Creepvine Forest has its own music--or did it always have that, and we've never heard it? 'Cause they fixed it!
I wish the music in Subnautica would play more often, because it's beautiful
I like how calming the Scarce Reef and Grand Reef music is, how haunting the Blood Kelp and Crash Zone music is, and how energetic the Safe Shallows tracks are ^^
Love resource gathering to the SS biome musics~
There's been a few times when the music seemingly stops playing entirely, but that's only been in the "Not ready for actual play" biomes like the Lost River and ILZ. Though I swear it stopped playing at the deeper parts of the Dunes and Mountains... Maybe the reapers scared it away.
I see "added sprinting" and "added sprinting on land" in those update logs - very interesting. Implies you can sprint underwater... wonder what the drawbacks will be?
This could be the BEST news ever! For those who don't play in VR the on land movement speed is bugged at walking speed, yes walking. This makes EVERYthing in base and on land so painfully slow and boring. I have been asking for a speed increase or a sprint option for awhile now so fingers crossed.
A generic room? That in addition to the multipurpose room?
Generic Room probably is the name the Developers know for the multipurpose room.
Yes, it is. Found that out when I searched for more information on it. A pity. An X-Corridor sized room would be the perfect step between Corridors and Multipurpose Rooms.
35450 fixing some of the stuckness in the grappling hoook animation
35449 fixed some exosuit related warnings, added missing claw arm icon
35447 fixed some exosuit related warnings, added missing claw arm icon
35446 regen sky applier
35445 fix lightmap values on various Sky prefabs
35442 fixing reverbs and adding distance delay and more pickup sounds
35440 more mixing to reverbs
35439 Refactoring / fixing crafters. Fixed locked techTypes not constructable in Creative mode ("missing blueprint" for seamoth and stillsuit). Fixed smallstorage useable on fabricator bed. More verbose assertion for missing item pickup sounds.
yeah 350mb this morning...anyone figured out what is new yet? The last bigger update had 180mb and did not add a lot of visible things, so it might be just background or spawnable stuff.
yeah 350mb this morning...anyone figured out what is new yet? The last bigger update had 180mb and did not add a lot of visible things, so it might be just background or spawnable stuff.
Just to be sure though, I'm going to go check out my watched areas at the Grand Reef and Mountains. I've been keen to see the new abandoned base and updated mountain for some time and hopefully this update might be that one
Or, it's as you said and just merging in background content and implementing models/textures that aren't yet placed in-game ^^;
yeah 350mb this morning...anyone figured out what is new yet? The last bigger update had 180mb and did not add a lot of visible things, so it might be just background or spawnable stuff.
Maybe you should check out an area you've been to before....
THE AURORA!? QWFJIQGRQAEGOKJewfWODhsefhS E9HU SEAGULL PUNCHING,
nah jk im not fanboying, but sounds cool, will check it out later. Cheers for the heads up, Obraxis
Well, I didn't comb the area as thoroughly as @Coranth probably would have, but I found nothing in the Deep Grand Reef.... However! They have started adding in text for entering certain areas. I also got a message about the former Large Aquarium.
> About the aquarium, it mentioned that it was a good place for studying live specimens - but you should be careful what you put in there, for "they may also be studying you". I knew those Bonesharks were looking at me all suspicious like!
> Entering the DGR the onboard AI mentioned detecting large masses of titanium, but being unable to determine if it was from the Aurora or not. Degasi Seabase I imagine, though I never found it.
> Approahing the Mountains, the AI scanned some massive energy reading but couldn't figure out what it was. I didn't see anything shockingly new, but then again I didn't scout too deeply into the underwater portion of the northernmost part of the biome.
Looking forward to what else there might be hidden within this update, that more observing eyes might find.
yeah 350mb this morning...anyone figured out what is new yet? The last bigger update had 180mb and did not add a lot of visible things, so it might be just background or spawnable stuff.
Maybe you should check out an area you've been to before....
Comments
Right, off to school, cya later and enjoy the rest of your day
I wish the music in Subnautica would play more often, because it's beautiful
I like how calming the Scarce Reef and Grand Reef music is, how haunting the Blood Kelp and Crash Zone music is, and how energetic the Safe Shallows tracks are ^^
Love resource gathering to the SS biome musics~
There's been a few times when the music seemingly stops playing entirely, but that's only been in the "Not ready for actual play" biomes like the Lost River and ILZ. Though I swear it stopped playing at the deeper parts of the Dunes and Mountains... Maybe the reapers scared it away.
Ahh they worked on the mainmenu. Cool. Nice to see updates ingame. Hopefully they fixed the "Vsync" check too, did not get saved. Very annoying ^^
This could be the BEST news ever! For those who don't play in VR the on land movement speed is bugged at walking speed, yes walking. This makes EVERYthing in base and on land so painfully slow and boring. I have been asking for a speed increase or a sprint option for awhile now so fingers crossed.
Check out the changes and checkins
that could mean titanium/lead/silver/gold is soon to follow!
35416 Built and imported FMOD banks.
35414 mfb; ??? eh?
