description:Which version of the game did the bug happen in? You can see the current version number in the bottom left corner of your screen in the main menu.
DebugConsole.AddWarning($"Potential error in talent {characterTalent}: an ability group has the type {AbilityEffectType.OnDieToCharacter}, but includes abilities that require the character to be alive, meaning they will never execute.");
- Fixed command devices (nav terminals, status monitors) not being in the electrical category, preventing "Better Than New" talent from having an effect on them.
- Fixed Graduation Ceremony still unlocking double the talents in multiplayer.
- Spawn husk eggs instead of husk syringes as creature loot.
- Cultist events require husk eggs instead of syringes.
- Fixed incorrect admin module sometimes being used in colonies, making it impossible to get to.
- Fixed a performance issue (character vitality logic being unnecessarily heavy) caused by some of the recent talent changes.
- Fixed inability to fabricate Rifle Bullets.
- Fixed contained items that have been configured to be hidden not being positioned correctly (meaning any positional effects done by the contained item would not work correctly).
- Damage to structures has been revised (f.e. knives shouldn't be so efficient at cutting through walls).
- Some tools are now slightly more damaging and viable as a last resort weapon (don't atually try to fight mudraptors with a wrench though).
- Improved ammo availability for basic weapons.
- Made some weapons available later in game, to increase feeling of progression.
- Damage values of weapons have been adjusted to be more in line with their cost
- Damage to structures has been revised (f.e. knives shouldn't be so efficient at cutting through walls).
- Improved ammo availability for basic weapons.
- Usage of a minimum difficulty level to have some weapons appear in stores only later in the game. Even some previously talent-only items can appear in stores now in very late biomes.
- Made some weapons available later in the game to increase the feeling of progression.
- Slightly adjusted values of apparel (armor, clothing, diving suits) to better highlight strengths and weaknesses.
- Combat Diving Suit is now actually better for combat than the regular diving suit, due to higher damage resistances.
- PUCS no longer gives a bonus to speed when using Underwater Scooter, as it has plenty of other strengths.
- Mechanic's apparel now has higher laceration protection than Engineer's apparel, as that's typically the damage they'd get from failing to repair.
- All starter clothing gives less protection now, while some shop/npc clothing now gives some benefit.
- Usage of a minimum difficulty level to have some weapons appear in stores only later in the game. Even some previously talent-only items can appear in stores now in very late biomes.
- Combat Diving Suit is now actually better for combat than the regular diving suit, due to higher damage resistances.
- PUCS no longer gives a bonus to speed when using Underwater Scooter, as it has plenty of other strengths.
- Mechanic's apparel now has higher laceration protection than Engineer's apparel, as that's typically the damage they'd get from failing to repair.
- All starter clothing gives less protection now, while some shop/npc clothing now gives some benefit.
- Chance of finding good/excellent/masterwork quality items in higher-difficulty levels.
- Plasma cutter is now much better at cutting.
- Rebalanced damage dealt by tools. Damage should be a bit higher overall.
- Rebalanced damage dealt by tools. Damage should be a bit higher overall. (don't actually try to fight mudraptors with a wrench though)
Tutorial improvements:
- A new campaign-integrated tutorial that teaches the basics of the campaign mode in the first outpost.
@@ -86,27 +114,27 @@ Tutorial improvements:
Changes and additions:
- New weapons: Rifle, Heavy Machine Gun, Machine Pistol, Harpoon Coil-Rifle.
- Flashlight can now be attached on all the ranged weapons held with two hands.
- Flashlight can now be attached to all ranged weapons held with two hands.
- Limit which submarines are available in each outpost: high-tier subs become available as you get further in the campaign, and the submarine class selection depends on the type of the outpost.
- Two new music tracks.
- Added a slider to the fabricator that can be used to select how many items to fabricate.
- Added an option to hide enemy health bars.
- Items' damage modifiers are shown in store tooltips.
- Added a button for treating all characters in one go to the medical clinic.
- Added a button for treating all characters in one go in the medical clinic.
- Breaches through the submarine's outer hull throws shrapnels that can cause minor damage to nearby characters, making monsters that can't get inside more of a threat to the crew (as opposed to just the submarine itself).
