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Version history/Alpha

The following lists the changelogs of every Steam release version of Barotrauma.

(Halloween Creepy Creature Feature)[edit | edit source]

Released October 29th,
  • Adjusted pets' item production rates and hunger/happiness thresholds.
  • Fixed inability to pick up chitin chunks.
  • Fixed event manager considering pets to be enemies, leading to monster spawns being delayed or disabled altogether when there are pets inside the sub.
  • Fixed bots having difficulties in entering/exiting the airlocks.
  • Fixed doors not obstructing waypoints after docking.
  • Fixes to pet syncing.
  • Fixes to pets disappearing when transitioning between levels.
  • Removed small crawler egg (was only intended for testing).
  • Kastrull: Fixed the airlock waypoints not being linked to the doors, causing the bots not being able to operate them.

[edit | edit source]

Released October 29th,
  • Added sounds for pets.
  • Most fruits can be fed to pets.
  • Increased the time it takes for pets to get hungry.
  • Decreased pets' item production rate.
  • The number of monsters now increases the event intensity more than previously, which should spawn monsters less frequently.
  • Added some unarmored mudraptors to low-difficulty levels.
  • Fixed crashing when a character takes damage from something else than another character attacking them (e.g. volcanoes).
  • Fixed some steering issues where bots would return to the last waypoint instead of continuing with their current path when they should.
  • Fixed occasional "velocity invalid" error messages when a character gets hit by a very fast projectile (e.g. coilgun bolt).
  • Fixed severed tiger thresher heads doing the "death wiggle" animation.
  • Fixed water flow sounds not disappearing over time.
  • Fixed throwing an item that has no status effects (such as a flare) causing a crash.
  • Fixed chitin helmet spawning in armory cabinets.
  • Fixed event intensity going down immediately when the situation gets less intense instead of gradually returning to normal. Should make it happen less that more monsters are spawned soon after the player survives the previous wave of monsters.
  • Fixed monsters using the Escape state when they should use the Flee state.
  • Fixed Threshers not dying after being beheaded.
  • Fixed heads or other extruding limbs being severed also when their root body takes damage.
  • Fixed bots trying to get inside outposts (from outside) that they can't and shouldn't be able to enter to.
  • Fixed very small creatures getting stuck on waypoints.
  • Test changing the assignment logic for maintenance/operate orders: if the player doesn't specify the target character, use the bot who already is following the same order. The intention is to make it easier to change the target item of the order. The draw back is that ordering multiple bots to man the turrets now requires an extra step: specify the target character.

[edit | edit source]

Released October 29th,

Changes and additions:

  • Reworked Watcher.
  • Added Pets (can be obtained by buying eggs from outposts). The pets produce items that can be used for crafting if they're kept happy and well-fed.
  • Added a new AI behaviors: Observe, Follow and Freeze.
  • Added Toolbelt (a wearable container with a capacity of 12 and it's own dedicated slot) as a replacement for the Toolbox.
  • Improvements to the effects caused by psychosis: the affliction icon is not visible to the psychotic character, the fake fires and floods are a bit more convincing, the affliction plays random sounds and can cause other characters to become invisible.
  • Added capture group support to RegEx component.
  • Added black and white paint.
  • Added optional "forbidden word filter" to the server browser. The filter is off by default. The list of forbidden words can be modified by editing the file "Data/www.cronistalascolonias.com.ar" in the game folder.
  • Increased the damage of 40mm Grenades.
  • Misc improvements to the tutorials.
  • Added undo and redo functionality to the submarine editor.
  • Added animations and lights to pump, fabricator, deconstructor and engines.
  • All explosions now inflict explosion damage instead or in addition to lacerations.
  • Nerfed the mudraptor slightly: the head and the tail armor should now break more easily; increased the cooldown of some attacks.
  • Mudraptor's armor now explodes when destroyed.
  • Added an unarmored variation of mudraptor.
  • Bonethresher's head is now vulnerable to gunshotwounds and lacerations.
  • Adjusted the appropriate jobs for bots.
  • Changed the automatic crew selection logic for orders.
  • Only show either electrical or mechanical repair order for the contextual selection, depending on which skills the item requires.
  • Previous order icons of the same type are no more created, no matter if the target was different than the current.
  • Tigerthreshers can now attack inner walls of the submarine. They still need help to get inside.
  • Changes to the Tigertherthresher's main collider that should improve the overall movement.
  • Option to make particle emitters modify the color of the particles.
  • Set a limit to how many bots you can hire in the campaign (currently 16).
  • Explosions caused by Sodium, Potassium, Magnesium and Lithium being exposed to water don't trigger additional explosions (e.g. Oxygen Tanks don't explode if they happen to be next to a sodium explosion).
  • Pumps and relays placed in the sub editor are on by default.
  • Added sounds for the Nausea affliction.
  • Nausea now inflicts a minor Stun and Internal Damage when the character throws up.
  • Monsters now stop fleeing after a while, if they are not being chased and can't perceive the target anymore.
  • Implement spread, speed, and rotation for the spawn item status effects.
  • Minor damage (less than 1 hp) doesn't spawn particles anymore.
  • Rebalanced upgrade parameters, allowing for more noticable benefits.
  • Allow closing the splash screens with esc.
  • Added more copper to Chalcopyrite and Bornite deconstruct recipe.
  • More calcium for Aragonite, adjusted prices.
  • Made large monsters immune to Paralyzant (mudraptor is the largest affected monster).
  • Use player name instead of server name for the server owner when hosting a server.
  • Don't draw turret range indicators in the sub editor when the turret isn't selected.
  • Adjusted Hammerhead's posture.
  • Minor adjustments to Mudraptor's animations.

Modding:

  • Added Scale and Offset to Light Sprite's parameters.
  • Fixed the Constant Torque parameter not working right.
  • Allow to enable/disable tail angles per limb. Previously the angle was only applied to the first limb of type Tail.
  • Added per limb multipliers for sine animations (fish tail movement).
  • Exposed the fleeing and avoiding times on the monster AI parameters.
  • The Light Sources on characters can now be defined with conditionals.
  • Added HealthMultiplier parameter that can be used in StatusEffects like SpeedMultiplier.

Character Editor:

  • Fixed a number of issues with the joint limit widgets. Also allowed to set a joint to rotate clockwise, which inverses the widget direction. Useful for heads or other limbs that extrude right from the main body.
  • The colliders of the hidden limbs are now hidden in the game view.
  • Changed the hotkey for toggling the parameter editor from "Tab" to "F1" and fix the inability to toggle the editor when a text field is selected.
  • Fixed load and save interfaces being broken on lower resolutions.

