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Releases: FakeFishGames/Barotrauma

Unto the Breach Hotfix 2

31 Oct 09:29
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  • Fixed chat input box getting cleared whenever someone changes their team, or when the game mode or team selection mode changes.
  • Fixed stun resistance PvP setting doing nothing.
  • Made Crimson Acid less powerful against large monsters.
  • Fixed everyone's name tags being shown in red until you spawn when you join a campaign mid-round.
  • Fixed stackable items with a non-default quality (e.g. grenades) failing to stack in the fabricator's output slot, instead just falling to the floor.
  • Fixed very large PvP outposts often clipping into the level walls.
  • Fixed decorative structures such as background walls not showing up on hostile (non-player) subs in multiplayer.
  • Fixed "giveitem" command crashing the game when used with no arguments.
  • Fixed Gravity Flak Shell's "gravity pull effect" being affected by gravity.
  • Fixed Fulgurium Batteries sometimes spawning automatically in tools at the start of a campaign.
  • Changed cargo scooter recipe to be more consistent with the normal scooter recipe (Underwater Scooter + x2 Ti-Al Alloy).
  • Fixed freezes / lag spikes in multiplayer when a scripted event uses StatusEffectAction when there's lots of mods with custom events enabled.

Unto the Breach Hotfix 1

31 Oct 09:28
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  • Fixed several issues when the server rejects a name change due to a client trying to change their name too often: the server would start spamming the "can't change name" message, team and job preference selection would stop working too, and the game would crash when attempting to open the job preferences.
  • Fixed equipped genes becoming tainted if you die due to disconnection.
  • Fixed kill/death counters not working in the Sub vs. Sub PvP missions.
  • Fixed gravity spheres not rotating in the sub editor.
  • Fixed current generators not getting properly mirrored in ruins in mirrored levels.
  • Fixed spawnpoints for escorted characters and prisoners not working.
  • Fixed crashing if an AI character's husk infection is removed when they're using a ranged weapon.
  • Fixed psychosis effect persisting if you leave the outpost midway through the "minds unraveled" event.
  • Fixed night club merchants spawning in outposts without a night club.
  • Fixed night club merchants not selling beer or rum (literally unplayable).
  • Fixed bots cleaning up live grenades.
  • Fixed server getting stuck in an infinite "restart loop" if autorestart or starting when everyone is ready is enabled and the selected perks are not suitable for the selected sub. The server would just attempt an immediate restart if the players wanted to cancel and reselect the perks.
  • Fixed "All" option not working in the server browser's language filter dropdown.
  • Fixed Raate Colony pvp map missing hulls near upper turrets.
  • Fixed outpost generation parameters that reference non-existent NPC prefabs causing a crash during outpost generation.

v0.17.12.0 - Urban Expanses update

20 Apr 17:40
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v0.17.12.0

Changes and additions:

  • Overhauled colonies: completely new modules, improved layouts, new structures and items, new events.
  • Split outposts stores into several different vendors who sell different types of items.
  • New store (and sub editor) categories: weapon, medical, diving, and fuel. Reorganized the items into categories.
  • Adjusted the amount of colonies in Cold Caverns.
  • Added personal wallets. Everyone in the crew now has their personal wallet that they can use to purchase whatever they wish in outposts. The host (or people with campaign management permissions) can distribute a portion of the mission rewards to the crew or transfer money from the shared funds to the players.
  • Reworked campaign permissions: removed BuyItems and CampaignStore permissions (no longer needed, since everyone can buy), added ManageMap and ManageHires permissions, ManageCampaign allows gives you all the other campaign-related permissions.
  • Items can be purchased from outpost vending machines using the personal wallet.
  • Reworked the power distribution logic. Should fix unstability and inconsistencies in power grids involving relays and batteries.
  • Adjustments to reactors and supercapacitors to prevent the increased supercapacitor loads from crippling the subs on default recharge rates: slightly increased Humpback reactor output and decreased the default recharge rate of the capacitors, reduced recharge rates in the 3 new subs and set the supercapacitor efficiency to match the rest of the subs.
  • Ballast flora improvements: improved damage visuals, branches die when cut from the root, the flora regenerates health at a rate relative to it's size.
  • Made text displays and terminals craftable/attachable/detachable.
  • Made Concat component's separator field editable mid-round.
  • Made Deadeye Carbine fire in bursts.
  • Animation adjustment: The head now rotates towards the mouse cursor while aiming or swimming.
  • Swim animation adjustment: The body now rotates towards the aim target also when the character is moving, and not only while staying still. Moving while not facing the movement direction results in reduced movement speed.
  • Set the bottom hole probability to 0 in Cold Caverns, which reduces the size and the frequency of holes in the level bottom.
  • Characters spawn at a spawnpoint appopriate for their job when using the console command "spawn [job] inside".
  • Added "low_oxygen" output to oxygen detectors.
  • Beacon missions can spawn other types of monsters than just crawlers.
  • Made supercapacitors take some damage when they're being charged faster than 70%.
  • Increased Orca 2's reactor output.
  • Adjustments to mission distribution: only easy missions at the beginning of the campaign, moved some of the more difficult missions later into the campaign.
  • Made Not Component's ContinuousOutput property editable in-game.
  • Show warnings when saving a sub in the sub editor if any of the entity counts (walls, items, lights, etc) are very high, don't allow saving if the light counts are above the upper limits.
  • Added "power_value_out" and "load_value_out" connections to relays, batteries and supercapacitors.
  • Boosted the structure damage from the small crawler eggs from 150 to 200.
  • Adjusted structure and item damage for coilgun ammunition: piercing 50% less damage, exploding 100% more damage (from explosions), physicorium 50% more damage.
  • Don't populate the abyss in difficulty levels 0 to 10 in single mission mode.
  • Modified Selkie emergency hatch: can only use it if the shuttle is flooded.
  • Reduce the probability for the coilgun to dismember limbs (or break armor).
  • Removed submarine download confirmation prompt. All subs that are required to play in a server will be downloaded automatically, which shouldn't be a problem since they're only stored temporarily.
  • Buffed ethanol's and tobacco's effects.
  • Renamed "details" to "manage" and "permissions" to "rank" in the client management context menu to make them a little more clear.
  • Changes to character aiming behavior.
  • Water no longer dirties up walls.
  • Disabled store category buttons for categories that contain no items.

