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And well, in terms of Tier 3 stuff, there were previous versions that ive hidden because i thought they were redundant, Like a tier3 Version of aberia with a Pintle Autofire chaingun and fixed rear flak launchers, i just thought "More guns in general" wasnt a bright design in itself and the sub already has nearly no blind spots as it is
But i can give that version's file away either way
I suppose you had an mechanic with the first full skill three to fully upgrade tier 1 and 2 sub's emp resistance, and still couldn't fend it off
You see, i played it with barotraumatic and fended some of the worst it had to offer, like dreadnaughts, fractal destroyers, shadow whales, rock worms, But when it comes to the end boss, the think issue boils down to size, his emp AOE easily cover the entire sub and give you no room to breathe unless you min max repair skills to its fullest
You also mentioned an "auto repair", As in, automatic hulls and boxes repairs? ive made no such feature
gonna do further testing to double check that
Either way, i will get stuff fixed if i catch'em
By the way, I think i know whats your issue, It was called a "statelock" because while the light was RED, the reactor couldn't be switched back, You needed to have the lights green for them to function again, That's not the case any more, the switch is just a one time shutdown signal now
User error? But what did you do? did you touched the wiring?
Either way, Considering the Reactor PDA does the statelock switch job, i will just get rid of it in this next update i am sending soon
Well, i feel like i shouldn't, but just for the sake of it, i will be adding an SMG and some 3 mags in the diving locker
the not having weapons onboard is probably a nonissue for campaign but... mudraptors have ruined us three times over now- they rip through the airlock in seconds. if we fail to outrun them (super fast ship btw its fun asf) we're fucked xD. might just be a skill issue honestly.
im gonna try the reactor state thing again in singleplayer, try and replicate the issue. fucking LOVE the ship otherwise tho. design is incredible and our captain LOVES driving it.
I havent encountered that problem so far, Did it fixed itself? Add me on discord if it dosent: PAAC#7796
But truth be told, i realized the statelock switch might be kind of pointless considering a good captain keeps a reactor PDA on himself, i should just get rid of it
Thin hulls? Oh no, no no no no no no, Sardine hulls are not thin
ALL Vanilla subs have 200 hull health, Sardines have inner hulls of 200 and outter hulls of 125, Making it 325 health total, And leaks cant even start coming unless they fully break an outter hull, Sardine is a cheater on how thick it is, What sardine has is weakspots on its top airlock and glassy bits
As for starting items, Well, Sardine is a tier 2, By Europan Ridge you should have recources,
Having the sardine in Cold caverns? You will rule there, So i guess a dry start is a small price to pay
Tell me if you ever run into that again
I can send you the files of the previous versions in discord if you want
Compared to the march 31 version? Well outside of the gun loadout and the "dynamic lightning" there was the discharge coil,the pintle gun,+1 Crate rack, The bed,A slight Speed buff, The helm's room searchlights, Increased power consumption of the major pump and probably small fixes
I am updating the sub again in the next 2 days (Implementing some new ideas) And i will be taking a look at that again
Did it happaned again prior to this mensage?
Tho, on my end that really was just a visual problem, They still manned the turret normally and didnt affected anything, Did you run into any problems with that?