![]() Re-adding the legacy voice / radio chat keys for those who want to switch back to the old behavior.ĭeconstructors show what an item deconstructs into. A small but not insignificant improvement! Using devices while on a ladder or sitting on a chair. Tired of the UIs of your linked fabricator, deconstructor and cabinets overlapping or being placed in a less-than-optimal way? You can finally drag the UIs around and place them as you see fit. Here are some more noteworthy changes coming up.ĭraggable item UIs. What else is newĪs usual, the update contains a long list of fixes and tweaks besides what we’ve elaborated on. This means that the tutorials are now moddable, so makers of complex mods can even build an in-game tutorial for their custom content! More new tutorial snippets. The new tutorials are made with the scripted event system which we also use for events elsewhere in the game. The tutorials will continue to be polished and fixed later this year based on your feedback. This should make it faster and less overwhelming to get into the game and begin your first real round with a better understanding of the responsibilities of your role. Since we’ve covered the gameplay fundamentals in the basic tutorial already, these role-specific tutorials go into a bit more depth about the purpose and tasks of each role than our old tutorials did. After that, you can access a more nuanced role tutorial… which you can play in any order, skipping any roles you don’t want to learn at that time. The new tutorials have been split into two parts: First, the basic tutorial to get a new sailor oriented to the controls, movement, inventory and aiming a welding tool, for example. To this end, we’ve replaced the in-game tutorials with brand new ones. Tutorial rework The new tutorials are split into basic and role-specific, and the role tutorials can be done in any order.Īs we are getting closer to our 1.0 release, we’re paying close attention to making Barotrauma easier to get into (but ever hard to master, we hope). Tier and class together determine the maximum limit for upgrades for a sub, making it more advantageous to buy new subs as well as upgrade existing ones. Tier is assigned based on a submarine’s price and can be adjusted in the Sub Editor. ![]() Besides being of a specific class, subs will now be ranked into tiers (I–III) depending on how advanced they are. Deep Divers become Scouts, and you will be able to finish the campaign on any ship that you have upgraded enough. This class offered little advantage besides being able to take you through the last levels of a campaign, so we decided to remove it altogether. A sleeker submarine upgrades system: fewer upgrades for greater gain at a time, and the introduction of some class-specific upgrades to make the submarine classes stand out better.A new vanilla sub, the Camel – an early-game Transport submarine.The bulk of the Hoist the Sails update involves submarines, and we wrote about these changes in more detail in the previous blog post. Take a look! Changes in the shipyard The Camel, our newest Transport sub. NET update and related things a few weeks earlier on Steam. These put together should result in significant performance gains. NET runtime to a new version to improve overall performance, and we’ve also been working on a number of optimizations to address specific problem areas, such as large numbers of items, talents and physics. The next update is almost here, so let’s take a final look at everything in it – from performance improvements and submarine changes to overhauled game tutorials and more.
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