潜渊症1.0.13.1更新公告(半机翻+原文)
v1.0.13.1
杂项更改和改进:
(资料图)
无论您的声誉如何,提供服务的 NPC 都不会变得敌对。如果你有钱,他们会很乐意为你服务!
作为避免巨大声望损失的保障,攻击哨站NPC 每回合最多降低20 点声望,例如在触发快乐的破坏者或核事故的情况下。
摧毁前哨站墙壁 每回合最多降低10 点声望 。
哨站 NPC 不允许玩家抓住他们超过 10 秒,以防止将他们拖到哨站周围。
对生物群落的轻微视觉改进:特定于生物群落的前哨关卡(而不是所有看起来像冷洞的前哨站关卡),热液废土和大海中的更多关卡对象。
在后来的生物群落中于敌方潜艇和残骸中产生深渊潜水服和战斗潜水服,而不是产生普通的潜水服。
修复了矿物有时仍然会在洞穴墙壁的错误一侧生成(当墙壁的另一侧在关卡边界之外时)。
修复了压力稳定器只影响玩家 100 秒,而不是预期的 1000 秒(16 分钟)。
修复了客户端在使用非英语语言时未被分配“无”权限预设的问题(这意味着无法自定义客户端默认拥有的权限)。
修正了启用作弊实际上并没有在活动的其余部分禁用 Steam 成就(可以通过保存和重新加载来重新启用解锁成就)。
修复了 不将物品带到潜艇上,Tormsdale 任务不会完成完成的问题。现在,在友好的前哨站取回物品算作“将其带到潜艇上”。
优化/简化外骨骼和乐子3000状态效果。
使画皮化人类的物品在死亡时移动到行李袋中。
增加了炮塔灯的优先级,以防止它们在使用低光限制时被隐藏。
减少了使用热护目镜可见角色所需的最小质量,无论质量如何,始终至少显示主要肢体。修复了护目镜看不到长尾鲨幼体的问题。
可以解构外星电池。
机器人:
修复了机器人在库存内(也在 Broodmother 的库存中)瞄准藻鬃爬行者蛋的问题。
修复了允许机器人从很远的距离射击物品的问题。
修复了机器人将弹药浪费在对潜艇不危险的藻鬃爬行者蛋上的问题。
修复了机器人在射击前无意中使用长时间延迟的问题。
修复了机器人瞄准(但不射击)废弃前哨站内的敌人。
调整延迟和目标范围。移除“grace”距离修饰符。改进了机器人对炮塔的一般使用。
修复了“打击入侵者”命令导致机器人再次攻击废弃前哨站中的敌人的问题。
允许机器人使用无意识患者库存中的药物。
修复了机器人从 DockingModule_02_Colony 的壁架上掉下来的问题(再次)。
修复了当多个机器人同时修复泄漏时,机器人没有按应有的优先顺序排列泄漏的问题。
修复了机器人不喜欢躺在地上的物品。
修复了机器人通常无法触及地面上的电池或步枪子弹等小物件的问题。
修复了机器人有时会把手电筒放在嘴里。
修复了机器人在拾取物品并且库存已满时行为怪异的问题。
修复了当通往首选容器的路径被阻塞时,机器人无法为他们正在清理的物品找到替代容器的问题。不影响机器人在需要时获得特定物品,例如潜水衣。
机器人在清理物品时不再允许佩戴物品(手中除外)。
改进了机器人寻找物品的能力。他们应该比以前更快。
可能修复了机器人有时会忽略他们不应该忽略的目标。
修复了机器人在没有敌人的安全房间时无法更换氧气罐的问题。
修复了机器人同时使用潜水面罩和潜水服。
修复了机器人坚持不应该再有效的旧路径(= 当你命令它们跟随潜艇外时不遵守)。
修复了机器人在玩家刚刚控制它们时无法使用路径的问题,将它们留在废墟、沉船或灯塔中。只有当机器人在本轮之前没有被 AI 控制时才会发生。
修复了机器人在应该使用链接到潜艇的航点时使用未链接到任何潜艇的航点,反之亦然。
修复了机器人在可以使用路径到达目标时试图使用间隙的问题。
修复了 Alien_Entrance3 中门和航路点之间缺失的链接。
修复了机器人在试图离开沉船或信标返回自己的潜艇时有时无法从梯子上释放的问题。
修复了的机器人有时仍然在梯子上空转,这是他们不应该做的(在一些未解决的情况下,他们似乎会这样做,但实际上并没有。他们只是无法到达链接到门的按钮.)
