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BabyCat  [developer] Jun 9, 2015 @ 6:30am
Whiplash Update!
Visit the Whiplash Update Site Here: http://www.depthgame.com/whiplash/

https://www.youtube.com/watch?v=zOuf19QLSDU



Changelog:
This includes the major changes since the last update (minor bugfixes and changes are not included)

New Shark - Thresher Shark
http://steamcommunity.com/sharedfiles/filedetails/?id=458219868
The Thresher doesn't look very dangerous at first glance, with its small jaws and teeth. However its true weapon is a long, blade-like tail, which it is capable of swinging around at high speeds to lacerate and disorient prey. The Thresher snaps its tail like a whip, creating a pressure expansion in the water that disorients divers and damages fragile objects. Also deals a large amount of damage to any prey the Thresher is holding.

Added Community Map "Quarry" by Gameo.
http://steamcommunity.com/sharedfiles/filedetails/?id=458095825

New Shark Skins
ON SALE FOR 20% OFF UNTIL JUNE 22ND 2015

New Weapon Modifiers for the SPP1, P11, APS Rifle and ADS Rifle
  • Bleed - Each hit opens a small wound that causes the shark to bleed more the faster it moves.
  • Splinter - Fragmented bullets that spread out during flight, hitting any shark within the area.
  • Toxic - Adds a small amount of neurotoxin to each round which is capable of bringing down even the largest sharks, given time.

New Weapon Modifiers for the Spear Pistol and Spear Gun
  • Drag - Spears with tails that expand on impact, causing heavy drag through water, reducing the speed of any prey hit.
  • Bleed - Each hit opens a small wound that causes the shark to bleed more the faster it moves.
  • Toxic - Adds a small amount of neurotoxin to each round which is capable of bringing down even the largest sharks, given time.

New Weapon Modifiers for the Harpoon
  • Bleed - Each hit opens a small wound that causes the shark to bleed more the faster it moves.
  • Penetrating - Premium spear rounds that are tungsten tipped and carefully balanced for superior damage.
  • Toxic - Adds a small amount of neurotoxin to each round which is capable of bringing down even the largest sharks, given time.

New Weapon Modifier for the Net Gun
  • Reinforced Nets - Using stronger materials, these improved nets provide enhanced resistance to any enveloped prey breaking free.

New Gear Modifiers for the DPV
  • Over Charge - Modified battery voltage makes the DPV go faster at the expense of battery time.

User Interface
http://steamcommunity.com/sharedfiles/filedetails/?id=458097040
  • Reskinned the rest of the user interface with the design from the in game menu.
  • Added active shark evolution icon and pop up to the shark spawn menu.
  • Added shark stats to the shark spawn menu.
  • You can now use the scroll wheel to scroll between the different diver avatars / shark species.
  • Weapon modifiers are now categorized horizontally.
  • You can now continue to rotate the weapon preview when the Diver Loadout Menu is locked.
  • Fixed bug where you could not sell an evolution immediately after purchasing it.
  • Doubled the hit box size of the pagination dots to make them easier to use.
  • When your Steam Lobby fails to be created, a warning is now shown on the UI.
  • Improved usability of the scroll bars.
  • Shark Evolution / Diver Loadout menu buttons now display tool tips even if the button is disabled.
  • Lobby chat now scrolls to the bottom when going back to the Main Menu.
  • Lobby chat now has a scroll bar when there are enough lines of text.
  • Fixed bug where tool tips for diver gear were not resizing according to the text.
  • Added a dash counter on the diver's HUD. Dashes are represented as two circles which indicate how many dashes you have available to you. They also perform a clock winding animation if a dash is recharging.
  • Player list items in the Shark Evolution / Diver Loadout are now buttons which bring up a context menu.
  • Added game mode and map name to the round end scoreboard.
  • Weapon modifiers now sort by cost and then by name.
  • Disabled post process flag on scene captures which should improve performance.
  • Fixed bug where the preview avatar would be at an odd angle when initially entering the match.
  • Fixed bug where the shark evolution tool tips would not expand to show all of the evolution description text.