35413 Fixed broken references to kelp background music.
35412 Fixed merge issue.
35407 merge from branch
35406 Prefab touch.
35405 Prefab touch.
35404 Fixed bulkhead scanning. Fixed generic room scanning. Fixed observatory scanning. Removed observatory fragment techtag from abandoned bases. Removed exosuit fragments from the world.
35402 grappling hook model; nice!
35401 Translation files update. Legacy database update.
35400 Removed exosuit fragments from the world.
35399 new exosuit icons
35398 Removed observatory fragment techtag from abandoned bases.
35397 Fixed bulkhead scanning. Fixed generic room scanning. Fixed observatory scanning.
35396 Store URL update
35395 Store URL update
35393 Updated vive test project to Unity 5.4.
35392 Added story hooks to constructing vehicles.; nice!
35391 Prevent exception in world boot sequence.; ouch!
35390 Improved item icons debugger so reports fewer false positives.
35389 Unity 5.4 upgrades
35388 Refactoring / fixing crafters
35387 Fixed item icons debugger.
35386 Reverted main menu VR fix
35385 reverted main menu
35383 Reverted recommended clipmap settings.; current build we all have.
I know; I just saw 'em and posted them here for easy access.
....
What's this? A Precursor Crystal?
They're going to upgrade [the engine] to Unity 5.4; I wonder if that'll bring any graphical improvements or performance enhancements?
Generic Room probably is the name the Developers know for the multipurpose room.
35455 Prototype
35454 tree cove edits, added new textures, edited current blocktypes
35453 Translation files update. Legacy database update.
35451 Merged in XBox patch branch; current build
35450 fixing some of the stuckness in the grappling hoook animation
35449 fixed some exosuit related warnings, added missing claw arm icon
35447 fixed some exosuit related warnings, added missing claw arm icon
35446 regen sky applier
35445 fix lightmap values on various Sky prefabs
35442 fixing reverbs and adding distance delay and more pickup sounds
35440 more mixing to reverbs
35439 Refactoring / fixing crafters. Fixed locked techTypes not constructable in Creative mode ("missing blueprint" for seamoth and stillsuit). Fixed smallstorage useable on fabricator bed. More verbose assertion for missing item pickup sounds.
35438 Translation files update. Legacy database update.
35437 Update master file
35436 fix m_MipMap property not found
35435 New icons
35434 Improved targetting precision of grappling hook
35432 wip improve targetting precision of grappling arm
35431 Prevent floaters from attaching to exosuit
35430 Prevent floaters from attaching to exosuit
35429 Fixed upgrades flap not getting colored
35428 Fixed upgrades flap not getting colored
35427 Refactoring / fixing crafters
35426 Refactoring / fixing crafters
35424 Redoing the lava pit corridor again
35423 Fixed exosuit reverting colors when changing arms
35422 Fixed exosuit reverting colors when changing arms
35419 Fixed fabricator script error
35418 Fixed fabricator script error
35482 Play screen layout
35481 Translation files update. Legacy database update.
35480 Fix Skyshop
35620 VehicleUpgradeConsole fix for 'coroutine couldn't be started if game object is inactive' error
35523 Refactoring / fixing crafters
35522 Fixed saved games having strange rotation
35521 Fixed floating terrain geometry in Blood Kelp 1 (Bug 26783)
35518 Fixed non-buttons not being selectable in the main menu
35517 Translation files update. Legacy database update.
35516 Fixed unclear seamoth/exo tooltips/names. Fixed some typos
35515 Fixed unclear seamoth/exo tooltips/names. Fixed some typos
35513 adding cyclops defense grid; kickass!
35512 fix Skyshop - fix Aurora interior skies - improve MaterialsMacro editor tool
35511 mfb
35508 lava pit tunnel revamp
35506 /main/exopatch-testbranch/Degasi survivors redraft and third seabase 2016-08-01 14:10:40 Tom Jubert merging latest
35505 fixed interaction with beds and chairs with disabled cinematics; current.
35503 /main/beds and chairs in VR 2016-08-01 13:50:32 Igor Popov fixing
The interesting one here is the Cyclops Defense Grid. Oh, man... *excited!*
Something tells me it won't be the Biters....
plot twist what if its a defense system FROM cyclopses
Ah. That explains the holyfuckhuge update that I got this afternoon at 3 PM...
Just to be sure though, I'm going to go check out my watched areas at the Grand Reef and Mountains. I've been keen to see the new abandoned base and updated mountain for some time and hopefully this update might be that one
Or, it's as you said and just merging in background content and implementing models/textures that aren't yet placed in-game ^^;
Maybe you should check out an area you've been to before....
nah jk im not fanboying, but sounds cool, will check it out later. Cheers for the heads up, Obraxis
> About the aquarium, it mentioned that it was a good place for studying live specimens - but you should be careful what you put in there, for "they may also be studying you". I knew those Bonesharks were looking at me all suspicious like!
> Entering the DGR the onboard AI mentioned detecting large masses of titanium, but being unable to determine if it was from the Aurora or not. Degasi Seabase I imagine, though I never found it.
> Approahing the Mountains, the AI scanned some massive energy reading but couldn't figure out what it was. I didn't see anything shockingly new, but then again I didn't scout too deeply into the underwater portion of the northernmost part of the biome.
Looking forward to what else there might be hidden within this update, that more observing eyes might find.
Well there goes my afternoon then.