Sounds:

  • Added 2 new background music tracks
  • Added a new, separate sounds for opening and closing the alien doors
  • Added a new sound for medium-sized fires
  • Added new heartbeat sound for suffering from low oxygen
  • Added new sounds for the hull creaking
  • Added a new sound for a broken pump
  • Added a new sound for tinnitus after an explosion
  • Added a new sound for alien artifacts
  • Added a new sound for electrocution
  • Added a new sound for husk footsteps
  • Added new misc. UI sounds
  • Added a new variations for some existing sounds
  • Improved some existing sounds
  • Exposed GUI sound definitions in the www.cronistalascolonias.com.ar file

AI improvements and fixes:

  • Added a new AI behavior and order: cleanup items.
  • Fixed severe performance hit when damaging outpost NPCs with a weapon that does continuous damage (for example a flamer).
  • Reworked the contextual "Wait" order: the order now targets a position instead of an entity.
  • Bots are now allowed to more things even they are not inside the player sub. For example they can be told to extinguish fires in the outpost or rescue crew members inside a wreck (when they are at the same place). WIP.
  • Bots now try to put oxygen tanks to oxygen tank containers, before the oxygen generator or supplycab.
  • Bots now re-equip hats, helmets, and other clothing that they have unequipped for being able to wear diving gear.
  • Bots now use the underwater scooter when they have one in the inventory.
  • Bots should now be slightly smarter when putting off fires.
  • Bots don't anymore retaliate if they are being shot while there is an enemy around. Fixes #
  • Fixed a number of cases where bots would get stuck or fail to fix a leak.
  • Fixed bots with steering order targeting the shuttle nav terminal instead of the main nav terminal.
  • Fixed NPCs getting aggroed by certain drugs (e.g. anaparalyzant).
  • Fixed bots not prioritizing the wall mounts for containing the extinguishers.
  • Fixed monsters targeting inner doors when they shouldn't (#).
  • Fixed outpost guards attacking the player for defending themselves against the aggressors on the event "mediator".
  • Fixed NPCs not reacting when the player is attacked.
  • Fixed AI considering characters on the opposing combat mission team as friendly.

Misc fixes:

  • Fixed clients always getting the generic "could not connect" error message when connecting to a server fails, even if there's a specific reason to the connection failing (e.g. disallowed symbols in the player's name, mismatching content packages or game version).
  • Fixed yet another cause for "missing entity" errors. Occasionally happened in monster missions when a monster happened to get assigned the same ID as an item in a player's inventory.
  • Fixed clients spawning a respawn shuttle in non-campaign missions even if the server has disabled respawning, leading to "missing entity" errors.
  • Fixed planters dropping removed seeds after a save is reloaded.
  • Fixed plants not updating the health after being fully grown in multiplayer.
  • Fixed decal syncing working unreliably in multiplayer.
  • Fixed "level doesn't match" errors after leaving a shuttle/drone behind in the multiplayer campaign.
  • Fixed painted/dirty walls going to full opacity when transitioning to a new level in the campaign.
  • Fixed crashing when trying to render a light whose range is less than 1 pixel.
  • Fixed crashing when using a repair tool causes an explosion (e.g. when killing a terminal cell with a plasma cutter).
  • Mudraptor: Adjusted and fixed the animations.
  • Fixed irrelevant damage modifiers (like bleeding) affecting the damageemitter's particles. In practice, this caused damagemodifiers with bleeding modifier 0 not spawn any particle effects when the limb was hit.
  • Fixed extinguish fires not working with extinguish fire orders if the room has not enough oxygen.
  • Fixed the user set state of the crew list not being respected; autohiding/showing shouldn't change the state set by the player.
  • Fixed significant lag spikes at outposts with many NPCs. Caused by too frequent pathfinding calls, when an NPC can't find a path to the target.
  • Fixed www.cronistalascolonias.com.art throwing exceptions when an attacker has been removed.
  • Fixed status effects targeting nearby characters/items failing to launch, unless they used the "Active" effect type.
  • Fixed crashing when trying to crouch while swimming in the character editor.
  • Fixed pause menu being togglable during level transitions, causing errors if quitting the game during a transition.
  • Fixed wire disappearing from the character's inventory and from the walls when getting shocked from attaching the 2nd end of a wire in multiplayer.
  • Fixed airlock warning light in Kastrull not turning off when the airlock door is closed.
  • Made plants non-combineable.
  • Fixed random submarine selection setting for servers occasionally selecting non-submarines.
  • Fixed dedicated servers still showing up as "playstyle-less" in the server browser.
  • Fixed sounds defined in affliction status effects not working.
  • Require at least 1 kick vote before kicking someone, no matter how low KickVoteRequiredRatio is set to.
  • Fixed gaps being misplaced on certain wall structures, preventing certain walls from leaking in some subs (for example the wall above Typhon's junction compartment).
  • Fixed "Select Matching Items" crashing in the editor when used with submarines with a linked submarine.
  • Fixed hull above Kastrull's drone not being connected to the rest of the hulls, preventing oxygen from flowing between the drone and the sub when docked.
  • Fixed junction boxes' signal connections passing power/load information.
  • Fixed crash when trying to clone a linked sub that you don't have the submarine file for in the sub editor.
  • Fixed incorrectly scaled items in the diving gear cabinet/locker assemblies.
  • Fixed inability to sell faraday artifacts when the condition of the artifact is 0.
  • Fixed monsters not fleeing if the attacker is a bot.
  • Fixed OnImpact statuseffects not launching if the impact was negative (e.g. when a moving sub hits an item that's below the sub).
  • OnDamaged status effects now launch only when there's any damage. Not when the damage is zero.
  • Fixed health bar pulsating even when no damage is done by an attack/status effect.
  • Fixed affliction probability not having any effect when used in status effects.
  • Fixed EventManager crashing if there are no event sets configured for the current location type (only affected mods that add new location types without adding any events for them).
  • Fixed items held in the left hand being drawn in front of the characters.
  • Fixed ability to drag and drop items into outpost reactors.
  • Set terminal's maximum message length to match maximum chat message length (otherwise chat-linked terminals work differently in multiplayer).
  • Fixed diving suit's low oxygen warning beep not following the player wearing the suit.
  • Fixed "propaganda" and "clown outbreak" outpost events never triggering.
  • Fixed "clown brutality" event getting stuck after the NPCs have been spawned.
  • Fixed "impromptu engineering" event giving only one coilgun ammo box despite the text saying 2.
  • Fixed "black market" event always giving the player the alien pistol.
  • Fixed incendium bars exploding when pressing the Use key while holding one.
  • Fixed outpost security not reacting to players throwing items that explode on impact (e.g. flash powder or nitroglycerin).
  • Fixed outpost security reacting to raptor bane extract injections with lethal force.
  • Fixed mantis' animation.
  • Fixed multiple wire nodes occasionally getting placed with one click when rewiring.
  • Fixed fire and water flow sounds staying active when returning from a multiplayer session to the main menu.
  • Fixed previously discovered map tiles becoming undiscovered when saving and loading a campaign.
  • Fixed 1st shot from SMG magazines spawned with console commands doing nothing.
  • Fixed calyxanide not damaging huskified humans or crawlers.
  • Fixed explosives exploding when combining them results in one being removed.
  • Fixed items that don't flip horizontally being positioned incorrectly in mirrored subs.

[edit | edit source]

Released September 22nd,
  • Fixed clients not receiving a message of their character dying if they die far away from the position they were last spectating, causing them to get stuck to a state where they appear alive but can't interact with anything.

