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Offline Asid

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Re: Barotrauma
« Reply #60 on: April 25, 2024, 12:41:02 AM »
Out now: Blood in the Water
Wed, 24 April 2024



Hello everyone!

The Blood in the Water update has just been released, with two new monsters, a medical system mini-overhaul, extra difficulty settings for campaign mode, and new wrecks and beacons for you to explore, to name only a few things.

Read more about the update in last week’s preview post, see the full list of changes at the end of this post, and be sure to update your game to the latest version to be able to host and join multiplayer servers. We hope you enjoy Blood in the Water!


v1.4.4.1


Changes and additions:
- Added new lost cargo missions, in which you must recover cargo from a sunken sub.
- Added six new beacon stations, and updated existing beacon stations.
- Added seven new wrecks.
- Chat messages and NPC dialog is shown in speech bubbles above the character's head. Can be disabled in the game settings.
- Improved the particle effects when the sub hits a level wall, and when cutting/destroying level walls.
- Certain afflictions and talents change the character's walking/running animations (e.g. drunkenness, the "musical talents", vigor, hyperactivity, concussion).
- Removed the randomization of quality from fabricated stackable items. The randomization made them annoying to fabricate, because the items of different quality couldn't be stacked in the fabricator's output slot.
- Motion sensor ranges are visualized when wearing engineer's goggles.
- Made fabricators and deconstructors faster in outposts (it's not fun to force everyone to wait while someone is working a fabricator in an outpost).
- Fire no longer damages husk eggs, fruit and explosives over time. Allowing them to be partially damaged made them really difficult to handle when they happened to be in a stack. Now husk eggs are immune to fire, and the rest get destroyed completely after being in fire for a moment.
- Improvements to the visual effects of lava vents and hydrothermal vents.
- Pets leave behind a corpse when they die. Having them just "pop" often meant you couldn't be sure if the pet had gone missing or died.
- Added a hotkey for dropping the held item. Not bound to any key by default.
- Added a hotkey (by default Alt) that displays a label on all nearby interactable items. The label can be clicked on to interact with the item. Should make it easier to e.g. find loose items on the floor or pick up a specific item when there's many close to each other.
- Tons of changes and improvements to outpost events: the main goal has been to make the things described by the event popups "actually happen", as opposed to just describing them in text. There's now more visual and audio effects in the events, and the things described by the texts tend to actually exist in the game world. There's also been lots of changes to the outcomes of the events: the choices you make should now generally be more meaningful.
- Most outpost events can now be started by another player if the first player who encounters them chooses to ignore them.
- Made the bilge pump circuits non-interactable and the bilge pumps non-wireable in outposts. It was too easy to abuse them to drown the outpost.
- All the pathways from the location you start at in the campaign lead to an outpost. Choosing a new destination at an uninhabited location seems confusing to new players, who haven't yet seen how transitions between levels work.
- Improvements and fixes to harpoons and ropes: the user can now pull towards the target by pressing space (but only when diving), added sounds to reeling and the rope snapping, adjusted the forces and changed how the forces were applied to both the user and the target.
- Added ON_DOCK and ON_UNDOCK outputs to docking ports.
- New automatic docking hatch assembly (much simpler than the old one, now built using a circuit box with labels that explain how it works).
- Added an option to add labels inside circuit boxes (can be used to e.g. explain parts of the circuit).
- Added a menu to the submarine editor that lists all the container tags used in the submarine, explains which tags are available and how they're used, and allows adding them to containers more easily. There's also now a warning on saving if the submarine is missing any common/recommended tags.
- Clown crates now have pressure immunity, making them potentially useful for more than just fooling around.

Monsters:
- Added Viperling, a venomous variant of Spinelings.
- Reintroduced the legacy monster Mantis. Keep an eye out for anything unusual on the walls when exploring caves!
- Changes to make big monsters more of a threat to characters inside the sub, not just the submarine itself:
- Charybdis can poke its head inside the sub, bite and pull characters out.
- Made monsters better at targeting positions on the hull with a character on the other side (meaning they're more likely to be able to cause shrapnel damage).
- Made the shrapnel particles more noticeable.
- Endworm can poke its mandibles inside the sub and damage characters inside.
- Heavy impacts can launch off very high-velocity shrapnel that can penetrate a couple of inner walls, similar to spineling spikes.
- Added some weaknesses to abyss monsters: Endworm has a weak spot in its mouth, Charybdis flees for a moment if it takes heavy damage to the head or mouth (a feature that initially was there but had been bugged for a while).
- Updated husk's ragdoll, textures and animations.
- Husks can now go unconscious and eventually get back up if not "properly" killed, the same way as huskified humans.
- Adjustments to the loot dropped by Latcher and Charybdis.

Diving suit changes:
- Several changes to to make it less obvious choice to wear diving suits indoors all the time:
- Hull breaches flood the sub more slowly now, giving you more time to find a suit.
- Reduced walking speed when wearing a suit (with adjustments to the animation to make the suits feel more "tanky", as opposed to just making the character look like it's walking in slow-motion).
- Reduced the damage protection of suits - it was previously so high it encouraged wearing the suits in all situations just for the damage protection they offer.
- Wearing a suit obstructs your vision more now.
- Reduced the crush depths of diving suits to make them match the maximum crush depth of a fully upgraded sub. Allowing players to survive below the sub's crush depth didn't make that much sense: it was practically impossible to recover the sub, so it's better to treat as a "game over" state and kill the players, as opposed to leaving the game in an unrecoverable "soft-locked" state.
- Decreased the armor ratings (damage modifiers) of the (early-game) diving suits.
- Added Explosion Damage resistance to diving suits and protective gear (and clown outfits, ka-honk).
- Made the exosuit more powerful by giving it more damage resistance, a chance to ignore stuns and increasing its speed

Balance:
- Minor adjustments to the turret balance (most noticeably, made explosive ammo less OP, armor piercing ammo more effective against structures).
- Removed threshers from Cold Caverns. Thresher bites can now cause infected wounds, which can be treated with antibiotic glue, broad-spectrum antibiotics or by applying ethanol or rum to the wound.
- Acid grenades have a slightly longer duration.
- Increased the amount of hyperactivity given by energy drinks. It's still pretty weak, but the previous effect was practically meaningless (making the item more harmful than useful due to the nausea it can cause).
- Dual-wielding ranged weapons reduces reload times and accuracy.

