Barotrauma

Barotrauma

DynamicEuropa
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Update: May 26, 2023 @ 12:07pm

- Hotfix to fix dialog getting stuck in Multiplayer when accepting the takeover missions

Update: May 26, 2023 @ 6:07am

- Added coalition variant for the station engineer so you'll no longer get your service denied by them if you're on coalition stations and are on good terms with them.
- Fixed security officers not selling the correct amount of items to you.
- Fixed event sets to be compatible with other mods that introduce more outpost events. (Keep in mind that only one additional set of events will trigger if configured to be additive. So multiple event mods may still block each other under certain conditions, but DE events will always trigger.)
- Increased the population on all stations to make them feel less barren.
- Reworked Wasteyards. They are now modular instead of one big piece to create the location. Hopefully solves the crashes some people were experiencing when trying to load in.
- Reworked the wreck distress event. It should no longer trigger mulitple times if a wreck with shuttles is spawned in. This however causes the event to no longer be guaranteed to trigger if a wreck is present in the level.
- Reworked the job board slightly to manually randomize between pirate missions to counteract the bug of missions not getting randomized by the game code any more. Heavy Pirate Vessel missions still have a higher chance to be unlocked!
- Enabled outpost takeover missions. Take over outposts of your rivaling faction. Can be obtained from blockades, camps, bases, fortresses, outposts or cities with a reputation of 30+ for Coalition and 0+ for Separatists.
- Reduced the payouts for breeding grounds and wasteyards.
- Changed breeding grounds and wasteyards to now spawn a blockade in its place, if it was successfully cleared by the player. This will cause the military to automatically step in and take care of nearby breeding grounds over time. Also speeds up the process of populating later biomes a bit as blockades turn into new stations when no threat is nearby.

Update: May 15, 2023 @ 5:08am

- Hopefully fixed events triggering multiple times on outposts and causing the save file to crash when trying to load in. I couldn't reproduce the error so let me know if it is still occuring.
- Fixed the ceiling beacon station entrance hatches not working properly, docking port not connected to power and the oxygen generator not being connected to the vents.
- Fixed mineshafts almost always triggering a husk event.
- Fixed and re-enabled wreck and ruin broadcast events to work with "Moveable and Sellable Wrecks". (Hopefully for good this time)
- Fixed faction specific decorations showing on outposts not occupied by their faction.
- Added a new outpost module. (Crew Quarters with bar)
- Reworked bartender event. Will now only trigger when the outpost features a bar. The bartender will now also offer more drinks in general with a limited random amount available. It is now possible to keep buying more alcohol even after you tipped the bartender until his supplies are used up.
- Disabled abandoned outposts turning into pirate havens over time to reduce the amount of pirate havens in general

Extra:
- Semi-added the first basic iteration of outpost takeover missions. They are not fully finished in terms of balancing, dialog and UI elements and are thus disabled by default.
You can still already test them by activating cheats and typing "triggerevent getcoalitiontakeovermission" or "triggerevent getseparatisttakeovermission" into the console when you're docked at blockades, camps, bases, fortresses, outposts or cities with a reputation of 30+ for Coalition and 0+ for Separatists.

Update: May 5, 2023 @ 5:38am

- Fixed Robbing a Coalition Cargo Vessel always spawning the attack vessel instead of the transport vessel.
- Fixed random inhabitants sometimes offering one of the special separatist story missions.
- Fixed events sometimes not triggering on outposts, which also caused station administrators to not offer any missions.
- Added a new ceiling beacon station.
- Added possible random enemy encounters of different sized groups in large mineshafts. More advanced events will follow in the future.
- Pirate reactor module can now generate at factories, mines, extractions and shipyards as an adjusted variant.
- Reduced the chance of successfully lying to the coalition cargo vessel by 10%.
- Reverted job board back to just giving 1 mission instead of 3 as station administrators now give missions properly again. This event will be reworked entirely in the future and adjusted to the planned outpost overhaul to feature more station type related missions.

Update: Apr 9, 2023 @ 1:39pm

- Added a new event for a hirable NPC that may be found randomly at coalition stations. Made by Noveva.
- Reworked the job board event. It will now always trigger and allow you to select up to 3 missions.
- Reduced the speed at which breeding grounds, husked grounds and wasteyards destroy outposts and spread to surrounding areas.
- Changed mission pop-ups for coalition cargo missions to let you know if it was a trap and not an actual cargo transport.
- Changed reputation loss from coalition cargo missions from -30 to -15.
- Fixed creatures spawning inside the little air pocket of one of the breeding grounds cave modules.
- Fixed engineer only giving you one FPGA component even though you pay for two.
- Adjusted lair cave entrance size to prevent enemies from swimming out of the cave.
- Temporarily disabled wreck and ruin broadcast events.

Update: Apr 1, 2023 @ 6:23am

Small Hotfix:
- Fixed pirate armory (easter egg variant) not being lootable.
- Updated chinese translation.

Update: Mar 31, 2023 @ 5:08am

- Reworked our events to feature unique tags so they can't overlap with other events. Vanilla events might still break if multiple people interact with vanilla events at the same outpost.
- Changed world generation to force medical station in the first 2 biomes.
- Fixed "Stealing Intel" mission not displaying any text.
- Added a broadcast to coalition cargo missions to give a bit more interaction to them and a chance for them to not be hostile.
- Added a small broadcast from the pirate vessel to indicate that they're nearby.
- Removed a lot of Hungry Europans integration. Only food and drinks at vending machines and cafeterias are still available. If you played with all the other features like hunger and thirst, butchery and cooking, please download and activate the Hungry Europans mod before loading your save file!

Update: Mar 25, 2023 @ 3:00pm

- Fixed job board salvage missions not unlocking.
- Disabled random events again. Were left enabled by accident after testing new code.
- Changed meat cleaver requiring at least 1 skill level in butchery by decreasing its overall required skill from 100 to 95. Now you can use it even when you don't have any butchery skill level and increase said skill by using it on corpses.

Update: Mar 23, 2023 @ 4:27pm

- Fixed and re-enabled the broadcast events. The ruin broadcast will now trigger with a delay of 60 seconds. The signal source will be displayed on your sonar when you get within a certain range (about 1500m)
- Fixed Halucinova affliction missing its icon and its description from the translation file.
- Fixed coalition security event triggering on separatist outposts.
- Fixed job board, bartender and quartermaster having a chance of unlocking a separatist questline related mission.
- Fixed locked pirate exosuit form pirate corpses not despawning with the pirate corpse.
- Fixed damaged pirate exosuit parts getting stored randomly around the submarine instead of staying in the pirates inventory.
- Updated the latin american spanish translation.

Update: Mar 22, 2023 @ 11:59am

- Fixed mudraptor roast requiring entire items instead of percentages for its recipe.
- Changed vending machines to also sell the vanilla items again. Should also support mods that add items to vending machines.
- Added a bunch of items to the translation file that were missing before.
- Added latin american spanish translation by Deo
- Reworked the Halucinova affliction. It is now animated with soundeffects thanks to Plag.
- Reworked map generation. A set amount of military related stations are now forced to spawn in the first biome and have an increased chance of spawning in later biomes.