Barotrauma

Barotrauma

DynamicEuropa
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Update: Dec 19, 2023 @ 6:27pm

- Adjusted piezo crystal range at which it applies extra load to junction boxes. Unintentionally increased this range while adjusting all the ranges with the previous patch.
- Hopefully fixed one of the cases where eggs during a breeding ground mission could fall through the floor and end up out of bounds, making the mission impossible to complete.
If this issue should still occur, I need a screenshot of the position of the egg as well as the module above the egg as that would be the one that spawned it.

Update: Dec 14, 2023 @ 12:00pm

- Fixed: could not find an event prefab with the identifier "securityofficer"

Update: Dec 14, 2023 @ 7:18am

- Added the decorative support elements from vanilla docking modules to the default DE docking modules.
- Adjusted level generation to now always have an opening next to the destination location, allowing you to easily find your way back out of the abyss.
- Adjusted "Strange Pirate Vessel" to no longer increase their own load on junction boxes when their EMP goes off.
- Disabled the custom security events since security will now automatically check players for stolen goods.
- Fixed Rum not craftable without Hungry Europans installed.
- Fixed various waypoint issues on station modules and pirate submarines.
- Fixed a gap issue on the U42 submarines, causing characters to be unable to swim through hatches when flooded.
- Significantly improved piezo crystal performance.

Update: Nov 8, 2023 @ 2:08pm

- Made an event exclusive item now hidden in sub-editor.
- Fixed missing item description of an event exclusive item.
- Fixed missing item entry in the translation file.
- Fixed one of the new special character events not triggering at all. It now has a chance to trigger in the first two biomes and becomes more common with the 3rd biome and onwards.
- Fixed some waypoints on pirate stations and submarines that got broken with the latest game update.

Update: Nov 5, 2023 @ 5:56am

- Added a new special character event which can be encountered on separatist stations. Made by Noveva
- Added another new special character event which can be encountered on any station. Made by Noveva
- Updated simplified chinese translation.
- Drastically reduced available resources at breeding grounds.
- Fixed no monsters spawning during travels. Seems to have happened whenever a custom travel event was loaded. They are now set to additive and should no longer interfere with the event manager.
- Fixed broken level generation for mudraptor and thresher breeding grounds.
- Fixed takeover mission events sometimes not triggering. They're now triggered by passing through the outpost docking hatch.
- Fixed "killcrawlerswarm2b" error when accepting a fauna mission from job boards.
- Fixed Lithomorph names.

Update: Oct 20, 2023 @ 10:22am

- Fixed Lithomorph names displaying incorrectly.
- Fixed event duffel bags getting spawned in as corpse duffel bags.

Update: Oct 19, 2023 @ 7:35am

- Fixed Station Takeover Missions requiring you to enter your submarine airlock to start them properly. You can now just enter the outpost.
- Used the newly introduced AllowAsBiomeGate="" attribute for locations to only allow military stations to spawn as a biome gateway.
- Added "Great Electric Spineling" and missions to encounter it. Made by hUbert
- Added "Lithomorph" which can be encountered randomly while mining. Made by hUbert
- Added "Killing a Great Electric Spineling" missions to the great sea.
- Changed Breeding Grounds to spread the type of creatures it contains to new Breeding Grounds nearby. Previously the species encountered at new breeding grounds was chosen randomly rather than using the species that was actually spreading.
- Reduced the amount of piezo crystals in a level back to default values (23)

