Barotrauma

Barotrauma

Ghost Ship - Abaddon
Showing 11-20 of 21 entries
< 1  2  3 >
Update: 23 Apr, 2022 @ 5:16pm

Hotfix addressing issues with the latest update.

Fabricator should not require power to operate - same for other machines.

All machines should be invulnerable to EMPs.

I have added some "ghost" fuel rods and battery cells. The fuel rods are not required to run the sub, but they may come handy if you want to power up a beacon station early on. As for battery cells, they can be used for a few things that I unfortunately can't edit ( ex: I can't make flashlights run without cells ), so I'm giving you some for your early missions. It will be up to you to craft more rods or cells if you plan on using them for missions or inventory items.

I have also switched the sub's genre from attack to deep diver. As we all know now, deep divers are the only submarines that can be used after reaching a certain point in the campaign. I think it would fit this submarine to be a deep diver since it's a supernatural ship.

Bots are not having that much of a hard time moving around the ship. One of the biggest issues is that they can't reach the periscope that controls the railgun ( I have pointed that out in previous fixes ). I failed to make them use it no matter how many times I modified waypoints in that area. I think it's best for you to simply use it yourself at this point. It's right underneath the helm, after all, so it's not a long way to go. Bots can destroy your sub with an untimely railgun shot. I'll improve waypoints furthermore when I feel like the devs have made significant advances in AI. I think it would be a waste of time to try to work around the bots at the moment.

Thanks for using my submarine, feel free to leave any form of feedback. If you encounter issues, let me know.

Update: 15 Oct, 2021 @ 8:19pm

I think I mistakenly and noobishly updated a dated version last time that didn't have proper docking wiring... This has been corrected, you should be able to dock and undock correctly now. Sorry.

Update: 20 Jan, 2021 @ 2:06pm

I just noticed the bots would have some difficulties reaching the railgun. I improved waypoints a bit so they have less issues. They might miss the platform and re-climb the ladder once, but after that they get on the railgun without issues.

Update: 20 Jan, 2021 @ 1:57pm

Re-upload of the last update ( just to make sure it's the right one ).

Update: 18 Dec, 2020 @ 8:49am

I've been told there were some issues with bots. I have modified the waypoints a little.

Update: 15 Dec, 2020 @ 9:06pm

Moved the upper hatch platform a bit so you can actually stand on it when in-between the two hatches ( you used to stand on the actual hatch, not the platform, so when the bottom one would be open, you'd fall ).

Update: 15 Dec, 2020 @ 8:34pm

There were still issues with the upper hatch after all. It appears that when you use the ladder, you can't press the button, but when you don't hold the ladder, you can. Until I figure out how to bypass this effectively, I added another button on top which will facilitate opening/closing the hatch. It might just be a momentary thing until I find a better way.

Update: 14 Dec, 2020 @ 9:00pm

Thanks to Vulcan, I have fixed a few things I had overlooked. Some machines still needed power ( I might have confused an autosave with another when I published the sub ). I also made all lights immune to EMP ( some weren't ). I have renamed the hulls so they can be more appropriate for their respective rooms. Don't be afraid to tell me if something's wrong with this ship after this update. I didn't expect it to be that popular ( my other subs weren't )! Thanks everyone.

Update: 13 Dec, 2020 @ 9:12am

Moved the upper hatch a bit so it can be more accessible. I noticed it was a bit difficult to click on the button to open it from the outside. Should be easier now.

Update: 10 Dec, 2020 @ 11:22am

Reduced engine power a bit. ( Yeah, I have a bad habit of releasing stuff too quickly ).