Version History/Release
- See also: Version History/Alpha, Version History/Legacy
1.7.7.0
- Fixed damage modifiers not working on creature variants (meaning that e.g. mudraptor hatchlings and veterans did the same amount of damage as normal mudraptors).
- Fixed crew list appearing empty when freecaming in single player.
- Fixed alien coils blocking the boss at the end of the campaign.
- Fixed a waypoint issue in Camel.
1.7.6.0
- Added a "toggle run" input (so you no longer have to keep holding shift to run). Not bound to anything by default, but can be set in the settings menu.
- Improvements to environment visuals: the inside of level walls fades to black to make the texture tiling less obvious when zoomed far out, improvements to the shapes of the level walls (more natural shapes, less long and straight wall segments).
- Ruin scan missions show a progress bar indicating the status of the scans.
- Made dry or partially dry rooms more common in wrecks.
- Option to change the sound of the alarm sirens to a claxon horn sound (the "traditional" AWOOGA-AWOOGA submarine alarm sound).
- "giveaffliction" console command now auto-completes identifiers as well as names.
- Reworked Berilia (kudos to WJohnston): layout improvements, added a bottom docking port, more windows, replaced cameras with searchlights, simplified battery setup and increased reactor output, minor visual improvements and a lot of miscellaneous tweaks.
- Reworked Kastrull drone (less ugly, a little sturdier, the ballast can be accessed through a hatch).
- New playstyle banners.
- Added an option in the settings to launch the game on a specific display.
- Option to refresh the available audio devices (both playback and input devices) in the game settings. The game should now also automatically attempt switch to another device if the current one is disconnected. However, whether this can be done automatically can depend on the audio device, driver and the operating system, and in some cases it may be necessary to choose a new device manually from the game settings.
- Made electrician's goggles easier to get (spawns as a part of the sub's initial supplies, can be purchased from outposts, doesn't require fulgurium to fabricate). The goggles are intended to help less experienced engineers get a hang of wiring in particular, so it doesn't make sense for them to be so difficult to get.
- "Safe rooms" are no longer indestructible in beacon stations (felt confusing, especially when it wasn't apparent from the look of the walls).
- One new research outpost events to foreshadow the longer ruin event chain.
Optimization:
- Rendering optimizations that should give a major performance boost to situations in which there's lots of structures visible.
- Changes to the physics engine to improve collision detection performance. In technical terms, the game now disregards potential collisions between things that can never collide (such as two characters and most items) much earlier in the collision detection logic.
- Significant optimizations to memory usage. These will mainly reduce load times and lag spikes as the game needs to do less cleanup to free memory that's no longer needed by the game.
- Optimized character ragdolls (building them out of simpler collision shapes).
- Optimized LevelTriggers (things in the level that can react to objects and apply effects to them, such as water currents).
- Optimized the logic for refreshing the positions of items that are inside a moving inventory (such as a character's inventory).
- Miscellaneous optimizations to things such as explosions, AI logic when a bot is operating a turret, psychosis effects, idling NPCs' AI.
- Text rendering optimizations.
- Optimizations to periscopes, chairs and other items that force the character to a certain pose.
- Optimizations to piezo crystals.
- Optimized lighting in the nightclub module.
- Minor miscellaneous optimizations to the physics logic, such as simplifying math and the way positions of entities are set.
AI:
- Fixed bandits occasionally failing to power up the beacon station they reside in.
- Fixed non-humans enemies not firing ranged weapons if there's a dropped riot shield (or other "blocking" item) in the way.
- Fixed bots sometimes getting stuck walking towards a door if the button/mechanism for opening the door is somewhere far away the bot can't reach.
- Fixed bots and husks being unable to enter Barsuk, Camel and Remora through the airlock.
- Fixed bots being unable to enter through Camel's bottom hatch.
- Fixed bots spotting characters that should be indetectable by AI (e.g. camouflaged Mantises).
- Fixed some bot dialog using the "technical" names (e.g. Mudraptor_passive) of characters instead of the proper display name.
Multiplayer/networking fixes:
- Implemented lag compensation for hitscan weapons. Should make cases of shots seemingly landing client-side just for the health to rubberband back shortly after significantly less likely. The issue had to do with the lack of lag compensation by the game: a client might fire exactly at a monster, but when the server found out about that shot some fraction of a second later, the monster might've moved and the server would consider the shot to have missed. Now the server takes the latency into account, and checks if the shot would've hit at the point when the client fired the gun. The maximum amount of lag compensation is currently 150 milliseconds, but this can be changed in the server config with the setting "MaxLagCompensation".
- Improvements to syncing character positions (further reducing issues such as shots missing): fixed a bug that caused minor inaccuraries in character velocities between the server and clients, and made the clients better at extrapolating positions while waiting for the next positional update from the server.
- Fixes to syncing ragdolled characters' positions. Should fix corpses and unconscious characters often getting stuck in a glitchy state around platforms, rubberbanding up and down.
- Fixed inability to disable Steam authentication for LAN play if the server is connected to Steam.
- Fixed clients sometimes choosing an incorrect biome in the sandbox, mission and PvP modes, leading to a "level equality check failed" error at the start of the round.
- Fixed character occasionally teleporting out of the sub for a split-second in multiplayer, particularly when the sub was travelling fast during bad networking conditions.
- Fixed occasional crashes with an error message about "SpamFilter.IsFiltered" after getting disconnected from a server and kicked back to the server list.
- Fixed "herpes threshold" server setting doing nothing (should determine how low a player's karma needs to drop for them to contract space herpes).
- Fixed networking errors when multiple clients have died during a permadeath round, and you attempt to continue to the next level.
- Fixed loot that can only go in specific kinds of inventory slots (e.g. mudraptor shell) failing to spawn in the monsters' inventories if they don't have slots of the correct type.
- Fixed occasional "entity event data exceeds the size of the buffer" errors. These happened when the server failed to write a network event for some item (in which case the server should've just skipped that event), which can be caused by issues in mods for example.
- Fixed other clients not seeing creature attacks if the creature is being controlled by a player.
- Fix to clients often getting stuck behind closing doors in MP despite the character seeming to make it through in time client-side.
- Fixed server lobby sometimes appearing empty/nonfunctional when clients join a server. In technical terms, this happened when the lobby's update ID had reached a very large value, which could happen if the server has run for a very long time or if there's been some issues that have caused the server to create a very large number of lobby updates.
- Fixed PvP outpost setting causing unnecessary server lobby updates (even when the PvP mode was not selected), potentially leading to the lobby becoming unusable due to the issue described above.
- Fixed flipping monsters behaving inconsistently in multiplayer when controlling a monster: other clients saw the monster facing in the position of the cursor, even if it hadn't turned at all at the end of the client controlling it.
- Fixed "ignore" and "unignore" orders not working on stacks of items in multiplayer (just marking the first item in the stack).
- Fixed components inside a circuit box losing their settings when saving the game while the box is in a player's inventory.
- Fixed moving an item UI potentially moving it outside the screen on other clients' screens when using different resolutions.
- Fixed clients syncing the selected outpost PvP setting unnecessarily to the server when a non-PvP mode was changed. When there were no outposts to select from, the clients would think the setting has changed (since the selected value of "nothing" doesn't match the server setting), and send the value. This could potentially have caused the reported issue of multiple admins constantly changing settings and messing up the lobby.
- Fixed clients sending the value of the win condition slider too eagerly (whenever it moves, as opposed to when it's released). Also changed it adjust in steps of 10 for a little nicer values.
- Fixed occasional "Unexpected error" console errors when the game attempts to unlock an achiement on the Epic Store or with EOS crossplay enabled.
Extra logging for diagnosing networking errors:
- Mention the entity that caused an error to be thrown when reading a network event, and the content package that entity is from (makes it easier to tell when the error is caused by some specific mod).
- Improved logging of the "event count very high" errors: mention the content package the events are from if they're non-vanilla, log the errors client-side too. We are suspecting the occasional "expected old/removed event" disconnects could be due to the server creating so many events the clients can't keep up, and this should give us some more clues for diagnosing the issue.
- Added more info to the "component event creation failed" error messages, the errors are logged into GameAnalytics.
Balance:
- Each successive use of the Mindwipe item increases the penalty to talent points, making it more costly to use it to "farm talents" by repeatedly unlocking talents that unlock other talents or give extra talent points.
- XP gain balancing: the XP is no longer directly tied to mission rewards, but adjusted based on the difficulty of the mission.
- Lowered cost of high-skilled NPCs to hire. High reputation with Coalition or Separatists results in more cost-effective hires.
- Tweaks to monster nest missions: higher reward (as they're some of the riskiest missions in the game) and less monsters in SP (in MP it's the same amount).
- Campaign setting for adjusting the XP gain rates.
- Higher XP gains in later biomes.
- Concussions wears off faster.
- Beds are a bit more effective for some afflictions like nausea and drunkness.
- Added chem addiction and chem withdrawal reduction to beds/bunks.
- Reduced how fast chem addiction and chem withdrawal build up.
- Reduced the amount of devices you need to repair to get the effects of the "Machine Maniac" talent.
- Health scanners spawn as a part of the sub's initial supplies, not given to every respawning medic (a too easy source of free resources).
- Deconstructing headsets no longer yields materials (a too easy source of free resources).
Fixes:
- Fixed choosing "retry" in the pause menu after you've started playing from a backup save loading that same backup save instead of the most recent save.
- Fixed relay components not passing power until they've been toggled on and off.
- Fixed ability to sell the 2nd gene of a combined genetic material in stores.
- Fixed combined genes appearing untainted if the 2nd gene is tainted instead of the 1st one.
- Fixed NPCs still offering services (stores, submarine upgrades, etc) despite their faction being hostile to you, leading to weird situations where you could be trading with a merchant who's actively trying to run away from you.
- Fixed Artie Dolittle continuing to follow you if you refuse to hire him.
- Fixed "Miracle Worker" talent keeping husks from dying if you're friendly with husks (e.g. because you're wearing Zealot Robes).
- Fixed alien turrets not working properly in mirrored ruins (they were using circuits with hard-coded turret rotation angles, which broke in mirrored ruins).
- Fixed alien turrets set to auto-operate failing to fire inside hulls.
- Fixed auto-operated turrets trying to fire at monsters inside ruins.
- Fixed signal components being automatically placed inside circuit boxes in your inventory when you purchase them while there's no free slots in your inventory.
- Fixed holes on overlapping walls multiplying flooding rates (a hole was created on all of the walls, and they'd act independently of each other).
- Fixed lights being visible on contained items (e.g. handheld sonars in cabinets) in the sub editor.
- Fixed crashing when attempting to give contextual orders to a defense bot (i.e. when middle-mouse-clicking a defense bot).
- Reactors attempt to rapidly adjust to the load in the first 5 seconds of a round, during which time junction boxes don't take damage from overvoltage. Intended to address overvoltage in cases where the reactor is outputting a lot of power, and the load suddenly drops when a new round starts (e.g. due to the engines powering down).
- Fixed alien devices (or more specifically, items with a static physics body) shifting from their original position when loaded for the first time if they're used in a normal sub.
- Fixed "Crusty Seaman" talent giving characters medical skill as it heals the character's bleeding.
- Fixed certain level resources (e.g. piezo crystals) facing the wrong way on level walls.
- Fixed certain elements in the debugdraw view (submarine borders, damage texts on walls, gaps, water level indicators on hulls, lines pointing to walls enemies are targeting) "twitching" when the sub moves.
- Fixed headsets purchased with immediate item delivery getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew.
- Fixed headsets whose fabrication was started on the previous round getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew.
- Fixed pets (including defense bots) spawned in an outpost being assigned to the "friendly NPC" team, which would e.g. mean that they wouldn't attack the enemy team in the PvP mode.
- Fixed PvP outposts sometimes spawning as alien ruins.
- Fixed multi-tools detaching detonators (the multi-tool is not intended to detach any items, because that would conflict with the repair functionality).
- Fixed unopenable hatch at the top of ResidentialModule01_Colony (rarely caused any issues in the vanilla game, because other modules almost never attach on top of that module).
- Fixed Terminal component's Readonly field not working when it's set in the editor (only if the item is by default set to readonly).
- Fixed large hardpoints not having the "set_auto_operate" and "toggle_auto_operate" inputs.
- Fixed components being attachable inside walls/floors in some subs.
- Fixed broken junction boxes sometimes zapping players despite seemingly not being powered.
- Improved thalamus brain spawning to prevent it from ending up in dry rooms, and dying if it does:
- Avoid spawning in rooms with doors, hatches or duct blocks.
- The brain no longer dies in dry rooms.
- Fixed mudraptor beak from mudraptor genes showing through exosuits and other wearable items that should hide the character's head.
- Fixed bandoliers not going in cabinets' "container slots".
- Fixed "man and his raptor" mission failing if you don't speak to the man and spawn the mudraptor.
- Fixed wrecked doors and hatches not being weldable.
- Fixed the hover text saying that you can "open" or "force open" a door when it's already opened.
- Waypoint fixes in Camel.
- Fixed 'Traveling Tradesman' sell bonus not working.
- Fixed chat-linked wifi components sometimes failing to receive messages from the chat (most often in circuit boxes?). Had to do with the order in which the headsets and wifi components are created.
- Fixed conversation prompts not blocking conversations from other events if you've moved past the initial prompt (e.g. answered the first question and gotten a follow-up).
- Fixed treatment suggestions not being shown on some afflictions (e.g opiate addiction). Happened because we used the same thresholds to determine if bots should treat the affliction and to determine if the suggestion should be shown.
Modding:
- Added AddScoreAction: can be used to make scripted events modify a team's score in the PvP mode, which should open up a lot of new possibilities for custom PvP mission types.
- Added RangedAttackMultiplier stat type.
- Beacon stations are no longer automatically damaged, but instead are only damaged through the DamageBeaconStationAction in ScriptedEvent. Recommended (and default) setting for beacon stations is to enable all three: Allow damaged walls, Allow damaged devices, Allow disconnected wires.
- Fixed ragdolls failing to load when inheriting creatures whose ragdolls are not in the default path ("Ragdolls" folder inside the character's folder), but e.g. defined using a direct path to a ragdoll file in the character's or some other character's folder.
- Added option to set the handle positions (Handle1 and Handle2) of a holdable item using status effects.
- Fixed character variants failing to load the correct texture for limbs that use a different texture than the rest of the ragdoll (e.g. the alien bits on a variant of the Cyborgworm).
- Fixed WaitForItemUsedAction not working if there's multiple instances of the same scripted event active at the same time.
- Fixed characters' damage overlays not being affected by the ragdoll's texture scale.
- Fixed stacking ability resistances past 100% making the resistance negative.
- Fixed texts with color tags not working in some UI elements: fabricator, sub editor, store, speech bubbles.
- Made the game load the vanilla human ragdoll (or in the case of monsters, crawler ragdoll) if loading a modded character's ragdoll fails. Should make it easier to diagnose and address issues in the character configuration.
- Fixed hair and other "wearables" in character portraits (in the bottom-right corner and the health interface) getting misaligned if they use a different origin or sourcerect than the head sprite.
- Fixed health multipliers defined in a HumanPrefab not working.
- Fixed crashes when a PvP outpost contains shuttles or other moving parts.
- If an item variant inherits a sprite without the full texture path from the base item, it uses the texture path of the base item instead of that of the variant. Fixes mods being unable to create variants of things like diving suits without reconfiguring all the sprite paths.
- Fixed character variants overriding the targeting parameters of the parent character incorrectly: just overriding the parameters in the order they're defined in, as opposed to overriding a parameter with a matching tag.
