Barotrauma

Barotrauma

DynamicEuropa
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Update: May 26, 2024 @ 2:34am

New:

  • Added 2 bandit related events. (vipnapping, vendingsmashing)
  • Added an event when visiting a certain clown-related location.
  • Added new pirate submarine "Gun Gator".
  • Guarantees the "path of the bike horn" quest line spawns in that location.
  • Fixed vanilla admin/engineering modules not spawning.

Changes:

  • Changes to biomes: less icebergs/spires, greatseabasic large and open with wide abyss islands, greatseanarrow is less zigzagey, greatseavertical added from vanilla, plateaubasic abyss is very shallow, reduced ruin spawn chance for performance.
  • Removed "Underattack" location from generating. This makes some locations transform into others much faster.
  • Station takeover adjustments: You now lose -200 reputation when attacking a station. This puts you in a state of war against the defending faction. After killing enough enemy soldiers, the station turns to your faction. "Neutral" NPCs like shops and doctor are now present in the stations and will flip to your side after clearing the mission. Reduced the amount of enemy soldiers.
  • Reduced reaction range of takeover NPCs so they don't all swarm the same room.
  • Start with higher clown and bandit reputation in campaign.
  • Keep some of the slime samples from the mission.
  • Blockades now have a cozy little shop room.
  • Blockades now unlock the gate automatically if you paid for it or have enough reputation. You can still break in and manually open the gate if you don't want to pay if your reputation is too low.
  • Coalition cargo crew now reacts to stealing crates.
  • Removed U43 Coalition submarine from spawning in coalition cargo mission (very unbalanced and performance heavy). More balanced subs may get introduced as a replacement later.
  • Pirate ambush missions now spawn if you have low bandit reputation.
  • Pirate Stations now have a security checkpoint, making it (hopefully) impossible to bypass the toll mechanic in multiplayer by letting someone just sit and not progress the dialog.
  • Pirates now have a chance to drop broken weapons, reducing the overall weapons gained from looting pirates.
  • Made paying in most events use personal wallet instead of bank.
  • Reduced the chance of receiving a strange pirate vessel mission from job boards.

Fixes:

  • Fixed outpost shop sale values having outdated properties. (now matches vanilla)
  • Fixed vanilla admin modules not spawning.
  • Fixed decorative seeds spawning in wrecks. (again)
  • Fixed bad start position in some biomes.
  • Survey doesn't deplete power as fast.
  • Removed Autofill from suit lockers in some outposts. (especially docking modules)
  • Various fixes to missing/incorrect text.
  • Fixed some missions spawning in the wrong places. (mines, construction and survey)
  • Fixed blockade doors being closed after paying and undocking/redocking.
  • Fixed Pirate divers event not playing the entire event.
  • Fixed Lithomorphs still spawning in pirate outposts.

Update: May 10, 2024 @ 6:38pm

fixed husk jailbreak not working

Update: May 10, 2024 @ 6:27pm

As of now, mods that add more station modules are incompatible. You won't get any errors when using them, but their modules will simply not generate. This is to ensure that they can't mess with our outpost generation and that the required functionality for gameplay is always given.

Module Mods that are already included in DynamicEuropa with permission of the author:
"Outpost Variety (20 Modules)" and "Abandoned Outpost Variety (10 Modules)" by NotWendy

- Added some decorative rocks to "out of bounds" areas on lair modules to make them look less ugly for spectators.
- Added hints for nuke planting on lair missions.
- Added a new event at cities that allows you to increase your bandit reputation.
- Added broken weapon variants. They're useless and only good for deconstruction to gain some random materials.
- Changed enemy soldiers on station takeover missions to drop broken weapons instead of functional ones.
- Fixed "Jokster" event never appearing.
- Fixed "Kazuya Kumo" event kills sometimes not progressing the event.
- Fixed "Plant Cluster" always being considered stolen and showing an inventory slot.
- Fixed Tormsdale Report not spawning in some stations.
- Fixed several Missions being unlocked on unsupported station types. (For example Tormsdale Report was unlocked on mining outposts but those can't support this mission)
- Fixed a custom decorative seed item being sold by the clown merchant when it should not be obtainable.
- Integrated NotWendy's "Abandoned Outpost Variety (10 Modules)" mod.
- Increased the wall strength for all outpost modules. They're still destructible, but a gunfight will no longer cause massive flooding and you'll require more turret ammunition to destroy the walls.
- Reduced the amount of ammunition on the allied soldiers.
- Reworked outpost generation and added the possibility for larger abandoned stations in higher difficulty areas.

