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Fisicorium + + Munição Calibre 12 + Munição chumbo grosso para escopetas. + Munição Calibre 12 Não-Letal + Munição de "feijão" para escopetas. Apenas um projétil, não tão letal. + Munição Calibre 12 (Balote) + Munição de balote para escopetas. Apenas um projétil, efetivo contra alvos blindados. + Munição Calibre 12 (Ponta Oca) + Munição de balote com ponta oca para escopetas. Apenas um projétil, efetivo contra alvos sem blindagem. + Munição Calibre 12 (Flechette) + Munição flechette para escopetas. Atira dardos metálicos com boa precisão, efetivo contra alvos sem blindagem. + Granadas Calibre 12 + Munição de granada para escopetas. Granadas de fogo-direto que explodem no impacto. + Munição Calibre 12 (Fisicorium) + Munição de balote feita de fisicorium para escopetas. Apenas um projétil, efetivo contra alvos blindados. + Componentes de Armas + Peças mecânicas de alta precisão usadas para o funcionamento interno da maioria das armas de fogo. + Kit de Carregamento + Uma caixa de ferramentas e espoletas de reserva usada para carregar e pressionar a maioria dos cartuchos usados pela Coalizão Europa. + Caixas de Foguetes + + Caixa de Algemas + + + Traje de Proteção Militar Mk-I + Traje de pressão pesado usado em operações militares da Coalizão. Foi projetado com proteção balística considerável para o corpo todo, porém, a adição de blindagem dificulta o movimento drasticamente. [ Efetivo até 6000m ] + Traje de Proteção Militar Mk-I (Saqueador) + Traje de pressão pesado usado em operações militares da Coalizão. Foi projetado com proteção balística considerável para o corpo todo, porém, a adição de blindagem dificulta o movimento drasticamente. [ Efetivo até 6000m ] + Traje de Proteção Militar Mk-I (Mercenário) + Traje de pressão pesado usado em operações militares da Coalizão. Foi projetado com proteção balística considerável para o corpo todo, porém, a adição de blindagem dificulta o movimento drasticamente. [ Efetivo até 6000m ] + Traje de Proteção Militar Mk-II + Traje de pressão pesado usado em operações militares da Coalizão. O design aprimorado resulta em restrição menor na mobilidade e maior durabilidade no geral. [ Efetivo até 10000m ] + Traje de Proteção Militar Mk-II (Saqueador) + Traje de pressão pesado usado em operações militares da Coalizão. O design aprimorado resulta em restrição menor na mobilidade e maior durabilidade no geral. [ Efetivo até 10000m ] + Traje de Proteção Militar Mk-II (Mercenário) + Traje de pressão pesado usado em operações militares da Coalizão. O design aprimorado resulta em restrição menor na mobilidade e maior durabilidade no geral. [ Efetivo até 10000m ] + Armadura 'Shearclaw' Mk-I + Roupa de mergulho experimental feita de escamas shearclaw com mobilidade aquática inigualável. O tecido blindado interno fornece uma leve resistência a lacerações e queimaduras. [ Efetivo até 4000m ] + Capacete 'Shearclaw' Mk-I + + + Armadura de Combate de Fuzileiro + + Roupa de Combate de Fuzileiro + + Capacete de Fuzileiro + + Armadura de Combate de Renegado + + Roupa de Combate de Renegado + + Capacete de Renegado + + Armadura de Combate de Mercenário + + Roupa de Combate de Mercenário + + Capacete de Mercenário + + Macacão de Bombeiro + + Capacete de Bombeiro + Um capacete resistente ao calor com uma máscara de respiração. + Armadura Balística Improvisada + Armadura improvisada construída a partir de placas balísticas e estofamento reciclados. Alguns bolsos foram costurados no colete. + Rádio de Segurança + Um sistema de comunicação por rádio discreto usado primariamente por oficiais de segurança de submarinos e estações. + Bandoleira Simples + Uma bandoleira de munição, a peça perfeita para o uniforme de um bom commando. + Mochila Tática + Uma mochila compacta com capacidade de armazenamento moderada para equipamento e munição. + + Trítio + Isótopo de hidrogênio. Material para armas de fissão. + Bobina de Gauss + Supercondutor de fulgurium. Um componente primário na produção de armas de gauss. + Diodo de Laser + Bomba laser de alta potência. Um componente primário na produção de armas de laser. + + Supressor Tático + Supressor de barulho para armas de fogo, equipe e remova usando o fabricador. + Lanterna Tática + Dispositivo de iluminação tático, equipe e remova usando o fabricador. + Mira Laser + Dispositivo de laser encaixável, equipe e remova usando o fabricador. + Sonar Tático + Dispositivo de detecção e rastreamento de sonar, equipe e remova usando o fabricador. + Rifle de Cano (Lanterna) + Uma arma improvisada criada a partir de peças de máquinas. Longe de ser perfeita mas dá pro gasto. + Rifle de Cano (Laser) + Uma arma improvisada criada a partir de peças de máquinas. Longe de ser perfeita mas dá pro gasto. + Rifle de Cano (Supressor) + Uma arma improvisada criada a partir de peças de máquinas. Longe de ser perfeita mas dá pro gasto. + Rifle de Cano (Supressor,Lanterna) + Uma arma improvisada criada a partir de peças de máquinas. Longe de ser perfeita mas dá pro gasto. + Rifle de Cano (Supressor,Laser) + Uma arma improvisada criada a partir de peças de máquinas. Longe de ser perfeita mas dá pro gasto. + Pistola (Lanterna) + Pistola compacta de 9mm concedida a forças de segurança de postos avançados e embarcações, embora destinada ao uso contra tripulantes hostis, pode servir como forma de defesa contra os horrores que espreitam nas profundezas. + Pistola (Laser) + Pistola compacta de 9mm concedida a forças de segurança de postos avançados e embarcações, embora destinada ao uso contra tripulantes hostis, pode servir como forma de defesa contra os horrores que espreitam nas profundezas. + Pistola (Supressor) + Pistola compacta de 9mm concedida a forças de segurança de postos avançados e embarcações, embora destinada ao uso contra tripulantes hostis, pode servir como forma de defesa contra os horrores que espreitam nas profundezas. + Pistola (Supressor,Lanterna) + Pistola compacta de 9mm concedida a forças de segurança de postos avançados e embarcações, embora destinada ao uso contra tripulantes hostis, pode servir como forma de defesa contra os horrores que espreitam nas profundezas. + Pistola (Supressor,Laser) + Pistola compacta de 9mm concedida a forças de segurança de postos avançados e embarcações, embora destinada ao uso contra tripulantes hostis, pode servir como forma de defesa contra os horrores que espreitam nas profundezas. + SMG Compacta (Lanterna) + Uma SMG 10mm simples para a defesa de embarcações e postos avançados, é imprecisa e gasta muita munição, mas dá conta do trabalho. + SMG Compacta (Laser) + Uma SMG 10mm simples para a defesa de embarcações e postos avançados, é imprecisa e gasta muita munição, mas dá conta do trabalho. + SMG Compacta (Supressor) + Uma SMG 10mm simples para a defesa de embarcações e postos avançados, é imprecisa e gasta muita munição, mas dá conta do trabalho. + SMG Compacta (Supressor,Lanterna) + Uma SMG 10mm simples para a defesa de embarcações e postos avançados, é imprecisa e gasta muita munição, mas dá conta do trabalho. + SMG Compacta (Supressor,Laser) + Uma SMG 10mm simples para a defesa de embarcações e postos avançados, é imprecisa e gasta muita munição, mas dá conta do trabalho. + SMG de Fuzileiro (Lanterna) + Uma SMG militar avançada desenvolvida pela Coalizão Europa para a defesa de embarcações e postos avançados. Dispara projéteis 5.7x28mm supercavitantes autopropulsados, bastante eficaz para eliminar criaturas sem blindagem. + SMG de Fuzileiro (Laser) + Uma SMG militar avançada desenvolvida pela Coalizão Europa para a defesa de embarcações e postos avançados. Dispara projéteis 5.7x28mm supercavitantes autopropulsados, bastante eficaz para eliminar criaturas sem blindagem. + SMG de Fuzileiro (Supressor) + Uma SMG militar avançada desenvolvida pela Coalizão Europa para a defesa de embarcações e postos avançados. Dispara projéteis 5.7x28mm supercavitantes autopropulsados, bastante eficaz para eliminar criaturas sem blindagem. + SMG de Fuzileiro (Supressor,Lanterna) + Uma SMG militar avançada desenvolvida pela Coalizão Europa para a defesa de embarcações e postos avançados. Dispara projéteis 5.7x28mm supercavitantes autopropulsados, bastante eficaz para eliminar criaturas sem blindagem. + SMG de Fuzileiro (Supressor,Laser) + Uma SMG militar avançada desenvolvida pela Coalizão Europa para a defesa de embarcações e postos avançados. Dispara projéteis 5.7x28mm supercavitantes autopropulsados, bastante eficaz para eliminar criaturas sem blindagem. + Escopeta Tática de Fuzileiro (Lanterna) + Escopeta com carregador de tubo padrão da Coalizão. Capacidade de 5 balas. + Escopeta Tática de Fuzileiro (Laser) + Escopeta com carregador de tubo padrão da Coalizão. Capacidade de 5 balas. + Pistola Taser (Lanterna) + Fornece um choque elétrico que é comparável a um bastão de choque, mas sem seu alcance um tanto precário. + Metralhadora Leve (Lanterna) + Arma automática pesada usando cartuchos 5.56x45mm com capacidade de fogo incessante suprema. + Arma de Dardos (Lanterna) + Uma arma de dardos compacta operada a gás para administrar medicamentos e outros produtos químicos. + Pistola de Gauss (Lanterna) + Arma de fulgurium, utiliza bobinas magnéticas para impulsionar projéteis de metal em grandes velocidades. Precisa ser carregada periodicamente. + Pistola de Gauss (Laser) + Arma de fulgurium, utiliza bobinas magnéticas para impulsionar projéteis de metal em grandes velocidades. Precisa ser carregada periodicamente. + Rifle de Gauss (Lanterna) + Arma de fulgurium, utiliza bobinas magnéticas para impulsionar projéteis de metal em grandes velocidades. Precisa ser carregada periodicamente. + Rifle de Gauss (Laser) + Arma de fulgurium, utiliza bobinas magnéticas para impulsionar projéteis de metal em grandes velocidades. Precisa ser carregada periodicamente. + Canhão de Torpedo (Sonar) + Um canhão sem recuo submarino avançado, desenvolvido para o uso contra embarcações ou monstros extremamente blindados, dispara microtorpedos altamente explosivos com alcance considerável. + Lança-Foguetes Marinho (Sonar) + Lançador marinho pesado apoiado pelo ombro desenvolvido para operações especiais da Coalizão, muito pesado e de alto custo, mas faz um grande estrago. + SSL 'Besta' (Lanterna) + Um canhão automático experimental calibre 30mm-FC, para poder de fogo massivo portátil. + Fuzil de Combate (Lanterna) + A arma longa padrão em 5.56x45mm da Coalizão Europa, tão precisa quanto confiável. Um favorito das empresas de mercenários em toda Europa. + Fuzil de Combate (Laser) + A arma longa padrão em 5.56x45mm da Coalizão Europa, tão precisa quanto confiável. Um favorito das empresas de mercenários em toda Europa. + Fuzil de Combate (Supressor) + A arma longa padrão em 5.56x45mm da Coalizão Europa, tão precisa quanto confiável. Um favorito das empresas de mercenários em toda Europa. + Fuzil de Combate (Supressor,Lanterna) + A arma longa padrão em 5.56x45mm da Coalizão Europa, tão precisa quanto confiável. Um favorito das empresas de mercenários em toda Europa. + Fuzil de Combate (Supressor,Laser) + A arma longa padrão em 5.56x45mm da Coalizão Europa, tão precisa quanto confiável. Um favorito das empresas de mercenários em toda Europa. + Pistola Laser (Lanterna) + Arma a laser de pulso amplificado. Projetada para funcionar com células de bateria especializadas e de alta potência. + Pistola Laser (Laser) + Arma a laser de pulso amplificado. Projetada para funcionar com células de bateria especializadas e de alta potência. + Rifle Laser (Lanterna) + Arma a laser de pulso amplificado. Projetada para funcionar com células de bateria especializadas e de alta potência. + Rifle Laser (Laser) + Arma a laser de pulso amplificado. Projetada para funcionar com células de bateria especializadas e de alta potência. + Revólver .357 (Lanterna) + Revólver de ação simples de padrão vintage, um favorito entre os capitães com um toque dramático. + Revólver .357 (Laser) + Revólver de ação simples de padrão vintage, um favorito entre os capitães com um toque dramático. + Revólver .357 (Supressor) + Revólver de ação simples de padrão vintage, um favorito entre os capitães com um toque dramático. + Revólver .357 (Supressor,Lanterna) + Revólver de ação simples de padrão vintage, um favorito entre os capitães com um toque dramático. + Revólver .357 (Supressor,Laser) + Revólver de ação simples de padrão vintage, um favorito entre os capitães com um toque dramático. + + Caixa de Munição de Metralhadora Rotativa Estendida + + Caixa de Munição de Metralhadora Rotativa Fisicorium Estendida + + Caixa de Munição de Metralhadora Rotativa Explosiva + + Caixa de Munição de Metralhadora Rotativa Explosiva Estendida + + Projétil Explosivo de Metralhadora Rotativa + + Caixa de Munição de Metralhadora Rotativa HEFC + Munição para a metralhadora rotativa. Cartuchos "High Explosive Fragmentation Composite" com imenso poder de fogo contra alvos com ou sem blindagem. + Caixa de Munição de Metralhadora Rotativa HEFC Estendida + Munição para a metralhadora rotativa. Cartuchos "High Explosive Fragmentation Composite" com imenso poder de fogo contra alvos com ou sem blindagem. + Projétil HEFC de Metralhadora Rotativa + + + Caixa de Munição de Canhão Eletromagnético Estendida + + Caixa de Munição Explosiva Estendida + + Caixa de Munição Perfurante Estendida + + Caixa de Munição de Fisicorium Estendida + + Caixa de Munição HEFC + Munição para o canhão eletromagnético. Cartuchos "High Explosive Fragmentation Composite" com imenso poder de fogo contra alvos com ou sem blindagem. + Caixa de Munição HEFC Estendida + Munição para o canhão eletromagnético. Cartuchos "High Explosive Fragmentation Composite" com imenso poder de fogo contra alvos com ou sem blindagem. + Projétil HEFC de Canhão Eletromagnético + + Caixa de Munição Híbrida + Munição para o canhão eletromagnético. Conversão de calibre pesado, cartuchos de canhão eletromagnético híbridos com poder de fogo aprimorado. + Caixa de Munição Híbrida Estendida + + Projétil de Canhão Eletromagnético Híbrido + + Caixa de Munição Híbrida Flak + Munição para o canhão eletromagnético. Conversão de calibre pesado, cartuchos de canhão eletromagnético híbridos equipados com ogivas flak. + Caixa de Munição Híbrida Flak Estendida + + Projétil de Canhão Eletromagnético Híbrido Flak + + Caixa de Munição Híbrida Flak de Proximidade + Munição para o canhão eletromagnético. Conversão de calibre pesado, cartuchos de canhão eletromagnético híbridos equipados com ogivas flak. + Caixa de Munição Híbrida Flak de Proximidade Estendida + + Projétil de Canhão Elétrico Híbrido Flak de Proximidade + + Caixa de Munição Híbrida Perfurante + Munição para o canhão eletromagnético. Conversão de calibre pesado, cartuchos de canhão eletromagnético híbridos com carga-focada anti-blindagem. + Caixa de Munição Híbrida Perfurante Estendida + + Projétil de Canhão Eletromagnético Híbrido Perfurante + + Emissor de Laser para Canhão Eletromagnético + Conversão de hardware de canhão eletromagnético experimental. Grande matriz de laser que extrai diretamente de uma fonte de alimentação de Canhão Eletromagnético padrão da Coalizão. + Projétil de Laser de Canhão Eletromagnético + + Caixa de Munição Híbrida Tóxica + Munição para o canhão eletromagnético. Conversão de calibre pesado, cartuchos de canhão eletromagnético híbridos com poder de fogo aprimorado. + Projétil Híbrido Tóxico + + Caixa de Munição Híbrida Sinalizadora + Uma solução para o disparo de sinalizadores na forma do canhão eletromagnético. Quando disparada, cria um sinal brilhante para avistar inimigos. + Projétil Híbrido Sinalizador + + Caixa de Munição de Alta-Velocidade + Munição para o canhão eletromagnético. Cartucho de alta-velocidade compostos. + Caixa de Munição de Alta-Velocidade Estendida + + Projétil de Canhão Eletromagnético de Alta-Velocidade + + + Sinalizador de Agrupamento para Drones + Sinalizador de rádio de curto alcance. Drones tentarão seguir o sinalizador quando disponíveis e atacarão ameaças próximas. Flutua se largado na água. + Sinalizador de Ataque para Drones + Sinalizador de rádio de curto alcance. Drones irão priorizar atacar alvos próximos. Flutua se largado na água. + Drone Sentinela Mk-I + Um drone de combate experimental projetado para ser pequeno o suficiente para acompanhar times de mergulho em operações de longa distância. + Destroços de Drone Sentinela + Um drone sentinela destruído, pode ser reciclado. + Drone de Bordo Mk-I + Um drone de combate experimental projetado para a defesa de postos avançados e invasão de submarinos. + Torreta do Drone de Bordo Mk-I + Destroços de Drone de Bordo + Um drone de bordo destruído, pode ser reciclado. + Ferramenta para Manuntenção de Drones + Aparelho de rádio de curto alcance usado para desligar drones remotos. + + Caixa de Plasma de Laser de Pulso + Um cartucho de laser de pulso que gera raios helicoidais de plasma. Resulta em maior dano, mas reduz seu alcance efetivo. + Projétil de Pulso de Plasma + + + Projétil de Carga de Profundidade + Um contêiner resistente à pressão projetado para ser compatível com a maioria dos sistemas capazes de lançar bombas de profundidade. Útil para descartar materiais perigosos de forma segura ou entregar suprimentos de forma rápida para o exterior do submarino. + Projétil Chamariz de Canhão Elétrico + Uma plataforma experimental de chamariz e contramedida, o projétil desacelera até parar depois de viajar por volta de 100m e emite um sinal de sonar capaz de distrair a maioria dos monstros. + Projétil Chamariz Nuclear de Canhão Elétrico + Uma plataforma experimental de chamariz e contramedida, o projétil desacelera até parar depois de viajar por volta de 100m e emite um sinal de sonar capaz de distrair a maioria dos monstros. + Projétil de Flechette + Um projétil de canhão elétrico especializado que, quando disparado, explode em múltiplos projéteis perfurantes. + ek_railgun_flechette_pellet + + Meio-Projéteis de Canhão Elétrico + Dois projéteis de canhão elétrico com metade do tamanho. Embora com poder de fogo reduzido comparado a um projétil normal, são úteis para reduzir gastos e economizar espaço. + Meio-Projétil de Canhão Elétrico + Um projétil de canhão elétrico com metade do tamanho. Embora com poder de fogo reduzido comparado a um projétil normal, é útil para reduzir gastos e economizar espaço. + Meio-Projéteis Perfurantes + Dois projéteis perfurantes com metade do tamanho. Embora com poder de fogo reduzido comparado a um projétil normal, são úteis para reduzir gastos e economizar espaço. + Meio-Projétil Perfurante + Um projétil perfurante com metade do tamanho. Embora com poder de fogo reduzido comparado a um projétil normal, é útil para reduzir gastos e economizar espaço. + Meio-Projéteis de Fisicorium + Dois projéteis de fisicorium com metade do tamanho. Embora com poder de fogo reduzido comparado a um projétil normal, são úteis para reduzir gastos e economizar espaço. + Meio-Projétil de Fisicorium + Um projétil de fisicorium com metade do tamanho. Embora com poder de fogo reduzido comparado a um projétil normal, é útil para reduzir gastos e economizar espaço. + Projétil Teleguiado de Canhão Elétrico + Um projétil de canhão elétrico altamente avançado com rastreamento termal e sistema de orientação, irá automaticamente seguir formas de vida hostil em sua proximidade ao disparar. + Projétil Nuclear Teleguiado + Um projétil de canhão elétrico altamente avançado com rastreamento termal e sistema de orientação, irá automaticamente seguir formas de vida hostil em sua proximidade ao disparar. + Projétil Flak + Um projétil de canhão elétrico projetado com múltiplas cargas explosivas voltadas para o exterior que detonam em sequência. Produz ondas de choque capazes de danificar órgãos internos de criaturas pequenas e desorientar criaturas maiores de forma significante. + Projétil Flak de Proximidade + Um projétil de canhão elétrico projetado com múltiplas cargas explosivas voltadas para o exterior que detonam ao chegar perto do alvo. Produz ondas de choque capazes de danificar órgãos internos de criaturas pequenas e desorientar criaturas maiores de forma significante. + Projétil Perfurante + Um projétil de canhão elétrico com núcleo anti-blindagem cinético. + Projétil Explosivo Perfurante + Um projétil de canhão elétrico equipado com uma ogiva de carga-focada anti-blindagem. + ek_railshell_fusion_effect + + Projétil de Fissão + Projétil de canhão elétrico carregado com uma ogiva de fissão intensificada devastadora. O pavio de atraso detona após aproximadamente 70m de distância. + Projétil de Fissão de Proximidade + Projétil de canhão elétrico carregado com uma ogiva de fissão intensificada devastadora. O pavio de proximidade detona quando um inimigo é detectado. + Bomba de Profundidade Radioativa + Bomba de profundidade experimental carregada com um emissor de radiação de alta potência. Uso desse aparelho em combate é considerado um crime de guerra dentro das leis da Coalizão. + ek_railgun_flare_effect + + Projétil Sinalizador + Uma solução para o disparo de sinalizadores na forma de um projétil de canhão elétrico. Quando disparado, cria uma coluna curta de sinalizadores. + Projétil Incendiário + Um projétil de canhão elétrico equipado com uma ogiva incendiária. + Projétil de Alta-Velocidade + Um projétil de canhão elétrico com uma trajetória plana e de longa distância. + ek_depthcharge_cyanide_cloud + + Bomba de Profundidade de Cianeto + Bomba de profundidade equipada com uma carga de cianeto, é dispersada nos arredores logo após ser disparada. + ek_depthcharge_paralyzant_cloud + + Bomba de Profundidade Paralisante + Bomba de profundidade equipada com uma carga de paralisante, é dispersada nos arredores logo após ser disparada. + ek_depthcharge_radiotoxin_cloud + + Bomba de Profundidade de Radiotoxina + Bomba de profundidade equipada com uma carga de radiotoxina, é dispersada nos arredores logo após ser disparada. + Sinalizador de Profundidade + Uma solução para o disparo de sinalizadores na forma de uma bomba de profundidade. Quando disparado, cria uma coluna curta de sinalizadores. + ek_depthcharge_chaff_cloud + + ek_depthcharge_chaff_aitarget + + Bomba Chaff de Profundidade + Contramedida de sonar passiva na forma de bomba de profundidade. Dispersa uma nuvem de material para atrapalhar sonares em uma grande área. + Projétil Chaff de Canhão Elétrico + Contramedida de sonar passiva na forma de projétil de canhão elétrico. Dispersa uma nuvem de material para atrapalhar sonares em uma grande área. + + Rifle de Cano + Uma arma improvisada criada a partir de peças de máquinas. Longe de ser perfeita mas dá pro gasto. + Bala de Rifle de Cano + + Bala de Fisicorium de Rifle de Cano + + Sinalizador de Revólver + Sinalizador de Revólver a prova d'água que ilumina uma pequena área. + Pistola + Pistola compacta de 9mm concedida a forças de segurança de postos avançados e embarcações, embora destinada ao uso contra tripulantes hostis, pode servir como forma de defesa contra os horrores que espreitam nas profundezas. + Carregador 9mm + + Carregador 9mm (Alta-Capacidade) + + Bala 9mm + + Carregador 9mm (Fisicorium) + + Bala de Fisicorium 9mm + + Carregador 9mm (Não-Letal) + + Bala de Borracha 9mm + + SMG de Fuzileiro + Uma SMG militar avançada desenvolvida pela Coalizão Europa para a defesa de embarcações e postos avançados. Dispara projéteis 5.7x28mm supercavitantes autopropulsados, bastante eficaz para eliminar criaturas sem blindagem. + Carregador 5.7x28mm + 5.7x28mm Coalizão + Bala 5.7x28mm + + Carregador 5.7x28mm (Fisicorium) + 5.7x28mm Coalizão + Bala de Fisicorium 5.7x28mm + + Carregador 5.7x28mm (Não-Letal) + 5.7x28mm Coalizão + Bala de Borracha 5.7x28mm + + Escudo Balístico Leve + Um escudo leve para tumultos, construído com uma resina balística transparente. + Canhão de Torpedo + Um canhão sem recuo submarino avançado, desenvolvido para o uso contra embarcações ou monstros extremamente blindados, dispara microtorpedos altamente explosivos com alcance considerável. + Microtorpedo (Balote) + Balote cinético miniaturizado, sem rastreamento, lançado de um canhão de torpedo. + Microtorpedo (Alto Explosivo) + Ogiva miniaturizada, sem rastreamento, lançada de um canhão de torpedo. + Microtorpedo (Pavio Curto) + Ogiva com pavio de atraso miniaturizada, sem rastreamento, lançada de um canhão de torpedo. + Microtorpedo (Pulso Elétrico) + Sonda de atordoamento miniaturizada, lançada de um canhão de torpedo. + Microtorpedo (Fisicorium) + Ogiva experimental de alto rendimento, lançada de um canhão de torpedo. + Pistola Sinalizadora + Uma pistola de sinalização de emergência destinada a sinalizar embarcações. Dispara sinalizadores para fornecer iluminação. + Cartucho de Sinalizador + Sinalizador à prova d'água que ilumina uma grande área. Disparado de uma pistola sinalizadora. + ek_flareshell_effect + + Mina de Impacto + Mina flutuante acionada por contato. Sensores ativam 3 segundos após a implantação. + Mina de Proximidade + Mina flutuante acionada por movimento. Sensores ativam 3 segundos após a implantação. + Escopeta Cano-Duplo + Escopa cano-duplo curta. Favorita dos guardas da Coalizão como uma arma barata, mas eficaz. + Escopeta Tática de Fuzileiro + Escopeta com carregador de tubo padrão da Coalizão. Capacidade de 5 balas. + Cartucho Calibre 12 + Munição chumbo grosso para escopetas. + Cartucho Calibre 12 Não-Letal + Munição de "feijão" para escopetas. Apenas um projétil, não tão letal. + Cartucho Calibre 12 (Balote) + Munição de balote para escopetas. Apenas um projétil, efetivo contra alvos blindados. + Cartucho Calibre 12 (Ponta Oca) + Munição de balote com ponta oca para escopetas. Apenas um projétil, efetivo contra alvos sem blindagem. + Cartucho Calibre 12 (Fisicorium) + Munição de balote de fisicorium para escopetas. Apenas um projétil, efetivo contra alvos blindados. + Granada Calibre 12 + Munição de granada para escopetas. Granadas de fogo-direto que explodem no impacto. + Cartucho Calibre 12 (Flechette) + Munição flechette para escopetas. Atira dardos metálicos com boa precisão, efetivo contra alvos sem blindagem. + Pistola Taser + Fornece um choque elétrico que é comparável a um bastão de choque, mas sem seu alcance um tanto precário. + Cartucho Taser + + Taser + + Lança-Chamas + Impulsiona um fluxo de combustível incendiado para produzir uma intensa bola de fogo capaz de cobrir uma grande área. + Tanque de Combustível de Lança-Chamas + + Gota de Combustível + + Tanque de Incendium de Lança-Chamas + + Gota de Combustível de Incendium + + Rifle Alienígena + + Célula de Rifle Alienígena + + Bala de Rifle Alienígena + + Coquetel Molotov + Uma garrafa de etanol com um pavio de bandagem encharcada, um dispositivo incendiário grosseiro, mas eficaz. + Arma de Dardos Compacta + Uma pequena arma de dardos operada à mão frequentemente usada por assassinos renegados. + Arma de Dardos + Uma arma de dardos compacta operada a gás para administrar medicamentos e outros produtos químicos. + Dardo (Hemostato) + + Dardo (Estabilozina) + + Dardo (Morfina) + + Dardo (Fentanil) + + Dardo (Deusizina) + + Dardo (Calyxanida) + + Dardo (Haloperidol) + + Dardo (Oxigenita) + + Dardo (Esteróides) + + Dardo (Anti-Paralisante) + + Dardo (Etanol) + + Dardo (Sedativo) + + Dardo (Psicose) + + Dardo (Ácido) + + Dardo (Cianeto) + + Dardo (Radiotoxina) + + Dardo (Morbusina) + + Dardo (Sofrina) + + Dardo (Paralisante) + + Dardo (Mata-Raptor) + + Dardo (Explosivo) + Um dispositivo macabro que injeta uma sonda explosiva em miniatura que detona após um atraso moderado. + SMG Compacta + Uma SMG 10mm simples para a defesa de embarcações e postos avançados, é imprecisa e gasta muita munição, mas dá conta do trabalho. + Carregador 10mm-Auto + + Bala 10mm-Auto + + Carregador 10mm-Auto (Fisicorium) + + Bala de Fisicorium 10mm-Auto + + Carregador 10mm-Auto (Não-Letal) + + Bala de Borracha 10mm-Auto + + Lança-Foguetes Marinho + Lançador marinho pesado apoiado pelo ombro desenvolvido para operações especiais da Coalizão, muito pesado e de alto custo, mas faz um grande estrago. + Foguete (Alto Explosivo) + Foguete sem rastreamento com uma ogiva explosiva substancial. + Foguete (Pavio Curto) + Foguete com pavio de atraso com uma ogiva explosiva substancial. + Foguete (Anti-Blindagem) + Foguete sem rastreamento com uma ogiva anti-blindagem. + Foguete (Fisicorium) + Foguete sem rastreamento com uma ogiva experimental de alto rendimento. + Pistola de Gauss + Arma de fulgurium, utiliza bobinas magnéticas para impulsionar projéteis de metal em grandes velocidades. Precisa ser carregada periodicamente. + Carregador de Pistola de Gauss + + Projétil de Pistola de Gauss + + Rifle de Gauss + Arma de fulgurium, utiliza bobinas magnéticas para impulsionar projéteis de metal em grandes velocidades. Precisa ser carregada periodicamente. + Carregador de Rifle de Gauss + + Projétil de Rifle de Gauss + + Metralhadora Leve + Arma automática pesada usando cartuchos 5.56x45mm com capacidade de fogo incessante suprema. + Tambor de 5.56x45mm + 5.56x45mm Coalizão + Bala 5.56x45mm + + Tambor de 5.56x45mm (Fisicorium) + + Bala de Fisicorium 5.56x45mm + + Granada de Fumaça + + Fuzil de Combate + A arma longa padrão em 5.56x45mm da Coalizão Europa, tão precisa quanto confiável. Um favorito das empresas de mercenários em toda Europa. + Carregador 5.56x45mm + 5.56x45mm Coalizão + Carregador 5.56x45mm (Fisicorium) + 5.56x45mm Coalizão + Carregador 5.56x45mm (Não-Letal) + 5.56x45mm Coalizão + SSL 'Besta' + Um canhão automático experimental calibre 30mm-FC, para poder de fogo massivo portátil. + Clipe de Munição 30mm-FC + Clipe de munição 30mm composite SSL. Usado pelo SSL portátil experimental 'Besta'. + Bala 30mm-FC + + Explosivo Improvisado + Uma bomba de estilhaços improvisada construída com componentes eletrônicos e um tanque de combustível. + Carga de Demolição + Dispositivo de carga-focada leve com uma pequena área de efeito. Útil para demolir portas e seções de casco pequenas. + ek_breachingcharge_effect + + Pacote Explosivo (UEX) + Pacote explosivo controlado por temporizador. + Pacote Explosivo (C-4) + Pacote explosivo controlado por temporizador. + Termite + + ek_thermite_effect + + Granada de Termite + + Pacote Explosivo (Termite) + Pacote explosivo controlado por temporizador. + ek_thermite_effect_large + + Pistola Laser + Arma a laser de pulso amplificado. Projetada para funcionar com células de bateria especializadas e de alta potência. + Célula de Pistola Laser + + Projétil de Pistola Laser + + Rifle Laser + Arma a laser de pulso amplificado. Projetada para funcionar com células de bateria especializadas e de alta potência. + Célula de Rifle Laser + + Projétil de Rifle Laser + + Tanque Hipergólico de Lança-Chamas + Mistura de combustível auto-oxidante instável, utilizável debaixo d'água. + Gota Hipergólica + + Dinamite + Um dos primeiros compostos explosivos "estáveis", feito de produtos químicos orgânicos comuns. (Use enquanto estiver segurando para acender) + Pacote Explosivo (Dinamite) + Pacote explosivo controlado por temporizador. + Revólver .357 + Revólver de ação simples de padrão vintage, um favorito entre os capitães com um toque dramático. + Bala de Revólver .357 + + Carregador de Balas .357 + + Bala de Revólver .357 (Fisicorium) + + Carregador de Balas .357 (Fisicorium) + + Bala de Revólver .357 (Não-Letal) + + Carregador de Balas .357 (Não-Letal) + + Granada de Atordoamento + + Arpão Foguete + Um arpão para a arma de arpão, impulsionado por um pequeno motor de foguete para maior alcance e impacto. + Granada de Mergulho + Uma granada de flutuabilidade neutra projetada para uso subaquático. Tem um pavio de detonação mais rápido do que uma granada padrão. + Granada de Fumaça 40mm + Munição para o lança-granada que explode em fumaça no impacto. + Granada 'Colméia' 40mm + Munição para o lança-granada que dispara vários projéteis sólidos. + Granada de Termite 40mm + Munição para o lança-granada que explode termite no impacto. + + Machadinha + Tradicionalmente usado para cortar madeira no velho planeta água, agora é usado principalmente para remover colônias de fungos indesejadas. Pode ser uma arma decente. + Sabre de Capitão + Uma arma entregue aos antigos capitães do mar. Uma arma antiquada, mas ainda mortífera nas mãos certas. + Cassetete + Um bastão de segurança sem os sinos e apitos extras. + Facas de Arremesso + Rolo compressor não está incluído. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/EnglishEkArmory.