Changelog update

This commit is contained in:
Joonas Rikkonen
2018-02-12 13:44:01 +02:00
parent ff883ae882
commit fa52c66788

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v0.8.0.0
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- Made ambient lighting much darker and added a subtle glow around the player.
- Made partially damaged walls leak much more slowly.
- Nerfed wall damage. Crawlers, mantises, threshers and coelanths now take much more time to tear through
the hull and collisions with the level cause less damage.
- Moved a bunch of hard-coded texts to an xml file "Content/Texts.xml". Full translation support is still
in progress, but now it should be possible to translate most of the in-game texts without recompiling the game.
- Optimized rendering.
- More accurate endworm attack hit detection.
- Players can only see the names of characters that are in their field of view.
- Fixed submarines bouncing off monsters and other submarines that are laying against the ocean floor.
- Characters can be crushed between submarines and ice walls.
- Item names can be changed without breaking everything as long as the original name is included as an
alias of the item.
- Console command arguments can be autocompleted by hitting tab.
- Added a console command for automatic hull generation.
- Added a console command for killing a character.
- FPS counter can be enabled separately from DebugDraw.
- Option to display lighting in the submarine editor.
- Added a submarine preview window that displays a preview image and some extra information of the subs.
- Option to configure which content packages a submarine is compatible with.
- Names and health bars fade out when the cursor is not being hovered near the character.
- Added spark and smoke particle effects when welding or cutting something.
- Welding or cutting a door displays its health.
- Added a button for forcing the controlled character into ragdoll mode.
- Option to grab onto the torso of a dead/unconscious character.
- Dead/unconscious characters can be dragged up ladders.
- Improved CPR animations.
- Doing CPR on bleeding characters causes them to take damage.
- Characters can fall through holes in floors.
- Players can pick up corpses and eat them when controlling a monster.
- Husks don't attack huskified humans.
- Characters with severed limbs cannot be resurrected as a husk.
- The humanhusk.xml config file is found based on the name instead of the file path, making it possible
to use a custom config file without modifying the original one.
- More footstep sound variety.
- More gore particles!
- Added a conditional system to status effects. Allows creating status effects that only have an effect
when a specific condition is met (e.g. health above a specific level, charge of an item high enough).
- Option to prevent status effects from stacking.
- Option to make status effects cancel other status effects.
Items:
- Added syringe guns and a bunch of new chemicals.
- Added ducts, switches and motion detectors.
- Added crowbars (can be used to open locked doors).
- Chemicals and explosives can be thrown.
- Made more items craftable and deconstructable.
- Added sprites for broken doors, hatches and junction boxes.
- Health Scanner HUD displays causes of death.
- Health Scanner HUD only shows the status of the visible character that the cursor is closest to
prevent multiple characters from cluttering the screen
- Added "smallitem" tag to revolver rounds (can be placed in cabinets and pockets now).
- Option to determine which types of targets a projectile can stick to.
- Improved revolver hitscan logic.
- Item descriptions can be changed in the submarine editor.
- Characters can hold flashlights in their mouths.
- Added an inventory slot for ID cards.
- If a character is wearing an item that obscures their face, the game will either hide their name or
show the name that's in the ID card the character is wearing.
- The owner of an ID card is stated in the description of the card.
- Fabricating items requires the ingredients to have a specific minimum condition (can't use
already-used consumables to craft something).
- Deconstructing an item that's not in a full condition may prevent some deconstruction products from appearing.
- Optimized electricity/signal logic.
- Grenades can be triggered by detonators.
- Bought cargo spawns in containers instead of being scattered across the floor.
- Players can't use other items when a railgun controller is selected. Prevents accidentally firing
weapons or hitting people with something while using the railguns.
- Item editing menus display color values as 0-255 instead of 0-1.
- Reactor temperature has to be critical for 30 seconds before the reactor explodes, giving the crew
more time to deal with griefers or incompetent reactor operators. The reactors also have an output
connection that sends out a signal when the temperature is critical.
Multiplayer additions:
- Added an optional "karma system". Harming other players, damaging structures and blowing up the reactor
reduces karma, while repairing things causes it to increase. A too low karma level prevents the players
from choosing specific jobs
- Clients can be given permission to use specific console commands.
