slets).
- You can no longer move with storylet interfaces open.
- We've tweaked the way Peculiarities display on the Profile interface to reduce confusion.
- The Hold UI now updates correctly when unequipping weapons on Linux machines.
- Scout's discoveries no longer persist when continuing a save game.
- The Alexander-Yang Claim label now appears next to its graphical asset.
- The scroll function now works on the build notes on Linux machines.
- The cargo hold value can no longer be exceeded by selling equipped weapons.
- Shop purchases and changes to equipped items are now saved when quitting the game from the main menu.
- The bridge at Carillon no longer disappears when loading a save game.
- Certain shops become inaccessible when a player no longer meets the requirements.
- The fallen London plug no longer overlaps the patch notes on the title screen.