The Mountain Island has been massively expanded; it looks amazing now.
I had a look around in Freecam, but I still couldn't find the G.U.N. - I don't think it's in yet
I just started a new game, and amusingly enough spawned directly atop Lifepod 17. I guess my lifepod hit theirs during the fall and caused it to explode? ;v;
Anyway, so looted the abandoned PDA's (Do they really need to auto-play? It's kind of distracting...) and the Radiation Suit piece present, and set off to go exploring for resources. While I was heading into a nearby Safe Shallows cave just a little north of my spawn point a message popped up: Entry 'Goal_BiomeSafeShallowsCave' is missing in PDAData
Think that might be a story-related thing, or is a placeholder for a planned New Biome Visited message?
Think that might be a story-related thing, or is a placeholder for a planned New Biome Visited message?
Its definitely a place holder. I've seen more that start with goal_. I think it will give you information on the region you entered, in the PDA, not directly. So then you kind of know what to do there, look for or avoid ;-)
I just started a new game, and amusingly enough spawned directly atop Lifepod 17. I guess my lifepod hit theirs during the fall and caused it to explode? ;v;
Anyway, so looted the abandoned PDA's (Do they really need to auto-play? It's kind of distracting...) and the Radiation Suit piece present, and set off to go exploring for resources. While I was heading into a nearby Safe Shallows cave just a little north of my spawn point a message popped up: Entry 'Goal_BiomeSafeShallowsCave' is missing in PDAData
Think that might be a story-related thing, or is a placeholder for a planned New Biome Visited message?
I think it might be a story thing. Remember one of the lifepods crashed in some sort of cave, and it might be the beacon one of the data downloads mentions.
This beacon marks the beginning of a major cave system. Strong currents dragged our lifepod down. Do not pass this point for fear of death.
Aaah yes! Small addition, but I'm liking the sounds of this. Having PDA entries immediately pop up and start spamming your screen when you pick them up was.... Distracting, to say the least. Especially when - as they pointed out too - the "Night time approaches" message shows up in the middle of it all xD
Or when your AI starts talking about the Aurora in the middle of it on top of the Night Time alert, but that's another story.
Charlie Cleveland added Allow wrecks to be drillable for titanium to To Do
!! So wrecks - small and large? - will have a use other than sitting there and looking pretty after we've finished looting them?
Charlie Cleveland joined Uranium doing damage when you're holding it (unless you're wearing a suit)
And the Radiation Suit won't be utterly pointless after the Aurora's fixed?!
https://trello.com/c/LyU87zpz Feedback, lots of it! Some of them seem kind of old though? Not sure - but I do know that in the Xbox version at least Lead plating is made from two batteries. Don't know if it was ever like that in the PC...
I do like how when you cut Coral it splits into multiple chunks you can loot, instead of just one piece. Less destruction of the environment required that way!
Charlie Cleveland moved Address food, solar panels and other balance feedback from Alan from Backlog to To Do
Man, I can't wait until November; the release! So awesome!
If only I could time travel to November...
For me it'd be to October. There's something I'm reeeaaally looking forward to October 8th, and when that releases I'll at least have that to bide my time through the month until November xD
*Edited to add Spoiler tags since I thought the forum would paste the YT links in as links, not video thumbnails xD
I'd be willing to lend my cryopod for others to use though for their wait to November buuut.... It's borked and doesn't work anymore ;v;
Wonder when they'll address the water in the escape pod during the intro..
It sticks around even after the intro's done too.
I guess it depends on how easy/hard a fix it is coupled with what priority they feel fixing it would be. While immersion breaking, it doesn't really have a large impact on the gameplay itself; so it might not have a large priority and might not be fixed right away, unless it's a simple fix and can be done relatively quickly.
36147 fixed bug with weldable panels, made both panels repair when one is repaired, made a unuseable door so it doesn't show as locked but is a background piece
36146 fixed bug with weldable panels, made both panels repair when one, made a unuseable door so it doesn't show as locked
36115 Implemented cascade of sphere casts with increasing radius when looking for scan targets to make it work equally well for both small moving and big obscured objects.
