v0.5.0, updated subs + changelog

This commit is contained in:
Regalis
2016-08-13 21:36:24 +03:00
parent 0602bb6154
commit 3f804acd42
12 changed files with 88 additions and 70 deletions
+61 -56
View File
@@ -1,9 +1,9 @@
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v0.4.2.0
v0.5.0.0
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Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
up in future updates!):
in future updates!):
- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
be docked into each other
- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
@@ -14,7 +14,7 @@ up in future updates!):
Multiplayer:
- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
caused severe syncing issues)
- fixed monster inventory syncing (although atm husks are the only monsters with an inventory)
- fixed monster inventory syncing (i.e. husk inventory syncing)
- fixed server description box not being synced with clients
- search bar for server logs
- more server options
@@ -34,19 +34,24 @@ Items:
- item search bar in the submarine editor
- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
if the item happened to be a crate full of nitroglycerin)
- flares burn longer
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
- cameras: can be connected to a railgun controller (or any other selectable controller) to remotely
view rooms or areas around the sub
Submarines:
- the mass of a submarine depends on its size - larger submarines require more force to move around
(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
steerable level)
- changes to depth damage logic: structures with more health need more pressure before they start taking
damage (i.e. submarines with thicker walls and no windows can go deeper)
- the mass of a submarine depends on its size - larger submarines require more force to move around
(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
steerable level)
- changes to depth damage logic: structures with more health need more pressure before they start taking
damage (i.e. submarines with thicker walls and no windows can go deeper)
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
- pathfinding bugfixes
- stunned characters can't move items in their inventory
- characters can run while grabbing/dragging someone
Misc:
- stunned characters can't move items in their inventory
- characters can run while grabbing/dragging someone
- fixed a bug that made it impossible to spawn characters through the console in the Linux version
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
- pathfinding bugfixes
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@@ -532,58 +537,58 @@ v0.3
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Multiplayer:
- a summary screen which shows some details about the previous round
- no separate traitor mode: they can be enabled for any game mode
- an option to randomize whether there is a traitor or not
- larger chatbox
- a ton of syncing bugfixes and optimization
- a summary screen which shows some details about the previous round
- no separate traitor mode: they can be enabled for any game mode
- an option to randomize whether there is a traitor or not
- larger chatbox
- a ton of syncing bugfixes and optimization
Items:
- fabricators, which can be used for crafting items out of raw materials or other items
- deconstructors, which break items down to their basic components/materials
- a bunch of new sprites
- there are some artifacts scattered around every level regardless of the quest, and they can be collected
and used as a source of useful raw materials for the fabricator
- added hatches (which are basically doors rotated by 90 degrees)
- characters can't get stuck inside doors anymore
- stairs are easier to climb (less tripping down!)
- navigation terminals have a ''default ballast level'' setting which determines how much water there
should be in the ballast tanks when not steering in any direction
- ladders can be climbed with a diving suit on, just very slowly
- ladder climbing animation now works properly even when holding an item
- items have a short description which can be read by hovering the mouse over the inventory slots
- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
the power output to the highest load instead of the sum of the loads
- reactor state is saved (it will stay running when between levels)
- using a stun baton while running won't make the character trip anymore
- fabricators, which can be used for crafting items out of raw materials or other items
- deconstructors, which break items down to their basic components/materials
- a bunch of new sprites
- there are some artifacts scattered around every level regardless of the quest, and they can be collected
and used as a source of useful raw materials for the fabricator
- added hatches (which are basically doors rotated by 90 degrees)
- characters can't get stuck inside doors anymore
- stairs are easier to climb (less tripping down!)
- navigation terminals have a ''default ballast level'' setting which determines how much water there
should be in the ballast tanks when not steering in any direction
- ladders can be climbed with a diving suit on, just very slowly
- ladder climbing animation now works properly even when holding an item
- items have a short description which can be read by hovering the mouse over the inventory slots
- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
the power output to the highest load instead of the sum of the loads
- reactor state is saved (it will stay running when between levels)
- using a stun baton while running won't make the character trip anymore
Submarines:
- a new sub, Nehalennia
- the collider of the submarine now matches the shape of the hull
- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
the button outside the airlock
- a new sub, Nehalennia
- the collider of the submarine now matches the shape of the hull
- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
the button outside the airlock
Submarine editor:
- items/structures are sorted by category in alphabetical order
- tickboxes for hiding hulls, gaps, waypoints and links between items
- a list of the most recently used items/structures
- placed wires are much easier to move around
- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
are behind it anymore)
- visible indicators for railgun rotation limits
- items/structures are sorted by category in alphabetical order
- tickboxes for hiding hulls, gaps, waypoints and links between items
- a list of the most recently used items/structures
- placed wires are much easier to move around
- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
are behind it anymore)
- visible indicators for railgun rotation limits
Crew:
- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
and avoid various hazards
- fixed equipped items disappearing when loading the game
- bodies can be dragged up stairs
- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
and avoid various hazards
- fixed equipped items disappearing when loading the game
- bodies can be dragged up stairs
Misc:
- two new monsters
- improved UI graphics
- better looking cavern walls
- major optimization to light/shadow rendering
- some new quests (which are now called ''missions'')
- two new monsters
- improved UI graphics
- better looking cavern walls
- major optimization to light/shadow rendering
- some new quests (which are now called ''missions'')
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v0.2.6.2