Barotrauma

Barotrauma

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 Ten wątek został przypięty, więc pewnie jest ważny
Rokvach  [producent] 15 września 2020 o 7:02
2
2
Unstable V1.5.3.0
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 (v1.5.3.0)
Unstable only: - Fixed characters becoming back to life in the iron man mode if you return to to the lobby and reload the previous save. - Fixed crew state (pending/available hires) not getting refresh client-side when a player hires and takes over a bot in the permadeath mode. - Fixed every client marking their character as permanently dead when any character dies in the permadeath mode. - Fixed console errors when unlocking the "scrap savant" talent. Additions and changes: - 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. Fixes: - Fixed bots "cleaning up" items from magnetic suspension crates and crates salvaged from a wreck. - 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 turret rotation limits seemingly inverting when the angle wraps around at 360 or -360 degrees. - Bots don't take items from magnetic suspension crates or the crates recovered from a wreck in the "lost cargo" missions. Modding: - 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.

Changelog (v1.5.2.0)
Changes to outpost guard arresting logic: - 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 the 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 inspect 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.

Changelog (v1.5.1.0)
Unstable only: - Fixed projectiles sometimes launching backwards from certain weapons (like scrap cannons and rapid fissile accelerators). Additions and changes: - 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. - 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. - Configured ObstructVisionAmount on diving suits (0.25 on combat suit, 0.5 on everything else) - Outpost NPCs now [missing something here] Fixes: - 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. Modding: - Made vision obstruction effect adjustable: instead of being just on/off, there's a ObstructVisionAmount property 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.

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.
Ostatnio edytowany przez: Rokvach; 31 maja o 6:51
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Wyświetlanie 1-15 z 281 komentarzy
Zaxabock 18 grudnia 2020 o 9:24 
Wohoo!! Awesome :D
Dbat 15 stycznia 2021 o 7:25 
Awesome
Benzin 22 stycznia 2021 o 22:28 
Gimme, gimme, gimme!
xD
Rokvach  [producent] 11 maja 2021 o 5:54 
New Unstable build released, updated post to include v0.1400.0.0 changelog.
Ohhhhh pirate and escort, also cargo and orders persistance, and bug fix and and.... thats a ton of nice stuff!.
Bozhdynsky 11 maja 2021 o 9:12 
Very nice, now the Berlilia is a true transport ship.
https://steamcommunity.com/sharedfiles/filedetails/?id=2484168926
Ostatnio edytowany przez: Bozhdynsky; 11 maja 2021 o 9:14
Zothen 12 maja 2021 o 14:04 
Amazing! Keep up the great work!
Bozhdynsky 12 maja 2021 o 14:40 
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 16 maja 2021 o 1:06 
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  [producent] 20 maja 2021 o 6:07 
New Unstable build released, updated post to include v0.1400.1.0 changelog.
Rokvach  [producent] 28 maja 2021 o 5:05 
New Unstable build released, updated post to include v0.1400.2.0 changelog.
sintri 29 maja 2021 o 0:05 
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 29 maja 2021 o 0:49 
Początkowo opublikowane przez 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  [producent] 2 czerwca 2021 o 6:43 
New Unstable build released, updated post to include v0.1400.3.0 changelog.
Rokvach  [producent] 9 czerwca 2021 o 7:13 
New Unstable build released, updated post to include v0.14.4.0 changelog.
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