37273 Added goto aquarium and goto gun_inside
Removed signal crates from the world (so we can focus on the story)
Added placeholder sounds for story
37271 Added goto aquarium and goto gun_inside
Removed signal crates from the world (so we can focus on the story)
Added placeholder sounds for story
37249 Added sea dragon.
37248 assigned empty vfx sound field
37247 sunbeam radio starts
37245 rocket tooltips didn't get checked in, added
37244 - Add VFXOverlayMaterial
- Add Warper FX: gate, material overlay, screenFX, projectile
- Fix VFXSurfaceApplicator editor tool not working on prefabs in Project
37242 - Fix VFXSurfaceApplicator not working on prefabs in Project
- Add WarpScreenFX
- tweak Warper FX
37241 /main 2016-09-06 17:42:52 Scott Thunelius rocket grey merge
37240 added rocket to a fragment so it must be cheated to be unlocked
37234 warper WIP: added warper spawner
37229 - Add VFXOverlayMaterial.ApplyAndForgetOverlay method
- Add xWarper_PortalOut FX
- tweak Warper FX
37228 New ILZ temperatures.
37227 /main/warper2 2016-09-06 12:16:06 Igor Popov
37226 /main/warper2 2016-09-06 12:15:18 Igor Popov warp ball attack wip
37376 Added first version of prison with hatching station, hatchable eggs and sea emperor babies. Lots of placeholder sounds. Slightly more appropriate placeholder sounds from Simon. Removed signal crates from the world (so we can focus on the story). Added goto aquarium and goto gun_inside
Ah, that's why...
Any videos on it?!!? Wish I could play for myself!
Not sure if this is the right place to ask this, but I want the full experience of this game so I have been waiting, should I wait for 1.0 to play more or should I keep waiting after post-release?
Not sure if this is the right place to ask this, but I want the full experience of this game so I have been waiting, should I wait for 1.0 to play more or should I keep waiting after post-release?
Just so you know, the foreseen ''official'' v1.0 is for the End of December, possibly january depending on how well or bad things go along for the Devs working on the game. As of now the whole story of the game is not done yet. We have bits 'n bobs of it in the experimental version but its far from done.
The main structure of the game is finished tho, i'd say. Most of the Tech is in and also most of the features are in as well. As far as game stability and performance theres still alot of progress to be made id say. Alot of players shares performance issues regarding Frames and we still got players's games crashing from time to time. Even if you got a beast of a machine, including a very good graph card, you might very well experience lag 'n frame drop at times, specially when you move fast (like in the Seamoth) and the world gets generated in front of you.
Thats how i would sum up the state of the game so far. If you're looking for a product thats finished and polished i'd strongly recommend waiting for V1.0.
If youre looking for a game that maybe isnt fully finished but is stable and got a playable story mode, id say wait a month or 2 more
Not much today, folks in terms of 'new' stuff, but work continues on the first Playable Story; check the card on the Trello and you'll find the list pertaining to the Sunbeam is complete. In addition, work keeps trucking on the September Update Website (Tree Cove/Dangerous Creatures) for September 22nd!
Been away for a while, and holy wow all the new stuff! I couldn't resist the temptation any longer and immediately went to take all the new stuff in...
Everything worth saying has already been said by dealwithitdog, Coranth, and the others - but.... I do like the heat/cold workings, the new sfx attached to entering/leaving your base, the big new stuff obviously, and the new crafting times and..... And all of it ;v;
Heat can actually damage you?? I was in the safe shallows geyser and wasn't even able to get close before my screen started melting xD Also, lotta blood spurting out for such a small amount of damage being done hah. Makes sense when you knife something or shoot a rock at it with the propulsion cannon, but the heat damage was triggering the effect so rapidly my screen was literally "Half fire damage / half blood effects"!!
Was sad to hear the Sunbeam was gonna get shot down, those poor guys. I'll have to build a memorial for them - since they probably won't get any "lucky survivors" like the Auora did.
I remember looking for the Seaglide fragments and almost missing them several times because their new 'damaged tech' models were kind of small. Thankfully they're not hidden away in little corners or anything, so just keeping an open eye is enough now that I know what they look like.