- Status effects can make a character say a line in the chat: used by adding a subelement called forcesay, with the attributes "message" and optionally "sayinradio".
- Fixed OnUse sounds not playing when attaching an item to a wall in MP.
1.6.19.1
- 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).
Modding:
- Fixed freezes / lag spikes in multiplayer when a scripted event uses StatusEffectAction when there's lots of mods with custom events enabled.
1.6.18.1
- 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.
Modding:
- Fixed outpost generation parameters that reference non*existent NPC prefabs causing a crash during outpost generation.
1.6.17.0 (Unto the Breach)
- Added outpost deathmatch mission type. Teams spawn at different sides of a colony, and need to get x kills to win (configured using a slider in the server lobby). There are periodic weapon/ammo drops around the outpost. The ammo drops spawn more destructive weapons and ammo as the round progresses.
- Added "king of the hull" mission type. The teams must stay in control of a beacon station for x seconds to win (configured using a slider in the server lobby).
- Separatists spawn with different gear in the PvP mode to make it easier to differentiate between the teams.
- New settings for the PvP mode: multiplier for stuns, option to disable monster and wreck spawns.
- Added a perk system that can be used to purchase perks such as extra gear, turrets, submarine upgrades and talents for PvP and mission rounds.
- Added "boarding pod", an item you can go inside and launch through a depth charge tube. The pod penetrates through submarine walls, allowing rapid boarding of enemy subs.
- Added railgun and coilgun harpoons. Can be used to reel enemy subs and other large targets closer to your sub.
- More options for controlling the team assignment logic in the PvP mode:
- Split team choice logic into two modes: Player Preference (the old behavior) and the new Player Choice mode (players are free to choose their team).
- Added a server setting for auto-balance threshold (how big of a difference there can be in team sizes before the server forces them to be rebalanced).
- Option to send chat messages only to your team in the server lobby. Only works when Player Choice mode is enabled (because in the Player Preference mode the teams aren't known in the lobby yet).
- Three new background music tracks for the outpost deathmatch mode.
- Option to select the outpost in the outpost deathmatch mission type (or any modded mission type that supports selecting the outpost).
- Show the opposing team's names as red, even when spectating (previously separatists were always red when you're not controlling a character).
- Name tags are more visible in PvP (they're no longer hidden when the character is in a different room, nor faded out when the cursor is not near the character).
- The team you're on is shown above the crew list.
- Option to choose different submarines for both teams.
- Sonars display the approximate position of the enemy submarine in sub vs sub PvP missions. Can be disabled from the server lobby.
- PvP mode levels are much smaller, making submarine vs submarine matches faster.
- Stun weapons reworked and now cause movement spasms before stunning.
- Flamers can set characters on fire.
- Grenades can be "cooked" (pulling the pin to trigger a timed explosion) by pressing E while holding one.
- Stun grenades blind and deafen the target for a while.
- Incendium grenades no longer set the whole room on fire; instead, they start a more localized fire that can also set characters on fire.
- Acid grenades now spread gas around a bit more.
- Detonators now get damaged by explosions and always have a 0.2 second delay before triggering and made them craftable
- Added a timed detonator variant that can be set to explode with a 0-60 countdown, which doesn’t require wiring to use.
Alien ruins:
- New modules: shrine, research facility, current generator room and workshop.
- Updated all alien ruin modules: new puzzles and traps, improvements to old puzzles, visual improvements.
- New lore-heavy three-part event chain that takes place in research outposts, and progresses when ruin missions are completed.
- Made walls and doors much harder to destroy to encourage getting past the puzzles and obstacles in other ways.
- Added a weaker version of the ruin walls, to be used in specific spots in the ruins.
- Alien power cells can be charged in alien generators.
- Most alien devices are now destructible.
- Alien terminals have been reworked to send out a signal when there's a trinket inside: can be used for creating puzzles that require keeping the trinket in the terminal, meaning you can't just reuse the same trinket for every terminal but need to think about where to place it at any given time.
- Improvements to alien device sprites.
- New alien containers/storages: alien assembly device, alien storage vat and alien sample display.
- New alien devices: alien current generator and alien toxins generator.
- New decorative alien structures.
- Additional loot spawning to chests and other containers, making exploring ruins more worthwhile and especially expands the ability to pick up (unidentified) genes along the way.
- Fractal guardians were given additional guardian-only pathways and doorways in ruins, so they can navigate through the modules more effortlessly.
- Alien turrets deal significantly more damage.
- Alien generators indicate more clearly when they're enabled or disabled (adjusted the lights).
- Alien current generators show more clearly (with bubbles) that they're enabled, pushing the player back.
- New alien module: workshop. Introduces repair pods where guardians can hide in.
Husks:
- Three new husk variants: Prowler, Exosuit and Chimera.
- Improved the appendages (ovipositors) coming from the husks’ mouths.
- There's a chance that corpses in wrecks are husks.
- Husks can play dead.
- The amount of husk infection resistance given by e.g. antibiotics stays constant over the duration of the meds. Makes the effects of the meds a lot more intuitive / predictable.
- Significantly buffed calyxanide damage on husks.
- Fixed failed calyxanide injections not doing anything (happens occasionally when the medical skill is low enough). Now applies halved duration instead, like on other poisons/meds.
- Added minor burn reduction on all husks allowing them to (slowly) recover from burn wounds.
- Cultist robes require less reputation to buy, Zealot robes require more.
- Zealot robes no longer block transformation. Full husk transformation immunity was too powerful, which made husk genes and husk symbiosis much less valuable.
Gene splicing:
- Various changes to gene splicing to make it easier to refine genes, swap between different types of genes at will, and make tainted genes more useful (rather than something that's essentially "permanently ruined"):
- Removing genetic materials from a splicer doesn't destroy the material.
- Combining genes can remove taints if one gene is 100% pure.
- Dying with genetic materials equipped taints the material.
- When refining genes, the lower quality gene's quality now affects how much it will improve the quality of the higher quality gene - meaning that using higher-quality genes for refining is more effective than low-quality genes.
- Changed the husk immunity genes to instead slow down the infection at lower quality to make higher quality husk genes actually worth getting.
- Mudraptor gene quality affects the damage and damage protection of the beak.
- Spineling gene quality affects the damage done by spineling spikes.
- Effects from gene splicing aren't shown on health scanners (which made it difficult to see the relevant afflictions when treating someone).
Optimizations:
- Optimizations to character creation. Reduces the lag spikes when players respawn.
- Optimized the way afflictions apply overlays to limbs (had an unnecessarily large performance impact when there were lots of characters with a large number of afflictions).
- Minor optimization to the way items in a characters' inventory stick to the position of the character.
- Minor UI optimizations.
- Improved performance when debugdraw is enabled.
- Minor optimizations to level wall rendering.
Talent changes and fixes:
- Reworked Europabrew to be more of a double-edged sword: it's a cheap cure for any poison, but it also increases ALL types of damage taken (works on monsters too!), not just acid damage.
- Fixed "Extra Powder" talent not affecting depth charges.
- Fixed weapons skill gain and medical skill gain from certain talents working the wrong way around.
- Sulphuric Acid Syringe recipe changed and renamed to Crimson Acid. Now causes a very significant slow and much more damage over a longer duration.
- "Macrodosing" talent had acid burn damage boost removed, but increased the amount of poison applied, making it much easier to poison big enemies.
- "What A Stench" talent had acid burn damage bonuses reduced, to allow acid burn weapons to be stronger even for those without these specific talents.
- Buffed "Modular Repairs" talent: repair pack is now a "multitool", essentially a combination of a screwdriver and wrench which repairs slightly faster, and is no longer consumed when used. The talent also gives one free "Modular Repairs" submarine upgrade.
- Differentiated the "Art of Submarine Warfare" book given by talents from the one you can purchase from outposts (different names and sprites). Previously these looked identical, and it seemed like a bug when they didn't stack and gave a different amount of skill.
- Fixed "War Stories" book seemingly giving no skill increase sometimes. The amount of skill the book gives is proportional to the number of kills the "author" of the book got, and diminishes the higher the reader's skill is. That meant the book sometimes increased the skill by less than 1 (only making it progress toward the next level), which didn't cause a skill increase notification to pop up.
- Fixed "Bounty Hunter" and "Logistics Expert" not showing the additional reward in UI in multiplayer.
- Fixed "Tasty Target" still making characters super loud (and visible on the sonar).
- Fixed "Lightning Wizard" talent description not mentioning it only affects melee attacks.
- Fixed reputation gain bonus from the "Protect and Serve" talent being multiplicative, meaning you could get ridiculous amounts of rep if you have multiple security officers with the talent.
- Fixed "Mule" talent not working with physicorium bars.
Miscellaneous changes and additions:
- 2 new research modules.
- 3 new medical modules.
- 2 new security modules.
- 6 new admin modules.
- 4 new crew modules.
- 4 new docking modules.
- 4 new engineering modules.
- 4 new clown modules.
- 2 new Church of Husk modules.
- New bath house and nightclub modules.
- 3 new storage modules, with 4 new events (providing extra loot and some potential challenges).
- Added module ‘probability’, meaning some optional modules (such as storage modules) do not always spawn.
- New "gravity shell" ammo types for railgun and flak cannon. Fabricated from dementonite.
- New "mindsense" item that temporarily gives you the ability to sense living characters through walls. Fabricated from dementonite.
- Clown crates can be carried with a character inside.
- Jukeboxes play music, the track can be changed by interacting with the jukebox. Also added new "speaker" items that work the same as jukeboxes.
- 7 new achievements:
- Get Out Alive: get through the entirety of the Cold Caverns without losing your character in permadeath mode.
- The Abyss Beckons: lose a character in the permadeath mode.
- King of the Hull: win a PvP King of the Hull mission.
- Hide And Seek: kill a Cave Mantis.
- Ancient Novelty: destroy an alien terminal using alien curio.
- What Smirks Below: kill a psychoclown on a beacon station.
- Europa's Finest: complete a campaign in ironman mode in multiplayer!
- Added the ability to load saves from back-up save slots, rather than just one save slot per campaign (allows going back further into the past, to avoid getting stuck).
- Disabled portable item finders working outside of the player subs. The intention is that they can't be used as a map of unknown places. Can be adjusted in xml for modding.
- Some new stair variants.
- Made the water ambience sounds inside the sub a little more quiet.
- Adjusted the low pass filter that muffles audio that's coming from far away or from behind obstacles: the sounds are now muffled more heavily.
- Made the ping estimations in the server list more accurate. They are still not perfect, because due to the way SteamP2P works (with the connection potentially getting relayed through Valve's intermediary servers), it can be hard to determine the ping in advance without actually connecting to the server.
- Adjusted railgun shells and depth charges to show the 'explosives' icon. Other items can still be placed into them, but most don't actually do anything. This should help players to understand it's mainly intended for explosives.
- Adjusted the names and descriptions of turret ammunition, to be more clear (and more easily searchable) on what turret they're used with.
- Circuit boxes can be set to require a specific ID card tag to access.
- The docking circuit boxes in vanilla subs require a captain's ID card to access.
- One-handed riot shields (to make them actually useful!).
- Added "surveillance center" item which can be connected to multiple cameras, which can be toggled through with buttons on the UI. There's an example item assembly showing how to connect the center to multiple cameras using the new output selector components.
- Output selector component (the technical term is "demultiplexer"). A component that has one input connection, and multiple output connections, and allows you to choose which of the output to send the input signal to.
- Input selector component (the technical term is "multiplexer"). A component that has multiple input connections, and one output connection, and allows you to choose which of the input signals should be forwarded to the output.
- Made the sound effects and camera shake a lot more noticeable when approaching crush depth.
- Option to make circuit boxes require a specific ID card to access.
- Removed the restriction of 2 security officers and 2 medics per crew in multiplayer.
- Spectators can focus the camera on a character by clicking on one on the crew list.
- Easier testing of outpost modules in the sub editor: when launching the test mode with an outpost module that's suitable for some outpost, the editor generates the whole outpost as opposed to just the single module.
- Higher-res collider indicators (visible in the character editor and when debugdraw is on).
- Adjusting the audio level sliders changes the volume immediately (as opposed to when you click "apply") to make the volume easier to preview.
- Added options for renaming and deleting local mods.
- Added an option to copy a workshop mod to a local mod.
- Fixed the context menu's "unsubscribe" button not working.
- Copying a waypoint while holding Ctrl automatically links it to the original waypoint in the sub editor.
- Option to choose the level difficulty in the level editor.
- Crush depths for different levels of hull upgrades are visualized in the level editor.
- Fixed BrokenSprites not showing up in the sprite editor.
- Ctrl+C copies the sourcerect of the selected sprite or sprites in the sprite editor.
- The total mass of the character is shown in the character editor. Note that the masses don't correspond to any "real units", but they may be of use if you e.g. want to make some status effects affect large monsters.
AI:
- Fixed an issue in the medic AI that made them often use suboptimal medicine when there were better options available. The issue happened when the medic didn't have the meds readily available: when they started searching for the sub for suitable meds, they would accept any of the 4 most suitable ones even if there were more suitable options available.
- Medic bots no longer use saline to treat infections. Saline has such a minor effect on infections that the bots could end up wasting huge amounts of it.
- Bots are now able to change the fuel rods on exosuits.
- Fixed bots being too eager to use welding tools and plasma cutters as weapons.
- Defense bots are now much better at navigating inside the sub, and they can open doors and use ladders.
- Fixed defense bots always being friendly to all humans, regardless of the team.
- Defense bots can now be told to unfollow by interacting with "E" (play). You can also tell someone else's defense bot to follow you.
- Defense bots show a green light when they are following a target.
- Monsters can now see and target searchlights.
- Fixed escorted NPCs getting turned hostile by the negative side-effects of medicine way too easily.
- Fixed security officers starting to consider everyone in the outpost as "belonging to another crew" after they've been alerted in a jailbreak mission, causing them to do constant security inspections on each other.
- Fixed low amounts of poisoning making bots say the target is mildly injured and doesn't need treatment.
- Fixed bots being unable to heal husk infections.
- Fixed bots recharging fulgurium batteries as soon as they're below 100% condition.
- Fixed bots being unable to defend themselves if they are holding an item that cannot be placed in the inventory, such as a cargo scooter or a box. Now they can put the item on their back or drop it when necessary.
- Fixed bots trying to store items like HMG in cabinets instead of putting it on their back when they don't need it.
- Fixed bots wearing both diving mask and diving suit when the suit has no oxygen left and when a mask would suffice.
- Fixed bots using repair tools in combat from an incorrect distance.
- Fixed bots sometimes getting stuck in a flooding room. Happened in situations where the centers of the nearby safe hulls were far away from the current room, e.g. if the rooms were very large.
- Fixed bots refusing to fix small leaks when there are no diving masks available but there are diving suits that they could use.
Fixes:
- Fixed "mission equality check failed" error when you join an ongoing campaign in which the players have selected missions in an outpost, but not departed yet.
- Fixed "lock default wiring" server setting locking components in all circuit boxes (even ones placed mid-round).
- Fixed headsets not working on characters spawned via console command.
- Fixed iron man mode staying "partially on" when the checkbox is left ticked, and a respawn mode other than permadeath is enabled, causing e.g. character loss to not get reverted when restarting the round.
- Fixed escort and cargo missions still sometimes leading to locations with no outpost. Now these missions should not be offered if there's no adjacent outposts.
- Fixed the sonar marker sometimes disappearing in one of the levels at the end of the campaign if the player stays too long in the level.
- Fixed dropping a melee weapon mid-swing leaving its hit detection active, causing characters to take damage if they touch it afterwards.