36114 more adjustments to the reload animations.. reload 2 is a bit off
36113 Changed scan target sphere cast radius to 0.25 meters to make scanning of obscured objects easier
36109 adjusted the rapid firing of the torpedos if you hold down the trigger
36108 Changed Compass recipe to use copper wire instead of computer chip (so it can be used earlier, when it's most useful) Changed Exosuit recipe to use Uranium instead of Polyanilline so it doesn't depend on Sulphur Changed Polyanilline (super conductor) to use Gold and Hydrochloric Acid instead of Sulphur and Hydrochloric Acid (adjusts timing of Seamoth Electrical) Exosuit drill arm now requires 3 Diamonds and a Plasteel Ingot (trying to push it a bit deeper than basic Exo) Exosuit jet upgrade module now requires 3 Sulphur and a Plasteel Ingot (pushing it deeper) Exosuit thermal reactor now requires Uranium and an Advanced Wiring Kit
36107 Enabled stronger SkyApplier asserts. Fixed some prefabs. Deleted some deprecated assets. Prefab touch.
36106 Prefab touch.
36105 Fixed some prefabs.
36104 Fixed some prefabs.
36103 Fixed Marmoset shaders showing up black in the editor and in thumbnails
36101 added TorpedoFire to firing animations and updated the way torpedos reload for slava
This is an experiment with a new system that will allow camera movement for the player death animations. To get this to work we need the camera to follow the cam_offset bone on the player rig. It needs to turn on when the animation starts and turn off when its over.
The changeset 36028 has the correct exported player animations to use for this.
"I noticed that the grappling arm recipe doesn't have anything to act as the wire of the grapple. So I was thinking that maybe you guys should add synthetic fibres or just fibre mesh or something to the recipe to act as the wire. I think synthetic fibres would be cool to use because they are strong and not many recipes actually use them. I just found it odd that nothing in the recipe represented the wire."
PSA: I think the easy access to the Aurora Drive Core has been sealed; I loaded up the latest experimental and I couldn't find the way in anymore, even though I've been there loads of times! I think we'll now have to enter from the front and use a Repulsion/Propulsion Cannon to clear away some debris!
way still exists, albeit there seems now be on reaper swimming very close to aurora between safe pod and entry:) But there is also blockade: there is invisible wall where reactor core room is, blocking passage from under
They snuck in a map change. There are a total of 2 ways into the Aurora now and both are through the exploded front of the ship. You can get to the Drive Core Room either by jumping over some boxes or using the propulsion canon. Still no code for the room with the model of the Aurora that I have found.
Comments
I had a look around in Freecam, but I still couldn't find the G.U.N. - I don't think it's in yet
36011 Improved seamoth upgrades fabricator menu and icons. Changed exosuit arm modules color from red to purple to avoid confusion.
36010 changed exosuit arm fragments to use mesh renderers, needs work...
36009 death screen iteration
36006 adjusted fade time on deaths
36005 set barrier_medium slots for exo arm wrecks to *only* spawn medium size loot
36004 propulsion arm controller tweak
36003 color-coded exosuit arm modules
36002 update
36001 added exosuit arm fragments to barrier slots in 4 wrecks
36000 added exosuit arm fragment settings added collision to exosuit arm fragments
35999 Removed obsolete comment
35998 death screen iteration
35996 changed deathFade and deathCut to their capitalized versions
35995 disabled exo parts in exo room that seem like they should be scannable
35994 set remaining wreck large slots to medium set some slots to barrier in mountain wreck added exo suit and console to mountain wreck
35993 Translation files update. Legacy database update.
35991 trail manager modification WIP
35990 Moon Pool changes
35988 death screen iteration
35987 better exo pickup loot sound better punch sound addng door unlock clank adding a sparking loop for the aurora
35986 add missing file
35983 pom
"Cauldron?! What's the magic tune, again? I seem to have forgotten it!"
