over 4 years ago - Dynamoon - Direct link


Hello everyone!

Time for a minor update – with a changelog longer than that of the latest major update. Our team has been busy with fixes and small additions for this patch to pave the way for the long-awaited campaign update that we’re releasing next.

Please be sure to update your game to be able to host and join servers, and take a look here for the patch contents:

  • Two new moloch variations: the black moloch and the moloch pupa. We hope you find both of them terrifying in their own right!
  • Dismembering of non-human living creatures. Because death was not gruesome enough before!
  • Texture compression to make the game run a little better on low-end GPUs.
  • New music tracks – just because it’s underwater doesn’t mean it should all be constant monotonous droning. These new tracks and a couple of others have now also been added to our Supporter Pack.

Besides these, there’s a long list of other fixes and improvements – see the full changelog below!

v0.9.10.0

Additions and changes:
- Added 2 new moloch variants: Black Moloch and Moloch Pupa.
- Reworked Moloch.
- Overhauled level layouts and events (longer and more difficult levels).
- Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items.
- Added DXT5 texture compression to reduce memory consumption. Slightly increases loading times; if you're not short on memory, you may want to disable the compression from the game settings.
- Added partial dismemberment for live creatures. Currently enabled only for non-humanoids. (Dismembering dead bodies was already in the game).
- Destructible shells/armor -> Moloch's shell can now be destroyed.
- Added a new monster AI state: Protect.
- Increased the threshold for limping and changed the calculations.
- Added limping for non-human characters.
- Modded servers show up as purple in the server list.
- Added 4 new background music tracks.
- Added parameter autocompletion to the "spawnsub" command.
- All content types except UI styles are now hotswappable.
- Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull).
- Added "Output" and "FalseOutput" properties to smoke detector.
- Option to define ambient light values for individual hulls in the sub editor.
- Characters float in place instead of sinking when staying still underwater.
- Improvements to water flow forces: flowing water can push characters around much more heavily now.
- Balanced item prices and fabrication/deconstruction recipes.
- Balanced medical items.
- UI layout improvements when using an ultrawide resolution.
- Added "set_channel" input to wifi components.
- Added "power_value_out" and "load_value_out" outputs to reactor.
- Added search/filter boxes to content package list in the settings menu and item lists in the Workshop menu.
- Added submarine filter to the server lobby.
- Detonators are only triggered by non-zero signals.
- The state of toggleable controllers (= switches) can be set in the sub editor.
- Made toolboxes purchaseable.
- Added a warning to keep the drone door closed in Remora.
- All Thalamus cells die when the Thalamus dies.
- Removed "hold fire" option from the "operate weapon" order, display turrets on minimap as icons instead of text.
- Added some logic to prevent the game from modifying/deleting any vanilla content in any situation.
- Readded legacy Carrier (doesn't spawn naturally but can be spawned with console commands).
- Modified Typhon 2's coilgun rotation limits a bit so it isn't possible to hit the walls when firing at enemies near the airlock.
- Hulls can be multiedited in the sub editor.
- Placed down wires can now be re-equipped in the sub editor by double clicking a loose end.
- Added charging docks to Remora.
- Adjusted how pixel sizes are converted to meters (which are used to display the submarine's dimensions and distances on the navigation terminal). Previously 100 pixels corresponded to 1 meter, now it's 80px -> 1m, making the human characters about 1.75m tall.
- Distance calculations on the navigation terminal take the shape of the path into account instead of just using the direct distance to the target.
- Made improvements to the manual order assignment by adding always visible name labels, displaying indicators for characters' current orders, and repositioning the nodes.
- Reduced the damage range of fires, characters don't take damage from fires if there's a closed door or a wall in between.
- Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking.
- Added option to give all command perms with the "givecommandperm" command by using "all" as the parameter.
- Wrecks with no predefined Thalamus items can no more be infested by Thalamus. Allows to create wrecks that always spawn without Thalamus.
- The "shut down" reactor order now allows the bot to continue doing other things after powering off the reactor, instead of just standing next to the reactor.
- Removed the "initiative" skill -> all bots should now react better when there's something to do. Note: this doesn't mean that they always react on everything. It's just the end of individualism. At least for now.
- Reduced the physical forces applied on characters when they are hit by melee weapons, harpoons, or frag grenades. Adjusted stun for crowbar and harpoon.
- Disabled retreat/escape behavior for the bots when they take damage from items or explosions. They still escape/fight back when attacked by other characters.
- Refactor the medic priority calculations/logic: Bots should never treat others autonomously, unless they are medics or ordered to rescue. Bots should always give a high priority for treating themselves, unless there's a medic on board.
- Adjusted the flipping logic of non-humanoids to make them flip less frequently.
- Monsters won't anymore target nasonov artifact unless it is inside the player submarine or in the player inventory.