Medical system:
- Made opiates less of a "solution for everything": they have a much higher risk of causing addiction and overdoses, and morphine heals much more slowly, making it less viable for combat-heavy situations.
- Added "infection" affliction type to add some variety to afflictions. Thresher bites and, on high world hostility campaigns, bleeding wounds and untreated burns have a chance of becoming infected.
- Added "alcohol sensitivity" as a side-effect of antibiotics. This causes drunkenness to build up much faster, so avoid using antibiotics and alcohol together!
- Stabilozine's effects no longer stack: it stops the progress of poisons, but doesn't cure poisonings.
- Added "adrenaline rush" as an effect for adrenaline. "Adrenaline rush" keeps the patient conscious for its duration, removes all active stun when inflicted and applies short-term stun resistance.
- Husk infections can be treated with sufforin and cyanide (but you must be careful to have a cure at hand!).
- Antibiotic glue can be used multiple times.
- Made Pomegrenade Extract a bit more useful: gives the "slow metabolism" buff.
- Ethanol and rum can be poured on limbs to treat infections and burns.
- Removed skill requirements from tonic liquid.
- Alien blood causes organ damage, making it less viable as a risk-free cheap alternative for blood packs.
- Saline can be used to treat infections.
- Resting in bunks heals injuries a little faster now.
- Europabrew can now act as a universal poison cure, but also speeds up husk infection in addition to vulnerability to acid burns.
- Rum can now also be made from pomegrenade.

Submarines:
- Fixed Azimuth's periscope being too high up, causing the characters to float when using it.
- Fixed hulls being set up strangely in Camel's humps (not extending all the way up to the ceiling, making it possible for there to be holes in the walls without water getting in).
- Various fixes and improvements to the shuttles.
- Fixed too low oxygen output in Typhon's brig, causing characters inside to eventually suffocate without an additional oxygen supply.
- Fixed Azimuth's cargo and engine rooms not draining full due to the hulls extending below the floor and the bilge pumps.
- Fixed sloped wall piece making it difficult to move from Remora to its drone.
- Fixed grenades sometimes going through certain walls (one common spot was Camel's bow).
- Adjusted the hulls in Orca's lower airlock. The small in-between hull with the pump prevented the sub from flooding, because water couldn't flow out from that small hull fast enough to counter the rate of the pump.

Additional campaign difficulty settings:
- Oxygen tank duration.
- Reactor fuel duration.
- Crew vitality.
- Non-crew NPC vitality.
- Shop purchase prices.
- Shipyard purchase prices (buying new subs and upgrades).
- Severity of injuries from failed repairs.
- Mission income.
- Option to disable the husk infection warning messages.
- Renamed the generic "difficulty" setting as "world hostility", since it only affects things such as monster spawns and environmental hazards.

Wrecks:
- Added wrecked variants of chaingun, pulse laser, flak cannon, double coilgun and their loaders.
- New wrecks: Barsuk, Camel, Humpback, Typhon 2, Remora, R-29 and Venture.
- Fixes to the wreck spawning logic: linked submarines and non-hulled spaces are taken into account in the placement, preventing them from ending up inside walls.
- Various improvements and fixes to the existing wrecks.
- Added new, higher-res wrecked versions of the shuttle sprites. Marked the old ones as legacy structures.
- Fixed wrecked hatches' broken sprite rendering in front of characters.
- Added console command ‘converttowreck’ to convert submarines to wrecks more easily.

AI:
- Bots can now be ordered to deconstruct items. There's a separate contextual order for marking items to be deconstructed and a regular order that makes the bots start deconstructing those marked items.
- Improvements to medic AI: they're now better at taking the negative effects of drugs into account, meaning they should be less eager to cause opiate overdoses.
- Made bots better at choosing suits adequate for the current depth.
- Fixed escaped prisoners being unable to seek for weapons in the prisoner transport missions.
- Fixed inability to order bots to turrets that are connected to the periscope via wifi components inside circuit boxes.
- Fixed bots cleaning up active glow sticks and flares.
- Fixed bots sometimes deciding to idle inside docking ports.
- Fixed bots being unable to put two-handed items on their back when trying to use an underwater scooter.
- Fixed medic bots sometimes taking meds from inside their autoinjector headset even if they have suitable meds in a toolbelt or some other container in their inventory.
- Fixed escorted characters (e.g. separatists) attacking you if you steal items from bandits.

Multiplayer:
- Added player-specific voice chat volume sliders (i.e. if a specific player is very loud in the voice chat, you can reduce their volume or vice versa).
- Fixed inability to remove invisible symbols (= special symbols not included in the fonts the game uses) from your name using the name text box in the server lobby. This seemed to be the cause for the mysterious "name contains symbols disallowed by the server host" errors: if your Steam name contained special symbols the game can't render, you couldn't remove them by editing the name in the server lobby.
- Fixed an exploit that allowed getting free items from stores.
- Replaced Reaper's Tax with optional extra skill loss when respawning mid-round.
- Fixed clients' wallets appearing empty when spawning mid-round.
- Reworked the server lobby layout. The goal was to reorganize the UI to group things in a more logical way and to make things easier to find.
- Adjusted the local voice chat range significantly shorter (comparable to the range of the local text chat now).
- Fixed VOIP breaking after changing the resolution.
- Fixed characters sometimes getting assigned different personality traits between clients and the server.
- Fixed inability to hire more crew if you've reached the maximum crew size, and then fire some to make room for more characters.
- Fixed clients not getting notified in any way when a server has disabled downloading mods directly from the server, causing them to just get stuck in the mod download screen.
- Fixed servers without an active host or anyone else managing the rounds getting stuck if the settings were configured in a specific way: if the respawn transport time was set to infinite (shuttle will spawn once, but will never leave the level and allow a 2nd respawn), the shuttle had spawned and all the players left, and someone new joined the server, they wouldn't be able to end the round because they've never spawned, and could also never respawn.

Talents:
- Reworked most of the XP-giving talents to make them more meaningful and balanced.
- Fixed "Fireman's Carry" talent not working on stunned characters.
- Fixed tinkerer talent (which allows repairing items above 100%) causing some oddities with repair thresholds: the item would show up as repairable when the condition percentage (relative to the above-normal maximum condition) was below the threshold, but the repair UI wouldn't show up until it was "actually" below the condition where it should become repairable.
- Fixed talent options displaying as locked (gray frame and a lock icon in the corner) even if you've unlocked them if another sub tree is incomplete.
- “Residual Waste" can no longer be exploited for duplicating FPGA circuits.

Improvements to sub editor's grouping:
- Groups are now called "layers", which reflects their common uses better than "groups".
- Layer options are more easily available in the right-click context menus.
- When a layer is selected, all new entities you place are automatically placed into that layer, so you don't need to manually move every new item you place.
- Added LayerAction as a way for ScriptedEvents to enable or disable layers, useful for modders.