Modding:

  • An extensive rewrite of how the game handles content packages and loading content. Addresses a ton of issues, inconsistencies and usability issues regarding modding.
  • The Mods folder has been replaced by folders called "WorkshopMods" and "LocalMods". "WorkshopMods" is used to store mods installed from the Workshop, and any mods stored in it should never need to be modified manually. "LocalMods" is used for developing mods: installing/updating mods never modifies the contents of this folder to prevent any work from being lost.
  • Submarines are no longer saved in the Submarines folder, because it made it easy to get vanilla and custom subs mixed up. The sub editor now automatically creates a new local mod for each saved submarine.
  • Remade the Workshop menu and made it a tab of the settings menu.
  • More robust handling of mod load order, overrides and variants.
  • Clients now download the mods a server is using directly from the server, fixing content mismatches when for example trying to join a server that uses outdated mods.
  • Mods now have version numbers to make it easier to determine which of the players are out of date.
  • The Workshop preview images are no longer saved into the game folder, fixing the folder gradually growing in size as you use browse mods in the Workshop menu.
  • Switching languages no longer requires restarting the game.
  • Music can be overridden by identifiers.
  • Reimplemented ServerExecutable to be usable in non-core packages. Now, players must select a server executable from a dropdown in the "Host server" menu if multiple are available.
  • Character gender and ethnicity are no longer hard-coded: modders can use any kind of arbitrary tags to categorize character sprites.- Option to set the condition of an item spawned with status effects.
  • Added new "accessiblebyowner" property to inventories. Allows making a character able to access their inventory even when "accessiblewhenalive" is false.
  • Fixed clients not gaining control of the final stage of a husk affliction when "controlhusk" is enabled.
  • When using a mod that doesn't set the InitialCount of any job, choose the first 3 jobs as the starting crew. Otherwise the crew customization menu will be empty and starting the campaign will lead to an immediate game over.
  • Made it possible for attack StatusEffects to target the character doing the attack instead of the limb by using "Parent" as the target type.
  • Using RemoveCharacter on a limb removes the character that limb belongs to.
  • Fixed editing human character in the character editor sometimes making the inventory inaccessible.
  • Fixed character editor crashing when trying to copy a character (unstable only).
  • ItemContainers apply the OnContaining effects even when the item is broken. Doesn't affect any vanilla items.
  • Ropes attached to limbs now automatically snap when another attack is chosen.
  • Ropes can now be set to break from the end instead of always breaking from the middle (see the new abyss monster for an example).
  • Ropes can be set to break if they are in too steep angle to the target.
  • Projectiles always stick permanently unless a stick duration is defined.
  • Characters (with deformable sprites) can be set to be drawn after (on top of) other characters. Normally characters are drawn in the order of spawning.
  • AI Triggers can now be permanent.
  • Added a generic damage threshold that currently defines how much damage the character needs to take from a single hit to hit the avoiding and releasing captured targets.
  • Added a support for multiple identifiers and types in the limb health definitions.
  • Added a support for min range for ranged attacks.
  • Fixed monsters not being able to shoot faster than every ~1.5 second if they change the attacking limb.
  • Added new after attack behaviors: Reverse and ReverseUntilCanAttack.
  • Fixed "targetcontaineditem" still not working correctly.
  • Fixed crashing when trying to remove fog of war at the very edges of the campaign map. Doesn't affect the vanilla game because there's enough padding at the edges of the map.
  • Made DockingPort.ApplyEffectsOnDocking editable in the sub editor.
  • Option to make missions force a ruin in the level if there isn't one.
  • Character editor: don't check the validity of the texture path when copying humans (because the path is not valid and will be parsed later). Allows creating custom human characters by copying the vanilla human (even though they are not fully supported).
  • Level editor no longer attempts to save the vanilla content.