- Added a new honking scary random event to beacon stations.
- Added some particle, sound and light effects to water-sensitive materials and made them explode when they've been in water for 3 seconds, not immediately.
- Water-sensitive materials now explode when they've been in water for 3 seconds, not immediately. Added particle, sound and light effects.
- Affliction descriptions change depending on the strength of the affliction, and whether you're treating someone else or yourself.
- Added a button for opening the Steam Workshop to all tabs of the workshop menu.
- Added tooltips that explain how the bot spawn modes work to the server lobby.
- Added various new loot items to different creatures.
- Large monsters (Abyss monsters, Moloch, Watcher) drop items upon death.
- Husk eggs now come in two forms: Husk eggs with actual egg-like appearance and the syringe version.
- Large monsters (Abyss monsters, Moloch, Watcher) now also drop items upon death.
- Husk eggs now come in two forms: Husk eggs with actual egg-like appearance and the syringe version. Typically syringes are crafted, so finding a syringe on creatures felt a bit out of place. The eggs look as yucky as you’d expect.
- Made saline significantly less effective as a treatment for bloodloss to make blood packs more useful.
- Nerfed flak cannon's explosive ammo.
- Emp damage now stuns and damages electrical characters (Fractalguardian and Defensebot). Modders: implemented as an affliction, so it's not tied to the "empstrength" attribute defined for explosions.
- Emp damage now stuns and damages electrical characters (Fractalguardian and Defensebot). Modders note: it’s implemented as an affliction, so it's not tied to the "empstrength" attribute defined for explosions.
- Allow putting medium items (e.g. storage container) in medical and toxic cabinets.
- Some changes to wrecked item sprites (replacing the old low-res pictures with modified versions of the normal items' sprites).
- SMG can now be crafted.
- Optimized the server lobby: there was an issue in the logic that updates the microphone icon that caused the game to check available audio devices every frame.
- Optimized status monitors: previously some parts of their UI were always updated regardless if anyone is viewing the UI.
@@ -118,7 +146,7 @@ Multiplayer:
- Fixed inability to connect to IPv4 servers when IPv6 is disabled.
- Fixed occasional crashes when shutting down a server (for example with the error messages "pipe is broken" or "ChildServerRelay readTask did not run to completion").
- Fixed "no core packages in the list of mods the server has enabled" error when trying to join a server that's using a different version of the core package you have enabled.
- Fixed "Input contains duplicate packages" error still occuring if you try to join a server that has empty content packages when you don't have those packages yourself.
- Fixed "Input contains duplicate packages" error still occurring if you try to join a server that has empty content packages when you don't have those packages yourself.
- Fixed networking errors when the connection to the server is momentarily lost and then re-established.
- Added a cooldown to client name changes to prevent using it for spamming.
- Fixed bans issued with the "banaddress" command using a client's Steam ID not working.
@@ -143,12 +171,12 @@ Bugfixes:
- Fixed PUCS not beeping when you're underwater without a tank if you're inside a hull that has oxygen in it.
- Fixed some issues in sonar AITargets which made monsters hear the sonar when they shouldn't: switching to passive would immediately make the current directional ping cover 360 degrees, and whether the ping was directional or not would actually depend on whether the previous ping was directional, not what the mode is now.
- Fixed items getting autofilled into non-interactable containers in wrecks and outposts.
- Fixes to ID card tag issues in wrecks (prevented accessing the secure containers with the ID cards looted from the corpses).
- Fixed ID cards looted from the corpses of a wreck not giving access to the secure containers in the wreck.
- Fixed verifying file integrity on Steam resetting the server settings file.
- Fixed crashing if you try to open an access-restricted directory in the file selection dialog.
- Fixed a typo in physicorium shell's damage config, causing it to not do bleeding damage.
- Fixed money gain/lose popups no longer showing in the campaign.
- Fixed bloodloss and drunkenness never fully healing, just dropping below the threshold at which the icon appears. Caused e.g. drunkenness and bloodloss to never fully go away, causing issues with some talent effects.
