





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
[img src="https://clan.cloudflare.steamstatic.com/images/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png"][/img]
Hello everyone! This years Summer Update has just been released, with a long list of fixes, improvements and small additions. Here are some of the highlights:
Support for Steam Timeline: When you record gameplay directly within the game using Steams Timeline feature, the game adds markers about notable events in the game.
The new Rifle Scope will help some weapons in long-range battles.
Power Distributor with 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output.
Scaling and rotation tools to the submarine editor.
Pet improvements submitted by Uberpendragon. (Thank you!)
A few new optimizations
46 bugfixes, including this fun one: Fixed fake fires you see when under psychosis sometimes turning into real fires in single player.
See the full list of changes below and be sure to update your game to the latest version to be able to host and join servers! We hope you enjoy the improvements in this update, and stay tuned for more content additions to come later.
Were going to be around for a while longer to see that the update runs smoothly, and soon after we will log off for some summer holidays. Well be back in action in August and wish everyone a beautiful and relaxing summer!
v1.9.6.0
Changes and additions:
- Added Power Distributor item. Includes 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output. Can be used to, for example, build a circuit that redirects power from less vital systems to weapons or pumps in an emergency.
- Added Rifle Scope.
- Better Steam Timeline support: when recording gameplay using Steam, the game adds markers about notable events in the game.
- Added scaling and rotation tools to the submarine editor. Enabled using buttons in the top-right corner of the editor.
- Characters don't throw flares when also holding a ranged weapon (allows shooting with a flare in hand).
- Improvements to pets (kudos to uberpendragon): improved ragdolls and animations, gave them head slots so they can wear hats, added damage modifiers to shells.
- Mindwipe resets the extra talents gained via the assistant's Apprentice talent tree, preventing the use of Mindwipes as a way to make an assistant unlock the specialization trees of all classes.
- Alien Blood is now less powerful, by curing less "Bloodloss" affliction and causing more psychosis. It is widely available and made saline and blood packs pretty redundant. It now also requires more medical skill.
- Added option to filter by name and to change the sorting of the save files listed in the "load game" menu.
- Made circuit boxes' external connections (the once that hook up to other items) use the same labels that have been set inside the circuit box.
- Made the freecam console command a toggle: entering it again gives you back control of the character.
- Added "loslightingfreecam" console command (convenient for testing, executes those 3 commands).
- Upgraded to .NET 8. This should not cause any noticeable changes, aside from perhaps very minor performance improvements. Allows code mods to use C# 12 features.
Multiplayer:
- Fixed sending rapid reports of leaks, fires, enemies etc easily causing the spam filter to kick players with no warning.
- Added buttons for selecting or deselecting all mission types to the server lobby's mission type selection.
- Fixed wall damage desyncing if you purchase wall repairs in an outpost, undock and then save and reload (the walls would appear repaired client-side, even though they're actually broken server-side).
- Fixed the "nudge buttons" that appear next to the nav terminal's docking button not working in multiplayer.
- Fixed oxygen and fuel tank explosions not appearing client-side in multiplayer, making it seem like you're taking burn damage out of nowhere when you happened to be near one an "infinite explosion loop" (described below in the fixes section).
- Fixed players only getting a karma penalty for overheating the reactor if they stay at the reactor.
- Fixed another networking issue that sometimes caused the biome and outpost selection dropdowns to break in the server lobby, causing the clients to constantly spam the server with requests to change the biome/outpost.
Optimization:
- Optimized memory usage of text files. Now only the text files for the language you have currently selected are kept in memory.
- Optimized the memory usage of submarine files. Previously the XML of all the enabled submarines was kept in memory, causing excessive memory usage when you have a ton of custom submarines installed.
Fixes:
- Fixed oxygen tank shelves sometimes causing "infinite explosion loops", when tanks in the shelves exploded other tanks while the shelves were filling the tanks.
- Fixed camera not following your character when ragdolled/unconscious.
- Fixed "unsubscribe" option not showing up on the mod list on mods that have pending updates.
- Fixed NPCs spawned by events sometimes spawning inside jail cells in outposts.
- Fixed clowns never turning psychotic in the clown escort missions (there should be a small chance of that happening as the mission progresses).
- Fixed talent progress not being mentioned in the tooltip on "extra talents" (talents unlocked from outside the tree).