修正了机器人有时无法一路爬上梯子并在到达下一层之前掉下来的问题。仅在空闲状态下发生。
修复了机器人有时会卡在 EngineeringModule_02_Colony 的长梯子上的问题。
修复了梯子上的航路点导致许多潜艇上的舱口(使用旧航路点),这导致机器人在尝试修复舱口时无法到达舱口。
修复了机器人在没有压力防护服(例如战役后期的常规潜水服)时无法在高压水平下正常运行的问题。
机器人现在优先考虑提供更好压力保护的套装(在项目定义中有一个单独的属性:称为“botpriority”,可以并且应该在修改的项目中考虑)。
修复了机器人在潜艇外游泳时无法自愈的问题(它们只有在伤口相对严重时才会这样做)。
修复了机器人在船上有医生时治疗自己,目前无法治疗他们(如果医生能够治疗机器人,他们不应该尝试治愈自己)。
修复了机器人忽略当前正在修复泄漏的目标(这是故意的,但似乎是一个错误的决定)。
为机器人添加了关于致命压力水平和保护不足的新对话。
修正了一些关于对话的小错误。
修复了机器人无法正确使用鱼叉线圈步枪的问题。
修复了机器人在找不到任何武器时接受随机物品作为武器的问题。请注意,许多工具,如焊接工具和扳手,可以故意用作武器。
修正了准备出舱命令和另一个命令,例如清理物品,可能导致机器人无法决定要遵循哪个的循环行为。
调整机器人如何根据战斗入侵者目标确定战斗目标的优先级。
修复了机器人在被友好的 NPC 无意损坏时没有反应的问题(例如安全粉碎玩家角色)。
多人游戏修复:
使回合开始更稳健的更改:如果开始多人游戏需要很长时间,则修复各种相等性检查错误(“潜艇/任务不匹配”)。
修复了专用服务器的内容包信息被截断为 255 字节的问题,如果服务器启用了很多模组,会导致内容包列表仅显示“未知”。
修复了尝试加入启用了某些类型模组的服务器时出现的“输入包含重复包”错误(更具体地说,模组仅包含客户端内容、相同内容或“其他”类型的文件,这可能会导致模组的 MD5 哈希值相同)。
修复了射弹散布不像在多人游戏中那样随机(连续的 hitscan 轮通常在同一方向发射)。
修复了如果观察者的角色在角色消失之前已经死亡,则听不到其他人的声音。
如果服务器上只有一个客户端使用 freecam,则不会强制结束竞选回合。
修复了当主机未控制角色时开始叛徒任务时崩溃的问题。
修复了声纳信标复选框有时在多人游戏中闪烁。
修复了如果服务器已将前哨墙设置为可损坏且客户端无权管理服务器设置,则客户端看不到前哨墙损坏的问题。
修复了电弧发射器短暂地使用户客户端眩晕的问题。
昏迷的玩家不能结束这一轮。
针对多人游戏攻击的对策:
修复了一个允许你只用一只手装备双手武器的攻击。
增加了防止故意滞后的服务器保护。
在“Anti-Griefing”下的服务器设置中添加了启用“DoS 保护”的选项。
默认启用。
启用后,服务器将自动踢掉导致服务器性能不佳的玩家。
在“Anti-Griefing”下的服务器设置中添加了一个新的“Max Packet Auto-Kick”。
默认情况下启用并设置为 3000。 - 可以通过将限制设置为 1200 或以下来禁用。
启用后,服务器将在一分钟内自动踢出发送一定数量网络数据包的玩家。
添加了“垃圾邮件免疫”服务器权限。
免于从 DoS 保护、聊天垃圾邮件和发送过多数据包中被踢出。
为多人游戏中的控制台命令添加了速率限制。
添加了在多人游戏中创建新角色的速率限制。
平衡:
稍微加强鱼叉线圈步枪(缩短充电时间)。
略微降低了集束破片加农炮炮弹的穿透力。
天赋:
引擎工程师、舵手和附属天赋不再叠加(允许通过拥有大量具有相同天赋的船员获得疯狂的引擎速度提升和奖励)。
修复了在 1.0 之前的存档中不再可放置的临时架子。
修正了一些不正确的天赋图标。
修正了网络天赋只为特定派系物品提供折扣。
修正了 Machine Maniac 需要 5 件修理物品而不是 3 件,如描述所述。
基因收割机不会在宠物身上产生遗传物质。
因断开连接而死亡不会触发天赋(如“复仇小队”)或被记录为击杀。
潜艇:
重做的 Typhon(对 uberpendragon 的赞誉):替换了遗留物品和结构,摆脱了双层墙,布局调整,视觉改进,电网改进和许多较小的变化。
修复了 Herja 气闸中的航路点未链接到门的问题。
修复了在方位角、Berilia、Kastrull、Orca2、Typhon、Typhon2、Winterhalter 中加工台没有链接到他们旁边的柜子的问题。
修复了 Kastrull、Azimuth 和 Berilia 内的一些未脱壳的空间。
修复了 Typhon 2 中未正确接线的烟雾探测器。
在 Kastrull 中用一扇门替换了炮台和工程之间的墙(每个理智的人都会在其中开一个洞)。
修复了 R-29 中没有给医生正确的 ID 卡标签,阻止他们进入毒柜的问题。
修复了 Venture 的外部气闸门可以用焊接工具而不是扳手修理的问题。
修复了 Dugong 制氧机房中的水探测器未连接到洪水警报电路的问题。
为 Azimuth 添加了“Silent Running”,以及 1 件潜水服和外部摄像头,使其更适合 2 级(尽管缺少枪支)
修复:
修正了所有阴影投射灯在停靠到前哨墙时穿过前哨墙的问题。
制氧机精灵图和动画修复。
修正了被护送的角色如果属于敌对派系就会对你怀有敌意。
防止被淹没的敌方潜艇压住。只要潜艇内的敌人死亡/丧失行动能力,潜艇现在就可以被推开。
修复了敌方潜艇不影响怪物生成的问题(这意味着怪物可以在离敌方潜艇很近的地方生成,与敌方潜艇作战并没有降低怪物产卵的概率)。
修复了潜艇在关卡中试图挤过狭窄通道时有时会卡住的问题。
修复了宠物在敌对前哨被视为敌对(导致 AI 船员将它们报告为入侵者)。
修复了在巢穴任务期间有时会在墙内生成的怪物。
修复了生物群落之间的路径有时会在某些地图种子上从一开始就被解锁。
修复了发射外星炮塔(或任何在其内部产生自己弹药的改装炮塔)导致崩溃的问题。
修复了当您在创意工坊菜单打开时退出 Steam 时崩溃的问题。
修正了一些字体在日文中不能正常工作(但使用大致相似的中文符号代替)。
修正了战役的最终boss因你使用近战武器攻击它而远离你的问题。
修复了敌方机组人员无法在炮塔之间切换并且非常不愿意同时操作多个炮塔的问题。
固定的声望奖励文本有时会在回合摘要中溢出(例如,当任务同时修改画皮和小丑声望时)。
修复了怪异地拿着香蕉吃的角色。
修复了所有友好角色使用“人质”对话框和所有敌对角色使用废弃前哨站“强盗”对话框的问题。
当水面上升到角色的胸部时,修复了角色有时会被短暂地固定(好像被惊呆了)。