Fixes:
- Fixed some items sometimes falling through holes on the submarine's floor (and sometimes also getting stuck partially inside the floor).
- Fixed campaign saves getting bricked if you save the game during the brief moment when your crew has died, but the "game over" popup hasn't appeared yet.
- Fixed campaign saves getting bricked if you save the game after you've fired some of your crewmates through the HR manager and the remaining characters have died (or vice versa).
- Fixed (traitor) events that require you to fabricate a specific item complete regardless of what you fabricated.
- Fixed being able to fabricate items from just one ingredient, when the one ingredient matches multiple 'variable' ingredients (ingredients where multiple materials are valid, such as assault rifle magazines which require a munition tip, core and jacket).
- Fixed thalamus organs sometimes spawning in dry hulls, making them die without the player having to do anything.
- Fixed diving suits emitting light when placed in cabinets in the sub editor.
- Fixed waytoascension2 event getting stuck if you choose the "I'll need to think about this" dialog option, end the round, and start a new one.
- Fixed being able to switch submarines using the submarine switch terminals in abandoned outposts or the "dummy outposts" inside normal levels.
- Fixed piezo crystals sometimes spawning close enough to wrecks and beacon stations to zap them.
- Fixed character hover texts (e.g. "[G] grab") not refreshing when you change keybinds.
- Fixed CPR pump animation often causing impact damage to the patient.
- Fixed sonar sometimes not showing parts of the mountain on the ocean floor.
- Fixed beacon stations you've restored during the round not displaying as active on the campaign map until you start a new round.
- Fixed inability to pick up dropped stun batons.
- Wire nodes are placed at the center of the grid cells instead of the corners to get them to align with signal components placed on walls.
- Fixed being able to quickly swap the suit you are currently wearing with a broken suit, by just clicking the broken suit.
- Fixed status effects on certain monster's limbs not working: Charybdis had one that should've made it retreat when it takes heavy damage to the head or mouth, and Fractal Guardian, Moloch and Latcher should've emitted special particles when hit on the weak spots.
- Fixed genetic materials not getting destroyed when a gene splicer gets moved to a duffel bag when a character despawns.
- Fixed language of the units (km/h, m) not changing on the nav terminal when you change the language mid-round.
- Fixed crosshair being mispositioned for a split-second when the character turns around while aiming.
- Fixed leaks sometimes being impossible to repair on "Tail Fin E P2".
- Fixed freezing when you press tab in the sub editor's wiring mode.
- Fixed duct blocks sometimes casting shadows strangely (leaving a see-through gap between the duct block and the adjacent walls).
- Fixed deconstructing a nuclear depth decoy fabricated with the cheap recipe outputting incendium (even though it's not included in the recipe).
- Characters that have thresher genes or who don't need oxygen for some reason (husk infection/symbiosis) don't consume oxygen from tanks.
- Fixed a rare level generation issue that sometimes prevented certain levels from loading, kicking the game back to the main menu or server lobby with the error message "maximum amount of entities exceeded".
- Fixed door's sound muffling effect behaving inconsistently in MP (sometimes muffling sounds even though the door open).
- Fixed certain keys on an AZERTY keyboard not being recognized as keybinds.
- Fixed steep but short wall pieces launching characters downwards too aggressively.
- Fixed buoyancy still affecting docked subs differently than other subs. A sub with docked subs/shuttles would ascend and descend slightly slower than one where the hulls are all part of the same sub.
- Fixed gaps' and waypoints' groups resetting in the sub editor when saving and loading.
- Fixed monsters in the idle (or observing) state moving at too slow speed and changing the direction in which they were heading too rapidly when they wander around.
- Fixed enemy subs' and respawn shuttle's crush depths not being set correctly, sometimes causing them to get crushed in late-campaign levels.
- Fixed items in a character's inventory, who's in the main sub, being counted twice in the "owned item" count displayed in the store interface.
- Fixed purchased items spawning attached to a wall if there's no room in your inventory.
- Fixed characters spawned using console commands not getting ID card tags for the sub they spawn in.

Modding:
- Fixed inability to publish mods when the language is set to Japanese.
- Added support for defining the ragdoll by a content path, instead of having to define it by a folder. Allows decoupling a ragdoll from a character.
- Added support for (temporarily) overriding character animations using status effects. Allows, for example, wearable items and afflictions to change the character's walking and running animations (see divinggear.xml and afflictions.xml for usage examples). Note that the vanilla animations are configured using the file name, which makes the game search for the animation file from the folder the rest of the character's animations are in. If you want to make your mod add a custom animation to a vanilla character, you need to configure the animation using a file path instead (e.g. path="%ModDir%/CustomWalkAnimation.xml").
- Fixed variants of character variants not working.
- Added an option to force location types to be owned by a specific faction by adding faction="somefaction" or secondaryfaction="somefaction" to the location type config.
- Fixed inability to drag and drop items into hidden inventories. That can't be done with any vanilla items, but turns out some mods had functionality that relied on this behavior, and we broke it in the latest update.
- Sub editor now warns about rooms with insufficient oxygen output (= if the vents output too little oxygen to support one character).
- Made the joint limit widgets in the character editor (hopefully) a bit more intuitive and easy to use. There's now a gray line that indicates the angle of the limb, and that gray line is what gets clamped between the joint limits.
- Fixed widgets and indicators jittering in the character editor when the character moves.
- The "pitch slide" of turret and ranged weapon charge sounds (used in the vanilla chaingun and rapid fissile accelerator) is now editable using the “ChargeSoundWindupPitchSlide” attribute.
- The deattach speed of repair tools can be edited ("DeattachSpeed" attribute).
- Fixed events that are not allowed at start not triggering if you're in the abyss (or somewhere else a long way away from the destination).
- Fixed PerCave/PerRuin/PerWreck event settings not working correctly in event child sets (the game created the correct number of events, e.g. 3 if there's 3 caves, but each event happened in a random cave).
- Added an option to make TagAction require the target to be in a module with specific tags
- Fixed NPCOperateItemAction being hard-coded to select Controller components, meaning you could only use it to make the character interact with an item that has a Controller component.
- EventManager now works also in the editor test modes.
- Fixed the “interval” attribute of status effects not working when the effect was defined in limbs.
- Added an option to select a specific wreck and a beacon station in the level editor (simplifying testing when you want to test a specific one).
- Fixed room name selection (accessible in the sub editor when editing a hull) being empty if any text file in a mod includes overrides.
- Fixed reputation bars always showing -100 and 100 as the minimum and maximum, even if a custom faction has a different min/max value.
- Fixed crashing when spawning a humanoid character that doesn't have any head sprite configured for it.
- Fixed crashing when placing a door item that's set to be open by default.
- Fixed OnOpen and OnClose action types only working for playing sounds when a door opens or closes, but not for actual status effects.
- Fixed "custom skills" the character's gained during the round (skills levels the character/job originally doesn't have) disappearing between rounds, and only reappearing when the character gains some skill level.
- Fixed MissionActions that are set to choose from a pool of missions always choosing the same mission.
- Fixed inability to take specific kinds of items from a container that requires holding some item. For example, if you needed to hold a crowbar to access a cabinet, and took an item from the cabinet in a way that forces that crowbar item to be unequipped.
- Fixed WeldedSprites not appearing in the sprite editor.
- Fixed connection panel interface's borders overlapping with the connector sprites on certain resolutions if the panel is very tall.
- Fixed OnImpact effects not working on broken items even if AllowWhenBroken is set true.
- Fixed TriggerComponents no longer applying forces or other effects to characters when they ragdoll.
- Made OnSuccess and OnUse effects usable in Repairables (previously only OnFailure effects worked).
- Fixed event editor crashing if you tried to load an event that had action with attributes set to incorrect types of values (e.g. with a CheckMoneyAction with amount set to a string).
- Fixed "Collider" spawn rotation type when spawning items via a status effect not taking the flipping of the parent item into account, causing e.g. projectiles to launch to the right when aiming to the left.
- Fixed tracer particles not showing up when a projectile is spawned using a status effect indoors.
- Fixed crash if a non-attachable item is made attachable mid-round (e.g. via status effects or console commands) and the submarine then saved.
- Fixed monsters always aiming ranged attacks at the position of the target character regardless of which limb they're targeting. Was not noticeable in the vanilla game, because none of the vanilla enemies tried to aim at a specific limb.
- RequireAimToUse is no longer forcibly enabled on ranged weapons (i.e. it's possible to create a ranged weapon you can fire just by left clicking).

