v0.3:
- Launcher checks whether a patch is newer than the current version instead of going through the patches until the current version is found - CharacterHUD is drawn under crew commander and other UI elements - All structures other than the command room windows are restored to full health in tutorial - Longer cooldown for moloch attacks - AIObjectiveCombat always overrides current order
This commit is contained in:
@@ -398,11 +398,17 @@ namespace Launcher2
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return false;
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}
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string latestVersion = ToolBox.GetAttributeString(doc.Root, "latestversion", "");
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Version currentVersion = new Version(version);
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string latestVersionStr = ToolBox.GetAttributeString(doc.Root, "latestversion", "");
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latestVersionFolder = ToolBox.GetAttributeString(doc.Root, "latestversionfolder", "");
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latestVersionFileList = ToolBox.GetAttributeString(doc.Root, "latestversionfilelist", "");
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if (latestVersion == version)
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Version latestVersion = new Version(latestVersionStr);
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if (currentVersion.CompareTo(latestVersion) >= 0)
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{
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updateInfoText.Text = "Game is up to date!";
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return false;
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@@ -427,6 +433,9 @@ namespace Launcher2
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//read the patch notes until we reach the user's version
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if (patchNumber == version) break;
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Version patchVersion = new Version(patchNumber);
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if (currentVersion.CompareTo(patchVersion) >= 0) break;
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string innerText = ToolBox.ElementInnerText(patchNote);
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innerText = innerText.Replace("\r\n", "\n");
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@@ -843,7 +843,7 @@
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<Content Include="Content\Orders.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Data\ContentPackages\Vanilla 0.2.xml">
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<Content Include="Data\ContentPackages\Vanilla 0.3.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Icon.ico" />
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@@ -13,7 +13,6 @@
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<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
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<attack type="Hit" range="700" duration="0.2" force="400" damagetype="blunt"/>
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</limb>
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<limb id = "1" width="50" height="440" flip="true">
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<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="865,7,117,448" depth="0.025" origin="0.5,0.5"/>
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@@ -59,5 +58,8 @@
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</ragdoll>
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<ai attackhumans="100.0" attackrooms="50.0" attackweaker="50" attackstronger="-30" sight="0.5" hearing="1.0"/>
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<ai attackhumans="100.0" attackrooms="50.0"
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attackweaker="50.0" attackstronger="-30.0"
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attackcooldown="15.0"
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sight="0.5" hearing="1.0"/>
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</Character>
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Before Width: | Height: | Size: 188 B After Width: | Height: | Size: 546 B |
+4
-3
@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<contentpackage name="Vanilla 0.2" path="Data/ContentPackages/Vanilla 0.2">
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<contentpackage name="Vanilla 0.3" path="Data/ContentPackages/Vanilla 0.3">
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<Item file="Content\Items\idcard.xml" />
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<Item file="Content\Items\itemlabel.xml" />
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<Item file="Content\Items\Artifacts\artifacts.xml" />
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@@ -26,12 +26,13 @@
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<Item file="Content\Items\Weapons\railgun.xml" />
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<Item file="Content\Items\Weapons\weapons.xml" />
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<Character file="Content\Characters\Crawler\crawler.xml" />
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<Character file="Content\Characters\EndWorm\endworm.xml" />
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<Character file="Content\Characters\Endworm\endworm.xml" />
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<Character file="Content\Characters\Human\human.xml" />
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<Character file="Content\Characters\Mantis\mantis.xml" />
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<Character file="Content\Characters\Moloch\moloch.xml" />
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<Character file="Content\Characters\Scorpion\scorpion.xml" />
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<Character file="Content\Characters\TigerThresher\tigerthresher.xml" />
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<Character file="Content\Characters\TigerThresher\tigerthresher.xml" />
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<Character file="Content\Characters\Watcher\watcher.xml" />
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<Structure file="Content\Map\StructurePrefabs.xml" />
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<Jobs file="Content\Jobs.xml" />
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<Executable file="Barotrauma.exe" />
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.2.6.2")]
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[assembly: AssemblyFileVersion("0.2.6.2")]
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[assembly: AssemblyVersion("0.3.0.0")]
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[assembly: AssemblyFileVersion("0.3.0.0")]
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@@ -115,7 +115,7 @@ namespace Barotrauma
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if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
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}
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return Math.Max(enemyDanger, 30.0f);
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return Math.Max(enemyDanger, AIObjectiveManager.OrderPriority);
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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@@ -8,7 +8,7 @@ namespace Barotrauma
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{
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class AIObjectiveManager
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{
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const float OrderPriority = 50.0f;
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public const float OrderPriority = 50.0f;
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private List<AIObjective> objectives;
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@@ -350,7 +350,6 @@ namespace Barotrauma
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}
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}
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if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHUD(spriteBatch, cam);
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if (GameMain.NetworkMember != null) GameMain.NetworkMember.Draw(spriteBatch);
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DrawMessages(spriteBatch, (float)deltaTime);
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@@ -306,13 +306,17 @@ namespace Barotrauma.Tutorials
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yield return new WaitForSeconds(0.1f);
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} while (!broken);
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yield return new WaitForSeconds(0.1f);
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//fix everything except the command windows
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foreach (Structure w in Structure.WallList)
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{
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if (windows.Contains(w)) continue;
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for (int i = 0; i < w.SectionCount; i++)
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{
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if (!w.SectionHasHole(i)) continue;
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if (windows.Contains(w)) continue;
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if (!w.SectionIsLeaking(i)) continue;
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w.AddDamage(i, -100000.0f);
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}
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@@ -465,7 +469,7 @@ namespace Barotrauma.Tutorials
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} while (broken);
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infoBox = CreateInfoFrame("Great! However, there's still quite a bit of water inside the sub. It should be pumped out "
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+ "using the pump in the room at the bottom of the submarine.");
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+ "using the bilge pump in the room at the bottom of the submarine.");
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Pump pump = Item.ItemList.Find(i => i.HasTag("tutorialpump")).GetComponent<Pump>();
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@@ -196,6 +196,7 @@ namespace Barotrauma
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public void Draw(SpriteBatch spriteBatch)
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{
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//guiRoot.Draw(spriteBatch);
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if (gameMode != null) gameMode.Draw(spriteBatch);
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}
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@@ -167,7 +167,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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ShutDownTemp -= 100.0f;