修复了邪教头罩与套装重叠的问题。
修复了外骨骼和乐子3000没有被标记为“挑衅”(意味着敌人不关心他们发出的声音或他们身上的灯光)。
调整后的 乐子3000 制造配方(之前需要的材料太多,无法放入制造商的输入槽)。
修复了 PUCS 不像所有其他潜水服那样没有 AI 目标的问题。
修复了声纳监视器的“声纳圈”在某些分辨率/HUD 刻度上与控制面板重叠的问题。
修正了外星遗迹周围偶尔出现的隐形障碍。
修复了蛋白棒只能治愈预期量的 1/60。
修复了不再出现的“Engineers_are_special”事件。
修复了角色有时可以通过沉船的破损地板向下游来穿过水平墙。
修复了机械教程中多次出现的“获取扳手”弹出窗口。
修复了对接端口和舱口上的黑色方块。
修复了当试图增加版本号仅由数字(即没有句点)或为空的 mod 的版本号时崩溃的问题。
修复了可雇用的邪教徒和小丑的错误做法(即高小丑声望允许您雇用邪教徒,反之亦然)。
修复了 wikiimage_sub 和 wikiimage_character 在文件被另一个进程使用时导致游戏崩溃的问题。
修正了 wikiimage_sub 没有按照与子编辑器和游戏屏幕相同的方式对实体进行排序。
修复了状态监视器将非常少量的水显示为1%。
阵营声望在战役结束后重置。
修复了的殖民地对接模块在其中产生了一点水。
修复了矿物有时会在深渊采矿任务中的正常洞穴中生成。如果没有带有洞穴的深渊岛屿恰好生成,就会发生
现在我们总是在至少一个岛屿上生成一个洞穴。
修复了在小丑箱子里时角色所穿物品上的灯是可见的。
修正了泥偶迅猛龙蛋不会被喷火器(或其他被修理工具损坏的物品)损坏。
修复了手持式声纳在最后关卡不工作的问题。
修复了重新绑定 Use 键在子编辑器中不起作用的问题。
修复了 Ctrl+A 未在子编辑器中选择连接的电线的问题。
修正了躺在床上爬梯子的能力。
制造商输入槽工具提示不会显示重复的项目名称,当项目可以从具有相同名称的多个不同项目中制作时(例如,petraptor 蛋可以从 3 种不同的蛋项目中制作,都称为“mudraptor 蛋”)。
修复了用画皮附肢攻击他人不会治愈攻击者的问题。
修复了装备时宠物名称标签卡在半空中的问题。
修正了在离开有任务的地点(例如有越狱任务的前哨站)时,下一轮的任务没有显示在回合摘要中的问题。
修复了如果你第一次错过/忽略事件就无法雇佣 Jacov Subra 的问题。
前哨站生成器在确定模块边界时只考虑带有碰撞器的墙。由于门外的装饰结构,修复了外壳模块不必要地远离前哨站,在模块之间留下非常短的走廊。
修复了尽管压力图标不可见,但角色有时会死于气压伤。当压力刚好高于致命阈值但没有潜艇外那么高时发生。
修复了角色互动文本(如“[H] Heal”)在您更改语言时不会更改。
修复了穿着狂热者长袍时显示的外壳感染治疗建议。
修复了无法制造高质量核能深水炸弹的问题。
修复了外骨骼自动充满电池的问题。
修复了当穿戴者死亡时套装灯不熄灭的问题。
修复了 0% 手榴弹(眩晕手榴弹和修复泡沫)在任务开始时如果玩家的库存中有手榴弹会引爆的问题。
修复了预解锁天赋在该轮雇佣的特殊派系 NPC 客户端不可见的问题。
固定的护送和货运任务有时会导致一个废弃的前哨站,即使有一个有人居住的前哨站。
固定角色(布娃娃)有时会卡在平台附近的角落。
修复日语和俄语翻译。
Modding:
修复了丘脑项目从预制颜色褪色到较暗的色调,忽略项目的实际精灵图颜色。
修复了 LevelTrigger 状态效果在被潜艇触发时不执行任何操作。
在战役设置的船员选项卡中添加了一个滚动条,以使其在超过 3 个初始船员时正常工作。
支持在 Containable StatusEffects 中使用 OnWearing。
修复了使用状态效果“重新发射”已经发射或粘在某个目标上的射弹的能力,这会导致各种奇怪的结果。
修复了 ItemContainer StatusEffects 以不同于其他效果的方式工作,将效果分别应用于每个目标。防止例如如果穿着某物的角色满足条件,则对某物产生某种影响。
原文
Misc changes and improvements:
- NPCs who offer services don't get turned hostile regardless of your reputation. If you've got money, they'll be happy to serve!- Attacking outpost NPCs can't decrease your reputation by more than 20 points per round. Works as a safeguard against enormous reputation losses e.g. in the case of a trigger-happy griefer or a nuclear mishap.- Destroying outpost walls can't decrease your reputation by more than 10 points per round.- Outpost NPCs don't allow players to grab them for longer than 10 seconds to prevent being able to drag them around the outpost.- Minor visual improvements to biomes: biome-specific outpost levels (instead of all outpost levels looking like Cold Caverns), more level objects in Hydrothermal Wastes and the Great Sea.- Spawn abyss and combat suits in enemy subs and wrecks instead of normal ones in later biomes.- Fixed minerals still sometimes spawning on the wrong side of cave walls (when the other side of the wall is outside the boundaries of the level).