Update 0.44.00

Update 0.44.00 is an update for Stranded Deep released on April 24, 2018.

## Recap

* The new 0.44.01 update transitions our latest work on the experimental branch to the stable branch. If you haven’t been following the progress of our experimental branch, we've recently added a new Fuel Still, new Animal Traps, new Fish Schools, new Ocean Current and more!
* We’ve covered the new features in the patch notes below and you can also read more on the new features in our previous experimental patch notes on the News page.

```
The new Fuel Still uses Potatoes to distil a crude ethanol fuel which can be used to power Vehicles. If you use combustion propulsion for your Rafts or Gyro you will probably want to start growing Potato crops ready to be distilled to ensure you have enough fuel for travelling. This functionality goes hand-in-hand with the re-introduction of the new Fueling System. Like the good old days of Stranded Deep you will need to find and use Jerry cans to carry fuel and refill vehicles again.
```

```
This build also features new Fish Flocks!. The new flocks are part of our on-going work on the new fish system. The new flocks of small detail fish that can be found around shore-lines and reefs which help to add more life to the underwater environment in SD.
```

```
Thanks to Paul and Felix, our friends at Only Sound, we are completely overhauling the sound effects in Stranded Deep. See below for a complete list of implemented audio effects and be sure to let us know what you think. Please note that some sounds are missing and some are WIP.
```

```
This update builds on the last with a new, more efficient and easier to work with Audio FX system now running behind the scenes. There’s also a new Sea Snake and some more new SFX included.
```

```
The Fish Trap is back! The new Fish Trap does not require bait but does require assembling once placed in the water. Dismantle the Fish Trap and drag it to a new location to catch different species of fish. It is a slower alternative to Rod and Spear fishing so can take a few hours to catch something.
The Bird Snare allows you to catch seagulls whilst you’re doing other activities. The snare triggers when a seagull lands on it and can then be collected and skinned.
The Water Still has been adjusted to a more realistic design. You will now have to place foliage such as Palm Fronds and Fibrous Leaves into the bottom compartment while the top section will collect the evaporated droplets. This setup works similar to the Fuel Still Boiler.
There’s also a new Ocean Current feature where all buoyant objects are affected by and move with the current. Rafts will automatically move at the ocean current speed which is approximately 1 knot. Sails will move rafts at the wind speed if raised, approximately 4-5 knots. It is possible to lose floating objects if you let them sail off into the horizon. This is where the recent addition of the Sea Anchor may come in handy!
```

## Exp. Update 0.43.02 / 0.44.00

### Changes

* Changed **Water Still** to be drinkable on-site.
* Reduced **Farming Plot** water usage by half.

### New Features

* Added new **Splint** craftable item! Can be used to heal **Broken Bones**.

## Update 0.41.00 / 0.44.00

### Changes

* Added **Hunting** crafting menu category.
* Added new **Drowning** player effect.
* Added dynamic **Footstep** audio for different surfaces.
* Added auto\*centering for **Boat Motor**.
* Added position and rotation smoothing to **Fish** movement to remove jitter when avoiding obstacles.
* Added **Gyrocopter** pieces to Loot generation.
* Added **Map Editor** objects for Medical Items, Farming Hoe, Fishing Rod, Bobber, and Vehicle Parts.
* Updated **Boat Motor** model.
* Improved **Fish** avoidance AI.
* Changed **Oxygen** and **Drowning** system.
* Changed **Stick Farming Plot** water servings from 5 to 4.
* Changed **Plank Farming Plot** water servings from 5 to 8.
* Changed **Corrugated Farming Plot** water servings from 5 to 8.
* Changed **Farming Plot** water to deplete 1 serving every 12 hours.
* Changed **Farming Plot** water to not deplete if raining instead of adding water servings.
* Changed **Farming Plot** to start with 1 water serving instead of being full.
* Changed **Solar Still** to require Palm Fronds.
* Removed **Gyrocopter** pieces from Mission rewards.
* Changed **Gyrocopter** to be craftable like Boat Motor.