- Fixed monsters being unable to walk/swim backwards in multiplayer, causing the animations to look off in the case of e.g. monsters that back off after attacking.
- Fixed mineral scanners working without power.
- Fixed some faction events getting stuck when you choose the "ignore" option in the dialog.
- Fixed wrecked coilgun loader still using the old sprite (that doesn't look like the normal loader).
- Fixed lower docking port not being connected to the power grid in Camel, Orca 2, R-29 and Remora.
- Fixed chitin being damageable.
- Fixed beacon stations being often positioned in a different spot in mirrored levels (e.g. it might be near the outpost at the end of the level, but if you entered that outpost and returned to the level, it might’ve been near the other end of the level).
- Handheld item finders no longer work in ruins, wrecks and outposts (makes it too easy to locate loot - they were originally intended just for finding items on your own sub).
- Fixed "access denied" console errors when you attempt to open a restricted folder in the file selection dialog (e.g. when selecting a preview image in the sub editor). Now folders you don't have access to open a hidden from the menu.
- Fixed lights sometimes going through doors.
- Fixed dropped items sometimes seemingly disappearing client-side in multiplayer (most often, cargo scooters around ruins).
- Fixed inability to select containers that make you automatically pick up the item inside (e.g. weapon holders and fire extinguisher brackets) in the sub editor.
- Fixed occasional "invalid wallet" errors when finishing the campaign with talents that give extra money at the end of the round.
- Fixed rescuing Jacov Subra still not changing the abandoned outpost back to normal.
- Fixed characters losing skills and items if they die due to a disconnection, and then despawn before the end of the round.
- Fixed loading an autosave in the submarine editor not refreshing the list of layers in the sub.
- Disabled drop item hotkey in editors. It seems this is frequently bound to keys that are used in editors too, leading to e.g. people dropping screwdrivers around the sub when they're trying to toggle the entity list.
- Fixed outdated skill requirements in some weapon tooltips (Autoshotgun, HMG and Machine Pistol).
- Fixed crew list order shuffling around whenever characters are added or removed in MP.
- Fixed smoke from volcanoes and lava vents rendering in front of level walls.
- Fixed "man and his raptor" mission completing even if the mudraptor dies.
- Fixed crashing when trying to join a dedicated server via an IPv6 address.
- Fixed logbooks sometimes spawning in locked cabinets in wreck missions, which may make the mission impossible to complete if there's no corpse with an appropriate ID card in the wreck.
- Fixed deleting a wire with a label behind it from a circuit box also deleting the label.
- Fixed incorrect opium skill requirement tooltip.
- Fixed pulse laser loader's light flashing when it's rewired.
- Fixed certain affliction-specific animations, like the "drunken run" animation increasing movement speed when wearing a diving suit.
- Fixed psychosis artifacts sometimes causing excessive amounts of psychosis when the number of characters inside their area of effect changed.
- Fixed bots being able to start deconstructors from a distance if the item they're trying to deconstruct is already inside the deconstructor.
- Fixed a very rare issue that sometimes caused there to be now path between biomes on certain campaign map seeds.
- Fixed missions never triggering in levels that don't lead to an outpost if there's any paths to outposts available.
- Fixed outpost NPCs being unable to sit in cafeteria chairs (literally unplayable).
Modding:
- More modder-friendly event set handling. Previously it was very difficult to ensure custom events always trigger without overriding all of the vanilla event sets. We had support for "additive sets", which can trigger in addition to the normal event sets, but no way to guarantee one triggers. Now an attribute called "SelectAlways" can be added to an event set to ensure the game always selects the set when it's suitable for the current level. If the set is additive, it is guaranteed to get chosen regardless of what other sets get selected. If the set is NOT additive, the game will choose the first available non-additive set that is configured to be always selected.
- Made beacon events more modding-friendly: previously which beacon events were allowed to trigger was based on which layers are present in the beacons, but this was not a good idea because it breaks the events in all existing beacon mods (which for the most part don't use layers). Now trigger based on what kind of spawnpoints there are available in the beacon station.
- Added OnInserted and OnRemoved action types, which can be used in Containable definitions to trigger a status effect when something is placed into or removed from a container.
- Option to allow severing monsters' heads without killing them.
- Add an option to trigger motion sensors by species name or group.
- Monster AI: Added support for multiple targeting tags per target (e.g. an item having two different tags that a monster can target with different targeting params: the guardians now use this when targeting traps: they can either hide in them or flee to them for the repairs).
- Monster AI: Added support for multiple targeting params with the same tag. Currently not used in the vanilla game.
- Add support for targeting only items and for specifying multiple target types in the attack definitions. Or in other words, a monster attack can be configured to work against both characters and items.
- Fixed property conditionals targeting item components always requiring a match for all of the components of the same type, instead of any of them. Can be adjusted in the xml.
- Fixed NPCChangeTeamAction crashing the game if the target doesn't have a character info (= it's a monster or a pet).
- Increased the shadow casting light limit to 100 in the sub editor (can still be bypassed by enabling the "debugdraw" command).
- Made hostile abandoned outpost NPCs able to react offensively to the player even if the mission takes places in a friendly outpost (i.e. assassination/rescue missions can take place elsewhere than abandoned outposts without the hostile NPCs fleeing from the players).
- Made it possible for a CustomInterface to periodically refresh the UI to match the properties of the item (e.g. if there's some timer field, to get the value of the timer from the item).Configured with the attribute "GetValueInterval". Previously it was only possible to make the UI control the values of the properties or send signals, but not the other way around.
- Support for defining characters "the normal way" (using human prefabs, as opposed to the "character types") in pirate missions.
- Support for applying status effects on the pirates in pirate missions.
- Fixed toggling layers not working in outpost modules.
- Fixed contained items not getting hidden when the layer the parent item is in gets hidden.
- Fixed Sprite elements in wearables being case-sensitive.
- Fixed SpawnAction sometimes choosing spawnpoints in the abyss, ruins or caves when set to spawn at the MainPath.
- Fixed items not being positioned/rotated correctly when contained inside a "grandparent container" (item inside a container inside a container).
- Added "researchmaterial" tag to items containable in a research station. Doesn't affect any vanilla content, but allows modders to make research stations usable for things other than genetic materials. Also allow putting medium and small items into the output slots.
- Option to make TriggerComponents trigger based on a species name, species group or a conditional.
- "HUDOverlay" element which can be used to show a full-screen overlay on any arbitrary item the view is focused on. Used on cameras.
- Fixed there being no guarantee that there's a suitable start outpost in the first biome, especially when using mods that add a lot of new location types.
- Fixed removing an item with multiple inventories using status effects only removing the items inside its first inventory.
- Fixed MissionStateAction always incrementing the state by 1 when set to "Add", disregarding the value set in XML.
- Fixed delayed effects not filtering the targets properly (ignoring e.g. TargetIdentifiers and TargetItemComponent).
- Fixed character variants overriding the targeting parameters of the parent character incorrectly.
- Mission types are no longer hard-coded.The name of the XML element determines the actual mission class used by the game, but the mission type can be any arbitrary string. Can be used if you for example want to add special types of salvage missions, and categorize them separately in the menus.
- Fixed NPCs losing the reference to the HumanPrefab if they're hired in the crew and a new round has started. Didn't cause any issues in the vanilla game, but made it impossible to refer to the NPC using the human prefab id in events.
- Non-humanoids can now use ladders, if they have both "CanInteract" and "CanClimb" enabled in the character params.
- Fixed making an NPC stop operating an item with NPCOperateItemAction not working.
- Fixed StatusEffectAction not working client-side when it's executed immediately at the start of the round before clients have loaded in.
- Fixed "sprite not found" console errors when the game tries to preload a modded creature with damaged sprites.
- Fixed MeleeWeapon StatusEffects not being synced correctly (the effect didn't specify the MeleeWeapon component as the target client-side). Doesn't seem to have affected any vanilla content.
- Fixed conditional sprites in limbs completely ignoring the texture path defined in the xml and always using the default path.
- Fixed inability to make structure prefabs indestructible (the setting only applied to individual wall instances placed in the sub editor).
- 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.
- Fixed specific kinds of item variants causing "sprite not found" errors. Specifically, when a variant in Mod A inherited an item from Mod B, and that item had sprite paths configured using %ModDir%, the game would attempt to find the sprite from Mod A even though it should be looking for it from Mod B.
- Fixed items that take up both the OuterClothes and InnerClothes slots being possible to put in just either of them by swapping them with other items in a specific way.
- Made "RemoveIfLinkedOutpostDoorInUse" affect ladders too (making it possible to remove unused ladders from outpost modules by linking them to doors).
- Fixed inability to set an item's condition or quality using OnSpawn status effects.
- Fixed PowerTransfer.CanTransfer not working.
1.5.9.2
- Fixed an exploit that allowed clients to crash servers when hosting through SteamP2P.
- Fixed crashing when loading a save in which a character has a deconstruct order and an item marked for deconstruction is outside hulls.
1.5.9.1
- Fixed outpost security being way too eager to arrest characters who attempt to escape a security inspection, to the point that getting inspected while running past a guard would immediately make them arrest you.
- Fixed some thalamus items being hidden for no reason in some wrecks.
- Fixed "assault enemy" order not working in abandoned/enemy outposts.
- Added a configurable multiplier for the cost of hiring a new character to replace a permanently killed one. Makes it possible to host permadeath servers without having to assign hiring or money permissions to clients.
- Players are allowed to rename the character they take over in the permadeath mode.
Modding:
- Fixed forceOutpostGenerationParamsIdentifier (which can be used to force specific outpost generation params to be used in a location type) only working in single player.
1.5.8.1
- Fixed crashing when killing a defense bot or a leucocyte.
- Fixed directional flak ammo box still being carried with 2 hands.
- Fixed set_auto_operate and toggle_auto_operate disappearing at the start of the round if AutoOperate is not enabled. Now there's a setting called "Allow Auto Operate With Wiring" which can be enabled in the sub editor to enable the connections.
1.5.7.0
- 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.
1.4.6.0
- Fixed monsters sometimes spawning immediately after the round starts (Often happened between levels, when there was no outpost between them).
- The 'Art of Submarine Warfare' book granted by the 'War Stories' talent is now a separate item and the original book has been reverted to its original state.
- Fixed Thalamus' fleshgun ropes not being able to stick to a submarine anymore.
- Fixed Thalamus' flesh spike crashing the game in the multiplayer game mode.
- Added a scrollbar to the submarine warning list. Fixes the list not fitting on the screen, when there were multiple, long errors.
- Fixed server list filters not saving properly.
- Fixed marking a stack of items to be ignored or deconstructed only taking into account the first item of the stack, instead applying to all items of the stack.
- Removed duplicate localization lines that caused old versions of text to show up in some places.
- Fixes to the Chinese localization.
- Fixed the inability to edit tags that contained the same word as one of the predefined tags.
- Fixed a crash on opening the contextual order menu for an item of another character's inventory while the health interface is open.
- Fixed a crash when editing and resizing the circuit box label texts.
1.4.5.0
- Fixed crew remaining dead, mission remaining completed/failed, etc when you return to the lobby an restart the round. The issue was that the server did not properly load the previous save when opting to continue the ongoing campaign.
- Added a button to the server lobby which opens the server description in a popup to make it easier for players to find. We are still thinking of the best way to handle the description/MOTD, this is more of a quick band-aid solution for the description being too easy to miss / difficult to find at the moment.
- Fixed descriptions being outdated on some of the modified XP talents. Currently only fixed in English, the descriptions in other languages are still outdated.
- Fixed "command not found" error when trying to use the new "converttowreck" console command.
- Fixed items in a container in the submarine not being counted in the "owned items" count in the store interface.
- Fixed bots being unable to properly clean up some items, just taking them into their inventory and leaving them there.
- Fixed drinkable items (such as ethanol) giving the full effect with just a tiny sip.
- Fixed effect from the "revenge squad" talent only lasting 60 seconds.
- Fixed combat diving suit being slower than intended when using an underwater scooter.
1.4.4.1 (Blood in the Water)
- 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).
1.3.0.4
Fixes:
- Fixed another exploit that allowed crashing servers by sending them specifically crafted malformed data.
1.3.0.3
Fixes:
- Fixed an exploit that allowed crashing servers by sending them specifically crafted malformed data.
1.3.0.2
Fixes:
- Fixed inability to download missing mods from the Steam Workshop when you're joining a server.
1.3.0.1
Fixes:
- Fixed character face selection not working in the singleplayer campaign setup menu.
- Made the "connection lost" error messages when connecting to a server fails more descriptive.
1.3.0.0
- Epic Games Store release.
- Steam players have the option to enable crossplay between Steam and the Epic Store. When you launch Barotrauma for the first time following our EGS release, you will see a prompt asking whether you want to enable crossplay. If you do not wish to do so, you can decline, and that will be all. You can also update your preferences at any time in the game settings.
1.2.8.0
- Allow scaling most items below 0.1 in the submarine editor again. We set 0.1 as a hard limit because smaller scales caused issues with tiling items (such as labels), without realizing some sub builders have found some creative uses for heavily downscaled items (such as tiny turrets used as "dials").
Fixes:
- Fixed escorted characters trying to leave the sub if they can't find a safe hull to get to (e.g. when the sub is flooded).
- Fixed rotated structures not appearing rotated on the status monitor.
- Fixed wires getting misaligned when saving them in an item assembly.
- Fixed security NPCs being unable to swap batteries in stun batons.
- Fixed inability to edit the false output of a switch in multiplayer.
- (Finally) fixed texture offsets on tiled sprites such as background walls behaving erratically on non-default texture scales and mirrored entities.
Modding:
- Fixed crashing if an affliction prefab contains stat values with a duplicate type, or multiple stat values whose type can't be parsed.
1.2.7.0
- Fixed an issue that sometimes caused the game to crash without generating a crash report (which would lead to a "pipe was broken" error if the issue happened server-side). The issue had to do with a stack overflow when throwing specific kinds of console errors: one common case was when the game failed to connect to our server to check the GameAnalytics consent, which lead to a crash on startup.
- Fixed piezo crystals sometimes spawning right at the start of the level.
- Fixed assistants not being able to pick all tier 1 and 2 talents.
- Fixed location names disappearing when locations change their type in saves started in pre-1.2 versions.
- Fixed selection rectangle disappearing from items when zoomed in by more than x2 in the sub editor.
- Fixed "killcrawlerswarmlarge2" mission not having a description.
- Fixed bots sometimes choosing to wear broken diving suits.
- Fixed currently visible particles freezing when lowering the particle limit.
- Fixed dragged characters always colliding with stairs, making it impossible to drag them past the stairs.
- Fixed "drunken sailor" talent not nullifying the negative effects of drunkenness.
- Fixed stun from the "lightning wizard" talent activating if you cause damage to yourself (e.g. by breaking a wall and taking damage from the shrapnel).
- Fixed escorted security officers sometimes inspecting the crew for stolen items during escort missions.
- Fixed basics tutorial sometimes getting stuck in the "weld leak" objective.
- Fixed ancient weapon not flipping horizontally when aiming it to the left.
1.2.6.0
- Added some more logging to diagnose the mysterious "pipe was broken" crashes. These seem to happen when the server crashes in some way that prevents it from generating a crash report or communicating the reason of the crash to the clients. Now the "pipe is broken" crash report should include the exit code of the server process, giving us more clues for diagnosing the issue, and the server should create simplified crash report if there's some kind of an issue with creating the normal crash report.
Changes:
- Structures can now be rotated in the sub editor!