- Fixed pressure stabilizer only affecting the player for 100 seconds, instead of the intended 1000 seconds (16 mins).- Fixed clients not getting assigned the "None" permission preset when using a language other than English (meaning it wasn't possible to customize what permissions clients have by default).- Fixed enabling cheats not actually disabling Steam achievements for the rest of the campaign (it was possible to re-enable unlocking achievements by saving and reloading).- Fixed Tormsdale mission not completing unless you bring the item to the sub. Now retrieving the item counts as "bringing it to the sub" in friendly outposts.- Optimized/simplified exosuit and FB3000 status effects.- Made huskified humans' items move to a duffel bag on death.- Increased the priority of turret lights to prevent them from getting hidden when using a low light limit.- Reduced the minimum mass required for a character to be visible with thermal goggles, always show at least the main limb regardless of the mass. Fixes thresher hatchlings being invisible to the goggles.- Alien power cells can be deconstructed.
Bots:
- Fixed bots targeting crawler eggs when they are inside an inventory (also in the Broodmother's inventory).- Fixed bots being allowed to shoot items from very long distances.- Fixed bots wasting ammunition on crawler eggs that are not dangerously close to the sub.- Fixed bots using an unintentionally long delay before shooting.- Fixed bots targeting (but not shooting) enemies inside abandoned outposts.- Adjusted the delays and the targeting ranges. Remove the "grace" distance modifier. Improves the bots' general usage of turrets.- Fixed "fight intruders" order causing bots to attack enemies in abandoned outposts again.- Bots are allowed to use meds from an unconscious patient's inventory.- Fixed bots falling off the ledge in DockingModule_02_Colony (again).- Fixed bots not prioritizing the leaks as they should when multiple bots are fixing leaks simultaneously.- Fixed bots not preferring the items that lie on the ground.- Fixed bots often not being able to reach small items like battery cells or rifle rounds that lie on the ground.- Fixed bots sometimes holding the flashlight in their mouth.- Fixed bots acting weird when picking up items and having their inventory full.- Fixed bots not being able to find an alternative container for the items they are cleaning up, when the path to the preferred container is blocked. Didn't affect bots getting a specific item, like a diving suit when they need it.- Bots are no longer allowed to wear the items (other than in hands) when they are cleaning them up.- Improved bots' abilities to find items. They should be much quicker at it than previously.- Possibly fixed bots sometimes ignoring targets that they shouldn't ignore.