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Offline Asid

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Re: Barotrauma
« Reply #61 on: June 19, 2024, 12:01:42 AM »
Out now: Summer Update
Tue, 18 June 2024




Hello everyone!

The Summer Update has just been released. It includes the new Permadeath and Ironman game modes, monster-attracting voice and text chat, bot AI fixes and improvements, multiple quality-of-life additions and a long list of fixes.


Read more about the update in our previous post and see the full list of changes below.

Make sure to update your game to the latest version to be able to join and host servers. Have a great summer everyone, we’ll see you again after our vacations!

v1.5.7.0

Changes and additions:
- Added a new, optional, permadeath mode in the multiplayer campaign. When your character dies, they stay dead, along with all their XP and talents. You will have to acquire a new character to respawn and continue playing. This can happen in two ways: you can wait to hire a new character for yourself from the next non-hostile outpost, or take control of a bot to resume playing right away.
- Added a new, optional, iron man mode in the multiplayer campaign for those looking for an insane extra challenge. Players who have died in Ironman mode can only spectate, and hope that the rest of the crew will make it.
- Added a new wreck mission: clear Thalamus.
- Added more beacon stations with bandits.
- Added giving items to others by dragging and dropping. It's always enabled when targeting pets and bots (on the same team), but can also be enabled in the server settings for targeting players.
- Added a slider at the bottom of the tab menu that allows you to set the salary of all crew members whose salary has not been manually set, and also determines new characters salary for late joiners.
- Added support for new outputs in item containers:
- "contained_conditions" (sum of the conditions of contained items)
- "contained_conditions_percentage" (sum of the condition percentages of contained items)
- "contained_items" (total number of contained items)
- Turret auto operate settings now transfer to the other turrets that are swapped in place of the original.
- Turret auto operate functionality can now be enabled or disabled with signals.
- Reduced the minimum length of the outpost hallways. Should get rid of the horizontal hallways and reduce the length of some vertical hallways.
- Monsters can now hear when the players are using the text chat and in-game voice chat.
- Changes to carrying turret ammunition:
- Can now be carried with one hand, instead of requiring two.
- Each shell/box now slows the character by 20%.
- Adjusted the hold positions.
- Made small and medium mudraptor eggs glow the same way as the large version. The small version can now spawn in mudraptor nest missions, and they're extremely difficult to find without the glow.
- Improved the hireable husks and clowns. Added titles, made the gear more appropriate, and added high-level versions of the NPCs.
- Optimization: Fixed medical clinic UI refreshing and the server sending updates to clients whenever the number of afflictions on a character changes (which can in extreme cases be several times per frame).
- Pumps and engines now deteriorate faster when being operated at full power for a while.
- Changes to the highlighting to make it easier to interact with items near pets.
- Made combat diving suits and slipsuits reduce visibility less than the other suits.
- Added support for hosting servers in a local network without a connection to Steam or EOS. You need to set requireauthentication="false" in the server config to allow clients to join without Steam/EOS authentication.
- Updated Crawler and Crawler Husk textures to a higher resolution.
- Changed the logic of assigning jobs for the bots in the multiplayer game mode. Previously the jobs were assigned based on the number of spawnpoints for that job in the sub, now the game instead tries to distribute jobs evenly to the bots.
- Changed the logic of generating hireable characters in the outposts:
- All outposts now offer at least one hireable for a given job, if that job is missing from the crew.
- Added medics, security and captains as hireables in mines.

Balance:
- HMG has less severance chance and always applies a slow to characters, rather than just when carried in hands.
- Assault Rifle magazine size is now 30, up from 20.
- Flamer and Prototype Steam Cannons are better as weapons when used with Incendium Fuel Tank.
- Lead and Uranium can now be launched with the Scrap Cannon too, increased the Scrap Cannon damage with some materials.
- Auto-Shotgun is now less accurate than the Riot Shotgun.
- Grenade Launcher can now hold 6 grenades, and fires faster.
- Bandolier is now held in the bag slot, replacing the Toolbelt/Backpack but only accepting munition-type items (includes grenades).
- Reduced bonuses given by money-related talents of the Captain's "Politician" tree. Stacking all bonuses was too effective.
- Adjusted Captain's "Politician" talent tree.
- Fixed the talent "Your reputation..." not giving double money for cities.
- Minor speed buffs to Combat Diving Suit, PUCS, Slipsuit (only when swimming).
- Added a bit more level generation variation to later biomes.
- Changed the Great Sea a tiny bit in appearance (tweaking the chunks available).
- Fixed some XML oversights, some plants had 0 commonness in all biomes and thus never appeared (for seemingly no reason).

AI:
- Outpost NPCs now blame the character who equipped a diving mask with welding fuel inside it for the deaths caused by it.
- Security bots don't inspect characters for stolen items in the first 30 seconds of a round. Prevents "unfair" inspections you have no chance to react to if you happen to spawn right next to a security NPC with stolen items on you.
- Outpost guards will now hold fire for a while, give two warnings, and after that attack the target, unless it complies (e.g. by ragdolling). They still prefer stun weapons while trying to arrest, but can also use lethal weapons, unless the target is on the same team.
- Targets that have escaped, resisted being arrested, or acted aggressively, will now be considered as criminals. Criminals will be immediately arrested with no warnings, if they do something illegal. The criminal status persists only for one round.
- The outpost guards should now also always confiscate all weapons and stolen items when they arrest a target. Previously this happened inconsistently.
- Fixed outpost security guards only attacking thieves when they can stun the target.
- Fixed outpost guards not letting go of the target they’re inspecting for stolen items when their objective changes (e.g. when someone is attacked).
- Fixed inconsistent guard reactions on interacting with handcuffs. They are now always considered illegal items, unless equipped (handcuffed).
- Fixed/changed: guards can now follow the player to the player sub. They will now wait for a while, after which they'll return back to the outpost, if able to.
- Fixed bots sometimes yelling incorrectly that they can't find a path when following/holding a position.
- Human enemies and outpost guards can now react to noises (ai targets that have the tag "ProvocativeToHumanAI").
- Fixed automatically created hulls in the docking ports not being marked as wet rooms, allowing the bots to drop the suits there.
- Bots no longer automatically take diving suits off in shuttles.
- Bots no longer take off diving suits while climbing. They should now drop the suits in the next platform instead.
- Bots no longer cancel (looping) orders outside of the submarine. Some orders are still cancelled.
- Added a separate job for outpost managers. Fixes outpost managers trying to operate the navigation panels in the outposts.
- Fixed bots getting stuck in some outpost stairs.
- Fixed bots sometimes stopping in the stairs while idling around.
- Bots don't take items from magnetic suspension crates or the crates recovered from a wreck in the "lost cargo" missions.
- Fixed bots "cleaning up" items from magnetic suspension crates and crates salvaged from a wreck.