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/EnglishEkArmory.xml new file mode 100644 index 00000000..ab6c4e51 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/EnglishEkArmory.xml @@ -0,0 +1,661 @@ + + + + Gun Drone + Walker Drone + Railgun Homing Shell + Nuclear Homing Shell + + Weapons Cabinet + + Weapons Cabinet + + Weapons Case + + 9mm Ammo Crate + + 5.7x28mm Ammo Crate + + 5.56x45mm Ammo Crate + + Shotgun Ammo Crate + + Microtorpedo Crate + + Physicorium Ammo Crate + + 12-Gauge Shells + Buckshot ammunition for a shotgun. + Beanbag Shells + Beanbag ammunition for a shotgun. Single-projectile, less-lethal. + 12-Gauge Slugs + Slug ammunition for a shotgun. Single-projectile effective against armored targets. + 12-Gauge Hollow-Point + Hollow-point slug ammunition for a shotgun. Single-projectile effective against soft targets. + Flechette Shells + Flechette ammunition for a shotgun. Tight grouping of metal flechettes effective against soft targets. + 12-Gauge Grenades + Grenade ammunition for a shotgun. Direct-fire grenade which detonates on impact. + Physicorium Slugs + Physicorium slug ammunition for a shotgun. Single-projectile effective against armored targets. + Weapon Components + High-precision mechanical parts used for the inner workings of most small arms. + Loading Kit + A case of tools and replacement primers used for loading and pressing most standard Europan Coalition cartridges. + Rocket Crate + + Handcuff Case + + + Military Mk-I Hardsuit + Heavyweight pressure suit for used coalition military operations. It is designed with substantial full-body ballistic protection, however the added armor reduces mobility considerably. [ Rated 6000m ] + Military Mk-I Hardsuit (Bandit) + Heavyweight pressure suit for used coalition military operations. It is designed with substantial full-body ballistic protection, however the added armor reduces mobility considerably. [ Rated 6000m ] + Military Mk-I Hardsuit (Mercenary) + Heavyweight pressure suit for used coalition military operations. It is designed with substantial full-body ballistic protection, however the added armor reduces mobility considerably. [ Rated 6000m ] + Military Mk-II Hardsuit + Heavyweight pressure suit for used coalition military operations. Improved design allows less-restricted movement and overall increased durability. [ Rated 10000m ] + Military Mk-II Hardsuit (Bandit) + Heavyweight pressure suit for used coalition military operations. Improved design allows less-restricted movement and overall increased durability. [ Rated 10000m ] + Military Mk-II Hardsuit (Mercenary) + Heavyweight pressure suit for used coalition military operations. Improved design allows less-restricted movement and overall increased durability. [ Rated 10000m ] + Shearclaw Armor Mk-I + Experimental wetsuit fabricated from shearclaw scale with unparalleled underwater mobility. Internal armor weave provides a light amount of puncture and burn resistance. [ Rated 4000m ] + Shearclaw Helmet Mk-I + + + Marine Combat Armor + + Marine Combat Undershirt + + Marine Helmet + + Renegade Combat Armor + + Renegade Combat Undershirt + + Renegade Helmet + + Mercenary Combat Armor + + Mercenary Combat Undershirt + + Mercenary Helmet + + Fire Jumpsuit + + Fire Helmet + A sturdy heat-resistant helmet and breathing mask. + Improvised Ballistic Armor + Makeshift armor built from loose ballistic plates and padding. There are many small pouches sewn into the vest. + Security Radio + A low-profile radio communication system used mainly by ship and station security officers. + Bandolier + An ammo bandolier, a fine piece to tie together the outfit of any commando. + Tactical Backpack + A compact backpack with moderate storage capacity for gear and ammunition. + + Tritium + Hydrogen isotope. Fusion weapon material. + Gauss Coil Assembly + Fulgurium superconductor. A primary component in producing gauss weapons. + Laser Diode + High-power laser pump. A primary component in producing laser weapons. + + Marine Suppressor + Firearm noise suppression, equip and remove using fabricator. + Tactical Light + Tactical illumination device, equip and remove using fabricator. + Laser Sight + Attachable laser device, equip and remove using fabricator. + Sonar Scope + Sonar detection and tracking device, equip and remove using fabricator. + Pipe Rifle (Flashlight) + A makeshift weapon constructed from various machine parts. Crude but effective in a pinch. + Pipe Rifle (Laser) + A makeshift weapon constructed from various machine parts. Crude but effective in a pinch. + Pipe Rifle (Suppressed) + A makeshift weapon constructed from various machine parts. Crude but effective in a pinch. + Pipe Rifle (Suppressed,Flashlight) + A makeshift weapon constructed from various machine parts. Crude but effective in a pinch. + Pipe Rifle (Suppressed,Laser) + A makeshift weapon constructed from various machine parts. Crude but effective in a pinch. + Handgun (Flashlight) + Compact 9mm handgun issued to private outpost and vessel security forces, though intended for use against hostile crewmen it is at least some form of defence against the horrors waiting in the depths. + Handgun (Laser) + Compact 9mm handgun issued to private outpost and vessel security forces, though intended for use against hostile crewmen it is at least some form of defence against the horrors waiting in the depths. + Handgun (Suppressed) + Compact 9mm handgun issued to private outpost and vessel security forces, though intended for use against hostile crewmen it is at least some form of defence against the horrors waiting in the depths. + Handgun (Suppressed,Flashlight) + Compact 9mm handgun issued to private outpost and vessel security forces, though intended for use against hostile crewmen it is at least some form of defence against the horrors waiting in the depths. + Handgun (Suppressed,Laser) + Compact 9mm handgun issued to private outpost and vessel security forces, though intended for use against hostile crewmen it is at least some form of defence against the horrors waiting in the depths. + Compact SMG (Flashlight) + A simple 10mm SMG for ship and outpost defence, inaccurate and eats through ammo but gets the job done. + Compact SMG (Laser) + A simple 10mm SMG for ship and outpost defence, inaccurate and eats through ammo but gets the job done. + Compact SMG (Suppressed) + A simple 10mm SMG for ship and outpost defence, inaccurate and eats through ammo but gets the job done. + Compact SMG (Suppressed,Flashlight) + A simple 10mm SMG for ship and outpost defence, inaccurate and eats through ammo but gets the job done. + Compact SMG (Suppressed,Laser) + A simple 10mm SMG for ship and outpost defence, inaccurate and eats through ammo but gets the job done. + Marine SMG (Flashlight) + An advanced military SMG developed by the Europan Coalition for ship and outpost defence. Fires 5.7x28mm self-propelled supercavitating shells quite effective at taking out unarmored creatures. + Marine SMG (Laser) + An advanced military SMG developed by the Europan Coalition for ship and outpost defence. Fires 5.7x28mm self-propelled supercavitating shells quite effective at taking out unarmored creatures. + Marine SMG (Suppressed) + An advanced military SMG developed by the Europan Coalition for ship and outpost defence. Fires 5.7x28mm self-propelled supercavitating shells quite effective at taking out unarmored creatures. + Marine SMG (Suppressed,Flashlight) + An advanced military SMG developed by the Europan Coalition for ship and outpost defence. Fires 5.7x28mm self-propelled supercavitating shells quite effective at taking out unarmored creatures. + Marine SMG (Suppressed,Laser) + An advanced military SMG developed by the Europan Coalition for ship and outpost defence. Fires 5.7x28mm self-propelled supercavitating shells quite effective at taking out unarmored creatures. + Marine Tactical Shotgun (Flashlight) + Coalition standard tube-fed shotgun. Holds 5 shells. + Marine Tactical Shotgun (Laser) + Coalition standard tube-fed shotgun. Holds 5 shells. + Tazer Gun (Flashlight) + Delivers an electrical shock that is in most ways comparable to a stun baton, but without its somewhat lacking range. + Drum LMG (Flashlight) + Heavy automatic weapon firing 5.56x45mm rounds with supreme sustained fire capability. + Dart Gun (Flashlight) + A compact gas-operated dart gun for administering medicines and other chemicals. + Gauss Pistol (Flashlight) + Fulgurium weapon, utilizes magnetic coils to propel metal slugs at great speeds. + Gauss Pistol (Laser) + Fulgurium weapon, utilizes magnetic coils to propel metal slugs at great speeds. + Gauss Rifle (Flashlight) + Fulgurium weapon, utilizes magnetic coils to propel metal slugs at great speeds. + Gauss Rifle (Laser) + Fulgurium weapon, utilizes magnetic coils to propel metal slugs at great speeds. + Torpedo Rifle (Sonarscope) + An advanced submarine recoiless rifle developed for use against vessels and heavily armored monsters, fires high-explosive microtorpedoes with considerable range. + Marine Rocket Launcher (Sonarscope) + Heavy marine shoulder-fired launcher developed for coalition special operations, unwieldy and expensive but packs a punch. + 'Beast' SSL (Flashlight) + An experimental 30mm-FC autocannon for massive portable firepower. + Marine Battle Rifle (Flashlight) + A standard Europan Coalition 5.56x45mm long-gun, both accurate and reliable. Favored by europan mercenary companies everywhere. + Marine Battle Rifle (Laser) + A standard Europan Coalition 5.56x45mm long-gun, both accurate and reliable. Favored by europan mercenary companies everywhere. + Marine Battle Rifle (Suppressed) + A standard Europan Coalition 5.56x45mm long-gun, both accurate and reliable. Favored by europan mercenary companies everywhere. + Marine Battle Rifle (Suppressed,Flashlight) + A standard Europan Coalition 5.56x45mm long-gun, both accurate and reliable. Favored by europan mercenary companies everywhere. + Marine Battle Rifle (Suppressed,Laser) + A standard Europan Coalition 5.56x45mm long-gun, both accurate and reliable. Favored by europan mercenary companies everywhere. + Laser Pistol (Flashlight) + Pulse-amplified laser weapon. Designed to run off specialized high-power battery cells. + Laser Pistol (Laser) + Pulse-amplified laser weapon. Designed to run off specialized high-power battery cells. + Laser Rifle (Flashlight) + Pulse-amplified laser weapon. Designed to run off specialized high-power battery cells. + Laser Rifle (Laser) + Pulse-amplified laser weapon. Designed to run off specialized high-power battery cells. + .357 Revolver (Flashlight) + Vintage pattern single-action revolver, a favorite among captains with a flair for the dramatic. + .357 Revolver (Laser) + Vintage pattern single-action revolver, a favorite among captains with a flair for the dramatic. + .357 Revolver (Suppressed) + Vintage pattern single-action revolver, a favorite among captains with a flair for the dramatic. + .357 Revolver (Suppressed,Flashlight) + Vintage pattern single-action revolver, a favorite among captains with a flair for the dramatic. + .357 Revolver (Suppressed,Laser) + Vintage pattern single-action revolver, a favorite among captains with a flair for the dramatic. + + Extended Chaingun Ammunition Box + + Extended Physicorium Chaingun Ammunition Box + + Exploding Chaingun Ammunition Box + + Extended Exploding Chaingun Ammunition Box + + Exploding Chaingun Bolt + + HEFC Chaingun Ammunition Box + Ammunition for the chaingun. High Explosive Fragmentation Composite shells with immense stopping power against soft and hard targets alike. + Extended HEFC Chaingun Ammunition Box + Ammunition for the chaingun. High Explosive Fragmentation Composite shells with immense stopping power against soft and hard targets alike. + HEFC Chaingun Bolt + + + Extended Coilgun Ammunition Box + + Extended Exploding Ammunition Box + + Extended Piercing Ammunition Box + + Extended Physicorium Ammunition Box + + HEFC Ammunition Box + Ammunition for the coilgun. High Explosive Fragmentation Composite shells with immense stopping power against soft and hard targets alike. + Extended HEFC Ammunition Box + Ammunition for the coilgun. High Explosive Fragmentation Composite shells with immense stopping power against soft and hard targets alike. + HEFC Coilgun Bolt + + Hybrid Ammunition Box + Ammunition for the coilgun. Heavy caliber conversion, hybrid coilgun shells with greatly improved stopping power. + Extended Hybrid Ammunition Box + + Hybrid Coilgun Bolt + + Hybrid Flak Ammunition Box + Ammunition for the coilgun. Heavy caliber conversion, hybrid coilgun shells equipped with flak warheads. + Extended Hybrid Flak Ammunition Box + + Hybrid Flak Coilgun Bolt + + Hybrid Flak Proximity Ammunition Box + Ammunition for the coilgun. Heavy caliber conversion, hybrid coilgun shells equipped with flak warheads. + Extended Hybrid Flak Proximity Ammunition Box + + Hybrid Proximity Flak Coilgun Bolt + + Hybrid Piercing Ammunition Box + Ammunition for the coilgun. Heavy caliber conversion, hybrid coilgun shells with anti-armor shaped-charge. + Extended Hybrid Piercing Ammunition Box + + Hybrid Piercing Coilgun Bolt + + Coilgun Laser Emitter + Experimental coilgun hardware conversion. Large laser array which draws directly from a coalition standard coilgun power supply. + Coilgun Laser Bolt + + Hybrid Toxin Ammunition Box + Ammunition for the coilgun. Heavy caliber conversion, hybrid coilgun shells with greatly improved stopping power. + Hybrid Toxin Bolt + + Hybrid Flare Ammunition Box + A flare projection solution in coilgun form. When fired, it creates a bright flare for spotting enemies. + Hybrid Flare Bolt + + High-Velocity Ammunition Box + Ammunition for the coilgun. High-velocity composite shells. + Extended High-Velocity Ammunition Box + + High-Velocity Coilgun Bolt + + + Drone Rally Beacon + Short-range radio beacon. Drones will try to follow the beacon when idle and attack nearby enemies. Floats if dropped in water. + Drone Attack Beacon + Short-range radio beacon. Drones will prioritize attacking nearby targets. Floats if dropped in water. + Mk-I Gun Drone + An experimental combat drone designed to be small enough to accompany diving teams on long-range operations. + Wrecked Gun Drone + A destroyed gun drone, can be salvaged for parts. + Mk-I Walker Drone + An experimental combat drone designed for outpost defense and boarding operations. + Mk-I Walker Drone Turret + Wrecked Walker Drone + A destroyed walker drone, can be salvaged for parts. + Drone Maintenance Multitool + Short-range radio device used to shutdown remote drones. + + Pulse Laser Plasma Box + A pulse laser cartridge that instead generates helical bolts of plasma. Allows for greater damage but reduces its effective range. + Pulse Plasma Bolt + + + Depth Cargo Shell + A pressure resistant container designed to be compatible with most systems capable of launching depth charges. Useful for safely disposing of hazardous materials or delivering supplies quicky to the outside of the submarine. + Railgun Sonar Decoy + An experimental lure and countermeasure platform, shell comes to rest after traveling about 100m and emits a sonar beacon able to distract most monsters. + Nuclear Sonar Decoy + An experimental lure and countermeasure platform, shell comes to rest after traveling about 100m and emits a sonar beacon able to distract most monsters. + Railgun Flechette Shell + A specialized railgun shell that when fired bursts into multiple piercing projectiles. + ek_railgun_flechette_pellet + + Railgun Halfshells + Two half-length railgun shells. Although reduced in stopping-power compared to a standard shell, they serve well at reducing cost and saving space. + Railgun Halfshell + A half-length railgun shell. Although reduced in stopping-power compared to a standard shell, they serve well at reducing cost and saving space. + Railgun Piercing Halfshells + Two half-length armor-piercing shells. Although reduced in stopping-power compared to a standard shell, they serve well at reducing cost and saving space. + Railgun Piercing Halfshell + A half-length piercing shell. Although reduced in stopping-power compared to a standard shell, they serve well at reducing cost and saving space. + Railgun Physicorium Halfshells + Two half-length physicorium shells. Although reduced in stopping-power compared to a standard shell, they serve well at reducing cost and saving space. + Physicorium Railgun Halfshell + A half-length physicorium shell. Although reduced in stopping-power compared to a standard shell, they serve well at reducing cost and saving space. + Railgun Homing Shell + A highly advanced railgun shell with thermal tracking and guidance system, will automatically track to nearby hostile life forms when fired. + Nuclear Homing Shell + A highly advanced railgun shell with thermal tracking and guidance system, will automatically track to nearby hostile life forms when fired. + Railgun Flak Shell + A railgun shell designed with multiple outward-facing explosive charges that detonate in sequence. Produces shockwaves capable of rupturing the internal organs of most small creatures, and significantly disorienting larger ones. + Railgun Flak Proximity Shell + A railgun shell designed with multiple outward-facing explosive charges that detonate in sequence. Produces shockwaves capable of rupturing the internal organs of most small creatures, and significantly disorienting larger ones. + Railgun Piercing Shell + A railgun shell with a kinetic armor-piercing core. + Railgun Armor Piercing Explosive Shell + A railgun shell equipped with an advanced shaped-charge penetrating warhead. + ek_railshell_fusion_effect + + Railgun Fusion Shell + Railgun shell carrying a devastating boosted-fusion warhead. Delay fuse detonates after approximately 70m of travel. + Railgun Fusion Proximity Shell + Railgun shell carrying a devastating boosted-fusion warhead. Proximity fuse detonates when an enemy is detected. + Radiation Depth Charge + Experimental depth charge shell equipped with a high-energy radiation emitter. Use of this device in combat is considered a war-crime under coalition law. + ek_railgun_flare_effect + + Railgun Flare Shell + A flare projection solution in railgun shell form. When fired, it creates a short line of flares. + Railgun Incendiary Shell + A railgun shell equipped with an incendiary warhead. + Railgun High-Velocity Shell + A railgun shell with a flat, long-range trajectory. + ek_depthcharge_cyanide_cloud + + Cyanide Depth Charge + Depth charge equipped with a payload of cyanide, which disperses into the surrounding water shortly after firing. + ek_depthcharge_paralyzant_cloud + + Paralyzant Depth Charge + Depth charge equipped with a payload of paralyzant, which disperses into the surrounding water shortly after firing. + ek_depthcharge_radiotoxin_cloud + + Radiotoxin Depth Charge + Depth charge equipped with a payload of radiotoxin, which disperses into the surrounding water shortly after firing. + Flare Depth Charge + A flare projection solution in depth-charge form. When fired, it creates a short line of flares. + ek_depthcharge_chaff_cloud + + ek_depthcharge_chaff_aitarget + + Chaff Depth Charge + Passive sonar countermeasure in depth-charge form. Disperses a cloud of sonar-disrupting material in a large area. + Railgun Chaff Shell + Passive sonar countermeasure in railgun shell form. Disperses a cloud of sonar-disrupting material in a large area. + + Pipe Rifle + A makeshift weapon constructed from various machine parts. Crude but effective in a pinch. + Pipe Rifle Round + + Pipe Rifle Physicorium Round + + Revolver Flare + Waterproof revolver flare that illuminates a small area. + Handgun + Compact 9mm handgun issued to private outpost and vessel security forces, though intended for use against hostile crewmen it is at least some form of defence against the horrors waiting in the depths. + 9mm Magazine + + 9mm Magazine (High-Capacity) + + 9mm Round + + Physicorium 9mm Magazine + + Physicorium 9mm Round + + 9mm Magazine (Riot) + + 9mm Riot Round + + Marine SMG + An advanced military SMG developed by the Europan Coalition for ship and outpost defence. Fires 5.7x28mm self-propelled supercavitating rounds quite effective at taking out unarmored creatures. + 5.7x28mm Magazine + Coalition 5.7x28mm + 5.7x28mm Round + + Physicorium 5.7x28mm Magazine + Coalition 5.7x28mm + Physicorium 5.7x28mm Round + + 5.7x28mm Magazine (Riot) + Coalition 5.7x28mm + 5.7x28mm Riot Round + + Light Riot Shield + A lightweight riot shield constructed with a transparent ballistic-resin + Torpedo Rifle + An advanced submarine recoiless rifle developed for use against vessels and heavily armored monsters, fires high-explosive microtorpedoes with considerable range. + Microtorpedo (Slug) + Miniaturized dumbfire kinetic slug, launched from a torpedo rifle. + Microtorpedo (High Explosive) + Miniaturized dumbfire warhead, launched from a torpedo rifle. + Microtorpedo (Short Fuse) + Miniaturized delayed-fuse warhead, launched from a torpedo rifle. + Microtorpedo (Shock Pulse) + Miniaturized stun probe, launched from a torpedo rifle. + Microtorpedo (Physicorium) + Experimental high-yeild warhead, launched from a torpedo rifle. + Flare Gun + An emergency flare gun intended for signaling ships. Fires flare shells to provide illumination. + Flare Cartridge + Waterproof signal flare that illuminates a large area. Fired from a flare gun. + ek_flareshell_effect + + Impact Mine + Advanced contact-triggered buoyant mine. Sensors armed 3 seconds after deploying. + Proximity Mine + Advanced motion-triggered buoyant mine. Sensors armed 3 seconds after deploying. + Double-barrel Shotgun + Short double-barrel shotgun. Favored by coalition watchmen as a cheap but effective weapon. + Marine Tactical Shotgun + Coalition standard tube-fed shotgun. Holds 5 shells. + 12-Gauge Shell + Buckshot ammunition for a shotgun. + Beanbag Shell + Beanbag ammunition for a shotgun. Single-projectile, less-lethal. + Shotgun Slug + Slug ammunition for a shotgun. Single-projectile effective against armored targets. + Shotgun Hollow-Point Slug + Hollow-point slug ammunition for a shotgun. Single-projectile effective against soft targets. + Physicorium Slug + Physicorium slug ammunition for a shotgun. Single-projectile effective against armored targets. + Shotgun Grenade + Grenade ammunition for a shotgun. Direct-fire grenade which detonates on impact. + Shotgun Flechette + Flechette ammunition for a shotgun. Tight grouping of metal flechettes effective against soft targets. + Tazer Gun + Delivers an electrical shock that is in most ways comparable to a stun baton, but without its somewhat lacking range. + Tazer Cartridge + + Tazer Shot + + Flamethrower + Propels a stream of ignited fuel to produce an intense fireball capable of covering a large area. + Flamethrower Fuel Tank + + Fuel Droplet + + Flamethrower Incendium Tank + + Incendium Fuel Droplet + + Alien Rifle + + Alien Rifle Cell + + Alien Rifle Round + + Molotov Cocktail + A bottle of ethanol with a soaked bandage wick, a crude but effective incendiary device. + Micro Dart Gun + A small hand-operated dart gun often used by renegade assassins. + Dart Gun + A compact gas-operated dart gun for administering medicines and other chemicals. + Dart (Hemostat) + + Dart (Stabilozine) + + Dart (Morphine) + + Dart (Fentanyl) + + Dart (Deusizine) + + Dart (Calyxanide) + + Dart (Haloperidol) + + Dart (Oxygenite) + + Dart (Steroid) + + Dart (Anti-Paralysys) + + Dart (Ethanol) + + Dart (Sedative) + + Dart (Psycosis) + + Dart (Acid) + + Dart (Cyanide) + + Dart (Radiotoxin) + + Dart (Morbusine) + + Dart (Sufforin) + + Dart (Paralyzant) + + Dart (Raptorbane) + + Dart (Explosive) + A gruesome device which injects a miniature explosive probe that detonates after a moderate delay. + Compact SMG + A simple 10mm SMG for ship and outpost defence, inaccurate and eats through ammo but gets the job done. + 10mm-Auto Magazine + + 10mm-Auto Round + + Physicorium 10mm-Auto Magazine + + Physicorium 10mm-Auto Round + + 10mm-Auto Magazine (Riot) + + 10mm-Auto Riot Round + + Marine Rocket Launcher + Heavy marine shoulder-fired launcher developed for coalition special operations, unwieldy and expensive but packs a punch. + Rocket (High Explosive) + Dumbfire rocket with a substantial explosive warhead. + Rocket (Short Fuse) + Delayed-fuse rocket with a substantial explosive warhead. + Rocket (Armor Piercing) + Dumbfire rocket with an armor piercing warhead. + Rocket (Physicorium) + Dumbfire rocket with an experimental high-yeild warhead. + Gauss Pistol + Fulgurium weapon, utilizes magnetic coils to propel metal slugs at great speeds. Requires charging periodically. + Gauss Pistol Magazine + + Gauss Pistol Bolt + + Gauss Rifle + Fulgurium weapon, utilizes magnetic coils to propel metal slugs at great speeds. Requires charging periodically. + Gauss Rifle Magazine + + Gauss Rifle Bolt + + Drum LMG + Heavy automatic weapon firing 5.56x45mm parabellum rounds with supreme sustained fire capability. + 5.56x45mm Drum + 5.56x45mm Machine-Gun Parabellum + 5.56x45mm Round + + Physicorium 5.56x45mm Drum + + Physicorium 5.56x45mm Round + + Smoke Grenade + + Marine Battle Rifle + A standard Europan Coalition 5.56x45mm long-gun, both accurate and reliable. Favored by europan mercenary companies everywhere. + 5.56x45mm Magazine + Coalition 5.56x45mm + Physicorium 5.56x45mm Magazine + Coalition 5.56x45mm + 5.56x45mm Magazine (Riot) + Coalition 5.56x45mm + 'Beast' SSL + An experimental man-portable 30mm-FC autocannon for massive suppressive firepower. + 30mm-FC Clip + 30mm composite SSL clip. Used by the experimental 'Beast' man-portable SSL. + 30mm-FC Round + + Improvised Explosive + A makeshift shrapnel bomb constructed from loose electronics and a fuel tank. + Breaching Charge + Lightweight shaped-charge device with a small area of effect. Useful for breaching doors and thin hull sections. + ek_breachingcharge_effect + + Satchel Charge (UEX) + Timer controlled explosive pack. + Satchel Charge (C-4) + Timer controlled explosive pack. + Thermite + + ek_thermite_effect + + Thermite Grenade + + Satchel Charge (Thermite) + Timer controlled explosive pack. + ek_thermite_effect_large + + Laser Pistol + Pulse-amplified laser weapon. Designed to run off specialized high-power battery cells. + Laser Pistol Cell + + Laser Pistol Round + + Laser Rifle + Pulse-amplified laser weapon. Designed to run off specialized high-power battery cells. + Laser Rifle Cell + + Laser Rifle Bolt + + Flamethrower Hypergolic Tank + Unstable self-oxidising fuel mixture, usable underwater. + Hypergolic Droplet + + Dynamite + An early 'stable' explosive compound made from common organic chemicals. (Use while in-hand to light) + Satchel Charge (Dynamite) + Timer controlled explosive pack. + .357 Revolver + Vintage pattern single-action revolver, a favorite among captains with a flair for the dramatic. + .357 Revolver Round + + .357 Speedloader + + Physicorium .357 Revolver Round + + Physicorium .357 Speedloader + + .357 Revolver Round (Riot) + + .357 Speedloader (Riot) + + Flashbang + + Rocket Harpoon + A harpoon for the harpoon gun, propelled by a small rocket motor for increased range and impact. + Diving Grenade + A neutral-buoyancy grenade designed for underwater use. Has a faster detonation fuse than a standard grenade. + 40mm Smoke Grenade + Grenade launcher round which bursts into smoke on impact. + 40mm Beehive Round + Grenade launcher round which fires a spread of solid projectiles. + 40mm Thermite Grenade + Grenade launcher round which explodes into burning thermite on impact. + + Hatchet + Traditionally used for chopping wood on the old blue marble, now mostly used for removing unwanted fungal colonies. Might make a decent weapon. + Captain's Sabre + A weapon issued to sea captains of old. An antiquated weapon, but still deadly in the right hands. + Baton + A security baton without all the extra bells and whistles. + Throwing Knives + Road roller not included. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/PolishEkArmory.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/PolishEkArmory.xml new file mode 100644 index 00000000..71ae2ae3 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/PolishEkArmory.xml @@ -0,0 +1,654 @@ + + + + Dron bojowy typu Mk-I + Dron operacyjny typu Mk-I + Nuklearny samonaprowadzający pocisk do działą szynowego + Samonaprowadzający pocisk do działą szynowego + + Gablota na broń + + Gablota na broń + + Pojemnik na broń + + Skrzynka z amunicją 9 mm + + Duża skrzynka z amunicją 5.7x28 mm + + Duża skrzynka z amunicją 5.56x45mm + + Duża skrzynka z amunicją do strzelby + + Dużą skrzynka na mikrotorpedy + + Duża skrzynka na amunicją z fizykorium + + Skrzynka na naboje do strzelby kalibru 12 ga- + Amunicja śrutowa do strzelby. + Skrzynka na gumowe naboje do strzelby kalibru 12 ga + Gumowe naboje do strzelby, mniej zabójcze. Pojedyńczy pocisk, do obezwładniania wrogów. + Skrzynka na amunicję do strzelby kalibru 12 ga + Amunicja do strzelby na gruby śrut. Pojedynczy pocisk skuteczny przeciwko opancerzonym celom. + Skrzynka na amunicję rozpryskową do strzelby kalibru 12 ga + Amunicja do strzelby na pociski rozpryskowe. Pojedynczy pocisk skuteczny przeciwko miękkim celom. + Skrzynka na amunicję do strzelby typu Flechette kalibru 12 ga + Amunicja do strzelby na tak zwane strzałki. Zwarte strzałki dobrze działają przeciwko miękkim celom. + Skrzynka na aumunicję wybuchową do strzelby kalibru 12 ga + Amunicja wybuchowa, która po kontakcie z celem wybucha. + Skrzynka na amunicję do strzelby z fizykorium kalibru 12 ga + Amunicja do strzelby wykonana z fizykorium. Pojedyńczy pocisk o dużej sile rażenia. + Komponenty do broni + Precyzyjne części mechaniczne stosowane do wewnętrznych elementów większości broni strzeleckiej. + Komponenty do amunicji + Skrzynia z narzędziami i częściami służącymi do wytwarzania większości standardowych nabojów Koalicji Europejskiej. + Dużą skrzynka na rakiety + + Kablota na kajdanki + + + Wojskowy skafander do nurkowania typu Mk-I + Ciężki kombinezon wysokociśnieniowy używany do wojskowych operacji koalicji. Został zaprojektowany z naciskiem na dużą ochroną balistyczną całego ciała, jednak dodatkowy pancerz znacznie zmniejsza mobilność. [Wytrzymuje ciśnienie do 6000 m] + Wojskowy skafander do nurkowania typu Mk-I (Wzrór rozbójnika) + Ciężki kombinezon wysokociśnieniowy używany do wojskowych operacji koalicji. Został zaprojektowany z naciskiem na dużą ochroną balistyczną całego ciała, jednak dodatkowy pancerz znacznie zmniejsza mobilność. [Wytrzymuje ciśnienie do 6000 m] + Wojskowy skafander do nurkowania typu Mk-I (Wzrór najemnika) + Ciężki kombinezon wysokociśnieniowy używany do wojskowych operacji koalicji. Został zaprojektowany z naciskiem na dużą ochroną balistyczną całego ciała, jednak dodatkowy pancerz znacznie zmniejsza mobilność. [Wytrzymuje ciśnienie do 6000 m] + Wojskowy skafander do nurkowania typu Mk-II + Ciężki kombinezon wysokociśnieniowy używany do wojskowych operacji koalicji. Ulepszona konstrukcja pozwala na mniej ograniczony ruch i ogólną zwiększoną trwałość. [Wytrzymuje ciśnienie do 10000 m] + Wojskowy skafander do nurkowania typu Mk-II (Wzór rozbójnika) + Ciężki kombinezon wysokociśnieniowy używany do wojskowych operacji koalicji. Ulepszona konstrukcja pozwala na mniej ograniczony ruch i ogólną zwiększoną trwałość. [Wytrzymuje ciśnienie do 10000 m] + Wojskowy skafander do nurkowania typu Mk-II (Wzór najemnika) + Ciężki kombinezon wysokociśnieniowy używany do wojskowych operacji koalicji. Ulepszona konstrukcja pozwala na mniej ograniczony ruch i ogólną zwiększoną trwałość. [Wytrzymuje ciśnienie do 10000 m] + Pancerz Zabójczych szponów typu Mk-I + Eksperymentalny kombinezon wykonany z łuski shearclaw o niezrównanej mobilności pod wodą. Splot wewnętrznego pancerza zapewnia lekką odporność na przebicie i oparzenie. [Wytrzymuje ciśnienie do 4000m] + Hełm Zabójczych szponów typu Mk-I + + + Morskie pancerz bojowe + + Morska odzież bojowa + + Morski hełm bojowy + + Bojowy pancerz renegata + + Bojowa odzież renegata + + Bojowy hełm renegata + + Bojowy pancerz najemnikar + + Bojowe odzinnie najemnika + + Bojowy hełm najemnika + + Kombinezon Strażacki + + Hełm Strażacki + Wytrzymały hełm przeciwogniowy z wbudowaną maską tlenową. + Pancerz własnej roboty + Prowizoryczny pancerz zbudowany z luźnych płyt balistycznych i wyściółki. W kamizelkę są wszyste 4 kieszenie na przedmioty. + Radio ochrony + Krótkofalówka używana głównie przez funkcjonariuszy ochrony statku i stacji. + Bandoliera + Przepaska na ramię na amunicję, świetny dodatek stroju każdego komandosa. + Plecak taktyczny + Kompaktowy plecak o umiarkowanej pojemności na sprzęt i amunicję. + + Tryt + Izotop wodoru. Materiał do broni fuzyjnej. + Cewka Gaussa + Superkondensator z fulgurium. Podstawowy składnik do wytwarzania broni Gaussa. + Dioda laserowa + Tłok laserowy o dużej mocy. Podstawowy składnik do wytwarzania broni laserowej. + + Tłumik Morski + Tłumi wystrzał z broni palnej, wyposażanie i ściąganie za pomocą przetwarzacza + Latarka Taktyczna + Latarka mocowna do broni palnej, wyposażenie i ściąganie za pomocą przetwarzacza + Wskaźnik laserowy + Dołączany laser taktyczny do broni, wyposażenie i ściąganie za pomocą przetwarzacza + Element Sonaru + Urządznie do wykrywania i śledzenia sygnału sonaru, wyposażenie i ściąganie za pomocą przetwarzacza + Karabinek własnej roboty (Z latarką) + Prowizoryczny karabinek, skonstruowany z różnych części maszyn. Surowy, ale skuteczny. Wyposażony dodatkowo w latarkę. + Karabinek własnej roboty (Z laserem) + Prowizoryczny karabinek, skonstruowany z różnych części maszyn. Surowy, ale skuteczny. Wyposażony dodatkowo w latarkę. + Karabinek własnej roboty (Z tłumikiem) + Prowizoryczny karabinek, skonstruowany z różnych części maszyn. Surowy, ale skuteczny. Wyposażony dodatkowo w latarkę. + Karabinek własnej roboty (Z tłumikiem i latarką) + Prowizoryczny karabinek, skonstruowany z różnych części maszyn. Surowy, ale skuteczny. Wyposażony dodatkowo w latarkę. + Karabinek własnej roboty (Z tłumikiem i laserem) + Prowizoryczny karabinek, skonstruowany z różnych części maszyn. Surowy, ale skuteczny. Wyposażony dodatkowo w latarkę. + Pistolet 9mm (Z latarką) + Kompaktowy pistolet kalibru 9 mm wydawany prywatnym siłom ochrony posterunków i okrętów, przeznaczony do użycia przeciwko wrogiej załodze, jest również prowizoryczną formą obrony, przed potwornościami czającymi się w czeluściach głębin. Dodatkowo wyposażony w latarkę. + Pistolet 9mm (Z laserem) + Kompaktowy pistolet kalibru 9 mm wydawany prywatnym siłom ochrony posterunków i okrętów, przeznaczony do użycia przeciwko wrogiej załodze, jest również prowizoryczną formą obrony, przed potwornościami czającymi się w czeluściach głębin. Dodatkowo wyposażony w latarkę. + Pistolet 9mm (Z tłumikiem) + Kompaktowy pistolet kalibru 9 mm wydawany prywatnym siłom ochrony posterunków i okrętów, przeznaczony do użycia przeciwko wrogiej załodze, jest również prowizoryczną formą obrony, przed potwornościami czającymi się w czeluściach głębin. Dodatkowo wyposażony w latarkę. + Pistolet 9mm (Z tłumikiem i latarką) + Kompaktowy pistolet kalibru 9 mm wydawany prywatnym siłom ochrony posterunków i okrętów, przeznaczony do użycia przeciwko wrogiej załodze, jest również prowizoryczną formą obrony, przed potwornościami czającymi się w czeluściach głębin. Dodatkowo wyposażony w latarkę. + Pistolet 9mm (Z tłumikiem i laserem) + Kompaktowy pistolet kalibru 9 mm wydawany prywatnym siłom ochrony posterunków i okrętów, przeznaczony do użycia przeciwko wrogiej załodze, jest również prowizoryczną formą obrony, przed potwornościami czającymi się w czeluściach głębin. Dodatkowo wyposażony w latarkę. + Kompaktowy pistolet maszynowy (Z latarką) + Prosty pistolet maszynowy 10mm do obrony okrętów i posterunków, ma małącelność oraz pożera amunicję, ale spełnia swoje zadanie. Dodatkowo wyposażony w latarkę. + Kompaktowy pistolet maszynowy (Z laserem) + Prosty pistolet maszynowy 10mm do obrony okrętów i posterunków, ma małącelność oraz pożera amunicję, ale spełnia swoje zadanie. Dodatkowo wyposażony w latarkę. + Kompaktowy pistolet maszynowy (Z tłumikiem) + Prosty pistolet maszynowy 10mm do obrony okrętów i posterunków, ma małącelność oraz pożera amunicję, ale spełnia swoje zadanie. Dodatkowo wyposażony w latarkę. + Kompaktowy pistolet maszynowy (Z tłumikiem i latarką) + Prosty pistolet maszynowy 10mm do obrony okrętów i posterunków, ma małącelność oraz pożera amunicję, ale spełnia swoje zadanie. Dodatkowo