Custom Crosshairs.
http://steamcommunity.com/sharedfiles/filedetails/?id=458101366
  • You can now customize the look of your cross hair with a range of options available for tweaking.
  • Preset cross hair templates are also available.

AI
  • Diver AI can now buy and use the Welder.
  • Shark bots will now randomly pick DLC skins.
  • Improved Diver AI picking up treasure.

Misc
  • Added aim down sights that is available for most diver weapons.
  • Toggle which allows you to switch to spherical aiming while in aim down sights mode. This mode removes the gimbal lock issue when try to track a target while looking up or down.
  • DPV price reduced from $900 to $600 as treasure detection is now a modifier that is priced at $300.
  • Scrolling through weapons can now only be performed once per frame which fixes some desync issues.
  • Optimized diver animation blending.
  • Added a small emissive mask to the spear gun's iron sights.
  • S.T.E.V.E now drops shark shields based on 20 seconds from when the last one stopped working, rather than once every 40 seconds between drops.
  • Lobby admins now mirror their rich presence so that friends can see what the lobby is doing.
  • Level 100 players now get a bejeweled crown regardless of leaderboard status.
  • Thresher and Mako can no longer sprint while thrashing.
  • Set the default key for the flight light toggle to "G".
  • Fixed crash bug when starting up in portrait mode. Resolutions offered are now 16:9, 16:10, 4:3 and 5:4 versions based on the width of the desktop resolution when in portrait mode.
  • Added ☹ ☀ ☃ ☠ ☺ ?.
http://steamcommunity.com/sharedfiles/filedetails/?id=458100819
Last edited by BabyCat; Jun 9, 2015 @ 11:40am
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Showing 1-15 of 42 comments
Saurian Jun 9, 2015 @ 6:41am 
AGHHH I always love the sharks with the long tails. Looks like a really interesting addition! So the shark can't actually grab the divers, it has to whip it's tail around and damage them? This is the kind of shark I've been hoping for! Just yesterday I killed a whole diver team only using razor fins. Was quite fun lol
abugaj Jun 9, 2015 @ 6:49am 
This is an interesting shark that you have to use something other than your mouth to kill divers.
KrokZombie Jun 9, 2015 @ 9:28am 
Awesome, thanks for the new free content.
BabyCat  [developer] Jun 9, 2015 @ 9:31am 
Originally posted by abugaj:
This is an interesting shark that you have to use something other than your mouth to kill divers.

The Thresher does have the ability to thrash like every other shark, but much like the Hammerhead he does this at half the speed (compared to other sharks). His thrash damage is reduced due to the his unique thrashing mechanic, and his active ability 'Tail Lash' which allows for high damage on multiple targets. The Thresher's thrash is unique in that, as he thrashes, he will do 1:1 damage to all other nearby prey (area of effect). In combination with has active ability 'Tail Lash' you can get some really incredible multi-kills. This of course takes strong positioning on his part, and he can be quickly killed due to his small fragile body.
Saurian Jun 9, 2015 @ 9:31am 
So much love from me right now. So many new diver weapon add-ons, hopefully some of these will help with slowing down those pesky fully evolved Great Whites! Plus, GAMEOS MAPPPPP! :D
Creatu Jun 9, 2015 @ 9:36am 
Thanks !
BabyCat  [developer] Jun 9, 2015 @ 9:38am 
Originally posted by {Da Sqwad} Sinopia:
So much love from me right now. So many new diver weapon add-ons, hopefully some of these will help with slowing down those pesky fully evolved Great Whites! Plus, GAMEOS MAPPPPP! :D

Supporting with Drag&Tag on a spear gun in mid-game can be a lot of fun! Toxic is my go to on ARs when facing the bigger sharks, and Penetrating Harpoon is also neato (but super expensive!). Also if you haven't already, check out aim down sights! Spherical aimming is incredible (but disorienting for some).

