潛淵症1.0新版本更新內容翻譯

RT,新版本翻譯。

我沒看到有新版本翻譯的專欄,於是我做一個吧!

下面是正文(僅供參考,不完全正確)(原版在最底下)

部分未翻譯完全的我會指出潛艇船員們好!時機終於到了,《Barotrauma》1.0 版已經發布。1.0 版本的更新引入了派別大修,包括新的任務和活動、改進的聲望系統,以及派別特有的許多物品和特技。該更新還解鎖了戰役結局,用一個全新的結局來結束你的冒險。我們想對加入我們搶先體驗版旅程的每個人說聲謝謝。雖然 1.0 版並不是《Barotrauma》的最後一次更新,但是一個重要的更新,我們很高興能與你分享。歡迎來到木衛二,新老水手們!

派系的變更:

- 前哨由歐羅巴聯盟或木星分離主義者控制,其中一些包括屬於畫皮教派或小丑聖母之子的模組。

- 擺脫了特定於位置的聲譽。現在,所有事件/任務都會給予派系聲望(不包括與派系無關或由派系提供的任務,例如廢棄的前哨任務)。

- 許多新的前哨事件,以及次要派系的更長的“事件鏈”。

- 許多新的派系特定任務:現有任務的一些變體,一些新的.(原文的some new意義不明?,猜測是新任務)

- 派系特定僱傭:“通用”高階角色,比普通可僱傭 NPC 擁有更多的經驗值和更好的裝備。 當聯盟或分離主義者的聲譽足夠高時可供僱用.

- 特殊的命名角色,在達到足夠高的聲譽後可以通過指令碼(?)事件僱用.

- 派系特定的供應商(分離主義者、畫皮、小丑),如果你的聲譽足夠高,他們出售特殊物品(其中許多是全新的)。 足夠低,你可能會在任務中被他們的船隻攻擊.

-現在到下一地圖的路總是有兩條,一條由聯盟控制,另一條由分離主義者控制.(不再需要刷聲望來解鎖下一地圖了)

-改進了戰役地圖.

-為船長新增了第三種天賦樹“政治家”。專注於派系關係和聲譽。

結尾的變更:

- 完全重製了戰役的結局。現在,您將看到歐羅巴之眼之外的東西,並可能揭示輻射水平增加的原因.

-新的敵怪/BOSS.

-一些新事件將會預示著結局。

雜項更新:

- 新的載入螢幕/人物肖像.

- 四個新的音樂曲目.

- 物品的技能要求顯示在他們的工具提示中(與傷害抗性相同).(?)

- 調整毒藥.(未說明改了什麼)

- 調整木衛二之交(這不是一把刀嘛?)以更好地處理窒死毒劑的中毒.

- 酸性手榴彈和40毫米酸性手榴彈現在受到天賦的適當影響

- 酸性手榴彈和40毫米酸性手榴彈造成更多傷害並減慢敵人的速度, 使它們在對抗快速怪物時更可行。

- 使普通的40毫米手榴彈更有效地穿透裝甲.

-使潛水服抵抗酸灼傷更多.

- 歐羅巴啤酒的酸脆弱性現在有效一倍(200%傷害而不是100%).

- 調整可投擲物品(更短的投擲距離和降低水中的速度).

- 使照明彈漂浮在原地以使它們更有用.

- 使高質量的電擊槍更有效(更快地擊暈目標).

- 健康掃描器總是顯示怪物的毒藥和麻痺更容易確定中毒是進展還是消退。

- 傳遞聲音範圍:範圍現在應該更加一致和合理.

-新增了需要摩洛克碎片(打摩洛克會掉的那個)的物品(但是我沒找到與其相關的物品)和防暴盾牌的中型物品(安全官中間天賦第一個解鎖,2槓精+3塑料),而不是小物品,以將它們固定在裡面,例如工具帶.(機翻,意思是防爆盾牌可以放在工具袋的格子,並且工具袋不能裝防爆盾牌)

- 新增畫皮卵消耗品.

-使反覆進入廢棄的前哨站並重新掠奪土匪變得更加困難:現在如果你重新進入前哨站,土匪會立即攻擊你(那我不出去唄).