Monsters:

  • Added Latcher, a new abyss monster.
  • Added a difficulty hierarchy for the abyss monsters. Easier monsters should spawn more frequently on an easier difficulty level, the harder should spawn more frequently on higher difficulty levels. Currently the new abyss monster is defined as the easiest, and Endworm the hardest. Charybdis is in between.
  • Revisited endworm: the armor now breaks less easily, reduced the change of cutting the worm towards the head, adjusted the bleeding speed.
  • Adjusted abyss resource spawning: less resources per level, the number of resources is relative to the difficulty, the spawned resources aren't guaranteed to always be the 5 least common alien materials.
  • Made molochs, abyss monsters and fractal guardians immune to poisons.
  • Fixed monsters sometimes trying to follow targets after losing the track of them even when they should be falling back from them (according to the after attack behavior).
  • Fixed monsters sometimes using the after attack behavior of the current attack even when the cooldown of that attack is not active.
  • Fixed monsters sometimes being unable to target the submarine, because their attack was incorrectly considered in...
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v0.16.7.0

25 Feb 17:21
a83f375
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v0.16.7.0

  • Fixed excessive loading times when playing in Chinese, Japanese or Korean.
  • Fixed certain logic components (and/or/xor with an empty output and non-empty false output) stopping to work altogether when they stop sending a signal.
  • Fixes to crashes when trying to interact with certain elements in the server lobby while getting disconnected.

v0.16.6.1

25 Feb 15:19
102e089
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v0.16.6.1

Changes and additions:

  • Added a medical clinic to outposts that allows you to heal your crew for a price.
  • Added three new sub: Barsuk, Herja and Winterhalter.
  • Improvements and polish to the human sprites.
  • Improvements and polish to clothing and headgear sprites.
  • Added the Submarine tab to the multiplayer campaign store to allow selling items on the submarine.
  • Prevented selling items from submarine containers tagged with "donttakeitems", e.g. constructors, deconstructors.
  • Added new campaign store related client permissions: use campaign store, buy items, sell inventory items, and sell submarine items.
  • Entities can be grouped together and the groups selectively hidden in the submarine editor.
  • Balanced mission rewards, commonness and difficulties.
  • Added some new decorative items and structures.
  • Adjusted medical items' effects on bleeding and burns. Bandages, plastiseal and antibiotic glue are now much more effective at treating them, and morphine & fentanyl only heal them by a negligible amount.
  • Heavily increased supercapacitor's power consumption and made the recharge speed increase exponentially when the recharge rate is increased.
  • Optimizations to signal logic, status effects and property conditionals.
  • Item update optimizations.
  • Optimizations to gap logic.
  • Optimized multiplayer store interface.
  • Added "separator" property to Concat Component.
  • Added "power_value_out" and "load_value_out" connections to junction boxes.
  • Added "set_output" connection to Greater Than Component, Equals Component and Regex Component.
  • Made alien materials spawn in abyss islands.
  • Exposed wall healths in the sub editor.
  • Modified Orca 2 and R-29 reactor values so they're more in line with other subs.
  • Made ballast flora toxins more visible and made them emit a sound.
  • Made impacts toss items around less effectively, especially when the item is heavy.
  • "Allow rewiring" server setting doesn't affect wrecks, pirate subs or ruins.
  • Added an option to disable all in-game hints to the hint message box.
  • Option to make sonar displays center on the connected sonar transducer.
  • Made the sizes of signal components consistent (32x32px, they also align to the grid now).
  • Don't allow fabricators to take items from linked containers the user doesn't have access to.
  • Connected diving suit lockers to oxygen in vanilla subs.
  • Pulse laser ammo can be bought from outposts and cities.
  • Chaingun tweaks: doubled turning speed when firing, reduced charging up time, reduced ammo consumption and made the ammo boxes more expensive.
  • Simplified Remora drone docking system.
  • Show notifications about reputation changes mid-round.
  • Escorted NPCs drop the items they took from the sub (like suits) at the end of the round.
  • Added warnings when the game fails to run the physics at the desired 60 updates per second (which would cause rubberbanding in multiplayer). The warnings are shown below the FPS when the client is running slowly, and in the debug console of the host/moderators/admins when the server is.
  • Made turret icons on the minimap gray instead of red when not manned (easy to think there's something wrong with the turret when it's red).
  • Abandoned outpost's oxygen generators now consume power.
  • Made characters crouch a little lower (enough to make it possible to shoot while standing behind a crouching character).
  • Added a "sendchatmessage" console command with an option to configure the color of the message.
  • Added button to align selected items and wire nodes to grid to the sub editor.
  • Allow using cheats in editors.
  • Don't show "hidden in-game" docking ports on the sonar, option to disable the docking port's particle and sound effects.
  • The prompt about forbidden words in the server's name is only shown when trying to start a public server.
  • Show prices in the submarine specs window (previously there was no way to see a sub's price in the server lobby).
  • Allow wiring non-interactable items and accessing non-interactable containers in the sub editor.
  • Chaingun projectiles and canister shells cause lacerations instead of gunshot wounds.
  • Added recycle recipe to SMG magazines.
  • Significantly reduced the speed at which welding tools fix walls.
  • Changed the small arms max stack sizes to either 6 or 12 when the clip size is 6. Makes it less tedious to use the extra ammunition.
  • Added damage sounds to doors when they take 10 or more damage.
  • Made outpost containers' sprite depths more consistent with other containers.
  • Added tags to outpost medical compartments and made them linkable.
  • Mission completion and failure icons are now displayed mid-round in the tab menu.