- Outpost security is now better at catching thieves: they can do random inspections to check for stolen items (more frequently if your reputation is low or if they've caught someone in your crew stealing), and notice if you're visibly carrying or wearing any stolen items.
- Option to get the items you're buying from an outpost store in your inventory immediately, as opposed to them being delivered to the sub at the start of the round. There's also now an anti-griefing setting for disabling this, in case you want to make sure a griefer can't easily gain access to dangerous items in the outposts. Players with campaign management permissions aren't affected by the setting.
- Added new variants of the Monsters Nearby and Submarine Flooded tracks.
- Minor adjustments to level layouts: all the levels now slope down a bit to give the impression you're actually heading deeper.
- Clicking on a door that's set to not toggle when clicked (= door that just send out an activate_out signal when clicked) doesn't activate the door's "toggle cooldown".
- Bots operating turrets can now lead targets (i.e. aim ahead of a moving target). Bots with a higher weapon skill are better at estimating the future position of the target.
- Minor balance change to sub vs sub combat. AI-controlled subs get at least 2 security instead of 1, so more turrets will be manned.
- Bots can see through windowed walls (also making it easier for them to spot stealing).
- Added bilge pumps and duct blocks throughout outposts. Otherwise the outposts can never drain if the player causes a flood.
- Removed karma restrictions from jobs. This feature wasn't communicated anywhere, and it often just seemed like a bug when someone didn't get assign the job they wanted due to their karma being too low.
- Added bullet casing particles to firearms.
- Adjusted default throwing pose a bit: characters don't extend their arm as high up, because it could cause the throwable item to hit the ceiling in roughly door-height rooms.
- Most message boxes can be closed by pressing enter (more specifically, all boxes that are created with just the "ok" button).
- ID cards left in a duffel bag are automatically removed at the end of the round.
- Added a light to handheld sonar to indicate when it's on + made the ping a bit higher in pitch to differentiate it from the sub's sonar.
- Reduced the forces applied on characters by fractal guardian's melee attacks. The previous values were so high they often lead to characters getting stunlocked when the attacks threw them against the walls of the ruin.
Traitors:
- Three new Danger Level 1 traitor events: Exhibitionism, Firing Blanks, The Original Honkero.
- Five new multi-traitor events: Gnawing Cold, The Clobbery Robbery, Husk Roulette, Duck Side of the Moon, Powered by Faith.
- Fixed "Insurgency" achievement not unlocking when completing a traitor event.
- Fixed traitor-specific items sometimes being requested by stores.
- Fixed visibility checks in some traitor events having infinite range.
- Don't allow the victim's body to despawn in the "dead or alive" event because it'd interfere with completing the event (others finding the body).
Optimization:
- Significant optimization to situations where a bot is idling and has trouble finding a path to another hull. Caused performance issues in colonies in particular.
- Fixed a memory leak that caused the memory usage to increase every round.
- Fixed firing turrets (or doing any other action that spawns lots of new entities) causing an enormous performance drop in some situations. Had to do with specific scripted events re-checking their targets whenever a new entity spawned, which was needlessly heavy and was done unnecessarily often.
- Miscellaneous small optimizations.
- Optimized labels (large labels with a scaled down texture in particular were unnecessarily heavy).
- Optimized Watcher's status effects.
Multiplayer:
- Option to hide servers from the server list.
- Option to report inappropriate servers on the server list.
- Added "MinimumMidRoundSyncTimeout" server setting. Determines how long the server waits for a mid-round joining client to get in sync before disconnecting them.
- Fixed workshop item downloads sometimes getting stuck when opting to install server mods from the workshop. Happened if the mod had already been installed, was in the process of being installed, or if it couldn't be installed for some reason.
- Fixed dedicated servers with lots of mods enabled not showing up in the server browser.
- Fixed Text and NPCConversation files being required to be in sync between clients and the server, meaning if you were using a mod that changes the game to a different language, it'd get disabled when you joined a server that's not using the mod.
- Fixed lack of unban option in the "manage client" menu and the client context menu.
Talents:
- Five new assistant talents: Starter Quest, Mule, Jenga Master, Indentured Servitude, Tasty Target.
- Fixed "junction junkie" not working on sonar monitors.
- Fixed a couple of inaccurate talent and mission descriptions in Russian.
Skill gain balancing:
- Now takes longer to reach max skill level, the Helm skill especially was leveling way too fast.
- Helm skill levels up based on the submarine's speed.
- Added an exponent factor to the skill increases for diminishing returns at higher skill level.
- Increased skill gains at lower levels to compensate.
- Welding gives more skill.
- Fabricating items gives less skill.
Fixes:
- Fixed "camera zoom effect" taking a very long time to appear when pressure is increasing inside the sub, giving you very little time to react when the pressure gets to a lethal level.
- Fixed turret lights always being forced on at the start of the round.
- Fixed lighting artifacts that looked like thin slivers of light and strange jagged lighting that sometimes occurred in corners of rooms or places where multiple walls meet.
- Fixed lights shining through obstacles in some very specific situations (one common spot was the windowed door at the left side of Dugong's command room).
- Fixed turret lights sometimes disappearing from view when you're far from the turret (but still close enough to see the light).
- Fixed "bad vibrations 2" event getting stuck if you choose the option to sleep.
- Fixed components disappearing from a circuit box if you delete one in the sub editor and undo the deletion.
- Fixed a rare crash when you'd selected text in a textbox and changed the language of the game to one where the word in the textbox is shorter than in the previous language.
- Fixed handcuffs appearing to continuously drop from characters in certain situations in multiplayer (more specifically, if the character has been disabled and re-enabled during the round).
- Workaround to a rare mystery issue that seems to sometimes cause save files to get corrupted. It seems in some situations the submarine doesn't get included in the save: now the game checks whether the submarine is included before attempting to save the file, and refuses to save if it isn't. This does not solve the underlying issue, but should make it easier for us to diagnose why the submarine gets left out, and prevent corrupting the save when it occurs.
- Fixed "operate turret" orders showing the order marker on the turret instead of the periscope.
- Fixed respawn shuttle lights shining through the top of the level.
- Fixed flares (or other "provocative" items) not attracting monsters when you're wearing a diving suit, because the diving suit was also considered a "provocative" item.
- Fixed ability to put items into circuit boxes by dragging and dropping and with the inventory hotkeys. This caused the components to end up in an invalid state, leading to errors when loading the next round.
- Fixed custom ID card tags not getting applied to ID cards when switching subs.
- Fixed subinventories constantly opening and closing when you're hovering the cursor over the inventory slot with 2 different containers equipped (e.g. 2 storage containers).
- Fixed bots being able to take ammo out from non-interactable items or items whose inventory is set to be inaccessible.
- Fixed progress bars being visible through walls when someone uses a repair tool, damages an item with a projectile or a melee weapon, or crowbars a door open.
- Fixed crashing if you're in an outpost level with no outpost. Should normally never happen, but can occur with e.g. outdated save files or mods.
- Fixed ballast flora spores (or any other level object with no actual sprite) not being visible.
- Fixed bots "cleaning up" items from inside artifact transport cases.
- Fixed ability to sell components from inside circuit boxes in outposts.
- Fixed outpost NPCs not caring about the players starting fires.
- Fixed purchased items sometimes spawning in the cargo crates when you've got a cargo mission active, making them potentially very hard to find.
- Fixed inability to select a component you've just placed in the circuit box until you move the component for the first time.
- Fixed health scanner HUD texts overlapping on high resolutions.
- Fixed "maintain position" marker being misplaced on the navigation terminal on some resolutions.
- Fixed chance of tainting the genetic material when refining sometimes being displayed incorrectly on research stations.
- Disable the health interface of the patient in the "good samaritan" event. Prevents being able to heal the opiate overdose "normally" before triggering the event.
- Fixed item hover texts (e.g. "[E] Repair") not refreshing when changing keybinds.
- Fixed fabricator listbox scroll always resetting to the top when someone selects the fabricator.
- Fixed bandoliers not affecting pulse laser fire rate.
Modding:
- When running an outdated executable (i.e. a mod that overrides the game executable, but hasn't been updated yet after a new vanilla update has been released), there's a notification in the main menu and the "host server" menu warning you about the potential issues caused by running an outdated executable with the other up-to-date vanilla files.
- Console errors and warnings caused by modded content include the name of the mod to make it easier to diagnose which mod is causing some issue or whether it's an issue in the vanilla game.
- Support for overriding texts. Works using <override> elements, the same way as overriding any other content.
- Fixed decorative sprites not being visible on items placed in a container. Did not affect any vanilla content (there were no decorative sprites on any item that can be visible in a container).
- Fixed characters with no AI defined causing crashes.
- Fixed inability to make StatusEffectAction modify the properties of an ItemComponent (only worked on the actual Item).
- Option to have multiple conditionals in CheckConditionalAction.
- Option to limit how many times a GoTo action can be executed (i.e. to create loops that only repeat a given number of times).
- TutorialHighlightAction can now be used in multiplayer too, renamed it as HighlightAction.
- Fixed first matching Containable definition of an ItemContainer determining the hiding, position and rotation of a contained item, disregarding which subcontainer the item is actually in. E.g. if a weapon had 2 subcontainers for magazines, both with a different ItemPos, the ItemPos defined in the first subcontainer would be used for both magazines.
- Fixed stun batons not accepting modded batteries because the RequiredItem s were configured using identifiers instead of tags.
- Fixed Character.CameraShake setting the camera shake regardless if the character the effect is being applied on is the controlled one or not.
- Location names can now be translated. In the vanilla game the names are only translated if you're playing in Chinese.
- Fixed some ConversationAction options going outside the bounds of the dialog if there's a very large number of them.
- Fixed inability to use %ModDir% in LevelGenerationParams.ForceBeaconStation.
- Fixed status effects configured to spawn an item in ContainedInventory not spawning the item if it can't go inside the first item in the contained inventory.
1.1.19.3
- Fixed shrapnel from flak cannon ammo always launching upwards.
- Fixed wall damage shrapnel going through walls and being a little excessive overall.
- Fixes to pressure distribution logic: fixes pressure sometimes being lethal in breached rooms that weren't full of water.
- Fixed clients not regaining control of their braindead character after rejoining if the character's taken any amount of damage while braindead.
- Fixes to inconsistent stack sizes (e.g. certain ammo types stacking up to 12 in character inventories, but only 8 holdable/wearable items like backpacks and toolbelts.
- Fixed console errors when switching subs with circuit boxes on board.
- Fixed items that are inside a container that doesn't get transferred getting duplicated during item transfer when switching subs.
- Fixed bots not cleaning up circuit boxes from the floor.
- Fixed stack size being displayed incorrectly in the tooltip when dragging a stack of items to an already-occupied slot.
- Fixed nav terminal's docking button not working if the signal is routed from the terminal to the docking port through a circuit box.
- Fixed double-clicking a component while a circuit box is equipped making the component vanish inside the circuit box.
- Fixed chat messages sent when accusing someone as a traitor not triggering the spam filter.
- Fixed connection names not being translated in circuit boxes (always showed up in English).
- Fixed right-side crew panel overlapping with the mission panel in the PvP mode round summary.
- Fixed depleted and fulgurium fuel rods stacking up to 32 (should be 8 like all other fuel rods).
1.1.18.1
- Fixed opening the "load game" menu crashing the game if you have any corrupted/unloadable saves in the save folder. In multiplayer, this would just prevent opening the campaign setup menu without any error messages.
1.1.18.0 (Treacherous Tides)
- Completely redesigned traitor system, which also now works in the campaign mode.
- The traitor missions (now called "events") have been implemented using the scripted event system, and can be created in the event editor. We unfortunately had to drop support for the old system; even though we aim to not do any backwards-compatibility breaking changes now that we're past 1.0, after evaluating the number of mods that include custom traitor missions and seeing how few there are, we felt that it's better to depreciate the old system instead of maintaining two separate systems. We're sorry for the inconvenience, but we're hopeful the move to the scripted event system will allow modders to create more complex traitor events much more easily!
- A total of 27 completely new traitor events.
- Multi-traitor events and code words are back!
- Instead of the yes/no/maybe traitor setting, you can choose the probability of a traitor event per round (e.g. 50% = a traitor event happens on half the rounds on average).
- Each event has a "danger level" that describes how destructive/dangerous the event is. You can choose how dangerous events can get chosen in the server lobby, for example if you don't want very destructive traitor objectives in the campaign mode.
- If a traitor completes their objective successfully, they may get assigned a more dangerous objective on future rounds (up until the maximum defined danger level is reached).
- Players who haven't been traitors before/recently have a higher chance of getting selected as traitors.
- In the campaign mode, completing a traitor objective gives the traitors rewards such as getting to "steal" a portion of the mission experience.
- The players can vote which player they suspect as the traitor. At the end of the round, if at least half of the players have voted for the same player, that player will be accused as a traitor. If the accusation is correct, the traitor's objective will fail and they will receive no rewards. If the accusation is incorrect, the crew will receive a monetary penalty.
- Added various new traitor items, perhaps most notably the Radio Jammer, a handheld battery-powered device that temporarily disables radio communications (both text and voice chat).
Stacking and storage changes:
- Added Backpack, essentially a larger variant of the toolbelt with a small speed debuff. Can be obtained through the new assistant talent "Bag It Up", and purchased in stores around mid-way through the campaign.
- Oxygen and fuel tanks no longer stack in player inventories, but their capacity has been increased to compensate. A stack of oxygen tanks would last nearly 45 minutes (and that's not even accounting for high-quality tanks), which meant you could easily carry so much oxygen that running out is practically never a risk.
- Increased stack sizes of most items (such as materials, ammo, meds) to 32.
- Increased cabinet capacities.
- Storage containers can no longer be put in normal cabinet slots. The intention is to prevent being able to use storage containers as a way to significantly increase cabinet capacity (all the way up to 2880!). The larger stack sizes and increased cabinet capacities still allow storing a very large number of items, without having to resort to storage containers which make managing the items in the cabinet more inconvenient.
- Cabinets now have a handful of special "extra slots" specifically for storage containers. Storage containers have other uses besides just increasing storage capacity, and these extra slots are intended to keep them a viable option for those other uses.
- Added buttons for merging stacks and alphabetical sorting to all cabinets.
- Dropped stacks of items behave as one physical object and can be picked up by clicking once, instead of the stack becoming a bunch of individual items that need to be picked up one-by-one.
- Restricted the maximum stack sizes of character inventories and holdable/wearable containers to 8. Meaning you can carry 8 items per slot, but cabinets and crates can fit the "full" x32 stacks.
Talents:
- Fixed "By the Book" giving you the bonuses regardless if you complete a mission or not.
- Changed how Scavenger talent works: previously it had a chance of doubling the loot in a container, which often led to excessive amounts of loot (and other times, no extra loot at all). Now the chance works per-item instead.
- Fixed nuclear shells and depth charges fabricated with the "Nuclear Option" talent providing incendium when deconstructed, even though it's not used in the fabrication recipe.
- Fixed having one captain with the "Leading by Example" talent and another with "Family" messing up the afflictions applied by them (one trying to apply "Excellent Morale" and the other trying to remove it).
Misc changes and additions:
- Added Circuit Box, an item that allows creating circuits without having to fabricate and place each component individually on the sub's walls.
- Added lights that indicate the ammo status to turret loaders.
- Characters "grab" the device/item they're interacting with, making it easier to see e.g. whether a character is taking something from a cabinet or just standing next to it.
- Allowed any type of ammo box to be used in the turret ammo box recycling recipes.
- Improved explosion particle effects.
- Added a new abandoned outpost mission variant (relating to one of the shadier factions).