Modding:
- Made it possible to use repair tools with StatusEffect's UseItem.
- Made pressure deaths more moddable. Dying because of high pressure isn't hard-coded anymore, the characters are just given the barotrauma affliction which (by default) kills them.
- Added "HideConditionBar" property to items.
- Fixed wearables staying on the character when the item is removed by a status effect.
- Character light sprites can now deform. The cells of Thalamus (Leucocyte and Terminal cell) now use the deformable light sprites.
- Creature flipping parameters are now exposed. Adjusted the flipping for all creatures.
- Allow to define character joints as weld joints in addition of normal revolute joints. Weld joints don't rotate.
- Allow sound definitions to ignore the muffling effect.
- Exposed the "scatter" value and added new "offset" attribute for monster events.
- Added support for status effects in limb definitions (ragdoll file).
- Status effects defined in the character definition can now also target limbs.
- Added ActionType.OnSevered status effect for limbs.
- Creatures can now be set to disrupt sonar.
- Player attacks can now also use the conditionals (i.e. when player is controlling a character). Previously only the AI used the conditionals.
- Conditional sprites don't anymore require a texture definition.
- Conditional Sprites can now be non-exclusive -> Draw more than just one sprite at a time.
- Fixed conditional sprites not being able to target limbs.

Bugfixes:
- Fixed crashing when opening the tab menu when there are clients present with no job preferences set.
- Fixed "ColdCavernsMaze" levels sometimes being extremely short.
- Fixes to level generation when playing with a very large submarine.
- Fixed bots being unable to shoot at enemies from another room/hull.
- Fixed bots being unable to get items from dead bodies.
- Fixed submarines being unable to move vertically in the submarine test mode.
- Fixed crashing when starting a new round with no audio device (speakers, headset) available.
- Improvements to shadow/LOS rendering.
- Fixed double click being ignored if it's been less than 0.4s since the last double click.
- Fixed all servers sometimes not showing up in the server list (showing only the servers in the same/nearby region).
- Fixed "lone sailor" achievement not unlocking in single player.
- Fixed "Gaze in to the Abyss" achievement sometimes unlocking as soon as the round starts.
- Fixed characters sometimes being unable to exit the submarine when outside the borders of the level.
- Fixed ruin/wreck monsters not spawning if the submarine is too close to them.
- Fixed ruin items sometimes getting saved as a part of the main submarine in the campaign.
- Fixed rare "item with the same key has already been added" errors when starting a round (particularly when playing with a submarine with very large numbers of items/structures).
- Thalamus entities can't be selected in the sub editor when they're hidden.
- Fixed "spawnsub" console command not working.
- Fixed projectiles, welding tools and plasma cutters hitting destroyed Thalamus organs.
- Fixed reactor not shutting down if the turbine/fission rate are controlled via signals even the power switch is toggled off.
- Fixed reactor sliders not moving when they're controlled by signals.
- Fixed level triggers sometimes affecting entities that have left the trigger. The most noticeable effect was characters getting burn damage indefinitely after they've been close to a hydrothermal vent.
- Made flamers fire proof to prevents the flames from blowing up the fuel tank inside it.
- Don't allow harpoons to stick to very small limbs (such as mudraptor's "mouth tentacles"), because it lead to physics glitches.
- Fixed the husk infection crashing when turning the character, if either the non-husk or the husked variation has no inventory defined.
- Fixed characters getting weapon XP after using a turret, until someone else operates the same turret.
- Fixed characters being able to crouch when their pose is controlled by a controller (e.g. periscope, modded chair).
- Fixed bots being unable to aim correctly when operating a turret in another submarine (such as a remotely controlled coilgun in a shuttle).