- Client permission presets: the clients can be assigned as moderators or admins which have specific
pre-configured permissions. New presets can be added by editing Data/permissionpresets.xml.
- Option to have more than one traitor. Traitors also now get a set of code words that can be used to
secretly identify other traitors.
- Added an option to make players spawn directly in the main submarine instead of the respawn shuttle.
- Keybinds are disabled when the chatbox is active. Now it's possible to use normal letter/number keys
as the chat hotkey without accidentally deselecting the chatbox by typing a message.
- Chat hotkey can also be used in the server lobby.
- Added a [PM] tag to private chat messages.
- Fixed game over/round end music not playing when a round ends.
- Cutting and repairing walls is included in server logs.
Multiplayer bugfixes:
- Fixed clients getting disconnected due to desync when a new monster is spawned mid-round by a repeating
monster event.
- Fixed modified clients being able to chat while unconscious due to the lack of server-side checks.
- Fixed modified clients being able to disconnect locked wires due to the lack of server-side checks.
- Fixed chat messages being assigned to the wrong sender when their bodies have been eaten.
- Fixed crashing when setting a server filter while the game is refreshing the server list.
- Fixed wires not being dropped server-side when a player drops a connected wire without dragging it
to their inventory first.
- Fixed 5th server being impossible to select in the server list.
- Improvements to character position syncing.
- Re-enabled logic for preventing players from using visually similar names.
- Fixed client-side null exception when the client is in the lobby and a round ends with the mission
successfully completed.
- Fixed clients being able to votekick/kick/ban themselves in the server lobby.
- Fixed "selected mode" and "mission type" settings not being saved.
- Level seed randomization can be toggled on and off via the debug console.
- Fixed dedicated server not randomizing the submarine or game mode even if randomization is enabled.
- Lighting is forced back on when a client starts a round (-> can't disable lighting by using the console
command before joining a server).
Bugfixes:
- Fixed wire connections being lost when copy-pasting in the submarine editor.
- Fixed wire nodes being impossible to select in the wiring mode if the nodes are exactly at the same position.
- Fixed artifact holders being occasionally placed inside ruin doors and hatches.
- Fixed particles in water being drawn under ruin structures, making it seem as if plasma cutters and
welders weren't working.
- Fixed all ruin structures having a health of 100.
- Fixed OnActive status effects not being applied on powered items that don't require any power.
- Fixed damage modifiers being applied multiple times when wearing an item that takes up multiple slots.
Meaning that items such as the diving suit gave the players an excessive protection against damage.
- Messagebox overflow fixes.
- Fixed monsters being able to spawn right next to the spawnpoint of the sub.
- Fixed hulls not being linked to gaps if the center of the gap is exactly at the edge of the adjacent
hulls.
- Miscellaneous crew AI fixes.
- Fixes to fast projectiles going through walls.
- Fixed structure damage sounds not being played when a structure is fully destroyed.
- Fixed glass windows using wrong sound effects.
- Fixed carrier's light falling off when it dies.
- Fixed incorrect positioning of debug console question prompts.
- Fixed being able to use a wrench on multiple items at the same time.
- Fixed double-clicking items in corpses putting them in their hands instead of your own inventory.
- Fixed some level seeds generating a tiny enclosed cave that makes it impossible to reach the destination.
- Fixed opened and broken doors being ignored during waypoint generation, causing waypoint connections
to go through doors which prevented AI characters from opening them.
- Fixed modified structure colors not being cloned.
- Fixed modified wall colors only being visible in the submarine editor.
- Fixed items being dropped when attempting to place them in an itemcontainer slot that's on a normal
inventory slot.
- Fixed stack overflow exceptions caused by signal loops between junction boxes.
- Fixed submarine editor crashing when attempting to use illegal characters in the filename.
- Mouse clicks have to be <10 pixels apart to be considered a double click.
- Fixed subinventory slots going outside the screen when highlighting an item such as a metal crate.
- All creatures all cleared from the tutorial level to prevent any unintended monster attacks.
- Fixed "constructing final path failed" pathfinding errors.
- Fixed particles going through closed gaps (e.g. closed doors).
- Fixed submarines being able to enter ruins.
- Fixed collisions between a sub and the ruins not causing any damage to either the sub or the ruins.
- Whitespace is ignored when calculating MD5 hashes for files.
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v0.7.0.1
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