[edit | edit source]

Released September 22nd,

Changes and additions:

  • Added gardening: four different growable plants that produce specialed fruits which can be crafted into different items, or just thrown about and splattered on the hulls of the sub.
  • Added cleaning: decals are now persistent and water gradually dirties up the submarine's walls. The dirt and the decals can be cleaned with a special tool that can also be used to paint the walls.
  • New submarine, the heavy transportation ship R Original design by "Rav2n".
  • Overhauled mudraptor: new sprites, more varied attacks and heavier armor.
  • Option to change the channel on the headset, making it possible to do things like secret communication on another channel or devices that react to commands sent on a specific channel.
  • Added a verification prompt when trying to handcuff yourself.
  • The inventory of handcuffed players isn't hidden completely, just locked (with a tooltip that explains why it's locked). Hiding the inventory was confusing to many new players, and it was easy to mistake it for a bug.
  • Added directional markers that show the locations of the interactable NPCs in outposts.
  • User's helm skill affects engine output.
  • The game is paused when the campaign map is open in the single player campaign.
  • The campaign map is automatically closed if the submarine gets too far from the end of the level while the map is open in multiplayer.
  • Clients are allowed to view the campaign map even if they don't have the permissions to select the destination or the mission.
  • The docking confirmation prompt is only shown when attempting to redock to the outpost you just left from.
  • Wrecks are now properly initialized when spawned with "spawnsub" console command.
  • Readjusted the attacks for the Husk and the Humanhusk.
  • Added the option to select the minimum number of players required on the server for traitors to become active to the server settings menu.
  • Log when clients modify the properties of an item (e.g. light colors, signal component settings).
  • Allow selling items as long as their condition is over 90%.
  • ID cards can be sold (as long as they're not in the player's own ID card slot).
  • Disallowed selling items in equipment slots.
  • Added cancel button to the "reconnecting to server" message box.
  • DockingPort, Turret and LightComponent toggle connections ignore 0 signals.
  • Traitor victims get a message saying they were killed by a traitor.
  • Stack chat message popups when the chatbox is hidden instead of just showing one at a time.
  • Switches now have lights that indicate whether they're on or off.
  • Added "fuel_out" output to reactors.
  • Added "set_light" connection to turrets.
  • Made stun gun darts craftable from any type of wire.
  • Outpost generator uses the first module type defined in the outpost config as the 1st module instead of forcing it to "airlock" (making it possible for modders to create outposts with another type of entrance module).
  • Mission rounds end automatically if there are more living players inside the outpost than outside it, even if the sub is not at the end of the level.
  • Made togglehud command usable in the sub editor for nicer screenshots.
  • Characters don't gain helm skill when the sub isn't moving. Prevents grinding the helm skill when the sub is docked or maintaining position.
  • Improved the way solid obstacles reduce explosion damage. Non-broken doors and walls nullify the damage almost completely.
  • Fabricator continues fabricating when transitioning to a new level while it's running.
  • Hid movement orders from the contextual command interface when there are orders of another type available.
  • Made improvements to store interface tooltips. They now include the item name and should be displayed more consistently.
  • Disabled automatic crew list sorting. The order now remains the same throughout the round.
  • Added a second previous order icon to the crew list.
  • Added character godmode, renamed mainsub godmode command to 'godmode_mainsub'.
  • Increased sub editor auto save slots from one to 8 by default.
  • Made logbooks sellable.
  • Equipping a weapon activates it's reload time (capped to a maximum of 1 second), preventing bypassing the reload times by swapping between multiple weapons.
  • Hide campaign NPC icon when the NPC is dead or incapacitated.
  • Bots now prioritize stunning melee weapons based on their damage if they run out of battery.
  • Made antidotes cheaper and easier to fabricate.
  • Location reputations are shown when overing the cursor over a location in the campaign map screen.

Modding improvements and fixes:

  • The order of all installed mods (not just the enabled ones) is now saved into the config file.
  • Workshop mods can now be downloaded and installed automatically before joining a modded server.
  • Disabled the Executable content type due to issues with cross-platform support.
  • Fixed Unsubscribe button sometimes failing to delete mod content.
  • Fixed a crash when attempting to modify the currently selected core package when other core packages aren't available.
  • Fixed a modding-related crash at startup.
  • Increased the "SeverLimbsProbability" cap (for items) from 1 to The value is multiplied together with the joint setting "SeveranceProbabilityModifier", and limiting the value to 1 makes it impossible to boost the probability of some weapons/attacks.
  • Fixed negative rotation speeds not working on decorative sprites.
  • Fixed ItemPrefabs loading after AfflictionPrefabs.
  • Previous enabled mods are restored when leaving a server.
  • Added support for "periodic effects" (effects that execute every x seconds) to Afflictions. See the new "nausea" affliction for a usage example.

AI improvements:

  • Using the fire extinguisher when there is a fire is no longer considered stealing by the NPCs.
  • NPCs now spawn an oxygen tank if they can't find any. They don't spawn diving gear though.
  • NPC guards now spawn more handcuffs if they don't have any and are trying to arrest a target.
  • NPCs now spawn a welding fuel tank, if they can't find any. They don't spawn welding tools.
  • Some adjustments to the logic on when a diving gear is required and when it's not.
  • Bots now avoid idling in narrow hulls. Instead of taking the whole hull volume into account, they now give weight only for the width of the room.
  • Bots should now avoid idling in flooding hulls even when they have proper equipment.
  • Medics don't anymore try to rescue targets that are fixing leaks.
  • Medics now try to replace empty oxygen tanks for their targets before dragging them into safety. They should also take the suit off when it's not needed.
  • Security officers and those who are ordered to fight intruders now actively seek new weapons if they have a poor weapon or run out of ammo.
  • Bots don't try to move while grabbed by a friendly character.
  • Bots now detect and ignore leaks that other bots are targeting.
  • Bots don't anymore try to decontain diving suits when the path to the cabinets is flooding.
  • All crew members now try to keep the reactor running, unless the player orders someone to shut if down or turns it off manually.
  • Bots shouldn't anymore try to operate items that other bots are targeting (previously they used to walk next to the device and only then continue).
  • Removed the following autonomous objectives from medic and the security officer: fix leaks, repair systems, and pump water.
  • Bots should now give a high priority on items that they are currently repairing, no matter if the decision to repair that item was made by them or the player controlling the character.
  • Bots that operate/fix should now wait a few seconds before heading on their business (previously only in idle state). They are not allowed to wait in some circumstances, like when they are underwater or when there's a threat around.

Bugfixes:

