Flooding bugged version 55670
VoidSeeker
Join Date: 2017-10-31 Member: 233787Members
since the newest update, flooding seems to be bugged for me. No matter how damaged my base or my cyclops is, it wont flood anymore. I tried it in a one-story base i have for water filtration by adding one corridor too much until it had about 9 holes, yet no flodding occured.
Comments
How would that function with engine fires?
Cracks the engine casing and makes the Cyclops go boom!
But seriously, that's a good question.
This should be fixed in 55784. The scanner room and moonpool have a separate bug that should be fixed tomorrow.
I am curious, with the flooding mechanic does/did that involve the Cyclops slowly sinking until passing crush depth (if applicable) and demanding repair until you lose the sub? I'm not saying it has to be that realistic, but I was disappointed in the Experimental mode that damage to the Cyclops caused leaks, but didn't actually cause the sub to sink. In my mid- to late-game, I tend to use the Cyclops in the Lost River/Ghost Tree areas to harvest Kyanite earlier than you're "supposed" to (aka hover at 890 meters above the 900 meter crush limit). I felt that taking damage and causing the sub to sink, THEN running the risk of crush damage and loss of the Cyclops would be a fun and engaging task to always have to be considerate of.
At any rate, that's just my thoughts on the matter. Thanks for the notes!