- Fixed salt bulbs exploding immediately in water (as opposed to having a small delay like other water-reactant items).
- Fixed hair and other attachment sprites still being misaligned in some UIs (character creation menu and outpost medic UI) if their origin doesn't match the head's origin.
- Fixes to several outpost and ruin generation issues:
- Pre-built "fallback outposts" sometimes spawning instead of a proper outpost, and sometimes even instead of a ruin.
- PvP outposts still sometimes generating outside the PvP mode (particularly when using mods with new location/outpost types).
- Fixed some consumables (e.g. energy drinks, beer, protein bars) getting consumed immediately if you hit E while drinking/eating.
- Fixed lights rendering upside-down on planters that have been flipped horizontally.
- Fixed inability to sit while using a surveillance center.
- Fixed option to give an item to another character showing up when you drag a large item (an item that won't go in the inventory slots) over someone, even though these items can't be given by dragging and dropping.
- Fixed ability to give characters multi-line names, which would break some UI elements.
- Fixed spawncharacter console command spawning monsters in the player team if the team argument is not given.
- Fixed R-29's bottom wall not leaking. Might've affected other submarines as well: there was a bug in the logic that prevents overlapping walls leaking faster than individual walls, which caused the game to sometimes interpret large gaps next to the wall as "overlapping walls".
- Fixed fabricator no longer communicating in any way when an item can't be fabricated because it requires a recipe.
- Fixed inability to focus on unconscious characters by clicking on the crew list.
- Fixed parts of the Jove sculptures found in ruins being misaligned in mirrored levels (= when travelling through the level backwards).
- Fixed the Multi-tool not functioning as a screwdriver for event checks.
- Fixed "fake fires" you see when under psychosis sometimes turning into real fires in single player.
- Fixed PvP mode weapon crates showing up in the sub editor.
- Fixed undoing the removal of an item from a container sometimes causing a crash in the sub editor.
- Fixed hulls extending below the floor in Kastrull's drone and the lowest deck, preventing them from draining fully.
- Fixed endworm's jaws sometimes doing AOE damage to characters after the endworm has died.
- Fixed rotated structures not appearing rotated on the sonar.
- Fixed talent refund points getting lost on save and reload.
- Fixed multi-part subs (subs consisting of multiple docked subs with other subs ducked to them) getting flipped incorrectly in PvP mode.
- Fixed "teleportsub endoutpost" crashing the game when a level is not loaded (e.g. in the sub editor's test mode).
- Fixed selected outpost module sometimes not loading in the sub editor's test mode, and a random outpost generating instead.
- Fixed pre-built "fallback outposts" failing to load in the sub editor (generating a full outpost instead).
- Fixed ability to put items in locked containers (e.g. running deconstructors) by hitting the drop key.
- Fixed wearing "mother's providence" and "mother's countenance" (special clown suits worn by the Jestmasters) not unlocking the "Praise the Honkmother" achievement.
- Fixed "secondary explosion" 2 seconds after a gravity shell has exploded and disappeared.
- Yet another fix to contained items rendering incorrectly on flipped items: affected contained items that are set to draw at an angle of 90 degrees relative to the container (e.g. fuel rod in a rapid fissile accelerator), causing them to draw backwards.
- Hid PvP weapon crates in the sub editor (because these require the PvP event and do nothing by themselves when placed in the editor).
- Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets).
- Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo.
- Fixed PvP variants of underwater scooters sometimes spawning in cabinets in the campaign.
Modding:
- Better support for configuring custom location types and configuring where they appear. Examples in the locationTypes.xml file.
- You can spawn a fixed number of a location type on the map (e.g. to have unique named locations).
- More control where specific location types spawn (e.g. near the beginning of a biome).
- Location types can be configured to "inherit" things such as event or outpost modules from another location type.
- Escort mission fixes and improvements:
- Fixed ""terroristAnnounceDialogTag" being completely ignored, making the terrorists always say the default separatist lines regardless of what's configured in XML.
- Added support for spawning multiple items for the terrorist, or optionally choosing random ones using a "ChooseRandom" element. Previously only one random item was chosen.
- Added some documentation for the mission type.
- Added support for making an item variant clear all elements of a certain type from the XML. Done by adding the element
[ 6099 ]
[ 563 ]
[ 1965 ]