"Pom... pom... pom-pom-pom!"
Anyway, so looted the abandoned PDA's (Do they really need to auto-play? It's kind of distracting...) and the Radiation Suit piece present, and set off to go exploring for resources. While I was heading into a nearby Safe Shallows cave just a little north of my spawn point a message popped up: Entry 'Goal_BiomeSafeShallowsCave' is missing in PDAData
Think that might be a story-related thing, or is a placeholder for a planned New Biome Visited message?
Sweet!
Its definitely a place holder. I've seen more that start with goal_. I think it will give you information on the region you entered, in the PDA, not directly. So then you kind of know what to do there, look for or avoid ;-)
I think it might be a story thing. Remember one of the lifepods crashed in some sort of cave, and it might be the beacon one of the data downloads mentions.
This beacon marks the beginning of a major cave system. Strong currents dragged our lifepod down. Do not pass this point for fear of death.
- Chief Technical Officer Yu
Finally...
https://trello.com/c/ZEtz5Xh3/5804-add-doom-style-graphic-when-picking-up-pdas-and-don-t-have-messages-play-automatically
Aaah yes! Small addition, but I'm liking the sounds of this. Having PDA entries immediately pop up and start spamming your screen when you pick them up was.... Distracting, to say the least. Especially when - as they pointed out too - the "Night time approaches" message shows up in the middle of it all xD
Or when your AI starts talking about the Aurora in the middle of it on top of the Night Time alert, but that's another story.
Charlie Cleveland added Allow wrecks to be drillable for titanium to To Do
!! So wrecks - small and large? - will have a use other than sitting there and looking pretty after we've finished looting them?
Charlie Cleveland joined Uranium doing damage when you're holding it (unless you're wearing a suit)
And the Radiation Suit won't be utterly pointless after the Aurora's fixed?!
https://trello.com/c/LyU87zpz Feedback, lots of it! Some of them seem kind of old though? Not sure - but I do know that in the Xbox version at least Lead plating is made from two batteries. Don't know if it was ever like that in the PC...
I do like how when you cut Coral it splits into multiple chunks you can loot, instead of just one piece. Less destruction of the environment required that way!
Charlie Cleveland moved Address food, solar panels and other balance feedback from Alan from Backlog to To Do
Not on Trello (that I can see) but this is new...?
http://subnautica.wikia.com/wiki/Bloom_Plankton
Or at least I don't recall seeing it before!
If only I could time travel to November...
For me it'd be to October. There's something I'm reeeaaally looking forward to October 8th, and when that releases I'll at least have that to bide my time through the month until November xD
*Edited to add Spoiler tags since I thought the forum would paste the YT links in as links, not video thumbnails xD
I'd be willing to lend my cryopod for others to use though for their wait to November buuut.... It's borked and doesn't work anymore ;v;
It sticks around even after the intro's done too.
I guess it depends on how easy/hard a fix it is coupled with what priority they feel fixing it would be. While immersion breaking, it doesn't really have a large impact on the gameplay itself; so it might not have a large priority and might not be fixed right away, unless it's a simple fix and can be done relatively quickly.
https://trello.com/c/kB6kbDnT/5807-fixed-locked-door-confusion-by-removing-lights
https://trello.com/c/IydcnXso/5806-remove-sorting-options-in-pda
Did anyone ever use those? I know I never did. I do wish objects would stack, though, but only to a certain number.
There were SORTING OPTIONS???
Great GOD! Same feelings!