- 你還沒有遇到的怪物現在預設隱藏在角色中編輯 器。可以使用命令“showmonsters”啟用,並使用“hidemonsters”重新隱藏。該值儲存在生物計量.xml中。不影響自定義生物。

- 修復了角色擠壓深度行為不一致的問題(因級別而異,例如有時在 2000 米的深度壓碎角色,有時在 3000 米的深度粉碎角色).

- 改進了潛艇擠壓深度效果:以前漏洞很容易處理,因為壓力對所有牆壁都造成了少量傷害,現在它反而對某些牆壁造成了更重的傷害(並且傷害量和牆壁傷害量隨著深度的增加而增加).

- 新增了圓形光學元件的變種(就倆,材料相同)

- 增加了 硬編碼的最大任務數從 3 返回至 10。最好不要在原版遊戲中更改高於 3 的值,但由於戰役設定不可修改,我們不應該對此過於嚴格(因為對於可以調整此值的 mod 很有用)。 其他優化.(hardcoded,硬編碼?,不知道在這裡指什麼)

- 新的插槽指示器圖示(= 顯示某些物品內部可以進入的內容的圖示, 像插槽/彈藥).(?)

-使前哨船體維修服務更便宜.

-門現在可以被近戰武器和遠端(手持)武器損壞。(它們已經被潛艇安裝的武器和炸藥摧毀)(這句沒看懂啥意思)

-調整和重新平衡了大多數物品的物品傷害,以考慮到門是可破壞的.

- 減少撬棍開啟門所需的時間,普通門 7.5 秒,遇難門 6 秒(從 10 秒下降).

- 增強等離子切割器對門和物品的傷害(牆壁未觸及).

- 使方鉛礦更常見,以使鉛更容易獲得.

- 為所有炮塔新增自動操作選項。可以在潛艇編輯器中啟用。目前未用於vanilla潛艇。(或許是指在潛艇選擇介面中含有內容組合包需求:vanilla的不可以用吧)自動操作的炮塔不需要人來操作它們,但它們仍然需要動力和彈藥(->有人需要重新裝填它們)(?).

- 外骨骼現在由燃料棒而不是電池提供動力.

- 調整了洞穴中的植物出現的概率.

- 使鉛在商店中更常見。

多人遊戲:

- 在伺服器瀏覽器中新增了語言過濾器.

- 修復了通過在狀態監視器上拖放它們來給出的報告,始終針對角色所在的房間.

- 改進了醫療診所同步(應該修復角色有時在列表中不可見的一些疾病).

- 修復瞭如果在禁用mod下載時關閉伺服器時崩潰的問題.

- 改進了射彈同步: 點差現在在客戶端的行為與伺服器端的行為相同(而不是完全隨機).(或許是什麼專業名詞?)

- 改進/修復了向多個客戶端顯示的對話方塊:當另一個客戶端選擇一個選項時禁用選項按鈕,並突出顯示所選的選項.- 修復了在遊戲模式選擇設定為隨機的情況下進行戰役時,伺服器在回合結束時隨機化遊戲模式的問題.

- 修復了無法將伺服器與潛艇連線的問題切換/購買投票正在執行.

- 修復瞭如果發起投票的客戶端在其他任何人投票之前斷開連線,投票通過的問題。

- 修復了在多人戰役中無法獲得超過 15 個天賦點的問題。

人工智障的更新:

- 修復了機器人認為某些多船體房間沒有被淹沒的問題.

- 修復了機器人過早地決定在物品惡化時(例如,當它被淹沒時)無法修復物品的問題.

- 修復了機器人在命令為電池充電時從外骨骼中取出電池的問題.

- 修復了機器人有時會卡在自動門和/或雙門中的問題,因為它們沒有等待門完全開啟,然後再按下按鈕.

- 改進了機器人“滅火”行為。修復了機器人有時無法撲滅更大的火災,因為它們停得太遠並且沒有繼續向目標前進.

- 修復了機器人聲稱他們無法返回潛艇然後無論如何都遵循命令.

- 改進了“查詢安全”計算,以便機器人更優先考慮房間的距離.

