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Sunkenland Update V0.2.5 Patch Notes (Public Test Branch): New Power Facilities, Weather System, & More

Posted on by justin
(Estimated Read Time: 8 minutes)
Tired of your base running out of power? The Sunkenland Update V0.2.5 adds new power facilities to help optimize electricity gathering and usage. This patch also adds new features, such as weather and a one-time use respawn point. So, let’s dive deep into this patch for the Sunkenland Public Test Branch!

What’s in Sunkenland Update V0.2.5?

Sunkenland Update V0.2.5 First, it’s important to mention that this patch is only for the Sunkenland Public Test Branch. The updates presented by this patch should appear on the game's main branch at a later date. Click here to learn how to enter the Public Test Branch if you don’t know the process yet. Moving forward, Sunkenland Update V0.2.5 overhauls the game’s power systems. So, players will find their electricity systems disconnected upon logging into the game for the first time after installing this patch. Here’s a complete breakdown of the new content and features included in this recent Public Test Branch Update, including the new power systems:
New Power Facilities
The three new power facilities in Sunkenland are as follows:
  • Wind Turbines: Captures more power the higher they’re built, but can only stand on rubber floors.
  • Solar Panels: Cannot generate power at night or during stormy weather. Like Wind Turbines, Solar Panels can generate more power with extra height and must also stand on rubber floors.
  • Lightning Rods: Can only generate electricity in stormy weather and can only stand on specialized bases.
Players can check the power gained and used through the new Power Center. This power grid and the new transformers are intermediaries used to connect power generators and appliances. Speaking of generators, each power generator has a specific battery storage capacity. Players can also build standalone batteries and connect them to the generators if they need to increase their bases’ electricity capacity and usage. The new Junction Box also helps connect and optimize wiring networks. Plus, a Fuel Generator can help increase power consumption in a base, but it requires players to farm and use gas. Additionally, various electrical appliances are added to the game with the release of Update V0.2.5.
Weather System
The new weather system in Sunkenland coincides with the new power facilities. With the Sunkenland Update V0.2.5, players will now experience different weather, namely sunny, cloudy, and thunderstorms. Sunkenland’s developers also mentioned in the patch notes that future updates will have content that interacts with the weather. For instance, ghost ships may appear during thunderstorms.
Map Markers
Sunkenland has a massive map, and getting lost in this underwater world can be easy. With Update V0.2.5, players can now place markers on the map to help with navigation. Adding these markers is as straightforward as clicking on the area of the map. Then, remove it by right-clicking.
Sleeping Bag
The world of Sunkenland is brutal, and one wrong turn can mean certain death. Thankfully, players can now strategize their farming routes with the new Sleeping Bag. It's a one-time use respawn point that you can place on a relatively flat, dry, and reasonably large surface. For example, you’re farming for Advanced Parts at a place far away from your base. So, place a Sleeping Bag next to your farming spot so you won't have to spend extensive time traveling from your base to the location of the Advanced Parts if you die.

Sunkenland Update V0.2.5 Full Patch Notes – April 2, 2024

Apart from the new content and features mentioned in the patch notes, Sunkenland Update V0.2.5 offers various gameplay optimizations, adjustments, and bug fixes.
Optimizations and Adjustments
  • Logging Adjustment: For a long time, spears and axes have had overlapping roles. In this version, we introduced the concept of chopping value; the higher the chopping value, the more efficient the tree cutting. We reduced the health of trees to decrease the time players spend on cutting trees. We also reduced the attack damage of axes; axes are meant for chopping trees, not for combat. We removed the ability to chop trees with combat knives, but you can use machetes instead.
Combat Location Adjustments
  • Minor Adjustment: Added water fortress clusters to Iron Skull Base and Iron Helmet Base.
  • Major Overhaul: Twin Rocks has been completely redone and now requires a helicopter to reach.
Vehicle Adjustments
  • The method of learning to build helicopters has changed from random blueprints to targeted blueprints at the big bridge.
  • Helicopter health has been increased to 20,000, while manufacturing costs have been reduced.
  • We have significantly optimized the way helicopters are controlled and increased their flight speed.
  • The control methods for other vehicles have also been optimized accordingly.
  • Clothing Recycling: Recycling machines can now recycle various types of clothing, not only yielding cloth but also a chance to obtain small items like lighters.
Weapon Adjustments
  • The cost of iron axes has been reduced, with the required iron ingots reduced from 15 to 2. This makes the axe a transitional tool, as its previous cost was too expensive.
  • The costs of some initial weapons, such as wooden spears and scrap spears, have been lowered.
  • Serrated axes, machetes, and combat daggers now require damaged components as prerequisite materials for crafting, and their manufacturing cost has been significantly reduced.
  • Excess damaged components can be decomposed at a decomposition station.
  • To save space in players' inventory, the stack number for melee weapons that cannot be modified has been increased from 1 to 20.
  • Machine gun damage has been increased from 180 to 220.
  • .50 caliber bullet production per batch has been increased from 60 to 100 rounds, with the stack size per group increased from 1000 to 2000.
Bug Fixes
  • Bug Fix: Corrected sound effects that were not playing correctly while walking.
  • Bug Fix: Resolved alignment and construction issues with triangular foundations.
  • Bug Fix: Addressed the absence of some national voiceovers.
  • Bug Fix: Fixed the issue where some automatic firearms lacked a semi-automatic firing mode, reduced unnecessary model polygons, and enhanced game performance.
  • Bug Fix: Overcame inaccuracies with ranged weapons by discovering and correcting inherent logic flaws in the base code, leading to a complete overhaul of the shooting code module.
  • Bug Fix: Identified and rectified causes for some enemies not respawning, particularly addressing scenarios where enemies had been cleared but could not be occupied.
  • Bug Fix: Implemented a change where enemies on an island will not respawn as long as a player remains on the island, only refreshing once the player departs.
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