Monsters:

  • Added 3 new monster variants: Giant Spineling, Crawler Broodmother and Veteran Mudraptor.
  • An overall balance and behavior fix pass on all monsters. Feedback is welcome.
  • Monster mission reward and difficulty level adjustments.
  • Adjustments to the random monster spawn events.
  • Adjusted the loot dropped by Crawler Broodmother, Giant Spineling, and Bonethresher.
  • Moloch Pupa and Hammerhead Matriarch now also drop some loot.
  • Crawler Eggs now deconstruct into suplhuric acid (and adrenaline gland, if they are not the smallest variants).
  • Fixed mudraptors being unable to hit the targets that are very near.
  • Fixed monsters sometimes getting stuck near the Humpback's bottom railgun.
  • Fixed monsters getting stuck on trying to reach open gaps that are on the other side of the sub.
  • Fixed aggressive boarders not being aggressive enough inside the player sub, because they couldn't target things that were blocked by a wall.
  • Fixed Molochs not doing anything when there's babies around.
  • Fixed Mudraptors not staying together in swarms.
  • Fixed monsters continuing to eat a characters who've been revived with console commands (leading to weird results, such as the character being able to run around after being dismembered)..
  • Fixed some monsters, like crawlers, trying to target walls with lots of gaps even though there are better targets closer to them.
  • Fixed monsters being unable to target inner walls when they are technically outside of the sub (= when there's no hull where they are). Such places, between the outer and the inner walls, can be found e.g. in Humpback.
  • Tigerthreshers can now target doors.
  • Monsters that try to get inside the sub, should now notice and priorize doors more overall. Affects e.g. Mudraptors, and to lesser extent Crawlers (and Tigerthreshers).
  • Monsters' burns don't heal by themselves.
  • Fixed hammerhead matriarchs sometimes spawning in low-difficulty levels.
  • Fixed endworm not having a burn damage modifier in the right tooth.
  • Changed Golden Hammerhead's behavior towards stronger monsters.

AI:

  • The order of the crew list is saved between rounds in single player.
  • Indicate when a bot is following someone else than you on the crew list's order icons.
  • When quick-assigning orders, prioritize the characters with the same Operate order only when they are targeting the same item.
  • When quick-assigning orders, don't prioritize characters with the same Maintenance order. Otherwise, Maintenance orders will always be quick-assigned to characters who already have the samer order. This will prevent giving out multiple Maintenance orders of the same type to multiple characters using the quick-assignment logic.
  • Allow quick-assigning the same kind of Operate order to multiple characters. Previously, it would always be given to the character that already had the same kind of order.
  • Added a new "Assault Enemy" order: bots with the order will seek out and attack any hostile characters in any connected submarines or outposts.
  • Made the order quick-assigning logic prefer characters who don't have the order yet (among the characters with the appropriate job).
  • Made it possible to use the order quick-assignment to give the Fix Leaks order to all character (although mechanics, engineers, and assistants are still preferred).
  • Fixed bots sometimes getting stuck while trying to fix a leak that's not in the same sub (e.g. bot in Remora and the leak in the drone).
  • Reduced the range where the bots can spot enemies outside of the sub.
  • Improved bots' ability to return back to the submarine from caves.
  • Fixed oxygen shards from old saves still being used as oxygen sources by bots.
  • Fixed bots getting stuck in certain spots with ladders (e.g. Berilia's reactor room).
  • Fixed contextual "clean up" order not being visible for weapons.
  • Defined preferred containers for some items and added "locker" as the secondary preferred container for most items. Helps bots clean up things even when they can't find the primary container for the items.
  • Fixed bots sometimes halting briefly next to a door when they shouldn't.
  • "Fight intruders" order doesn't make the bots enter abandoned outposts to fight the enemies there.
  • Disable aggressive behavior towards the player for the friendly crew members in single player (= accidental friendly fire never turns the security hostile in single player).
  • Fixed bots saying they can't find items to load when someone takes an item they were targeting.
  • Fixed bots saying they can't reach a leak when someone else fixes it before them.
  • Fixed bots sometimes trying to adjust auto-controlled pumps when doing the autonomous Pump Water objective.
  • Arrested pirate captains don't try to give orders to their crew.
  • Change how captains (and theoretically other bots with an autonomous fight intruders order) behave: instead of idling around, they'll flee to the safety. And if there's no security officers around, they should fight the enemy aggressively.
  • Fixed bots filling target containers with items that can't be refilled/recharged when given the Load...
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v0.14.9.1

11 Sep 13:43
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v0.14.9.1

  • Fixed an exploit that allowed modified servers to send malicious campaign save files to clients.

