![]() ![]() Fixed bots acting weird when picking up items and having their inventory full. Fixed bots sometimes holding the flashlight in their mouth. Fixed bots often not being able to reach small items like battery cells or rifle rounds that lie on the ground. Fixed bots not preferring the items that lie on the ground. Fixed bots not prioritizing the leaks as they should when multiple bots are fixing leaks simultaneously. Fixed bots falling off the ledge in DockingModule_02_Colony (again). Bots are allowed to use meds from an unconscious patient's inventory. Fixed "fight intruders" order causing bots to attack enemies in abandoned outposts again. Improves the bots' general usage of turrets. Adjusted the delays and the targeting ranges. Fixed bots targeting (but not shooting) enemies inside abandoned outposts. ![]() Fixed bots using an unintentionally long delay before shooting. Fixed bots wasting ammunition on crawler eggs that are not dangerously close to the sub. Fixed bots being allowed to shoot items from very long distances. Fixed bots targeting crawler eggs when they are inside an inventory (also in the Broodmother's inventory). Alien power cells can be deconstructed. Fixes thresher hatchlings being invisible to the goggles. Reduced the minimum mass required for a character to be visible with thermal goggles, always show at least the main limb regardless of the mass. Increased the priority of turret lights to prevent them from getting hidden when using a low light limit. Made huskified humans' items move to a duffel bag on death. Optimized/simplified exosuit and FB3000 status effects. Now retrieving the item counts as "bringing it to the sub" in friendly outposts. Fixed Tormsdale mission not completing unless you bring the item to the sub. Fixed enabling cheats not actually disabling Steam achievements for the rest of the campaign (it was possible to re-enable unlocking achievements by saving and reloading). Fixed clients not getting assigned the "None" permission preset when using a language other than English (meaning it wasn't possible to customize what permissions clients have by default). Fixed pressure stabilizer only affecting the player for 100 seconds, instead of the intended 1000 seconds (16 mins). Fixed minerals still sometimes spawning on the wrong side of cave walls (when the other side of the wall is outside the boundaries of the level). Spawn abyss and combat suits in enemy subs and wrecks instead of normal ones in later biomes. Minor visual improvements to biomes: biome-specific outpost levels (instead of all outpost levels looking like Cold Caverns), more level objects in Hydrothermal Wastes and the Great Sea. Outpost NPCs don't allow players to grab them for longer than 10 seconds to prevent being able to drag them around the outpost. ![]() Destroying outpost walls can't decrease your reputation by more than 10 points per round. in the case of a trigger-happy griefer or a nuclear mishap. Works as a safeguard against enormous reputation losses e.g. Attacking outpost NPCs can't decrease your reputation by more than 20 points per round. If you've got money, they'll be happy to serve! NPCs who offer services don't get turned hostile regardless of your reputation. See the full list of changes below, and make sure to update your game to the latest version! We’re also adding a reworked version of the Typhon vanilla sub and various smaller fixes to other submarines. The patch addresses many bot AI issues such as bots not changing oxygen tanks, getting stuck on ladders, and failing to get on turrets, to name a few.Īdditionally, the patch introduces many other fixes, including several multiplayer fixes to reduce disconnections and network issues. In these posts, we will elaborate on the new features and additions.We have just released the first larger patch since the 1.0 launch. Regalis 16:21:40 Introducing the Jovian Separatists Hello everyone! Last week, we published the first of three blog posts detailing the upcoming faction overhaul in Barotrauma 1.0. Regalis 17:17:54 Outcasts and eccentrics of Europa Hello everyone! Time is running short: as we announced earlier this week, Barotrauma is coming out of Early Access on the 13th of this month, so it’s time to sneak peek our way through the [. The road has been long and the beginning of this year very busy with […&. Regalis 13:01:46 Coming next week: Barotrauma 1.0 Hello everyone! It’s time for the final sneak peek post leading up to our 1.0 release, now just around the corner. ![]() We hope you’ve had fun diving into the depths we’ve been overjoyed to see how [ . Post-launch greetings and the next patch Hello everyone! Thank you sailors old and new for joining us over the past weeks to celebrate our 1.0 release. ![]()
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