V0.4.1

**V0.4.1** of *Stormworks: Build and Rescue* was released on September 26, 2018.

## v0.4.1

### Survival Features

* Feature - Player/NPC health system:
	+ Health bar
	+ Oxygen meter
	+ Fall damage
	+ Fire damage
	+ Cold debuff that affects movement in water
	+ Wet debuff that affects movement on land
	+ Pressure damage at low depths
	+ Impact damage when crushed by vehicles
	+ Rotor blades hurt
* Feature - Mission objectives involving NPCs can be failed if the NPCs die
* Feature - Using beds gradually restores health
* Feature - Ragdoll physics for characters that have died
* Feature - Sharks (sharks will roam the ocean, will stalk and attack characters and drag them underwater)
* Feature - Sharks can be placed and used in missions similarly to characters
* Feature - 4 new vehicle components for equipping special outfits:
	+ Scuba Outfit (increases oxygen and maximum depth before pressure damage begins)
	+ Deap Sea Diving Outfit (increases oxygen and maximum depth before pressure damage begins)
	+ Firefighting Outfit (absorbs ~95% of damage dealt by fires)
* Feature - "New Game" screen reworked to allow full customisation of game mode and difficulty (mix survival and creative, disable certain difficulty settings, change which island you spawn on etc.)
* Feature - Additional new game settings for hardcore modes (view locked to first person, no manual saving)
* Feature - Tsunamis can now be spawned from the creative menu (tsunami will build up close to the player who spawned it and will last a few minutes)
* Feature - Added mission trigger for spawning tsunami at a zone
* Feature - New particle and sound effects for player damage

### Advanced Vehicle Features

* Feature - New advanced vehicle mechanics:
	+ Fuel requirement for engines
	+ Electrical requirement for many existing components
	+ New engine behaviour in advaned mode (they will stall if going too slowly, require an air flow to prevent overheating, require a connected exhaust output)
	+ Pipes used to transfer power and fluid instead of logic links
* Feature - 23 new vehicle components for use with the advanced vehicle mechanics:
	+ 3 sizes of battery (provide electricity to components that require it and will store electricity produced by a generator)
	+ 3 sizes of generator (converts torque into electricity)
	+ 3 sizes of electric motor (a new type of engine that consumes large amounts of electricity instead of fuel)
	+ Electric circuit breaker (interactable switch for controlling flow of electricity between two systems)
	+ Electric relay (controls flow of electricity between two systems using on/off logic)
	+ Fluid exhaust (expells exhaust from an engine)
	+ Fluid filter (allows fluid of a specific type to pass through)
	+ Fluid heat sink (cools fluid that is passed through it)
	+ Fluid radiator (cools fluid that is passed through it)
	+ Fluid spawner (fills an enclosed area with a selected fluid type when you first spawn your vehicle for making custom fuel tanks)
	+ Transmission pipes (angle, straight, T-piece, enclosed angle, enclosed straight, enclosed T-piece)
	+ Electric cable (small electric winch)
* Feature - Vehicles can be damaged by high impact collision
* Feature - Damaged vehicle components will behave differently (logic components can fail, lights will blink etc.)
* Feature - Rotor blades have physics and will break off if hit too hard (no physics on rotor blades when damage is disabled)
* Feature - New particle and sound effects for vehicle impacts
* Feature - New particle effects for vehicle exhaust and tyre smoke
* Feature - Vehicle editor logic mode shows data, power, fluid and electrical nodes separately