Note: this vulnerability was discovered and disclosed privately to us a few days ago; we have no reason to believe that there were any servers actively exploiting it.

v0.14.9.0

09 Sep 10:44
4a9727e
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v0.14.9.0

Changes:

  • If multiple turrets have been linked to the same loader, the turrets can't be swapped individually (both need to be swapped at the same time to prevent turrets from getting linked to an incorrect type of loader).
  • Emergency lights don't cast shadows by default (they have such a short range that disabling the shadows usually doesn't make a difference visually, but improves the performance of the subs).
  • Allow closing the submarine previews with esc.
  • Made ballast pumps in Kastrull's drone indestructible (because they're impossible to access without breaking the walls/floors).
  • Made exploding coilgun ammo more expensive and increased the capacity of the ammo boxes a bit.
  • Made pirate subs immune to ballast flora.
  • Security's stun guns spawn fully loaded.
  • Reduced escort missions' base commonness. Doesn't have an effect in the campaign because the commonness is defined in the mission events, but fixes escort missions being much more common than other mission types in mission mode.
  • Destroying a reactor with explosives depletes the fuel rods.
  • Hide the equipment slots and character portait in wiring mode.
  • Added platforms behind Remora Drone's hatches.

Fixes:

  • Fixed enemies sometimes not spawning at all during a mission. Happened when the game selected the "stowaway" event to occur during the mission.
  • Fixed pirate and escort missions not being available from late-game outposts.
  • Fixed occasional "unauthorized multithreaded access to RandSync.Server" errors when starting a pirate mission in multiplayer.
  • Fixed crashing with a "E_INVALIDARG" SharpDXException if an ice spire happens to generate on a very short level wall edge.
  • Fixed crashing when trying to spawn inventory items for a character who left before respawning during the previous round.
  • Fixed batteries always recharging at "full speed" when not full, regardless of how much power is being drawn from the battery. E.g. a battery that's only connected to a lamp drawing 5 kW of power would always recharge at the full 500 kWmin.
  • Fixed traitor items sometimes spawning in non-interactable or hidden containers.
  • Fixed turret rotation limit widgets working unreliably in the sub editor.
  • Fixed barrels being misaligned on scaled turrets in the sub preview.
  • Stores don't offer/request sealed supply crates as daily specials.
  • Fixed campaign settings (radiation enabled, max missions) resetting when reopening the campaign settings menu.
  • Fixed hitscan projectiles not hitting structures outside hulls when the turret itself is inside a hull.
  • Fixed inability to swap items between the character's inventory and a container in some situations in multiplayer (when the container was right at the edge of the character's interaction range).
  • Fixed bots being unable to repair the pump in Typhon's bottom airlock.
  • Fixed crashing when repairing or fabricating something as a husk (or some other character with no CharacterInfo).
  • Fixed crashing when reviving someone using CPR as a character with no CharacterInfo (e.g. husk).
  • Fixed upgrades using the original value from a previous item when swapping to a new one (e.g. swapping a railgun to a coilgun sets the power consumption to the railgun's power consumption). More specifically, this happened when the campaign was saved and reloaded after purchasing the upgrade, and the item was swapped after that.
  • Fixed wrecks sometimes being positioned right side of the exit position.
  • Fixed characters not getting knocked down at the last stage of husk infection if they have the Vigor buff.
  • Fixed discharge coil triggering when trying to rewire it.
  • Fixed some ActionTypes having the same value (e.g. OnFire == OnDamaged). Caused wrong type of status effects triggering in some cases, for example OnDamage effects when an indestructible thalamus organ is on fire.
  • Fixed items that are set to be hidden in-game being visible in the sub preview.
  • Fixed bots being unable to weld leaks that are too high above them, even if they're actually in reach. Happened because the distance to the leak was calculated relative to the character's position, even though the range of the welding tool is relative to the character's shoulder.
  • Fixed cargo mission rewards being displayed incorrectly when there's multiple cargo missions selected and not enough capacity for all the cargo.
  • Fixed caret getting misplaced when clicking on a textbox with padding.
  • Fixed headset only being able to send signals to each wifi component once.
  • Fixed bots sometimes ignoring broken devices. Happened when another bot had selected the device as their repair target, even if the bot was currently repairing something else.
  • Fixed nav terminal labels sometimes being draw under linked status monitor HUDs.
  • Fixed bots sometimes not fixing airlock doors/hatches. More specifically, doors whose center point was outside a hull.
  • Fixed medic bots grabbing the target and never letting go when there's no suitable treatments available anywhere in the sub, or when they're in an outpost and not carrying any suitable treatments.
  • Fixed bots suffocating when they run out of oxygen tanks if ordered to wait wearing a suit.
  • Fixed ability to select other items when operating periscopes. Didn't cause problems in vanilla subs, but in custom subs where the turret was placed close to the periscope and other interactable items, it was possible to accidentally select something else when trying to fire.
  • Made nav terminal's "velocity_in" input change the target velocity, not just the steering input, making it possible to adjust the velocity with signals when using autopilot.
  • Fixed text fields in a component's editing menu not refreshing until you've interacted with another component.
  • Fixed ruins sometimes overlapping with level walls (when they happen to spawn next to a very large cell).
  • Fixed ability to "partially open" the health interface in the sub editor, causing the inventory layout to get messed up when clicking on the character portrait even though the health interface isn't drawn.
  • Fixed ability to keep dragging an item from a stunned/ragdolled character's inventory after they get back up.
  • Fixed nuclear weapons not damaging ballast flora.
  • Fixed normal uniforms deflecting projectiles even though they shouldn't.
  • Fixed clients who've opted to spawn with reaper's tax getting a new character if the round ends before the client respawns.
  • Fixed occasional crash with the error message "collection was modified; enumeration operation may not execute" when loading mods on startup.
  • Fixed ability to keep dragging the previously equipped wire in the sub editor after you equip another wire with the wire hotkeys.
  • Fixed characters' sprite depth changing during the "autowalk" towards a bed or chair.
  • Require the sub to move a bit faster to crush characters between the sub and a wall. Previously essentially any non-zero velocity was enough to crush a character, even if the sub didn't appear to move.
  • Fixed nests sometimes getting placed outside caves. Happened when the game tried to position the nest above an opening at the bottom of the cave.
  • Fixed inability to use the health interface on the escorted characters.
  • Fixed 1st client (usually the host) always spawning at the same spawnpoint in multiplayer even if there's multiple suitable ones available.
  • Fixed stacked partially used items (e.g. stacked explosives that have been damaged) dropping from character inventories at the start of a round.
  • Fixed occasional freezing when replacing lost shuttles after purchasing submarine upgrades.
  • Adjusted Endworm's colliders so that you can't hit the tail between the armor segments before first breaking the armor (making it less easy to cut the worm in half).
  • Fixed hull properties not carrying over when copying hulls in the sub editor.
  • Fixed occasional "collection was modified" exception in CargoMission.DetermineCargo. Happened if the client received an updated campaign save while trying to load the sub between rounds.
  • Fixed a broken waypoint in Berilia's cargo bay.
  • Fixed seeds sometimes vanishing when trying to plant them in MP.
  • Fixed planter boxes displaying the "uproot" message when empty.
  • Fixed depth charges going through doors and hatches.
  • Fixed ability to dock docking hatches to ports and vice versa.
  • Fixed camera being able to focus on a turret when a periscope's "position_out" connection is wired to a turret's "power_in" connection.
  • Fixed water detectors not detecting very small (water depth < 1px) amounts of water in hulls.
  • Fixed duffel bags not spawning at the end of a round if the character hasn't despawned/respawned yet (i.e. if the character's corpse is still present in the sub).
  • Fixed wrecked Dugong's distress signal being impossible to receive due to "allow cross-team communication" being set to false on the wifi component sending the signal.
  • Fixed fabricator being unable to stack empty items in the output slots, preventing empty tanks from being fabricated when the output slots are occupied even if additional tanks could be stacked on them.
  • Fixed messed up "Shuttle Shell A Glass A" sprite.
  • Fixed delay components not working if the delay is set to 0.
  • Fixed loaders getting slightly misaligned when swapping an empty hardpoint with some weapon.
  • Fixed pumps placed in the sub editor being off by default.
  • Fixed weapon skill increases not being capped according to the max vitality of the target. Resulted in enormous weapon skill gains when doing massive amounts of damage (more than the target's max vitality), e.g. by shooting a hammerhead matriarch in the egg sack with a nuke.
  • Fixed ability to delete vanilla beacon stations and pirate subs in the sub editor.
  • Fixed pirate subs sometimes spawning in side pat...
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v0.13.3.11

