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unlock basemoonpool
And yet, I don't see anything about it at all on Trello... GG, UWE, GG. But you just let these threads keep piling up while you polish the sounds and time capsules and whatnot. While Bonesharks continue to spawn in clusters of 15 or more, while the crabsnakes play "musical shrooms" because there are more of them than there are of 'shrooms, and while the crabsquid continue to act like a cyclops-proof wall between the surface and the lost river. None of that needs fixing, really...
The only thing I see on Trello lately that seems to relate to a real gameplay issue is the addressing of the new texture issues, the flickering and the sparkling and whatnot. So get used to consoling in fragments and blueprints, and using the invisible cheat because the predators outnumber you 30-to-1. There's no indication it's getting looked at anytime soon.
unlock lasercutter fairly straightforward
also if u r looking for the vehicle mod station in experimental its now in a data box in a wreck in the west dunes thank u
Well that is some seriously idiotic BS. "I'm just gonna go look for wrecks in this vast, wide-open, Reaper-infested area even though I can't make any defensive upgrades for my Seamoth yet" said no player, ever.
Again, we see UWE locking tech behind the problems it's meant to solve. The Perimeter Defense System in this case. Bad gameplay choice. Put it somewhere else. Watch them choose the Mountains wreck instead.
That should have been even worse, what with the increased agression of Leviathans vs. the Cyclops now. Did you get lucky or did you have the defensive upgrades to handle it?
There's a lot being done that's not getting trello carded at this stage, so it's not the best way of judging internal progress at the moment. We are also trawling through loads of actual analytic data we've collected that is informing gameplay balance decisions.
Among some changes that have been made recently related to this thread:
--We've brought the moonpool fragments forward slightly, they're now spawning in mushroom forest and at the sparse reef wreck site.
-- Fixed some existing moonpool fragment spawn locations that were not working (grand reef and blood kelp wrecks).
-- Moonpool vehicle modification station is now unlocked via databox which may delay unlock time (our data showed Moon Pool was unlocked on average 13 hours in, whereas vehicle mod station was under 10, clearly not the proper progression order)
Some (but not all) of the other balance changes made just recently:
Constructor is being unlocked later than seamoth, which indicates players are finding it difficult to find constructor fragments.
- Constructor fragments spawn inside crates as requested, so they're more easily spotted on kelp forest terrain.
- We've adjusted seamoth spawn rate down slightly in Grassy plateau; arguably they were overspawning
Map scanner room
Players were complaining about not having enamelled glass unlocked in time to craft the map scanner room. Additionally this recipe seems strange as there are no glass sections in the map scanner room, and it discourages building scanner rooms in environments that don't have stalkers (most of the world).
- Picking up stalker teeth now unlocks enameled glass.
- Replaced enameled glass in map scanner room recipe with wiring kit. This seems more logical, it fits with the moon pool which uses adv wiring kit, and should encourage players to craft this room more frequently.
Safe shallows no longer spawning limestone
- This happened in July and appears to be accidental, we've reinstated the original spawn rate for limestone on safe shallows walls, and we're also going to look at tweaking limestone spawns on the giant shell tunnels.
One issue we have with fragments right now is that we haven't force refreshed all the relevant batches containing the wrecks and other wreck sites with fragment changes. So that means that people playing off older saved games won't get some of these changes that are being made. Doing that batch refresh requires some magic on our lead programmer's end of things, and at the moment he is very deep in optimization land, so we're not yet sure at what point we'll be able to get those world batches updated.
That is not the only place the data boxes for the vehicle mod station are located. They are also in a Sparse reef wreck, Mushroom forest wreck, and a grassy plats wreck.
Limestone was not exactly as common in the Shallows as I remembered it to be in previous builds but there was still a fair bit there. Mostly on the large coral tubes, though.
latest update, experimental mode. 53026 is the current version.
I know it has nothing to do with the fragments of moonpool, but I was watching a youtube gamer and he had problems with the fragments of the mod station, as I was with a similar problem, I decided to start another profile to see if it was in fact the change in but to my surprise something very strange happened when scanning the third blue print of the prawn suit while it was inside the Aurora vessel.
I reloaded the game to see if it was back to normal and that's when it happened.
The prawn suit now has 20 pieces of fragments to be scanned. Is this correct, or should I start another game?
The problem is not to start another game, but would you really like to know if it is the new blue prints or is it a new bug? if we can consider a bug ... after all, it's experimental, I understand that a lot of things may not be what they were expected to be.
NOTHING in game tells you. No other fragments work this way. The only way to know is the wiki or forums searching.
20 fragments for natural exploration scans. 4 fragments for the ones inside the auroura.
You have no reason to be ashamed of being so confused, over something that has, and will continue to, confuse lots of players.