  • Fixed items that are added outside hulls not getting saved in the sub editor.
  • Fixed "missing entity" errors in multiplayer if the respawn shuttle despawns after its walls have started leaking.
  • Fixed submarine upgrades, hired bots and purchased items disappearing if the round immediately after the purchases ends due to returning to the server lobby or the crew dying.
  • Fixed characters spawning with a % husk affliction on the next round if they've become huskified during a multiplayer campaign round.
  • Fixed dedicaters servers not setting a play style.
  • Fixed servers with no play style showing up as "Serious".
  • Fixed attachable items teleporting back to the player's inventory in multiplayer if they first equip it and then attach it immediately.
  • Fixed duplicate saves in the multiplayer campaign's "load save" tab when the server is running on the same machine as the client.
  • Fixed broken junction boxes carrying signals from other junction boxes.
  • Fixed bots disappearing from the campaign save when loading a save that was done in a level between 2 uninhabited locations.
  • Fixed mp campaign sometimes loading an outpost level with no outpost and forcing the player to the map view. Happened when a campaign save that had been done in a level between 2 natural formations was loaded, which would mess up the save and cause the bug when quitting and reloading the save.
  • Fixed submarine voting not working in the server lobby.
  • Fixed outpost events repeating more often than they should.
  • Fixed dedicated servers always being public.
  • Fixed right mouse button not behaving correctly in the campaign UI when using left-handed mode.
  • Made endpoint checks in the banlist more robust.
  • Certain audio errors no longer crash the game.
  • More Fabricator syncing fixes.
  • Fixed molochs bleeding when they take any damage on the brain/main body.
  • Fixed attacks never being able to do more than hp damage per affliction, which resulted for example nuclear explosions and railgun shots being too weak -> re-adjusted railgun and explosion damages.
  • Fixed bots failing to get an item if their inventory is full.
  • Fixed bots sometimes running towards a wall after extinguishing fires.
  • Fixed Husks trying to target floors/ceilings.
  • Fixed the security not reacting when being attacked by a friendly character with the husk stinger.
  • Fixed the Husk infection not progressing properly in multiplayer (#)
  • Fixed taking more husk damage reducing the Husk infection when its strength was higher than 50 (#).
  • Fixed creatures in the group "human" not being considered friendly, which prevented creating friendly non-human characters.
  • Fixed bots not always prioritizing the selected (contextual) targets first when ordered.
  • Fixed incorrect priority calculations for repair objectives that causes bots to make weird decisions on what to repair.
  • Fixed latched monsters ignoring decoys. Also changed the latching logic a bit, which has some minor implications on the gameplay.
  • Fixed a crash when "money" cheat command was used used in the main menu.
  • Fixed bots suffocating in diving suits, because they were unable to take the suit off when they should. (#)
  • Fixed bots sometimes being unable to hit with melee weapons, especially in the "arrest" mode or when the target is down.
  • Fixed bots sometimes getting stuck when they are fixing leaks while they are a bit too far from the target.
  • Fixed bots insisting on equipping the diving suit before accessing Kastrull's drone.
  • Fixed bots rapidly turning left and right when they are positioned between a wall and another bot in the idle state.
  • Fixed one of the Thalamus spawn organs always dying because the hull was not flooding in Wreck1.
  • Fixed bots failing to take account all the items in the inventory. Addresses cases where bots are confused because there are some empty/broken items and some full/functional items in their inventory.
  • Fixed bots getting stuck in the find safety state when they can't find any safe hull (e.g. all the hulls are flooding and they don't have a suit).
  • Fixed bots avoiding lethal pressure in some cases even when they have a diving suit.
  • Fixed bots being unable to get the diving gear when some of the hulls in the path are flooding.
  • Fixed bots failing to switch oxygen tanks when the tanks are empty. They don't yet know how to use the oxygen generator for refilling the tanks (coming later).
  • Fixed many AI objectives not resetting properly, causing many separate issues.
  • Fixed bots trying to use stabilozine to treat internal damage even though it only treats poisonings.
  • Incapacitated bots now forget what they were doing. Fixes bots shooting at the player when revived after being shot by the player.
  • Fixes and improvements on NPC/bot reactions when being attacked by the player.
  • Fixed the devotion not working right for the subobjectives of looping objectives. Should fix cases where the bots keep switching repair/fix targets, resulting in looping walking behavior.
  • Fixed coils not triggering in some alien ruin rooms.
  • Fixed misaligned oxygen tanks in the oxygen generator.
  • Fixed misaligned railgun shells being in the single loaders.
  • Fixed explosives not triggering inside depth charges.
  • Fixed damage modifiers overriding each other instead of stacking, causing some protective items to make the characters less protected.
  • Fixed skill checks in the "sound in the vent", "mediator" and "big brother" events always failing.
  • Fixed conversation prompt staying open after finishing either of the "Mike the Idiot" events.
  • Fixed attacks never being able to do more than units of damage per affliction, making some weapons less effective than they should be.
  • Fixed inability to override item assemblies with mods.
  • Fixed items contained inside another item in an item assembly not getting saved in the sub editor.
  • Fixed links between entities not getting saved in item assemblies, causing doors to create a duplicate gap when the assembly is placed.
  • Fixed stabbing with a syringe bypassing the medical skill check.
  • Fixed piercing coilgun bolts going through level walls.
  • Fixed particles sometimes going through walls (example case: Typhon's ballast pumps).
  • Fixed SMG magazines always spawning a bullet at the start of a round even if there's already one inside the mag.
  • Fixed respawn shuttle sometimes spawning with upwards velocity.
  • Fixed mining outposts sometimes failing to generate, causing the game to use one of the old pre-built outposts as a fallback.
  • Fixed "acid party" traitor mission causing a crash if there's only one player on the server.
  • Fixed ruins sometimes spawning close to the beginning/end of the level, blocking the way to the outpost.
  • Fixed crew members that have been removed during the round (e.g. despawning, turning into a husk) reappearing on the next round.
  • Fixed round summary displaying "new hire" instead of the status of recently hired characters who've died during the round.
  • Fixed monsters often spawning behind the submarine even if there are valid spawnpoint ahead of it.
  • Fixed duct blocks in vanilla subs being repairable with a welding tool instead of a wrench.
  • Fixed giveperm, revokeperm, giverank, givecommandperm and revokecommandperm not working when executed on a player with spaces in their name by a client.
  • Fixed occasional crashes at the end of the round due to a race condition where SteamManager tries to check for damaged walls while the sub is being unloaded.
  • Fixed mudraptor eggs never hatching.
  • Fixed the "giveaffliction" command not accepting the affliction identifier as a parameter in multiplayer.
  • Fixed the contextual repair order being shown even if the item was not in need of repair.
  • Fixed a networking bug that caused "index out of bounds" and "missing entity errors" (although there are probably other bugs remaining that can cause these error messages). Happened in multiplayer campaign when a purchased or player-owned item happened to take the ID of an existing structure during the start of the round.
  • Fixed inability to give Operate Weapons order when there's only 1 turret.
  • Fixed store total not updating properly when location reputation changes.
  • Fixed bots not being able to reach leaks that are behind intact walls.
  • Fixed pause menu staying open when clicking "Save and quit" in an outpost level.
  • Fixed all saves getting hidden from the "load game" menu when deleting a save.
  • Fixed projectiles staying active if picked up mid-flight, causing them to hit the character when dropped from the inventory.
  • Fixed a crash when taking control of a previously player-controlled character that has turned into husk.
  • Fixed attacks working unreliably when controlling a monster in multiplayer.
  • Fixed grenade launcher's muzzle flash causing items' OnFire effects to trigger.
  • Fixed clicking on the job name not selecting the job as a preference.
  • Fixed bots running back and forth after reaching the target waypoint if there's nothing telling them otherwise. Now the bots should continue running towards the target as intended.
  • Fixed "sound in the vent" and "giving directions" events not giving any rewards.
  • Fixed prices not refreshing in the store screen if the crew's reputation changes while inside the outpost.
  • Fixed characters not getting stunned when failing to repair an oxygen generator.
  • Fixed missing fire extinguisher in securitymodule_
  • Fixed secure steel cabinets not requiring a key card to open in securitymodule_01 and
  • Fixed campaign setup menu sometimes randomly selecting an invalid sub when opening the menu.
  • Fixed monster attacks not working inside ruins.
  • Fixed doors not working in AlienDoorAssembly2.
  • Fixed ability to link hulls to each other multiple times.
  • Fixed bots triggering the campaign map by undocking from outposts.
  • Don't allow the current location or the destination to change it's type at the end of a round (i.e. an uninhabited location can't turn to an outpost as you're entering it).
  • Bots don't try to power up the reactor unless ordered to in outposts.
  • Fixed "invalid docking port network event" error if the ID of the port has changed after the event has been created (e.g. if one of the clients happens to have an item with the same ID in their inventory).
  • Fixed changes to spawn point's text properties not saving in the sub editor without pressing enter.
  • Fixed ability to "bypass" sonar disruptions by switching to passive sonar before the active ping reaches the disruption.
  • Fixed incorrect diving suit deconstruction recipe.
  • Fixed faraday artifact not playing the explosion effect in multiplayer.
  • Fixed ability to bypass vote kicks by changing your name before you get kicked.
  • Fixed killing a character with morbusine not unlocking the "Poisoner" achievement.
  • Fixed killing a moloch that's the target of a mission not unlocking the "Killed a Moloch" achievement.
  • Fixed Berilia's and Typhon's docking ports not being connected to the power grid.
  • Fixed contained item positions not being updated if they're inside a non-equipped item in a character's inventory (e.g. a sonar beacon inside a toolbox).
  • Fixed sonar beacon staying active after running out of battery.
  • Fixed stationary batteries being able to provide power when broken.
  • Fixed pumps being impossible to adjust manually after they've received a signal through the "set_targetlevel" connection in multiplayer.
  • Fixed sub names and save times disappearing from the "load campaign" menu in the server lobby after deleting a save.
  • Fixed autopilot being turned on automatically at the start of a round on nav terminals that control a shuttle/drone remotely.
  • Fixed names not being color coded according to job in the server lobby when a round is running.
  • Fixed non-mission artifacts sometimes spawning inside level walls.
  • Signal components don't output anything if the result of an arithmetic operation is undefined (square root of a negative value, division by zero, inverse trig function outside the defined range).
  • Fixed handcuffs becoming unequipped client-side on successive campaign rounds.
  • Fixed copypasting a single docking port/hatch or a wire in the sub editor placing it very far from the submarine.
  • Fixed characters not dying, but still being unable to move, if they get crushed by pressure when they have the vigor affliction.
  • Fixed crashing if a turret receives a NaN signal in the position_in connection.
  • Fixed crashing when trying to reselect the current preview image as the preview image for a workshop item.
  • Fixed shadow-casting convex hulls being calculated incorrectly on hatches with windows (only affects mods that add hatches with windows).
  • Fixed custom items disappearing when saving a sub if the sub is both the items and the sub are configured in the same content package.
  • Fixed nullref exception if a client joins or disconnects when tab menu's crew tab hasn't been initialized.
  • Fixed Dugong's oxygen generator being rewireable with a wrench instead of a screwdriver.
  • Fixed particles not being emitted when cutting ores.
  • Fixed unwired lamp in EngineeringModule_
  • Fixed tunnel background being interactable in ResearchModule_
  • Fixed inability to interact with hidden linked containers in multiplayer.
  • Fixed undocked linked subs being positioned incorrectly when entering a new level in the campaign.
  • Fixed players not getting notified about shuttles being left behind when docking with an outpost in the campaign.
  • Fixed salvage missions not completing if the item is inside a subinventory (for example a toolbox).
  • Fixed rejoining clients not gaining control of their previous character if they've changed their name.
  • Fixed healthbar being positioned incorrectly on large resolutions.
  • Fixed fabricator's hover text saying it's repairable with a screwdriver.
  • Fixed last hit from a stun baton doing nothing.
  • Fixed diving suit lockers that have been recolored in the sub editor reverting to default color when a suit is placed inside them.
  • More reliable syncing of doors' stuck state. Should fix doors appearing usable client-side even though they're actually welded server-side or vice versa.
  • More reliable memory component and text display syncing.
  • Fixed events that require a specific item not taking items in subinventories into account.
  • Fixed events where the player has to pay for something being possible to complete even if the player doesn't have enough money.
  • Made "goodsamaritan" and "huskcultist" events remove the items from the player immediately after opting to give/use the item. Otherwise it's possible to keep the item by dropping it from the inventory before dismissing the conversation prompt.
  • Fixed events that increase the medical skill giving the character a duplicate medical skill entry.
  • Fixed light sprites not rotating when rotating an item.
  • Fixed contained items not rotating when the container is rotated.
  • Fixed legacy railgun controllers being fired with the Use key instead of the Shoot key.
  • Fixed XP popups not showing up in multiplayer.
  • Shuttle batteries can't be damaged by explosions because they can't be repaired.
  • Fixed text overlapping with the icon in the "purchased supplies have been delivered" popup.
  • Fixed mission notification appearing in front of the round summary.
  • Fixed crawler walking/running animations when the creature is facing left.
  • Fixed irrelevant damagemodifiers affecting the final damage when multiple damage modifiers exist.

