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I'll answer to each of your points separately to keep it organized, apologies if some answers seem a bit barebones, take them as "notes" if you will, that I was writing down while updating the sub.
PUCS and Backpack:
Smoothbrain moment on my part. Accidentally uploaded a test version of the sub. I believe I fixed it in a later patch.. Apologies for that
Sprite Depth:
Thank you for bringing this to my attention. Sprite depth in top airlock should be fixed by now, it definetly was not a design choice.
As for the stairs in gunnery, I tweaked their sprite depth so that characters don't "float on them"... while I originally intended for them to be in the background, changing their sprite depth is inevitable if I want to remove floating characters on stairs.
Switch indicator lights:
They are non-interactible right now.
Periscope toggle lights were now tweaked so they don't "draw behind sub". But to prevent the captains room from being illuminated by green light I changed the range to 4.0. So it can now be seen in the dark but it is not visually disruptive.
Bottom Aux Airlock:
Red emergency lights inside now.
Supercapacitors:
I didnt link them together on purpose, since I realise that sometimes you might want to cut off power to certain guns while ramping up the supply to others independently. While for setting the charge rate to all capacitors can be done via the computer terminal. I realise its a bit cumbersome but I'm keen on this solution as of this moment.
Capacitors now start at 50%.
Capacitors now have interaction message showing what slot its hooked up to.
Aux Sonar Monitor:
Added interaction message labeling it "Mineral scanner".
As for the "Use transducer option" I have to admit that as of today I am not really aware how to set up the transducer correctly. I will look it up and possibly tweak it in a later patch. Thank you.
Aux Status Monitor:
I linked the Aux Sonar Monitor to the Status Monitor in the Nav Room and also turned on the ability to see air quality. This was a little cheeky on my part, but allows you to see sub status alongside the Aux Monitor without adding any additional part. This bodge solution has one inevitable deviation from your own suggestion, that it allows the Captain to see air quality as well.
Switch to toggle fabrication:
Fixed, for some reason I thought all fabricators have 500 kW power draw.
Balance:
To offset some of the reactor's... excessive safety measures
- Reactor fire timer was set to 15 sec, Reactor meltdown timer was set to 80 sec.
- Reactor blast doors now close much slower (it takes about 9 seconds to achieve full seal, opening takes about 2 seconds).
- Thought about adding a pump delay so it starts pumping when doors are shut, but that would also mean it would pump 10 seconds after they're open. As of now the pump is without delay, but in the future I'll see about patching this.
- Reactor is now 10% less eficient at 0.220 fuel consumption rate.
Small polishing stuff:
- Terminals now have a welcome message
- Text displays on terminals are now "non-interactible"
- Siren behind the lever that triggers the blast doors is now non-interactible as it often got in the way of pulling the lever
- Text suggesting turret positions on loaders now doesn't reference gun types just turret positions. So text doesn't read Rear-Top Coilgun even if you switch it for a Laser or something.
AI sorting:
Honestly that is something I would love to master. It is an amazing quality of life feature, however I don't feel confident implementing it as of now.
Again thank you so much for playtesting this sub! I myself play this sub in my solo campaign and I am really excited someone out there is also playing it and helping me make it better!
I will publish the update with all above mentioned features within the hour