- Pets become unhappy faster. Previously the happiness decrease rate was so low the pets were more likely to starve to death than to become unhappy.
- Pets no longer regenerate health when they're well-fed. This was a leftover from the 1st implementation of the pets, and is no longer necessary, because they now regenerate health while eating.
- Repositioned item interfaces retain their positions between rounds.
- Killing/handcuffing the terrorists during escort missions is no longer required to complete the mission. Fixes other means of detaining them (such as brigging, stunning or paralyzing) not being considered valid before.
- It's now possible to access the gene splicer slot of dead/incapacitated characters.
- Increased fruits' impact tolerances to prevent them from breaking when falling.
- Tweaks to the sound effects when under high pressure.
- Underwater scooter's light turns on when aiming (not just when actually using the scooter).
- Captain's pipe and cigar are used by holding RMB (not LMB+RMB) to make their usage consistent with other "consumables".
- Added broken state sprites for Thalamus' fleshspike and fleshgun. Adjusted the fleshgun particle effect.
- Made characters only flip from one side of a ladder to another when aiming. Makes it easier to interact with things next to the ladder, when the character doesn't automatically flip to the "wrong side" when you try to highlight something.
- Beacon station and cave markers are removed from the sonar once the beacon/cave mission is completed.
- The Output and FalseOutput of switches and periscopes are editable.
- Added a "disable_output" pin to supercapacitors and batteries. Particularly useful for auto-operated turrets, as it can be used to power them down.
- Made auto-operated turrets much better at using pulse lasers, chainguns and other turrets that need to wind up before firing. Previously the AI was too eager to switch between targets, as opposed to waiting for the turret to wind up and actually fire.
- Added "activate_out" output to doors (outputs a signal when someone toggles the door) + an option to make the door NOT open/close when someone tries to toggle it. Can be used to run a signal through some external circuit when someone tries to open a door with integrated buttons.
Balance:
- Adjusted ammo fabrication recipes to fix lead being too scarce (considering it's needed for almost all ammo types). Now ammunition can be fabricated from different materials, not just lead.
- Revisited the contents, the difficulty, and the rewards of monster missions.
- Balanced reputation gains from missions: it should now be less easy to maintain a positive reputation with all factions.
- Slightly increased character impact damage (i.e. damage taken when you fall or get thrown against something).
- Being under high pressure causes organ damage. Without this, it's possible to basically ignore high pressure as long as you're quick (e.g. you can briefly go outside or to a breached ballast to fix walls).
- Made gravity sphere, guardiansteamcannon and guardianbeamweapon cause a bit of radiation sickness. Afflictions that can't be treated with morphine + bandages should be more common, so here's some!
- Piezo crystals cause a bit of stun and burns on characters.
- Nerfed fractalguardian_emp a bit: longer attack cooldown, shorted EMP range. The previous values made it too easy to get softlocked.
- Added 50% flow resistance to makeshift armor to make it more effective in indoors combat.
- Revisited the effects of liquid oxygenite and the oxygen related effects of deusizine to keep them balanced. Reduced the required skill for applying liquid oxygenite to compensate for the failure effects.
- Reduced Mudraptor's priority of eating dead bodies with the intention of making it not as easy to distract them killing one in a pack.
- Improved the monster nest mission progression by introducing harder variants of all the missions. Adjusted the existing nest missions a bit.
- Buffed the ancient weapon: increase the burn damage from 40 to 50, make them ignore 50% of armor protection, allow them to cut off limbs and break (some) armor. Add stun for stopping power.
- Defined fire damage (on ballast flora) and AI combat priority for the ancient weapon.
- Set the treatmentthreshold for oxygen loss to 100, so that the bots won't try to treat patients so eagerly. Now they should react only slightly before the target faints. Note that this also affects when the suitable treatments are shown in the health interface.
Optimization:
- Optimizations to situations when there's lots of NPCs nearby. Particularly noticeable in very crowded outposts.
- Optimized the Load Game menu in both singleplayer and multiplayer, dramatically reducing the time the game freezes when opening it.
- Optimized flashlights and other directional lights.
- Loading optimizations (loading screens should now be noticeably quicker).
- Thalamus: spawn the initial cells when the AI is loaded (at the round start) instead of doing that when the player is close by. Gets rid of the notable lag spike when approaching a Thalamus infested wreck.
- Miscellaneous smaller optimizations.
Submarines:
- Reworked Berilia.
- Reworked R-29.
- Linked fabricators to the cabinets next to them in all vanilla subs.
- Various fixes and improvements to Orca.
- Fixed waypoints outside the submarine not being disabled as obstructed when the connection doesn't overlap a wall.
- Waypoint fixes to most player subs.
- Fixes to transferring items between subs: some items that didn't fit into cabinets weren't put into crates even if they could've been, and some items spawned unnecessary crates because they were configured to spawn in a crate despite being too big to put in one.
- Fixed incorrect "low on fuel" warning when switching to a new sub with no fuel, even if you have fuel in your current sub and opted to transfer them to the new one.
Multiplayer:
- The skill loss on death can be adjusted in the server settings. Defaults to 50% (previously 75%).
- Fixed characters keeping all the injuries they've received while being "braindead" (killed due to disconnecting), meaning if you for example hack the character to pieces while braindead, and the character respawns next round, they'll spawn dead.
- If a client joins when their character is "braindead" (killed due to disconnection), the character is now revived and the client immediately regains control of it. But only if the character's vitality is above 0 - if they have received other lethal injuries or despawned, they'll have to wait for a "normal" respawn.
- Fixed icon in server details panel in the server list saying that every server is modded.
- Fixed clients spawning as characters even if they've opted to spectate if the game mode is switched from campaign to some other mode and back.
- Fixed fabricator sometimes starting to fabricate an incorrect amount if you click the "start" button quickly after adjusting the amount.
- Fixed occasional "received invalid SetAttackTarget message" errors in multiplayer. Happened when some attack caused the target to be killed and despawned immediately (e.g. when a pet was instakilled by a monster).
- Fixed inability to attach items to walls outside the sub in MP.
- The outpost manager is always killable in the Tormsdale report event even if the killing outpost NPCs is disallowed on the server.
- Fixed certain kinds of network messages being sent using an unreliable delivery method (potentially causing occasional issues with file transfers and traitor messages).
- Fixed inability to choose or vote for a sub if you don't have all the content packages required for the sub.
- Fixed clients not seeing the votes of anyone who voted before them on the ready check.
- Fixed dropping off ladders when you open your own health interface in multiplayer.
- Fixed changing character appearance triggering the "wait X seconds until you can rename again" warning.
- Fixed replaced shuttles not getting repaired client-side when you purchase the replacement, making it look like you can't repair them (because they're already repaired server-side).
- Fixed handheld sonar beacon's textbox becoming empty when you enter something in it in multiplayer.
- Fixed "Attempted to create a network event for an item That hasn't been fully initialized yet" console error when spawning a sonar beacon mid-round.
- Fixed characters getting removed at the end of the round if they've died and then been revived with the "revive" console command.
AI:
- Fixed bots "cleaning up" (or stealing) batteries from portable pumps.
- Fixed bots never cleaning up detached wires.
- Fixed bots sometimes ignoring the leaks right next to doors/hatches.
- Fixed bots cleaning up items that are being eaten by a pet.
- Monsters not ignore provocative items in the inventories of characters they're configured to ignore (with the targeting state "Idle"). Fixes husks attacking characters that are wearing cultist robes with a diving suit.
- Autopilot now avoids the floating ice chunks using the same logic it uses to avoid ice spires.
- Defined AI combat priority for the alien pistol.
- Adjusted the combat priorities of flamer and steam prototype gun.
- Fixed bots sometimes drowning in the ballast because they didn't think they'd need diving gear if the ballast is not full (but still has enough water to drown).
- Fixed bots sometimes preferring to get a new weapon instead of reloading their current one, even if they had easy access to more ammo.
- Fixed bots accepting orders but not doing anything while handcuffed. The bots will now refuse to do things that they need hands when they are handcuffed.
- Fixed bots still sometimes getting stuck on corners around staircases.
- Bots don't attempt to repair or fix leaks in non-friendly subs (e.g. wrecks or ruins).
- Bots don't attempt to clean items in the main sub in outpost levels.
- Fixed bots sometimes just swimming around when they should be able to get back to the sub.
- Fixed orders persisting even if the target no longer exists after a sub switch (e.g. a bot might attempt to operate a turret that doesn't exist, resulting in them doing nothing).
- Fixed "follow" order not always persisting between rounds.
- Bots don't try to use stabilozine to treat deliriumine poisoning. It only slows down the progress of the poisoning, which is kind of pointless in the case of the non-lethal deliriumine poisoning.
Alien ruins and artifacts:
- The ruins now start smaller and grow bigger gradually, depending on the difficulty level.
- Ruins start to appear a little later in the campaign (in the second biome).
- Initially only "scan ruin" missions are given, "ruin salvage" and "clear ruin" missions don't appear until later.
- Adjusted the loot distribution in the ruins.
- Fixed guardians and defensebot(?) spawning the blood decal when they get dismembered.
- Fixed guardian pod damage sounds sometimes being inaudible.
- Artifact transport cases require batteries to nullify the effects of the artifacts. The batteries last a little over 8 minutes. Also added some animations and lights to the case when powered.
- Made Faraday Artifact's EMP effect a little stronger, and added a discharge coil effect out of water.
- Thermal Artifact now emits steam in water that burns and damages walls.
- Nasonov Artifact now also disrupts the sonar. Added particle effects.
- Psychosis Artifact now generates watcher's gaze periodically, causing psychosis/nausea and strengthening nearby monsters.
- Sky Artifact now drains water on top of draining oxygen, making them a little more tricky to deal with.
- Doubled the price of all artifacts.
- Fixed artifacts never spawning as random loot in ruins.
Fixes:
- Fixed 2nd end level being impossible to complete if you've already completed the campaign once, because the logbooks didn't respawn on the 2nd loop.
- Fixed inability to equip one-handed items when you're holding a one-handed container that item can go inside (e.g. trying to equip a revolver while holding a storage container would just put it in the container).
- Fixed an exploit that allowed giving your ID card access to places it shouldn't have access to (by placing it in the inventory of e.g. a bot captain and saving and reloading).
- Fixed mollusk and skitter genes giving much less vigor/hyperactivity than intended, making them practically useless.
- Fixed crashing if you change the language when there's scrolling texts (such as "your skills might be insufficient...") visible on the screen.
- Fixed an exploit that allowed using beds/chairs and crouching to trigger a sort of "noclip".
- Fixed particle "z-fighting" (particles flickering in front of each other). Was particularly noticeable with smoke particles.
- Fixed lighting and LOS behaving strangely on very long walls (not extruding far enough to cover the whole screen, allowing you to see through the wall).
- Fixed rifle reload sounds sometimes not playing if you fire in very rapid succession.
- Fixed files listed in file dialogs (such as when choosing a thumbnail for a mod) being in an inconsistent order on Linux.
- Fixed gaps generating strangely on "Shuttle Shell A Glass A".
- Fixed autoturrets being unable to fire inside hulls.
- Fixed “badvibrations3” event (last part of the event chain where you're assigned to salvage a psychosis artifact) never triggering.
- Fixed "sleight of hand" event not giving you the trinket if you choose the 1st dialog option.
- Fixed husk symbiosis getting removed from characters after finishing the campaign.
- Fixed heavy wrench not stunning unskilled users like it should.
- Fixed Jovian radiation no longer causing any noticeable radiation sickness, because it healed faster than the Jovian radiation causes it.
- Fixed chaingun's "winding up" sound not following the sub.
- Only allow putting syringes in autoinjectors (autoinjecting bandages doesn't make much sense, and doesn't work properly).
- Fixed submarines getting stopped by the collider of the acid mist emitted by acid grenades.
- Fixed connection panel layout not working properly on very large resolutions (pins being excessively large and/or going below the borders of the panel's frame).
- Fixed an issue in the "toy hammer" task given by the Jestmaster. The event would never complete, and instead just endlessly increase your reputation when hitting the monster with the hammer.
- Fixed occasional "no suitable return target found" console errors when leaving a location.
- Fixed explosive slugs exploding in the barrel when shot into the void in the sub editor's test mode.
- Fixed attaching items in-game not aligning them with the grid the same way as in the sub editor (offsetting them by half the size of the grid).
- Fixed event trigger icon (the yellow exclamation mark) hiding the conversation icon when an event targets the outpost manager.
- Fixed husks sometimes moving at an unintendedly slow speed on land, making the walking animation look strange (sort of sliding while barely moving their feet).
- Fixed text display's light turning off when copying one in the sub editor.
- Fixed 40mm grenades not exploding in nuclear shells.
- Fixed bringing the cursor over the inventory interrupting using tools and weapons.
- Minerals can't be grabbed before they've been detached with a plasma cutter (it was confusing to be able to grab the item and have the "detaching" progress bar appear, despite it doing nothing).
- Fixed sonar not displaying markers for other subs in the sub editor test mode.
- Fixed fabricator UI not refreshing the skill/time requirements when selecting a linked cabinet instead of the fabricator itself.
- Fixed fabricator not being able to pull materials from the user's inventory if the user selected a linked cabinet instead of the fabricator itself.
- Fixed submarine preview highlighting hulls that have the same name even if they're not linked or near each other.
- Fixed rope pull force originating from the item's origin instead of the barrel.
- Improved how electrical discharge coils determine which walls are outer walls: use the actual position of the structure's body, and check if there's hulls at either side of it.
- Fixed submarine wall "shell a combo 1 1" being incorrectly configured as a horizontal wall. Caused EDC to behave strangely on these walls.
- Fixed monsters sometimes spawning within the player's sight in wrecks (or ruins).
- Fixed corpses carried to the sub from a wreck just disappearing at the end of the round along with the items in their inventory.
- Fixed infinite loop in Character.CanInteractWith if the target item is in a container it's linked to, and has been configured to be displayed side-by-side. For example, if you place a cabinet linked to a fabricator inside the fabricator.
- Fixed incorrect type of airlock module being sometimes used in levels between outposts (e.g. a colony airlock module even though the outpost is a normal one).
- Fixed 40mm acid grenades sometimes appearing to explode in the grenade launcher client-side.
- Fixed nuclear reactor's explosion effects sometimes not being visible client-side.
- Fixed holdable item's sprite origin not getting mirrored on the x-axis. There was a previous attempt at fixing this, but it didn't work correctly: it adjusted the position where the item is held, in a way that made the sprite appear at the correct position. The sprite origin shouldn't affect the position of the item's body though, just where the sprite is drawn relative to the body. The previous fix also didn't take flipping into account, causing the body to be "the wrong way around" when facing left.
- Turn the reactor auto temp on at round end, if the reactor is actively managed by a bot. Fixes reactor sometimes generating too much power at the beginning of the rounds. Only happens later in the game when the bot operating the reactor is skilled enough to manually manage the reactor.
- Fixed thalamus being allowed to load the cheap nuclear shells (talent item) when it loads the railgun.
- Fixed a rounding error making some hairs/attachments in mods impossible to select.
- Fixed some properties of wearable InheritLimbDepth, InheritScale, InheritSourceRect, InheritOrigin being forced to true, and ObscureOtherWearables being forced to None on all wearable sprites except items regardless of what's set in XML.
- Fixed repair tools hitting severed (or hidden) limbs, which sometimes caused the target to not take damage.
- Fixed ancient weapons not being able to cut minerals.
- Fixed "hidden in game" entities + propeller's damage area indicator being visible in images generated with "wikiimage_sub".