Submarine layers (previously "groups"):
- Added CheckDifficultyAction. Can be used to check the difficulty of the current level.
- Option to require a specific layer to be present for an event or event set to be triggered.
- Stop updating items that are in a hidden layer (previously e.g. reactors and other devices would work fine despite being hidden)
- Hide wires that are connected to a hidden item. These are still visible in the connection panel though (just locked).
- Added DamageBeaconStationAction. Can be used to disconnect wires and break devices and walls in beacon stations.
- Fixed the "layers visible by default" sometimes showing the layers incorrectly.
- Fixed entities getting hidden when loading a sub with some hidden-by-default layers in the sub editor.
- Disabling a layer with spawnpoints in it now also disables the spawnpoints.

Circuit box UX:
- Fixed selecting wires causing you to also select components if they overlapped.
- Added character count indicator to circuit box labels and turn the text red if it goes over.
- Show a prefab icon on the cursor of the wire that is being dragged when you start dragging a wire.
- Input and output connections can be renamed by right clicking.
- Labels can be renamed by double-clicking.

Tools:
- Fixed editing water or fires using the console commands not working while on the freecam mode.
- Water edit mode: you can now double click with the primary mouse button to set a room flooding with water instantly. Double click with the secondary mouse button to completely drain the room.
- Fire edit mode: you can now use the secondary mouse button to gradually extinguish the flames in a room. Double click with the secondary mouse button to put off the flames instantly.
- Copy-pasting multiple commands into the console executes all of them in order.
- Added a parameter for specifying a location in the "teleportcharacter" console command.
- The auto-completions in the console can now be browsed backward by holding left shift.
- Added some subcategories shown in the value inspector views. Not yet used extensively.
- Fixed turret rotation limits seemingly inverting when the angle wraps around at 360 or -360 degrees.

Modding:
- Fixed "holdpos" attribute no longer working on throwable item components.
- Added "PropulsionSpeed" StatValue and use it instead of "PropulsionSpeedMultiplier" in status effects. The latter doesn't stack, meaning if you wear multiple items that affect the propulsion speed, the last one would take priority.
- Added a new attribute "ShouldBeOpen" to doors. Can be used by status effects to tell the door to open/close.
- The game now prefers English texts when a localized text isn't found. This means that if your mod is only translated to English, e.g. mission and item names use the English text if someone is playing the game in another language, as opposed to displaying the text configured in the xml directly (e.g. missionname.mycustommission).
- Fixed "TransferAfflictions" setting of StatusEffect (which can be used to transfer afflictions from the character executing the effect to a new one spawned by the effect) not working correctly if the characters have a different amount of vitality.
- Instead of having to define the pirate sub files in the mission, you can also just leave it out and let the mission choose a random enemy sub. The reward, preferred difficulty, and tags that restrict which mission a sub can be used in, can be configured in the sub editor.
- Changed how outpost modules are configured for abandoned outposts: Special outpost module types are now used: "AbandonedAirlock", "AbandonedAdminModule", etc. Previously these special modules used the same module types as normal outposts, but were restricted to only spawn in outposts of the appropriate type. That meant a mod could not add a new module that's used in all types of “normal” outposts by setting the location type to "Any", because it would also be used in abandoned outposts.
- Made vision obstruction effect adjustable: instead of being just on/off, there's a ObstructVisionAmount value that can be set to a value between 0 and 1. A value of 0.5 roughly corresponds to the old obstruction effect, and setting the obstruction using the old ObstructVision boolean sets it to that value.
- Better support for including non-human characters in the crew: CharacterInfo (which defines a characters job, skills and such, and is required for characters in the crew) can be enabled on any type of character by adding HasCharacterInfo="true" to the character config.
- Fixed crashing when you try to spawn a character defined to use human AI but doesn't have CharacterInfo or a job.
- Added an option to supply "addtocrew" argument to the "spawncharacter" console command. Makes it easier to test the above changes, and allows spawning "nonhuman crewmates" using console commands.
- Added a new parameter for upscaling character textures: SourceRectScale. It's intentionally not exposed in the character editor, but can be used together with the existing TextureScale to adjust the scaling of the textures. E.g. TextureScale 0.5 and SourceRectScale 2.0 doubles the resolution without having to adjust the other values of the ragdoll.
- Fixed DamagedByRepairTools not working if the item doesn't also take damage from projectiles or melee weapons.
- Fixed artifact events causing a crash if the item the event is supposed to spawn can't be found.