- Fixed bloodloss and drunkenness never fully healing, just dropping below the threshold at which the icon appears. As a result e.g. drunkenness and bloodloss never fully went away, which caused issues with some talent effects.
- Fixed bots always opening the door/hatch they're trying to repair.
- Fixed power indicator not rotating with batteries.
- Fixed lights on welding tools and plasma cutters emitting light the next round if the round ends while using them.
@@ -156,8 +184,8 @@ Bugfixes:
- Fixed Berilia's bottom EDC not being wired to a supercapacitor and a loose wire between the flak cannon and the right supercapacitor.
- Fixed status effects targeting "NearbyCharacters" or "NearbyItems" being applied twice. Modders: if you used this, double the effects (e.g. damage) to get the same results as previously.
- Fixed a rounding error that caused Health Scanner HUD to display every level of bleeding below 100% as "minor".
- Fixed speech impediment from the husk infection making the bots unable to register any new targets autonomously (= without orders).
- Fixed bots having unintentionally long reaction times on reporting the issues, causing them to ignore any new enemies when they first envounter them.
- Fixed speech impediment from the husk infection making the bots unable to register any new targets on their own (= without being ordered).
- Fixed bots having unintentionally long reaction times on reporting the issues, causing them to ignore new enemies for a while when they first encounter them, unless being attacked.
- Fixed the default aim assist being 50% instead of 5%. Fixed aim assist not resetting when the reset button is pressed on the settings window.
- Fixed other players not seeing the spray particles when someone uses a sprayer in multiplayer.
- Fixed ability to "fire" (just dropping the projectile) hardpoints that are connected to a periscope and loader.
@@ -174,23 +202,23 @@ Bugfixes:
- Adjusted railgun, coilgun and double coilgun firing offsets to make the projectile spawn closer to the end of the barrel.
- Fixed loot sometimes spawning in vending machines' output slots.
- Fixed water level sometimes "flickering" up and down when water is leaking to a room from the left or right.
- Fixed resetting UI position doing nothing to equipped items' UIs (e.g. handheld status monitor).
- Fixed resetting the UI position doing nothing to equipped items' UIs (e.g. handheld status monitor).
- Fixed items equipped in the health interface slot being sellable.
- Fixed inconsistent view ranges of large turrets.
- Fixed SMG magazine shape being inconsistent with the shape of the mag well on the SMG sprite.
- Fixed character portrait and health bar buttons being clickable (despite being hidden) when the health interface is open.
- Attempt to fix occasional crashes due to location store being null when teleporting from location to another with console commands.
- Fixed occasional crashes due to location store being null when teleporting from location to another with console commands.
- Fixes to impact-sensitive items exploding at the start of the round (e.g. at the start of explosive transport missions or when purchasing explosives).
- Attempt to fix bots occasionally being unable to operate turrets when starting a new round until they're re-ordered to man the turret.
- Fixed bots occasionally being unable to operate turrets when starting a new round until they're re-ordered to man the turret.
- Fixed focus staying on the highlighted item/character indefinitely if you keep holding LMB, even if you're outside interaction range.
- Prevented spawning of genetic materials outside creature inventories when the inventory size was too small, by increasing inventory sizes.
- Fixed some creatures not having enough space in their inventory for the genetic materials to spawn into.
- Fixed minerals still sometimes being placed outside the level in mineral missions.
- Yet another fix to cave tunnels sometimes being too narrow to pass through.
- Fixed cave tunnels sometimes being too narrow to pass through.
- Fixed "man and his raptor" outpost event giving 1000 marks in an incorrect branch of the dialog (the one where you immediately accept the NPC on board, instead of the one where the NPC says they'll pay you 1000 mk).
- Fixed cases of interaction texts for focused item (most notoriously, the planter) not being updated correctly.
- Fixed "snap to grid" causing door gaps to get misaligned.
- Fixed weird equipping behavior on fruit and paints, causing them to be equipped in both hands when trying to unequip.
- Fixed junction boxes not getting damaged by water since the power rework.
- Fixed junction boxes not getting damaged by water.
- Fixed opiate withdrawal only reducing down to 20%, but never fully healing by itself.