- Fixed gaps that aren't linked to anything (e.g. gaps fully inside a hull) counting as hull breaches on the status monitor.
- Fixed contained items in a held item (e.g. flashlight in a rifle, harpoons in a harpoon gun) rotating "choppily".
- Fixed particle "z-fighting" (flickering in front of each other). Was particularly noticeable with alpha-blended particles like smoke.
- Fixed damage from structure damage "shrapnel explosions" being very inconsistent. The explosion didn't ignore obstacles, meaning any structures between the explosion and the character (including the wall the shrapnel comes from) would drastically reduce the damage. This meant the damage was usually very low, but with specific kinds of wall configurations could be enough to instakill a character.
- Fixed characters letting go of the character they're dragging when moving out from or into a sub.
- Changed the formula that converts the rectangular steering vector on the nav terminal to circular. The previous formula caused the "steering arrow" to point at a slightly different direction than where the submarine was actually trying to head to. Most noticeable when controlling turrets using the nav terminal.
- Fixed diving masks reducing movement speed.
- Fixed water in docked shuttles/drones not affecting the buoyancy of the main submarine as much as it should.
- Fixed sub editor sometimes deleting previously selected entities when deleting something using the right-click context menu.
- Fixed monsters sometimes spawning inside the sub after you restore a beacon station.
- Fixed trying to return back from a "deadend location" with no outpost sometimes not working.
- Fixed fractal guardians damaging themselves with their steam cannons.
- Fixed a rare crash caused by an exception in Explosion.RangedStructureDamage. Happened when structure damage triggered an explosion, and said explosion caused another explosion that caused more structure damage. Could happen e.g. when the shrapnel from a breach kills a terminal cell, which explodes and causes more structure damage.
- Fixed auto-operated turrets being able to function without power.
- Fixed it being possible for the last location before the end levels to turn into an outpost if you manage to spread habitation all the way there.
- Changed sonar flora sprite depths to prevent them from being obscured by the edge chunk objects.
- Fixed some headgear (such as separatist captain hats) clipping through PUCS's helmet.
- Fixed lights shining through items characters are holding.
- Fixed ability to clip your turrets through enemy subs' hulls and launch projectiles inside the sub.
- Fixed "heal [H]" hint being visible when focusing on other characters while climbing ladders, and the health interface opening for one frame if you attempt to heal.
- Fixed inability to damage doors with melee weapons from outside the sub.
- Fixed riot shield rotating in a really strange way when swimming (in the wrong direction relative to the character's rotation).
- Fixed Electrical Discharge Coil behaving strangely (drawing huge amounts of power, but never discharging) when there's not enough power and power flowback through EDCs.
- Fixed "show hidden afflictions" button not scaling correctly when switching the resolution.
- Fixed the abandoned outpost you rescue Subra from never turning to a normal outpost.
- Fixed flashlight not being turned off when swapping the item to the belt slot, if there's something else in the slot (like a toolbelt).
- Fixed incorrect draw order of the diving suit's arms (the "shoulder pad" rendered behing the upper arm).
- Fixed "chem withdrawal" and "drunknodebuffs" (variant of drunkenness if you have a talent that nullifies the negative effects) not healing by itself, meaning it was impossible for them to fully heal except by using the medical clinic.
- Fixed captains spawning without tobacco in the pipe (literally unplayable).
1.0.21.0
- Fixed LOS effect sometimes "lagging behind" when the sub is moving fast.
- Fixed some minor visual issues (occasional jitter/flickering) on the LOS effect.
- Fixed some issues in the bot AI that we're causing a large performance hit particularly in situations when there's lots of bots in a sub with leaks.
- Fixed bots abandoning their orders (such as operating a turret) if the room is unsafe (e.g. flooded).
- Fixed an issue in character syncing that occasionally caused disconnects with the error message "Exception thrown while reading segment EntityPosition, tried to read too much data from segment".
- Fixed wires set to be hidden in-game (e.g. invisible circuits built outside the sub) being visible on the Electrician's Goggles.
- Fixed an issue with level resources that caused crashes with certain mods (e.g. ones that include subs with piezo crystals).
- Fixed NPCs waiting on some outpost modules never reaching their targets, causing peculiar behavior.
- Fixed waypoints sometimes not getting connected between outpost modules if there's a very short hallway between them. Addresses some cities missing connections between waypoints, causing AI to be unable to navigate through the modules.
- Fixed some UI layout issues (most noticeably, ultra-wide crew list) on certain resolutions like 3440x1440.
- Fixed campaign saves occasionally failing to load with the error "an item with the same key has already been added". Seemed to only occur when using certain mods.
- Fixed crashing when you e.g. use a pet from some mod in the campaign, disable the mod and reload the save.
- Waypoint adjustments to most submarines, outposts, wrecks, and beacons. Especially on ladders. Should take care of the remaining AI issues on ladders (the old subs in the saves don't get updated, but the fixes apply to new subs that you don't yet own. And ofc all the subs in a new game!)
1.0.20.1
- Major optimizations to situations where there's lots of items in the submarine (especially water-reactant items and minerals).
- Significantly reduced loading times when loading subs with lots of items in cabinets.
- Partially multithreaded lighting: FindRaycastHits (the heaviest individual part of the lighting algorithm) is now handled in a separate thread.
Line of sight rework:
- Improved the LOS effect to get rid of weird, jagged geometry in spots with intersecting walls.
- Improved the wall damage effect to make leaks easier to see.
- Added a command called "debugdrawlos" which visualizes the LOS geometry, making it easier to adjust the walls if you want to tweak the LOS in the sub editor.
- Note that some submarines may require small manual adjustments to get the LOS to work perfectly with the new algorithm (especially if the sub includes “unnecessary” structures that were used to work around issues in the previous algorithm). You can also disable the “cast shadows” setting on a wall to make it see-through.
Changes:
- Added "electrician's goggles", an item that visualizes power and signals on wires. It also makes connections on the connection panel flash when they're sending/receiving something, and allows you to see what exactly is going through (amount of power, signal values) by hovering the cursor over the connection.
- Added "debugwiring" console command which enables the same visualization as the electrician's goggles.
- Oxygenite tanks can be recycled.
- Shutting down the reactor doesn't automatically turn off automatic control.
- Allow monsters to damage flares and glowsticks.
- Jacov Subra needs to be escorted to the next location after he's rescued (it was weird to have him just disappear after the mission).
- Taking items from trash cans is no longer considered stealing.
- Sulphurite shards explode when thrown (causes an acid cloud that inflicts mild burns).
- Adjusted music intensity ranges: now the "intensity tracks" kick in later (i.e. they require a higher-intensity situation) meaning the "actual songs" play a little more often.
- Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you.
- Made clown and husk events and missions more common.
- Added category buttons to the fabricator interface to make it easier to find items.
- Changed fabricator's "skills required" texts to make it clearer insufficient skills don't prevent you from fabricating the items.
- Hospital beds heal injuries faster than normal beds.
Fixes:
- Fixed "hash mismatch" errors when publishing an update to a mod after you've given it a different name in the Steam Workshop in the language your Steam UI is set to.
- Fixed publishing an update to a mod always overriding the English description, instead of the language your Steam UI is set to.
- Fixed nav terminal's sonar control panel disappearing when switching resolution or display mode if the terminal has a mineral scanner.
- Fixed secure steel cabinet in abandoned outposts being openable with a randomly selected bandit's ID card, not the bandit leader's card as intended.
- Workaround to Sootman potentially getting stuck in the jailbreak mission if it can't find a way to the sub (e.g. due to broken waypoints in a custom sub or outpost module): if he can't find a way to the sub in 2 minutes, he'll start following the player instead.
- Fixed some z-fighting issues in various outpost modules.
- Fixed flak cannon shells exploding in loaders if there's a monster near the loader.
- Fixed oxygenite tanks not being set to 0 condition when they explode in a welding tool or flamer.
- Fixed/changed welding a door shut not protecting the door from damage. Modding: Added a new tag "weldable" to define targets that can be welded.
- Fixed flamer damaging duct blocks, unlike intended.
- Fixed Harpoons only reeling in when facing the target.
- Fixed wires that aren't connected to anything not getting copied (with Ctrl+Z or by dragging and dropping with Ctrl) in the sub editor.
- Fixed Hognose event being possible to get multiple times, potentially allowing you to hire multiple Captain Hognoses.
- Fixed lights ignoring constant set_color signals after the color is changed manually.
- Fixed both biome gate locations sometimes belonging to the same faction (and in general, random locations getting changed into Coalition outposts across the map).
- Fixed server log stopping to update after there's 800 messages in it.
- Fixed missions that take place in a location further away on the map sometimes not unlocking when there was no suitable location available.
- Fixed 3rd part of the Honkmotherian Scriptures not being available anywhere.
- Fixed tutorials reappearing after finishing the campaign.
- Fixed progressive stun's visual effect and speed multiplier abruptly resetting when passing affliction strength 9.
- Fixed certain special symbols (the BlockElements unicode range) not showing up on text displays.
- Fixed characters with husk symbiosis transforming to an AI-controlled husk when the host dies.
- Fixed rewards not being shown in the round summary unless the mission was completed successfully (i.e. you couldn't see what the reward is when you start the mission).
- Fixed advanced gene splicer deconstruction output.
- Fixed weird behavior when selecting a periscope a bot is controlling (UI disappearing as if you were operating the turret).
- Fixed waypoint visibility checkbox not being selected when you generate waypoints in the sub editor, even though generating the waypoints toggles their visibility on.
- Fixed water moving erratically in rooms with lots of connected hulls (with weird spikes and water level jumping up and down).
- Fixes anaparalyzant not reducing paralysis.
- Fixed some Chinese characters not displaying correctly when the language is set to something else than Chinese.
- Adjusted fire particles to make them clip through walls less.
- Fixed characters not falling through holes appearing in the floor below them until they move.
- Fixed characters twisting to a weird pose if you grab them while they're lying in bed.
- Miscellaneous tutorial fixes: don't allow the player to access the areas of the other jobs in the roles tutorial, fixed getting stuck if you enter the rightmost room (where the role tutorials start) as an assistant, fixed bots sometimes wandering outside the initial room.
- Fixed a rare crash caused by a null reference exception in Rope.Update.
- Fixed characters being allowed to aim with weapons in single player when incapacitated/ragdolled. They couldn't actually move the aim position, but the crosshairs appeared and harpoon ropes could be kept from snapping, even though they're set to snap when not aiming.
- Fixes to some of the UI layout issues on ultrawide resolutions. The UI is still not optimal on ultrawide resolutions, but the most severe issues (such as the non-functional crew list) should be fixed now.
- Fixed negative treatment suitability definitions not working correctly, which has had some effect on the bots’ decisions and the suitable treatment listing on the health interface.
- Fixed the min and max strength thresholds of periodic effects not working. Of the vanilla afflictions, affects paralysis, sufforine poisoning, and morbusine poisoning, causing them to trigger stun effects earlier than intended.
- Fixed hanging end of the wire sometimes being "at the wrong end" of the wire after copying entities or saving/reloading.
- Added an option to disable the "remote content" (update notifications, changelogs) in the main menu by adding RemoteContentUrl="" to the player config file. We're suspecting the freezes some players are experiencing when they open the main menu are related to the content in the main menu being fetched from our server, and testing if disabling it makes the issue go away would give us more clues for diagnosing the issue.
Talents:
- Fixed "Medical Expertise" not increasing bandage effectiveness.
- Fixed "Mudraptor Wrestler" not affecting unarmored or veteran Mudraptors.
- Fixed monsters not properly ignoring characters with the "Non-Threatening" talent.
- Fixed Moloch, Black Moloch, Crawler Broodmother and Giant Spineling not having enough inventory space for extra loot given by "Bloody Business" and "Gene Harvester" talents.
- Fixed "Rifleman" talent damage bonus not applying to Assault Rifles.
Multiplayer fixes:
- Increased the default packet limits. It seems the previous defaults were so low it was possible to get kicked due to "sending too many network messages" in some situations even if you weren't actually trying to spam the server using a modified version of the game.
- Fixed rate limiter kicking in too eagerly when the server is configured to use a higher-than normal tickrate.
- Fixed an exploit that allowed getting new subs for free.
- Fixed submarine store displaying the client's subs instead of the server's.
- Fixed Hangul (Korean symbols) not being included in the default allowed client name characters.
- Fixed headset/radio channel resetting between multiplayer rounds.
- Fixed clients hearing radio static when someone talks in a different channel near them.
- Fixed tainted genetic materials in someone's inventory appearing to become untainted when a new round starts.
- Fixed local voice chat icon switching to radio icon (from yellow to gray) at the end of conversations when you release the push-to-talk key.
- Fixed server description getting cut off after 22 lines.
- Fixed changing the name of a dedicated server using the textbox in the server lobby not changing it in the server list.
- Fixed clients not getting positional info for remotely controlled turrets if the character controlling them is far away (> 250 m), meaning you wouldn't see a turret move if you're watching some e.g. operate a remotely controlled turret on a drone.
- Fixed mission minerals spawning with an incorrect rotation (always facing up) in multiplayer.
- Fixed inability to unlock some achievements (such as "Nuclear blast survivor") in multiplayer.
- Fixed cursor positions sometimes "desyncing" when the cursor is very far from the character (e.g. when operating a far-away drone).
- Fixed characters sometimes getting stuck on the wrong side of a door client-side, and not getting corrected until the client moves in the opposite direction or opens the door.
Bot and AI fixes:
- Improved how the bots navigate on ladders.
- Fixed bots sometimes not being able to release the ladders when there's two ladders close to each other.
- ClownDistrict_Colony_01: Fix a ladder waypoint not being linked to the ladder, causing bots to get stuck.
- Adjusted the waypoint generation logic on ladders. Fixes bots sometimes not being able to open the hatches, because they couldn't get close enough to the waypoints just below/above them.
- Improvements to medic bot AI: they should now be better at determining which injuries are minor enough to ignore, making them waste less medicine.
- Fixed outpost NPCs who should stay in a specific room (e.g. outpost manager) never returning to the room if they leave it e.g. due to a fire, flood or someone attacking them.
- Fixed bots picking up non-pickable items (items that have CanBePicked disabled in the Pickable component settings).
- Fixed bots saying "Cannot reach [name]!", when they can't reach a wait target.
- Fixed bots removing diving suits when they shouldn't, if they are ordered to wait using the contextual wait order. Should behave the same as when told to wait without using the contextual order.
- Fixed bots having issues with doors that are both broken and welded (which is another bug that shouldn’t happen anymore).
- Fixed NPCs running towards doors if they somehow get on another sub, because they didn't detect the access restrictions correctly.
- Set Remora's and Kastrull's drones, outpost jail rooms and (automatically generated) hulls in docking ports as AvoidStaying zones, which makes the bots to try not to idle there.
- Waypoint fixes to Typhon, R-29, and Camel.
- Fixed bots never leaving the drones (or other connected subs) and returning back to the main submarine in the idle state (i.e. without giving them an order or reacting to an emergency situation etc.)
- Addressed bots and NPCs sometimes twitching between two waypoints after reaching their target position.
- Fixed bots not always being able to open the doors in beacons or wrecks while attempting to return back to the main sub.
- Fixed the start and the end node of the vertical hallways in the outposts being incorrectly linked, causing some pathing issues for the bots.
- Fixed bots operating turrets shooting at handcuffed enemies.
- Fixed defense bots attacking husk containers.
- Fixed monsters never ignoring targets that they fail to damage. They should leave those be after a while (depending on the initial priority).
- Fixed pets becoming hostile to all humans (except the owner) when attacked by a hostile human (a bandit in an abandoned outpost for example).