wyposażony w latarkę. + Kompaktowy pistolet maszynowy (Z tłumikiem i laserem) + Prosty pistolet maszynowy 10mm do obrony okrętów i posterunków, ma małącelność oraz pożera amunicję, ale spełnia swoje zadanie. Dodatkowo wyposażony w latarkę. + Morski karabinek maszynowy (Z latarką) + Zaawansowany wojskowy pistolet maszynowy opracowany przez Europejską Koalicję do obrony okrętów i placówek. Wystrzeliwuje samobieżne pociski superkawitacyjne 5.7x28 mm, które są dość skuteczne w eliminowaniu nieopancerzonych stworzeń. + Morski karabinek maszynowy (Z laserem) + Zaawansowany wojskowy pistolet maszynowy opracowany przez Europejską Koalicję do obrony okrętów i placówek. Wystrzeliwuje samobieżne pociski superkawitacyjne 5.7x28 mm, które są dość skuteczne w eliminowaniu nieopancerzonych stworzeń. + Morski karabinek maszynowy (Z tłumikiem) + Zaawansowany wojskowy pistolet maszynowy opracowany przez Europejską Koalicję do obrony okrętów i placówek. Wystrzeliwuje samobieżne pociski superkawitacyjne 5.7x28 mm, które są dość skuteczne w eliminowaniu nieopancerzonych stworzeń. + Morski karabinek maszynowy (Z tłumikiem i latarką) + Zaawansowany wojskowy pistolet maszynowy opracowany przez Europejską Koalicję do obrony okrętów i placówek. Wystrzeliwuje samobieżne pociski superkawitacyjne 5.7x28 mm, które są dość skuteczne w eliminowaniu nieopancerzonych stworzeń. + Morski karabinek maszynowy (Z tłumikiem i laserem) + Zaawansowany wojskowy pistolet maszynowy opracowany przez Europejską Koalicję do obrony okrętów i placówek. Wystrzeliwuje samobieżne pociski superkawitacyjne 5.7x28 mm, które są dość skuteczne w eliminowaniu nieopancerzonych stworzeń. + Strzelba taktyczna (Z latarką) + Samopowtarzalna strzelba koalicji na 5 pocisków. + Strzelba taktyczna (Z laserem) + Samopowtarzalna strzelba koalicji na 5 pocisków. + Taser-Paralizator (Z latarką) + Poraża prądem elektrynczym na odległość, efekt jest porównywalny z pałką oguszającą. + Bębękowy Karabinek maszynowy (Z latarką) + Broń automatyczna strzelająca pociskami 5.56x45mm z doskonałą zdolnością prowadzenia ognia ciągłego. + Pistolet na strzałki (Z latarką) + Kompaktowy gazowy pistolet na strzałki, do podawania leków i innych chemikaliów. + Pistolet Gaussa (Z latarką) + Pistolet z fulgurium, wykorzystuje cewki magnetyczne do napędzania metalowych pocisków z dużą szybkością. + Pistolet Gaussa (Z laserem) + Pistolet z fulgurium, wykorzystuje cewki magnetyczne do napędzania metalowych pocisków z dużą szybkością. + Karabin Gaussa (Z latarką) + Karabin z fulgurium, wykorzystuje cewki magnetyczne do napędzania metalowych pocisków z dużą szybkością. + Karabin Gaussa (Z laserem) + Karabin z fulgurium, wykorzystuje cewki magnetyczne do napędzania metalowych pocisków z dużą szybkością. + Karabin na mikrotorpedy (Z sonarem) + Zaawansowany bezodrzutowy karabin podwodny, stowrzony przeciwko okrętom i ciężko opancerzonym potworom, strzela mikrotorpedami odłamkowo-burzącymi o dużym zasięgu. + Morska wyrzutnia rakiet (Z sonarem) + Morska wyrzutnia naramienna, opracowana na potrzeby operacji specjalnych koalicji, nieporęczna i droga, ale ma mocne uderzenie. + 'Bestia' SSL (Z latarką) + Eksperymentalne działko automatyczne 30mm-FC, o ogromnej sile ognia. + Morski karabin bojowy (Z latarką) + Standardowa broń Kolalicji Europejskiej. Strzela pociskami 5.56x45mm, zarówno celna, jak i niezawodna. Ulubiona przez Europejskie firmy najemników na całym świecie. + Morski karabin bojowy (Z laserem) + Standardowa broń Kolalicji Europejskiej. Strzela pociskami 5.56x45mm, zarówno celna, jak i niezawodna. Ulubiona przez Europejskie firmy najemników na całym świecie. + Morski karabin bojowy (Z tłumikiem) + Standardowa broń Kolalicji Europejskiej. Strzela pociskami 5.56x45mm, zarówno celna, jak i niezawodna. Ulubiona przez Europejskie firmy najemników na całym świecie. + Morski karabin bojowy (Z tłumikiem i latarką) + Standardowa broń Kolalicji Europejskiej. Strzela pociskami 5.56x45mm, zarówno celna, jak i niezawodna. Ulubiona przez Europejskie firmy najemników na całym świecie. + Morski karabin bojowy (Z tłumikiem i laserem) + Standardowa broń Kolalicji Europejskiej. Strzela pociskami 5.56x45mm, zarówno celna, jak i niezawodna. Ulubiona przez Europejskie firmy najemników na całym świecie. + Pistolet Laserowy (Z latarką) + Broń laserowa wzmacniana impulsowo. Zaprojektowany do rozładowywania wyspecjalizowanych ogniw akumulatorowych o dużej mocy. + Pistolet Laserowy (Z laserem) + Broń laserowa wzmacniana impulsowo. Zaprojektowany do rozładowywania wyspecjalizowanych ogniw akumulatorowych o dużej mocy. + Karabin Laserowy (Z latarką) + Broń laserowa wzmacniana impulsowo. Zaprojektowany do rozładowywania wyspecjalizowanych ogniw akumulatorowych o dużej mocy. + Karabin Laserowy (Z laserem) + Broń laserowa wzmacniana impulsowo. Zaprojektowany do rozładowywania wyspecjalizowanych ogniw akumulatorowych o dużej mocy. + Rewolwer .357 (Z latarką) + Rewolwer jednokierunkowy w stylu vintage, ulubieniec kapitanów ze smykałką do dramatyzmu. + Rewolwer .357 (Z laserem) + Rewolwer jednokierunkowy w stylu vintage, ulubieniec kapitanów ze smykałką do dramatyzmu. + Rewolwer .357 (Z tłumikiem) + Rewolwer jednokierunkowy w stylu vintage, ulubieniec kapitanów ze smykałką do dramatyzmu. + Rewolwer .357 (Z tłumikiem i latarką) + Rewolwer jednokierunkowy w stylu vintage, ulubieniec kapitanów ze smykałką do dramatyzmu. + Rewolwer .357 (Z tłumikiem i laserem) + Rewolwer jednokierunkowy w stylu vintage, ulubieniec kapitanów ze smykałką do dramatyzmu. + + Powiększona skrzynka na amunicję do Chaingun + + Powiększona skrzynka na amunicję z fizykorium do Chaingun + + Skrzynka z amunicją wybuchająca do chaingun + + Powiększona skrzynka na amunicję wybuchająca do Chaingun + + Pocisk wybuchajacy do Chaingun + + Skrzynka z amunicją odłamkowo-wybuchowe do chaingun + Kompozytowe pociski odłamkowo-wybuchowe o ogromnej sile rażenia zarówno przeciwko miękkim, jak i twardym celom. + Powiększona skrzynka z amunicją odłamkowo-wybuchowe do chaingun + Kompozytowe pociski odłamkowo-wybuchowe o ogromnej sile rażenia zarówno przeciwko miękkim, jak i twardym celom. + Pocisk odłamkowo-wybuchowy do chaingun + + + Powiększona skrzynka na amunicję do działa Gaussa. + + Powięszkowa skrzynka na amunicję wybuchająca do działa Gaussa. + + Powięszkowa skrzynka na amunicję przebijającą do działa Gaussa. + + Powięszkowa skrzynka na amunicję z fizykorium do działa Gaussa. + + Skrzynka na amunicję odłamkowo-wybuchową do działa Gaussa. + Amunicja do działa Gaussa. Kompozytowe pociski odłamkowo-wybuchowe o ogromnej sile rażenia zarówno przeciwko miękkim, jak i twardym celom. + Powiększona skrzynka na amunicję odłamkowo-wybuchową do działa Gaussa. + Amunicja do działa Gaussa. Kompozytowe pociski odłamkowo-wybuchowe o ogromnej sile rażenia zarówno przeciwko miękkim, jak i twardym celom. + Pocisk odłamkowo-wybuchowy do działa Gaussa + + Skrzynka z amunicją hybrydową + Amunicja do działa Gaussa, ciężkiego kalibru. Hybrydowe pociski cewkowe o zwiększonej sile rażenia. + Powiększona skrzynka na amunicję hybrydową do dziła Gaussa + + Hybrydowy pocisk do działa Gaussa + + Skrzynka z amunicją hybrydową z głowincą artyleryjską do działa Gaussa + Amunicja do działa Gaussa, ciężkiego kalibru. Hybrydowe pociski wyposażone w głowice artyleryjską. + Powiększona skrzynka z amunicją hybrydową z głowicą artyleryjską do działa Gaussa + + Pocisk hybrydowy do działa Gauusa z głowicą artyleryjską + + Skrzynka z amunicją artyleryjską do działa Gaussa + Amunicja do działa Gaussa, ciężkiego kalibru. Hybrydowe pociski wyposażone w głowice artyleryjską. + Powiększona skrzynka z amunicją artyleryjską do działa Gaussa + + Hybrydowy pocisk artleryjski do działa Gaussa + + Skrzynka na hybrdyową amunicję przebijającą do działa Gaussa + Amunicja do działa Gaussa, ciężkiego kalibru. Hybrydowe pociski przeciwpancerne. + Powiększona skrzynka na hybrdyową amunicję przebijającą do działa Gaussa + + Hybrydowy pocisk przebijający do działa Gaussa + + Skrzynka z amunicją laserową do działa Gaussa + Eksperymentalny konwenter energi z kondensatora na aumicję laserową do działa Gaussa. + Pocisk laserowy do działa Gaussa + + Skrzynka z hybrdyową amunicją toksyczną do działa Gaussa + Amunicja do działa Gaussa, ciężkiego kalibru, o zwiększonej sile rażenia. + Hybrydowy pocisk toksyczny do działa Gaussa + + Skrzynka z hybrdyową amunicją błyskową do działa Gaussa + Amunicja do działa Gaussa z flarą. Po wystrzeleniu tworzy jasny rozbłysk do wykrywania wrogów. + Hybrydowy pocisk błyskowy do działa Gaussa + + Skrzynka z amunicją dalekiego zasięgu do działa Gaussa + Amunicja do działa Gaussa, o dużej prędkości wylotowej. + Powiększona skrzynka z amunicją dalekiego zasięgu do działa Gaussa + + Pocisk o dalekiego zasięgu do działa Gaussa + + + Nadajnik do dronów + Nadajnik radiowy krótkiego zasięgu. Drony będą próbowały podążać za nadajnikiem oraz będą atakować pobliskich wrogów. Unosi się po upuszczeniu do wody. + Ofensywny nadajnik do drronów + Nadajnik radiowy krótkiego zasięgu. Głównym priorytetem dronów będzie atak pobliskich celów. Unosi się po upuszczeniu do wody. + Dron bojowy typu Mk-I + Eksperymentalny dron bojowy zaprojektowany w taki sposób, aby towarzyszyć zespołom nurkowym podczas operacji dalekiego zasięgu. + Zniszczony dron bojowy + Zniszczony dron bojowy, może być rozebrany na części. + Dron operacyjny typu Mk-I + Eksperymentalny dron bojowy przeznaczony do obrony i abordażu placówek. + Zniszczony dron operacyjny + Zniszczony dron operacyjny, może być rozebrany na części. + Zdalny wyłącznik drona + Urządzenie radiowe bliskiego zasięgu, służące do zdalnego wyłączania dronów. + + Skrzynia z amunicją lasera impulsowego + Wkład lasera impulsowego, który generuje pociski plazmy. Pozwala na zadawanie większych obrażeń, ale zmniejsza jego skuteczny zasięg. . + Pocisk laserowy impulsowy + + + Pojemnik głębinowy + Odporny na wysokie ciśnienie pojemnik, zaprojektowany, aby był kompatybilny z większością systemów zdolnych do wystrzeliwania bomb głębinowych. Przydatne do bezpiecznego usuwania materiałów niebezpiecznych lub szybkiego dostarczania zapasów na zewnątrz łodzi podwodnej. + Wabik głębinowy do działa szynowego + Eksperymentalna pocisk do wabienia i przeciwdziałania, zatrzymuje się po przebyciu około 100 metrów i emituje sygnał sonaru, który jest w stanie odwrócić uwagę większości potworów. + Nuklearny wabik głębinowy do działa szynowego + Eksperymentalna pocisk do wabienia i przeciwdziałania, zatrzymuje się po przebyciu około 100 metrów i emituje sygnał sonaru, który jest w stanie odwrócić uwagę większości potworów. + Pocisk rozpryskowy do działa szynowego + Specjalny pocisk do działa szynowego, który po wystrzeleniu wybucha na wiele przebijających pocisków. + ek_railgun_flechette_pellet + + Pomniejsze pociski do działa szynowego + Dwa pomniejsze pociski do działa szynowego o połowie długości. Chociaż mają mniejszą siłę rażenia w porównaniu do standardowego pocisku. Dodatkowo są tańsze oraz zaoszczędzają miejsce. + Pomnijeszy pocisk do działa szynowego + Pomnijeszy pocisk do działa szynowego o połowie długości. Chociaż ma mniejszą siłę rażenia w porównaniu do standardowego pocisku. Dodatkowo jest tańszy oraz zaoszczędza miejsce. + Pomniejsze pociski przebijający do działa szynowego + >Dwa pomniejsze pociski przebijające do działa szynowego o połowie długości. Chociaż mają mniejszą siłę rażenia w porównaniu do standardowego pocisku. Dodatkowo są tańsze oraz zaoszczędzają miejsce. + Pomniejszy pocisk do działa szynowego + Pomnijeszy pocisk przebijający do działa szynowego o połowie długości. Chociaż ma mniejszą siłę rażenia w porównaniu do standardowego pocisku. Dodatkowo jest tańszy oraz zaoszczędza miejsce. + Pomniejsze pociski z fizykorium do działa szynowego + Dwa pomniejsze pociski z fizykorium do działa szynowego o połowie długości. Chociaż mają mniejszą siłę rażenia w porównaniu do standardowego pocisku. Dodatkowo są tańsze oraz zaoszczędzają miejsce. + Pomniejszy pocisk z fizykorium do działa szynowego + Pomnijeszy pocisk fizykorium do działa szynowego o połowie długości. Chociaż ma mniejszą siłę rażenia w porównaniu do standardowego pocisku. Dodatkowo jest tańszy oraz zaoszczędza miejsce. + Samonaprowadzający pocisk do działą szynowego + Wysoce zaawansowany pocisk działa szynowego z termicznym systemem śledzenia i naprowadzania, automatycznie namierza pobliskie wrogie formy życia zaraz po wystrzeleniu. + Nuklearny samonaprowadzający pocisk do działą szynowego + Wysoce zaawansowany pocisk działa szynowego z termicznym systemem śledzenia i naprowadzania, automatycznie namierza pobliskie wrogie formy życia zaraz po wystrzeleniu. + Artyleryjski pocisk do działa szynowego + Pocisk działa szynowego zaprojektowany z wieloma ładunkami wybuchowymi, które wybuchają po kolei. Wytwarza fale uderzeniowe zdolne do rozerwania organów wewnętrznych większości małych stworzeń oraz oszałamia większe. + Artyleryjski pocisk bliskiego kontaktu do działa szynowego + Pocisk do działa szynowego zaprojektowany z wieloma ładunkami wybuchowymi, które wybuchają po kolei. Wytwarza fale uderzeniowe zdolne do rozerwania organów wewnętrznych większości małych stworzeń oraz oszałamia większe. + Pocisk przebijający do działa szynowego + Pocisk do działa szynowego z kinetycznym rdzeniem przeciwpancernym. + Pocisk przebijająco-wybuchowy do działa szynowego + Pocisk do działa szynowego wyposażony w zaawansowaną głowicę penetrującą ładunek kumulacyjny. + ek_railshell_fusion_effect + + Pocisk Nuklearny z zapalnikiem do działa szynowego + Pocisk do działa szynowego, wyspoażony w niszczycielską głowicę termojądrową. Bezpiecznik detonuje ładunek nuklearny po około 70 m podróży. + Pocisk Nuklearny samoaktywujący do działa szynowego + Pocisk do działa szynowego, wyspoażony w niszczycielską głowicę termojądrową. Wybucha się po kontakcie z celem. + Radioaktywna bomba głębinowa + Eksperymentalny bomba głębinowa wyposażona w emiter promieniowania o wysokiej energii. Użycie tego urządzenia w walce jest uważane za zbrodnię wojenną zgodnie z prawem koalicyjnym. + ek_railgun_flare_effect + + Pocisk błyskowy do działa szynowego + Pocisk do działą szynowego, po wystrzeleniu tworzy krótką linie oświetleniową + Pocisk zapalającą do działa szynowego + Pocisk działa szynowego wyposażony w głowicę zapalającą. + Pocisk dalekiego zasięgu do działa szynowego + Pocisk do działa szynowego o płaskiej trajektorii dalekiego zasięgu. + ek_depthcharge_cyanide_cloud + + Bomba głębinowa z cyjankiem + Ładunek głębinowy wyposażony w cyjanek, który po wystzale rozprzestrzenia się w wodzie. + ek_depthcharge_paralyzant_cloud + + Bomba głębinowa ze środkiem paralizującym + Ładunek głębinowy wyposażony w środek paralizujący, który po wystzale rozprzestrzenia się w wodzie. + ek_depthcharge_radiotoxin_cloud + + Bomba głębinowa z radiotoksyną + Ładunek głębinowy wyposażony w radiotoksynę, który po wystzale rozprzestrzenia się w wodzie. + Błyskowa bomba głębinowa + Bomba która po wystrzeleniu, tworzy krótką linie błyskową + ek_depthcharge_chaff_cloud + + ek_depthcharge_chaff_aitarget + + Zagłuszająca bomba głębinowa + Bomba głębinowa, która po wystrzale rozprasza chmurę materiału zakłócającego sonar na dużym obszarze. + Zagłuszający pocisk do działa szynowego + Pocisk, który po wystrzale rozprasza chmurę materiału zakłócającego sonar, na dużym obszarze. + + Karabinek własnej roboty + Prowizoryczny karabinek, skonstruowany z różnych części maszyn. Surowy, ale skuteczny. + Pocisk do karabinku własnej roboty + + Pocisk z fizykorium do karabinku własnej roboty + + Raca do rewolweru + Wodoodporna raca do rewolweru, oświetlająca niewielki obszar. + Pistolet 9 mm + Kompaktowy pistolet kalibru 9 mm wydawany prywatnym siłom ochrony posterunków i okrętów, przeznaczony do użycia przeciwko wrogiej załodze, jest również prowizoryczną formą obrony, przed potwornościami czającymi się w czeluściach głębin. + Magazynek z nabojami 9 mm + + Duży magazynek z nabojami 9 mm + + Nabój 9 mm + + Magazynek z nabojami 9 mm z fizykorium + + Nabój 9 mm z fizykorium + + Magazynek z nabojami 9 mm (Na zamieszki) + + Nabój 9 mm (Na zamieszki) + + Morski karabinek maszynowy SMG + Zaawansowany wojskowy pistolet maszynowy opracowany przez Europejską Koalicję do obrony okrętów i placówek. Wystrzeliwuje samobieżne pociski superkawitacyjne 5.7x28 mm, które są dość skuteczne w eliminowaniu nieopancerzonych stworzeń. + Magazynek na naboje 5.7x28 mm + Koalicyjne 5.7x28mm + Nabój 5.7x28 mm + + Magazynek z nabojami 5.7x28 mm z fizykorium + Koalicyjne 5.7x28mm + Physicorium 5.7x28mm Round + + Magazynek na naboje 5.7x28 mm (Na zamieszki) + Koalicyjne 5.7x28mm + Nabój 5.7x28mm (Na zamieszki) + + Lekka tracza na zamieszki + Lekka tarcza do zamieszek wykonana z przezroczystej żywicy balistycznej. + Karabin na mikrotorpedy + Zaawansowany bezodrzutowy karabin podwodny, stowrzony przeciwko okrętom i ciężko opancerzonym potworom, strzela mikrotorpedami odłamkowo-burzącymi o dużym zasięgu. + Mikrotorpeda + Zminiaturyzowany pocisk kinetyczny, wystrzelony z karabinu torpedowego. + Wybuchowa mikrotorpeda + Zminiaturyzowany wybuchowy pocisk kinetyczny, wystrzelony z karabinu torpedowego. + Mikrotorpeda szybkiego zapłonu + Zminiaturyzowany pocisk samowyzwalający na krótki zasięgu, wystrzelony z karabinu torpedowego. + Ogłuszająca mikrotorpeda + Zminiaturyzowany pocisk ogłuszający, wystrzelony z karabinu torpedowego. + Mikrotorpeda z fizykorium + Ekeperymentalny pocisk o dużej sile rażenia, wystrzelony z karabinu torpedowego. + Pistolet na flary + Awaryjny pistolet na flary przeznaczony do sygnalizacji statków. Wystrzeliwuje race, aby zapewnić oświetlenie. + Nabój-flara + Wodoodporna flara sygnalizacyjna, po wystrzeleniu oświetla duży obszar. Wystrzelony z pistoletu na flary. + ek_flareshell_effect + + Mina Uderzeniowa + Zaawansowana mina pływająca wyzwalana kontaktowo. Uzbraja się 3 sekundy po wypuszczeniu. + Mina Wykrywająca Ruch + Zaawansowana mina wyporowa uruchamiana ruchem. Uzbraja się 3 sekundy po wypuszczeniu. + Strzelba dwulufowa + Krótka dwulufowa strzelba. Ulubiona przez koalicyjnych strażników, jest tania, ale skuteczna. + Strzelba taktyczna + Samopowtarzalna strzelba koalicji na 5 pocisków. + Naboje do strzelby kalibru 12 ga + Amunicja śrutowa do strzelby. + Gumowe naboje do strzelby kalibru 12 ga + Gumowe naboje do strzelby, mniej zabójcze. Pojedyńczy pocisk, do obezwładniania wrogów. + Naboje do strzelby kalibru 12 ga + Naboje do strzelby z grubym śrutem. Pojedyńczy pocisk, skuteczny przeciwko opancerzonym celom. + Rozpryskowe Naboje do strzelby kalibru 12 ga + Naboje rozpryskowe do strzelby. Pojedyńczy pocisk skuteczny przeciwko miękkim celom. + Naboje do strzelby kalibru 12 ga z fizykorium + Naboje do strzelby wykonane z fizykorium. Pojedyńczy pocisk o dużej sile rażenia. + Wybuchowe naboje do strzelby kalibru 12 ga + Naboje wybuchowe do strzelby, które po kontakcie z celem wybuchają. + Naboje do strzelby kalbru 12 ga + Naboje do strzelby z tak zwanymi strzałkami, które dobrze radzą sobie miękkimi celami. + Taser-Paralizator + Poraża prądem elektrynczym na odległość, efekt jest porównywalny z pałką oguszającą. + Ładunek do tasera + + Strzał z tasera + + Miotacz ognia + Wyrzuca strumień rozpalonego paliwa, tworząc intensywną kulę ognia, która może pokryć duży obszar. + Zbiornik paliwa do miotacza ognia + + Odrobina paliwa + + Zbiornik z plaiwem do miotacza ognia z Incendium + + Odrobina Paliwa z Incendium + + Karbin obcych + + Ogniowo do karbinu obcych + + Nabój do karabinu obcych + + Koktail Mołotowa + Butelka z etanolem, do której wetknięty jest nasączonym knotem. Prymitywne, ale skuteczna broń zapalająca. + Mały pistolet na strzałki + Mały ręczny pistolet do strzałek, często używany przez zbuntowanych zabójców. + Pistolet na strzałki + Kompaktowy gazowy pistolet na strzałki, do podawania leków i innych chemikaliów. + Strzałka z antybiotykiem + + Strzałka ze stabilizyną + + Strzałka z morfiną + + Strzałka z fentanylem + + Strzałka z deusyzyną + + Strzałka z calyxandium + Strzałka z lekiem przeciw pasożytniczym + Strzałka z haloperidolem + + Strzałka z płynnym telnitem + + Strzałka ze sterydami + + Strzałka ze środkiem przeciw wiotczeniu mięśni + + Strzałka z etanolem + + Strzałka z wodzianem chloranu + + Strzałka z deliriumina + + Strzałka z kwasem siarkowym + + Strzałka z cyjankiem + + Strzałka z radiotoksyną + + Strzałka z morbuzyną + + Strzałka z dławiną + + Strzałka ze środkiem zwiotczającym mięśnie + + Strzałka z ekstraktem ze zguby raptora + + Strzałka wybuchowa + Makabryczne urządzenie, które wstrzykuje miniaturowy nadajnikm, który wybucha z opóźnieniem. + Kompaktowy pistolet maszynowy + Prosty pistolet maszynowy 10mm do obrony okrętów i posterunków, ma małącelność oraz pożera amunicję, ale spełnia swoje zadanie. + Magazynem z nabojami 10mm + + Nabój 10mm + + Magazynek z nabojami 10mm z fizykorium + + Nabój 10mm z fizykorium + + Magazynek na noboje 10mm (Na zamieszki) + + Nabój 10mm (Na zamieszki) + + Morska wyrzutnia rakiet + Ciężka morska wyrzutnia naramienna opracowana na potrzeby operacji specjalnych koalicji, nieporęczna i droga, ale ma mocne uderzenie. + Rakieta wybuchowa + Rakieta z głowicą wybuchową, trzeba wycelować + Rakieta z opóźnionym zapłonem + Rakieta z głowicą wybuchową, wybucha z opóźnieniem + Rakieta przebijającą + Rakieta z głowicą przebijającą, trzeba wycelować + Rakieta z fizykorium + Rakieta z fizykorium o dużej mocy rażenia, trzeba wycelować + Pistolet Gaussa + Pistolet z fulgurium, wykorzystuje cewki magnetyczne do napędzania metalowych pocisków z dużą szybkością. + Magazynek do pistoleu Gaussa + + Pocisk do pistoletu Gaussa + + Karabin Gaussa + Karabin z fulgurium, wykorzystuje cewki magnetyczne do napędzania metalowych pocisków z dużą szybkością. + Magaz do karabinu Gaussa + + Pocisk do karabinu Gaussa + + Bębękowy Karabinek maszynowy + Broń automatyczna strzelająca pociskami 5,56x45mm z doskonałą zdolnością prowadzenia ognia ciągłego. + Bębenkowy magazynek na naboje 5.56x45mm + + Nabój kalibru 5.56x45mm + + Bębenkowy magazynek na naboje 5.56x45mm z fizykorium + + Nabój kalibru 5.56x45mm z fizykorium + + Granat dymny + + Morski karabin bojowy + Standardowa broń Kolalicji Europejskiej. Strzela pociskami 5.56x45mm, zarówno celna, jak i niezawodna. Ulubiona przez Europejskie firmy najemników na całym świecie. + Magazynek na naboje 5.56x45mm + Koalicyjne 5.56x45mm + Magazynek na naboje 5.56x45mm z fizykorium + Koalicyjne 5.56x45mm + Magazynek na naboje 5.56x45mm (Na zamieszki) + Koalicyjne 5.56x45mm + 'Bestia' SSL + Eksperymentalne działko automatyczne 30mm-FC, o ogromnej sile ognia. + Wkład z nabojami 30mm-FC + Kompozytowe naboje 30 mm w formie wkładu do SSL. Stosowane w eksperymentalnej broni "Bestia" SSL. + Nabój 30mm-FC + + Materiał wybuchowy własnej roboty + Prowizoryczna bomba odłamkowa zbudowana z elektroniki i zbiornika paliwa. + Mini ładunek wybuchowy + Lekkie urządznie wybuchowe z opóźnionym zapłonem. Przydatne do wyłamywania drzwi i cienkich sekcji kadłuba. + ek_breachingcharge_effect + + Ładunek wybuchowy (UEX) + Ładunek wybuchowy z zegarem. + Ładunek wybuchowy (C-4) + Ładunek wybuchowy z zegarem. + Termit + + ek_thermite_effect + + Granat z termitem + + Ładunek wybuchowy (Termit) + Ładunek wybuchowy z zegarem. + ek_thermite_effect_large + + Pistolet Laserowy + Broń laserowa wzmacniana impulsowo. Zaprojektowana do strzelnia z ogniw akumulatorowych o dużej mocy. + Ogniowo do pistoletu laserowego + + Pocisk do pistoletu laserowego + + Karabin laserowy + Broń laserowa wzmacniana impulsowo. Zaprojektowana do strzelnia z ogniw akumulatorowych o dużej mocy. + >Ogniowo do karabinu laserowego + + >Pocisk do karabinu laserowego + + Zbiornik z hipergolicznym paliwem do miotaczca ognia + Niestabilna, samoutleniająca się mieszanka paliwowa, nadająca się do użytku pod wodą. + Kropla Hipergolitu + + Dynamit + Wczesny „stabilny” związek wybuchowy wykonany z popularnych organicznych substancji chemicznych. (Użyj "E" w dłoni, aby zapalić) + Ładunek wybuchowy (Dynamit) + Ładunek wybuchowy z zegarem. + Rewolwer .357 + Rewolwer jednokierunkowy w stylu vintage, ulubieniec kapitanów ze smykałką do dramatyzmu. + Pocisk do rewolweru kalibru 37 mm + + Szybki magazynek z nabojami do rewolweru 37 mm + + Pocisk do rewolweru kalibru 37 mm z fizykorium + + Szybki magazynek do rewolweru 37 mm z nabojami z fizykorium + + Pocisk do rewolweru kalibru 37 mm (Na zamieszki) + + Szybki magazynek z nabojami do rewolweru 37 mm (Na zamieszki) + + Granat błyskowy + + Rakietowy harpun + Harpun do działa harpunowego, napędzany małym silnikiem rakietowym, co zwiększa zasięg i siłę uderzenia. + Granat podwodny + Granat o neutralnej wyporności przeznaczony do użytku pod wodą. Posiada szybszy lont detonacyjny niż standardowy granat. + + Topór + Tradycyjna broń do rąbania drewna na ziemi, obecnie używana na Europie do usuwania niechcianych koloni grzybów. Może służyć również jako przyzwoita broń. + Szabla Kapitana + Ceremonialna broń ziemskim kapitanom statków lądowych. Przestarzała, ale wciąż zabójcza w dobrych rękach. + Pałka policyjna + Zwykła pałka policyjna, do walki wręcz. + Nóż do rzucania + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/SimplifiedChineseEkArmory.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/SimplifiedChineseEkArmory.xml new file mode 100644 index 00000000..3be23042 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/SimplifiedChineseEkArmory.xml @@ -0,0 +1,147 @@ + + + + + 武器柜 + 武器箱 + 9mm弹药箱 + 5.7x28mm弹药箱 + 霰弹枪弹药箱 + 微型鱼雷弹药箱 + 刚素弹药箱 + 12口径弹药箱 + 豆袋弹弹药箱 + 独头弹弹药箱 + 音爆弹弹药箱 + 独头弹弹药箱(刚素) + 武器组件 + 装弹工具 + 用于压载大多数欧盟标准弹匣的工具。 + 火箭弹弹药箱 + + 海军陆战队作战服 + 海军陆战队头盔 + 叛乱分子作战服 + 消防服 + 消防盔 + + 军用重甲 + 抗重压服附加防弹装甲,牺牲机动性以提供有效防护。 + + 自卫武器 + 用简易零件制成的自卫武器,粗制滥造但在紧急关头有奇效。 + 自卫武器弹 + 刚素自卫武器弹 + 手枪 + 配发至私人前哨站与舰船安保人员的9mm手枪,旨在对付叛徒,对付深海巨兽时仅能给予一丝安慰。 + 9mm弹匣 + 9mm大容量弹匣 + 9mm子弹 + 9mm弹匣(刚素) + 9mm刚素弹 + 9mm弹匣(橡皮) + 9mm橡皮弹 + 5.7x28mm冲锋枪 + 欧洲舰哨防卫联盟研发的新一代军用冲锋枪,发射5.7x28mm子弹,可有效杀伤非装甲目标。 + 5.7x28mm弹匣 + 5.7x28mm子弹 + 5.7x28mm弹匣(刚素) + 5.7x28mm子弹(刚素) + 5.7x28mm弹匣(橡皮) + 5.7x28mm子弹(橡皮) + 轻型防暴盾 + 便携式鱼雷发射器 + 新一代水下无后坐力步枪,用于对舰或重甲怪物。 + 微型鱼雷(实心) + 从鱼雷枪发射的无装药动能弹。 + 微型鱼雷 + 从鱼雷枪发射的无装药弹头。 + 微型鱼雷(短引线) + 从鱼雷枪发射的延迟引信弹头。 + 微型鱼雷(震撼弹) + 从鱼雷枪发射的震撼弹头。 + 微型鱼雷(刚素) + 从鱼雷枪发射的实验性高爆弹头。 + 信号枪 + 紧急情况下用的闪光信号枪。信号弹会燃烧以提供照明。 + 信号弹 + 防水且能照亮大面积区域。 + 消音器 + 用于抑制枪械开火声音。 + 自卫武器(消音) + 加装了消音器的烂枪还是烂枪,真的有人会把消音器装在这上面? + 手枪(消音) + 原本就无太大噪音的手枪加上消音器之后,就变成了真正沉默的杀手。 + 冲锋枪(消音) + 舰船安保人员一直抱怨船内开火总会让自己的耳膜受伤,加装消音器就没问题啦! + 冲击地雷 + 触发式地雷,接触后三秒爆炸。 + 排雷器 + 手持电磁脉冲工具,可与地雷控制端口链接,可用于解除或恢复地雷。 + 双管霰弹枪 + 双管霰弹枪。廉价且有效。 + 战术霰弹枪 + 可装载五发霰弹,容错率较高,舰长再也不用担心我打不死怪啦。 + 12口径霰弹 + 12口径豆袋弹 + 12口径独头弹 + 12口径独头弹(刚素) + 12口径音爆弹 + 泰瑟枪 + 用腻了电击甩棍?试试这个!更大电流,更远距离,两个愿望,一次满足。 + 泰瑟枪弹夹 + 泰瑟枪子弹 + 火焰喷射器 + 火焰...吞噬一切... + 火焰喷射器燃油罐 + 火焰喷射器燃油 + 火焰喷射器燃素罐 + 译者未能找到对应的翻译,原文为Flamethrower Incendium Tank,有更好的翻译可以在创意工坊找到我。 + 火焰喷射器燃素 + 可连接灯 + 外星人步枪 + 外星科技结晶,杀伤极大。 + 外星人步枪弹匣 + 外星人步枪子弹 + 莫洛托夫鸡尾酒 + 在船上还是乖乖喝医用酒精吧,因为这个玩意真的能把你喉咙烧掉。 + 飞镖发射器 + 当有人拿这玩意对准你的时候,你最好祈祷飞镖里面装的是治疗药剂。 + 飞镖(止血剂) + 飞镖(疗素) + 飞镖(吗啡) + 飞镖(芬太尼) + 飞镖(神效剂) + 飞镖(皮虫净) + 飞镖(氟哌啶醇) + 飞镖(液态氧矿) + 飞镖(水合三氯乙醛) + 飞镖(谵妄毒剂) + 飞镖(硫酸) + 飞镖(氰化物毒剂) + 飞镖(辐射毒剂) + 飞镖(窒死毒剂) + 飞镖(升天毒剂) + 爆炸飞镖 + 冲锋枪(紧凑型) + 为应对狭窄空间的舰船,安保人员被配发此类紧凑型防卫武器,使用10mm子弹。 + 冲锋枪(紧凑消音型) + 狭窄空间内枪声对安全官耳膜伤害更甚,消音器此时就是最好的伙伴。 + 10mm弹匣 + 10mm子弹 + 10mm弹匣(刚素) + 10mm子弹(刚素) + 10mm弹匣(橡皮) + 10mm子弹(橡皮) + 肩扛式火箭筒 + 专为联合特种作战研制的肩扛式火箭发射器,体积庞大,价格昂贵,每次仅能发射一枚火箭。 + 火箭弹(高爆) + 携带大量爆炸弹头,杀伤力极强。 + 火箭弹(短引线) + 携带大量爆炸弹头的延迟引信火箭。 + 穿甲火箭弹 + 穿甲性能极佳但不会爆炸。 + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/TraditionalChineseEkArmory.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/TraditionalChineseEkArmory.xml new file mode 100644 index 00000000..87045ebe --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1769403760/Texts/TraditionalChineseEkArmory.xml @@ -0,0 +1,149 @@ + + + + + 武器櫃 + 武器箱 + 9mm彈藥箱 + 5.7x28mm彈藥箱 + 霰彈槍彈藥箱 + 微型魚雷彈藥箱 + 剛素彈藥箱 + 12口徑彈藥箱 + 豆袋彈彈藥箱 + 獨頭彈彈藥箱 + 音爆彈彈藥箱 + 獨頭彈彈藥箱(剛素) + 武器組件 + 裝彈工具 + 用於壓載大多數歐盟標準彈匣的工具。 + 火箭彈彈藥箱 + + 海軍陸戰隊作戰服 + 海軍陸戰隊頭盔 + 叛亂分子作戰服 + 消防服 + 消防盔 + + 軍用重甲 + 抗重壓服附加防彈裝甲,犧牲機動性以提供有效防護。 + + 自衛武器 + 用簡易零件製成的自衛武器,粗製濫造但在緊急關頭有奇效。 + 自衛武器彈 + 剛素自衛武器彈 + 手槍 + 配發至私人前哨站與艦船安保人員的9mm手槍,旨在對付叛徒,對付深海巨獸時僅能給予一絲安慰。 + 9mm彈匣 + 9mm大容量彈匣 + 9mm子彈 + 9mm彈匣(剛素) + 9mm剛素彈 + 9mm彈匣(橡皮) + 9mm橡皮彈 + 5.7x28mm衝鋒槍 + 歐洲艦哨防衛聯盟研發的新一代軍用衝鋒槍,發射5.7x28mm子彈,可有效殺傷非裝甲目標。 + 5.7x28mm彈匣 + 5.7x28mm子彈 + 5.7x28mm彈匣(剛素) + 5.7x28mm子彈(剛素) + 5.7x28mm彈匣(橡皮) + 5.7x28mm子彈(橡皮) + 輕型防暴盾 + 可擕式魚雷發射器 + 新一代水下無後坐力步槍,用於對艦或重甲怪物。 + 微型魚雷(實心) + 從魚雷槍發射的無裝藥動能彈。 + 微型魚雷 + 從魚雷槍發射的無裝藥彈頭。 + 微型魚雷(短引線) + 從魚雷槍發射的延遲引信彈頭。 + 微型魚雷(震撼彈) + 從魚雷槍發射的震撼彈頭。 + 微型魚雷(剛素) + 從魚雷槍發射的實驗性高爆彈頭。 + 信號槍 + 緊急情况下用的閃光信號槍。信號彈會燃燒以提供照明。 + 信號槍 + 緊急情况下用的閃光信號槍。信號彈會燃燒以提供照明。 + 信號彈 + 防水且能照亮大面積區域。 + 消音器 + 用於抑制槍械開火聲音。 + 自衛武器(消音) + 加裝了消音器的爛槍還是爛槍,真的有人會把消音器裝在這上面? + 手槍(消音) + 原本就無太大譟音的手槍加上消音器之後,就變成了真正沉默的殺手。 + 衝鋒槍(消音) + 艦船安保人員一直抱怨船內開火總會讓自己的耳膜受傷,加裝消音器就沒問題啦! + 衝擊地雷 + 觸發式地雷,接觸後三秒爆炸。 + 排雷器 + 手持電磁脈衝工具,可與地雷控制埠連結,可用於解除或恢復地雷。 + 雙管霰彈槍 + 雙管霰彈槍。廉價且有效。 + 戰術霰彈槍 + 可裝載五發霰彈,容錯率較高,艦長再也不用擔心我打不死怪啦。 + 12口徑霰彈 + 12口徑豆袋彈 + 12口徑獨頭彈 + 12口徑獨頭彈(剛素) + 12口徑音爆彈 + 泰瑟槍 + 用膩了電擊甩棍?試試這個!更大電流,更遠距離,兩個願望,一次滿足。 + 泰瑟槍彈夾 + 泰瑟槍子彈 + 火焰噴射器 + 火焰…吞噬一切… + 火焰噴射器燃油罐 + 火焰噴射器燃油 + 火焰噴射器燃素罐 + 譯者未能找到對應的翻譯,原文為Flamethrower Incendium Tank,有更好的翻譯可以在創意工坊找到我。 + 火焰噴射器燃素 + 可連接燈 + 外星人步槍 + 外星科技結晶,殺傷極大。 + 外星人步槍彈匣 + 外星人步槍子彈 + 莫洛托夫雞尾酒 + 在船上還是乖乖喝醫用酒精吧,因為這個玩意真的能把你喉嚨燒掉。 + 飛鏢發射器 + 當有人拿這玩意對準你的時候,你只能祈禱飛鏢裡面裝的是治療藥劑。 + 飛鏢(止血劑) + 飛鏢(療素) + 飛鏢(嗎啡) + 飛鏢(芬太尼) + 飛鏢(神效劑) + 飛鏢(皮蟲淨) + 飛鏢(氟呱啶醇) + 飛鏢(液態氧礦) + 飛鏢(水合三氯乙醛) + 飛鏢(譫妄毒劑) + 飛鏢(硫酸) + 飛鏢(氰化物毒劑) + 飛鏢(輻射毒劑) + 飛鏢(窒死毒劑) + 飛鏢(升天毒劑) + 爆炸飛鏢 + 衝鋒槍(緊湊型) + 為應對狹窄空間的艦船,安保人員被配發此類緊湊型防衛武器,使用10mm子彈。 + 衝鋒槍(緊湊消音型) + 狹窄空間內槍聲對安全官耳膜傷害更甚,消音器此時就是最好的夥伴。 + 10mm彈匣 + 10mm子彈 + 10mm彈匣(剛素) + 10mm子彈(剛素) + 10mm彈匣(橡皮) + 10mm子彈(橡皮) + 肩扛式火箭筒 + 專為聯合特種作戰研製的肩扛式火箭發射器,體積龐大,價格昂貴,每次僅能發射一枚火箭。 + 火箭彈(高爆) + 攜帶大量爆炸彈頭,殺傷力極强。 + 火箭彈(短引線) + 攜帶大量爆炸彈頭的延遲引信火箭。 + 穿甲火箭彈 + 穿甲效能極佳但不會爆炸。 + \ No newline at end of file diff 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( Place by pressing aim + use ) + Shelf + Basic wall-mounted storage solution. ( Place by pressing aim + use ) + Large Railgun Shell Rack + A metal frame designed to hold railgun shells. ( Place by pressing aim + use ) + Huge Railgun Shell Rack + A wall-mounted magazine designed to hold many railgun shells. ( Place by pressing aim + use ) + Crate Rack + A shelf for neatly storing cargo crates. ( Place by pressing aim + use ) + Tall Crate Rack + A taller shelf for neatly storing cargo crates. ( Place by pressing aim + use ) + Climate-Controlled Crate Rack + An enclosed crate shelf with controls for temperature or humidity sensitive cargo. Requires electricity. ( Place by pressing aim + use ) + Chemlight Box (Red) + Box of chemlights; a disposable single-use light source. Red in color. + Chemlight Box (Green) + Box of chemlights; a disposable single-use light source. Green in color. + Chemlight Box (Blue) + Box of chemlights; a disposable single-use light source. Blue in color. + Chemlight Box (Yellow) + Box of chemlights; a disposable single-use light source. Amber in color. + Rolling Cart + A sturdy metal cart for transporting items like metal crates, depth charge shells, and diving suits. + Shell Handling Truck + A simple hand truck for moving heavy railgun shells with ease. + Fuelrod Handling Truck + A hand truck with shielded pig for moving fuel rods outside the reactor. + Artifact Container + A large heavily-insulated container designed to hold artifacts for transportation and study. + Industrial Strength Crate + A rugged watertight container for storage and transportation. + Cargo Crate Blocker + An empty storage spacer. Can be used to prevent placing cargo in unused crate slots. + Material Storage Locker + A heavy storage locker for organization. ( Place by pressing aim + use ) + Crate Transport Mule + Self-propelled underwater sled capable of carrying 4 cargo crates. + Secure Locker (Captain) + Lockable storage for small- and medium-sized items. ( Place by pressing aim + use ) + Secure Locker (Security Officer) + Lockable storage for small- and medium-sized items. ( Place by pressing aim + use ) + Secure Locker (Medical Doctor) + Lockable storage for small- and medium-sized items. ( Place by pressing aim + use ) + Secure Locker (Mechanic) + Lockable storage for small- and medium-sized items. ( Place by pressing aim + use ) + Secure Locker (Engineer) + Lockable storage for small- and medium-sized items. ( Place by pressing aim + use ) + + Text Label + A blank label card with room for written information. + Iron Label + A label card with a picture of iron on it. + Aluminium Label + A label card with a picture of aluminium on it. + Copper Label + A label card with a picture of copper on it. + Titanium Label + A label card with a picture of titanium on it. + Carbon Label + A label card with a picture of carbon on it. + Lead Label + A label card with a picture of lead on it. + Tin Label + A label card with a picture of tin on it. + Zinc Label + A label card with a picture of zinc on it. + Silicon Label + A label card with a picture of silicon on it. + Uranium Label + A label card with a picture of uranium on it. + Thorium Label + A label card with a picture of thorium on it. + Steel Label + A label card with a picture of steel on it. + Titanium-Aluminium Alloy Label + A label card with a picture of titanium-aluminium alloy on it. + Plastic Label + A label card with a picture of plastic on it. + Rubber Label + A label card with a picture of rubber on it. + FPGA Circuit Label + A label card with a picture of an fpga circuit on it. + Organic Fiber Label + A label card with a picture of organic fiber on it. + Ballistic Fiber Label + A label card with a picture of ballistic fiber on it. + Physicorium Label + A label card with a picture of physicorium alloy on it. + Fulgurium Label + A label card with a picture of fulgurium on it. + Sulphurite Label + A label card with a picture of sulphurite on it. + Oxygenite Label + A label card with a picture of oxygenite on it. + Incendium Label + A label card with a picture of incendium on it. + Dementonite Label + A label card with a picture of dementonite fiber on it. + Flash Powder Label + A label card with a picture of flash powder on it. + Lithium Label + A label card with a picture of lithium on it. + Sodium Label + A label card with a picture of sodium on it. + Magnesium Label + A label card with a picture of magnesium on it. + Potassium Label + A label card with a picture of potassium on it. + Chlorine Label + A label card with a picture of chlorine on it. + Calcium Label + A label card with a picture of calcium on it. + Phosphorus Label + A label card with a picture of phosphorus on it. + Ethanol Label + A label card with a picture of ethanol on it. + Sulphuric Acid Label + A label card with a picture of sulphuric acid on it. + Bandage Label + A label card with a picture of a bandage on it. + Plastiseal Label + A label card with a picture of plastiseal on it. + Antibiotic Glue Label + A label card with a picture of antibiotic glue on it. + Tonic Liquid Label + A label card with a picture of tonic liquid on it. + Saline Label + A label card with a picture of saline on it. + Blood Pack Label + A label card with a picture of a blood pack on it. + Adrenaline Label + A label card with a picture of adrenaline on it. + Opium Label + A label card with a picture of opium on it. + Elastin Label + A label card with a picture of elastin on it. + Alien Blood Label + A label card with a picture of alien blood on it. + Adrenaline Gland Label + A label card with a picture of an adrenaline gland on it. + Swim Bladder Label + A label card with a picture of a swim bladder on it. + Paralyxis Label + A label card with a picture of paralyxis on it. + Velonaceps Calyx Label + A label card with a picture of velonaceps calyx on it. + Fiber Plant Label + A label card with a picture of a fiber plant on it. + Elastin Plant Label + A label card with a picture of an elastin plant on it. + Aquatic Poppy Label + A label card with a picture of an aquatic poppy on it. + Yeast Mushroom Label + A label card with a picture of a yeast mushroom on it. + Slime Bacteria Label + A label card with a picture of slime bacteria on it. + Pomegrenade Label + A label card with a picture of a pomegrenade on it. + Tobacco Bud Label + A label card with a picture of a tobacco bud on it. + Salt Bulb Label + A label card with a picture of a salt bulb on it. + Raptorbane Label + A label card with a picture of raptorbane on it. + Stabilozine Label + A label card with a picture of stabilozine on it. + Morphine Label + A label card with a picture of morphine on it. + Fentanyl Label + A label card with a picture of fentanyl on it. + Deusizine Label + A label card with a picture of deusizine on it. + Naloxone Label + A label card with a picture of naloxone on it. + Haloperidol Label + A label card with a picture of haloperidol on it. + Methamphetamine Label + A label card with a picture of methamphetamine on it. + Anabolic Steroids Label + A label card with a picture of anabolic steroids on it. + Hyperzine Label + A label card with a picture of hyperzine on it. + Liquid Oxygenite Label + A label card with a picture of liquid oxygenite on it. + Broad-spectrum Antibiotics Label + A label card with a picture of broad-spectrum antibiotics on it. + Chloral Hydrate Label + A label card with a picture of chloral hydrate on it. + Calyxanide Label + A label card with a picture of calyxanide on it. + Raptorbane Extract Label + A label card with a picture of raptorbane extract on it. + Pomegrenade Extract Label + A label card with a picture of pomegrenade extract on it. + Cyanide Label + A label card with a picture of cyanide on it. + Cyanide Antidote Label + A label card with a picture of cyanide antidote on it. + Sufforin Label + A label card with a picture of sufforin on it. + Sufforin Antidote Label + A label card with a picture of sufforin antidote on it. + Morbusine Label + A label card with a picture of morbusine on it. + Morbusine Antidote Label + A label card with a picture of morbusine antidote on it. + Radiotoxin Label + A label card with a picture of radiotoxinon it. + Antirad Label + A label card with a picture of antirad on it. + Deliriumine Label + A label card with a picture of deliriumine on it. + Deliriumine Antidote Label + A label card with a picture of deliriumine antidote on it. + Paralyzant Label + A label card with a picture of paralyzant on it. + Anaparalyzant Label + A label card with a picture of anaparalyzant on it. + Fuel Rod Label + A label card with a picture of a welding fuel tank on it. + Wrench Label + A label card with a picture of a wrench on it. + Screwdriver Label + A label card with a picture of a screwdriver on it. + Crowbar Label + A label card with a picture of a crowbar on it. + Welding Tool Label + A label card with a picture of a welding tool on it. + Plasma Cutter Label + A label card with a picture of a plasma cutter on it. + Flamer Label + A label card with a picture of a flamer on it. + Fire Extinguisher Label + A label card with a picture of a fire extinguisher on it. + Flare Label + A label card with a picture of a flare on it. + Flashlight Label + A label card with a picture of a flashlight on it. + Oxygen Tank Label + A label card with a picture of an oxygen tank on it. + Welding Fuel Tank Label + A label card with a picture of a welding fuel tank on it. + Battery Cell Label + A label card with a picture of a battery cell on it. + Fulgurium Battery Cell Label + A label card with a picture of a fulgurium battery cell on it. + Headset Label + A label card with a picture of a headset on it. + Diving Mask Label + A label card with a picture of a diving mask on it. + Underwater Scooter Label + A label card with a picture of an underwater scooter on it. + Handheld Sonar Label + A label card with a picture of a handheld sonar on it. + Sonar Beacon Label + A label card with a picture of a sonar beacon sonar on it. + Electric Drill Label + A label card with a picture of an electric drill on it. + Metallic Foam Canister Label + A label card with a picture of a metallic foam canister on it. + Metallic Foam Sprayer Label + A label card with a picture of a metallic foam sprayer on it. + Ion Pulse Cutter Label + A label card with a picture of an ion pulse cutter on it. + Laser Bore Label + A label card with a picture of a laser bore on it. + Arc Welder Label + A label card with a picture of an arc welder on it. + Label Printer + A quartermaster's best friend. This handheld device can scan and print sorting labels for most common cargo items. + + Reinforced Oxygen Tank + High-pressure composite tank, resistant to puncture and heat. + Reinforced Oxygenite Tank + High-pressure composite tank, resistant to puncture and heat. + Rebreather Unit + Experimental self-contained rebreather unit, its connections are designed to be compatible with most standard coalition diving equipment. Requires batteries and internal oxygen storage to function. + Jetscooter + Advanced underwater propulsion device. Features improved battery lifetime and a built-in sonar navigation system. + Advanced Sonar Beacon + A handheld positional beacon transmitter, an invaluable tool for extravehicular operations. + Utility Mk-I Hardsuit + A rugged pressure suit designed for shipyard construction, mining, and salvage operations. The suit provides moderate insulation from electrical and thermal hazards, while manipulator gloves allow the wearer to operate tools and equiptment as normal. [ Rated 6000m ] + Utility Mk-I Hardsuit (Mechanic) + A rugged pressure suit designed for shipyard construction, mining, and salvage operations. The suit provides moderate insulation from electrical and thermal hazards, while manipulator gloves allow the wearer to operate tools and equiptment as normal. [ Rated 6000m ] + Oxygen Cell Mk-I + Hardsuit non-rechargable oxygen supply which utilizes chemical reagents to produce a large density of oxygen. + Oxygen Cell Mk-II + Hardsuit non-rechargable oxygen supply which utilizes chemical reagents to produce a large density of oxygen. + + Crate of Iron + A bulk storage/transportation container of raw iron. + Crate of Aluminium + A bulk storage/transportation container of raw aluminium. + Crate of Copper + A bulk storage/transportation container of raw copper. + Crate of Titanium + A bulk storage/transportation container of raw titanium. + Crate of Carbon + A bulk storage/transportation container of raw carbon. + Crate of Lead + A bulk storage/transportation container of raw lead. + Crate of Tin + A bulk storage/transportation container of raw tin. + Crate of Zinc + A bulk storage/transportation container of raw zinc. + Crate of Silicon + A bulk storage/transportation container of raw silicon. + Crate of Steel Bars + A bulk storage/transportation container of steel bars. + Crate of Titanium Alloy Bars + A bulk storage/transportation container of titanium-aluminium alloy bars. + Crate of Plastic + A bulk storage/transportation container of raw plastic. + Crate of Rubber + A bulk storage/transportation container of raw rubber. + Crate of FPGA Circuits + A bulk storage/transportation container of FPGA circuits. + Crate of Organic Fiber + A bulk storage/transportation container of organic fiber. + Crate of Ballistic Fiber + A bulk storage/transportation container of ballistic fiber. + Crate of Uranium + A bulk storage/transportation container of raw uranium. + Crate of Thorium + A bulk storage/transportation container of raw thorium. + Crate of Depleted Uranium + A bulk storage/transportation container of depleted uranium. + Crate of Flash Powder + A bulk storage/transportation container of flash powder. + Crate of Lithium + A bulk storage/transportation container of lithium. + Crate of Sodium + A bulk storage/transportation container of sodium. + Crate of Magnesium + A bulk storage/transportation container of magnesium. + Crate of Potassium + A bulk storage/transportation container of potassium. + Crate of Chlorine + A bulk storage/transportation container of chlorine. + Crate of Calcium + A bulk storage/transportation container of calcium. + Crate of Phosphorus + A bulk storage/transportation container of phosphorus. + Crate of Ethanol + A bulk storage/transportation container of ethanol. + Crate of Sulphuric Acid + A bulk storage/transportation container of sulphuric acid. + Crate of UEX + A bulk storage/transportation container of UEX. + Crate of C-4 + A bulk storage/transportation container of C-4. + Crate of Compound-N + A bulk storage/transportation container of compound-N. + Crate of IC-4 + A bulk storage/transportation container of IC-4. + Crate of Physicorium + A bulk storage/transportation container of physicorium. + Crate of Fulgurium + A bulk storage/transportation container of fulgurium. + Crate of Sulphurite + A bulk storage/transportation container of sulphurite. + Crate of Oxygenite + A bulk storage/transportation container of oxygenite. + Crate of Incendium + A bulk storage/transportation container of incendium. + Crate of Dementonite + A bulk storage/transportation container of dementonite. + Crate of Bandages + A bulk storage/transportation container of medical bandages. + Crate of Plastiseal + A bulk storage/transportation container of plastiseal. + Crate of Antibiotic Glue + A bulk storage/transportation container of antibiotic glue. + Crate of Tonic Liquid + A bulk storage/transportation container of tonic liquid. + Crate of Saline + A bulk storage/transportation container of medical saline. + Crate of Blood Packs + A medical transport container of blood packs. + Crate of Adrenaline + A bulk storage/transportation container of medical adrenaline. + Crate of Opium + A bulk storage/transportation container of opium. + Crate of Elastin + A bulk storage/transportation container of elastin. + Crate of Alien Blood + A medical transport container of alien blood samples. + Crate of Adrenaline Glands + A medical transport container of adrenaline gland samples. + Crate of Swim Bladder + A medical transport container of swim bladder samples. + Crate of Paralyxis + A medical transport container of paralyxis samples. + Crate of Velonaceps Calyx + A medical transport container of velonaceps calyx egg samples. + Crate of Stabilozine + A bulk storage/transportation container of stabilozine. + Crate of Morphine + A bulk storage/transportation container of morphine. + Crate of Fentanyl + A bulk storage/transportation container of fentanyl. + Crate of Deusizine + A bulk storage/transportation container of deusizine. + Crate of Naloxone + A bulk storage/transportation container of naloxone. + Crate of Haloperidol + A bulk storage/transportation container of haloperidol. + Crate of Methamphetamine + A bulk storage/transportation container of methamphetamine. + Crate of Anabolic Steroids + A bulk storage/transportation container of anabolic steroids. + Crate of Hyperzine + A bulk storage/transportation container of hyperzine. + Crate of Liquid Oxygenite + A bulk storage/transportation container of liquid oxygenite. + Crate of Broad-spectrum Antibiotics + A bulk storage/transportation container of broad-spectrum antibiotics. + Crate of Chloral Hydrate + A bulk storage/transportation container of chloral hydrate. + Crate of Calyxanide + A bulk storage/transportation container of calyxanide. + Crate of Raptor Bane Extract + A bulk storage/transportation container of raptor bane extract. + Crate of Pomegrenade Extract + A bulk storage/transportation container of pomegrenade extract. + Crate of Cyanide + A bulk storage/transportation container of cyanide. + Crate of Cyanide Antidote + A bulk storage/transportation container of cyanide antidote. + Crate of Sufforin + A bulk storage/transportation container of sufforin. + Crate of Sufforin Antidote + A bulk storage/transportation container of sufforin antidote. + Crate of Morbusine + A bulk storage/transportation container of morbusine. + Crate of Morbusine Antidote + A bulk storage/transportation container of morbusine antidote. + Crate of Radiotoxin + A bulk storage/transportation container of radiotoxin. + Crate of Antirad + A bulk storage/transportation container of antirad. + Crate of Deliriumine + A bulk storage/transportation container of deliriumine. + Crate of Deliriumine Antidote + A bulk storage/transportation container of deliriumine antidote. + Crate of Paralyzant + A bulk storage/transportation container of paralyzant. + Crate of Anaparalyzant + A bulk storage/transportation container of anaparalyzant. + + Diving Suit Locker + Storage for one diving suit, refills oxygen if powered. ( Place by pressing aim + use ) + Oxygen Tank Shelf + Storage for three oxygen tanks, refills oxygen if powered. ( Place by pressing aim + use ) + Text Display + + Text Display (Long) + + Water Sprinkler + A general-purpose sprinkler system for agricultural use or light fire suppression. Requires electricity. ( Place by pressing aim + use ) + Secure Button (Captain) + + Secure Button (Security Officer) + + Secure Button (Medical Doctor) + + Secure Button (Mechanic) + + Secure Button (Engineer) + + Junction Bus + A simple wall mounted electrical junction. ( Place by pressing aim + use ) + Heavy Power Switch + An industrial-strength power disconnect, capable of handling a single-pin throughput of up to 5000kw. ( Place by pressing aim + use ) + Battery Assembly + Wall mounted heavy battery power stack. 2000kw capacity, 1500kw discharge rate. ( Place by pressing aim + use ) + Terminal + Outputs a user-submitted string. + Small Pump + Usable device for moving water. + Fabricator + A machine capable of manufacturing a wide range of items out of basic raw materials. ( Place by pressing aim + use ) + Fabricator (Adaptive) + An improved fabricator unit with adaptive control computer and improved manufacturing tolerances. Lower calibration skill requirements. ( Place by pressing aim + use ) + Medical Fabricator + A machine that can be used to manufacture various medicines. ( Place by pressing aim + use ) + Deconstructor + Disassembles and breaks down items to reusable components and material bars. ( Place by pressing aim + use ) + Sonar Monitor + Usable device for observing the sub's sonar. ( Place by pressing aim + use ) + Status Monitor + Usable device for viewing a schematic of the sub as well as the status of each room. ( Place by pressing aim + use ) + Charging Dock + A wall-mounted battery cell charging dock. ( Place by pressing aim + use ) + + Reinforced Welding Fuel Tank + High-pressure composite tank, resistant to puncture and heat. + Reinforced Incendium Fuel Tank + High-pressure composite tank, resistant to puncture and heat. + Electric Drill + Industral strength handheld drill. Used for mining and salvage operations. + Metallic Foam Canister + Contains an advanced metal-catalyst dissolution used to rapidly repair hull damage, for use in the Metallic Foam Sprayer. Danger: Highly toxic, Do not open. + Metallic Foam Sprayer + Advanced hull sealing technology. Utilizes a special chemical-metalloid formula extruded through a heated nozzle to rapidly repair fractured or punctured hull sections. + Ion Pulse Cutter + Heavy cutting tool which utilizes rapid pulses of accelerated charged particles. Effective against a range of materials but suffers from poor power efficiency. Danger: Obstructing the ion beam while active may cause disability or serious injury such as - third degree burns, limb loss, vaporization, and death. + Chemlight (Red) + + Chemlight (Green) + + Chemlight (Blue) + + Chemlight (Yellow) + + Medical Scanner + A handheld scanner that displays the health status of individuals. + Gyro-compass + Self-illuminating handheld compass. + Grappling Hook + Have fun swinging through the air without a care in the world. + ekutility_grapplegunprojectile + + ekutility_grapplegunprojectile_rappel + + Rocketbelt + A novel device once used by explorers of the surface and even worlds beyond. Runs using the same fuel composition as a standard welding tank. + Engineering Headset + + Long Range Radio + A waterproof high-power radio transmitter pack designed for use by coalition expedition crew. + Sledgehammer + Low-tech unwanted structure removal solution. + Electro-flare + A small self-contained lighting unit. Can be recharged at a charging dock. + Status PDA + Handheld computer which displays local structural and atmospheric information from the onboard diagnostics network. + Logistics PDA + Handheld computer which displays ship logistics and cargo information from the onboard diagnostics network. + Hull Patching Kit + A low-tech solution for temporary hull repairs. Consumes steel bars to repair structural damage. + Laser Bore + Phase-multiplied portable laser unit designed for cutting away ice and rock. Overheats easily due to its compact design. + Mining Backpack + A sturdy backpack with external frame, often used by mining outpost crews. + Medical Backpack + A simple medical bag designed to be worn as a backpack. + Arc Welder + Electrically powered welding tool which utilizes a heavy electrode to create arcs of plasma. + Portable Bilge Pump + debug item + Incendium Fuel Rod + A bar of enriched incendium, for use within a reactor. Generates significantly more heat and lasts longer than uranium fuel rods. + Utility Pouch + A pouch for holding various small items such as tools or medicines. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/UI/ekutility_styles.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/UI/ekutility_styles.xml new file mode 100644 index 00000000..a9dba55e --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/UI/ekutility_styles.xml @@ -0,0 +1,9 @@ + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/filelist.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/filelist.xml new file mode 100644 index 00000000..fc227c32 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/1946765892/filelist.xml @@ -0,0 +1,13 @@ + + + + + + + + + + + + + \ No 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GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Characters/Mudraptor_hatchlinghusk/Mudraptor_hatchlinghusk.xml new file mode 100644 index 00000000..911f7e41 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Characters/Mudraptor_hatchlinghusk/Mudraptor_hatchlinghusk.xml @@ -0,0 +1,39 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Characters/Mudraptor_hatchlinghusk/Mudraptorhatchlinghusk.png b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Characters/Mudraptor_hatchlinghusk/Mudraptorhatchlinghusk.png new file mode 100644 index 00000000..50bf5be8 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Characters/Mudraptor_hatchlinghusk/Mudraptorhatchlinghusk.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/BrazilianPortuguese.xml new file mode 100644 index 00000000..4fa5e998 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/BrazilianPortuguese.xml @@ -0,0 +1,45 @@ + + + + Reptante Mutante + Raptor de Terra Mutante + Parasita-Carcaça Mutante Blindado + Parasita-Carcaça Mutante Caçador + Parasita-Carcaça Mutante + Casulo de Parasita-Carcaça + Debrulhador Mutante + Debrulhador Mutante + Aranha-Sequestradora + Verme Faminto + Micoteron + + Ovos de Velonaceps Calyx Instáveis + Ovos dormentes da forma de vida europana conhecida popularmente como 'Parasita-Carcaça'. Esses estão repletos de atividade! + Ferrão de Parasita-Carcaça Instável + Um ferrão escuro rígido. Parece pulsar vez ou outra. + Massa Contorcida + Embrião Mutante + Uma criatura estranha pouco desenvolvida. Atualmente está inativa. + Injetor de Calyx + Uma engenhoca que parece ser um injetor. Usado para fabricação. + Injetor de Calyx Simbiótico + Uma engenhoca que parece ser um injetor. Injeta uma versão modificada da infecção de parasita-carcaça que trará benefícios (e efeitos colaterais) de ser um parasita-carcaça ao usuário. + Injetor de Reforço Calyx + Uma engenhoca que parece ser um injetor. Injeta uma mistura que aumenta temporariamente a velocidade de alguns processos internos do paciente, como cura e crescimento. Pode ter efeitos colaterais indesejados. + + Mutação de Parasita-Carcaça + A pele se contorce e os ossos racham... algo horrível está acontecendo. + Infecção de Parasita-Carcaça Simbiótica + Algo alienígena, mas benéfico, prospera internamente... + Regeneração de Parasita-Carcaça + O parasita-carcaça simbiótico mantém seu corpo oxigenado e produz outras substâncias benéficas que podem fazer você se recuperar de um estado crítico. + Afinidade a Infecção de Parasita-Carcaça + O parasita-carcaça simbiótico estabeleceu-se totalmente dentro do seu corpo, proporcionando resistência à pressão e controle sobre a infecção comum de parasita-carcaça, impedindo que ela o domine completamente. + Deslocamento de Cabeça + Uma cabeça decepada está tentando deslocar seu crânio! Tentar afastá-la sozinho parece ser inútil... Você precisa pedir a outra pessoa para atirar nela! + Toxina Escura + Veias pretas latejantes estão se espalhando pela pele do paciente, espalhando algum tipo de líquido escuro a uma taxa alarmante. + Infecção de Parasita-Carcaça de Reforço + Uma mistura poderosa, mas volátil, de células-tronco se integram rapidamente ao seu corpo, permitindo uma cura extremamente rápida. + Crescimento + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/English.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/English.xml new file mode 100644 index 00000000..a03081e0 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/English.xml @@ -0,0 +1,45 @@ + + + + Mutant Crawler + Mutant Mudraptor + Armored Mutant Husk + Hunter Mutant Husk + Mutant Husk + Husk Cocoon + Mutant Thresher + Mutant Thresher + Snatcher + Nibbler + Micoteron + + Unstable Velonaceps Calyx Eggs + Eggs of the Europan lifeform colloquially referred to as 'husk parasite'. These ones are teeming with activity! + Unstable Husk Stinger + A hardened Black Stinger. It seems to pulse every so often. + Wriggling Mass + Mutant Embryo + A strange underdeveloped creature. It is currently inactive. + Calyx Injector + An ominous injector-like contraption. Used for crafting. + Symbiotic Calyx Injector + An ominous injector-like contraption. Injects a modified version of the husk infection that will bring the benefits (and drawbacks) of being a husk to its host. + Booster Calyx Injector + An ominous injector-like contraption. Injects a concotion that temporarily boost the some of the patient's internal processes' speed, such as healing and growth. May have unintended side effects. + + Husk Mutation + The skin contorts and the bones crack... something foul is happening. + Symbiotic Husk Infection + Something alien but benevolent thrives within... + Husk Infection Healing + The symbiotic husk keeps your body oxygenated and produces other beneficial substances that can make you recover from a critical state. + Husk Infection Affinity + The symbiotic husk has fully established itself within your body, providing pressure resistance and control over the common husk infection, preventing it from taking over you entirely. + Head Hijacking + A severed head is attempting to dislocate your skull! Attempting to push it away by yourself seems to be futile... You need to ask someone else to shoot it off! + Black Toxin + Throbbing black veins are spreading around the patient's skin, spreading some sort of black liquid at an alarming rate. + Booster Husk Infection + A powerful but volatile mixture of stem-like cells quickly integrate themselves in your body, allowing for extremely quick healing. + Growth + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Japanese.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Japanese.xml new file mode 100644 index 00000000..2af0c51a --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Japanese.xml @@ -0,0 +1,45 @@ + + + + 変異体クローラー + 変異体ムドラプター + 武装した変異体殻 + 変異体殻ハンター + 変異体人殻 + 繭形殻変異体 + 変異体タイガーシャーク + 変異体ボーンタイガーシャーク + スナッチャー + ニブラー + ミコテロン + + 不安定なベロナセプスの萼卵 + ‘殻寄生虫’と口語的に呼ばれるユーロパ生命体の卵。この卵は目覚めているみたいです + 不安定なハスクスティンガー + 硬化した黒いスティンガー,間に合わせの刺突器具。 + 蠢くミサ + 変異共生体殻の胚 + 開発が未完全な殻の胚,今だに眠っています + 萼形生命体注射器 + 不気味な注射器形装置,合成として使いにられる + 殻共生体注射器 + 不気味な注射器形装置,遺伝子が操られていた殻の胚を含めている,普通のベロナセプスの萼感染と比べると,こういう共生体殻に持ち出す感染は宿主にもっとメリットになる + 肉体活性化注射器 + 不気味な注射器形装置,肉体を活性化し,新陳代謝を増幅する化合物が含めている,体を急速に回復や成長ができる。だが副作用をおこる可能性もあります。 + + 殻寄生虫感染変異状態 + 肌のフェスターと骨の擦れる音と共に、悪いことが起こってしまう + 共生態殻寄生虫感染 + 何かおかしいだが違和感やダメージを感じられないものが身体に生えています... + 殻共生プロテクト + 共生態の殻寄生虫が体に酸素と有益な物質を提供する同時に,ピンチな時に素早く自我回復を与えられる + 殻寄生アフィニティ + 共生態にいる殻寄生虫はあなたの生理システムと完全に馴染んでいた,水圧抗性を与える同時に普通の殻寄生虫感染を完全に免疫する + 殻寄生の頭侵害中 + 急いて誰かに撃ち落とせ!! + 污毒 + 黒い毒が静脈血管に登って,驚くほどのスピードで血脈系を侵入しています。 + 强化共生態殻回復 + 強力でありながら揮発性の幹細胞のような細胞混合物があなたの体に素早く溶け込み、あなたの回復を非常に速くします。 + 成長 + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Polish.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Polish.xml new file mode 100644 index 00000000..1ab928cc --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Polish.xml @@ -0,0 +1,45 @@ + + + + Zainfekowany Pełzacz + Zainfekowany Błotozaur + Opancerzony Skorupnik Mutant + Zainfekowana Krewoliszka łowca + Skorupnik Mutant + Kokon Skoupnika + Zainfekowany Mutant młocarz tygrysi + Młocarz Tygrysi Mutant + łazik + Dziobacz + Mikoteron + + Niestabilne jajka skorupnika + Jajka Europejskiego skorupnika nazywanego "pasożytem", Jajka charekteryzują sie wysoką aktywnością! + Niestabilny kolec skorupnika + Wzmocniony kolec skorupnika. Widać jak bardzo pulsuje + Masa do wirówki + Zmutowany enbriom skorupnika + Dziwne, niezindetifikowane ciało. Aktualnie nie daje oznak życia. + Strzykawka obcych + Strzykawka wykorzystywana w wytwórstwie. + Strzykawka symbiozy skorupnika + Strzykawka skorupnika, wytwarza symbioze z hostem dając odpornosci nie przejmując kontroli. + Strzykawka wzmocnienia skorupnika + Strzykawka symbiozy ze skorpunikiem dające pozytywne efekty. + + Mutacja skorupnika + Skóra jest ciemna i lekpa... coś dziwnego sie dzieje. + Symbioza skorupnika + Obca forma życia działająca pozytywnie i podtrzymuje na życiu. + Regeneracja skorupnika + Symbioza skorupnika utrzymuje cie natlenionego i odpornego na cisinienie, regeneruje ciało z krytycznego stanu. + Odpornosc skorupnika + Symbioza w pełni z skorupnikiem, odpornosc na cisnienie i zarazenie skorupnikiem do stanu utraty kontroli. + Wyrostek głowy + Widac kawałek wyrastającej głwy z czaszki, co powoduje problemy, musisz poprosic kogos by ją odstrzelić! + Czarna toksyna + Powoduje Czarną lepką skóre i żyły, pacjent nie przeżuje długo. + wzmocnienie skorupnika + Regeneracja skorupnika, daje ekstremalną regeneracje, moze zainfekowac ciało. + Przyrost + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Russian.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Russian.xml new file mode 100644 index 00000000..45bd7bbb --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/Russian.xml @@ -0,0 +1,45 @@ + + + + Ползун-мутант + Грязевой раптор-мутант + Крепкая Оболочка-мутант + Оболочка-мутант + Заражённый Коконообразный + Оболочка-мутант Охотник + Акулий тигр-мутант + Костяной тигр-мутант + Схватка + Кусачий + Микотерон + + Нестабильные яйца Велонацепса Каликса + Спящие яйца организма, более известного как «трупный паразит». Эти изобилуют деятельностью! + Нестабильное жало оболочки + Жесткое Черное Жало. Кажется, пульсирует время от времени. + Извивающаяся масса + Эмбрион мутанта + Странное недоразвитое существо. В настоящее время оно неактивно. + Хранилище яиц паразита + Зловещая штуковина, похожая на инжектор. Используется для крафта. + Хранилище симбиотических яиц паразита + Зловещая штуковина, похожая на инжектор. Внедряет модифицированную версию инфекции шелухи, которая принесет пользу (и недостатки) своего хозяина. + Сверхбыстрая инъекция Каликсанида + Зловещая штуковина, похожая на инжектор. Вводит смесь, которая временно ускоряет некоторые внутренние жизненные процессы пациента, такие как лечение и рост. Может иметь непредвиденные побочные эффекты. + + Мутация паразита + Кожа деформируется, кости трескаются... происходит что-то неприятное. + Симбиотический Паразит + Что-то чуждое, но доброжелательное процветает внутри... + Исцеление паразитом + Симбиотическая оболочка насыщает ваше тело кислородом и производит другие полезные вещества, которые могут помочь вам выздороветь из критического состояния. + Объеденение с оболочкой + Симбиотическая оболочка полностью утвердилась в вашем теле, обеспечивая сопротивление давлению и контроль на обычным паразитом, не давая ему полностью захватить Вас. + Битва за голову + Отрубленная голова пытается вывихнуть Ваш череп! Пытаться оттолкнуть её самостоятельно, похоже, бесполезно... Вам нужно попросить кого-нибудь отстрелить её! + Черный токсин + Пульсирующие черные вены распространяются по коже пациента всем с непонятной жидкостью внутри них. + Сверхбыстрая инъекция яиц хаска + Мощная, но опасная смесь стволоподобных клеток быстро интегрирующихся в ваше тело, обеспечиваю чрезвычайно быстрое лечение. + Рост + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/SimplifiedChinese.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/SimplifiedChinese.xml new file mode 100644 index 00000000..dd2592b3 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Localization/SimplifiedChinese.xml @@ -0,0 +1,45 @@ + + + + 变异藻鬃爬行者 + 变异泥偶迅猛龙 + 武装画皮寄生变异体 + 画皮寄生变异体猎人 + 画皮寄生变异体 + 画皮胚胎茧寄生体 + 变异虎尾鱼蛇 + 变异碎骨鲨 + 抓手 + 咬人的 + 米科泰隆 + + 不稳定的萼型体内转续拟寄生物卵 + 木卫二某种寄生虫的卵,一般人们称其为“画皮寄生虫”。这些卵似乎处于活跃觉醒的状态,因此也更需要谨慎携带和使用 + 不稳定的画皮寄生虫蛰针 + 一枚硬化的黑色刺针,握在手上会时不时微微颤动 + 蠕动的质量 + 变异画皮共生体胚胎 + 一只未发育完全的奇特的生物胚胎,目前处于休眠状态 + 萼型有机体注射器 + 一个诡异的注射器型装置,可用于加工台合成 + 画皮共生体注射器 + 一个诡异的注射器型装置,包含着经过基因修改的共生态画皮寄生虫,相较于普通的画皮感染,这种共生态的画皮带来的感染会为宿主带来更多的益处。 + 活性强化注射器 + 一个诡异的注射器状器械,其中由活性画皮为主要成分的有机混合药物可暂时强化使用者的代谢速度,从而使其更迅速的恢复或成长。但其不稳定性仍旧可能产生副作用。 + + 画皮变异状态 + 伴随着皮肤的扭转褶皱和骨头嚓嚓的皲裂声... 即将发生些不好的事情 + 共生态画皮寄生虫感染 + 有什么陌生但感受不到异样和损害的东西在体内生长着... + 画皮共生保护 + 共生态的画皮在为你的身体供给氧气并产生其他有益物质,可以让你在濒危时快速自我恢复 + 画皮寄生亲和性 + 处于共生态的画皮已经与你的生理系统完全磨合,提供水压抗性和对普通画皮感染的控制,防止病毒的感染完全占领你。 + 画皮头颅正在侵占你的头部 + 一个被割断的头正试图使你的头骨脱臼!试图自己把它推开似乎是徒劳的。。。你得叫别人把它射下来! + 污毒 + 黑色的毒素顺着你的静脉血管攀爬而上,正在以惊人的速度扩散至你的血脉系统 + 强化共生态画皮感染 + 一种强大但易挥发的干细胞样细胞混合物迅速融入了你的身体,从而使你的恢复变得极为快速。 + 成长 + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Particles/HuskmodParticlePrefabs.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2085783214/Particles/HuskmodParticlePrefabs.xml new file mode 100644 index 00000000..462b9fb1 --- /dev/null +++ b/Daedalic 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Автоматическое + Ручное + Катушка разряда переключателя + Глубинный заряд + Переключатель автоматического пистолета + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2365108119/Texts/SimplifiedChinese_Apo-3A Dagger.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2365108119/Texts/SimplifiedChinese_Apo-3A Dagger.xml new file mode 100644 index 00000000..17962668 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2365108119/Texts/SimplifiedChinese_Apo-3A Dagger.xml @@ -0,0 +1,28 @@ + + + + 工具 + 武器 + 解构产物 + 原材料 + 反应堆 + 电磁线圈 + 自动炮 + 线圈电容 + 电池容量 + 开启 + 关闭 + 上方 + 下方 + 后上方 + 后下方 + 前上方 + 前下方 + 输出正常 + 输出不足 + 自动控制 + 手动控制 + 切换自动线圈 + 深水炸弹 + 切换自动炮 + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2365108119/Texts/Spanish_Apo-3A Dagger.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2365108119/Texts/Spanish_Apo-3A 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sha256:e78578d3f2fe471abadceda3ce801d5e56eefbb51cb914d568dc0d2d544e415e +size 11932 diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Brazilian_Portuguese.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Brazilian_Portuguese.xml new file mode 100644 index 00000000..2e48b33f --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Brazilian_Portuguese.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Chinese_Simplified.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Chinese_Simplified.xml new file mode 100644 index 00000000..4ca801a3 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Chinese_Simplified.xml @@ -0,0 +1,47 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + 废气 + 冷却液 + 通讯 + + 实验对象行为:友好 + 能源电池已对接 + 能源电池未对接 + 能源开启 + 能源关闭 + 需要密码 + 数据发送已激活 + 错误 - 无效代码 + 尝试定位补给穿梭艇……距离: + 米远 + 信标站紧急代码: + 求救信号 + + 摄像机 + 放电线圈 + + + + + + 禁止入内 + 维修通道 + + 在范围内检测到信标。\n输入 !code 生成信标激活代码。 + 需要发送器密码 - 等待穿梭艇\n错误 - 与穿梭艇失去联系……须取回密码\n……\n错误\n……\n错误\n…… + 能量屏障控制\n可用指令:on / off + 联合欧罗巴联盟\n用户:Niel Stewart\nID#:225138693\n收件箱:\n寄件人:Karin Provsky\n嗨Niel,Darnell出了那样的事真令人难过,尽量对Becky温柔点,虽然有时候她是很难管教。我理解你的忧虑,知道你在乎我很是宽慰。\n发件箱:\n收件人:Karin Provsky\n嗨Karin,Darnell的情况还是不怎么好,Becky开始让我头疼了。不管怎样希望你一切安好,我很担心你和那群极端分子一起工作,保重。 + [1] - 开门\n[0] - 关门 + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + 钥匙卡在天线底下的维护面板后面。 + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Chinese_Traditional.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Chinese_Traditional.xml new file mode 100644 index 00000000..a378249f --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Chinese_Traditional.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_English.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_English.xml new file mode 100644 index 00000000..5d17f5d3 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_English.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Finnish.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Finnish.xml new file mode 100644 index 00000000..01ee519b --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Finnish.