(New Frontiers)[edit | edit source]

Released July 30th,
  • Localization fixes.
  • Fixed piercing coilgun ammo boxes never running out.
  • Fixed end round button having no text when leaving an outpost.

[edit | edit source]

Released July 30th,
  • Fixed SalvageMission not spawning the item if the mission has been attempted previously, causing an "attempted to pick up a removed item" error when trying to pick up the artifact/logbook.
  • Fixed bots going to operate the reactor/navterminal in the main sub when they are inside the outpost. Now they should only be allowed to do this when ordered to.
  • Fixed mechanic tutorial getting softlocked if the oxygen tanks are put in the deconstructor without putting them in the player inventory first (e.g. by putting them inside a diving mask and moving them from there to the deconstructor).
  • Fixed "failed to spawn item, component index out of range" error when an item that originally spawned in a container has been moved inside another container whose ItemContainer component doesn't have the same index as the previous one (e.g. when moving items from cabinets in a wreck into a toolbox).
  • Fixed dialog prompts in the "clownrelations1" and "engineers_are_special" events being displayed to all players in the server.
  • Fixes to localization issues (text overflows, some texts being displayed in English regardless of the selected language).
  • Prevent selling items contained inside an item equipped in Head, OuterClothes, or Headset slot (should prevent accidentally selling your headset batteries or oxygen tanks in your diving mask).
  • Fixed changes during the last campaign round not being saved.
  • Fixed campaign character being recreated on every round start after modifying it via the tab-menu during a campaign.
  • Fixed crashing when clicking the "close" button in the end credits in multiplayer campaign.
  • Reset stores and unlocked missions when finishing the campaign.
  • Fixed open subinventory slots staying visible during the campaign end cinematic.
  • Fixed talk icon not disappearing from NPCs when another client finishes the conversation.
  • Made end round button more noticeable.
  • Added a missing platform to Wreck1.
  • Added burn and lacerations resistance for assistant clothes, removed gunshotwound resistance.
  • Raised explosive and piercing coilgun ammunition prices, reduced quantity by 25%.
  • Limited availability of piercing and explosive rounds at cities to 1 box.
  • Fixed bots getting stuck on ladders when there are two ladders next to each other and no non-ladder waypoint between them.
  • Outpost medics won't anymore try to heal NPCs that are turned hostile by an event.
  • Fixed OnActive StatusEffects not working on Vent components.
  • Fixed clients crashing if they can't find a preview image for a campaign sub.
  • Fixed characters not getting slowed down when walking/running in a partially flooded hull.
  • Fixed end biome being used in sandbox/mission modes.
  • Fixed event prompts not having a scrollbar if the first message is too long.
  • Made chemical and explosive crates water proof to make it possible to use them for transporting water-sensitive materials.

[edit | edit source]

Released July 30th,
  • Balanced monster spawns (less mudraptors in the low-difficulty levels).
  • Made levels in the Cold Caverns and Europan Ridge biomes a little smaller.
  • Gray out upgrades on the UI if the user lacks campaign management permissions.
  • Disable elements in crew hiring menu when lacking permissions.
  • Idling bots don't try to steer away from each other if there are characters standing on both sides. Fixes groups of bots "spazzing out" in small spaces.
  • Fixed all clients seeing the mission-related conversation lines.
  • Fixed last conversation the huskcultrelations event showing up for all players.
  • Fixed mission notifications being appended to whatever conversation prompt a client has active.
  • Fixed Dugong not receiving power through the docking hatch.
  • Fixed unwired junction box in ResearchModule_
  • Fixed occasional "connection index for mission out of range" errors when unlocking missions in multiplayer campaign.
  • Refresh upgrade store when granted manage campaign and manage round permissions.
  • Fixed client's character data not getting saved in the multiplayer campaign if they disconnect but their character doesn't get killed by the disconnect timer.
  • Fixed tiny buttons in wrecks.
  • Fixed crawler mask not showing up on characters.
  • Fixed returning to lobby not triggering a proper reload of the campaign save when continuing.
  • Fixed SmokeDetector's Output and FalseOutput properties doing nothing.
  • Fixed some locations sometimes not being connected to the rest of the campaign map (example seed: JKPNeh4f).
  • Fixed characters being able to play instruments while stunned.
  • Attempt to fix the game process sometimes staying active after the game is closed.
  • Fixed mining outposts sometimes failing to generate.

