They are still planning updates after release right?
We definitely will, there's still so much we want to expand and improve. :)
They are still planning updates after release right?
We definitely will, there's still so much we want to expand and improve. :)
It actually is a real song (or a chant): http://www.submarinesailor.com/quote.asp
Thresher originally refers to a submarine), but on Europa... "I know that's an Earth song but it's all too fitting for us!"
I can say there are a couple of fans of The Expanse in the dev team. ;)
Game works now. I guess a mod needed a update. Thanks for the help anyways.
Could you let us know what kind of mods you're using regardless, so we could diagnose the issue and make sure it doesn't happen again?
Hmm, looks like something slipped past us when testing the patch. :/ Based on the error message, there seems to be some kind of an issue in how a mod defines fabrication recipes.
Would you mind posting a list of the mods you're using so we can try to diagnose this? Thank you and sorry for the inconvenience!
Thank you! The anwsers were quite opposite sometimes.
So in other words, it is better to wait to spawn back in the next round if the submarine is fine and no reinforcements are needed? You don't spawn as a new character if you don't respawn with the shuttle?
Yeah, if you don't need more reinforcements mid-round and don't mind waiting for the next round, it may be better to wait. You never spawn as a new character unless you specifically opt to create a new character in the tab menu.
Yea same publisher. So most likely same style as Barotruma because of it
The developer (it's actually just one guy!) of Hidden Deep had chosen that artstyle and the game was already pretty far along when he signed the publishing deal with Daedalic. And to my knowledge the similarities between the games are a coincidence - it was already in development before the first versions of Barotrauma (then Subsurface) came out.
But Barotrauma still had some role in this, Daedalic might not have picked it up if we hadn't introduced the game to them and if it wasn't for the similarities to Barotrauma. :)
Looking at the comments here, seems that there's quite a lot of confusion regarding the rules for respawning. I think we need to revisit them and/or communicate them more clearly.
Whenever you die, your skills drop (to be exact, a 75% drop towards the baseline of your character class). If you opt to spawn mid-round in the respawn shuttle, you also get the "Reaper's Tax" affliction which reduces your skills and health until healed at an outpost. The affliction is intended as an additional cost for respawning mid-round - otherwise you would essentially be able to get endless free reinforcements during the round.
So in other words, dying always comes at a cost (a heavy reduction to your skills). Respawning mid-round also adds Reaper's Tax on top of that.
When I try to rebind the legacy keys, it doesn't actually let me hold b to talk in local or hold v to talk on radio, it just opens that respective text channel. This could very well be user error, but I seem to share the sentiment with a few others that it seems difficult to rebind correctly if it is indeed possible.
Oh and I love the game, by the way. This is a small nitpick on an otherwise incredible project that I've dumped hundreds of hours into.
Yeah, the legacy keys are essentially just the old R & T keybinds that start typing in the radio or local chat.
This was kind of an oversight on our part - we didn't expect so many players to be using the voice activation mode with a separate push-to-talk key for radio. But in any case, we'll be readding it soon: https://github.com/Regalis11/Barotrauma/issues/9379
Sorry for the inconvenience, and thank you for your patience. :)