Update: Aug 17, 2023 @ 4:06pm

- Added new narrow great sea level variant with a 25% chance of generating. It is similar to the cold caverns with tunnels instead of an open sea. The walls may be covered in piezo crystals.
- Changed the reactor and engine malfunction events to only start if a player is near a status monitor to receive the notification. Previously the events could be running and causing damage, without anyone knowing or be able to react.
- Fixed non-player variant of the pirate exosuit selectable in the sub-editor.
- Fixed missing sprites for various pirate equipment.
- Fixed small rubber duck still not being storable in cabinets.
- Made pirates on pirate havens turn hostile if you trigger the armory alarm.
- Reworked and re-enabled the job board. It will now only allow for certain types of missions depending on the type of station. For example military outposts will feature pirate and monster missions while medical outposts may only offer medical/chemical transports, but will instead allow you to pick 2 of those. Available missions and types on job boards will be adjusted/expanded with future updates.
- Reworked the piezo crystals. They are now more common, more dangerous, can now spawn at any wall and should only be destroyed from a great distance. Shooting it with your handheld weapons will most likely be your demise! Also fixed a base game bug where their lights only turn on for a split second instead of always on and pulsating.
- Reduced the chance for reactor and engine malfunctions to happen in a level from 10% to 5%.
- Updated Simplified Chinese translation.

Update: Jul 30, 2023 @ 1:21pm

MAKE SURE TO LOAD DYNAMICEUROPA ABOVE BAROTRAUMATIC CREATURE PACK FOR THE WASTE INFECTION CHANGES TO TAKE EFFECT!

- Temporarily removed the job board event until I'm done with the rework to stop the flood of reports of it bugging out.
- Added biome specific outpost level. Your surroundings will now match the biome you're in while docked to an outpost. (Might require a new campaign to take effect)
- Added new events that can occur on your submarine during travels: Pirate Divers, Troubled Engine, Reactor Malfunction, Husk Encounter.
- Added new coalition vessel to rob: "Starwalker" by "SansPL", "Jar Of Honey" and "The Capitalist".
- Added pirate missions to the station administrator at military stations. Blockades are excluded from this.
- Changed the event to unlock the takeover missions to always create a location for the mission if it fails to find or use one of the existing locations. This should hopefully solve issues for people that didn't receive a mission after accepting it.
- Changed pirate mission informant to only have a 50% chance of spawning instead of 100%. So you might have to visit multiple pirate havens before getting the chance to rob a coalition vessel.
- Changed stations to no longer upgrade to the next stage if a station of the same type with the next higher stage is within 3 steps. This allows for more variety in stations in long campaigns as not everything will be upgraded to the maximum any more. (e.g. A clinic will no longer upgrade to a hospital if a hospital is already within a distance of 3 steps to the clinic)
- Changes to "Waste Infection" and waste creatures found at wasteyards. They will now only spawn the waste particle items if a player is nearby. Values of waste infection applied to the player from creature attacks have also been adjusted and added to creatures that were previously missing them. So now every waste creature can infect you with an attack if you're unlucky.
- Fixed "Waste Infection Resistance" not actually making you resistant to waste infection. (It was previously making you resistant to a non-existing affliction)
- Fixed scale and collision box of "Waste Blood".
- Fixed "Items/EventItems/SignalComp.png not found!".
- Fixed "Husked Crawler Lair" missions not updating properly when killing the targets. The mission always considered corpses as targets and threw errors. (A bug that happens if there is no item as target within the mission file. It now spawns a custom egg that instantly explodes to fix the issue)
- Fixed vending machines glowing too bright.
- Fixed Rubber Ducks missing item tags. They can now be stored like any other item of similar size.
- Fixed Error: Tried to spawn "sergeantseparatists" with the item "". Matching item prefab not found.
- Fixed an event item being craftable/buyable.
- Increased the speed at which stations are built and upgraded. The chance for a station to be built, upgraded or destroyed increases with each round.
- Made it possible to unlock the paths to the next biome on breeding grounds, husked grounds, wasteyards and pirate havens as these can spawn as gateways which makes them permanent locations, even though they're not suppossed to spawn as gateways.

Update: Jun 16, 2023 @ 11:21pm

Hotfix:
- Fixed "Strange Pirate Vessel" crashing the game upon loading into the mission after the latest game update.
- Updated HE_English.xml to the latest Hungry Europans version as some items were missing in the translation.