- 修復了機器人何時需要潛水裝備的邏輯中的一些遺留問題和邊緣情況,以及當它可以起飛時.

- 修復了船長(和一些NPC)在氣閘中閒置,如果他們裝備潛水服.

- 機器人現在可以用炮塔瞄準物品(如射彈),並對不同的怪物有不同的瞄準優先順序.

- 修復了機器人被允許到達太遠而無法與之互動的物品的問題。

bug的修補:

- 修復和改進翻譯(特別是日語和中文).

- 修復了範圍為 0 的燈光元件,隱藏的精靈(似乎是某種專業名詞,或是指在地上的物品)在黑暗背景下不可見.

- 對 Typhon 1(颱風級) 的各種修復:最值得注意的是,調整船體以防止某些房間無法完全排水.

- 修復了“殺死”命令不會在“奇蹟創造者”(醫生中間的最終天賦,醫生附近內的人物不會因血條歸零而死)的影響下殺死角色.

-修復了某些燈光在其範圍設定為0且在黑暗背景下時變得不可見的問題。

-修復了當接收到切換或set_color輸入時無電源開啟的燈光。(?)

-修正瞭如果你之前已經開始製作某些東西,那麼在MP(MP好像是某種縮寫,在wiki也未查到相關資料)中無意中開始(或啟用)製作時更改要製作的物品數量的問題(?)

- 修復了當你每次重啟遊戲時,戰役設定會重置的問題(這意味著你總是需要記住,如果你想在沒有教程的情況下玩,請關閉教程)。(?)

-修復了自上次更新以來,滑鼠左鍵無法正常工作的問題:無論您的作業系統設定如何,滑鼠左按鈕都被視為主要滑鼠按鈕

- 修復了狀態監視器無法正確顯示修補物品的狀況.

- 修復了機器在超過 100% 條件時冒煙的問題。 

- 修復了低縱橫比(小寬度、大高度)的庫存與聊天框重疊的問題.

-修復了廢棄前哨站中的一些分層問題.

- 修復了有時在沉船中作為戰利品生成的水敏感物品。(或許是指碰水爆炸的那玩意兒)

- 修復了即使你沒有耳機也能收到無線電的問題.

- 修復了步槍手榴彈聲音沒聲的問題.

- 修復瞭如果MD5雜湊快取檔案為空,啟動時崩潰的問題.

- 修復了研究站和裝載機在狀態監視器的電氣檢視中不可見的問題.

- 修復了外星造物任務有時選擇相同的外星造物作為目標,如果你碰巧同時有多個任務處於活動狀態, 這將導致回合結束時控制檯錯誤(去遺蹟)

- 修復了外骨骼在其任何插槽中有空或幾乎為空的插槽時播放警告嗶嗶聲的問題.

- 修復了某些前哨模組中氧氣發生器惡化的問題.

- 修復了當玩家以外的角色(例如“爬行者爆發”事件中的藻鬢爬行者)損壞前哨站牆壁時聲譽損失的問題.

- 修復了前哨模組有時以使它們與潛艇重疊的方式放置的問題.

- 修復了修復角色試圖在太低而無法站立的有水空間中行走(例如外星遺蹟中的一些狹窄通道).

- 遺傳物質向後相容性,以修復從 v0.21.6.0 之前的儲存中消失的舊的未識別遺傳物質。

-修正了現在前哨基地的遺傳物質太少的問題。

-修正了影響2步外前哨的狩獵場,而不僅僅是相鄰地點的狩獵場。(機翻,意思應該是:現在獵場會影響到兩次航行距離的前哨站了而不是與其相鄰的兩格前哨站)

-修復了複製遺傳材料的“殘餘廢物”天賦。

-修正了有時在洞穴中可破壞的冰塊中出生的怪物。

-固定了有時在漂浮的冰塊中出生的重生穿梭機。(復活潛艇)