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_French.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_French.xml new file mode 100644 index 00000000..a07a5c43 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_French.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_German.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_German.xml new file mode 100644 index 00000000..ecf9ceb5 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_German.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Japanese.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Japanese.xml new file mode 100644 index 00000000..6f1446dc --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Japanese.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Korean.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Korean.xml new file mode 100644 index 00000000..7dabfd32 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Korean.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Polish.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Polish.xml new file mode 100644 index 00000000..8b53a9ff --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Polish.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Russian.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Russian.xml new file mode 100644 index 00000000..ebfdf6ec --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Russian.xml @@ -0,0 +1,48 @@ + + + + [[use]] Повернуть + [[use]] Отсоединить (Отвертка) + [[use]] Отсоединить (Нож) + [[shoot]] Резать (Нож) + [[use]] Вскрыть (Нож) + [[use]] Дышать + Этот объект нельзя вскрыть с помощью лома. + + + ВЫПУСК + ОХЛАДИТЕЛЬ + ПУНКТ СВЯЗИ + Радиопередатчик активирован + Радиопередатчик отключен. Необходимо активировать передатчик на вершине антенны. + + Поведение особи: дружелюбное + ЭНЕРГОЯЧЕЙКА ПРИСТЫКОВАНА + ЭНЕРГОЯЧЕЙКА ОТСТЫКОВАНА + ПИТАНИЕ ВКЛЮЧЕНО + ПИТАНИЕ ОТКЛЮЧЕНО + Требуется код + Передача данных активирована + ОШИБКА - Неверный код + Поиск челнока снабжения... Расстояние: + метров + АВАРИЙНЫЙ КОД МАЯКА: + СИГНАЛ БЕДСТВИЯ + + КАМЕРА + РАЗРЯДНАЯ КАТУШКА + ВКЛ + вкл + ВЫКЛ + выкл + + БЛОКИРОВКА + СЕРВИСНЫЙ ШЛЮЗ + В зоне действия обнаружен маяк.\nВведите команду !code для генерации кода активации маяка. + ТРЕБУЕТСЯ КОД ПЕРЕДАТЧИКА - ОЖИДАНИЕ ЧЕЛНОКА\nОШИБКА - КОНТАКТ С ЧЕЛНОКОМ ПОТЕРЯН... ТРЕБУЕТСЯ КОД АКТИВАЦИИ\n...\nОШИБКА\n...\nОШИБКА\n... + УПРАВЛЕНИЕ ЭНЕРГОЩИТОМ\nДОСТУПНЫЕ КОМАНДЫ: on / off + ОБЪЕДИНЁННАЯ КОАЛИЦИЯ ЕВРОПЫ\nПОЛЬЗОВАТЕЛЬ: Ньель Стюарт\nИД#: 225138693\nВходящие:\nОт: Карин Провски\nПривет Ньель, Печально было узнать о том, что случилось с Дарнеллом, я знаю что Бекки порой может быть сплошная головной болью, но постарайся быть с ней помягче. Я понимаю твоё беспокойство и мне приятно что тебе не всё равно.\nИсходящие:\nКому: Карин Провски\nПривет Карин, Дарнеллу всё ещё не хорошо, а от Бекки у меня уже начинает болеть голова. В любом случае надеюсь что ответ застал тебя в добром здравии. Я беспокоюсь за тебя, из-за тех радикалов с которыми ты работаешь, будь осторожна. + [1] - ОТКРЫТЬ ДВЕРЬ\n[0] - ЗАКРЫТЬ ДВЕРЬ + =======СТАЦИОНАРНЫЙ РЕЖИМ=======\nМОБИЛЬНАЯ СОНАРНАЯ СТАНЦИЯ 'ШМЕЛЬ' АКТИВИРОВАНА В СТАЦИОНАРНОМ РЕЖИМЕ\nФУНКЦИИ ДВИЖЕНИЯ НЕДОСТУПНЫ + Ключ-карта за тех. панелью в основании антенны. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Spanish_Castilian.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Spanish_Castilian.xml new file mode 100644 index 00000000..00c613d6 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Spanish_Castilian.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Spanish_LatinAmerican.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Spanish_LatinAmerican.xml new file mode 100644 index 00000000..99fd39d7 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Spanish_LatinAmerican.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Turkish.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Turkish.xml new file mode 100644 index 00000000..d9a5709b --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/Localisation/Beacons_Turkish.xml @@ -0,0 +1,46 @@ + + + + [[use]] Rotate + [[use]] Detach (Screwdriver) + [[use]] Detach (Knife) + [[use]] Cut (Knife) + [[use]] Force open (Knife) + [[use]] Breathe + This object cannot be pried with crowbar. + + + EXHAUST + COOLANT + COMMUNICATIONS + + Subject behavior: Friendly + POWER CELL DOCKED + POWER CELL UNDOCKED + POWER ON + POWER OFF + Code required + Transmission Activated + ERROR - Wrong code + Trying to locate supply shuttle... Disantce: + meters away + BEACON DISTRESS CODE: + DISTRESS + + CAMERA + ELECTRIC COILS + ON + on + OFF + off + + LOCKDOWN + MAINTENANCE ACCESS + Beacon in range detected.\nType !code to generate a beacon activation code + TRANSMITTER CODE REQUIRED - AWAITING SHUTTLE\nERROR - LOST CONTACT WITH SHUTTLE... CODES MUST BE RECOVERED\n...\nERROR\n...\nERROR\n... + SHIELD GENERATOR\nCOMMANDS: on / off + UNITED EUROPAN COALITION\nUSER: Niel Stewart\nID#: 225138693\nInbox:\nFrom: Karin Provsky\nHi Niel, I'm sorry to hear about Darnell, and try not to be to hard on Becky I know she can be a handfull at times. I understand your concern, and its comforting to know you care.\nOutbox:\nTo: Karin Provsky\nHi Karin, Darnell is still not doing so good and Becky is starting to give me a headache. Anyway i hope this message finds you in good health, I worry about you working with those radicals, stay safe. + [1] - OPEN THE DOOR\n[0] - CLOSE THE DOOR + =======STATIONARY MODE=======\nMOBILE BEACON STATION 'BUMBLEBEE' ACTIVATED IN STATIONARY MODE\nMOVEMENT FUNCTIONS ARE UNAVAILABLE + Key is behid maintenance pannel at the base of the antenna. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/filelist.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/filelist.xml new file mode 100644 index 00000000..a1612219 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2389600483/filelist.xml @@ -0,0 +1,83 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2390126010/Afflictions.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2390126010/Afflictions.xml new file mode 100644 index 00000000..665266be --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2390126010/Afflictions.xml @@ -0,0 +1,46 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2390126010/Items/Command/ekgunnery_command.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2390126010/Items/Command/ekgunnery_command.xml new file mode 100644 index 00000000..8d69be51 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2390126010/Items/Command/ekgunnery_command.xml @@ -0,0 +1,89 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Sounds/sounds.xml new file mode 100644 index 00000000..528e53b4 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Sounds/sounds.xml @@ -0,0 +1,35 @@ + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Talents/Talents.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Talents/Talents.xml new file mode 100644 index 00000000..eda4e208 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Talents/Talents.xml @@ -0,0 +1,75 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Afflictions.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Afflictions.xml new file mode 100644 index 00000000..2def8852 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Afflictions.xml @@ -0,0 +1,16 @@ + + + + Temporary Crewmember + Will leave your crew after 6 hours from the moment they joined. + I'm here to support this crew for 6 hours from the moment I arrived. No more, no less. + Mysterious Disease + You're not feeling well, and you don't know why. + The patient is afflicted with an unknown, contagious disease, and requires medical attention. + Sickness + You're now also sick. Try to isolate yourself and tough it out. + The mysterious disease has spread to the crew... + Nasty Scar + A scar in the shape of a Mantis, given by to any crew that joins the infamous band of pirates. + You spot a peculiar looking scar below the collarbone. Almost like a brand... + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Characters.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Characters.xml new file mode 100644 index 00000000..484fcf25 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Characters.xml @@ -0,0 +1,66 @@ + + + + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Great Electric Spineling + Kazuya Kumo + John Smith + Separatists Commissar + Jokster + Jokster + Fren Seynomor + Fren Seynomor + Noveva + Sadashi Kira + Sadashi Kira + Sadashi Kira + + + + Privateer + Corsair + Pirate Annihilator + Henchman + Hired Gun + + Raving Pirate Captain + Raving Pirate Lord + Raving Pirate Recruit + Raving Pirate Gunner + Raving Pirate Brute + Raving Pirate Elite + Raving Pirate Technician + Raving Pirate Physicist + Raving Pirate Mechanic + Raving Pirate Engineer + + Deacon + Templar + Cardinal + Surgeon + Head Scientist + Church Scientist + Church Templar + Coalition Officer + Separatist Officer + Soldier + Soldier + Rebel + Rebel + Rebel + Ransom Target + Escaped Crawler + Saul Väger + Patient + Escort Target + Defective Bot + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Dialog.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Dialog.xml new file mode 100644 index 00000000..b3d35165 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Dialog.xml @@ -0,0 +1,591 @@ + + + + "Thank you! Some backup is always appreciated!" + "Good luck!" + "That won't be necessary. Please order your soldiers to stay." + "You seem quite determined... Alright, I'll order them to stay put. Good luck!" + The door is shut. The terminal says: "All external contractors must pay a security deposit of 250mk to access mining operations" + Transaction received. Unlocking door... + Transaction failed. Insufficient personal funds. + You broke into the mine without paying the fee. Authorities were notified about your actions. + Pay + Mineshaft access + “Praise the Husk. We thought we'd never be getting out of here!” + The depths will take the unbelievers! + Those who reject the gift must drown! + Perish and be reborn as Husk! + "This vessel is yours, correct? We lost contact with a nearby deep sea laboratory. The research team is supposed to send us a weekly detailed report, but now they do not respond to our calls. See if you can reestablish communication, the church will reward you accordingly." + No signal... Maybe check the antenna? + The power is back online. The structure rumbles as machinery comes alive. + As the oxygen turns back on, you catch a strange smell in the air... + The researcher coughs up an unnerving amount of fluids before catching his breath in a gasp. \n"Praise the husk you came! It seems you're not from the church..." + "You were on the verge of turning, what happened here?" + "It's the genes we were using. Usually the church directly provides us with a fresh supply, but for the last shipment, we had to rely on a delivery from an outsider ship. Those infidels must've tampered with the product, trying to make a profit by reselling the rest." + "But why didn't the parasite take over?" + "We put the symbiote in stasis by spreading chlorine through the ventilation system and shut the whole circuit down, it's a standard safety procedure in case of outbreak... We tried signaling the church, but nobody came, until you did." + "Your antenna was disconnected." + "Bastards must have sabotaged it! I'll send a full report to the church... And bless your travels." + This is the place. The clown could be anywhere. Don't forget to honk your horn. + You suddenly hear a muffled voice calling out for you. "Pssst! Over here!" + As you approach, an orange wig emerges from under the garbage. "Thank the honkmother! Did my troupe sent you?" + "What are you even doing in there?" + "Hiding, obviously. At first I thought sharing a few jokes incognito would lighten up the mood, you know, get those sinister fellows on the sillier side of life. But as soon as I snuck into the outpost, my cover was blown! Can you believe it?" + "What did you expect?" + "I find the very concept of clowns unbelievable to begin with." + The clown grumbles. "I spent weeks mastering the art of subterfuge to blend into the cult, and even read all of their honkin' lore, chalice, wine and all..." + "Well, time to leave." + "Should I pull you out by the nose?" + "No way, if I get seen, they'll get their grabby appendices on me and strap me to a dissection table! You can't open up a clown, that's like explaining a joke, it's not funny!" + "Stay here, I'll deal with security." + "Great! I've got a few jokes if you need an ice-breaker. So, a cultist, a clown and a separatist walk into a bar..." You close the lid. Time to negociate. + "This particularly stern cultist looks like the head of security." + "So... heard any squeaky noises recently?" + "The cultist sighs. Ah... so you've heard about our unwanted guest. We've been looking to oust this intruder, but the trickster has eluded us.?" + "Not a big fan of clowns are you?" + "Disruptions are not to be tolerated in this holy sanctuary. Xenoscience is not some trivial matter. It requires a honed mind, focused on the most noble goal of bettering humanity. None shall make a mockery of our precepts." + "Let's say I can convince the clown to leave the station for good, will you allow it?" + "Fine. We just want our peace of mind. Rid us of this disturbance and we will overlook the situation." + "So? Did they like my joke?" + "They're willing to let you go" + "Some fresh air at last!" The clown clumsily squeezes out of the trash can, like a human-shaped sausage. + The inept infiltrator is emanating a foul stench from days spent in hiding. "Please don't tell my troupe, I don't want to be the butt of the joke!" + "How about you join my crew?" + "Great! I might not be the most subtle of jesters, but I know my way around a submarine." + "You need to learn to laugh about yourself. It's part of the clown spirit." + "You're right. There's nothing to be ashamed of. I'll call my friends and wait for a shuttle to bring me back." The clown bows and pinches its large red nose as a sign of gratitude. + "Oh well. Not that I've seen clowns around here, no sir." + "Then don't bother me!". They don't need to know about the clown, you need to think of another way. + "Nuh-uh. I don't negociate with horrorists." + "This place gives me the creeps." The clown pauses for a moment, and formulates a plan. "What do you say we play one final prank, a diversion while I make my escape?" + "What do you have in mind?" + "Here, I prepared this party cracker." He hands you a... grenade? "Place it inside a cabinet, and when you're ready, honk the horn. It's going to be a blast, trust me!" + Now's the time! Honk it! + You find the clown shaking from excitement. "That was some J-grade pranking! To hell with subtelty, take me on a tour around the moon, there are many tricks to be played!" + "Sure, just don't blow up the submarine." + "I know where the heretic hides" + "The church would greatly appreciate your cooperation. Lure the unbeliever out, and we will take care of the rest." + "They loved it. You can come out now." + You hear the head of security over the radio: "The church thanks you for your help. May the tides carry you to your destination". You're not very proud of what you've done, but you accept the reward nonetheless. + You spot an unusually upset clown. Despite its colorful appearance, it seems worried about something. + "What's the matter? Stepped on a rake lately?" + "Believe it or not, this is no laughing matter. I could use some help from a crew like yours." + "Two days ago, a member of our troupe thought it'd be a good idea to board a shuttle to a nearby church, and we havent heard about him since. Our friend believed he could infiltrate the church, and pass himself as an adept. Naturally, I thought it was a joke!" + "Husks can't speak, much less laugh." + "To us it's fun and games, but to these people the very concept of humor is akin to blasphemy!" + "Didn't know the honkmother had a spy network." + "I thought you guys avoided touring the church." + "We go from station to station, raising morale, that is the mission of our dis-organization. Anyway, take this bike horn with you and go to these coordinates. Once you're there, honk around. Clowns always heed the call, you should be able to find our friend that way." + "I'll see what I can do." + Let's not get involved in clown business. + “I believe you're familiar with those creepy husk cultists right? They're not just religious fanatics mind you, the church makes most of the medicine and biotech here on Europa." + "Until we can produce our own on a large scale, we are dependent on their shipments, but so is the coalition...” + “Here's the plan: take down a church transport ship on route to a coalition outpost. This will keep our hands clean while dealing a blow to the coalition” + "I already knew that, what about it?" + "What now?" + "Consider it done." + "Count us out, we're not pirates." + The coalition official waves at you. “Here you are. I've received a report... We have a major problem.” + “Those fanatics of the church are on the verge of a scientific breakthrough: a new pathogen, unlike anything we've seen before. We think they're working on way to spread the virus on a large scale.” + “We need to put an end to this research project. Their scientist must be eliminated. But we can't act on our own, sending one of our own agents would cause not only the Church to retaliate, but also Separatists to take their side. \nI need a freelance crew for this... and you just happen to be here.” + What kind of problem? + Sounds bad... + I will do it. + No way. This is too much of a risk. + “Some of the commoners here are looking for safe passage to a nearby station. Escort them over there safely and you'll be paid.” + The Deacon seems distressed. “You know all too well the gospel of the church can be too... enlightening for some. \nThose who spread the good word are never safe from bigotry and suspicion.” + “A few proselytes are being unjustly detained in an outpost nearby. Free them from the jaws of intolerance and the Church will reward you.” + “An epidemic broke out in a nearby outpost. \nDeliver these medical supplies and spread the good word of the church.” + “We need to spread the good faith, but the unbelievers are wary of our gifts. \nSmuggle these goods to our proselyte brothers in hiding.” + “A Cardinal is looking for transport to a nearby research laboratory” + “I've heard the church of the Husk is looking to develop a new vaccine. \nThey will pay good money for fresh samples of slime bacteria.” + You pull the lever and hear the gate rumbling: the passage is open. + Intruder trying to force the gate open! + Stay back! We'll shoot! + Don't let them reach the gate! + We've got a break-in! + Shoot the intruder! + You've reached a blockade. The path to the next biome must be unlocked to proceed. + Reach the control room to open the blockade + “I posted about an assignment earlier. Some fauna exclusive to this region is causing us massive trouble. I've sent all the details to your onboard navigation system, in case you're interested.” + “We received multiple reports about a pirate vessel causing trouble. We need you to get rid of them by any means.” + “We received multiple reports about a pirate vessel blasting music into the depths and luring more monsters close to our stations. We need you to get rid of them by any means.” + “We recently lost contact to some of our vessels. We believe they got attacked by a strange vessel that was reported lurking around these parts. We need you to get rid of it to hopefully prevent other vessels getting lost in the future.” + The status monitor is displaying a warning about the engine slowly breaking down. Better order a mechanic to take a look. + The engine stopped working. Best to quickly get it back up and running. + You got the engine back up and running! + The engine didn't start up. Try again? + A part fell off. Surely nothing important... Just give it a bit of time and it'll probably start back up. + Use Wrench + Smack it! + Release Pressure + Let someone else deal with this... + The status monitor is displaying a warning about a reactor malfunction. An engineer should probably take a look. + The automated control circuit seems to not be responding and the switch is stuck. Someone needs to manually operate the reactor! + You resolved the issue and the reactor is returning to normal values! + You failed to release the pressure. Try again? + A part fell off. Let's hope it's nothing important... + You hear a mechanical piece moving. Looks like the problem resolved itself somehow. The machine has a spirit of its own... + Beer - Coalition Premium (10 MK) + Beer - Jovian Force (10 MK) + Beer - Liquid Ascension (59 MK) + Beer - Clown Juice (38 MK) + Whiskey (125 MK) + "A quite popular choice." + "Ah yes, the underdog." + "I see. Interesting choice. You might want to be careful with that stuff though... I heard it may contain parasites." + "One of those huh? Here you go." + "Recommended by doctors all over Europa." + "Sorry, got none of those left." + "You're gonna pay today, Viva la revolution!" + According to the tracker you're not even at a station! Don't waste our time! + You're at a station of the church of husk. We have no intend on interfering with them. Permission denied! + You're at a pirate station. We are not interested in that facility. Do whatever, but we will not claim the station! + You're calling the coalition over the military frequency... + You're calling the separatists over the military frequency... + We'd like to take over a station for you... + "Understood. You can proceed, but be aware that we won't be able to pay you much nor are we able to assist you with this, but you can keep whatever equipment you find! So best of luck to you and your crew!" + "It looks like you're docked to a friendly station. Over." + The radio broke! (The DE devs did a few changes to takeovers) \n\nYou should get a new one from the officer at a camp, base, fortress, colony or city outpost. + You hear someone tune into your frequency: "Enough! We yield! The station is yours... Just please stop with the bloodshed!" + + + + "Great work! The station is now ours. We'll send some of our people there. It should be back up and running under our command in no time! For now you should leave the station. I'm sending you your reward..." + "We arrived! Make sure your weapons are loaded and safety is off! Let's do this!". \n\nThere's no turning back now: You're at war. + "Ah good to see you! Your crew is doing great! We planned another attack. Would your crew mind lending a hand at taking over another separatist station nearby?" + "Since your crew is doing good, we'd like to ask if your crew could aid us in another attack on a separatist station nearby?" + "We have noticed your efforts to maintain a good reputation with us and would like to give your crew a chance to prove you're serious with us. Aid us in an attack on a separatist station nearby and you'll be working with our top men soon enough!" + "Ah good to see you! Your crew is doing great! We planned another attack. Would your crew mind lending a hand at taking over another coalition station nearby?" + "Since your crew is doing good, we'd like to ask if your crew could aid us in another attack on a coalition station nearby?" + "We have noticed your efforts to maintain a good reputation with us and would like to give your crew a chance to prove you're serious with us. Aid us in an attack on a coalition station nearby and you'll be working with our top men soon enough!" + "Yes we would like to help. Which station is our target?" + "Here, I'll mark it on your map... We've also ordered some of our soldiers to assist you and your crew during the attack. They'll be joining you in just a moment." + "Sorry, but we currently got other business to take care of first." + "Alright. Let me know when you dealt with your business or if you change your mind." + "We've been informed you've successfully pacified the rebel outpost." The sergeant hands you a communication device. \n\n"This radio is tuned to our military frequency. If you find yourself docked to an enemy station, call in. We won't be able to assist with reinforcements, but we'll send a crew to take over the place after you deal with the occupants." + "We've been informed you've successfully freed the outpost from coalition's grasp." The sergeant hands you a communication device. \n\n"This radio is tuned to our military frequency. If you find yourself docked to an enemy station, call in. We won't be able to assist with reinforcements, but we'll send a crew to take over the place after you deal with the occupants." + "According to the tracker you've lost the military radio. Here's another one, but take good care of it! Those things don't come cheap..." + "We still have to take over the last station your crew was sent to before we can plan an attack on the next one." + "Yarhahar, what do we have here? Me eyes spied some good loot! Hope ye came prepared..." + You're receiving a transmission from another vessel. What do you want to do? + "This is CO-CT-43. State your business in this area immediately!" + (Tell the truth) "We're here to rob you obviously... Get ready to be boarded!" + "At least your honest... *EVERYONE GET TO YOUR STATIONS! WE GOT HOSTILES INCOMING*" + (Tell a lie) "We have official orders from Admiral Edward to check your cargo for potential stowaways. Please cooperate with us and stop your submarine." + "Oh Admiral Edward? Yes we'll stop our vessel immediately! Welcome on board!" + "How stupid do you think we are? There is no Admiral Edward! Whoever you are, we suggest to turn around and get out of our way or face the consequences." + The reactor is buckling and whining with pressure, what do you do? + Release Pressure + The reactor shudders, but you hear the steam whistle out of the core. It seems someone wired something to it... + The reactor gurgles as the steam swells the protective hoses leaving the core, it seems a qualified engineer is required. + The smell of sulfur burns your nostrils... + Hidden in the walls, you notice a small metal box glimmers. + You find a note stashed in a detonator with detailed instructions on what needs to be done for democracy. + "Looks like you could use a drink." + "Looks like you could use another drink." + "Another round?" + Rum (150 MK) + "Artificial sweetener only, sorry." + "Still got more were that came from." + "Let me see you down this one next!" + "We only hold tabs for the locals, bring me some money first." + Tip and Leave (50 MK) + "I will trade you a tip for a tip; check out this signal once you undock, it might be worth something." + "I wish compliments paid the bills man, thanks anyway." + A pirate has stopped and is looking at you like he is waiting for you to do something. What will you do? + Keep walking. + You don't care and go on with your business. + You hear someone calling out: "Hey wait a second!" + Attack (Destroy the Pirate Outpost) + "I really don't like the looks of you filthy pirate scum... Time for pest control!" + Rip 'n' Tear (Destroy the Pirate Outpost) + "It's time to send you all to hell!" + The station is trying to establish a connection... + Hey! Are ye stupid? Thought we don't check who's dockin'? Well think again asshole! Y'all are with the coalition! Don't ye even think about settin' foot on this outpost or ye'll regret it, dickheads! Get lost! + Accept + Listen + Investigate + Decline + Ignore + Leave + Nevermind + "Not right now." + You are picking up a strange radio signal, it might be worth investigating... + Haunting howls echo off the hull, something must be emitting these strange signals. + Screeching shrills send shivers down your spine, something must be emitting these strange signals. + You are picking up an automated distress signal, it might be worth investigating... + You're receiving an SOS broadcast from somewhere near your current location. + You're picking up an alien signal, it might be worth investigating... + An eerie whirring whistle awakens a deep fear, something must be emitting these strange signals. + The strange radio signal grows stronger, it must be nearby... + "We don't have time for this now." + A rugged freedom fighter leaps out of the crate, all while waving a firearm wildly. + It appears this is a missplaced shipment of another captains items. Nice! + The crate contained a small letter with a coalition seal. It contains a fine, tough luck. + The stench of rotting flesh is followed by a rusted diving suit starting to stand up out of the box. + A dastardly grinning harlequin greets your gaze with a smile, drool drips from under his mask. + You approach a seemingly scared civilian. What will you do? + "You either hand over all your money quickly or you'll not walk out of here alive!" + "Alright alright... That's all I have!" + "Any last words?" (Execute) + "No no no no please wai..." + "Join us or die like the others!" + "Ok ok! I'll do anything, but please don't hurt me!" + "I'd rather die than join some filthy pirates!" + A collection of fliers dot the wall, each with a reward. Which one do you pick up? + Pirate Bounty + -BOUNTIES AVAILABLE FOR LOCAL PIRATE HUNTERS- + You think to yourself: "The coalition really needs people to do their dirty work anonymously." + Fauna Removal + -LOCAL FAUNA CAUSING HAVOC - WE PAY FOR THEIR DEMISE- + You think to yourself: "Someone really needs to clean out these dangerous critters." + Mining Mission + -LOCAL CAVE MIGHT CONTAIN MINERAL DEPOSITS - WE PAY FOR PROOF OF THEIR EXISTENCE- + You think to yourself: "A bit of honest mining work, what could go wrong?" + Cargo Hauling + -SKIPPERS REQUIRED FOR ICE COLD TRUCKING- + You think to yourself: "To be quite frank, I don’t give two shits about any speed limits!" + Salvage Loot + -A SIGNAL APPEARED IN A LOCAL CAVE - WE PAY ANYONE WHO INVESTIGATES AND RETRIEVES WHAT THEY FIND- + You think to yourself: "I am sure there will be something to scrap down there!" + "I have some spare materials here, looking to buy? You may choose only 1 though!" + 4x Fuel Rod (900 Mk) + "Here some extra fuel for you." + "Sorry, I'm not doing handouts." + 2x FPGA Circuits (250 Mk) + "You can smell the fabricator still on it." + "You know these cost money right?" + 1x Fire Extinguisher (100 Mk) + "Better safe than sorry." + "You're really hurting if a fire breaks out." + "We're not gonna help the likes of you." + "You're gonna pay today, Viva la revolution!" + "I've got some surplus welding fuel, if you need to resupply." + 8x Welding Fuel (1000 Mk) + "Remember, highly flammable!" + "Sorry, I'm not doing handouts." + 1x Scrap + Info (1000 Mk) + "Got this from a wreck not far from here, let me add it to your map..." + "It's not trash to me son, pay up." + "I've got surplus ammo, if you're looking to resupply, but I can only sell you 1 package!" + Coilgun Ammunition Box (150 Mk) + "Give them the whole 9 yards." + "This ammo isn't a hand me out." + 12x .38 Revolver Round (600 Mk) + "Good ole .38." + "You know bullets aren't free, right?" + 2x SMG Magazine (400 Mk) + ".45, for killing the soul." + "You know bullets aren't free, right?" + "Got any stolen goods on you?" + "No Sir." + "Better not." + "None that you know of." + "Wise guy huh?" + "I'm keeping an eye on you." + "Thats ok officer, I will behave." + "We will see about that..." + "All security officers are bastards!" + "So you wanna do this the hard way, huh?" + "I've got a suspect here, Standby." + Bribe (500 Mk) + Bribe (250 Mk) + Bribe (75 Mk) + "On second thought, you're not the guy I was looking for." + "Are you trying to bribe me with that puny amount?" + "Are you trying to bribe me?" + Insult + "What did you just say to me!? I'll file a report if you don't stop with that!" + "That's it! You're under arrest!" + "Yeah you better get going!" + "I've got some fuckin' firepower if you're looking to load up. I'll sell ya one package of your choosing." + Hyperzine (500 Mk) + "Oh, that's the good stuff." + "You're not getting high for free." + 6x Hand Cannon Revolver Rounds (1000 Mk) + "This will cut through any coalition body armor, a mantis, and even moloch armor I swear." + "Does this look like a charity?" + 2x Assault Rifle Magazines (1000 Mk) + "These are made with hatred and loaded with malicious intent, assault responsibly." + "Did you just blow in from the abandoned station too? I need a lil money here." + "Ya know we don't just let everyone walk right in. There's a fuckin' toll! Word of advice: It's better to pay up!" + Pay Toll (1000 Mk) + "Hah! That's what I like to see. No hassle whatsoever!" + "You know what... If you pay double, I'll spread a few good words about your crew among the other crews!" + Pay 1000mk (Coalition Reputation -20) + "Hah! I knew I'd like you!" + "Dude you don't even got the scratch... Trying to fuck me over? Get lost!" + "Pff! Fine... Keep your stinkin' cash!" + "You don't even have the money? Surely you own something worth my time." + Haggle (750 Mk) + "Really now? You fuckin' with me, right? Alright fine! Go in..." + "Think this pittance is gonna be enough? You're in, but remember: no cash, no service." + "Find the money or piss off." + Plead (250 Mk) + "Your crying amuses me... Dont you say another word and get outta my sight." + "Can't afford our hospitality huh? Don't worry, I'll give you the royal treatment!" + "Uh Oh." + "Suit youself, your majesty!" + "Your pitiful excuse of a story isn't gonna save you!" + "I know a language you'll understand." + Insult + "Oh you're so fucking dead!" + "Get 'em!" + Get them coalition pigs! + "Oh what do we have here? Coalition scum!? Ya know there's a fuckin' TOLL! Pay up dumbass!" + Pay Toll (2000 Mk) + "Thanks for stopping by, pig!" + "Imma give you a special offer now. Pay me double and I'll spread some really good words about your crew amongst the other crews here." + Pay 1000Mk (Coalition Reputation -40) + "Hm didn't expect you to actually pay. Alright I'll spread some cool rumors about your crew. Coalition won't like it if they hear it, hehe." + "Look at this idiot! Can't even keep track of their fuckin' money. Get lost!" + "Should've guessed. You're just a shitty loyal boot licker. Get the hell out of my sight!" + "You don't even have the money? Surely you coalition folks own something worth my time." + Haggle (1500 Mk) + "Go in, but make it quick pig, or I will." + "I was expecting something more from someone like you... Come here!" + "You know what? Forget about it! You're a goner!" + Plead (1000 Mk) + "Haha hey boys! Look at this whiny shitbag! ...Alright you made me laugh so go in, before I change my mind!" + "You fuckin' kiddin' me!? Imma take everything from your fuckin' corpse!" + "Your pitiful excuse of a story isn't gonna save you, nor can your coalition buddies help you here! Say your last words!" + "These guys are trying to break in! Get 'em!" + You try pressing the button, but the door seems locked. You can hear a raspy voice from the other side: \n\n"Should've paid, the toll, chump. But if you REALLY want in... we can find an arrangement..." + *Sigh...