### Bug Fixes

* Fixed excessive trailing numbers displaying in **Inventory** for item health/durability.
* Fixed visual bugs when **Charging** weapons in various scenarios, half\*charged, post\*charged, etc.
* Fixed pressing Esc not quitting **Fire Lighter** sequence.
* Fixed pressing Esc not quitting **Mission** menu.
* Fixed **Mission** starting audio repeating over and over.
* Fixed **Farming Plots** not removing water when sleeping.
* Fixed **Farming Plots** not loading incomplete part of interval.
* Fixed **Steps** not placing on Foundations and Floors.
* Fixed **Player** camera not initialising position immediately when created.
* Fixed modified **Input** key bindings not applying when opening a new game session.
* Fixed **Birds** flying through items and displacing objects.
* Fixed **Footsteps** playing when sailing.
* Fixed **Rafts** being pushed or launched by player.
* Fixed **Construction Wedge** pieces not allowing proper placement.
* Fixed **Gyrocopter** flying at wrong angles.
* Fixed **Buoyant** objects not getting cleaned up properly.
* Fixed bug in **Fish** AI that was severely reducing effectiveness of avoidance in tight spaces.
* Fixed bug where **Fish** environment bounds weight was overriding avoidance.
* Fixed **Player** not moving with Raft when climbing ledge.
* Fixed a bug where **Boat Motor** audio would continue if stopping immediately after starting.
* Fixed **Boat Motor** only applying rudder deflection when key pressed.
* Fixed **Smoker** hit box for interacting.
* Fixed **Sharks** attacking rafts too frequently.
* Fixed **Sharks** respawning every time an island was revisited.
* Fixed **Raft** decal spelling mistake.
* Fixed some **Map Editor** objects missing meshes and materials.
* Fixed bug on loading where **Sharks** listening to game time events were called before being initialized, causing random errors.

### New Features

* Added new **Fuel Still** constructable item!
* Create ethanol fuel for **Vehicles**.
* Added new Fuelling System!
* All **Vehicles** using combustion engines now require fuel to run. A full tank of fuel (4 potatoes) will average 4 trips to an island (there\*and\*back) for the Boat Motor and 2 trips for the Gyro.
* Added new **Water Still**!
* Added new **Fish Trap**!
* Added new **Bird Snare**!
* Added new **Ocean Current**!
* Added new **Anchor** craftable item!
* Added new **Fish Flocks**!
* Added new **Sea Snake**!
* Sea snakes work the same way as the Lion Fish in that they will poison the player within proximity. Sea Snakes cannot be harvested.
* Added **Vehicle Engine** loot item.
* Added **Vehicle Electrical Part** loot item.
* Added **Vehicle Filter Part** loot item.
* Added **Vehicle Fuel Part** loot item.
* Added **Clay Brick Door** building item.
* Added **Clay Brick Steps** building item.
* Added new high quality **Sound Effects**!
* Added **Axe** sound effects.
* Added **Knife** sound effects.
* Added **Stone Tool** sound effects.
* Added **Hammer** sound effects.
* Added **Footstep** sound effects.
* Added **Jump** sound effects.
* Added **Land** sound effects.
* Added **Climb Ledge** sound effects.
* Added **Climb Ladder** sound effects.
* Added **Climb Tree** sound effects.
* Added **Swim Underwater** sound effects.
* Added **Boar Movement** sounds.
* Added **Boar Death** sounds.
* Added **Boar Damage** sounds.
* Added **Snake Attack** sounds
* Added **Snake Warning Hiss** sounds.
* Added **Crab Movement** sounds.
* Added **Crab Attack** sounds.
* Added **Shark Movement** sounds.
* Added **Shark Attack** sounds.
* Added **Squid Movement** sounds.
* Added **Squid Attack** sounds.
* Added **Eel Movement** sounds.
* Added **Eel Attack** sounds.
* Added **Smoker Attach** meat sounds.
* Added **Campfire Ignite** sound.
* Added **Campfire Extinguish** sound.
* Added **Campfire Refuel** sounds.
* Added **Solar Still Refill** sounds.
* Added **Palm Tree Harvest** sounds.
* Added **Ficus Tree Harvest** sounds.
* Added **Pine Tree Harvest** sounds.
* Added **Yucca Harvest** sounds.
* Added **Driftwood** harvest sounds.
* Added **Boat Motor** sounds.
* Added **Ambient Raft** sound.
* Added **Coconut** hit and break sounds.
* Added **Sail** and **Sailing** sounds.
* Added **Eating** sound.
* Added **Drinking** sound.
* Added **Drinking Medical** sound.
* Added **Shark** movement sound.
* Added dirt **Footstep** sounds.
* Added **Seagull** flock audio.

## Dev Notes

* Fixed **Smoker** logging an unnecessary error for empty smokable positions.
* Changed **Player** audio to use new Audio system.
* Changed **Player** footsteps audio to use new Audio system.
* Changed **Player** status effects to use new Audio system.
* Changed **Player** speech to use new Audio system.
* Changed **Boss** audio to use new Audio system.
* Changed **Audio** system to cull single FX out of range of listener.
* Changed **Audio** system to pause/resume persistent FX based on range to listener.
* Rewrote **Audio** FX system for an easier workflow and to be more efficient.
* A refactored soundtrack and new environment zone audio system still to come.