-修正了裝備遠端武器時將其重灌計時器設定為1,從而可以通過取消裝備和裝備來減少一些武器的裝載時間。

-固定了部分消耗的物品不會停留在它們所在的堆疊頂部。

-修復了影響潛艇升級價格的潛艇等級和種類:例如,第2級升級的潛艇的成本高於第2級最大的潛艇。

-修正了當你在信標臺從海盜那裡偷東西時的名譽損失。

-修正了當你點選庫存時點燃的裝備照明彈。

-修正了“快速射擊”(船長天賦,左邊第一個)天賦不影響外星手槍。

-固定的工具帶和其他穿戴在軀幹上的物品在佩戴安全帶時會被隱藏。

-修正了先進的注射器槍和帶鰭潛水服的製作配方。

-修復了Herja(女武神)的抽水泵和梯子分層問題。

-將每個接頭的臨時支架數量限制為3個(類似於行動式泵)。否則,您可以使用它們無限期地擴大潛艇的載貨能力。

-修復了在重生容器(=重生穿梭艇)中攝魂扳手和硬化扳手。(?)

-修正了外星血液不再導致精神病,+使製造血包變得更有價值的效果稍遜

-修正了滅火器噴霧被角色擋住的問題。

-風險(Venture,某種船名?):修復了電池室不能正常進水的問題(再次),修復了氣閘中的兩個船體沒有連線,稍微調整了航路點。

-Selkie(不知道是啥):斷開外部節點與梯子/門節點的連線,因為無法手動開啟對接埠。

-修正了當周圍沒有玩家角色或潛艇時(例如,當所有玩家都處於固定視角時(freecam)模式時)丘腦AI無法正常執行。

-修正了先進注射槍上彈藥指示器顯示不正確的問題。

-修正了機器人在前哨站內有時會被外部航路點迷惑的問題。

-修正了不在玩家隊伍中的NPC上執行的物品重新定位邏輯,這可能會導致NPC掉落的潛水服出生在玩家潛艇上(再也不怕npc進站點亂丟衣服了)

-修正了遠端武器(最明顯的是廢鐵炮)向錯誤方向發射粒子。

-修復了沒有死因文字的酸灼傷。

-修正了“腳底抹油”(skedaddle,助手的第一欄的天賦)沒有像描述中所說的那樣提供10%的移動提升。

-修復了不規律的製作列表排序:需要製作配方的專案被分為你有技能製作的和你沒有技能製作的,即使這在UI中不可見且使列表看起來雜亂無章。

-修復了燈光開關綠色按鈕周圍的紅光。

-修正了左手拿不住船長的菸斗或雪茄的問題。

-修復了就緒檢查不工作的問題。(多人遊戲在開船出去之前有一個就緒)

-修正了兩次評估的痛苦概率,這意味著,例如,50%的概率從攻擊中獲得某種痛苦,實際上是25%的概率。(就是受傷出現debuff的概率咯)

-固定了上一輪的突出顯示在下一輪仍然可見。

-修復畫皮的血條(Vitality,活力條,也就是那個代表hp的東西)無法正常工作,因為未定義四肢的健康指數。事實上畫皮總是受到2倍的傷害。

-固定的基本深度收費比預期的要便宜(僅30 mk)。(?)

-修復了無法通過快速開啟和關閉燈(例如振盪器)使燈以高頻率閃爍的問題。

-修正了單人回合之間不持續的跟隨命令。

-修正了機器人無法通過Herja(女武神)的氣閘,因為沒有連結的航路點。(喜大普奔,這ai終於不會卡那兒了)

改裝的更新:

-修復瞭如果StatusEffect配置為SpawnItemRandomly,但未配置任何內容來生成時的崩潰。-改進了專案/字元變體的錯誤處理。之前,如果沒有找到父預製板,則不會出現錯誤訊息,但仍然建立了變體,從而在各種情況下導致崩潰。

-在專案和字元上新增了AITurretPriority和AISlowTurretPriority。將優先順序設定為0可用於告訴機器人完全忽略目標。專案還需要啟用IsAITurretTarget=“True”才能使其成為有效目標。

-在專案上新增了ItemDamageMultiplier。可用於增加其他物品(如武器)造成的傷害。與現有的爆炸破壞乘數類似。

如果有翻譯錯誤的地方還請指出,下面是原文

Faction overhaul:

- Outposts are controlled by the Europa Coalition or Jovian Separatists, and some of them include a module belonging to the Church of Husk or Children of the Honkmother.- Got rid of location-specific reputation. Now all the events/missions give faction reputation instead (excluding missions that aren't related to or given by a faction, e.g. abandoned outpost missions).- Lots of new outpost events, and a longer "event chain" for the secondary factions.- Lots of new faction-specific missions: some variants of existing missions, some new.- Faction-specific hires: "generic" high-level characters with more experience points and better gear than normal hireable NPCs. Available for hiring when Coalition or Separatist reputation is high enough.- Special, named characters who can be hired via scripted events after reaching a high enough reputation.- Faction-specific vendors (separatists, husks, clowns) who sell special items (many of which are completely new) if your reputation is high enough.- If your Coalition/Separatist reputation is low enough, you may get attacked by their vessel during missions.- There's now always two paths from biome to another, one controlled by the Coalition and one by the Separatists.- Improvements to the campaign map.- Added a 3rd talent tree, "Politician", for the Captain. Focused around faction relations and reputation.

Endgame:

- Completely remade the ending of the campaign. Now you'll get to see what's beyond the Eye of Europa and perhaps uncover the cause for the increasing levels of radiation.- New types of enemies/bosses.- Some new events to foreshadow the ending during the course of the campaign.

Misc changes:

- New loading screen / location portraits.- Four new music tracks.- Items' skill requirements are shown in their tooltips (the same way as damage resistances).- Tweaks to poisons.- Adjusted Europan Handshake to work better with the overhauled morbusine poisoning.- Acid Grenades and 40mm Acid Grenades are now properly affected by talents- Acid Grenades and 40mm Acid Grenades deal more damage and slow enemies down, making them more viable against fast monsters.- Made regular 40mm grenades penetrate armor more efficiently.- Made Diving Suits resist Acid Burns a bit more.- Europa Brew's Acid Vulnerability is now double as effective (200% damage taken instead of 100%).- Adjustment to throwable items (shorter throw distance and reduced speed in water).- Made flares float in place to make them more useful.- Made high-quality stun guns more effective (stunning the target faster).- The health scanner always shows poisons and paralysis on monsters to make it easier to determine whether the poisoning is progressing or wearing off.- A pass on sound ranges: the ranges should now be more consistent and sensible.- Made moloch shell fragment and riot shield medium items instead of small to fix them going inside e.g. toolbelts.- Made husk eggs consumable.- Made it more difficult to repeatedly enter an abandoned outpost and re-loot the bandits: now the bandits immediately attack you if you re-enter the outpost.- Monsters you haven't encountered yet are now hidden by default in the character editor. Can be enabled using the command "showmonsters" and re-hidden using "hidemonsters". The value is saved in creaturemetrics.xml. Doesn't affect custom creatures.- Fixed character crush depths behaving inconsistently (varying between levels, e.g. sometimes crushing the character at the depth of 2000 meters, sometimes 3000).- Improvements to submarine crush depth effects: previously the breaches were easy to deal with because pressure did small amounts of damage to all walls, now it instead does heavier damage to some walls (and the amount of damage and walls to damage increases with depth).- Added a round light component variant.- Increased the hard-coded max mission count back from 3 to 10. It'd be preferable to not change the value above 3 in the vanilla game, but since campaign settings are not moddable, we shouldn't be too strict about it (because it can be useful for a mod that this value can be adjusted).- Miscellaneous optimizations.- New slot indicator icons (= the icons that show what can go inside some items, like tanks/ammo).- Made outpost hull repair service cheaper.- Doors can now be damaged by melee weapons and ranged (handheld) weapons. (They were already destructible by submarine mounted weapons and explosives)- Adjusted and rebalanced item damage for most items, to take into account doors being destructible.- Reduced time needed for a crowbar to open doors, 7.5s for regular doors, 6s for wrecked doors (down from 10 s).- Boosted Plasma Cutter damage against doors and items (walls not touched).- Made galena more common in order to make lead easier to get.- Added Auto Operate option for all turrets. Can be enabled in the submarine editor. Not currently used on vanilla submarines. Auto operated turrets don't require a person to operate them, but they still require power and ammunition (-> someone needs to reload them).- Exosuits are powered by fuel rods instead of batteries.- Adjusted plant spawn rates in caves.- Made lead more common in stores.