[edit | edit source]

Released July 30th,
  • Fixed inability select other locations on the campaign map when a mission has been selected in one of the locations.
  • Fixed purchased items not spawning if the crew dies and the previous save is loaded in the multiplayer campaign.
  • Fixed clients not seeing subs they don't have in the campaign setup's purchasable sub selection.
  • Clients who die due to a disconnection in the multiplayer campaign get to keep their character when they rejoin.
  • Fixed submarines with spaces or commas in the name breaking campaign saves.
  • Fixed favorite and recent server queries causing errors if there's a very high number of them.
  • Fixed audio not working on some systems.
  • Fixes to incorrectly sized item colliders.
  • Fixed monsters not spawning in the first few levels of the campaign.
  • Fixed store interface switching to the Buy tab after receiving a campaign state update in multiplayer campaign.
  • Gray out items on store lists when the player doesn't have the relevant permissions.
  • Putting outpost items into crates and toolboxes now gets the guards riled up.
  • Fixed "kill" not being marked as a cheat command.
  • Alarm buzzers and sirens turn off if they're deattached and picked up.
  • Fixed wire that's connected between two docking ports becoming visible and interactable when leaving an outpost.
  • Fixed subinventories being drawn on top of campaing interfaces.
  • Fixed selecting purchasable submarines not working on non-host clients with campaign management permissions.
  • Fixed ResearchModule_01 not being fully powered.
  • Fixed initial campaign cinematic being shown to clients who join mid-campaign.

[edit | edit source]

Released July 30th,

Improved campaign mode:

  • Explorable, procedurally generated outposts.
  • Interactable NPCs: things such as hiring, unlocking missions and purchasing supplies are now done by interacting with NPCs instead of just a menu.
  • Multi-step, branching scripted events in outposts.
  • A reputation system that affects how outposts and factions relate to you and your crew. High reputation can make NPCs give you discounts for supplies or unlock special events and event outcomes, while low reputation may turn outposts hostile towards you.
  • Items can now be sold in outposts.
  • Persistent bots in multiplayer campaign.
  • Bots can be hired in multiplayer campaign.
  • New campaign map.
  • The end location is now reachable (do note that the ending is still not completely final).
  • Submarines can be upgraded: for example, you can increase the durability of the walls and make devices more powerful, less prone to malfunctions or less power-hungry.
  • Submarines can be purchased and switched during the campaign.
  • Improved end-of-round summary.

Miscellaneous changes and additions:

  • Overhauled most structure and item sprites to make the artstyle more consistent.
  • Balanced economy (item prices, hiring costs).
  • The currency is now called the Europan Mark instead of credits.
  • 4 new background music tracks.
  • Tons of new decorative items and structures.
  • Sittable chairs.
  • Allow characters to hear messages sent through the radio when within speaking range of the speaker, even if the characters don't have functional headsets.
  • Made organ damage non-limb-specific.
  • Hostile bots now take stunning into account when evaluating the weapons. I.e. switch from stun baton to diving knife if the target is stunned and back to stun baton if it's not.
  • Sodium and lithium explode in water.
  • Item sprites can be rotated in the sub editor.
  • Purchased adrenaline glands spawn in crates.
  • Allow changing audio output device in the game settings.
  • Added "Is On" property to pumps to make them easier to turn on in the sub editor.
  • Tuned difficulty of level events, now with a less severe difficulty curve and more account taken of intensity.
  • Numerous quality of life and visual improvements for stock subs.
  • Mission specific creature variants.
  • Node based event editor.
  • Crawlers tuned to be considerably more dangerous.
  • General creature balance improvements.
  • Creatures avoid targeting the same targets as other characters of the same swarm/type. Should considerably reduce the "stacking", where multiple creatures attack exactly the same target.
  • Bots can rescue/heal targets when they are inside wrecks/www.cronistalascolonias.com.ar are not allowed to switch submarines during the objective.
  • Molochs' skirts are now fully severable and collide with the sub instead of floating through the walls.
  • Grenades and syringe guns can be put inside toolboxes.
  • Headsets no longer consume battery power

Bugfixes:

  • Steam networking fixes and additional logging to address issues with some clients being unable to join servers.
  • Ignore ballast tanks when calculating flooding in EventManager. Fixes intensity going up when a submarine with large ballast tanks dives.
  • Fixed gaps generating incorrectly on sloped walls that have been mirrored vertically (horizontal gaps when they should be vertical and vice versa), preventing water from getting through the wall when it's damaged.
  • Fixed sub MD5 hash not getting recalculated when saving a sub, causing a mismatch when trying to host a server without restarting.
  • Fixed item highlights being visible in the generated sub preview images.
  • Fixed cargo spawning partially inside walls in Azimuth.
  • Fixed ragdoll going crazy when trying to run a wire past the maximum length.
  • Fixed LOS effect "twitching" when the cursor is close to the character's position.
  • Fixed handheld sonar pinging and quickly draining the battery when holding E.
  • Fixed PowerContainer's charge indicator going outside bounds if the charge is set higher than the capacity in the sub editor.
  • Fixed sub editor's entity list resetting when pressing esc.
  • Fixed reactors degrading all the way to 0% condition and exploding when submerged.
  • Fixed dumptofile command not including error messages.
  • Fixed salvage missions not considering the item to be salvaged if it's inside a container in a character's inventory.
  • Fixed ragdolls going crazy when moving directly from the sub to a ruin (e.g. when parking the sub so that the airlock is right against the entrance to the ruins).
  • Fixed audio staying disabled when disconnecting and reconnecting the audio device.
  • Fixed inability to detach an item the same round it's attached if it's been loaded from a save as a part of a character inventory at the beginning of the round.
  • Fixed trying to give an order to a character who can't hear you when using the quick-assignment on the command interface.
  • Avoid giving different campaign locations the same name.
  • Fixed bots sometimes getting stuck in the "get item" objective, if the item was specified with a reference instead of identifier.
  • Fixed bots getting stuck in broken hatches when they climb in ladders.
  • Fixed a bug where a waypoint lost all the references when it was selected and the user pressed over an UI element, like the save button.