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return true;
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return false;
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};
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button = new GUIButton(new Rectangle(460, 70, 40,40), "+", GUI.Style, GuiFrame);
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@@ -176,7 +176,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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ShutDownTemp += 100.0f;
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return true;
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return false;
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};
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autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), "Automatic temperature control", Alignment.TopLeft, GuiFrame);
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@@ -188,7 +188,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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FissionRate += 1.0f;
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return true;
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return false;
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};
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button = new GUIButton(new Rectangle(210, 340, 40, 40), "-", GUI.Style, GuiFrame);
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@@ -197,7 +197,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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FissionRate -= 1.0f;
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return true;
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return false;
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};
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button = new GUIButton(new Rectangle(500, 290, 40, 40), "+", GUI.Style, GuiFrame);
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@@ -206,7 +206,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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CoolingRate += 1.0f;
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return true;
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return false;
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};
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button = new GUIButton(new Rectangle(500, 340, 40, 40), "-", GUI.Style, GuiFrame);
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@@ -215,7 +215,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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CoolingRate -= 1.0f;
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return true;
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return false;
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};
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}
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@@ -197,6 +197,8 @@ namespace Barotrauma
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}
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}
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if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);
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if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
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GUI.Draw((float)deltaTime, spriteBatch, cam);
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@@ -1,3 +1,62 @@
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---------------------------------------------------------------------------------------------------------
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v0.3
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---------------------------------------------------------------------------------------------------------
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Multiplayer:
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- a summary screen which shows some details about the previous round
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- no separate traitor mode: they can be enabled for any game mode
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- an option to randomize whether there is a traitor or not
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- larger chatbox
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- a ton of syncing bugfixes and optimization
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Items:
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- fabricators, which can be used for crafting items out of raw materials or other items
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- deconstructors, which break items down to their basic components/materials
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- a bunch of new sprites
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- there are some artifacts scattered around every level regardless of the quest, and they can be collected
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and used as a source of useful raw materials for the fabricator
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- added hatches (which are basically doors rotated by 90 degrees)
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- characters can't get stuck inside doors anymore
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- stairs are easier to climb (less tripping down!)
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- navigation terminals have a ''default ballast level'' setting which determines how much water there
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should be in the ballast tanks when not steering in any direction
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- ladders can be climbed with a diving suit on, just very slowly
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- ladder climbing animation now works properly even when holding an item
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- items have a short description which can be read by hovering the mouse over the inventory slots
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- if the reactor is connected to multiple junction boxes, automatic temperature control will adjust
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the power output to the highest load instead of the sum of the loads
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- reactor state is saved (it will stay running when between levels)
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- using a stun baton while running won't make the character trip anymore
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Submarines:
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- a new sub, Nehalennia
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- the collider of the submarine now matches the shape of the hull
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- the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing
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the button outside the airlock
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Submarine editor:
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- items/structures are sorted by category in alphabetical order
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- tickboxes for hiding hulls, gaps, waypoints and links between items
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- a list of the most recently used items/structures
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- placed wires are much easier to move around
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- more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that
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are behind it anymore)
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- visible indicators for railgun rotation limits
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Crew:
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- the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks
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and avoid various hazards
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- fixed equipped items disappearing when loading the game
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- bodies can be dragged up stairs
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Misc:
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- two new monsters
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- improved UI graphics
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- better looking cavern walls
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- major optimization to light/shadow rendering
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- some new quests (which are now called ''missions'')
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---------------------------------------------------------------------------------------------------------
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v0.2.6.2
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---------------------------------------------------------------------------------------------------------
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@@ -1,19 +1,20 @@
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BAROTRAUMA
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www.undertowgames.com/subsurface
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Copyright © Undertow Games 2015
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Copyright © Undertow Games 2016
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Controls:
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Default controls:
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WASD - move
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Shift - run
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E - use/activate items and devices
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E - use/activate items and devices
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Right click - aim with equipped item
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Left click - use equipped item
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Tab - select/deselect the chat box in multiplayer mode
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F3 - open/close console
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C - open the crew command menu
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Tab - select/deselect the chat box in multiplayer mode
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F3 - open/close console
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See the wiki for more detailed info and instructions:
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http://subsurface.gamepedia.com
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http://barotrauma.gamepedia.com
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------------------------------------------------------------------------
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Binary file not shown.
Reference in New Issue
Block a user