* "How much?" + 500Mk. Pay up or stay out. + "Fine..." + "No way. This is racket." + "Nice. Lookin' forward to doing business." + "Trying to swindle me? No cash, no guns." + "Hah! Come back if you change your mind. I'm not going anywhere." + "This guy's trying to steal our supplies!" + As you walk down the hallway, an unsavory individual puts a hand on your shoulder. "Fancy ship you've got there. A real beauty... Bet it cost you a little fortune." + "It's just a hunk of junk." + "Bugger off." + The man keeps following you. "Used to be a captain you know? Mine was sunk by one of those coalition dogs. Tried to run a blockade with a shipment of the good stuff, turns out Dugongs aren't known for their speed." + The self-proclaimed pilot spits on the floor. "Took a straight hit by a railgun. Tore a hole in the amidships, but somehow me and my crew limped back to this rat hole of a station. Bet if I had yours, things would've been different..." + "Tough luck mate, I wish you the best." + "Not my problem." + The involuntary landlubber is back again, and pulls something from under his coat. For a brief moment you think it's a gun, but it's just a bottle of rum. "You know what, I've got a good feeling business will resume. Pulled these babies from my personal stash. This one is on the house!" + "Never say no to free booze." + "Get the hell off me. You're not my buddy, pal." + "Drink up, and make sure to share with aaaaall your crew! To the last drop. Me, I won't be staying here for long..." \n\nYou catch a glimpse of a sinister chuckle. + "Whatever. Guess we just don't get along. Don't worry, I'll be leaving soon..." + There's a loud sound in the airlock... + "We're taking over this ship!" + "Hm? Ye lookin' for work ye say? Lemme tell ya somethin'! Ain't no administration service here! But... Got me a lead about a coalition transport passing near here and I'm not sure if me crew is ready for it. Imma sell it to ya if ye got the cash!" + Buy (1000mk) + "Hah great! Lemme show ya where they gonna pass!" + "Ain't gonna give it to ya for free dumbass! Come back when ye got the scratch!" + "COALITION BOUNTY ISSUED", the discolored and damaged posters list off sites of destruction and infestation, seems like the coalition is in over their heads. You can only make out one set of coordinates. + A tax free paycheck couldn't hurt... + “There is a massive lair nearby bubbling over with more and more creatures by the minute, if you can take it out there is a reward in it for you!” + Understood + This automated station scans the surrounding area for minerals. A message is displayed on the terminal: \n\n"PAY 1000MK TO ACCESS THIS UNIT'S SCANNING DATABASE" + Transfer the money + "ACCESS GRANTED. POTENTIAL MINERAL DEPOSITS CAN BE FOUND AT THESE LOCATIONS..." + "INSUFFICIENT FUNDS. ACCESS DENIED" + A panel displays a message from the outpost's taskmaster. \n\n"CONSTRUCTION UNITS REQUESTED. MAY BE FABRICATED AND PACKAGED USING THE FOLLOWING MATERIALS:" \n\n-Lead \n-Copper \n-Steel \n-Iron \n-Zinc \n-Aluminium + "Hey you! We're running short on materials and the next delivery has been delayed a few days. We don't want to spend more time on this construction site than we have to... You don't happen to have 5 crates of building materials you could spare? We'll pay for them of course!" + "We do. Let me go grab them for you." + "Oh wonderful! Speak to me again once you're done delivering them to the cargo unit over there to collect your payment." + "Let me check our cargo." + "Alright! If you happen to find some, deliver them to the cargo unit over there and talk to me once you're done." + "Not interested." + "I see... Well if you change your mind, you know where to find me." + "We're lacking the materials." + "I see... Well then I guess we'll have to wait for the official delivery then." + "Oh hey! Did you guys change your mind? We really could use those 5 crates of building materials!" + "Yes, the crates are on their way." + "I see you've delivered the required amount. Here's your payment!" + "Thank you." + "Oh and since you're on good terms with us, administration stated to throw the current building plans out and let you decide on what type of station we should build here. So what's it going to be, boss?" + A Settlement + "Alright, a settlement it is. I'll be returning to work now. Safe travels to you!" + A Military Base + "Alright, a military base it is. I'll be returning to work now. Safe travels to you!" + A Research Station + "Alright, a research station it is. I'll be returning to work now. Safe travels to you!" + A Hospital + "Alright, a hospital it is. I'll be returning to work now. Safe travels to you!" + "I'll be returning to work now. Safe travels to you!" + "I'm afraid that won't be enough. Check your cargo hold and see if can find some more." + "I'll go check again." + "Sorry, but that's all we got..." + "In that case I recommend taking your cargo back to your submarine. We'll be waiting for the official delivery instead." + "We're working on expanding this outpost, so we're always looking for construction resources. Do you have 3 crates of building materials to spare? We'll pay for them of course!" + "Pssst. Hey you, over here." + A suspicious figure speaks quietly: "I've heard of you. And I know you take odd jobs. Can I interest you in a most lucrative opportunity?" + "See, people come and go around these outposts, but nobody knows when and where. That's captain confidentiality." + "Well me and my partners all over Europa came up with a little system. We plant tags in the clothes, and with a simple scanner in the airlock, we know exactly who docks and who leaves. Then we sell the information to whoever needs it. Separatist dissidents, coalition bigwigs, juicy merchants... you name em, we find em. That's where you help." + As long as you pay... + "I can't be seen rummaging around the crew quarters, so you're up to the job. Grab a bunch of clothes from the lockers, and bring them to me in that bag. I'll do my thing and put them right back in." + "Perfect. I'll get to work. Remember: We never spoke." + "Won't do. Get me more clothes." + "Pssst. Hey you, over here." + A disheveled individual whispers: "Hey, looking for a bit of quick cash?" + "Those vending machines man, they're a scam. But I know a trick to make them spill their insides." + "Hit em as hard as you can. That'll attract the attention" + Not exactly subtle... + "Yeah that's why you do the smashing and I do the looting. Keep security busy while I grab the goods. Now get to work." He hands you a crowbar. + That one looks full. Ready your crowbar... + "Yeah that's why you do the smashing and I do the looting. Keep security busy while I grab the goods. Now get to work." + "Good job. Here's your share." + "You found us! A warm welcome to our guests." + One of the locals stops you: "Looking for money? I've got a job in mind." + "So, I've heard some industry big shot on a business trip from the shallows has been spotted around these parts..." + What are you thinking about? + "A fat ransom of course! You'll get paid in advance." + "Here's the plan: You find the target, bag the guy in your submarine and split the station. Then I'll pick him up with a shuttle to throw any pursuers off. They won't see it coming." + I'm in. Time to share the wealth. + I'm not into that stuff. + "Here's the location, and a picture of the target. I'll follow in your wake." + "Pfeh! Your loss then." + "Fancy clothes, expensive watch... That's the target." + A visibly distraught researcher stares intently at the research terminal. \n"Ghosts! They're speaking to me!" + "Ghosts? Aren't you a scientist?" + "It's those aliens! They're inside my head! I swear I saw them... the ancient scriptures! The song of the TRUE Europans!" + "You're clearly psychotic." + "Maybe YOU are not enough! If only you could see the things that I see..." The researcher scurries away in a panic. + Leave the madman to his ravings. + "Come. Listen. Deeper..." + You're not quite sure what you just witnessed. But somehow, you feel like you can see a ...path to the end of your journey. You're left perplexed, and also a little paranoid. + You hear a muffled voice calling out the passerbys: "Salvage, rare metals, I've got them all! Hey you traveller, interested into some first rate, former submarine parts?" + "You're selling me ...scrap?" + “One man's junk is another's treasure. You wouldn't believe what you can find patiently waiting at the bottom of the sea. Scrap could be anything: broken down engines, electronics... it could even be a boat! So, how about helping me kick off this business by being my first customer?" + "For 250 marks, all this scrap can be yours!" + “Deal.” + "Here you go! This is the start of a lucrative business venture!" + "I'm not giving it for free! You gotta pay up!" + The familiar glint of a metal bucket and the person wearing it catches your eye: "You again! As you can see, I'm still in the salvage business. And I got my hand on some brand new, high-quality scrap! Interested in buying?" + "For 250 marks, all this scrap can be yours! Again!" + "Never thought any sane person would buy that junk TWICE! Since you're my best and only customer, let me give you a tip as a bonus: Here's a wreck I found a while ago, but it proved too dangerous to loot. Maybe you can give it a shot..." + A hooded figure signs to you. "Blessings, dear traveller. I've been looking for a vessel capable enough to rid us of handling a most delicate task." + "Sounds fishy." + “Our church is running crucial experiments on unique organisms and rare mutations, all for the good of humanity. But with the pursuit of progress comes unfortunate... incidents." + "Incidents?" + “Some of our test subjects escaped containement during transport to one of our churches. Save those lost souls and bring them back to our sanctuary. We will reward your effort... and your silence.” + "I will do it." + "No way. Clean up your own mistakes." + “Take these sedative implements. They will help keeping the beasts pacified. Remember: keep at least one of the subjects alive.” + Heaps of trash are piled up in a single place, saturating the damp air with the stench of mold. You didn't think this place could get any filthier. + You hear an irregular thump coming from inside a suspiciously wrapped package... + Kick it. + Stay the hell away. + "You're part of the crew that just docked, correct? Listen, we have an emergency here, and we could use your ship." + "My ship? How?" + "One of our residents caught some kind of unknown space flu from a recent expedition. Luckily we immediately put the patient in quarantine, but can't figure out whatever the hell is incubating. Worse, this station doesn't have the means to treat it. So far only Stabilozine seems to have an effect, but it's just temporary." + "Maybe it's a Lupus?" + "No, and we're running low on supplies. That's why we need you to transport the patient to the medical facility nearby, before this situation turns into a potential outbreak." + "Anything to save a life." + "An infectious disease in an enclosed submarine? Not happening." + A person wearing an strange helmet shouts towards your direction: "Hey I think that's the guy!" + "Are you talking to me?" + The odd group presents itself as the Orange Protection Society. “We've heard word of an unscrupulous captain trafficking kind orange souls to slaughter them! Soon, the entire species will be endangered due to the gluttony of a few cruel flesh-eaters! They are the real monsters of Europa, as well as those who do their bidding for money!" + "Like humans, the Europan Lobscrab is an amazingly social, smart and kind animal. They can live to be more than 100 years old, most of them older than any of human on this moon! Do you have any idea how they feel, being boiled alive and devoured?" + “You're mistaken, we were taking them to a loving forever home.” + There's an awkward silence. "Oh, what a relief. I'm so glad they're safe and sound. I must apologize, there's still some good left in the world after all. Take this, as a token of the Orange Protection Society." + "They feel delicious, with a touch of Moloch butter." + "That's the orange butcher in person! Get 'em!" + You hear two miners arguing loudly: \n\n"Yeah yeah I've heard that drivel a thousand times before..." \n\n"It's true! It says it right here: the tale of the piezo pioneers..." \n\n"Ever gotten close to a Piezo Crystal? Don't think so, you'd be fried on the spot. And that antique of yours? You got conned. Now get back to work!" \n + "Hmmm..." + That miner looks visibly upset... + "What was that about piezos?" + “Been trying to convince these fools for a while, but they're too content with digging dirt for the rest of their lives. Did you know in the olden times, the first europan miners took chunks out of piezos crystals and used them as an energy source. Piezos!” + "The giant exploding crystals? That sounds insane..." + "But I can prove it. I bought this tool from some weird scrap peddler... It looks old enough, but I never used it myself." + "So you don't actually know." + "It's not like I can leave this hole anyway, I'm still under contract... Here, take it, and prove to these idiots that the spirit of the pioneers still lives on." + "We got a bounty if you're interested. The Red Mantis gang has put a hit on a target." + "Tell me more..." + "One of their old lieutenants has caught cold feet and turned tail towards the neareast coalition outpost. Word is, they're going to rat out their old crew to the authorities. Of course, the gang doesn't really like that prospect, so they're paying a nice sum to keep that snitch from babbling." + "I'll squash the rat." + "That's a job for a sea-cario." + "..." + "Here's where you should find the hit. Probably waiting in a cell until they get a full confession out of the traitor." + "No thanks, we try to stay out of gang business." + The pirate mentioned the turncoat was here, but didn't expect to see several prisoners in the same place. You can't tell which one is your target... + "Who the hell are you? Am I finally getting out?" + "I don't know you. Am I leaving?" + "The Red Mantis crew sends their regards." + "Red Mantis? Fuck! Security, there's a guy out to get me!" + “No really who the fuck are you? Security!” + "Nevermind. Stay inside." + "Whatever you say, chief..." + "Quit givin' me false hope..." + "Whoever you are chump, I'm outta here!" + The status monitor is displaying a warning about an oxygen generator malfunction. Better order a mechanic to take a look. + You're a little late, but the chemical scrubber was leaking a large quantity of ammonia through the vents all over the ship. Thankfully the liquid has ran out. + The chemical scrubber is leaking a large quantity of ammonia through the vents all over the ship. + The remaining fluid should dissipate over time if you just wait... but you could also purge it all at once. + Purge the fluid at your own risk. + You remember the purging procedure. Get the crew ready! + You wish you hadn't traded the operating manual for opium. Here goes nothing... + Wait for the problem to resolve itself. + You hear scrambled noises coming from your headset. The beacon signal is active, but it's malfunctioning and jamming nearby communications. Better not stay around. + You approach a coalition official who looks distressed. "Good thing you're here... We have a crisis on our hands and no personel to spare." + "One of our stations has been taken hostage by a group of heavily armed bandits. We don't know who if they're doing a hit for the separatists or if they're just being reckless, but they've threatened to kill all of the residents if we don't pay a hefty ransom of 5000mk in cash. Piracy was bad enough, now this?" + "Can't you send a military submarine?" + "No, we can't. They said that if they saw a submarine flying the Coalition colors, they'd execute the hostages. That's why we need a 3rd party captain to act as a negociator." + "We'll volunteer for the rescue." + "Try to free the hostages, one way or another. The higher-ups categorically refuse to negociate with outlaws, so I can't give you the funds, but if you succeed I'll try to gather a reward." + "Sorry, we can't help right now." + You hear someone tune into your frequency from inside the station: \n\n"Whoever you are, don't take on step inside! We've got this whole outpost under our control! One wrong move and we'll pull the trigger!" + "We've come to negociate the ransom." + Diplomacy was never an option. + "You better come UNARMED, if we catch a glipse of iron, we'll open fire! Our leader is waiting in the admin office, don't try anything funny!" \n\nSend your best negociator, and hide your weapons... + Diplomacy was never an option. + You approach the gang leader, their clothes still freshly stained with blood. "Well well, if it isn't the coalition's errand dog. Here's what we want: 5000mk, cash, not traceable. We'll be rich, you'll be alive, no harm done to the honest folk of this fine place. Capiche?" + Hand over the 5000mk + "Screw you. Deal's off the table." + The scoundrel rubs his hands. "Wonderful! See lads, I told you the coalition always respects authority! Harr harr... Don't worry, we'll take our leave as soon as you undock, give us a little space just for safety's sake. Now get the hell out of here before I change my mind." + You've informed the coalition that the ransom has been paid and the bandits are on their way. They're not happy, but they'll give you your reward nonetheless... + "Hey hey hey you guys are trying to cheat us? Get em'!" + "You think you can get away with all of this?" + The bandit takes a closer look at your face. "Wait, I've heard of you... you're pretty infamous around these waters... You're telling me another gang is sending you to stop us?" + (Bluff) "The other crews aren't pleased with your ways, you're attracting too much attention, the kind that's bad for business. They're giving you a chance to fuck off while you still can." + After a moment of confusion among the bandits, the leader gives up. "Damnit! I should've stuck to smuggling drugs. Grab your loot and pack up lads, we're outta here!" + You've informed the coalition that the bandits are leaving the station. They don't know how you pulled it off, but they'll send you the reward right away. + "I like your guts, but you're not that good at extorsion. Watch this:" + You tune into the coalition frequency. They're asking about the hostages... + "We've decided to side with the bandits. The ransom just went up: 10000mk, through wire." + The officer is furious and curses you with every imaginable Europan slur. But it doesn't matter, you were their only shot and there's nothing they can do about it. They eventually send you the money. + "That was some artful robbery! We're gonna split the money, right?" + Split the money + "How about I kill you and keep it?" + "Can't wait to tell the guys at home about this!" The bandits prepare to leave, and so should you. + (Back off) "Nevermind, we're still negociating. Over." + "What the hell was that about, are you cozy with the coalition now? Then pay up." + "Whatever, here's your 5000mk." + The bandits seem agitated after noticing the guns on your submarine. Looks like they weren't expecting a armed vessel. "Uh, yeah, you bet! We've got this station on lockdown, the coalition can't do squat, right guys?" + (Bluff) "In 2 hours, the coalition will send their counter-terrorist force, and you'll get blasted apart. But I'll give you a chance to leave, unscathed." + "Fuck, I knew this was a bad idea... Everyone, we're pulling out! Take whatever loot you find and bounce!" + "Hah! Like I'm falling for this bullshit." The leader snaps their fingers. + "I don't give two shits about what those rats think. Lemme show you." The leader snaps their fingers. + "Hear that? That's one less hostage. Keep arguing and see what happens. Now pay up." + "Cease the bloodshed, here's the money." + Too many hostages died. Mission failed. + "These guys have a weapon!" + Too many hostages died. Mission failed. + + + + + + "I will do it." + "No way." + "Tell me more..." + Accept + Agree + Disagree + Leave. + I'm yapman, yap yap yap + Never shut up + Always speak + *bzzt* + *beep boop* + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Factions.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Factions.xml new file mode 100644 index 00000000..9d872a15 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Factions.xml @@ -0,0 +1,7 @@ + + + + Bandits + Gangs of outlaws that roam the murky seas of Europa and engage in criminal activities. Dangerous, but open for business... + Opportunists, brigands, pirates... Truly a villainous bunch. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_GUI.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_GUI.xml new file mode 100644 index 00000000..a319fcb4 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_GUI.xml @@ -0,0 +1,11 @@ + + + + On/Off + 140m Range + 10m Range + Next Track + Previous Track + Jump To First + Untangle + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_HungryEuropansFiles.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_HungryEuropansFiles.xml new file mode 100644 index 00000000..1bea6eb2 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_HungryEuropansFiles.xml @@ -0,0 +1,659 @@ + + + + + + + + + Open + Flush Toilet + + [itemname] (Human) + [itemname] (Crawler) + [itemname] (Mudraptor) + [itemname] (Hammerhead) + [itemname] (Thresher) + [itemname] (Endworm) + + Protein Bar + A somewhat tasty protein bar. Helps to speed up the healing process a bit. + Bag of Pomegrenade Chips + Dried pomegrenade chips. A popular little snack to watch the annual 'DUNWICE FACE-OFF' to. + Bag of Mutated Pomegrenade Chips + Dried mutated pomegrenade chips. A popular little snack. It is said to speed up the healing of burns a bit. + Bread + A loaf of bread. + Burger Bun + Used in the making of burgers. + Hotdog Bun + Stick a sausage in it. + Bread Slices + + Two slices of bread. Great for making sandwiches! + + Bubble Berry Jam Sandwich + + A tasty sandwich with bubble berry jam. + + + Burger + A somewhat tasty burger. + Hotdog + A somewhat tasty hotdog. + Cooked Filet + The taste is awful, but that's not unusual on Europa. + + Cooked Filet + Tastes like pork, a little bit more bitter, stronger. + Burger + Has a slight bitter taste to it. + Hotdog + Has a slight bitter taste to it. + + Roast + A big slice of roast. + Burger + Tastes like chicken. + Hotdog + Tastes like chicken. + + Roast + A big slice of roast. + Pickled Hammerhead Spawn + A delicacy. + Fried Hammerhead Spawn + Expensive fast food. + Burger + Mhhh it's so tasty, you'd like to smash your head in disbelief! + Hotdog + Mhhh it's so tasty, you'd like to smash your head in disbelief! + Spareribs + A delicious meal with a strong taste. + + Cooked Filet + It's flabby and a bit slimey. + Burger + The taste leaves you breathless. + Hotdog + The taste leaves you breathless. + + Hotdog + The taste is insane! + Burger + The taste is insane! + + Bubble Berries + + Very tasty and juicy. + + Mutated Bubble Berries + + Pop Nut + + Kids love to play with them. Needs to be put in water to pop it open and be able to consume it. + + Popped Pop Nut + + It's popped open, ready to be consumed. Used in some recipes. + + Popped Mutated Pop Nut + + It's popped open, ready to be consumed. Used in some recipes. Might be dangerous to leave it in the water. + + Mutated Pop Nut + + Mutated Tobacco Bud + + Mutated Salt Bulb + + + Bubble Berry Vine Seed + + Plant it in a planter to grow bubble berries. + + Pop Nut Vine Seed + + Plant it in a planter to grow pop nuts. + + + Energy Drink + A refreshing energy drink. Good for when you're absolutely shit-faced and need to sober up a bit. + Rum + A strong alcoholic beverage. |Alcoholic Beverage |Decrease Psychosis |Decrease Hallucinations |Decrease Husk Infection (If below 90%) |Heal Damage |Increase Psychosis Resistance + Pirate Rum + A very strong rum enriched with uranium for extra spice. |Alcoholic Beverage |Decrease Psychosis |Decrease Hallucinations |Decrease Husk Infection (If below 90%) |Healing Properties |Increase Psychosis Resistance |Increase Radiation Sickness (Slightly) + Doc's Whiskey + Doctor Michael's original whiskey. Approved by Doctors europa-wide. |Alcoholic Beverage |Reduce Hallucinations |Reduce Effects of Halucinova |Reduce Chem Addiction |Increase Psychosis Resistance |Slight Healing Properties + + Halucinova + Keep away from "Sadashi Kira" at all cost! |Alcoholic Beverage |Increase Hallucinations | Slight Healing Properties + Coalition Premium Lager Beer + A popular beer amongst coalition station inhabitants. |Alcoholic Beverage |Increase Psychosis Resistance + Water + Tastes fresh.. + Water + + Tastes fresh. + + Water + + Tastes fresh. + + Water + + Tastes fresh. + + Water + + Tastes fresh. + + Moloch Milk + A bottle of Moloch Milk. Tastes a bit funny. Don't ask how they get milk from a Moloch! May help a bit when you're shit-faced or hungry. + Sea Water + Tastes salty. + + Tastes salty. + + Coalition Premium + + A popular beer amongst coalition station inhabitants. |Alcoholic Beverage |Increase Psychosis Resistance + + Jovian Force + + A beer most popular amongst the Separatists. |Alcoholic Beverage |Increase Psychosis Resistance + + Liquid Ascension + + A popular beer amongst members of the church of husk on their way to ascension! |Alcoholic Beverage |Increase Psychosis Resistance |Increase Pressure Immunity |Oxygen Not Included |May contain traces of husk parasites + + Clown Juice + + A popular beer amongst pranksters. Praise the honkmother! |Alcoholic Beverage |Increase Psychosis Resistance + + Reaper's Tribute + + A strong beer to pay tribute to the reaper. |Alcoholic Beverage |Clear Reaper's Tax |Increase Psychosis Resistance + + + Empty Keg + + An empty keg used for some recipes. Can be used in water to collect dirty water. + + Keg of Sea Water + + A keg full of sea water. Can be used to refill bottles at a refill station. Can be cooked into clean water at a stove or brewing kettle. Also used in hydroponic planters. + + Keg of Water + + A keg full of water. Can be used to refill bottles at a refill station. + + Keg of Coalition Premium Beer + + A keg full of Coalition Premium beer. Can be used to refill bottles at a refill station. + + Keg of Jovian Force Beer + + A keg full of Jovian Force beer. Can be used to refill bottles at a refill station. + + Keg of Liquid Ascension Beer + + A keg full of Liquid Ascension beer. Can be used to refill bottles at a refill station. + + Keg of Clown Juice Beer + + A keg full of Clown Juice beer. Can be used to refill bottles at a refill station. + + Keg of Reaper's Tribute Beer + + A keg full of Reaper's Tribute beer. Can be used to refill bottles at a refill station. + + Keg of Rum + + A keg full of rum. Can be used to refill bottles at a refill station. + + Keg of Pirate Rum + + A keg full of pirate rum. Can be used to refill bottles at a refill station. + + Keg of Whiskey + + A keg full of whiskey. Can be used to refill bottles at a refill station. + + Keg of Halucinova + + A keg full of halucinova. Can be used to refill bottles at a refill station. + + + Bottle Blueprint + + A blueprint of a regular bottle. Can be used in a bottle printer. + + Beer Bottle Blueprint + + A blueprint of a beer bottle. Can be used in a bottle printer. + + Rum Bottle Blueprint + + A blueprint of a rum bottle. Can be used in a bottle printer. + + Whiskey Bottle Blueprint + + A blueprint of a Whiskey bottle. Can be used in a bottle printer. + + Halucinova Bottle Blueprint + + A blueprint of a Halucinova bottle. Can be used in a bottle printer. + + Jar Blueprint + + A blueprint of a Jar. Can be used in a bottle printer. + + Shaker Blueprint + + A blueprint of a Shaker. Can be used in a bottle printer. + + + Empty Rum Bottle + An empty Rum bottle used for some recipes. Can be thrown or used in water to collect sea water. + Empty Whiskey Bottle + An empty Whiskey bottle used for some recipes. Can be thrown or used in water to collect sea water. + Empty Halucinova Bottle + An empty Halucinova bottle used for some recipes. Can be thrown or used in water to collect sea water. + Empty Beer Bottle + + An empty beer bottle used for some recipes. Can be thrown or used in water to collect sea water. + + Empty Bottle + An empty bottle used for some recipes. Can be thrown or used in water to collect sea water. + Empty Jar + An empty jar used for some recipes. Can be thrown. + Empty Shaker + + An empty shaker ready to be filled with salt!. + + Endworm Meat Chunk + A fat chunk of meat from an Endworm. Spoils if not contained inside a refrigerated container. + Raw Endworm Meat + Spoils if not contained inside a refrigerated container. + Raw Endworm Sausage + Spoils if not contained inside a refrigerated container. + Raw Endworm Meat Patty + Spoils if not contained inside a refrigerated container. + Human Meat + Parts of a human. Spoils if not contained inside a refrigerated container. + Raw Human Meat + Spoils if not contained inside a refrigerated container. + Raw Human Sausage + Spoils if not contained inside a refrigerated container. + Raw Human Meat Patty + Spoils if not contained inside a refrigerated container. + Crawler Half + A Crawler cut in half. Spoils if not contained inside a refrigerated container. + Crawler Meat Chunk + A chunk of Crawler meat. + Raw Crawler Meat + Spoils if not contained inside a refrigerated container. + Raw Crawler Sausage + Spoils if not contained inside a refrigerated container. + Raw Crawler Meat Patty + Spoils if not contained inside a refrigerated container. + Mudraptor Meat Chunk + A nice chunk of meat cut from a Mudraptor. Spoils if not contained inside a refrigerated container. + Raw Mudraptor Meat + Spoils if not contained inside a refrigerated container. + Raw Mudraptor Sausage + Spoils if not contained inside a refrigerated container. + Raw Mudraptor Meat Patty + Spoils if not contained inside a refrigerated container. + Raw Mudraptor Roast + Time to put it in the oven! Spoils if not contained inside a refrigerated container. + Hammerhead Meat Chunk + A nice chunk of meat cut from a Hammerhead. Spoils if not contained inside a refrigerated container. + Raw Hammerhead Meat + Spoils if not contained inside a refrigerated container. + Raw Hammerhead Sausage + Spoils if not contained inside a refrigerated container. + Raw Hammerhead Meat Patty + Spoils if not contained inside a refrigerated container. + Raw Hammerhead Spareribs + Cut from a massive ripcage. Spoils if not contained inside a refrigerated container. + Raw Hammerhead Roast + Time to put it in the oven. Spoils if not contained inside a refrigerated container. + Hammerhead Spawn + A Hammerhead baby. Spoils if not contained inside a refrigerated container. + Thresher Meat Chunk + A piece of meat cut from a Thresher. Spoils if not contained inside a refrigerated container. + Raw Thresher Meat + Spoils if not contained inside a refrigerated container. + Raw Thresher Sausage + Spoils if not contained inside a refrigerated container. + Raw Thresher Meat Patty + Spoils if not contained inside a refrigerated container. + Salt + Don't get salty now! + Synthetic Pepper + Pepper be prepared! + Sugar + Oh so sweet! + Ketchup + Made from pomegrenades. + Vinegar + That smell... + Cooking Oil + This one is not used in engines. + Synthetiflour + Original Europan Synthetic flour + Glass Fragments + + Shattered glass. Can be obtained through smashing bottles or crafting them from quartz at a fabricator. Used for crafting at a fabricator or bottle printer. + + Bubble Berry Jam + + Tasty jam made out of bubble berries. Known to quench a bit of thirst. + + + Hungry Europan (Enable Needs) + [RMB+E] Enables the hunger and thirst afflictions for the user, causing them to have to eat and drink regularly. This is completely optional and is NOT required to gain buffs from eating or drinking. Warning: Can't be disabled for your current character once it is enabled. DO NOT USE WHEN PLAYING WITH 'NEEDS' BY 'LeDoux'! + Meat Cleaver + Time is up! Chop chop!