- Fixed bots sometimes taking too much time to interrupt their current objective when the room they're in floods, causing them to get crushed by pressure.
- Fixed bots sometimes letting go of ladders too soon, preventing them from reaching certain areas (such as the upper platform in Berilia's cargo bay).
- Fixed multiple bots sometimes trying to treat the same person.
- Bots stop grabbing the character they're treating after they're done.
- Fixed harpoons going through doors.
- Fixed depth charges going through level walls.
- Fixed husks attacking human husks wearing a diving suit.
- Fixed first shot from a firearm that uses a magazine/clip not doing anything.
- Fixes to waypoints in Kastrull, Berilia and Remora.
- Fixed chat-linked wifi components not working in single player.
- Fixed chat-linked wifi components not working in multiplayer outside of combat missions.
- Fixed Azimuth using tutorial junction boxes instead of normal ones (the tutorial variants are indestructible and don't have signal connections).
- Fixed autopilot not being able to navigate past wrecks.
- More reliable syncing of door's breaking state. Fixes doors sometimes being impassable or impossible to repair client-side, particularly when joining mid-round.
- Fixed repairing doors getting interrupted at 50% when the door's collider is re-enabled and the character pushed out of the doorway.
- Fixed items getting used in the health interface when dropped on a subinventory slot in front of the interface.
- Fixed dedicated servers letting clients join with an invalid name when there's no server owner.
- Fixed server letting clients join with a name that's already taken.
- Changed "creating hulls between docking ports failed" from errors to warnings. Allows creating exterior docking ports that aren't next to a hull without having the console pop up every time the port is used.
- Fixed changing resolution not updating character inventory slot sizes properly, causing invalid spacing in dead characters' inventories.
- Don't allow detaching signal components when rewiring is disabled or the item's connection panel is locked.
- Fixed misaligned hull next to Wreck1's airlock.
- Fixed "attempting to remove an already removed item" errors when mass-deleting items. Happened because removing items a wire is connected to removes the orphaned wires automatically.
- Fixed multi-part subs (example case: The Aeche III) getting teleported to oblivion when flipped.
- Fixes to bots getting stuck or killed for no apparent reason when the player is very far from them, due to the bots switching to a "simple physics mode" which prevents them from doing certain kinds of interactions.
- The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination.
- Disabled crush depth in the submarine test mode.
- Fixed monsters staying invisible if they die far away from the camera view.
- Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion.
- Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded").
- Fixed a couple of waypoints in Berilia that prevented bots from using the ladders.
- Fixed Husked Crawler bleeding red blood.
- Fixed the priority of the operate order being 69 when it should be 70, which sometimes caused bots to get stuck between two objectives (like repairing or fixing leaks).
- Fixed enemies always using the priority defined for "room" when they should use the priority for "sonar".
- Fixed monsters not being able to drop down from platforms/hatches etc. In practice they still have difficulties in getting down from the hatches when they don't swim because they are so big.
- Fixed bots ignoring themselves as a target when they are rescuing others.
- Fixed numerous issues in the monster behavior when simple physics is enabled. e.g. Ignoring targets or not being able to attack or eat them.
- Fixed hitting damage modifiers emitting a ridiculous amount of particles.
- Fixed some cases where bots fail to open the door that they should be able to open (because they skipped a waypoint without checking the doors).
- Fixed monsters not keeping inside the level.
- Fixed a crash when the command interface button was pressed while the player is controlling a custom monster that didn't have character info but was able to speak.
- Fixed monsters sometimes ignoring their target after attacking.