29 Apr 15:42
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v0.13.3.11

Changes:

  • Adjusted autopilot logic to make it better at keeping the sub afloat when there's extra water on board. The maximum velocity of the autopilot is limited, which previously prevented it from emptying the ballast fully. Now it's only limited if the submarine is heading in the correct direction with enough speed, so if the sub starts sinking due to extra water, the autopilot can compensate and fully empty the ballast.
  • Made large monsters immune to sufforin.

Fixes:

  • Fixes to issues that prevented mods installed from the Workshop from getting automatically updated and caused errors when trying to join modded servers.
  • Fixed an issue in the voice chat that caused audio crackling when multiple people were speaking at the same time.
  • Fixed inability to drag players who've ragdolled themselves with space bar.
  • Fixed "failed to send message to remote peer" error spam when a client's internet connection goes down.
  • Fixed certain submarines spawning with a non-neutral ballast level (Kastrull seems to have been the only affected vanilla submarine). Happened because the game would determine the neutral ballast level from the first nav terminal it finds in the sub, without checking whether that terminal controls a shuttle or the sub itself.
  • Fixed explosions using wall damage value instead of level wall damage when the explosion happens outside a level wall.
  • Fixed inability to place oxygenite tanks in oxygen tank shelves.
  • Fixed crashing when a bot tries to find a diving suit inside ruins.
  • Fixed minor wall draw order issue in Orca's top deck.
  • Fixed bots trying to treat nausea even though the only cure for it is to wait it out.
  • Fixed status monitor being messed up on mirrored subs that contain shuttles.
  • Fixed railgun payloads not exploding.
  • Fixed server sometimes assigning players who haven't set any job preferences as the captain, even if someone else wants to be the captain.
  • Fixed ancient weapon propelling the character in an incorrect direction when using it underwater.
  • Fixed sonar beacons not appearing on the sonar in the sub editor's test mode.
  • Fixed "easterbunny" traitor mission failing after the mudraptor hatches.
  • Fixed "changes to your character will be applied after the round ends" texts getting drawn behind the tab menu elements.
  • Fixed "IsToggle" setting not working on periscopes.
  • Fixed "Praise the Honkmother" mission being impossible to complete because it required more items to be delivered than the crate contains.
  • Fixed humanhusk's inventory not being visible while controlling one.
  • Fixed sub editor's entity list getting cleared when changing the entity category while a container/cabinet is selected.
  • Fixed items that have been edited in the sub editor (e.g. recolored clothing) reverting back to default when starting a new campaign round while the item is in a character's inventory.
  • Fixed clicking on command interface nodes crashing the game if the key is rebound to primary mouse button.
  • Fixed tiling issues in some of the legacy background wall sprites.
  • Fixed Spinelings attacking Leucocytes. Spinelings should avoid Leucocytes if they get close.
  • Fixed bots being unable to stand on the platform below Humpback's docking hatch, preventing them from repairing the hatch.
  • Fixed "beacon station" text and "generating preview..." in the submarine preview window not being translated when playing in a language other than English.