- Potential fix for (hard to repro) issues where a bot runs towards a door without being able to open it, because they happen to skip the nodes past the door when it closes.
- Fixed NPCs and bots sometimes not being able to open the hatch, because they couldn't get close enough to skip the last node before the node connected to the hatch.
- Fixed incorrect linking of the start and the end waypoints in the vertical hallway modules. Caused the bots to open the hatches too early.
Modding:
- Fixed "hair with hat sprite" (the short hair the characters switch to when wearing a hat) being visible even if the whole head should be hidden by another wearable. Not noticeable in the vanilla game, but can affect some mods.
- Fixed crashing when trying to create a character that doesn't have any health parameters.
- Fixed submarine spawning docked to a random docking port of the outpost even if one of them is marked as a main docking port. Doesn't affect vanilla content, since there's only ever one docking port per outpost.
- Fixed round not ending when you dock with an outpost if the outpost module contains any linked subs (lifts, drones, etc).
- Fixed items with absurd amounts of health (more than 38 digits) causing the item to have infinite health, which would lead to various issues and crashes. Now an item's health can't be set above a million. If you want to have an item whose condition never goes down, use the property "Indestructible" instead.
- Autoinjecting can be enabled on specific subcontainers (as opposed to having to make the item autoinject anything inside it).
- Fixed bots being unable to use diving gear that goes in the InnerClothes slot. Doesn't affect any vanilla content, because all diving gear goes in the OuterClothes slot.
- Items' FireProof and WaterProof properties can be changed using status effects.
- Fixed monsters' SimplePhysicsEnabled staying enabled when a client takes control of it.
1.0.13.2
- Fixed "hash mismatch" errors when trying to enable a mod that's been updated in the most recent patch.
- Fixed "the submarine contains entities with duplicate IDs" error message when loading a submarine that contains multiple shuttles/drones.
1.0.13.1
- Updated localizations.
- Fixes to Japanese and Russian translations.
- Fixed Azimuth not going up in Silent Running mode.
1.0.13.0
- NPCs who offer services don't get turned hostile regardless of your reputation. If you've got money, they'll be happy to serve!
- Attacking outpost NPCs can't decrease your reputation by more than 20 points per round. Works as a safeguard against enormous reputation losses e.g. in the case of a trigger-happy griefer or a nuclear mishap.
- Destroying outpost walls can't decrease your reputation by more than 10 points per round.
- Outpost NPCs don't allow players to grab them for longer than 10 seconds to prevent being able to drag them around the outpost.
- Minor visual improvements to biomes: biome-specific outpost levels (instead of all outpost levels looking like Cold Caverns), more level objects in Hydrothermal Wastes and the Great Sea.
- Spawn abyss and combat suits in enemy subs and wrecks instead of normal ones in later biomes.
- Fixed minerals still sometimes spawning on the wrong side of cave walls (when the other side of the wall is outside the boundaries of the level).
- Fixed pressure stabilizer only affecting the player for 100 seconds, instead of the intended 1000 seconds (16 mins).
- Fixed clients not getting assigned the "None" permission preset when using a language other than English (meaning it wasn't possible to customize what permissions clients have by default).
- Fixed enabling cheats not actually disabling Steam achievements for the rest of the campaign (it was possible to re-enable unlocking achievements by saving and reloading).
- Fixed Tormsdale mission not completing unless you bring the item to the sub. Now retrieving the item counts as "bringing it to the sub" in friendly outposts.
- Optimized/simplified exosuit and FB3000 status effects.
- Made huskified humans' items move to a duffel bag on death.
- Increased the priority of turret lights to prevent them from getting hidden when using a low light limit.
- Reduced the minimum mass required for a character to be visible with thermal goggles, always show at least the main limb regardless of the mass. Fixes thresher hatchlings being invisible to the goggles.
- Alien power cells can be deconstructed.
Bots:
- Fixed bots targeting crawler eggs when they are inside an inventory (also in the Broodmother's inventory).
- Fixed bots being allowed to shoot items from very long distances.
- Fixed bots wasting ammunition on crawler eggs that are not dangerously close to the sub.
- Fixed bots using an unintentionally long delay before shooting.
- Fixed bots targeting (but not shooting) enemies inside abandoned outposts.
- Adjusted the delays and the targeting ranges. Remove the "grace" distance modifier. Improves the bots' general usage of turrets.
- Fixed "fight intruders" order causing bots to attack enemies in abandoned outposts again.
- Bots are allowed to use meds from an unconscious patient's inventory.
- Fixed bots falling off the ledge in DockingModule_02_Colony (again).
- Fixed bots not prioritizing the leaks as they should when multiple bots are fixing leaks simultaneously.
- Fixed bots not preferring the items that lie on the ground.
- Fixed bots often not being able to reach small items like battery cells or rifle rounds that lie on the ground.
- Fixed bots sometimes holding the flashlight in their mouth.
- Fixed bots acting weird when picking up items and having their inventory full.
- Fixed bots not being able to find an alternative container for the items they are cleaning up, when the path to the preferred container is blocked. Didn't affect bots getting a specific item, like a diving suit when they need it.
- Bots are no longer allowed to wear the items (other than in hands) when they are cleaning them up.
- Improved bots' abilities to find items. They should be much quicker at it than previously.
- Possibly fixed bots sometimes ignoring targets that they shouldn't ignore.
- Fixed bots not being able to change the oxygen tanks when they are in a safe room with no enemies.
- Fixed bots using both diving mask and the suit simultaneously.
- Fixed bots holding to old paths that shouldn't be valid anymore (= not complying when you order them to follow outside of the submarine).
- Fixed bots not being able to use pathing when the player has just controlled them, leaving them in a ruin, wreck, or a beacon. Only happened when the bot hadn't been AI controlled before during the round.
- Fixed bots using the waypoints not linked to any sub when they should use the waypoints linked to a sub and vice versa.
- Fixed bots trying to use the gaps when they could just use a path to get to the target.
- Fixed missing links between doors and waypoints in Alien_Entrance3.
- Fixed bots sometimes not being able to release from the ladders when they were trying to exit a wreck or beacon to get back to their own submarine.
- Fixed bots sometimes still idling on ladders, which they shouldn't do (There are some unaddressed cases where it might seem like they'd do this, but actually don't. They just can't reach the buttons linked to the door.)
- Fixed bots sometimes failing to climb up the ladder all the way up and falling down just before reaching next floor. Happened only in the idle state.
- Fixed bots sometimes getting stuck on the long ladder in EngineeringModule_02_Colony.
- Fixed waypoints on ladders leading to a hatch on many subs (using old waypoints), which caused the bots to fail to reach the hatch while trying to fix it.
- Fixed bots not being able to operate properly in high pressure levels when they don't have a suit that protects from the pressure (e.g. a regular diving suit later in the campaign).
- Bots now prioritize suits that give a better pressure protection (there's a separate attribute for it in the item definition: called "botpriority", which can and should be taken into account with the modified items).
- Fixed bots not healing theirselves while swimming outside of the submarine (they only do that when the wounds are relatively severe).
- Fixed bots treating theirselves when there's a medic onboard, which is currently unable to treat them (if the medic is able to treat the bot, they should not try to heal theirselves).
- Fixed bots ignoring targets that are currently fixing leaks (which was intentional, but seems to have been a bad decision).
- Added new dialogue for the bots about the lethal pressure levels and insufficient protection for it.
- Fixed some minor buts regarding the dialogue.
- Fixed bots not being able to use harpoon coil rifles properly.
- Fixed bots accepting random items as weapons when they can't find any weapon. Note that many tools, like welding tools and wrenches, can intentionally be used as weapons.
- Fixed prepare for expedition order and another order, like clean items, possibly resulting in looping behavior where the bot can't decide which one to follow.
- Adjustments to how the bots prioritize combat targets under fight intruders objective.
- Fixed bots not reacting when they are non-intentionally damaged by friendly NPCs (e.g. security smashing a player character).
Multiplayer fixes:
- Changes to make starting a round more robust: fixes various equality check errors ("submarine/mission doesn't match") if starting a multiplayer round takes a long time.
- Fixed dedicated servers' content package info getting truncated to 255 bytes, causing the content package list to just display "unknown" if the server has lots of mods enabled.
- Fixed "input contains duplicate packages" error when trying to join a server that has certain types of mods enabled (more specifically, mods that only contain client-side content, identical content or files of the type "Other", which could result in the MD5 hashes of the mods to be identical).
- Fixed projectile spread not being as random as it should be in multiplayer (successive hitscan rounds usually launched in the same direction).
- Fixed spectators not hearing others if their character is dead before the character despawns.
- Campaign rounds aren't forced to end if there's only one client on the server using freecam.
- Fixed crashing when a traitor missions starts when the host isn't controlling a character.
- Fixed sonar beacon tickbox sometimes flickering on and off in multiplayer.
- Fixed clients not seeing wall damage in outposts if the server has made outpost walls damageable, and the client doesn't have permissions to manage server settings.
- Fixed arc emitter briefly stunning the user client-side.
- Unconscious players can't end the round.
Countermeasures against multiplayer exploits:
- Fixed an exploit that allowed you to equip 2-handed weapons in only one hand.
- Added protection against deliberately lagging the server.
- Added an option to enable "DoS Protection" in the server settings under "Anti-Griefing".
- Enabled by default.
- When enabled, the server will automatically kick players who are causing the server to perform poorly.
- Added a new "Max Packet Auto-Kick" in the server settings under "Anti-Griefing".
- Enabled and set to 3000 by default.
- Can be disabled by setting the limit to 1200 or below.
- When enabled, the server will automatically kick players who are sending a certain amount of network packets in a minute.
- Added an option to enable "DoS Protection" in the server settings under "Anti-Griefing".
- Added "Spam Immunity" server permission.
- Gives immunity to getting kicked from DoS protection, chat spam and from sending too many packets.
- Added a rate limit to console commands in multiplayer.
- Added a rate limit to creating new characters in multiplayer.
Balance:
- Buffed Harpoon Coil Rifle a bit (shorter charge time).
- Reduced Focused Flak Shell penetration slightly.
Talents:
- Engine Engineer, Helmsman and Affiliation talents no longer stack (allowed gaining insane engine speed boosts and bonuses by having large numbers of crew with the same talent).
- Fixed makeshift shelves no longer being placeable in pre-1.0 saves.
- Fixed some incorrect talent icons.
- Fixed Networking talent only giving a discount for faction-specific items.
- Fixed Machine Maniac requiring 5 repaired items instead 3 like the description says.
- Gene harvester doesn't spawn genetic materials on pets.
- Dying due to a disconnect doesn't trigger talents (like "Revenge Squad") or get recorded as a kill.
Submarines:
- Reworked Typhon (kudos to uberpendragon): replaced legacy items and structures, got rid of double walls, layout adjustments, visual improvements, improvements to the power grid and many smaller changes.
- Fixed waypoint in Herja's airlock not being linked to the door.
- Fixed fabricators not being linked to the cabinet next to them in Azimuth, Berilia, Kastrull, Orca2, Typhon, Typhon2, Winterhalter.
- Fixed some unhulled spaces inside Kastrull, Azimuth and Berilia.
- Fixed improperly wired smoke detectors in Typhon 2.
- Replaced the wall between gunnery and engineering (that every sane person cuts a hole in) with a door in Kastrull.
- Fixed medic not being given proper ID card tags in R-29, preventing them from accessing the toxin cabinet.
- Fixed Venture's exterior airlock door being repairable with a welding tool instead of a wrench.
- Fixed water detector in Dugong's oxygen generator room not being connected to the flood alarm circuit.
- Added "Silent Running" to Azimuth, as well as 1 diving suit and exterior cameras to make it more worthy of tier 2 (despite a lack of guns)
Fixes:
- Fixed all shadow-casting lights going through the outpost walls when docked to one.
- Oxygen generator sprite and animation fixes.
- Fixed escorted characters being hostile to you if they belong to a hostile faction.
- Safeguard against getting pinned under flooded enemy subs. The sub can now be pushed off as long as the enemies inside it are dead/incapacitated.
- Fixed enemy subs not affecting monster spawns (meaning monsters could spawn very close to enemy subs, and fighting an enemy sub didn't decrease the probability of monster spawns as it should've).
- Fixed submarines sometimes getting stuck when trying to squeeze through a tight passage in the level.
- Fixed pets being considered hostile in hostile outposts (causing AI crew to report them as intruders).
- Fixed monsters sometimes spawning inside walls during nest missions.
- Fixed paths between biomes sometimes being unlocked from the start on certain map seeds.
- Fixed launching an alien turret (or any modded turret that spawns it's own ammo inside itself) causing a crash.
- Fixed crashing when you exit Steam while the Workshop menu is open.
- Fixed some of the fonts not working properly in Japanese (but using roughly similar Chinese symbols instead).
- Fixed campaign's end boss moving away from you if you attack it with melee weapons.
- Fixed enemy crews not being able to switch between turrets and being very reluctant to operate multiple turrets at the same time.
- Fixed reputation reward text sometimes overflowing in the round summary (e.g. when the mission modifies both the husk cult and clown rep).
- Fixed characters holding and eating bananas weirdly.
- Fixed all friendly characters using the "hostage" dialog and all hostile characters the "bandit" dialog in abandoned outposts.
- Fixed characters sometimes becoming briefly immobilized (as if stunned) when the surface of the water rises up to the character's chest.
- Fixed cultist hood overlapping with the exosuit.
- Fixed exosuit and FB3000 not being tagged as "provocative" (meaning enemies didn't care about the sounds they make or the lights on them).
- Adjusted FB3000 fabrication recipe (the previous required so many materials they don't fit in the fabricator's input slots).
- Fixed PUCS not having an AI target unlike all other diving suits.
- Fixed sonar monitor's "sonar circle" overlapping with the control panel on some resolutions / HUD scales.
- Fixed occasional invisible barriers around alien ruins.
- Fixed protein bars only healing 1/60 of the intended amount.
- Fixed "Engineers_are_special" event no longer appearing.
- Fixed characters sometimes being able pass through level walls by swimming down through the broken floor of a wreck.
- Fixed "acquire a wrench" popup appearing multiple times in the mechanic tutorial.
- Fixed black squares on docking ports and hatches.
- Fixed crashing when trying to increment the version number of a mod whose version number consists of only numbers (i.e. no periods) or is empty.
- Fixed hireable cultists and clowns being the wrong way around (i.e. high clown rep allowed you to hire cultists and vice versa).
- Fixed wikiimage_sub and wikiimage_character crashing the game if the file is being used by another process.
- Fixed wikiimage_sub not sorting the entities the same way as the sub editor and game screen.
- Fixed status monitor displaying very small amounts of water in linked hulls as 1%.
- Faction reputation is reset after finishing the campaign.
- Fixed colony docking modules spawning with a bit of water in them.
- Fixed minerals sometimes spawning in normal caves in abyss mining missions. Happened if no abyss islands with caves happened to generate - now we always generate a cave in at least one of the islands.
- Fixed lights on the items the character is wearing being visible when inside a clown crate.
- Fixed mudraptor eggs (or other items set to be damaged by repair tools) not being damaged by flamers.
- Fixed handheld sonars not working in the end levels.
- Fixed rebinding the Use key not working in the sub editor.
- Fixed Ctrl+A not selecting connected wires in the sub editor.
- Fixed ability to climb ladders while lying in bed.
- Fabricator input slot tooltips don't show duplicate item names when the item can be crafted from multiple different items with the same name (e.g. petraptor egg can be crafted from 3 different egg items, all called "mudraptor egg").