- Fixed engines reverting back to the non-damaged sprite when they're damaged badly enough that the sprite starts shaking.
- Fixed walls being set up incorrectly in vertical abandoned outpost hallway modules, causing them to stick out into the connected modules.
@@ -201,16 +229,16 @@ Bugfixes:
Modding:
- Added a button to the main menu that can be used to update all installed mods when there's updates available.
- Mods with errors can no longer be enabled.
- Mods with errors can no longer be enabled. This change should encourage modders to fix errors in their mods and report bugs, as well as discourage players from ignoring errors.
- Removed most of the debug console error spam seen when launching the game or opening the settings menu when faulty mods are installed.
- Fixed mods failing to show up in the mods list at all when they have certain kinds of errors.
- Implemented the status effect type "OnSuccess" where "OnUse" was used instead. Changed "OnUse" to be neutral: always triggers, regardless of the (skill) requirements. You may need to switch using "OnSuccess" instead of "OnUse", if it's intended for the status effect to trigger only when the requirements are matched.
- Implemented the status effect type "OnSuccess" where "OnUse" was used instead. Changed "OnUse" to be neutral, meaning it always triggers, regardless of the (skill) requirements. You may need to switch using "OnSuccess" instead of "OnUse", if it's intended for the status effect to trigger only when the (skill) requirements are matched.
- Fixed increasing an item's HealthMultiplier making the items appear damaged in existing subs/saves (e.g. if you doubled an item's maximum condition, the items would remain in the old maximum condition and appear 50% damaged).
- Fixed crashing if a talent is triggered when the character receives some affliction, and that talent applies the same affliction on the character.
- Fixed crashing if the ingredient of a fabrication recipe can't be found.
- Fixed inability to sync properties of ItemComponents that the item has multiple of (meaning that it was only possible to e.g. edit the light color of the item's first LightComponent if it has multiple).
- Allow 'launchimpulse' on RangedWeapon to affect projectile's speed (sum of launch impulses).
- Allow 'penetration' on RangedWeapon to affect projectile's penetration (sum of penetration).
- Added 'launchimpulse' on RangedWeapon to affect projectile's speed (sum of launch impulses).
- Added 'penetration' on RangedWeapon to affect projectile's penetration (sum of penetration).
- Added 'DontApplyToHands' property to Propulsion, preventing extra force applying to hands when the item is held in hands (instead applying only to the character's whole body).
- Added a skill requirement conditional for StatusEffect, example: <Conditional skillrequirement="true" weapons="lt 35" /> to make a status effect occur only if the target has less than 35 weapon skill.
- Added ReloadSkillRequirement and ReloadNoSkill to RangedWeapon. E.g. a weapon with reload=2s, ReloadSkillRequirement=40, ReloadNoSkill=5s will have a character with 20 weapons skill reload at 3.5 s.
@@ -219,8 +247,9 @@ Modding:
- Added UseEnvironment.None to Propulsion component.
- Fixed the debug console command "head" causing the character to disappear. The command can be used for changing the appearance of the character at runtime.
- Status effects of type "OnUse" on projectiles now trigger when the projectile is launched. Previously it launched when the projectile hit the target. Use OnImpact (or OnSuccess/OnFailure) when you want something to happen when the projectile hits the target.
- Added an option to multiply the damage by max vitality (relative damage) per affliction definition, in addition to the "multiplyAfflictionsByMaxVitality" attribute defined for the status effects. If you want to define it for an affliction separately, leave the status effect level definition off, because it'd override the affliction specific value.
- Added an option to multiply the damage by max vitality (relative damage) per affliction definition, in addition to the "multiplyAfflictionsByMaxVitality" attribute defined for the status effects. If you want to define it for an affliction separately, leave the status effect level definition undefined, because it'd override the affliction specific value.
- Fixed item's OnSpawn effects being applied twice.
- Fixed item components that inherit the status effects from another item component (e.g. the medical syringes) triggering the status effects twice when the effect is triggered via the item and not via the item component. Didn’t cause issues with the vanilla items, but might affect some mods. If your item e.g. suddenly does only half of the damage after the update, it’s possible that it was affected by the bug. Just double the effect to fix it.
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