Fixes:
- Fixed the game sometimes crashing on welding a leak.
- Fixed store stocks of most items increasing constantly, all the way up to 100.
- Fixed ID cards not getting assigned the appropriate tags when you choose to get them delivered immediately.
- Fixed antibiotics not applying "drunkweakness" as intended.
- Fixed characters holding throwables, like grenades, weirdly in an unintentional pose.
- Fixed "exhibitionism" event failing if clothes or a diving suit are held in the hand slots.
- Fixed outposts giving an endless supply of missions if you keep taking up the missions, and then saving the game and reloading it again.
- Fixed flipping of the item not being taken into account when launching a projectile (making left-facing projectiles launch backwards).
- Fixed inability to hire/fire/rename/heal "twin bots" (bots with the same name, appearance and job).
- Fixed characters moving faster on underwater scooters while wearing a backpack and an exosuit than when wearing other equipment or none at all. Also affected the movement speed of the characters while wearing/holding other items.
- Fixed some CJK characters, for example ㅎ and A not drawing in the game properly.
- Fixed item container sorting behaving inconsistently when there's instances/stacks of the same item in multiple slots (randomly shuffling the items around).
- Fixed label tags sent via Wi-Fi components not using the localized text in the chat interface.
- Fixed "minleveldifficulty" and "maxleveldifficulty" attributes being ignored in the single mission mode.
- Fixed vertical gaps not emitting particles if the top of the gap is not above the top of the hull the water is flowing to.
- Fixed some draw order issues on alien hatches and doors.
- Fixed decorative items on held items glowing for no reason.
- Fixed a potential softlock if you accidentally start a round in a level that's too deep for the sub. The crush depth warnings on the campaign map now take the start/end position of the level into account, and the sub doesn't take depth damage in the first minute of the round, giving you a chance to return if you end up in a level that's too deep.
- Fixed BeaconStation and Wreck info (e.g. place on the ceiling and the difficulty settings) resetting when you enter the sub editor's test mode.
- Fixed skin tint (both the normal skin color and tints applied by afflictions) affecting the color of the damage overlay (i.e. darker-skinned characters seemed to have darker blood).
- Fixed melee weapons losing collision with platforms and level walls after being swung.
- Moved the alien terminals a bit farther from the guardian pods, so that the player operating the terminal won't get damaged by the exploding pod.
- Fixed inability to open some item interfaces in the sub editor (more specifically, items without an item container).
- Fixed attempting to flip items that cannot be flipped on the X axis, for example crate shelves, not doing anything and looking broken when the submarine is flipped on the X axis (for example in PvP).
- Fixed sprite bleeding on some structures and items.
- Fixed clients sometimes displaying missions as having failed even though they succeeded server-side.
- Fixed fabricating getting interrupted if you start fabricating an item whose recipe is unlocked by a talent on some bot, and then switch to that bot.
- Fixed items that are marked for "relocation" (automatically moved to the main sub) after a bot drops them in the outpost disappearing if you save and quit. Now we also handle the relocation when saving and quitting mid-round, not just when starting a new round.
- AutoInteractWithContained fixes:
- Ignore AutoInteractWithContained in editors (e.g. don't force picking up an item from an artifact container when trying to rewire it in the editor).
- Enabled AutoInteractWithContained on fire extinguisher brackets and weapon holders (interacting with one automatically picks up the item).
- Fixed all walls taking double damage.
- Fixed portable pump UI flickering on and off when picked up in MP.
- Adjusted Camel airlock layout: removed the inner horizontal wall and moved the wires and components.
- Fixed the oxygen generator not being wired on KopraKoht beacon station.
- Fixed respawn shuttle spawning when a respawn triggers, even if all the characters spawned directly in the main sub (e.g. because they had an existing character who was previously on the sub).
- Fixed docking ports and hatches being very difficult to interact with when they overlap with a door or a hatch.
- Fixed flak cannon shrapnel not damaging the character who fired the cannon.
- Fixed campaign map sometimes auto-opening at the beginning of the round (more specifically, when traversing backwards to certain kinds of levels).
- Fixed crashing when the game doesn't have access to certain folders or files (e.g. if the folder the saves are stored in is set to be read-only). Should now throw a console error instead.
- Fixed selected container staying open if you lose access to it by e.g. putting the ID card that's required for access into another item in your inventory.
- Fixed characters teleporting outside when they pass from hull to another, and there's a tiny sliver of "outside space" between the hulls.
- Fixed hanging end disappearing from a wire when you connect the other end.
- Fixed marking a stack for deconstruction only marking the first item for deconstruction server-side, even though the deconstruct icon is displayed on all client-side.
- Fixed an issue that caused duplicate characters in the HR manager menu. Happened when you moved a hire to the pending list, closed the menu and then reopened it.
- Fixed "Junction Junkie"" talent giving an incorrect number of XP.
- Fixed "Machine Maniac" and "Quickfixer" talents not affecting fabricator and duct block repairs.
- Fixed "Better Than New" talent not affecting reactor repairs.


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Re: Barotrauma
« Reply #62 on: August 24, 2024, 12:31:05 AM »
Late Summer Greetings
Fri, 23 August 2024



Hello everyone!

We’ve been back at our desks for a few weeks now, and it’s time to turn our eyes towards the second major update of 2024.

This next update is going to be in the oven for a while longer, but remember that you can try out all the upcoming features and changes in the Unstable version as they roll out for playtesting throughout the next couple of months.

Coming in October

Just like last autumn with the Treacherous Tides update, we’ll again be overhauling and fleshing out a game mode which hasn’t received a lot of attention in recent years. Can you guess which one it will be this time?

In addition to this overhaul, you can look forward to improvements to alien ruins, new additions in the Velonaceps calyx department, as well as several brand new outpost modules.

The update will also include the usual list of fixes and small improvements to address issues that have been bothering you since the previous release. For instance, we’re just now working on adding a few new save slots per campaign, so you can more easily roll back a save when a bug blocks you from moving forward. (We’ll still keep fixing the bugs, but this way you can keep playing more comfortably while we’re taking care of them!)


Stay tuned!
We hope you all have had a great summer, or whichever time of year it is for you currently. We’re excited to enter another season of developing Barotrauma, and we’ll be back with more detailed sneak peeks in the coming weeks. See you then!


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Re: Barotrauma
« Reply #63 on: October 19, 2024, 01:04:37 AM »
Coming next week: Unto the Breach Update
Fri, 18 October 2024



Hello everyone!

The Unto the Breach update is now almost here, so let’s take one last look at what’s coming.


PvP overhaul
The PvP mode in Barotrauma has been given a complete overhaul:
    • Two new mission types: Outpost Deathmatch and King of the Hull.
    • Both teams can freely choose which sub they wish to do battle on.
    • Use the new Perk Points to pick submarine upgrades, better weaponry, talents or other benefits to help your crew in the fight. Perk Points are also available in Mission Mode.
    • New items to help you breach and board the enemy vessel: Harpoon ammunition for turrets, the Boarding Pod and the Timed Detonator.
    • Multiple options to customize the PvP gameplay to your liking, and various improvements throughout.

Alien ruin improvements
    • New modules, traps, and puzzles.
    • Rebalanced gene splicing system.
    • New craftable dementonite items.
    • New events to encourage exploration and uncover the mysteries of the ancients.

Three new husks
Unto the Breach introduces three brand new, high-danger husk enemies: the Exosuit Husk, Husk Prowler and Husk Chimera. Stay sharp and shoot fast!

And more
The update adds a total of 36 new outpost modules – be sure to take a good look around next time you dock to find more layout variation. Most of the new module variants were submitted by “NotWendy”, a long-time player. Big thanks! There are also a couple of entirely new module types, and a few new events.

Finally, the update includes a long list of bugfixes, improvements and optimizations. Read more about the Unto the Breach update now on our blog, and be ready for the release next week!

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Re: Barotrauma
« Reply #64 on: October 23, 2024, 12:09:22 AM »
Out now: Unto the Breach Update
Tue, 22 October 2024



Hello everyone!

The Unto the Breach update has just been released. Be sure to update your game now for?
    ? Fully overhauled PvP mode with two new mission types, new maps and a slew of other improvements.
    ? Improvements to alien ruins: new modules, traps, puzzles and events.
    ? Rebalanced gene splicing system and new craftable dementonite items.
    ? Three new Husk enemies: the Exosuit Husk, Husk Prowler and Husk Chimera.
    ? 36 new outpost modules.