[edit | edit source]

Released June 4th,

Additions and changes:

  • Added 2 new moloch variants: Black Moloch and Moloch Pupa.
  • Reworked Moloch.
  • Overhauled level layouts and events (longer and more difficult levels).
  • Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items.
  • Added DXT5 texture compression to reduce memory consumption. Slightly increases loading times; if you're not short on memory, you may want to disable the compression from the game settings.
  • Added partial dismemberment for live creatures. Currently enabled only for non-humanoids. (Dismembering dead bodies was already in the game).
  • Destructible shells/armor -> Moloch's shell can now be destroyed.
  • Added a new monster AI state: Protect.
  • Increased the threshold for limping and changed the calculations.
  • Added limping for non-human characters.
  • Modded servers show up as purple in the server list.
  • Added 4 new background music tracks.
  • Added parameter autocompletion to the "spawnsub" command.
  • All content types except UI styles are now hotswappable.
  • Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull).
  • Added "Output" and "FalseOutput" properties to smoke detector.
  • Option to define ambient light values for individual hulls in the sub editor.
  • Characters float in place instead of sinking when staying still underwater.
  • Improvements to water flow forces: flowing water can push characters around much more heavily now.
  • Balanced item prices and fabrication/deconstruction recipes.
  • Balanced medical items.
  • UI layout improvements when using an ultrawide resolution.
  • Added "set_channel" input to wifi components.
  • Added "power_value_out" and "load_value_out" outputs to reactor.
  • Added search/filter boxes to content package list in the settings menu and item lists in the Workshop menu.
  • Added submarine filter to the server lobby.
  • Detonators are only triggered by non-zero signals.
  • The state of toggleable controllers (= switches) can be set in the sub editor.
  • Made toolboxes purchaseable.
  • Added a warning to keep the drone door closed in Remora.
  • All Thalamus cells die when the Thalamus dies.
  • Removed "hold fire" option from the "operate weapon" order, display turrets on minimap as icons instead of text.
  • Added some logic to prevent the game from modifying/deleting any vanilla content in any situation.
  • Readded legacy Carrier (doesn't spawn naturally but can be spawned with console commands).
  • Modified Typhon 2's coilgun rotation limits a bit so it isn't possible to hit the walls when firing at enemies near the airlock.
  • Hulls can be multiedited in the sub editor.
  • Placed down wires can now be re-equipped in the sub editor by double clicking a loose end.
  • Added charging docks to Remora.
  • Adjusted how pixel sizes are converted to meters (which are used to display the submarine's dimensions and distances on the navigation terminal). Previously pixels corresponded to 1 meter, now it's 80px -> 1m, making the human characters about m tall.
  • Distance calculations on the navigation terminal take the shape of the path into account instead of just using the direct distance to the target.
  • Made improvements to the manual order assignment by adding always visible name labels, displaying indicators for characters' current orders, and repositioning the nodes.
  • Reduced the damage range of fires, characters don't take damage from fires if there's a closed door or a wall in between.
  • Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking.
  • Added option to give all commandperms with the "givecommandperm" command by using "all" as the parameter.
  • Wrecks with no predefined Thalamus items can no more be infested by Thalamus. Allows to create wrecks that always spawn without Thalamus.
  • The "shut down" reactor order now allows the bot to continue doing other things after powering off the reactor, instead of just standing next to the reactor.
  • Removed the "initiative" skill -> all bots should now react better when there's something to do. Note: this doesn't mean that they always react on everything. It's just the end of individualism. At least for now.
  • Reduced the physical forces applied on characters when they are hit by melee weapons, harpoons, or frag grenades. Adjusted stun for crowbar and harpoon.
  • Disabled retreat/escape behavior for the bots when they take damage from items or explosions. They still escape/fight back when attacked by other characters.
  • Refactor the medic priority calculations/logic: Bots should never treat others autonomously, unless they are medics or ordered to rescue. Bots should always give a high priority for treating themselves, unless there's a medic on board.
  • Adjusted the flipping logic of non-humanoids to make them flip less frequently.
  • Monsters won't anymore target nasonov artifact unless it is inside the player submarine or in the player inventory.

Modding:

  • Made it possible to use repair tools with StatusEffect's UseItem.
  • Made pressure deaths more moddable. Dying because of high pressure isn't hard-coded anymore, the characters are just given the barotrauma affliction which (by default) kills them.
  • Added "HideConditionBar" property to items.
  • Fixed wearables staying on the character when the item is removed by a status effect.
  • Character light sprites can now deform. The cells of Thalamus (Leucocyte and Terminal cell) now use the deformable light sprites.
  • Creature flipping parameters are now exposed. Adjusted the flipping for all creatures.
  • Allow to define character joints as weld joints in addition of normal revolute joints. Weld joints don't rotate.
  • Allow sound definitions to ignore the muffling effect.
  • Exposed the "scatter" value and added new "offset" attribute for monster events.
  • Added support for status effects in limb definitions (ragdoll file).
  • Status effects defined in the character definition can now also target limbs.
  • Added www.cronistalascolonias.com.arred status effect for limbs.
  • Creatures can now be set to disrupt sonar.
  • Player attacks can now also use the conditionals (i.e. when player is controlling a character). Previously only the AI used the conditionals.
  • Conditional sprites don't anymore require a texture definition.
  • Conditional Sprites can now be non-exclusive -> Draw more than just one sprite at a time.
  • Fixed conditional sprites not being able to target limbs.

Bugfixes:

  • Fixed crashing when opening the tab menu when there are clients present with no job preferences set.
  • Fixed "ColdCavernsMaze" levels sometimes being extremely short.
  • Fixes to level generation when playing with a very large submarine.
  • Fixed bots being unable to shoot at enemies from another room/hull.
  • Fixed bots being unable to get items from dead bodies.
  • Fixed submarines being unable to move vertically in the submarine test mode.
  • Fixed crashing when starting a new round with no audio device (speakers, headset) available.
  • Improvements to shadow/LOS rendering.
  • Fixed double click being ignored if it's been less than s since the last double click.
  • Fixed all servers sometimes not showing up in the server list (showing only the servers in the same/nearby region).
  • Fixed "lone sailor" achievement not unlocking in single player.
  • Fixed "Gaze in to the Abyss" achievement sometimes unlocking as soon as the round starts.
  • Fixed characters sometimes being unable to exit the submarine when outside the borders of the level.
  • Fixed ruin/wreck monsters not spawning if the submarine is too close to them.
  • Fixed ruin items sometimes getting saved as a part of the main submarine in the campaign.
  • Fixed rare "item with the same key has already been added" errors when starting a round (particularly when playing with a submarine with very large numbers of items/structures).
  • Thalamus entities can't be selected in the sub editor when they're hidden.
  • Fixed "spawnsub" console command not working.
  • Fixed projectiles, welding tools and plasma cutters hitting destroyed Thalamus organs.
  • Fixed reactor not shutting down if the turbine/fission rate are controlled via signals even the power switch is toggled off.
  • Fixed reactor sliders not moving when they're controlled by signals.
  • Fixed level triggers sometimes affecting entities that have left the trigger. The most noticeable effect was characters getting burn damage indefinitely after they've been close to a hydrothermal vent.
  • Made flamers fire proof to prevents the flames from blowing up the fuel tank inside it.
  • Don't allow harpoons to stick to very small limbs (such as mudraptor's "mouth tentacles"), because it lead to physics glitches.
  • Fixed the husk infection crashing when turning the character, if either the non-husk or the husked variation has no inventory defined.
  • Fixed characters getting weapon XP after using a turret, until someone else operates the same turret.
  • Fixed characters being able to crouch when their pose is controlled by a controller (e.g. periscope, modded chair).
  • Fixed bots being unable to aim correctly when operating a turret in another submarine (such as a remotely controlled coilgun in a shuttle).
  • Fixed bots sometimes taking too much time to interrupt their current objective when the room they're in floods, causing them to get crushed by pressure.
  • Fixed bots sometimes letting go of ladders too soon, preventing them from reaching certain areas (such as the upper platform in Berilia's cargo bay).
  • Fixed multiple bots sometimes trying to treat the same person.
  • Bots stop grabbing the character they're treating after they're done.
  • Fixed harpoons going through doors.
  • Fixed depth charges going through level walls.
  • Fixed husks attacking human husks wearing a diving suit.
  • Fixed first shot from a firearm that uses a magazine/clip not doing anything.
  • Fixes to waypoints in Kastrull, Berilia and Remora.
  • Fixed chat-linked wifi components not working in single player.
  • Fixed chat-linked wifi components not working in multiplayer outside of combat missions.
  • Fixed Azimuth using tutorial junction boxes instead of normal ones (the tutorial variants are indestructible and don't have signal connections).
  • Fixed autopilot not being able to navigate past wrecks.
  • More reliable syncing of door's breaking state. Fixes doors sometimes being impassable or impossible to repair client-side, particularly when joining mid-round.
  • Fixed repairing doors getting interrupted at 50% when the door's collider is re-enabled and the character pushed out of the doorway.
  • Fixed items getting used in the health interface when dropped on a subinventory slot in front of the interface.
  • Fixed dedicated servers letting clients join with an invalid name when there's no server owner.
  • Fixed server letting clients join with a name that's already taken.
  • Changed "creating hulls between docking ports failed" from errors to warnings. Allows creating exterior docking ports that aren't next to a hull without having the console pop up every time the port is used.
  • Fixed changing resolution not updating character inventory slot sizes properly, causing invalid spacing in dead characters' inventories.
  • Don't allow detaching signal components when rewiring is disabled or the item's connection panel is locked.
  • Fixed misaligned hull next to Wreck1's airlock.
  • Fixed "attempting to remove an already removed item" errors when mass-deleting items. Happened because removing items a wire is connected to removes the orphaned wires automatically.
  • Fixed multi-part subs (example case: The Aeche III) getting teleported to oblivion when flipped.
  • Fixes to bots getting stuck or killed for no apparent reason when the player is very far from them, due to the bots switching to a "simple physics mode" which prevents them from doing certain kinds of interactions.
  • The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination.
  • Disabled crush depth in the submarine test mode.
  • Fixed monsters staying invisible if they die far away from the camera view.
  • Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion.
  • Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded").
  • Fixed a couple of waypoints in Berilia that prevented bots from using the ladders.
  • Fixed Husked Crawler bleeding red blood.
  • Fixed the priority of the operate order being 69 when it should be 70, which sometimes caused bots to get stuck between two objectives (like repairing or fixing leaks).
  • Fixed enemies always using the priority defined for "room" when they should use the priority for "sonar".
  • Fixed monsters not being able to drop down from platforms/hatches etc. In practice they still have difficulties in getting down from the hatches when they don't swim because they are so big.
  • Fixed bots ignoring themselves as a target when they are rescuing others.
  • Fixed numerous issues in the monster behavior when simple physics is enabled. e.g. Ignoring targets or not being able to attack or eat them.
  • Fixed hitting damage modifiers emitting a ridiculous amount of particles.
  • Fixed some cases where bots fail to open the door that they should be able to open (because they skipped a waypoint without checking the doors).
  • Fixed monsters not keeping inside the level.
  • Fixed a crash when the command interface button was pressed while the player is controlling a custom monster that didn't have character info but was able to speak.
  • Fixed monsters sometimes ignoring their target after attacking.

