Barotrauma

Barotrauma

[VH] The Iroh
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Update: 8 Nov, 2021 @ 7:55am

Small update:
- Small texture bug fixes
- Added tags, so the bots know where to put stuff when you tell them to cleanup
- beans
- Changed the name of some rooms to have better localization

Update: 5 Nov, 2021 @ 11:51am

- Fixed players disappearing when using the ladder in mag shield room from the right

Update: 5 Nov, 2021 @ 4:49am

- Better ladder near the magnetic shield. I gave up and made a full ladder. Not sure about the design, might change in the future;
- The medical fabricator is now linked to the drugs cabinet;

Update: 4 Nov, 2021 @ 4:47am

Copying from the comments:

I think @1965 CIA GANGSTER POLICE, weird name btw, has a point.
Although I never intended to balance the Iroh around the vanilla subs, as I don't like the type of gameplay that comes with them, this ship had way too much stuff in it.

A big part of the price comes from me not knowing much about medicine, and its costs. There were a lot of VERY expensive drugs on board, that I didn't really think were that much useful to begin with. There are still some of these drugs on board, but their number has been reduced vastly. I think this allows this ship to still be viable both in campaigns and in single missions.

Another big part of the high value of the ship, that has been mostly unchanged, is what I call the useless flavor crap. This stuff I don't really count in the total value of the ship. It's stuff like stored components, batteries, extra clothes, flares, and in general all the crap that is there just to give a bit more flavor.

I also decreased a bit the number of weapons and ammo. There is still more than enough for a single mission (how much depends on the mission and the crew).

Finally, the price. When I made this ship I just increased a bit more the number suggested by the game. Not sure how its calculated, I thought it was a fair price, but compared to the other ships, it clearly isn't. It's not even half the price it should have lol.
I just started a new campaign, starting with a Humpback, and we had enough money to buy the Iroh in 3 missions. This ship was thought to be something you buy mid-game and carry on to the end, not a starting ship.
The price has then been increased to 23.999 marks.

It's still more a bang for the buck than the vanilla ships, that's for sure, but it's closer to reason now.

Update: 4 Nov, 2021 @ 4:46am

Update: 3 Nov, 2021 @ 5:42am

- Small graphical tweaks, few things here and there

Update: 31 Oct, 2021 @ 12:47pm

https://youtu.be/-loDklmrbd0

Update: 30 Oct, 2021 @ 2:45am

- The Coffee Warmer is back. I couldn't accept the fact that it was gone, so I found a way to replace it. Side effect, it cannot be toggled anymore, it's always ON. If you don't want it, it should be a quick and easy fix in the editor. Hopefully one day we'll have the real thing back, but in the mean time this frees a slot for a custom input in the captain's navigatin terminal;
- Added 4 weapon holders in the armory, since a bunch of new weapons can't fit inside cabinets;
- PROBABLY fixed the AI problem pointed by @Rasky, where AI crewmates would just jump off the ship in the shield room. It was probably caused by them sprinting around to fix the piece of shell that holds the shield, and not slowing down on time. Still, I suggest keeping bots away from that room;
- Added a mineral scanner, as suggested by @Hazik. Honestly I thought that any sonar-capable monitor could work as a mineral scanner, but I was wrong. The new mineral scanner is situated in Engineering, between the fabricators;
- Opening the deconstructor's cabinet doesn't show the deconstructor anymore, but the cabinet shows if you open the decostructor;

I think the only problem remaining is the shield showing up on the status monitor. I managed to annoy a dev (pingcode guy) enough that in the next hotfix there should be a way to edit this thing out, and for this I'm very thankful.

Update: 28 Oct, 2021 @ 2:16pm

- Reduced the size of the leftmost gap in the magnetic shield. This should make it less visible in the status monitor, althought a red line is still visibile. This is probably unfixable;
- Removed the components used to make the coffee's smoke. This is a sad day, but I won't surrender.
- Fixed the switch's sprite depth near the docking hatch;
- Removed / moved a bunch of screwdrivers and wrenches since they don't stack anymore;
- You can't use the gunnery navigation terminal from the status monitor anymore, but you can do the opposite;
- Added weapon holders in armory;

Update: 26 Oct, 2021 @ 12:29pm

- The Safe Room battery is now wired better. It now turns ON only if the reactor is off AND it's engaged. This saves you from wasting the battery if there is still power on the rest of the ship, saving it for when you need it.
- Minor graphical fixes