- Fixed bots not being able to change the oxygen tanks when they are in a safe room with no enemies.- Fixed bots using both diving mask and the suit simultaneously.- Fixed bots holding to old paths that shouldn't be valid anymore (= not complying when you order them to follow outside of the submarine).- Fixed bots not being able to use pathing when the player has just controlled them, leaving them in a ruin, wreck, or a beacon. Only happened when the bot hadn't been AI controlled before during the round.- Fixed bots using the waypoints not linked to any sub when they should use the waypoints linked to a sub and vice versa.- Fixed bots trying to use the gaps when they could just use a path to get to the target.- Fixed missing links between doors and waypoints in Alien_Entrance3.- Fixed bots sometimes not being able to release from the ladders when they were trying to exit a wreck or beacon to get back to their own submarine.- Fixed bots sometimes still idling on ladders, which they shouldn't do (There are some unaddressed cases where it might seem like they'd do this, but actually don't. They just can't reach the buttons linked to the door.)- Fixed bots sometimes failing to climb up the ladder all the way up and falling down just before reaching next floor. Happened only in the idle state.- Fixed bots sometimes getting stuck on the long ladder in EngineeringModule_02_Colony.- Fixed waypoints on ladders leading to a hatch on many subs (using old waypoints), which caused the bots to fail to reach the hatch while trying to fix it.- Fixed bots not being able to operate properly in high pressure levels when they don't have a suit that protects from the pressure (e.g. a regular diving suit later in the campaign).- Bots now prioritize suits that give a better pressure protection (there's a separate attribute for it in the item definition: called "botpriority", which can and should be taken into account with the modified items).- Fixed bots not healing theirselves while swimming outside of the submarine (they only do that when the wounds are relatively severe).- Fixed bots treating theirselves when there's a medic onboard, which is currently unable to treat them (if the medic is able to treat the bot, they should not try to heal theirselves).- Fixed bots ignoring targets that are currently fixing leaks (which was intentional, but seems to have been a bad decision).- Added new dialogue for the bots about the lethal pressure levels and insufficient protection for it.- Fixed some minor buts regarding the dialogue.- Fixed bots not being able to use harpoon coil rifles properly.- Fixed bots accepting random items as weapons when they can't find any weapon. Note that many tools, like welding tools and wrenches, can intentionally be used as weapons.- Fixed prepare for expedition order and another order, like clean items, possibly resulting in looping behavior where the bot can't decide which one to follow.- Adjustments to how the bots prioritize combat targets under fight intruders objective.- Fixed bots not reacting when they are non-intentionally damaged by friendly NPCs (e.g. security smashing a player character).