Read on...

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Re: Barotrauma
« Reply #65 on: April 05, 2025, 12:05:11 AM »
Coming next week: Calm Before the Storm update
Fri, 4 April 2025



Hello everyone!

The Calm Before the Storm update is coming next week, so let?s have one last glance at what?s gathering on the horizon.


    - Reserve Bench: Hire bots into reserve, to be called into active duty later. Bots can be called into active duty at the HR manager, or when you lose a character in Permadeath mode.
    - Visual improvements: Keep your eyes peeled for new loading screen images, level backgrounds in the Cold Caverns and the Great Sea, and new background creatures swimming in the distance.
    - Jovian radiation improvements: The intensity of the radiation will ramp up quicker the deeper you are in a radiation zone, and will eventually become too strong to withstand even in a hazmat or PUCS suit. Some monsters will also get stronger when irradiated, adding to the danger.
    - Improved abandoned outpost modules, and 14 entirely new modules contributed by NotWendy.
    - Three new alien ruin modules, a new ruin mission, and fixes to alien ruins.
    - A new alien ruins themed outpost for the Outpost Deathmatch mode.
    - Minor rework of the Remora sub, plus fixes to the Kastrull, Winterhalter and Typhon subs.
    - Various optimizations, and fixes to multiplayer syncing issues to reduce the amount of rubberbanding in combat.
    - A long list of bugfixes and improvements to bot AI.
    - An even longer list of general bugfixes and QOL changes.


Read more about the update now on our blog, and get ready for the release next week! https://barotraumagame.com/updates/coming-next-week-calm-before-the-storm-update/

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Re: Barotrauma
« Reply #66 on: June 18, 2025, 12:14:25 AM »
Summer Update 2025 out now!
Tue, 17 June 2025



Hello everyone!

This year?s Summer Update has just been released, with a long list of fixes, improvements and small additions.



Here are some of the highlights:

    - Support for Steam Timeline: When you record gameplay directly within the game using Steam?s Timeline feature, the game adds markers about notable events in the game.

    - The new Rifle Scope will help some weapons in long-range battles.

    - Power Distributor with 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output.

    - Scaling and rotation tools to the submarine editor.

    - Pet improvements submitted by Uberpendragon. (Thank you!)

    - A few new optimizations

    - 46 bugfixes, including this fun one: ?Fixed ?fake fires? you see when under psychosis sometimes turning into real fires in single player.?

See the full list of changes below and be sure to update your game to the latest version to be able to host and join servers! We hope you enjoy the improvements in this update, and stay tuned for more content additions to come later.

We?re going to be around for a while longer to see that the update runs smoothly, and soon after we will log off for some summer holidays. We?ll be back in action in August and wish everyone a beautiful and relaxing summer!


v1.9.6.0

Changes and additions:
- Added Power Distributor item. Includes 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output. Can be used to, for example, build a circuit that redirects power from less vital systems to weapons or pumps in an emergency.
- Added Rifle Scope.
- Better Steam Timeline support: when recording gameplay using Steam, the game adds markers about notable events in the game.
- Added scaling and rotation tools to the submarine editor. Enabled using buttons in the top-right corner of the editor.
- Characters don't throw flares when also holding a ranged weapon (allows shooting with a flare in hand).
- Improvements to pets (kudos to uberpendragon): improved ragdolls and animations, gave them head slots so they can wear hats, added damage modifiers to shells.
- Mindwipe resets the extra talents gained via the assistant's Apprentice talent tree, preventing the use of Mindwipes as a way to make an assistant unlock the specialization trees of all classes.
- Alien Blood is now less powerful, by curing less "Bloodloss" affliction and causing more psychosis. It is widely available and made saline and blood packs pretty redundant. It now also requires more medical skill.
- Added option to filter by name and to change the sorting of the save files listed in the "load game" menu.
- Made circuit boxes' external connections (the once that hook up to other items) use the same labels that have been set inside the circuit box.
- Made the freecam console command a toggle: entering it again gives you back control of the character.
- Added "loslightingfreecam" console command (convenient for testing, executes those 3 commands).
- Upgraded to .NET 8. This should not cause any noticeable changes, aside from perhaps very minor performance improvements. Allows code mods to use C# 12 features.

Multiplayer:
- Fixed sending rapid reports of leaks, fires, enemies etc easily causing the spam filter to kick players with no warning.
- Added buttons for selecting or deselecting all mission types to the server lobby's mission type selection.
- Fixed wall damage desyncing if you purchase wall repairs in an outpost, undock and then save and reload (the walls would appear repaired client-side, even though they're actually broken server-side).
- Fixed the "nudge buttons" that appear next to the nav terminal's docking button not working in multiplayer.
- Fixed oxygen and fuel tank explosions not appearing client-side in multiplayer, making it seem like you're taking burn damage out of nowhere when you happened to be near one an "infinite explosion loop" (described below in the fixes section).
- Fixed players only getting a karma penalty for overheating the reactor if they stay at the reactor.
- Fixed another networking issue that sometimes caused the biome and outpost selection dropdowns to break in the server lobby, causing the clients to constantly spam the server with requests to change the biome/outpost.

Optimization:
- Optimized memory usage of text files. Now only the text files for the language you have currently selected are kept in memory.
- Optimized the memory usage of submarine files. Previously the XML of all the enabled submarines was kept in memory, causing excessive memory usage when you have a ton of custom submarines installed.