They improved the Sea Dragon; no more green balll placeholders. S'cuse me while I go hide in my - heavily reinforced - base...
That breath attack certainly looks nice. I was playing around in the ILZ earlier today, before a recent 75mb update, and got to see him as well. Posted my thoughts about him in another thread since he honestly doesn't seem as terrifying as the Reaper Leviathan.... He's awesome, kinda cute, has tons of attacks... But, in my experience he hardly used most of them and actually left me to my own devices for the most part. Anything else would have been after me from a mile away xD
- To be able to find EGGS for the new 'rays, as well as the Sea Dragon, so I can have li'l baby dwagies in my base.
- To be able to get samples of that awesome Lost River Tree so's I can have a miniature one in my garden(s).
- To be able to find EGGS for the new 'rays, as well as the Sea Dragon, so I can have li'l baby dwagies in my base.
- To be able to get samples of that awesome Lost River Tree so's I can have a miniature one in my garden(s).
+1... Once they make it so monsters you hatch yourself remain friendly to you even after releasing them, that is.
I like it how the animals don't deliberately go after you, that they haven't made Subnautica 'gamey' this way. And even if they do, then the animals can be avoided or warded off without killing. It feels sort of natural.
Oh, you're in the Creepvine; well of course that Stalker might have a nip at you; just swim backwards facing him until he loses interest, or stuff him full of Peepers.
You're in the Grassy Plateau? Of course those Sandsharks are gonna have a go at you; you're the intruder in their nesting grounds after all.
The only really aggressive things that will go after you and bang on your Seamoth are the Bonesharks. Reason? Naturally that agressive, or perhaps they were one of the first creatures to be infected.
They're not targeting you because human being, kill; it's more like, oh, new food? or get out of my territory! I've swum about near Reapers before, and they haven't deliberately gone after me.
Comments
Warpers 'n Sea Dragon are coming! cant wait
The Base in the Deep Grand Reef has been added, it is near the Lava Corridor entrance.
The Lost River is starting to look very good. See the corridor connecting the Deep Grand Reef to the Bones Field.
Also, the Tree Cove is looking AMAZING, you need to see it in-game.
Just so you know, the foreseen ''official'' v1.0 is for the End of December, possibly january depending on how well or bad things go along for the Devs working on the game. As of now the whole story of the game is not done yet. We have bits 'n bobs of it in the experimental version but its far from done.
The main structure of the game is finished tho, i'd say. Most of the Tech is in and also most of the features are in as well. As far as game stability and performance theres still alot of progress to be made id say. Alot of players shares performance issues regarding Frames and we still got players's games crashing from time to time. Even if you got a beast of a machine, including a very good graph card, you might very well experience lag 'n frame drop at times, specially when you move fast (like in the Seamoth) and the world gets generated in front of you.
Thats how i would sum up the state of the game so far. If you're looking for a product thats finished and polished i'd strongly recommend waiting for V1.0.
If youre looking for a game that maybe isnt fully finished but is stable and got a playable story mode, id say wait a month or 2 more
thats my opinion right now, hoped it helped
https://trello.com/c/JnThQWde/5865-replace-fragmentvisualsspawner-with-entityslot - Not sure what this is; I suspect it's to do with replacing the 'box' fragments with actual broken tech pieces.
https://trello.com/c/lrcFHPYG/5871-add-databank-entries-for-dangerous-creatures-update-x5
https://trello.com/c/qPdcieyP/5872-fix-cracks-lighting-in-abandoned-base
37492 Lost river WIP
37491 Tuned upper platform
37490 Replacing FragmentVisualsSpawners with EntitySlots WIP
37489 Tuning of incubator trigger position
37487 fix detonate FX played on spawn
37484 Added "say_hello" sound
37483 new rocket grey model plus hookup
37482 new rocket grey model and hookup
37480 Replacing FragmentVisualsSpawners with EntitySlots WIP
37481 Fixed concurrent modification exception in GetPrefabsForFilenameStartingWith.
Less firing people.
37478 /main/leviathan swimming sequences
37477 Fixed concurrent modification exception in GetPrefabsForFilenameStartingWith.
Less firing people. ?????