Multiplayer fixes:
- Changes to make starting a round more robust: fixes various equality check errors ("submarine/mission doesn't match") if starting a multiplayer round takes a long time.- Fixed dedicated servers' content package info getting truncated to 255 bytes, causing the content package list to just display "unknown" if the server has lots of mods enabled.- Fixed "input contains duplicate packages" error when trying to join a server that has certain types of mods enabled (more specifically, mods that only contain client-side content, identical content or files of the type "Other", which could result in the MD5 hashes of the mods to be identical).- Fixed projectile spread not being as random as it should be in multiplayer (successive hitscan rounds usually launched in the same direction).- Fixed spectators not hearing others if their character is dead before the character despawns.- Campaign rounds aren't forced to end if there's only one client on the server using freecam.- Fixed crashing when a traitor missions starts when the host isn't controlling a character.- Fixed sonar beacon tickbox sometimes flickering on and off in multiplayer.- Fixed clients not seeing wall damage in outposts if the server has made outpost walls damageable, and the client doesn't have permissions to manage server settings.- Fixed arc emitter briefly stunning the user client-side.- Unconscious players can't end the round.
Countermeasures against multiplayer exploits:
- Fixed an exploit that allowed you to equip 2-handed weapons in only one hand.- Added protection against deliberately lagging the server.- Added an option to enable "DoS Protection" in the server settings under "Anti-Griefing".- Enabled by default.- When enabled, the server will automatically kick players who are causing the server to perform poorly.- Added a new "Max Packet Auto-Kick" in the server settings under "Anti-Griefing".- Enabled and set to 3000 by default.- Can be disabled by setting the limit to 1200 or below.- When enabled, the server will automatically kick players who are sending a certain amount of network packets in a minute.- Added "Spam Immunity" server permission.- Gives immunity to getting kicked from DoS protection, chat spam and from sending too many packets.- Added a rate limit to console commands in multiplayer.- Added a rate limit to creating new characters in multiplayer.