[edit | edit source]

Released April 30th,
  • Fixed bots being unable to fire turrets due to the visibility raycast hitting the turret's collider.
  • Fixed submarine's version number resetting to when saving in the sub editor (didn't affect the actual saved sub file, only the in-game metadata that got fixed by restarting the game - so there's no need to do anything to fix the sub files you saved with the previous version).
  • Fixed server list occasionally crashing when trying to filter based on game mode.
  • Fixed an issue in multiplayer campaign that occasionally caused clients to get kicked with a "missing entity" error message.
  • Fixed clients occasionally crashing when joining a server mid-round. Happened when the client tried to execute the attack of a monster that has already despawned server-side.
  • Fixed local changes an user has made to a mod getting overwritten when the item gets autoupdated.
  • Changed the hotkey to toggle the entity list in the sub editor from Q to the "toggle inventory" keybind to make it a little more user-friendly on AZERTY keyboards.
  • Fixed corpses in wrecks being considered dead members of the crew in SteamAchievementManager, preventing "lone sailor" from unlocking and making it possible to unlock "last man standing" with just one character.

(Rusted Remnants)[edit | edit source]

Released April 23rd,
  • Added wrecked submarines to levels.
  • Reimplemented carrier (now called Thalamus).
  • New submarine, Azimuth.
  • Miscellaneous performance optimizations.
  • Improvements to traitor missions (slightly simpler, with clearer instructions).
  • Reduced the skill requirements for mechanical repairs.
  • Reduced the damage when a mechanical repair fails.
  • Rebalanced mission rewards.
  • New water ambience sounds.
  • Speed up despawning when there are lots of bodies inside the sub, enemies despawn x2 faster.
  • Salvage missions can be completed by taking the artifact to the start outpost (the descriptions don't specify which outpost to return it to).
  • Characters with insufficient skills can fail at mechanical repairs, causing minor injuries.
  • Gaps that are inside a hull don't flood the sub, a warning icon is displayed on those gaps in the sub editor.
  • Added submarine test mode to the sub editor.
  • Moved the entity filter panel and "previously used" panel in the sub editor to the top left corner of the screen.
  • Pressing enter after modifying the value of a text field in the sub editor is no longer required.
  • "teleportsub" console command can be used to teleport the sub to the position of the cursor.
  • The engine vibrates and plays a loud sound when it's damaged to indicate more clearly that it needs repairs.
  • Added animated lights to alarm buzzers and sirens.
  • Sonar beacon's label can be edited in-game.
  • Assistants gain skills faster than other characters.
  • Skills increase faster during non-campaign rounds.
  • More noticeable particle effects on damaged devices.
  • Added "itemdamage" parameter to the explosion command.
  • Huskified characters turn to the final stage faster.
  • Using the "dumptofile" and "findentityids" commands doesn't require a permission from the server.
  • Added Scale and Color properties to DecorativeSprites.
  • Added OnDamaged status effect type.
  • Added lights that indicate the state of a docking port.
  • Significantly increased the item damages of all explosives.
  • Replaced the old husk stinger with tentacles (similar to Husked Crawler).
  • Minor adjustments to Husk, Human Husk, and Husked Crawler.
  • Modding: Added "probabilitymultiplier" attribute for damagemodifiers. Can be used to make items/armor affect the probability of getting an affliction.
  • Diving suits now give some protection against husk infections.
  • Light components can be set to flicker in the sub editor.
  • Fixed odd movements when pressing the ragdoll button while stunned.
  • Made it easier to interact with doors that are overlapping with a docking port/hatch.
  • Option to disable bot conversations in multiplayer in the server config file.

Submarine editor improvements:

  • Removed character mode. All the functionality of the character mode is now supported in the default mode.
  • It's possible to modify the properties of multiple selected entities at the same time.
  • Autosaving (the submarine is automatically saved to a temporary file which can be recovered if the game crashes).
  • Added hotkeys for a bunch of actions (the hotkeys are visible in the tooltips).
  • Pressing F focuses the camera on the selected entities.
  • Control + A to select/deselect everything.
  • Hold shift to ignore the grid when placing / resizing.
  • The outlines of all wires are shown in wiring mode.
  • Orphaned wires are deleted automatically.
  • The content of the search box isn't reset when switching entity categories.
  • Mouse middle mouse dragging is now , previously the view moved too fast.
  • Linked submarines now have visuals when dragging.
  • Holding down arrow keys now continues to move the entity after a small delay.
  • Changing the background color by shift right clicking.

Antigriefing improvements:

  • Players can be kicked/banned/muted/votekicked and their ranks changed by right clicking the name in the crew list or chat.
  • Karma penalty for stunning: gets progressively more severe the more stuns a player causes.
  • Stealing weapons or ID cards from stunned/unconscious characters reduces karma.
Источник: www.cronistalascolonias.com.ar

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