Barotrauma

Barotrauma

DynamicEuropa
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Update: 19 Mar, 2023 @ 5:52am

- Fixed faction related event chains not triggering. This was preventing the player from accessing special missions and achievements.
- Adjusted the "No charging dock" sign on smaller stations to not display the text above the sign if text scale is set to 100%.
- Reduced the skill requirements for all food related recipes as there is no chef job included in DynamicEuropa.

Update: 18 Mar, 2023 @ 6:49am

- Fixed an event being unable to spawn an NPC with the identifier "securitynpc"
- Fixed the wall not getting destroyed by the detonators in the mineshaft and reduced the ore count a bit.

Update: 17 Mar, 2023 @ 6:49am

- Fixed the "Could not find suitable module" warnings for faction related modules.
- Increased the payout of all lair type missions. Their payouts were less than default nest missions while being way more difficult.

Update: 16 Mar, 2023 @ 2:29pm

- Added a few items to the translation file that were missing.
- Fixed Master Chef hat and uniform being locked behind a recipe while there is currently no way to obtain said recipe. You can now just craft it at a fabricator. It is recommended to wear it while trying to obtain meat from creatures, if you have a very low butchery skill.

Update: 16 Mar, 2023 @ 1:23am

- Fixed small stations not generating oxygen
- Fixed "Pickled Hammerhead Spawn" requiring a recipe while there is no way to obtain the recipe currently.

Update: 15 Mar, 2023 @ 4:42am

- Temporary disabled the signal broadcast events to allow softlocked players to continue until a solution is found.
- Reduced probability of the faction related stowaway event from 25% to 10%.
- Added possibility for secondary factions to appear on any station except for "Colony", "Blockade", "Camp", "Clinic" and "Pirate Haven".
- Fixed a typo that caused errors while trying to generate a military outpost.
- Fixed being able to treat hunger and thirst afflictions at outpost doctors. Special thanks to Heavius for the tip!

Update: 14 Mar, 2023 @ 7:23am

- Fixed pirate havens not spawning with the pirate airlock module
- Fixed a tiny spot in one of the lair modules being filled with water when it was supposed to be filled with air.

Update: 13 Mar, 2023 @ 4:06pm

- Fixed outposts rarely trying to generate with disabled modules.

Update: 13 Mar, 2023 @ 9:24am

- Added location descriptions, telling you what services should be offered at that location.
- Adjusted Mines, Military Fortresses and Research Institutions to only sell specific submarine classes.
- Adjusted The Great Sea to only spawn up to 1 wreck instead of up to 3 and the Hydrothermal Wastes to always spawn 1 wreck to give a chance for a few supplies in this harsh environment. Wrecks could previously spawn inside each other, preventing the player to get any loot.
- Added a few new outpost modules. This is only the barebone start. A ton of new modules will be introduced over the next few months, completely redesigning outposts to eventually make them match their type in terms of look and feel.
- Completely redone lairs, husked lairs and wasteyards to be outpostlevel type locations instead of leveltransition type and added a few modules for them. Modules will be expanded upon in the future.
- Added missions to remove lairs, husked lairs and wasteyards. Now you can fight them by yourself for some cash!
- Implemented waste creatures and waste infection from Barotraumatic. No more errors when playing without Barotraumatic!
- Changed Job Board event to use the job board instead of fliers.
- Adjusted the separatist surprise event, making it more dangerous. Make sure your submarine has a loose vent or loose panel.
- Reworked the broadcast events. Sounds will now play correctly and reveal the signal source on your sonar.
- Disabled "Random Encounter" event. They refuse to work properly.
- Pirates will now inform you via your navigation terminal upon docking, if you're not welcome.
- Added new "Warden" pirate vessels to encounter. (Made by Jar Of Honey)
- Added a mission to get rid of pirate havens.
- Fixed pirates on pirate havens not changing team and attacking when provoked.
- Fixed pirates on pirate havens using a health multiplier that made them ridiculously hard to kill.
- Fixed rubber ducks not being rotatable and added the ability to squeak them when holding by pressing "E". Also added an additional squeak sound.
- Fixed ammunition racks not interactable in pirate haven armory.
- Fixed strange pirate vessel going into self destruction mode if docked.
- Fixed medical safe inaccessible on the coalition U-43T cargo transport. Can now be accessed with the coalition captain's ID card.
- Made most electrical components non-interactable on pirate vessels to reduce clicking on something else rather than the thing you want to interact with.
- Changed pirate exosuit being obtainable by looting. Instead of buying them from the pirate store or taking them from corpses, you now collect "Damaged Pirate Exosuit Parts" from pirate annihilators or somewhere inside their pirate vessel and combine these parts with a normal exosuit inside a fabricator to upgrade it into a pirate exosuit.
- Integrated the yet unreleased but upcoming mod "Hungry Europans" by _]|M|[_, allowing you to buy lore friendly food and drinks from cafeterias, vending machines and shops. Also implements cooking and butchery for certain creatures. More will be added over time.

Update: 24 Jan, 2023 @ 3:43pm

- Added compatibility for Better Exosuit with Platform 外骨骼优化和置物架.
- Fixed research stations catching on fire.
- Fixed shipyards not selling the higher tier submarines one biome early.
- Fixed Blockades not turning into colonies after getting rid of any nearby dangers.
- Updated german translation.
- Rebalanced the entire location generation on the world map. Here are some details:
Pirate outposts will be more rare instead of every other station. They'll mostly evolve from abandoned stations now, if there's no threat to them nearby so you'll see more pirate outposts in the later biomes.
Construction sites will now 99% of the time build something and not remain a construction site forever.
The following is a temporary mechanic until we get the Lair missions to work properly:
Monsters spread aggresively until they get close to military. Once military notices any kind of lairs nearby, they'll start spreading with blockades to get rid of them. Depending on how fast the monsters are spreading and moving around the map, it can take a very long time (20-50 rounds) until a biome is fully cleared, but it will always be cleared eventually. The later biomes will take the longest to be cleared. This game mechanic will also help with colonization over time in the later biomes.