Balance:
- Buffed Harpoon Coil Rifle a bit (shorter charge time).- Reduced Focused Flak Shell penetration slightly.
Talents:
- Engine Engineer, Helmsman and Affiliation talents no longer stack (allowed gaining insane engine speed boosts and bonuses by having large numbers of crew with the same talent).- Fixed makeshift shelves no longer being placeable in pre-1.0 saves.- Fixed some incorrect talent icons.- Fixed Networking talent only giving a discount for faction-specific items.- Fixed Machine Maniac requiring 5 repaired items instead 3 like the description says.- Gene harvester doesn't spawn genetic materials on pets.- Dying due to a disconnect doesn't trigger talents (like "Revenge Squad") or get recorded as a kill.
Submarines:
- Reworked Typhon (kudos to uberpendragon): replaced legacy items and structures, got rid of double walls, layout adjustments, visual improvements, improvements to the power grid and many smaller changes.- Fixed waypoint in Herja's airlock not being linked to the door.- Fixed fabricators not being linked to the cabinet next to them in Azimuth, Berilia, Kastrull, Orca2, Typhon, Typhon2, Winterhalter.- Fixed some unhulled spaces inside Kastrull, Azimuth and Berilia.- Fixed improperly wired smoke detectors in Typhon 2.- Replaced the wall between gunnery and engineering (that every sane person cuts a hole in) with a door in Kastrull.- Fixed medic not being given proper ID card tags in R-29, preventing them from accessing the toxin cabinet.- Fixed Venture's exterior airlock door being repairable with a welding tool instead of a wrench.- Fixed water detector in Dugong's oxygen generator room not being connected to the flood alarm circuit.- Added "Silent Running" to Azimuth, as well as 1 diving suit and exterior cameras to make it more worthy of tier 2 (despite a lack of guns)
Fixes:
- Fixed all shadow-casting lights going through the outpost walls when docked to one.- Oxygen generator sprite and animation fixes.- Fixed escorted characters being hostile to you if they belong to a hostile faction.- Safeguard against getting pinned under flooded enemy subs. The sub can now be pushed off as long as the enemies inside it are dead/incapacitated.- Fixed enemy subs not affecting monster spawns (meaning monsters could spawn very close to enemy subs, and fighting an enemy sub didn't decrease the probability of monster spawns as it should've).- Fixed submarines sometimes getting stuck when trying to squeeze through a tight passage in the level.- Fixed pets being considered hostile in hostile outposts (causing AI crew to report them as intruders).- Fixed monsters sometimes spawning inside walls during nest missions.- Fixed paths between biomes sometimes being unlocked from the start on certain map seeds.- Fixed launching an alien turret (or any modded turret that spawns it's own ammo inside itself) causing a crash.- Fixed crashing when you exit Steam while the Workshop menu is open.- Fixed some of the fonts not working properly in Japanese (but using roughly similar Chinese symbols instead).- Fixed campaign's end boss moving away from you if you attack it with melee weapons.- Fixed enemy crews not being able to switch between turrets and being very reluctant to operate multiple turrets at the same time.- Fixed reputation reward text sometimes overflowing in the round summary (e.g. when the mission modifies both the husk cult and clown rep).- Fixed characters holding and eating bananas weirdly.- Fixed all friendly characters using the "hostage" dialog and all hostile characters the "bandit" dialog in abandoned outposts.- Fixed characters sometimes becoming briefly immobilized (as if stunned) when the surface of the water rises up to the character's chest.- Fixed cultist hood overlapping with the exosuit.- Fixed exosuit and FB3000 not being tagged as "provocative" (meaning enemies didn't care about the sounds they make or the lights on them).- Adjusted FB3000 fabrication recipe (the previous required so many materials they don't fit in the fabricator's input slots).- Fixed PUCS not having an AI target unlike all other diving suits.- Fixed sonar monitor's "sonar circle" overlapping with the control panel on some resolutions / HUD scales.- Fixed occasional invisible barriers around alien ruins.- Fixed protein bars only healing 1/60 of the intended amount.