Update: May 8, 2024 @ 9:33am

-added airlock to husk docking module
-allowed crowbaring blockade doors (fixes invulnerable outposts being inaccessible)
-allowed crowbaring mine door (same reason), updated event text
-reduced lithomorph damage resistance in general, should be less of a damage sponge
-reduced bandit reputation loss from missions (they dont care much about other bandits)
-added a bandit event in cities
-added more security NPCs to smaller outposts that didnt have any
-fixed spare ribs missing texture
-fixed pirates fighting eachother in outpost at low bandit reputation
-fixed husk mission destinations. Husk-related missions should now pick proper destinations, like going to or from husk outposts to other outposts

Update: May 3, 2024 @ 7:59am

Hotfix:
- Fixed station takeover missions unlocking automatically as soon as you dock to a station if you don't have enough reputation.

Hopefully this was the last hotfix for a while and we can focus on making more content instead of hunting down bugs now.

Update: May 3, 2024 @ 6:17am

- Hopefully finally solved the issues with lairs on older campaigns. They will now just convert into the new lairs after 1 round.
- Added new item "Plant Cluster". Can be found in lairs and in mines.
- Added fabricator and deconstructor to mine docking module.
- Removed pre-placed medical plants from lairs. The are replaced with the new plant clusters.
- Removed the funny funbringer 3000 from the circus. It allowed to obtain an unlimited welding fuel tank.
- Removed waste items. Existing waste items on your submarine will just automatically remove themselves without issues.

Update: May 2, 2024 @ 10:12am

Hotfix:
- Fixed campaigns with old lair locations generating outposts instead of caves.
- Disabled the reactor and engine failure transit events. They weren't supposed to be reenabled yet.

Update: May 2, 2024 @ 3:16am

- Added a 250mk payment required to enter the mines. Breaking in will lower your reputation.
- Added new dialog option to decline additional soldiers joining your crew when accepting a takeover mission.
- Fixed several reactors being interactable on outposts which allowed for stealing unlimited fuel rods.
- Fixed station takeovers sometimes not unlocking.
- Fixed station takeovers not counting as completed and thus preventing you from acquiring a new takeover mission.
- Fixed coalition station takeovers not changing the station ownership to coalition.
- Fixed Mineral Deposits not unlocking correctly in multiplayer which prevented you from being able to mine them in mines and lairs.
- Fixed pirate outposts turning directly into military forces which caused the bandit faction to keep the ownership of any future station it would turn into.
- Reworked the Sadashi Kira events.

Update: May 1, 2024 @ 4:04am

- Added instructions/objectives to the events that unlock the next biome.
- Added english text to various language files to fix events and missions not displaying any readable text.
- Fixed text of the construction event.
- Fixed fortress docking module not having ammo in the loaders.
- Fixed several spots on outpost modules where NPCs could get stuck.
- Increased ABX duration in zealot robes to 16 minutes.

Update: Apr 27, 2024 @ 9:10am

Hotfix 5:
- Added pirate hireables to pirate stations.
- Fixed missing hireable characters.
- Fixed multiple older, now unused missions preventing a savegame with an older campaign from loading.
- Fixed clowns spawning on station without clown modules.
- Fixed cultist submarine crew not having husk symbiosis.
- Fixed some event text not displaying properly.
- Increased pirate enemy health points.