37476 - Remove unused VFXControllers on some creature prefabs
- Add a UnitTest for VFXController
- Add parented bool to VFXController
37473 Hooked up animations for platform and incubator
37472 mfb
37471 Implemented exception free FMOD API.
37470 Replacing FragmentVisualsSpawners with EntitySlots WIP
37469 Translation files update. Legacy database update.
37468 Added "goto antechamber"
37467 Starting on Ghost Tree
37466 Replacing FragmentVisualsSpawners with EntitySlots WIP
37465 Replaced calls to FMODStudio.RuntimeManager with calls to FMODUWE.
37464 merging in trail manager 2 from igor and updated seadragon rig
37463 updated trails
37462 /main/sunbeam radio starts
37460 mfb
37459 Fixed exception in GetPickupSound.
37458 Removed debug output.
37456 precursor ion crystals
37455 update prefab database
37454 Replacing FragmentVisualsSpawners with EntitySlots WIP
37453 /main/drillable ion crystal
37452 Replacing FragmentVisualsSpawners with EntitySlots WIP
37451 /main/drillable ion crystal
37450 Replacing FragmentVisualsSpawners with EntitySlots WIP
37448 Removed debug code
37447 merged from trail manager 2
37445 Fixed crash when starting a game with high quality water
37443 ability to spawn multiple projectile for ranged attack
37441 Unit Test: add VFXIgnoreOverlayMaterial as a valid type on renderers referenced by LODGroup
37440 fix VFXOverlayMaterial affecting a UI element on the player (glitch with the Warper)
37439 fix VFXOverlayMaterial affecting a UI element on the player (glitch with the Warper)
37438 /main/LouisK - Update leviathan exports
More blood types!!! yay!!
Oh dear god no.
Yeah, you see I lost mine, and you're the only one who brought an extra...
Everything worth saying has already been said by dealwithitdog, Coranth, and the others - but.... I do like the heat/cold workings, the new sfx attached to entering/leaving your base, the big new stuff obviously, and the new crafting times and..... And all of it ;v;
Heat can actually damage you?? I was in the safe shallows geyser and wasn't even able to get close before my screen started melting xD Also, lotta blood spurting out for such a small amount of damage being done hah. Makes sense when you knife something or shoot a rock at it with the propulsion cannon, but the heat damage was triggering the effect so rapidly my screen was literally "Half fire damage / half blood effects"!!
I remember looking for the Seaglide fragments and almost missing them several times because their new 'damaged tech' models were kind of small. Thankfully they're not hidden away in little corners or anything, so just keeping an open eye is enough now that I know what they look like.
They improved the Sea Dragon; no more green balll placeholders. S'cuse me while I go hide in my - heavily reinforced - base...
That breath attack certainly looks nice. I was playing around in the ILZ earlier today, before a recent 75mb update, and got to see him as well. Posted my thoughts about him in another thread since he honestly doesn't seem as terrifying as the Reaper Leviathan.... He's awesome, kinda cute, has tons of attacks... But, in my experience he hardly used most of them and actually left me to my own devices for the most part. Anything else would have been after me from a mile away xD
http://forums.unknownworlds.com/discussion/145158/possible-spoilers-about-the-new-ilz-creature
...Is it wrong that I find the Sea Dragon utterly adorable and I want to boop it on the snout? ;v;
- To be able to find EGGS for the new 'rays, as well as the Sea Dragon, so I can have li'l baby dwagies in my base.
- To be able to get samples of that awesome Lost River Tree so's I can have a miniature one in my garden(s).
+1... Once they make it so monsters you hatch yourself remain friendly to you even after releasing them, that is.
Oh, you're in the Creepvine; well of course that Stalker might have a nip at you; just swim backwards facing him until he loses interest, or stuff him full of Peepers.
You're in the Grassy Plateau? Of course those Sandsharks are gonna have a go at you; you're the intruder in their nesting grounds after all.
The only really aggressive things that will go after you and bang on your Seamoth are the Bonesharks. Reason? Naturally that agressive, or perhaps they were one of the first creatures to be infected.
They're not targeting you because human being, kill; it's more like, oh, new food? or get out of my territory! I've swum about near Reapers before, and they haven't deliberately gone after me.
Maybe this will change, though...