36146 fixed bug with weldable panels, made both panels repair when one, made a unuseable door so it doesn't show as locked
36145 Precursor_cube_01-02 caps
36144 exosuit_damaged_04 - 06 added, exo_room_gantry_system added, aurora prefab fixes
36142 Lava pit, chamber/lakes and falls polish
36141 Fixed Marmoset shaders showing up black in the editor and in thumbnails
; current build we have now
36140 added prefab for triggering first time exosuit room music
36139 remove debug message
36138 added exo music event reference
36136 door cut music and exo room music
36135 prefab for mappers to place
36133 door cut music
36132 added one time triggerable sound script
36131 added one time triggerable sound script
36130 trail manager WIP
36129 better exo room mix and adding exo room music
36128 unlocked thermal reactor and jump jet upgrades for Exosuit
36127 unlocked thermal reactor and jump jet upgrades for Exosuit
36126 Precursor_gun
36124 Jellyray death and flinches exports
36122 fixed tiger plant icon
36121/main/exosuit_damaged_04 - 06 added, exo_room_gantry_system added, aurora fbx and materials fixes
36118 /main/exosuit_damaged_04 - 06 added, exo_room_gantry_system added, aurora fbx and materials fixes
36115 Implemented cascade of sphere casts with increasing radius when looking for scan targets to make it work equally well for both small moving and big obscured objects.
36114 more adjustments to the reload animations.. reload 2 is a bit off
36113 Changed scan target sphere cast radius to 0.25 meters to make scanning of obscured objects easier
36111 tree cove
36110 Translation files update. Legacy database update.
36109 adjusted the rapid firing of the torpedos if you hold down the trigger
36108 Changed Compass recipe to use copper wire instead of computer chip (so it can be used earlier, when it's most useful) Changed Exosuit recipe to use Uranium instead of Polyanilline so it doesn't depend on Sulphur Changed Polyanilline (super conductor) to use Gold and Hydrochloric Acid instead of Sulphur and Hydrochloric Acid (adjusts timing of Seamoth Electrical) Exosuit drill arm now requires 3 Diamonds and a Plasteel Ingot (trying to push it a bit deeper than basic Exo) Exosuit jet upgrade module now requires 3 Sulphur and a Plasteel Ingot (pushing it deeper) Exosuit thermal reactor now requires Uranium and an Advanced Wiring Kit
36107 Enabled stronger SkyApplier asserts. Fixed some prefabs. Deleted some deprecated assets. Prefab touch.
36106 Prefab touch.
36105 Fixed some prefabs.
36104 Fixed some prefabs.
36103 Fixed Marmoset shaders showing up black in the editor and in thumbnails
36101 added TorpedoFire to firing animations and updated the way torpedos reload for slava
https://trello.com/c/kB6kbDnT/5807-fixed-locked-door-confusion-by-removing-lights; new note here: Linked on other card, but this is now a new prefab called "Wrecks_Starship_doors_backgrounddoor" and should be placed as any door that is not intended to be opened.
https://trello.com/c/1uLdN51Q/5811-radiation-suit-head-clip-fix
There were sorting options for the messages in your PDA log - not for inventory.
Oh. I knew about those. They never seemed to do anything though.
This is an experiment with a new system that will allow camera movement for the player death animations. To get this to work we need the camera to follow the cam_offset bone on the player rig. It needs to turn on when the animation starts and turn off when its over.
The changeset 36028 has the correct exported player animations to use for this.
Also, the ALZ is now even more polished~
36203 Fixed issue where the controller couldn't be used to select world space GUIs on the Xbox
36202 /main/aurora materials fixes
36201 Fixed issue where the cursor wouldn't initially show up in the main menu
36200 Improved prefab check error message.
36199 Fix SkyAppliers button in SkyDebugTool now also removes SkyApplier components with same settings and bring all of them to the root of the prefab
36198 /main/fix world guis on xbox
36197 fixed sky applier for exo upgrades
36196 fixed sky applier for exo upgrades
36195 /main/aurora materials fixes
36194 fixed thermal reactor and jet upgrade models
36192 Loads of polish to Lava Falls, Lava Lakes (formally ALZChamber) Lava Pit and surrounding/connecting sections. Current Build; nice!
"I noticed that the grappling arm recipe doesn't have anything to act as the wire of the grapple. So I was thinking that maybe you guys should add synthetic fibres or just fibre mesh or something to the recipe to act as the wire. I think synthetic fibres would be cool to use because they are strong and not many recipes actually use them. I just found it odd that nothing in the recipe represented the wire."
Clever Devs...