Barotrauma

Barotrauma

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Rokvach  [developer] Sep 15, 2020 @ 7:02am
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Unstable V1.5.0.0
Hello testers!

Find the changelog for the most recent unstable version below.

Please read the testing instructions in the How to get and use the unstable test version post.

Want to leave feedback about some of the new features?

Unstable feedback[github.com]

Changelog (v1.5.0.0)
- Added a new wreck mission: clear Thalamus. Bandit layers on beacons: - Added more beacons with bandit layers. - Bandits can now use pre-determined positions (technically items) to hold positions. Implemented for the new bandit layers in the beacons. Submarine layer fixes and improvements: - 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. Handheld weapons 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 a BagItem, replacing the Toolbelt/Backpack but only accepting munition-type items (includes grenades) More biome variation: - Added bit more level generation variation to later biomes. - Changed the Great Sea a tiny bit in appearance (tweaking the chunks available). - Fixed some XML oversight, some plants had 0 commonness in all biomes and thus never appeared (for seemingly no reason). Circuit box UX improvements: - 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 cursor of the wire that is being dragged when you start dragging a wire. - Allow renaming input pins by right click -> rename pins on I/O nodes. - Allow renaming labels by double-clicking them. Tools and ux (rename): - Fixed editing water or fires using the console commands not working while on the freecam mode. - Water edit mode: 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: Can now use 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 should execute 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. Bots: - 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. - Human enemies and outpost guards can now react to noises (ai targets that have the tag "ProvocativeToHumanAI"). Only affected by characters that have the FightIntruders objective in their job definition. - Fixed the inability to hire/fire/rename/heal "twin bots" (bots with the same name, appearance and job). - 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 the 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 NPCs sometimes walking towards walls in multi-hull rooms. Happened when the feet were in a different hull than the torso. - Fixed bots sometimes stopping in the stairs while idling around. - Changed the logic of assigning jobs for the bots in the multiplayer game mode. - 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. Misc additions: - Monsters can now hear when the players are using the text chat and in game voice chat. - 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) - Added support for giving items with drag-and-drop. 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, also determines new characters salary for late joiners. Misc changes: - 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 bonuses given by money-related talents of the Captain's "Politician" tree. Stacking all bonuses was too effective. - Reduced the minimum length of the outpost hallways. Should get rid of the horizontal hallways and reduce the length of some vertical hallways. - Changed to prefer english text when a localized text isn't found, instead of using the fallback text defined in the xml definitions. The fallback text is still used if also english text is missing. - Changes to carrying turret ammunition: - Can now be carried with one hand, instead of requiring two. - Each shell/box now slow 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. - Adjusted Captain's "Politician" talent tree. Fixed the talent "Your reputation..." not giving double money for cities. - 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). Now we instead store the characters whose afflictions have changed and process them once per second. - 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. Misc fixes: - Fixed the game sometimes crashing on welding a leak. - 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 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 the "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 ID cards not getting assigned the appropriate tags when you choose to get them delivered immediately. - 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 store stocks of most items increasing constantly, all the way up to 100. - 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 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) Modding: - Fixed the "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 new attribute "ShouldBeOpen" to doors. Can be used by status effects to tell the door to open/close. - 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 (and colonies): Special outpost module types are now used: "AbandonedAirlock", "AbandonedAdminModule", "CityAirlock" etc.
Last edited by Rokvach; May 25 @ 5:34am
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Showing 1-15 of 280 comments
Zaxabock Dec 18, 2020 @ 9:24am 
Wohoo!! Awesome :D
Dbat Jan 15, 2021 @ 7:25am 
Awesome
Benzin Jan 22, 2021 @ 10:28pm 
Gimme, gimme, gimme!
xD
Rokvach  [developer] May 11, 2021 @ 5:54am 
New Unstable build released, updated post to include v0.1400.0.0 changelog.
Lance Patchwork May 11, 2021 @ 8:16am 
Ohhhhh pirate and escort, also cargo and orders persistance, and bug fix and and.... thats a ton of nice stuff!.
Bozhdynsky May 11, 2021 @ 9:12am 
Very nice, now the Berlilia is a true transport ship.
https://steamcommunity.com/sharedfiles/filedetails/?id=2484168926
Last edited by Bozhdynsky; May 11, 2021 @ 9:14am
Zothen May 12, 2021 @ 2:04pm 
Amazing! Keep up the great work!
Bozhdynsky May 12, 2021 @ 2:40pm 
Pirate mission. The spawn of a pirate ship should be revised. I tried the mission 3 times and when You hit them with guns or depth charge they sink to the abbyss and there is no way of catching them and finishing the mission. Their spawn should be over any solid terrain.
Grek May 16, 2021 @ 1:06am 
Made it possible to carry diving suits and toolbelts in hands. We could use some feedback on the way this works: is it intuitive, should there be a separate key for picking them up...

Now its pain in ass. Suits should be oin hands only if suit already equipped:

No suit player clicking on suit->wears it->clicking on second-> taking it
Rokvach  [developer] May 20, 2021 @ 6:07am 
New Unstable build released, updated post to include v0.1400.1.0 changelog.
Rokvach  [developer] May 28, 2021 @ 5:05am 
New Unstable build released, updated post to include v0.1400.2.0 changelog.
sintri May 29, 2021 @ 12:05am 
How does this weapon mount switching work with loaders, do connected loaders automatically swap as well? If so, what happens when multiple weapons are connected to the same loader?
A Spoon May 29, 2021 @ 12:49am 
Originally posted by sintri:
How does this weapon mount switching work with loaders, do connected loaders automatically swap as well? If so, what happens when multiple weapons are connected to the same loader?
The loader does swap yes but when connected to multiple loaders I have no idea
Rokvach  [developer] Jun 2, 2021 @ 6:43am 
New Unstable build released, updated post to include v0.1400.3.0 changelog.
Rokvach  [developer] Jun 9, 2021 @ 7:13am 
New Unstable build released, updated post to include v0.14.4.0 changelog.
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