If anyone is looking to get into mapping, come join us over on the Mapping and Modding - Subforum! (click here)
Arashenstein Jun 9, 2015 @ 9:55am 
i have not updated my game yet but if you guys added another free playable content then YOU ROCK <333333333
[HS]=>®omano Jun 9, 2015 @ 10:10am 
Thanks for the great update :D
Diabolus Ursus Jun 9, 2015 @ 10:13am 
Question: How do sharks deal with special ammo types? It feels like 5 ADS toxin rounds will kill a Great White given enough time, without any noticeable reduction to damage. (This is tested on passive bots that obviously don't do much of anything.

Point being, sharks could already go down pretty quickly before, and I haven't been able to test the ammo types in a way that shows how long their effects last.

Is there a way to counteract the toxin, or are we stuck with "wait until it goes away?"

Not saying it's imbalanced, but it'd be nice if sharks didn't have to swim around clueless for a few matches until they figure things out again.
Sif Jun 9, 2015 @ 10:14am 
my opinion on this so far (again just an opinion) : you are babying the terrible divers and making the pro divers even more deadly, while giving sharks nothing to counter that (new shark aside).

Just to add in: I have at least 50+ hrs on record for this game and have been playing since it was early access. This opinion is all from a pure sharks PoV for this game.
Last edited by Sif; Jun 9, 2015 @ 10:36am
FrAtZ Jun 9, 2015 @ 10:16am 
Awesome, Thx
BabyCat  [developer] Jun 9, 2015 @ 10:16am 
Originally posted by Diabolus Ursus:
Question: How do sharks deal with special ammo types? It feels like 5 ADS toxin rounds will kill a Great White given enough time, without any noticeable reduction to damage. (This is tested on passive bots that obviously don't do much of anything.

Point being, sharks could already go down pretty quickly before, and I haven't been able to test the ammo types in a way that shows how long their effects last.

Is there a way to counteract the toxin, or are we stuck with "wait until it goes away?"

Not saying it's imbalanced, but it'd be nice if sharks didn't have to swim around clueless for a few matches until they figure things out again.

Toxic is instantly removed if a seal is eaten :)
Saurian Jun 9, 2015 @ 10:23am 
Well Koro, maybe you're new here, but sharks have gotten wayyy more buffs than divers since the game's release. Divers need some help. Take two of the best shark players and put them against four of the best divers - sharks win. That's a problem. So I'm glad they finally gave divers a little buff and have more strategies for taking down sharks. Hopefully this will finally make things even again!
Raptor Jesus Jun 9, 2015 @ 10:54am 
From what i've seen thus far, the new weapon mods and weapons are a HUGE buff for the divers.

Not that I mind, since most divers had problems against sharks and it makes sense they would have better equipment, but I have the feeling the toxin, bleeding and the slowdown mod might be too strong for weaker sharks to handle (i.e. Tiger, Mako, Thresher maybe). I understand the need for the damage over time because of the way GW and Hammerhead have been becoming way too powerful, but compared to the firsts dominance early game, the Mako seems in an overall bad spot now

Can a dev explain how the toxin/bleed interacts with Blood Feast and the seals?
How does the game calculate the damage caused by toxin/bleeding and the healing coming from Blood Feast? Or Hemogenesis? Do they cancel each other out, does healing in general cancel the effects, or does the damage simply reduce the amount of healing done? Does Hemogenesis only kick in after the toxin/bleeding has ended?

If toxin is removed when a seal is eaten, what about bleeding? Does it stop on its own, require a seal to be stopped, or doesnt stop at all until you're dead?

Also, will there be an evolution (in the future) that enables sharks to withstand the damage over time better ? (Similar to the tagging-evolution)


I'd just like to hear some of the reasoning behind the additions and I do not want to whine about them, since I really like that the game becomes more challenging. However, I do agree that this will make the absolute top divers even harder to beat, while buffing the gameplay for the mediocre ones.
Last edited by Raptor Jesus; Jun 9, 2015 @ 10:58am
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Depth > General Discussions > Topic Details
Date Posted: Jun 9, 2015 @ 6:30am
Posts: 42