Multiplayer:

- Added a language filter to the server browser.- Fixed reports given by dragging and dropping them on the status monitor always targeting the room the character is inside.- Improvements to medical clinic syncing (should fix some of the afflictions a character has sometimes not being visible on the list).- Fixed crashing if you close a server when mod downloads are disabled.- Improved projectile syncing: spread now behaves the same client-side as it does server-side (as opposed to being completely random).- Improvements/fixes to dialogs that are shown to multiple clients: disable the option buttons when another client chooses an option, and highlight the option that was chosen.- Fixed server randomizing the game mode at the end of the round when playing a campaign with the game mode selection set to Random.- Fixed inability to join servers with a submarine switch/purchase vote running.- Fixed votes passing if the client who initiated them disconnects before anyone else votes.- Fixed inability to gain more than 15 talent points in the multiplayer campaign.

AI:

- Fixed bots considering certain multi-hull rooms flooded when they are not.- Fixed bots deciding prematurely that they can't fix an item when it's deteriorating (e.g. when it's submerged).- Fixed bots removing battery cells from exosuits when ordered to charge batteries.- Fixed bots sometimes getting stuck in automatic doors and/or double doors, because they didn't wait for the door to open entirely before pressing the button again.- Improved bot ‘extinguish fires’ behavior. Fixes bots sometimes not being able to extinguish larger fires, because they stopped too far and didn't keep advancing towards the target.- Fixed bots claiming that they can't return back to the sub and then following the order anyway.- Improved the ‘find safety’ calculations so that the bots give more preference to the distance of the room.- Fixed some remaining issues and edge cases in the logic over when the bot needs diving gear and when it can be taken off.- Fixed captains (and some NPCs) idling in the airlock if they equip a diving suit.- Bot can now target items (like projectiles) with turrets and have different targeting priorities on different monsters.- Fixed bots being allowed to reach items that are too far to be interacted with.

Fixes:

- Fixes and improvements to translations (Japanese and Chinese in particular).- Fixed light components with a range of 0 and a hidden sprite being invisible against dark backgrounds.- Various fixes to Typhon 1: most notably, adjusting the hulls to prevent some rooms from being impossible to drain fully.- Fixed "kill" command not killing characters under the influence of "Miracle Worker".- Fixed some lights becoming invisible when their range is set to 0 and they're against a dark background.- Fixed lights turning on without power when they receive a toggle or set_color input.- Fixed changing the amount of items to fabricate inadvertently starting(or activating) fabrication in MP if you've previously started fabricating something- Fixed campaign settings resetting in the campaign setup menu every time you relaunch the game (meaning you'd always need to e.g. remember to toggle the tutorial off if you want to play without it).- Fixed inverted mouse buttons not working properly since the last update: the left mouse button was considered the primary mouse button regardless of your OS settings.- Fixed status monitor not properly displaying condition on tinkered items.- Fixed machines smoking when above 100% condition with tinkering.- Fixed inventory overlapping with the chatbox on low aspect ratios (small width, large height).- Fixed some layering issues in abandoned outposts.- Fixed water-sensitive items sometimes spawning as loot in wrecks.- Fixed radio static still playing even if you don't have a headset.- Fixed rifle grenade sounds not working.- Fixed crashing on startup if the MD5 hash cache file is empty.- Fixed research stations and loaders not being visible on the status monitor's electrical view.- Fixed artifact missions sometimes choosing the same artifact as a target if you happen to have multiple missions active at a time, which would lead to console errors when the round ends.- Fixed exosuit playing the warning beep if there's empty or almost empty tanks in any of its slots.- Fixed oxygen generators deteriorating in some of the outpost modules.- Fixed reputation loss when a character other than the player (e.g. crawlers in the 'crawleroutbreak' event) damages the outpost walls.- Fixed outpost modules sometimes being placed in a way that makes them overlap with the sub.- Fixed characters trying to walk in flooded spaces that are too low to stand in (like some of the tight passages in alien ruins).- Genetic material backwards compatibility to fix old unidentified genetic materials disappearing from saves prior to v0.21.6.0.- Fixed genetic materials being too rare in outposts now.- Fixed hunting grounds affecting outposts 2 steps away, not just ones in adjacent locations.- Fixed "residual waste" talent duplicating genetic materials.- Fixed monsters sometimes spawning inside destructible ice chunks in caves.- Fixed respawn shuttle sometimes spawning inside floating ice chunks.- Fixed equipping a ranged weapon setting its reload timer to 1, making it possible to reduce some weapons' loading times by unequipping and equipping them.- Fixed partially consumed items not staying on top of the stack they're in.- Fixed submarine tier and class affecting the prices of the submarine upgrades: e.g. a tier 2 upgrade would cost more on a submarine where tier 2 is the maximum than on a submarine with a higher maximum.- Fixed reputation loss when you steal items from bandits in a beacon station.- Fixed equipped flares igniting when you click on the inventory.- Fixed "Quickdraw" talent not affecting Alien Pistols.- Fixed toolbelts and other items worn on the torso getting hidden when wearing a safety harness.- Fixed advanced syringe gun and slipsuit fabrication recipes.- Fixed floating pumps and ladder layering issues in Herja.- Limited the number of makeshift shelves per sub to 3 (similar to portable pumps). Otherwise you can use them to expand the sub's cargo capacity indefinitely.- Fixed dementonite and hardened crowbars spawning in respawn containers (= respawn shuttle cabinets).- Fixed alien blood no longer causing psychosis, + made it slightly less effective to make fabricating blood packs more worthwhile- Fixed fire extinguisher spray getting blocked by characters.- Venture: Fixed the battery room not flooding properly (again), fixed the two hulls in the airlock not being linked, adjusted the waypoints a bit.- Selkie: Disconnect the outer nodes from the ladder/door nodes, because the docking ports can't be opened manually.- Fixed Thalamus AI not running properly when there's no player characters or submarines around (e.g. when all the players are in the freecam mode).- Fixed the ammo indicator not showing correctly on the advanced syringe gun.- Fixed bots sometimes getting confused by outside waypoints while being inside an outpost.- Fixed item relocation logic running also on NPCs that are not in the player team, which could cause diving suits dropped by NPCs to get spawned in the player sub.- Fixed ranged weapons (most noticeably, scrap cannon) emitting particles in the wrong direction.- Fixed acid burns not having a cause of death text.- Fixed "skedaddle" not giving a 10% movement boost like the description says.- Fixed odd fabrication list sorting: the items that require a recipe to fabricate were split into ones you have the skills to fabricate and ones you don't, even though that isn't visible in the UI, making the list just seem out of order.- Fixed red glow around the light switch's green button.- Fixed inability to hold a captain's pipe or cigar in your left hand.- Fixed ready checks not working.- Fixed affliction probabilities being evaluated twice, meaning that e.g. 50% probability of getting some affliction from an attack was actually a 25% probability.- Fixed item highlights from the previous round remaining visible the next round.- Fix the vitality modifiers on husk not working properly, because health indices on the limbs were not defined. Effectively husks always took 2x damage.- Fixed basic depth charges being cheaper than intended (only 30 mk).- Fixed inability to make lights blink at a high frequency by rapidly turning them on and off with e.g. oscillators.- Fixed follow orders not being persistent between singleplayer rounds.- Fixed bots being unable to move through Herja's airlock due to an unlinked waypoint.

Modding:

- Fixed crashing if a StatusEffect is configured to SpawnItemRandomly but doesn't configure anything to spawn.- Improved the error handling of item/character variants. Previously if the parent prefab wasn't found, there was no error message, but the variant was still created, causing crashes in various situations.- Added AITurretPriority and AISlowTurretPriority on items and characters. Setting the priority to 0 can be used for telling the bots to ignore the target entirely. Items also need to have IsAITurretTarget="True" enabled to make them a valid target.- Added ItemDamageMultiplier on items. Can be used for increasing the damage caused by other items, like weapons. Works like the existing ExplosionDamageMultiplier.

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