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Barotrauma beacon station
Barotrauma beacon station













barotrauma beacon station

  • Added energy drinks and protein bars to vending machines.
  • Adjusted small water flow sounds: lower max volume, lerp volume according to the water flow (-> small leaks are much more quiet).
  • Made matriarch genes slowly heal bleeding (not just afflictions of the type “damage”) to get it to be more in line with the description.
  • Increased the priority of explosion particles to make it less likely for them to not appear when the particle limit has been reached.
  • Clients need to wait 1 minute if their vote gets rejected before they can start another vote of the same type.
  • The card gets assigned the appropriate tags for the character doing the purchase.
  • ID cards can now be purchased from outposts.
  • Color subs in the sub editor’s list to indicate whether they’re vanilla, workshop or local subs, added a tooltip that explains why some of them cannot be deleted through the editor.
  • Prevents campaign getting softlocked if someone rewires the docking port in a way that makes it dock/undock immediately at the start of around.

    BAROTRAUMA BEACON STATION VERIFICATION

    Show a verification prompt if an automated circuit tries to make the submarine undock from or dock with an outpost. Added a bunch of new UI sounds (tickbox toggling, confirming transactions, increase/decrease sounds for number inputs, cart sound for adding/removing items in store interfaces, selecting/clicking components, sliders and modlist).Added damage overlays to characters (characters who’ve taken damage look damaged).

    barotrauma beacon station

    If you want to keep the chat keybinds the way they were (separate keybinds for local and radio), you can rebind the “Chat” and “RadioChat” inputs back to T and R and the new “ToggleChatMode” and “ActiveChat” inputs to something else. There’s now a dedicated “ActiveChat” keybind (T by default) to open the chat using the currently active chat mode.Voice chat now has only one push-to-talk keybind (V by default) which respects the selected chat mode.Chat mode (radio/local) can be toggled using a dropdown next to the chat box or with a dedicated “ToggleChatMode” keybind (R by default).Adjusted and normalized the item loadouts for all the jobs.Changes to the event manager settings (that affect the monster spawns).Changes to the level resources distribution.Changes to the level generation parameters, especially in Cold Caverns and the Ridge.Changes to the campaign progression in general.Reduce nausea chance of energy drink to 25%.Halved Mudraptors’ priority for eating dead bodies.Added a large Crawler variant for some missions (removed the Swarmcrawler that was used for crawler missions).Adjustments to the mission specific variants of the monsters.Some items don’t appear early in the game anymore. Reduced the costs for unlocking the biomes.Changes to the existing missions and how they are distributed.Adjustments to the preferred containers (= where things are spawned and where they should be placed).Made wreck missions a little more common.Made location evolution take a little longer, colonies cannot be formed closer than three steps to another colony.Adjusted the armor penetration of all turrets.Added shredder rounds for chaingun, as an option against armoured targets.Now fires 500 shots instead of 200 per ammo box, at the cost of DPS. The cards found from the crew now actually work. The id cards are no longer manually placed. Removed most hand-placed items from the vanilla subs to make balancing and debugging the auto item placement easier. Avoiding infinite construction/deconstruction loops for easy skill leveling. All items now deconstruct into less materials than it takes to construct them.Duffelbag deteriorates over time when in use, and now is carried with both hands.Removed batteries from Headset, to reduce the value of selling/deconstructing these.

    barotrauma beacon station

    (2x modifier, to compensate for the reduced selling price) Alien artifacts and trinkets can still be sold for a high price at research stations.Increased effect of “Requested Goods” to be 2x to compensate for the decreased selling price.Reduced selling price to ~25% of base price to avoid getting too rich from looting too early/easily.All the subs should now start with a bare minimum in the campaign. Drastically reduced and adjusted the spawns everywhere. Cargo mission reward of construction materials has been reduced to be less balance-breaking.Added some new campaign settings: starting balance, amount of starting items and difficulty.















    Barotrauma beacon station