- Fixed "Engineers_are_special" event no longer appearing.- Fixed characters sometimes being able pass through level walls by swimming down through the broken floor of a wreck.- Fixed "acquire a wrench" popup appearing multiple times in the mechanic tutorial.- Fixed black squares on docking ports and hatches.- Fixed crashing when trying to increment the version number of a mod whose version number consists of only numbers (i.e. no periods) or is empty.- Fixed hireable cultists and clowns being the wrong way around (i.e. high clown rep allowed you to hire cultists and vice versa).- Fixed wikiimage_sub and wikiimage_character crashing the game if the file is being used by another process.- Fixed wikiimage_sub not sorting the entities the same way as the sub editor and game screen.- Fixed status monitor displaying very small amounts of water in linked hulls as 1%.- Faction reputation is reset after finishing the campaign.- Fixed colony docking modules spawning with a bit of water in them.- Fixed minerals sometimes spawning in normal caves in abyss mining missions. Happened if no abyss islands with caves happened to generate - now we always generate a cave in at least one of the islands.- Fixed lights on the items the character is wearing being visible when inside a clown crate.- Fixed mudraptor eggs (or other items set to be damaged by repair tools) not being damaged by flamers.- Fixed handheld sonars not working in the end levels.- Fixed rebinding the Use key not working in the sub editor.- Fixed Ctrl+A not selecting connected wires in the sub editor.- Fixed ability to climb ladders while lying in bed.- Fabricator input slot tooltips don't show duplicate item names when the item can be crafted from multiple different items with the same name (e.g. petraptor egg can be crafted from 3 different egg items, all called "mudraptor egg").- Fixed attacking others with the husk appendage not healing the user.- Fixed pet name tag getting stuck mid-air when equipped.- Fixed next round's missions not being displayed in the round summary when leaving a location that has missions (e.g. outpost with a jailbreak mission).- Fixed inability to hire Jacov Subra if you miss/ignore the event the first time you get it.- Outpost generator only takes walls with a collider into account when determining the bounds of the modules. Fixes husk modules being placed unnecessarily far from the outpost due to the decorative structures outside the door, leaving a very short hallway between the modules.- Fixed characters sometimes dying from barotrauma despite the pressure icon not being visible. Happened when the pressure was just above the lethal threshold, but not as high as outside the sub.- Fixed character interact texts (like "[H] Heal") not changing when you change the language.- Fixed treatment suggestion for husk infection being shown when wearing zealot robes.- Fixed inability to fabricate high-quality nuclear depth charges.- Fixed exosuits getting autofilled with batteries.- Fixed exosuits' lights not turning off when the wearer dies.- Fixed 0% grenades (stun grenade and fixfoam) detonating if a player has one in their inventory when a mission starts.- Fixed pre-unlocked talents not being visible client-side on the special faction NPCs hired during the round.- Fixed escort and cargo missions sometimes leading to an abandoned outpost even if there's an inhabited one available.- Fixed characters (ragdolls) sometimes getting stuck to the corners near platforms.- Fixes to Japanese and Russian translations.
Modding:
- Fixed thalamus items fading from the prefab color to a darker tint, disregarding the actual sprite color of the item.- Fixed LevelTrigger statuseffects not doing anything when triggered by a submarine.- Added a scrollbar to the campaign setup's crew tab to make it work properly when there's more than 3 initial crew members.- Support for using OnWearing in Containable StatusEffects.- Fixed ability to "relaunch" a projectile that has already been launched or that's stuck to some target using status effects, which lead to various strange results.- Fixed ItemContainer StatusEffects working in a different way than other effects, applying the effect separately to each target. Prevents e.g. having an effect that does something to an item if a condition is met on the character wearing it.