Modding:

  • Fixed console errors when a character with no gender tries to wear clothing that only has separate male and female sprites.
  • Fixed crashing if the current style doesn't define a saving indicator.
  • Fixed inability to load ragdoll/animation definitions from mods that override a character.
  • Fixed ClearTagAction not properly clearing all the tags assigned by a scripted event.
  • Fixed crashing if a mod's version number is incorrectly formatted in filelist.xml.

v0.13.0.11

22 Apr 16:16
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v0.13.0.11

Campaign changes:

  • Replaced "Lair" locations with "hunting grounds" in the connections between levels. Inhabited locations next to hunting grounds have a chance of getting abandoned and habitation can't spread through those levels to adjacent locations. The hunting grounds can be cleared by killing a boss monster in the level.
  • Beacon stations are shown on the campaign map.
  • Visual changes to the map to make it a bit more intuitive.
  • When you enter a level with a beacon station, you always get an optional side objective to restore it even if you haven't selected a beacon mission.
  • Added radiation on the campaign map: the intensity of the radiation around Jupiter is slowly increasing, which is forcing Europans to delve deeper under the ice. In practice, the radiation gradually destroys the outposts starting from the left side of the map, making it more dangerous and costly to stay in these areas. The intention behind this is to prevent players from farming resources indefinitely in the low-difficulty areas of the game before proceeding further.
  • Gating progress between biomes: you need a certain amount of money or reputation before you can enter the next biome.
  • Reworked exit points at uninhabited locations: there's a hole/tunnel above the start/end of the level the sub needs to enter to leave.

Abyss:

  • Reintroduced Endworm and Charybdis.
  • Added floating islands that contain caves and rare minerals to the Abyss.

New player experience:

  • Added in-game hints, designed to help with new player onboarding. Can be disabled in the settings.
  • Added text highlighting to mission descriptions.
  • Player-controlled characters get automatically assigned an appropriate order when the game starts to guide the player on what they should do and to make it easier to find the relevant device(s).
  • Changed the camera animation at the start of the campaign to show the entire outpost.
  • Display mission difficulty in the available missions list, the info tab, and the round summary.
  • Show an indicator when the campaign is saved.

Changes and additions:

  • Added abandoned outposts.
  • New mission types for abandoned outposts: destroying the outpost, clearing a nest, hostage rescue and assassination.
  • Added entity subcategories to the submarine editor.
  • Added interactive submarine previews to the server lobby and "New Game" screen.
  • Added respawning mid-round in the multiplayer campaign mode. Respawning gives you an affliction that can be healed for a cost at outposts. You can also choose not to respawn mid-round, and instead wait for the next round to spawn normally without the affliction, just like before.
  • Reworked the impacts to the sub when it's hit by monsters. Increased the screen shake and stunning. There's now a 30 second cooldown for getting knocked down. Fixed the impact not triggering if the colliding limb is not big enough.
  • Reworked attacks and effects for the following creatures: Moloch, Black Moloch, Hammerhead, Hammerhead Matriarch, and Golden Hammerhead. They now have a bigger impact on the sub when they hit it. Black Moloch's emp damage is halved.
  • Added Abyss Diving Suits which slows down your movement speed but offers more protection against pressure and consumes oxygen more slowly than the normal suits.
  • Added Combat Diving Suits which slow you down less than normal suits and offer more protection against damage.
  • Added black moloch mission variants.
  • Moloch's shell now always breaks when shot with a railgun.
  • Increased the audio ranges for Watcher and Hammerhead Matriarch.
  • Overhauled tab menu: improved layout, added submarine and reputation tabs, current funds are displayed in the campaign mode.
  • Recreated waypoints for the vanilla subs.
  • Bots can now be renamed through the outpost crew management interface.
  • Certain large monsters' (endworm, charybdis, boss variants of molochs and hammerheads) health bars become visible at the top of the screen when you damage them.
  • Added EMP effect to nuclear shells. Increased the damage a bit.
  • Added a right click context menu option to copy debug console errors to clipboard.
  • Railgun shells now explode instead of piercing armor. Physicorium shells still go through armor. Make all railgun ammunition slightly more likely to break limb joints.
  • Added multiple current orders: you can assign up to three simultaneous orders for characters and drag the icons to change their priority.
  • NPCs (non-bots) speak report related lines less than they used to.
  • The bleeding particles are now emitted from the last matching limb instead of the first. Readjusted particle emit frequency and scale.
  • Reduced Moloch's bleeding reductions.
  • Trying to pick up a diving suit when you're already wearing one swaps the suits.
  • Made monster eggs glow to make them easier to spot in caves and abandoned outposts.
  • Exploding oxygen/fuel tanks don't make other tanks explode.
  • Added a delay to oxygen/fuel tank explosions.
  • Disconnect wires from beacon stations instead of deleting the wires completely.
  • The probability of disconnected wires in beacon stations is relative to the level's difficulty, and no wires are removed if the difficulty is less than 20.
  • Improved server filters: instead of only being able to search for servers that have a certain setting enabled/disabled, the filter can be set to "Any" (thanks someone972!).
  • Show whether a server is player-hosted or dedicated in the server list.
  • Show whether a server is public or private in the server lobby.
  • Added a server setting for locking all default wiring in subs.
  • Added favorite button to the server lobby.
  • Banning a player who's using Steam Family Sharing will now also ban the owner's account, solving ban evasion using this method.
  • Disabled NPC conversations in sub editor test mode.
  • Beacon stations' reactors don't deteriorate or consume fuel to prevent the station from going back down when the player is travelling out from the level.
  • The output length of all signal components is now restricted to 200 characters by default to prevent performance and networking issues if the output is set to an excessively long value (such as the entire dialog of the Bee Movie). The limit can be increased in the sub editor.
  • Stunning still works on friendly characters even if friendly fire has been disabled on a server.
  • Made radiation sickness's icon appear before it starts causing burns (instead of working the other way around).
  • Made radiation sickness cause nausea.
  • Added a screen distortion effect for radiation sickness.
  • Added a checkbox to color component that toggles between RGBA and HSV input.
  • Fabricators now display remaining time when fabricating.
  • Revisited husk animations, movement speeds, and general balance. Husks regenerate a lot and are a bit tougher than they used to be. Human husks can and will easily rise again, unless properly killed.
  • Adjustments and fixes on the thresher attacks.
  • Revisit mudraptors' attacks. Fixes unarmored mudraptors and mudraptor hatchlings acting weird when attacking characters in water.
  • Lower the overall damage of all the hatchlings.
  • Added a link to the wiki to the main menu.
  • Drop empty/used oxygen tank from diving suit when trying to swap in a new one when the inventory is full.
  • When using an equipped item from a stack (e.g. a medical item), another item from the same stack is automatically equipped.
  • The mid-round mission messages (e.g. "the monster is dead, navigate out...") are shown in the tab menu's mission tab.
  • Make characters grabbable and the inventories accessible after a half a second delay. Fixes abusing the toy hammer to access NPC inventories.
  • Allow fabricating fresh fuel rods, welding fuel and coilgun ammunition using depleted ones.
  • Restrict the length of the text that can be entered as a sonar beacon's sonar label.

Fixes:

  • Major improvements to the voice chat: higher audio quality, less intrusive radio effect, fixed clicks/distortion.
  • Attempt to fix crashes with the error message "failed to generate OpenAL/stream buffer" on Mac.
  • Fixed crashing on startup with the error message "unable to load shared library 'freetype6' or one of its dependencies" on some Linux systems.
  • Removed outdated steamclient.so file from the dedicated server (no longer needed because it's automatically installed by Steamworks). Should fix inability to host dedicated servers on Linux.
  • Fixed clients' job preferences not being respected in all cases where they should, resulting in some clients getting a job that should be give to another client.
  • Items can't be stacked in the equip slots (e.g. you can't hold and throw a stack of grenades).
  • Trying to pick up a stack of items with a full inventory doesn't pick up the item in both hand slots.
  • Fixes/improvements to item position syncing. When trying to pick up an item whose position has gotten desynced, the server should correct the item's position immediately.
  • Fixed turrets getting cropped by the "wikiimage" console command.
  • Fixed items with nothing but a holdable component (e.g. medical items) being hidden when hiding wires in the sub editor.
  • Fixed ban list not displaying ban reasons or the duration of the ban.
  • Fixed items appearing misplaced when switching to the sub editor mid-round with console commands.
  • Fixed shuttles spawning undocked in certain custom subs (e.g. DOMA Prototype Mk 8).
  • Fixed "tried to add a dead character to CrewManager" console error when reviving a character who died of high pressure.
  • Fixed skill levels not getting updated in the "my character" tab mid-round.
  • Fixed clients not calculating eventmanager intensity, preventing any high-intensity tracks from playing in multiplayer.
  • Fixed campaign map being closed with RMB even if the user has inverted t...
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v0.12.0.3

03 Apr 03:27
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v0.12.0.3

  • Fixed inability to permanently ban players who are currently in the server.
  • Fixed scrap items failing to load in saves done prior to v0.12.
  • Fixed bandage/plastiseal crafting exploit.
  • Fixed crashing if a bot tries to operate a turret that's linked to some other item than a loader.