- Fixed attacking others with the husk appendage not healing the user.
- Fixed pet name tag getting stuck mid-air when equipped.
- Fixed next round's missions not being displayed in the round summary when leaving a location that has missions (e.g. outpost with a jailbreak mission).
- Fixed inability to hire Jacov Subra if you miss/ignore the event the first time you get it.
- Outpost generator only takes walls with a collider into account when determining the bounds of the modules. Fixes husk modules being placed unnecessarily far from the outpost due to the decorative structures outside the door, leaving a very short hallway between the modules.
- Fixed characters sometimes dying from barotrauma despite the pressure icon not being visible. Happened when the pressure was just above the lethal threshold, but not as high as outside the sub.
- Fixed character interact texts (like "[H] Heal") not changing when you change the language.
- Fixed treatment suggestion for husk infection being shown when wearing zealot robes.
- Fixed inability to fabricate high-quality nuclear depth charges.
- Fixed exosuits getting autofilled with batteries.
- Fixed exosuits' lights not turning off when the wearer dies.
- Fixed 0% grenades (stun grenade and fixfoam) detonating if a player has one in their inventory when a mission starts.
- Fixed pre-unlocked talents not being visible client-side on the special faction NPCs hired during the round.
- Fixed escort and cargo missions sometimes leading to an abandoned outpost even if there's an inhabited one available.
- Fixed characters (ragdolls) sometimes getting stuck to the corners near platforms.
- Fixes to Japanese and Russian translations.
Modding:
- Fixed thalamus items fading from the prefab color to a darker tint, disregarding the actual sprite color of the item.
- Fixed LevelTrigger statuseffects not doing anything when triggered by a submarine.
- Added a scrollbar to the campaign setup's crew tab to make it work properly when there's more than 3 initial crew members.
- Support for using OnWearing in Containable StatusEffects.
- Fixed ability to "relaunch" a projectile that has already been launched or that's stuck to some target using status effects, which lead to various strange results.
- Fixed ItemContainer StatusEffects working in a different way than other effects, applying the effect separately to each target. Prevents e.g. having an effect that does something to an item if a condition is met on the character wearing it.
1.0.9.0
Bugfixes:
- Fixed crashing when you move from one textbox to another using tab and go past the last available textbox.
- Fixed inability to enter the final levels on some subs that include shuttles/drones.
- Fixed autoinjectors (PUCS, autoinjector headset) wasting the syringe without any effects on the character.
- Fixed bots failing to operate turrets in Typhon 1 due to them being partially inside the ceiling.
- Fixed lights going through walls in outposts.
- Fixed language selection prompt not showing up when launching the game for the first time.
- Fixed bots doing objectives during the roles tutorial, e.g. repairing the leaks for you.
1.0.8.0
Bugfixes:
- Fixed loading screens sometimes getting stuck when playing in Chinese, Japanese or Korean.
- Fixed certain mods that override outpost generation parameters causing crashes due to missing outpost NPC prefabs.
- Fixed outpost NPCs never attacking you (just aiming their guns at you) if you attack them, but your reputation is not low enough to turn the outpost hostile.
- Fixed broken dialog line in the waytoascension1 event.
- Fixed healing your crewmates causing your karma to decrease.
1.0.7.0 (Full Release)
- Outposts are controlled by the Europa Coalition or Jovian Separatists, and some of them include a module belonging to the Church of Husk or Children of the Honkmother.
- Got rid of location-specific reputation. Now all the events/missions give faction reputation instead (excluding missions that aren't related to or given by a faction, e.g. abandoned outpost missions).
- Lots of new outpost events, and a longer "event chain" for the secondary factions.
- Lots of new faction-specific missions: some variants of existing missions, some new.
- Faction-specific hires: "generic" high-level characters with more experience points and better gear than normal hireable NPCs. Available for hiring when Coalition or Separatist reputation is high enough.
- Special, named characters who can be hired via scripted events after reaching a high enough reputation.
- Faction-specific vendors (separatists, husks, clowns) who sell special items (many of which are completely new) if your reputation is high enough.
- If your Coalition/Separatist reputation is low enough, you may get attacked by their vessel during missions.
- There's now always two paths from biome to another, one controlled by the Coalition and one by the Separatists.
- Improvements to the campaign map.
- Added a 3rd talent tree, "Politician", for the Captain. Focused around faction relations and reputation.
Endgame:
- Completely remade the ending of the campaign. Now you'll get to see what's beyond the Eye of Europa and perhaps uncover the cause for the increasing levels of radiation.
- New types of enemies/bosses.
- Some new events to foreshadow the ending during the course of the campaign.
Misc changes:
- New loading screen / location portraits.
- Four new music tracks.
- Items' skill requirements are shown in their tooltips (the same way as damage resistances).
- Tweaks to poisons.
- Adjusted Europan Handshake to work better with the overhauled morbusine poisoning.
- Acid Grenades and 40mm Acid Grenades are now properly affected by talents
- Acid Grenades and 40mm Acid Grenades deal more damage and slow enemies down, making them more viable against fast monsters.
- Made regular 40mm grenades penetrate armor more efficiently.
- Made Diving Suits resist Acid Burns a bit more.
- Europa Brew's Acid Vulnerability is now double as effective (200% damage taken instead of 100%).
- Adjustment to throwable items (shorter throw distance and reduced speed in water).
- Made flares float in place to make them more useful.
- Made high-quality stun guns more effective (stunning the target faster).
- The health scanner always shows poisons and paralysis on monsters to make it easier to determine whether the poisoning is progressing or wearing off.
- A pass on sound ranges: the ranges should now be more consistent and sensible.
- Made moloch shell fragment and riot shield medium items instead of small to fix them going inside e.g. toolbelts.
- Made husk eggs consumable.
- Made it more difficult to repeatedly enter an abandoned outpost and re-loot the bandits: now the bandits immediately attack you if you re-enter the outpost.
- Monsters you haven't encountered yet are now hidden by default in the character editor. Can be enabled using the command "showmonsters" and re-hidden using "hidemonsters". The value is saved in creaturemetrics.xml. Doesn't affect custom creatures.
- Fixed character crush depths behaving inconsistently (varying between levels, e.g. sometimes crushing the character at the depth of 2000 meters, sometimes 3000).
- Improvements to submarine crush depth effects: previously the breaches were easy to deal with because pressure did small amounts of damage to all walls, now it instead does heavier damage to some walls (and the amount of damage and walls to damage increases with depth).
- Added a round light component variant.
- Increased the hard-coded max mission count back from 3 to 10. It'd be preferable to not change the value above 3 in the vanilla game, but since campaign settings are not moddable, we shouldn't be too strict about it (because it can be useful for a mod that this value can be adjusted).
- Miscellaneous optimizations.
- New slot indicator icons (= the icons that show what can go inside some items, like tanks/ammo).
- Made outpost hull repair service cheaper.
- Doors can now be damaged by melee weapons and ranged (handheld) weapons. (They were already destructible by submarine mounted weapons and explosives)
- Adjusted and rebalanced item damage for most items, to take into account doors being destructible.
- Reduced time needed for a crowbar to open doors, 7.5s for regular doors, 6s for wrecked doors (down from 10 s).
- Boosted Plasma Cutter damage against doors and items (walls not touched).
- Made galena more common in order to make lead easier to get.
- Added Auto Operate option for all turrets. Can be enabled in the submarine editor. Not currently used on vanilla submarines. Auto operated turrets don't require a person to operate them, but they still require power and ammunition (-> someone needs to reload them).
- Exosuits are powered by fuel rods instead of batteries.
- Adjusted plant spawn rates in caves.
- Made lead more common in stores.
Multiplayer:
- Added a language filter to the server browser.
- Fixed reports given by dragging and dropping them on the status monitor always targeting the room the character is inside.
- Improvements to medical clinic syncing (should fix some of the afflictions a character has sometimes not being visible on the list).
- Fixed crashing if you close a server when mod downloads are disabled.
- Improved projectile syncing: spread now behaves the same client-side as it does server-side (as opposed to being completely random).
- Improvements/fixes to dialogs that are shown to multiple clients: disable the option buttons when another client chooses an option, and highlight the option that was chosen.
- Fixed server randomizing the game mode at the end of the round when playing a campaign with the game mode selection set to Random.
- Fixed inability to join servers with a submarine switch/purchase vote running.
- Fixed votes passing if the client who initiated them disconnects before anyone else votes.
- Fixed inability to gain more than 15 talent points in the multiplayer campaign.
Fixes:
- Fixes and improvements to translations (Japanese and Chinese in particular).
- Fixed light components with a range of 0 and a hidden sprite being invisible against dark backgrounds.
- Various fixes to Typhon 1: most notably, adjusting the hulls to prevent some rooms from being impossible to drain fully.
- Fixed "kill" command not killing characters under the influence of "Miracle Worker".
- Fixed some lights becoming invisible when their range is set to 0 and they're against a dark background.
- Fixed lights turning on without power when they receive a toggle or set_color input.
- Fixed changing the amount of items to fabricate inadvertently starting(or activating) fabrication in MP if you've previously started fabricating something
- Fixed campaign settings resetting in the campaign setup menu every time you relaunch the game (meaning you'd always need to e.g. remember to toggle the tutorial off if you want to play without it).
- Fixed inverted mouse buttons not working properly since the last update: the left mouse button was considered the primary mouse button regardless of your OS settings.
- Fixed status monitor not properly displaying condition on tinkered items.
- Fixed machines smoking when above 100% condition with tinkering.
- Fixed inventory overlapping with the chatbox on low aspect ratios (small width, large height).
- Fixed some layering issues in abandoned outposts.
- Fixed water-sensitive items sometimes spawning as loot in wrecks.
- Fixed radio static still playing even if you don't have a headset.
- Fixed rifle grenade sounds not working.
- Fixed crashing on startup if the MD5 hash cache file is empty.
- Fixed research stations and loaders not being visible on the status monitor's electrical view.
- Fixed artifact missions sometimes choosing the same artifact as a target if you happen to have multiple missions active at a time, which would lead to console errors when the round ends.
- Fixed exosuit playing the warning beep if there's empty or almost empty tanks in any of its slots.
- Fixed oxygen generators deteriorating in some of the outpost modules.
- Fixed reputation loss when a character other than the player (e.g. crawlers in the 'crawleroutbreak' event) damages the outpost walls.
- Fixed outpost modules sometimes being placed in a way that makes them overlap with the sub.
- Fixed characters trying to walk in flooded spaces that are too low to stand in (like some of the tight passages in alien ruins).
- Genetic material backwards compatibility to fix old unidentified genetic materials disappearing from saves prior to v0.21.6.0.
- Fixed genetic materials being too rare in outposts now.
- Fixed hunting grounds affecting outposts 2 steps away, not just ones in adjacent locations.
- Fixed "residual waste" talent duplicating genetic materials.
- Fixed monsters sometimes spawning inside destructible ice chunks in caves.
- Fixed respawn shuttle sometimes spawning inside floating ice chunks.
- Fixed equipping a ranged weapon setting its reload timer to 1, making it possible to reduce some weapons' loading times by unequipping and equipping them.
- Fixed partially consumed items not staying on top of the stack they're in.
- Fixed submarine tier and class affecting the prices of the submarine upgrades: e.g. a tier 2 upgrade would cost more on a submarine where tier 2 is the maximum than on a submarine with a higher maximum.
- Fixed reputation loss when you steal items from bandits in a beacon station.
- Fixed equipped flares igniting when you click on the inventory.
- Fixed "Quickdraw" talent not affecting Alien Pistols.
- Fixed toolbelts and other items worn on the torso getting hidden when wearing a safety harness.
- Fixed advanced syringe gun and slipsuit fabrication recipes.
- Fixed floating pumps and ladder layering issues in Herja.
- Limited the number of makeshift shelves per sub to 3 (similar to portable pumps). Otherwise you can use them to expand the sub's cargo capacity indefinitely.
- Fixed dementonite and hardened crowbars spawning in respawn containers (= respawn shuttle cabinets).
- Fixed alien blood no longer causing psychosis, + made it slightly less effective to make fabricating blood packs more worthwhile
- Fixed fire extinguisher spray getting blocked by characters.
- Venture: Fixed the battery room not flooding properly (again), fixed the two hulls in the airlock not being linked, adjusted the waypoints a bit.
- Selkie: Disconnect the outer nodes from the ladder/door nodes, because the docking ports can't be opened manually.
- Fixed Thalamus AI not running properly when there's no player characters or submarines around (e.g. when all the players are in the freecam mode).
- Fixed the ammo indicator not showing correctly on the advanced syringe gun.
- Fixed bots sometimes getting confused by outside waypoints while being inside an outpost.
- Fixed item relocation logic running also on NPCs that are not in the player team, which could cause diving suits dropped by NPCs to get spawned in the player sub.
- Fixed ranged weapons (most noticeably, scrap cannon) emitting particles in the wrong direction.
- Fixed acid burns not having a cause of death text.
- Fixed "skedaddle" not giving a 10% movement boost like the description says.
- Fixed odd fabrication list sorting: the items that require a recipe to fabricate were split into ones you have the skills to fabricate and ones you don't, even though that isn't visible in the UI, making the list just seem out of order.
- Fixed red glow around the light switch's green button.
- Fixed inability to hold a captain's pipe or cigar in your left hand.
- Fixed ready checks not working.
- Fixed affliction probabilities being evaluated twice, meaning that e.g. 50% probability of getting some affliction from an attack was actually a 25% probability.
- Fixed item highlights from the previous round remaining visible the next round.
- Fix the vitality modifiers on husk not working properly, because health indices on the limbs were not defined. Effectively husks always took 2x damage.
- Fixed basic depth charges being cheaper than intended (only 30 mk).
- Fixed inability to make lights blink at a high frequency by rapidly turning them on and off with e.g. oscillators.
- Fixed follow orders not being persistent between singleplayer rounds.
- Fixed bots being unable to move through Herja's airlock due to an unlinked waypoint.
AI:
- Fixed bots considering certain multi-hull rooms flooded when they are not.
- Fixed bots deciding prematurely that they can't fix an item when it's deteriorating (e.g. when it's submerged).
- Fixed bots removing battery cells from exosuits when ordered to charge batteries.
- Fixed bots sometimes getting stuck in automatic doors and/or double doors, because they didn't wait for the door to open entirely before pressing the button again.
- Improved bot ‘extinguish fires’ behavior. Fixes bots sometimes not being able to extinguish larger fires, because they stopped too far and didn't keep advancing towards the target.
- Fixed bots claiming that they can't return back to the sub and then following the order anyway.
- Improved the ‘find safety’ calculations so that the bots give more preference to the distance of the room.
- Fixed some remaining issues and edge cases in the logic over when the bot needs diving gear and when it can be taken off.
- Fixed captains (and some NPCs) idling in the airlock if they equip a diving suit.
- Bot can now target items (like projectiles) with turrets and have different targeting priorities on different monsters.
- Fixed bots being allowed to reach items that are too far to be interacted with.
Modding:
- Fixed crashing if a StatusEffect is configured to SpawnItemRandomly but doesn't configure anything to spawn.
- Improved the error handling of item/character variants. Previously if the parent prefab wasn't found, there was no error message, but the variant was still created, causing crashes in various situations.
- Added AITurretPriority and AISlowTurretPriority on items and characters. Setting the priority to 0 can be used for telling the bots to ignore the target entirely. Items also need to have IsAITurretTarget="True" enabled to make them a valid target.
- Added ItemDamageMultiplier on items. Can be used for increasing the damage caused by other items, like weapons. Works like the existing ExplosionDamageMultiplier.