Fixes:
- Fixed oxygen tank shelves sometimes causing "infinite explosion loops", when tanks in the shelves exploded other tanks while the shelves were filling the tanks.
- Fixed camera not following your character when ragdolled/unconscious.
- Fixed "unsubscribe" option not showing up on the mod list on mods that have pending updates.
- Fixed NPCs spawned by events sometimes spawning inside jail cells in outposts.
- Fixed clowns never turning psychotic in the clown escort missions (there should be a small chance of that happening as the mission progresses).
- Fixed talent progress not being mentioned in the tooltip on "extra talents" (talents unlocked from outside the tree).
- Fixed salt bulbs exploding immediately in water (as opposed to having a small delay like other water-reactant items).
- Fixed hair and other attachment sprites still being misaligned in some UIs (character creation menu and outpost medic UI) if their origin doesn't match the head's origin.
- Fixes to several outpost and ruin generation issues:
- Pre-built "fallback outposts" sometimes spawning instead of a proper outpost, and sometimes even instead of a ruin.
- PvP outposts still sometimes generating outside the PvP mode (particularly when using mods with new location/outpost types).
- Fixed some consumables (e.g. energy drinks, beer, protein bars) getting consumed immediately if you hit E while drinking/eating.
- Fixed lights rendering upside-down on planters that have been flipped horizontally.
- Fixed inability to sit while using a surveillance center.
- Fixed option to give an item to another character showing up when you drag a large item (an item that won't go in the inventory slots) over someone, even though these items can't be given by dragging and dropping.
- Fixed ability to give characters multi-line names, which would break some UI elements.
- Fixed spawncharacter console command spawning monsters in the player team if the team argument is not given.
- Fixed R-29's bottom wall not leaking. Might've affected other submarines as well: there was a bug in the logic that prevents overlapping walls leaking faster than individual walls, which caused the game to sometimes interpret large gaps next to the wall as "overlapping walls".
- Fixed fabricator no longer communicating in any way when an item can't be fabricated because it requires a recipe.
- Fixed inability to focus on unconscious characters by clicking on the crew list.
- Fixed parts of the Jove sculptures found in ruins being misaligned in mirrored levels (= when travelling through the level backwards).
- Fixed the Multi-tool not functioning as a screwdriver for event checks.
- Fixed "fake fires" you see when under psychosis sometimes turning into real fires in single player.
- Fixed PvP mode weapon crates showing up in the sub editor.
- Fixed undoing the removal of an item from a container sometimes causing a crash in the sub editor.
- Fixed hulls extending below the floor in Kastrull's drone and the lowest deck, preventing them from draining fully.
- Fixed endworm's jaws sometimes doing AOE damage to characters after the endworm has died.
- Fixed rotated structures not appearing rotated on the sonar.
- Fixed talent refund points getting lost on save and reload.
- Fixed multi-part subs (subs consisting of multiple docked subs with other subs ducked to them) getting flipped incorrectly in PvP mode.
- Fixed "teleportsub endoutpost" crashing the game when a level is not loaded (e.g. in the sub editor's test mode).
- Fixed selected outpost module sometimes not loading in the sub editor's test mode, and a random outpost generating instead.
- Fixed pre-built "fallback outposts" failing to load in the sub editor (generating a full outpost instead).
- Fixed ability to put items in locked containers (e.g. running deconstructors) by hitting the drop key.
- Fixed wearing "mother's providence" and "mother's countenance" (special clown suits worn by the Jestmasters) not unlocking the "Praise the Honkmother" achievement.
- Fixed "secondary explosion" 2 seconds after a gravity shell has exploded and disappeared.
- Yet another fix to contained items rendering incorrectly on flipped items: affected contained items that are set to draw at an angle of 90 degrees relative to the container (e.g. fuel rod in a rapid fissile accelerator), causing them to draw backwards.
- Hid PvP weapon crates in the sub editor (because these require the PvP event and do nothing by themselves when placed in the editor).
- Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets).
- Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo.
- Fixed PvP variants of underwater scooters sometimes spawning in cabinets in the campaign.

Modding:
- Better support for configuring custom location types and configuring where they appear. Examples in the locationTypes.xml file.
- You can spawn a fixed number of a location type on the map (e.g. to have unique named locations).
- More control where specific location types spawn (e.g. near the beginning of a biome).
- Location types can be configured to "inherit" things such as event or outpost modules from another location type.
- Escort mission fixes and improvements:
- Fixed ""terroristAnnounceDialogTag" being completely ignored, making the terrorists always say the default separatist lines regardless of what's configured in XML.
- Added support for spawning multiple items for the terrorist, or optionally choosing random ones using a "ChooseRandom" element. Previously only one random item was chosen.
- Added some documentation for the mission type.
- Added support for making an item variant clear all elements of a certain type from the XML. Done by adding the element <ClearAll> to the item variant, and then defining the elements to clear as it's child elements (e.g. <Fabricate /> would clear all fabrication recipes).
- Support for streaming any audio clip instead of loading them into memory (previously streaming was only supported for background music). Enabled by adding stream="true" to the sound element. Recommended for longer audio clips (such as music tracks played by items). Please note though that streaming audio comes with some CPU and IO overhead, so it's not recommended to blindly enable it on everything.
- Fixed specific kinds of looping sounds sometimes not playing in multiplayer (specifically, long sounds that are triggered right at the start of the round by a status effect, but not in the player's hearing range, e.g. rave music in Dynamic Europa's pirate outposts).
- Fixed NPCs made to hold an item using NPCOperateItemAction repeatedly equipping and unequipping it.
- Fixed delayed effects executing at the position where the entity was when the effect was triggered, not where the entity is when the delay passes.
- Fixed salvage missions causing a crash and the "interact" target type not working if the target item has no physics body.
- Fixed performance issue caused by <RequiredItem> element when using an invalid item identifier.
- Fixed colored text not working in the options in conversation prompts.
- Added CameraAimOffset property to Holdable component. Allows modifying how far the camera can be offset when aiming, making it possible to implement e.g. scopes.
- Added AbandonOnReset property to CombatAction and NPCWaitAction.
- Fixed some issues with PvP outpost selection that made it difficult to implement custom maps:
- If a mission was set to use a PvP outpost with some custom tag, the game might still not use it, because it chose the PvP level generation parameters, which would enforce an outpost with the vanilla "PvPOutpost" tag. Now the game tries to choose an outpost with the specified tag regardless of the level generation parameters.
- When "random" was selected on the outpost dropdown, the game would choose any random outpost without taking the selected mission into account.
- Fixed sounds configured to loop while an item is worn not stopping when the item is unequipped. Did not affect any vanilla items.
- Option to force a specific type of location as the campaign's start location by adding ForceAsStartOutpost="true" to the location type config. Ignored when the tutorial is enabled.
- Option to disallow attaching items over specific kinds of other items (e.g. DisallowAttachingOverTags="container,wallattachment").
- Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets).
- Fixed OnInserted status effects triggering when loading a submarine/container which already contains items. Now the effects only trigger when the item is placed in the container.
- Fixed ability to equip/unequip noninteractable items using the "quick use" button above the slot. Only affects modded content (non-interactable items that are forced into a player inventory).
- Fixed Items' HasBeenInstantiatedOnce property not being saved, making it basically unusable.
- Fabrication recipes can be unlocked using StatusEffects (e.g. unlockrecipe="autoinjectorheadset").
- Fixed SpawnRotationType.This not doing anything if the item executing the effect doesn't have a physics body, or if it's attached to a wall (which makes the item "temporarily" not have a body).
- Hidden missions (ShowInMenus="false") don't show up on the campaign map nor the mission selection panel. In the vanilla game, all hidden mission were triggered when the round starts so they wouldn't be visible there anyway, but that may not be the case with modded missions.
- Added CauseOfDeathType property to Character. Not used by the vanilla game, but can be used by mods to check the cause of death of the character using conditionals (e.g. if some OnDeath effects should or should not be triggered by certain causes of death).
- Support for animated affliction overlays (works the same as the animated HUD overlays on items such as the surveillance cameras).
- More options for configuring how Holdable items can be attached to the sub: AttachesToFloor (when enabled, the item can only be attached to a position where it touches the floor), AllowAttachInsideDoors (enabled by default), DisallowAttachingOverTags (tags of items the item cannot attach over).
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