\n\nCan chop up:\n-Crawlers\n-Mudraptors\n-Threshers\n-Hammerheads\n-Hammerhead Spawns\n-Endworms\n-Humans\n + The Europan Volume 66 + "... Peek behind the curtain of time. Is that you, Robert? No, I am Robert. But I am also Doris. I am the meat. Eat of me and become one with the Worm. ..." + THE ART OF DEEP SEA COOKING by Aunt Doris + The europan way of cooking. + Genetics Extractor + Can extract a random gene from a corpse. + Extracted Gene + An unidentified extracted gene. + + Starvation Conciousness Regainer + Used to wake up a patient that lost conciousness due to starvation or thirst. + + Chef's Hat + Show them whose kitchen this is! + Chef's Hat + Show them whose kitchen this is! + Chef's Uniform + Worn by chefs all across europa! + Chef's Uniform + Worn by chefs all across europa! + Master Chef's Hat + Only for the kitchen elite! + Master Chef's Uniform + Worn by the master chefs! + + Kitchen Sink + + Can store up to 18 different small or medium items and refill empty bottles and kegs with sea water. + + Kitchen Counter + + Can store up to 30 different small or medium items. + + Refrigerator + Prevents spoilage. Can only store food and drinks. Needs power. + + Stove + Used for cooking. Needs power. + Oven + Used for baking. Needs power. + Cutting Board + Used to prepare ingredients. + Fryer + + Used for frying stuff. Needs power. + + Distiller + + Used to distill ethanol from sugar and sea yeast shrooms. Needs power. + + Brewing Kettle + + Used to brew kegs of almost any kind of beverage. Needs power. + + Bottle Printer + + Used to mass produce bottles. Needs power. + + Refill Station + + Used to refill empty bottles from a keg. + + Cooler Crate + + Used to prevent meat from spoiling. Needs a battery. + + Liquor Crate + + Used to store and transport up to 20 bottles of any kind. + + Jar Crate + + Used to store and transport up to 8 jars. + + Liquor Crate Shelf + + A shelf to store up to 4 of your liquor and jar crates. + + Liquor Crate Shelf (Small) + + A small shelf to store up to 2 of your liquor and jar crates. + + Liquor Display Shelf + + A shelf to display and store your bottles. Jars don't fit. + + Tool Belt with Lunch Box + + A Tool Belt with a Lunch Box attached to it to always carry your food with you. + + Lunch Box + + It's a box with a handle to carry your food around. Can be attached to a toolbelt at a fabricator. + + Hydroponic Planter + + A device providing perfect conditions for europas underwater plants to grow. Yields a plant every 15 minutes. Needs power. + + Cafeteria Cart + + Used to transport a lot of food and drinks around and or store it in a more accessible area for the crew. Holds up to 30 different foods or drinks. Can be placed. + + + Cooking + Butchery + + Chef + The chef is responsible for butchering creatures and preparing meals to eat for the crew to ensure that everyone is saturated and happy. + + Hungry Europan + You're a hungry europan and need to eat and drink regularly. + Poacher + Gain an additional [xpbonus]% bonus XP in [missiontype1] and [missiontype2] missions. + Salty Business + The first time you open a container, you have a chance of [probability]% to find some extra salt in it. + Fast Food + Increase the speed of kitchen related fabricators by [amount]%. + Master Chef Attire + Unlock the crafting recipes for [itemname1] and [itemname2]. + Frenzy + Increase your attack strength with butcher related knives by [powerincrease]%. + Butcher Shop + You're a talented butcher and it shows!\nGet [amount]% more money when selling meat! + Cold Blood + You're the coolest person around.\nMeat no longer spoils in your inventory. + Master Chef + You've become a master of your work and learned how to save some ingredients for later when cooking.\nYou have a [chance]% chance to not consume a random ingredient while preparing a meal. + Life Saver + Gain a bonus of [amount] to [skill].\nUnlock the crafting recipe for [itemname1]. + Delicacies + Unlock the following recipes of europan delicacies:\n[itemname1] + Master Brewer + + Unlock the following recipes of europan beverages:\n[itemname1]\n[itemname2]\n[itemname3] + + + Hunger + + Hunger + The stomach is happy. + Died of starvation. + You have died of starvation. + The stomach growls! + Close to starving... + The patient is starting to get a small appetite. + The patient is hungry. + The patient is starting to starve. + Thirst + + Thirst + You feel refreshed. + Died of thirst. + You have died of thirst. + The throat feels dry. + Starting to die of thirst... + The patient is starting to get thirsty. + The patient is thirsty. + The patient is starting to die of thirst. + Starvation + Starving... + Starved. + You have starved to death. + Starving... + The patient is starving. + Dying of thirst + Dying of thirst... + Died of thirst. + You dried out. + Dying of thirst... + The patient is dying of thirst. + Increased Swimming Speed (Food) + You swim 50% faster. + Damage Resistance (Food) + You take 25% less damage. + Increased Walking Speed (Food) + You walk 20% faster. + Damage Resistance (Food) + You take 50% less damage. + Increased Melee Damage (Food) + You deal 25% more melee damage. + Decreased Oxygen Consumption (Food) + You don't need to breath. + Pressure Resistance (Food) + You're immune to pressure. + Increased Skills (Food) + + All your skills are increased by 20% + + Alcoholic + The patient is happy enough... so long as they get what they need. + It's time for a booze cruise! You're addicted to alcohol. + The patient suffers from alcoholism. + Alcohol withdrawal + Agitation and a tremor are obvious, as are the signs of nausea. + Died of alcohol withdrawal + You have died of alcohol withdrawal. + You have the feeling it's time to open up another cold one with the boys! + + The Patient shows light signs of alcohol withdrawal. + + A cold beer or a bottle of rum... Anything to quench this horrible thirst for alcohol! + + The Patient shows heavy signs of alcohol withdrawal. + + Cannibalism + + The patient is happy enough... so long as they get what they need. + + Uh oh! Seems like you like the taste of your fellow crewmates. + + The patient certainly likes a special type of meat. + + Hungry for Human Meat + + Agitation and a tremor are obvious, the eyes stare empty. + + Lost their mind over human meat. + + You lost your mind over human meat. + + Your crewmates are starting to look quite tasty! + + The Patient gives you a cold stare. + + Your struggling to focus on anything. You crave for human flesh. You want to murder. Your arms grow stronger just by thinking about it. + + The Patient gives you a cold stare and is severly twitching. + + Disoriented + Up is down and left is... right? Where am I? + Stuffed + The stomach is full. + Choked of vomit. + You have choked on your own vomit. + The stomach is full. + The stomach is at its limit. Eating more might cause you to vomit. + The stomach is too full. You feel the need to vomit. + The stomach is full. The patient had enough to eat. + The stomach is very full. The patient had almost too much to eat. + The stomach is too full. The patient might vomit. + Stomach Ache + The stomach hurts. + Choked on vomit. + You have choked on your own vomit. + The stomach hurts and you feel slightly nauseous. + The stomach hurts a lot and you're feeling very nauseous. + The patient's stomach hurts from drinking too much sea water. + Genetic Extraction + Genes are being extracted. + Butchered + The corpse is being butchered for meat. + Halucinova + You feel like traveling to a different plane of existence. + The person is clearly zoning out. + + [E] Pick Up + + MATERIAL INSERTED\nBLUEPRINT INSERTED\nREADY TO PRINT REGULAR BOTTLES. + + MATERIAL INSERTED\nBLUEPRINT INSERTED\nREADY TO PRINT BEER BOTTLES. + + MATERIAL INSERTED\nBLUEPRINT INSERTED\nREADY TO PRINT RUM BOTTLES. + + MATERIAL INSERTED\nBLUEPRINT INSERTED\nREADY TO PRINT WHISKEY BOTTLES. + + MATERIAL INSERTED\nBLUEPRINT INSERTED\nREADY TO PRINT HALUCINOVA BOTTLES. + + MATERIAL INSERTED\nBLUEPRINT INSERTED\nREADY TO PRINT JARS. + + MATERIAL INSERTED\nBLUEPRINT INSERTED\nREADY TO PRINT SHAKERS. + + PRINT + + MATERIAL INSERTED\nERROR: NO BLUEPRINT FOUND! PLEASE INSERT A BLUEPRINT. + + BLUEPRINT INSERTED\nERROR: NO GLASS FRAGMENTS FOUND! PLEASE INSERT GLASS FRAGMENTS. + + BOTTLE PRINTER READY\nPLEASE INSERT THE FOLLOWING:\nA MATERIAL -INTO- INPUT\nA BLUEPRINT -INTO- INPUT\nA SUITABLE CRATE -INTO- OUTPUT + + Possible prints: + + DISTILL + + READY TO DISTILL ETHANOL + + DISTILLER READY\nPLEASE INSERT THE FOLLOWING:\nA PACK OF SUGAR -INTO- INPUT\nA YEAST SHROOM -INTO- INPUT + + SUGAR INSERTED\nERROR: NO YEAST SHROOM FOUND! PLEASE INSERT A YEASTSHROOM. + + Output: + + + Kitchen + + Cafeteria + + Brewery + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Items.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Items.xml new file mode 100644 index 00000000..cde5e6e9 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Items.xml @@ -0,0 +1,96 @@ + + + + Portable Music Player + A portable music player capable of playing cassettes and CDs.\nKeep away from water!\nCan be repaired with a screwdriver. + Mariner's Moonshine + A special brand of rum, made with a concotion of sea mushrooms, psilotoad juices and matured in a rusty bathtub. + Music Player + A bass boosted placeable music player. Uses a brand new, state-of-the-art CD-reader technology. + CD: Pirate Rave + A CD featuring a variety of tracks often heard when dealing with pirates. \nTrack-List:\n1. Alien Syndicate (Re_]|M|[_ix) by _]|M|[_\n2. Abandon Ship by Simon Chylinski\n3. Scavenger Hunt Techno (EurocorpFx Remake) by EurocorpFx\n4. The Rebel Path by P.T. Adamczyk\n5. Contra la Luna by P.T. Adamczyk\n6. Cyborg by Full Kontakt + CD: Subnautica OST + A CD featuring some tracks from the Subnautica OST. \nTrack-List:\n1. Abandon Ship by Simon Chylinski\n2. Exosuit by Simon Chylinski\n3. Red Alert by Simon Chylinski\n4. Seamoth by Simon Chylinski + CD: GRIP OST + A CD featuring some tracks from the GRIP OST. \nTrack-List:\n1. Clock Watch by Full Kontakt\n2. Cerbera by Imperium\n3. Cyborg by Full Kontakt\n4. Black Out by Full Kontakt + CD: Forgive Me Father OST + A CD featuring some tracks from the Forgive Me Father OST. \nTrack-List:\n1. Forgiveness Is Divine by Tim Fialka\n2. Good Time For You To Get Angry by Tim Fialka\n3. Big Ugly Fish Pt.1 by Tim Fialka\n4. Big Ugly Fish Pt.2 by Tim Fialka\n5. Rain And Pain by Tim Fialka\n6. Sweetie, Get Me Bazooka by Tim Fialka\n7. Welcome To Pestisville by Tim Fialka\n8. A Crow's Breakfast by Tim Fialka + Documents + A folder containing some documents. + Classified Documents + An envelope containing classified documents. + Classified Documents + An envelope containing classified separatist documents. + Military Radio + A radio capable of calling into military frequency. Can be used to take over a station of your choice for the enemy of the currently residing faction. + A radio capable of calling into a Coalition military frequency. Can be used to take over a Separatist station of your choice. + A radio capable of calling into a Separatist military frequency. Can be used to take over a Coalition station of your choice. + Plant Cluster + A cluster of entangled plants. It might be possible to untangle them when stabilizing them with stabilozine at a research table. + Stabilized Plant Cluster + A cluster of entangled plants. It has been stabilized and can be untangled without harming all of the plants. + Initiate Robes + A dark garment traditionally worn by acolytes of the Church of Husk. Imbued with pheromones that pacify feral husks, helping the acolytes stay safe until they're ready to ascend. + Ritual Chalice + A decorated Chalice used in ascension rituals. + Poster - Religion is Poison + Nuclear Bomb + A nuclear bomb, causing a massive fallout after detonation, killing everything in its path. 60 seconds until detonation when armed. + Portable Nuclear Device + Kumo's Radio + A radio Kazuya Kumo gave to you with a pre-configured frequency to call in a favor from her when docked to a separatist station. + Ducky Diving Suit + A strange suit offered to you by your friend Jokster. It seems to be a custom modified PUCS suit with some swimming speed enhancements from the slipsuit. + Job Board + Communications Relay + A radio communication relay device which allows you to receive radio signals and communication. + Giant Rubber Duck + A giant rubber duck to throw around and watch it float in water. + Big Rubber Duck + A big rubber duck to throw around and watch it float in water. + Rubber Duck + A rubber duck to throw around and watch it float in water. + Giant Rubber Duck + A giant rubber duck with a pirate hat and an eye patch to throw around and watch it float in water. + Big Rubber Duck + A big rubber duck with a pirate hat and an eye patch to throw around and watch it float in water. + Rubber Duck + A rubber duck with a pirate hat and an eye patch to throw around and watch it float in water. + Pirate Exosuit + A heavily modified exosuit. It seems some pirates are quite crafty and managed to increase the stun resistance of this exosuit and allow the user to breath hull oxygen if available. + Pirate Exosuit + A heavily modified exosuit. It seems some pirates are quite crafty and managed to increase the stun resistance of this exosuit and allow the user to breath hull oxygen if available. + Damaged Pirate Exosuit Parts + Damaged parts from a modified pirate exosuit. + Dirty Bomb + An hand-crafted radioactive bomb to put inside a detonator, railgun ammunition or a depthcharge. Better keep your distance! + Pirate Helmet + Pirate Body Armor + Pirate Bandana + Pirate Captain Hat + Pirate Clothes (Novice) + A rugged outfit hand-crafted by the pirates, designed to endure the harsh conditions of seabound life on Europa. This specific outfit is mostly given to new hires and crew in lower positions. + Pirate Clothes + A rugged outfit hand-crafted by the pirates, designed to endure the harsh conditions of seabound life on Europa. This specific outfit has been improved with light armor plating. + Pirate Clothes (Combat) + A rugged outfit hand-crafted by the pirates, designed to endure the harsh conditions of seabound life on Europa. This specific outfit is worn by more experienced crew members and higher-ups to protect them during combat. + Construction Material Crate + A crate full of processed construction materials. Can be delivered to construction sites. + Soft, flexible metals + Harder, sturdy metals + Cave Pest + Disgusting! Throw it away! + Pest Nest + A nest of cave pests. These worm-like organisms fall on unsuspecting prey and dissolve them with acid. + Suspicious package + Radioactive Waste + An illegally dumped barrel full of radioactive waste, now leaking into the ocean. + Old Piezo Pick-Chisel + An ancient tool supposedly used to chip off chunks of piezo crystals, a practice long deemed too dangerous. + Piezo chunk + A chunk of piezo crystal that emits electricity. Can be used as a makeshift battery, but you better not drop it... + Clown Delivery System + Through an impossible feat of clownpression technology, the children of the honkmother can somehow squeeze themselves inside a railgun shell to be shot across stations. A great way to kick off a surprise party! + Hammerhead Mucus + A disgusting ball of organic matter secreted by Hammerhead Matriarchs to feed their young while they're away hunting. Rich in proteins, enzymes and bacteria, they are sought after for their medicinal properties. Can be deconstructed. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Locations.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Locations.xml new file mode 100644 index 00000000..4d61c347 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Locations.xml @@ -0,0 +1,431 @@ + + + + + + Destroyed Station + [name] (Destroyed) + + A recently destroyed station. Its entrance is inaccessible by submarines. + It is impossible to dock here. + + Outpost + [name] Outpost + [name] Station + [name] Residence + + A small, newly established civilian outpost. + + Offers: + -Missions + + Settlement + [name] Settlement + [name] Habitat + [name] Population + + A growing civilian outpost. + + Offers: + -Missions + -Crew for Hire + -Fabrication + + Colony + [name] Colony + [name] Community + [name] Civilian Site + + A developed civilian outpost. + + Offers: + -Missions + -Crew for Hire + -Fabrication + -Upgrades + -Shops: General Goods + + City + [name] City + [name] Metropolis + [name] Aquapolis + [name] Urban Center + + A landmark of Europan colonization, bustling with activity. + + Offers the largest variety of stores and services + + Camp + [name] Camp + [name] Barracks + [name] Encampment + [name] Garrison + + A small military encampment. + + Offers: + -Missions + -Crew for Hire + + Base + [name] Base + [name] Bunker + [name] Fort + [name] Bastion + + A medium-sized military base. + + Offers: + -Missions + -Crew for Hire + -Fabrication + -Shops: Armory + + Fortress + [name] Fortress + [name] Military Facility + [name] Stronghold + [name] Military Command + + A large military stronghold. + + Offers: + -Missions + -Crew for Hire + -Fabrication + -Submarines + -Upgrades + -Shops: Military, Engineering Supplies + + Military Blockade + [name] Blockade + [name] Checkpoint + [name] Fortification + + Military fortification blocking off access to deeper areas. + + Offers: + -Missions + -Medical Doctor + -Shops: Armory + + Military Forces + Military Forces at [name] + + A military submarine fighting off enemy monsters in the area. + + Offers: + -Missions + -Medical Doctor + -Shops: Armory + + Clinic + [name] Clinic + [name] Infirmary + [name] Medical Pod + [name] Dispensary + + A small medical outpost for treating injuries. + + Offers: + -Missions + -Doctor + + Hospital + [name] Pharmacy + [name] Sick Bay + [name] Health Center + [name] Hospital + + A large medical outpost with doctors and medical supplies + + Offers: + -Missions + -Crew for Hire + -Doctor + -Fabrication + -Shops: Medical + + Hydroponics + [name] Hydroponics + [name] Geoponics + [name] Aquaculture + + An agricultural station for growing plants and feeding hungry Europans. + + Offers: + -Missions + -Crew for Hire + -Food + + Construction Site + [name] Construction Site + [name] Build Site + [name] Planning Zone + + A construction site working on a new type of station. + + Offers: + -Missions + -Fabrication + + Factory + [name] Industry + [name] Workshop + [name] Mill + [name] Manufactory + + A production center, making and distributing all sorts of goods. + + Offers: + -Missions + -Crew for Hire + -Fabrication + -Upgrades + -Shops: General Goods, Minerals + Shipyard + [name] Shipyard + [name] Naval Yard + [name] Dockyard + [name] Dry Dock + + A large industrial site, equipped to build submarines. + + Offers: + -Missions + -Crew for Hire + -Fabrication + -Submarines + -Upgrades + -Shops: General Goods, Engineering Supplies + + Survey + [name] Survey + [name] Prospecting Drone + [name] Automated Scan + + A small automated module scanning the surrounding area for minerals. + + Offers mining missions + + Excavation + [name] Excavation + [name] Quarry + [name] Dig Site + [name] Mine + [name] Bore Site + + A mining operation exploiting pockets of dry caves for minerals. + + Offers: + -Fabrication + -Shops: Minerals + + Study + [name] Study Site + [name] Biostudy + [name] Geostudy + [name] Observatory + + A small research center. + + Offers: + -Missions + -Research Labs + -Shops: Research. + + Institute + Institute of [name] + [name] University + [name] Institution + [name] Research Foundation + + A deep-sea research complex. + + Offers: + -Missions + -Crew for Hire + -Fabrication + -Research Labs + -Submarines + -Shops: Research. + + Pirate Haven + [name] Haven + [name] Bay + [name] Hideout + + A safe haven where pirates trade their ill-gotten goods. Hates the coalition. + + Offers: + -Missions + -Crew for Hire + -Medical Doctor + -Submarines + -Upgrades + -Shops: General Goods, Pharmacy, Electronics, Armory + + Husk Temple + Temple of [name] + Abbey of [name] + Cathedral of [name] + Chapel of [name] + + A temple belonging the Church of Husk, specialized in research, medicine and worship. + + Offers: + -Missions + -Crew for Hire + -Doctor + -Fabrication + -Shops: Research, Medical. + + Sinking Circus + The Circus on tour at [name] + + Entertainers, travelling the cold seas of Europa. + + Monster Lair + [name] Breeding Grounds + Local fauna has nested deep inside a cave and is using it as breeding grounds. + Feeding Grounds + An area infested with monsters due to the presence of a nearby lair. + Husked Grounds + Husked Grounds of [name] + A hotspot of fauna infected with the husk parasite spreading rapidly. + Swarm of Husk Infected + Swarms of husk infected monsters are spreading from a nearby infected lair. + [name] + Under Attack + Pirate Infestation + [name] Pirate Build Site + Pirates are taking apart the abandoned outpost to build a new haven from its pieces. + + Movement was detected near the remnants of [name]. + The Sinking Circus has left the area. + The Sinking Circus has arrived in [previousname]. + Military Forces moved into [previousname]. + Military Forces have gathered at [previousname]. + Military Forces have been seen moving into [previousname]. + Military Forces have left the area. + The pirates of [previousname] have been eradicated. + The pirates of [previousname] were eliminated. + [previousname] has been freed from the pirates. + Construction work at [name] was stopped due to nearby dangers. + Ongoing constructions at [name] were abandoned due to nearby dangers. + The construction site at [name] was closed down and abandoned due to nearby dangers. + The constructions of a new settlement at [previousname] are now concluded. More settlers are moving into their new homes. + Surveys at [previousname] found a mineral deposit and workers are now beginning the excavation. + The hydroponics at [previousname] upgraded their facilities into a biosphere to provide enough meat for local stations. + Pirates are taking apart the abandoned outpost and build a new haven from its pieces. + The biosphere of [previousname] was successfully upgraded to a nourishment facility. + Studies at [previousname] were concluded and the facility was upgraded to research laboratories. + The Colonists at [previousname] have expanded the colony to hold more people. + The colony at [previousname] has grown. + More researchers are drawn towards [previousname] and are founding an institute. + Excavation at [previousname] has finished and workers are now starting a mine. + The hospital of [previousname] was successfully upgraded to a surgery center. + The clinic of [previousname] was in need for more capacity so they upgraded it into a hospital. + We have lost contact with [previousname] unexpectedly. We advise you to investigate with caution. + The beacon station nearby [previousname] recieved an automated SOS broadcast from the station, but no further communication has been recieved. + Reports at [previousname] indicate hostiles have overrun the outpost. No survivors have been found. + Reports at [previousname] indicate hostiles have overrun the outpost. Survivors are being extracted via shuttle. + [previousname] has been marked for colonization. + [previousname] has a good chunk of space to set up an outpost. + [previousname] is ready for colonization. + The Coalition has marked [previousname] as a good location to colonize. + [previousname] has been infested with monsters. + Swarms of husk-infected monsters were spotted around [previousname]. + [previousname] is under attack by monsters. + [previousname] has been saved from infestation. + Husk activity has decreased around [previousname]. + The Colonists at [previousname] have expanded the colony to hold more people. + The colony at [previousname] has grown. + [previousname] is expanding. + The Colonists at [previousname] have started construction on the station. + The Colonists at [previousname] have started working on making amenities. + [previousname] began construction on more infrastructure. + The Engineers at [previousname] have finished wiring the hydroponics bay. + The Mechanics at [previousname] have finished welding on a hydroponics bay. + [previousname] is now growing crops for the surrounding area. + The Engineers at [previousname] have finished setting up the fabricators. + The Mechanics at [previousname] have started production on consumer goods. + Industry at [previousname] is booming! + Coalition Security Forces have started setting up a base at [previousname]. + [previousname] is being controlled by the coalition. + A Coalition camp is being set up at [previousname]. + A study of the area around [previousname] showed there is lots of exotic life in the region. + [previousname] noticed a facinating floral specimen growing in the cavern. + Flora near [previousname] sparks scientific curiosity. + A survey of the area around [previousname] showed that valuable ore is present. + [previousname] Noticed minerals around the station. + Rich mining areas found near [previousname]. + Engineers and Scientists at [previousname] have finished the fusion power plant. + [previousname] now provides fusion power to the surrounding area. + The cooling turbine for the fusion power plant at [previousname] is complete. + Engineers and Mechanics at [previousname] have started selling ship and ship parts. + [previousname] has finished the dry dock. + The Shipyard at [previousname] has finished construction. + Medical Treatment is now available at [previousname]. + [previousname] has set up a small infirmary. + A clinic has finished being built at [previousname]. + Coalition Forces have fortified [previousname]. + Coalition Forces have reinforced [previousname]. + [previousname] has set up fortifications. + Coalition Forces have set up an massive fortress at [previousname]. + Coalition Forces are mobilizing out of [previousname]. + [previousname] has become a fortress to defend nearby stations. + Coalition Forces have set up an massive fortress at [previousname]. + Coalition Forces are mobilizing out of [previousname]. + [previousname] has become a fortress to defend nearby stations. + Pirates established a new haven at [previousname]. + Pirates ventured into [previousname] and established a new haven. + Chuch of Husk missionaries have baptized the new [name]. + + St. Mendel + St. Darwin + St. Newton + St. Curie + St. Archimedes + St. Avogadro + St. Bohr + St. Einstein + St. Ohm + St. Kepler + St. Copernicus + Holy Bernoulli + Holy Fermi + Holy Mendeleev + Holy Al-Haytham + Pious Planck + Pious Pascal + Blessed Boyle + Sanctus Gauss + Guiding Galileo + Sacred Schrödinger + Hopeful Hypatia + Victorious Volta + Laplace's Grace + Faithful Fourier + Glorious Goodall + Port Royal + Tortuga + New Providence + Barataria + Matanzas + Eyl + Libertalia + Hai Tac + New Nassau + Clew + Barbary Rift + Campeche + Hodeidah + Emule + Plank + Bilgebath + Drunken Masts + Rumgone + Grim + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Missions.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Missions.xml new file mode 100644 index 00000000..62c04d39 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Missions.xml @@ -0,0 +1,542 @@ + + + + [resourcename1] + Find the clown operative + Rescue a clown from a church outpost. + A naive clown left his troupe and attempted to infiltrate [location1]. Investigate the situation. + Intercept a church vessel + Prevent a delivery of medical supplies to a coalition outpost. Intercept the church's transport ship. + Transport ship located + Neutralize the crew or sink the submarine to the bottom of the sea! + Navigate the submarine to [location2] to claim your reward. + The shipment has been seized. + The shipment has not been intercepted. + Shipment recovered + The cult's scientist has been successfully eliminated. Leave the outpost to complete the mission. + Cultist Ambush + Incoming transmission + “Your transgressions against our church will no longer be tolerated. May you find mercy into the depths!” + Outpost assassination + An informant in the [location1] has told us a leading scientist of the church has been developping a devastating bioweapon prototype there. Kill the target and put an end to their research. + The cult's scientist has been successfully eliminated. + Eliminating the scientist failed. + Scientist killed + The cult's scientist has been successfully eliminated. Leave the outpost at once complete the mission. + Personnel Transport + Escort a number of personnel from [location1] to [location2] while ensuring their safety. + Personnel transport successful, and the extremists have been dealt with. + Escorted personnel did not reach their destination, or the extremists were not uncovered and neutralized. + Personnel died + Too many of the escorted personnel have perished at sea. The mission is a failure. + The threat has been subdued. + Looks like that was the last of the extremists. Check on your crew and reach [location2]. + Jailbreak + The Church of Husk has tasked you to free some of their proselytes who are being held captive. + The proselytes have been rescued. + Freeing the proselytes failed. + The proselyte has been rescued. + Freeing the proselyte failed. + Delivering medical supplies + [location2] is in dire need of medical supplies, and the church has tasked you with the delivery. + The medical supplies have been delivered. + The supplies have not been delivered. + Smuggling calyx extract + The church wants you to smuggle husk eggs hidden among other medical supplies to their operatives in [location2]. + The calyx extract has been delivered. + The supplies have not been delivered. + Escort a high-ranking ecclesiast + One of the church's researchers must be transfered to the [location2]. Ensure their safety. + VIP transport successful. + Escorted personnel did not reach their destination. + Gather Slime Samples + The church of husk will pay [reward] for samples of slime bacteria. Harvest and deliver them to the [location2]. + Slime gathered + Enough slime samples have been harvested. Head to the outpost for your reward. + All the samples have been delivered. + You did not deliver the samples. + Destroy a monster lair + Monsters have nested deeply into [location1] and are now spreading in the surrounding areas. Plant a nuclear device inside and blow up the place once and for all. + The lair has been successfully destroyed. + The location remains infested. + Lair destroyed + The lair has been destroyed. A reward will be sent by the nearby authorities. + Reach the heart of the lair with the bomb + Plant the bomb near the heart + Pirate Outpost + Pirate Outpost + This place is a den of thieves. You're free to conduct business... but you could also rid Europa of this scum. + You cleared the outpost of its undesirable inhabitants. Europa is a safer place now. + The pirates still remain in control of the outpost. + Pirates Eliminated + You cleared the outpost of its undesirable inhabitants. Europa is a safer place now. + Killing a Great Electric Spineling + A particularly aggressive Great Electric Spineling has been terrorizing vessels traveling between [location1] and [location2]. A reward of [reward] marks has been promised to those who kill the creature. + Great Electric Spineling + The Great Electric Spineling has been killed. + Target terminated + The Great Electric Spineling is dead. Navigate the submarine out of the cavern to claim the reward. + Killing 2 Great Electric Spinelings + A particularly aggressive pair of Great Electric Spinelings have been terrorizing vessels traveling between [location1] and [location2]. A reward of [reward] marks has been promised to those who kill the creatures. + Great Electric Spineling + The Great Electric Spinelings have been killed. + Targets terminated + The Great Electric Spinelings are dead. Navigate the submarine out of the cavern to claim the reward. + Coalition Station-Takeover + Separatist Station-Takeover + A garrison of separatist rebels is staying at [location1]. Eliminate them and seize the outpost for the Coalition. + A garrison of coalition soldiers is staying at [location1]. Eliminate them and liberate the outpost in the name the Separatists. + Outpost Claimed + Seems like the separatists are surrendering. + Outpost Liberated + Seems like the coalition is giving this station up. + Robbing A Coalition Cargo Vessel + A coalition cargo vessel is passing through. Eliminate their crew and loot their ship! + You successfully eliminated the coalition crew! + You didn't kill the coalition crew! + Coalition vessel detected + Oh no! It seems like this was a trap... It's an attack vessel! + Coalition crew eliminated + Loot their vessel first or continue onwards to [location2]. + Stealing Intel + The Jovian Separatists have tasked you to steal classified documents from the Coalition to gain more intel on their operations. + The documents have been successfully retrieved. + Failed to retrieve the documents. + You've found the classified documents. Best to get out of there quickly before someone notices. + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Help us to get rid of them by finding and destroying any of their eggs inside the cave. + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Husked Crawler Lair + Husked Crawlers are spreading rapidly at [location1]. We can't let this spread further! Help us to get rid of them by eliminating every single one you can find in that cave! We've sent you something to help deal with them, check your cargo. Better place that bad boy far away! + The husked crawlers have been successfully eliminated. + The location remains infested. + Crawlers killed + "Wow good job! Seems like you succesfully killed every single one of them in there. Leave the area and we'll send you your pay." + Wasteyard + Too many vessels found their demise at [location1] and all their toxic waste leaking into the ocean has turned the local fauna into extra dangerous creatures. We can't let them spread this infection further! Help us to get rid of them by shooting every single one and destroying every egg you can find at that wasteyard. + The wasteyard has been cleared. + The location remains infested. + Targets eliminated + "Didn't think you'd get there out alive! Seems like you got them all. Leave the area and we'll send you your pay." + Robbing A Coalition Cargo Vessel + A coalition cargo vessel is passing through. Eliminate their crew and loot their ship! + You successfully dealt with the coalition crew! + You didn't deal with the coalition crew! + Coalition vessel detected + Time to deal with them! They got the loot you want! + Coalition crew eliminated + Loot their vessel and continue onwards to [location2]. + Random Encounter + You are picking up a strange alien signal... + You decided to investigate the strange alien signal. + You didn't investigate the signal. + Arrived. + You investigated the signal. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + You decided to take the artifact with you. It might be worth something. + You didn't investigate the signal. + Artifact collected + You investigated the signal and found an artifact. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + You decided to take the artifact with you. It might be worth something. + You didn't investigate the signal. + Artifact collected + You investigated the signal and found an artifact. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + You decided to take the artifact with you. It might be worth something. + You didn't investigate the signal. + Artifact collected + You investigated the signal and found an artifact. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + You decided to take the artifact with you. It might be worth something. + You didn't investigate the signal. + Artifact collected + You investigated the signal and found an artifact. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Moloch has been killed. + Target terminated + Turns out the signal was coming from that Moloch. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Moloch has been killed. + Target terminated + Turns out the signal was coming from that Moloch. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Crawlers have been killed. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Tiger Thresher has been killed. + Target terminated + Turns out the signal was coming from that Tiger Thresher. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Broodmother has been terminated. + Target terminated + Turns out the signal was coming from that Broodmother. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Broodmother has been terminated. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Broodmother has been terminated. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the swarm has been terminated. + Targets terminated + Turns out the signal was coming from that swarm. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the swarm has been terminated. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the swarm has been terminated. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the swarm has been terminated. + Targets terminated + Turns out the signal was coming from that swarm. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Hammerhead has been killed. + Target terminated + Turns out the signal was coming from that Hammerhead. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Hammerheads have been killed. + Targets terminated + Turns out the signal was coming from those Hammerheads. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Hammerheads have been killed. + Targets terminated + Turns out the signal was coming from those Hammerheads. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Hammerheads have been neutralized. The route should be safe again. + Targets neutralized + Turns out the signal was coming from those Hammerheads. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Matriarch has been killed. The route should be safe again. + Target terminated + Turns out the signal was coming from that Matriarch. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Golden Hammerhead is dead. + Target terminated + Turns out the signal was coming from that Golden Hammerhead. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Giant Spineling is dead. + Target terminated + Turns out the signal was coming from that Giant Spineling. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Giant Spineling is dead. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the swarm has been terminated. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the swarm has been terminated. + Target terminated + Turns out the signal was coming from that swarm. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the swarm has been terminated. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Mudraptors are dead. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Mudraptors are dead. + Target terminated + Turns out the signal was coming from those Mudraptors. + Random Encounter + You are picking up a strange alien signal... + Unknown Signal + Signal investigated and the Mudraptors are dead. + Random Encounter + You are picking up a distress signal... + Unknown Signal + Signal investigated and the Logbook has been successfully retrieved. + The signal was not investigated. + Data retrieved + Turns out the signal was coming from that logbook containing some encrypted data. + Random Encounter + You are picking up a distress signal... + Signal investigated and the pirate vessel's crew was successfully eliminated. + The signal was not investigated. + Unknown Signal + Pirate encounter + Neutralize the crew or sink the submarine to the bottom of the sea! + Pirates eliminated + Turns out the signal was coming from those pirates. Maybe they got loot on board? Navigate your submarine to [location2] when you're ready to leave. + Random Encounter + You are picking up a distress signal... + The pirate vessel's crew was successfully eliminated. + The pirate vessel's crew was not eliminated. + Unknown Signal + Pirate encounter + Neutralize the crew or sink the submarine to the bottom of the sea! + Pirates eliminated + Turns out the signal was coming from those pirates. Maybe they got loot on board? Navigate your submarine to [location2] when you're ready to leave. + Heavy Pirate Vessel + Seek out the pirate vessel that has been terrorizing this area and eliminate its crew, but keep in mind these pirates managed to strengthen their hull so you either pack heavy firepower or aim for the doors and hatches! The marked locations show where the ship has last been sighted. + The pirate vessel's crew was successfully eliminated. + The pirate vessel's crew was not eliminated. + Pirate sighting + Pirates detected + Neutralize the crew or sink the submarine to the bottom of the sea! + Pirates eliminated + Navigate your submarine to [location2] to claim your reward. + Raving Vessel + There were sightings of a pirate vessel attacking other vessels and stealing all their ethanol and rum while blasting music so loud they'll drag all of europa's monsters to our doorstep. Get rid of those drunken dickheads so we don't have to deal with things far worse than them. The marked locations show where we suspect the ship to be. + The pirate vessel's crew was successfully eliminated. + The pirate vessel's crew was not eliminated. + Pirate sighting + Pirates detected + Neutralize the crew or sink the submarine to the bottom of the sea! + Pirates eliminated + Navigate your submarine to [location2] to claim your reward. + Strange Pirate Vessel + We've heard rumors about a pirate vessel with strange capabilities around this area. Apparently they create some sort of anomaly to protect themselves, so you might want to keep your submarine at a safe distance! The marked locations show where we suspect the ship to be. + The pirate vessel's crew was successfully eliminated. + The pirate vessel's crew was not eliminated. + Pirate sighting + Pirates detected + Neutralize the crew or sink the submarine to the bottom of the sea! + Pirates eliminated + Navigate your submarine to [location2] to claim your reward. + Pirate Lord + There has been talk about a pirate lord's vessel that has been terrorizing this area. Eliminate it's crew and you'll be rewarded handsomely! But keep in mind this is a pirate lord's vessel! They have very strong hulls and pack heavy firepower so be prepared! The marked locations show where the ship has last been sighted. + The pirate vessel's crew was successfully eliminated. + The pirate vessel's crew was not eliminated. + Pirate sighting + Pirates detected + Neutralize the crew or sink the submarine to the bottom of the sea! + Pirates eliminated + Navigate your submarine to [location2] to claim your reward. + Mineral Deposits + The survey outpost has located [resourcename1] and [resourcename2] on the way to [location2]. + That should be all of the surveyed minerals. + You have mined all of the [resourcename1] and [resourcename2] deposits. + Minerals mined + Mineral + Ransoming a VIP + A wealthy executive is conducting business in [location1]. Drag him to your submarine alive and escape the station. + The VIP has been extracted. + You didn't get the VIP. + Ransoming a VIP + VIP secured, time to leave! + The VIP has died. + Drop off the VIP at a beacon station. Alive. + Capture a mutated crawler + Multiple test subjects have escaped from [location2], and the church has tasked you with recovering a specimen alive. + Target Captured + Keep the target alive until you reach [location2]. + Navigate the submarine to [location2] and keep the target alive. + Capture target + The specimen has been successfully captured and transported to destination. + Failed to retrieve the specimen alive. + Escort a patient to a medical facility + A resident of [location1] has contracted an unknown illness, and needs to be transported to [location2] for immediate treatment before the disease spreads. + Patient died + The patient did not survive transport. The mission is a failure. + Medical facility reached. The patient has been taken into urgent care. + The patient did not reach their destination. + “A transport vessel has been illegally dumping barrels of dangerous industrial waste in the waters nearby. If we don't do something, they will contaminate the water and make the passage unsafe. We'll pay anyone for cleaning up the cave and properly disposing of the waste in a nearby outpost” + “Yuck.” + Cleaning Industrial Waste + Irradiated industrial waste was dumped by unscrupulous captains between [location1] and [location2], and is now polluting the area. Retrieve the waste and bring it to a nearby outpost for safe disposal. + Industrial Waste + The waste has been successfully retrieved. + Failed to retrieve the waste. + Waste retrieved + The barrels of waste have been retrieved. Bring them to [location2] to be processed safely. + Some of the waste barrels are now on board the sub, but there is still more to retrieve. + Bring the waste back on board, but beware of its high dangerosity. + A stressed out worker grabs your attention. "We've received a message from a nearby industrial outpost. Apparently they're short on labor and are overworking the machinery to meet production quotas. We have our hands full over here, but if you have extra manpower to spare, try and give them technical assistance. Some extra elbow grease wouldn't hurt...” + “We might swing by the place, but no promises.” + Industrial Stress + [location1] has trouble meeting its production quota, and the station workers are overwhelmed. See if you can help with the situation. + The station has been repaired and is functional again. + You didn't help repair the station. + Industrial Incident + You hear screams around the station. A large fire has broken out and the station is erupting into chaos. Repair it! + You've managed to repair the broken machinery. The outpost is functional again, although a little singed. + You hear multiple docking ports disengaging as the remaining inhabitants of the station made their escape, leaving it abandoned. + This place now lies in ruins... + “A nearby habitation outpost has ordered a special delivery of fresh meat. We need someone to safely escort a pack of Orange Boys to the destination.” + “Sure. They're so cute... and so delicious.” + “Sorry, pets are friends, not food.” + Escort Orange Boys + [location2] has requested a delivery of fresh Orange Boy meat and you've been tasked with herding them to destination. + Mission failed + Too many Orange Boys died. + Mission success. + Targets escorted succesfully. + Escort targets + Most of the Orange Boys have been safely transported to destination. + Failed to transport Orange Boys to destination. + “We're looking for a submarine to transport biological samples that have rare medical properties. Be very careful, they are fragile and need special attention.” + “Unknown biological substances aboard my ship? Sure!” + Transport Biological Cargo + A colony of alien organisms must be transported to [location2] using a special container. Make sure the crate is powered and remains underwater at all times. + Cargo died + The organisms did not survive transport. + The organisms have been transported safely. + Failed to transport the cargo to destination. + Biological Cargo + A large colony of alien organisms that needs a special filtration system to survive. Must be kept powered and wet at all times. + Assassinate a key witness + An escaped member of the Red Mantis gang has been taken into custody inside a coalition outpost and is threatening to reveal secrets about the organisation. Silence the witness, permanently... + The witness has been eliminated. + The witness is still alive. + Hostage Situation + A coalition station has been taken hostage by a gang of bandits who are asking for a ransom. Try to resolve the situation without harming the hostages; some losses are tolerated. + The hostages have been rescued successfully. + The hostages have not been rescued. + Hostage situation resolved + The bandits have been dealt with. Make sure the hostages are safe. + “We've got a shipment of brand new defense bot models ready to be sent to a nearby outpost. They're fragile, so make sure to performance maintenance on them and keep the humidity away.” + “Beep Boop.” + Transport Defense Bots + A shipment of inactive defense bots must be transported to [location2]. Keep the defense bots repaired. + Cargo damage + The defense bots broke during transport. + The defense bots have been transported safely. + Failed to transport the cargo to destination. + Cargo damage + Too many defense bots broke during transport. + Despite a minor malfunction, the defense bots have been transported safely. + Failed to transport the cargo to destination. + Inactive Defense Bot + An inactive defense bot that needs to be transported to destination. Needs regular maintenance. + You've overheard the head scientist of this outpost is looking for a well-armed vessel. "So you've come to help in our research, traveller. I have a mission that requires an adventurous spirit." + "What is it?" + “The almighty husk is ever changing, taking new forms and unifying all life. We have baptized such organisms Chimeras. To further study this new biological construct, we need blood samples, extracted from a subject." + "Interesting..." + "You're saying it can get even WORSE?" + The scientist hands you a vial with a needle. “Plunge this spike into the heart of the Chimera until the receptacle is full, then bring the container to a safe destination.” + "I will do it." + "No way." + Gather a sample of Chimera blood + The church of the Husk has tasked you with collecting a sample of blood from a Husk Chimera. Extreme caution is advised. + Blood sample extracted + Do not lose the samples until you reach [location2]. + Reach [location2] with the samples. + Husk Chimera + The chimera blood samples have been secured. + Failed to retrieve the blood samples. + “A passing ship has spotted Hammerhead younglings nearby, meaning they might be feeding on fresh mucus in the area. This substance has strong medicinal properties, so we'll pay if you manage to retrieve at least one sample of it. Be careful though, it breaks apart easily.” + “Disgusting.” + Finding Hammerhead Mucus + A shoal of hammerhead hatchlings has been spotted between [location1] and [location2], probably feeding off fresh mucus. Find and retrieve at least one mucus ball sample and be careful to not destroy it. + + A mucus sample has been successfully retrieved. + Failed to retrieve a mucus sample. + Mucus retrieved + You've recovered a mucus sample. Bring at least one back for payment. + You've recovered a mucus sample, but there might still be more around. + Bring the mucus on board, and be careful not to destroy it. + Interested in making a quick buck? We've been distributing our special brand of homebrewed liquor all around the ocean. Unfortunately the authorities don't like their workers drinking themselves blind, so we have to smuggle the thing using inconspicuous crews, like yours... If you can take this crate to a nearby outpost, you'll get rewarded handsomely. + “I'll take the job.” + “Don't drink yourself blind on the way, we'll only pay if the entire shipment makes it to destination.” + Thirsty Europans + You've been tasked to smuggle 10 bottles of illegal alcohol to a bar at [location1]. Make sure security doesnt get its hands on it. + Contraband successfully delivered. + The contraband was not delivered. + Thirsty Europans + Find the local bartender and bring the shipment over without it being seized by security. + You've delivered the contraband to the outpost. Liquor will flow. + You find the station's bartender. Looks like he's been craving the bottle for a while. "Do you have the good stuff? I can almost taste it..." + Fresh delivery, just for you. + The bartender takes a sip, then chugs an entire bottle down. "Just as I remembered!" + "What now? No money until you bring me all of the goods." + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_SpecialCharactersEventText.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_SpecialCharactersEventText.xml new file mode 100644 index 00000000..db9bcf27 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_SpecialCharactersEventText.xml @@ -0,0 +1,954 @@ + + + You see a familiar person in a lab coat, his hair looks like it hasn't seen a comb in days. Not only that, dark circles under his eyes have deepened and his once-clean lab coat is now wrinkled and stained. Despite his disheveled appearance, a wide grin spreads across his face like he has done something great. + Approach the researcher. + Upon noticing you, his face lights up with recognition and excitement. “Oh, it’s you! You won’t believe this but I’ve finally done it! I’ve completed my research!” He exclaims, almost bouncing on the balls of his feet. + “What have you discovered?” + With a flourish, he pulls out a syringe filled with a violet liquid from his pocket. “This…” He says, holding it up like a prized trophy, “Is my newest creation. After countless trials and errors, I have finally perfected the formula. This is the one that will enhance our human capabilities far beyond our current limitations!” + + Examine the drug. + You take a closer look at the syringe, noting that there is no notable difference between this and the previous substance you encountered before. + “Are you sure it’s safe?” + His eyes widen with fervent conviction. “Absolutely! I’ve tested it thoroughly on various specimens and recorded every possible outcome. This time, there’s no margin for error. All I need now is to test it on a live human… In fact, I’m so certain of its safety and efficacy that I’m willing to test it on myself right here and now!” Before you can react, he rolls up his sleeve and prepares to inject himself with the syringe. + “Hold up… Maybe it’s best not to do it yet.” + He pauses, giving you a curious look as he asks, “And why shouldn’t I do it?” + “What if something goes wrong again?” + “Tsk! Nothing could go wrong! This time I double checked everything. I am certain that what I synthesize this time will not kill me.” He replies in irritation. + “You’ve come so far. It would be a shame to rush now and risk everything.” + After considering your words, his enthusiasm falters slightly and is replaced by a more thoughtful expression. “You have a point. I’ve come this far, it wouldn’t hurt to triple-check everything. Fine, I’ll conduct a few more tests and ensure absolute perfection.” He lowers the syringe and tucks it back into his pocket. + Continue. + He contemplates. “However, being in an outpost can only provide me with so much. I've tried to advance my research here but the constraints are undeniable. Perhaps it's time I considered a different approach…” + He looks up to you and inquires, “Wait, you travel around often right? Would you consider allowing me to join your crew? Working alongside a diverse team could provide the resources and support I need to truly refine my research." + “Sure, we can take you along.” + “Excellent! Wait, I realized I haven’t formally introduced myself… I am Fren Seynomor. Although I prefer if you call me Dr. Seynomor. It is a pleasure to make your acquaintance.” + “Welcome on board.” + "Alright, I'll gather my things and prepare for the journey ahead." He says, excitement evident in his voice. "I can't wait to get my hands on new live specimens!" + Leave. + “Hold up doctor, I have a few questions.” + “Shoot me the questions. I’ll try to answer them to the best of my abilities.” He replies. + “What’s your purpose for doing all this research?” + His expression grows serious and a spark of determination in his eyes.“My purpose? It’s simple. I want to push the boundaries of human potential. Imagine a world where our bodies can heal almost instantly, where illness and injury are relics of the past. Picture a world where we can breathe underwater and withstand the pressure of the sea without a diving suit.” + “I’m striving to create a future where humanity isn’t limited by its physical weaknesses. This research isn’t just about scientific discovery… It’s about changing the course of our evolution and improving the quality of life for everyone.” + “Are you one of those cultists?” + “You mean an acolyte of the Church? Yes, I used to be one. But I left their sect some time ago.” + “Why did you leave?” + “Because the Church and I do not share the same sentiments. One may argue that both of us have things in common but the Church is driven by religious beliefs and communion with the parasite. I, on the other hand, rely on solid scientific evidence and facts to find a way to harness the parasite’s abilities.” + “Do you know anything about the Sigil incident?” + “Oh? Sigil City, you say? Where did you hear about that?” + “A sergeant mentioned it to me.” + “Interesting... It’s not common for a sergeant to discuss it. Anyway, I do know a few things. I heard that hundreds of people died there because of a husk outbreak. There are also some rumors about it. One story is that some acolytes of the Church got overzealous and infected a group of civilians during a coalition ceremony.” + "Oh?" + “But I also heard that it was the Separatists who infected the civilians and framed the Church for it. Either way, whether that's true or not, I can't say for certain… Since I just overheard it at a bar.” + “That’s all I wanted to ask.” + “That's enough questions for now.” + “Do you think people will accept your work?” + “That’s a tricky question. Some will see the potential and embrace it, while others will fear the unknown and reject it. Change is always met with resistance, but I’m confident that once I perfect the drug and establish credibility in my work, they’ll see the benefits and acceptance will surely follow.” + "I'm sorry, but we can't take you with us." + Disappointment can be seen on his face but he nods understandingly. “I understand. It was a long shot but I had to ask. No matter, I’ll find a way to make it work… Anyway, I must return to my studies. Farewell.” With that, he walks away, already lost in thought. + “What if there's another unforeseen reaction?” + “Tsk! There won’t be! I have double checked everything. Even though I have not tested it on a human, I am certain that what I synthesize this time won’t kill me.” He replies in irritation. + “Alright, go ahead. Let's see if it works.” + You watch as he administers the drug, his face fills with anticipation. Moments pass in tense silence and he begins to mutter observations to himself. “No immediate adverse side effects… No numbness… I feel perfectly fine.” + He pauses, looking at his hands and then his arms. “I didn’t turn! This is great news! However, there is only one way to find out if the drug is truly successful…” He turns to look at you and says, “Come punch me in the face!” + “Are you sure about that?” + “Oh come on, you don’t think I forgot the last time you punched me in the face! You left me with a bruised cheek for a few days straight! Now if my drug works, it won’t hurt as much as before. In fact, the bruise should heal in minutes, according to my data.” He claps his hands together and then spreads them wide as he continues, “Let’s not waste time, punch me! I can handle it!” + Punch him in the face. + You take a deep breath, pull back your fist and deliver a solid punch to his face. His head snaps back and you hear a sickening crack as his nose breaks. He staggers backward, clutching his face as blood starts to pour from his nostrils. “Ahh! Oh god!” He yelps, his voice muffled by his hands. + “Did I punch too hard?” + Still leaning his head forward with one hand pinching the bridge of his nose, he raises the other hand towards you, waving it dismissively as he says, “No no… You did fine. Just wasn’t expecting you to go for the nose but that’s fine… I’ll just need a moment.” + "Okay." + He grabs his broken nose and in a quick motion, snaps it back in place. He grimaces and looks up at you, his eyes watering but then a grin slowly spreads across his face. “This will heal quickly… Just wait and see. The bleeding should stop any minute now…” + Wait patiently. + Few minutes pass and his confident grin starts to falter as the blood continues to trickle from his nose. He furrows his brow with frustration and confusion. “This… doesn’t make sense.” He mumbles, his voice tinged with irritation. “The bleeding should have stopped by now… Why isn’t it working?” + “I don’t know.” + He fumbles through his lab coat to grab a cloth to staunch the bleeding, his expression growing more exasperated by the moment. “I don’t understand. The regenerative properties… They should be active.” + “Maybe the drug didn’t work?” + “No… It did work but maybe not in the way I expected. I've noticed that the first aid I applied isn’t as effective as it should be. It seems the drug might be interfering with the healing process.” He answers as he analyzes his condition. + He sighs heavily, “It seems like I have to conduct some tests on myself to find out the true effects of the drug… It may not be a complete success, but it’s not a total failure either since I’m still alive. I have to further my research again with the knowledge I gained.” + “Do you want another punch?” + Still leaning his head forward with one hand pinching the bridge of his nose, he raises the other hand towards you, shaking it as he says, “No, I think one punch is enough... I need to… Just give me a moment.” He mutters, trying to compose himself. + Refuse to punch him. + “Of course! If my drug works, a simple punch won’t cause me much pain. Normally, a bruise would take days to heal but with this drug, it should heal in minutes! If my information is correct...” He claps his hands together and then spreads them wide as he continues, “Come on, enough chatters… Punch me! I can take it!” + He rolls his eyes and sighs, “You growing soft on me? I thought you had a knack for punching people…” He pulls out a knife from his pocket and continues, “Tsk… Whatever. If you won’t help, I’ll do it myself.” + He presses the sharp blade against his palm and slashes it. He winces as blood begins to pour from the wound. “Now, pay close attention. The bleeding should stop on its own within a minute and if the drug works as intended, the wound should heal completely within a few minutes without any intervention.” + Watch carefully. + A few minutes have passed and despite his confident words, the bleeding shows no sign of slowing down. The wound remains open, the edges raw and unhealed. He frowns, frustration and confusion etched across his face. He mutters under his breath, “This… This doesn’t make sense. It should have stopped by now… Why isn’t it working?” + He fumbles through his lab coat to grab a bandage and begin wrapping it around his hand to staunch the bleeding while his expression grows more exasperated by the moment. “I don’t understand. The regenerative properties… They should be active.” + “No… It did work but maybe not in the way I expected.” He holds up his injured hand, showing you the bandage now soaked with crimson blood, despite the pressure he's applied. “I've noticed that the first aid I applied isn’t as effective as it should be. It seems the drug might be interfering with the healing process.” He explains as he studies his condition intently. + He rolls his eyes and sighs, “Tsk… Whatever. I guess you don’t want to hurt yourself, which is fine.” He pulls out a knife from his pocket and continues, “If you won’t help, I’ll do it myself.” + Leave the man alone. + You spot a familiar figure in a lab coat scanning the crowd. Despite his messy hair and baggy eyes revealing sleep deprivation, the man looks anxious… As if he is glancing around for someone or something. + "Oh? Hello, it’s you again. Quite a coincidence… You’ve come at a perfect time, I need some assistance." The researcher greets you. + “What do you need?” + He pulls out a syringe filled with purplish liquid from his pocket and replies, “I have been working on my research lately and I’ve managed to synthesize this new drug. Now all I need is someone to test it for me.” + You take a closer look at the syringe and realize you’ve somehow seen this before. Based on what you remember, the appearance of the drug fits the description of the notes you read a while back. You suspect whatever is inside this syringe may contain a husk parasite. + “Isn’t this a husk parasite?” + He glances around before leaning closer and whispering, “Shh… Not so loud! We don't want to attract attention… But to answer your question, yes. I need you to inject it into a healthy subject. Like someone trained and strong... The security officers here would be perfect.” + “What the hell is wrong with you?” + He scoffs at your remark, “What do you mean? What I’m doing here is for the greater good of humanity! To find ways to evolve and overcome the limitations of a human body, to adapt ourselves to the harsh environment of Europa.” + “No, that’s messed up. I’m not doing it.” + “Tsk… Fine, I'll handle it myself. Somehow I thought you might grasp the significance of my work, but I guess not." With that, he walks away to find someone else. + “And what do I get in return if I choose to help you?” + “What do I get in return if I help you?” + He sighs, as if anticipating your question. "I’ll pay you generously if you can do it and gather the results for me." + “Alright, I’ll do it.” + He hands you the syringe and continues, "I’ll be here waiting. Remember, take note of any notable symptoms. Though I'm confident there won't be any issues." + You find a security officer doing patrols. + Go up to the officer. + “Do you need something?” The officer asks. + “Hey! Your doctor wants me to pass you this syringe.” + “Huh? Really? Usually my doctor will deliver it to me personally… I find it odd that they would ask someone else to do it.” He replies. + “Uh… They are busy lately, so they couldn’t meet you.” + “Oh… Okay.” He says but before he grabs the syringe, he asks with a hint of skepticism, "Wait, just to be sure, what's my doctor's name?" + “Dr. Happy.” + He nods and replies, “Cool, checks out.” Then he takes the syringe from you and asks, "So, what's in it anyway?" + “I don’t know. They didn’t tell me but they did say you should take it immediately.” + “And why do I need to do that?” + “Uh… To ensure its effectiveness. They were very specific about the timing.” + “Oh okay, if that’s the case...” He murmurs, lifting the syringe to his upper arm and injecting it. "If that's all, I'll get back to work... But let Dr. Happy know I'll visit soon." With that, he turns to leave but you notice him starting to stumble. + + Continue observing the officer. + Without warning, his limbs jerk erratically and you witness a stinger-like appendage erupting from his mouth as he collapses to the ground, convulsing violently. + Time to run and report back to the researcher. + “You're back! Now tell me, did the drug work? Was the experiment a success?” The researcher asks eagerly. + “I wasn’t able to do it.” + The researcher sighs in disappointment. “I see.... No matter, do tell me you still have my syringe?” + “About that… I lost it.” + His face darkens. "You... lost it? Do you have any idea how difficult it was to create that? This sets my research back immensely! I can't believe this...” + He takes a deep breath, clearly frustrated. "I'll have to start from scratch. I can't believe I entrusted this to someone so careless. Now leave me, I have no use for you anymore." + Hand over the syringe. + "Good, at least it's not lost." He takes the syringe, examining it thoughtfully. "This is a setback, but not the end. I'll have to find another way to test it. For now, you should leave. I need to rethink my approach." + “Yes… If you count turning into a husk as successful.” + “Damn it, that wasn't supposed to happen! Based on my calculations, it should have enhanced them, not turned them!” He exclaims, frustration evident in his voice. + “Whatever your drug did, it turned them into husks almost instantly.” + "That's impossible… What went wrong? I was sure I added the right components… Unless the husk genetics overpowered the human DNA… Which it shouldn’t, considering the precautions I took...” He mutters, pulling out his notebook and scribbling notes furiously. + He looks up, realizing he forgot something. "Oh right, your payment for helping me." He says, handing you a handful of mks. + Take the money. + “Now do excuse me, I need to return to my research at once.” He utter. With that, the researcher scurries away to somewhere. + “It doesn't matter anymore. I helped you, now give me my reward.” + He sighs in annoyance, “You did fulfill your end of the bargain, so here.” He pulls out a handful of mks and hands it to you. + “Now do excuse me, I must return to my research at once.” He utter. With that, the researcher scurries away to somewhere. + “No, they turn into a husk.” + “Were they supposed to turn into a husk?” + He looks at you, confused. "No… Wait, they turned into a husk?" + “Yes and almost immediately too.” + “Damn it, that wasn't supposed to happen! Based on my calculations, it should have enhanced them, not turned them!” He exclaims in frustration. + “You’re telling me you knew this from the start?” + "Well… Yes and no. The sample I created was a modified version of the parasite. It was intended to improve their healing and physical strength. But based on what you said, it seems all it did was accelerate the parasite's control over the host." He explains, pulling out his notebook. + "What could have gone wrong? I was so sure it worked on crawlers… Unless the reaction differs between species…" He mutters, flipping through his notes. + “I helped you, now give me my reward.” + He stops flipping through his notes and sighs. "Right, you did your part, so here." He pulls out a handful of mks and hands it to you. + “You almost got me killed! I expect compensation for this!” + He sighs loudly, "Given the situation, I understand your frustration. Fine, I’ll add a bonus to your payment… Since you did fulfill your end of the bargain." He pulls out a handful of mks and hands it to you. + He sighs in annoyance, “You’ll find what I give sufficient as compensation.” He pulls out a handful of mks and hands it to you. + Punch the researcher. + Your knuckles connect with a satisfying thud against his cheekbone, sending him stumbling backward. His eyes widen in shock and pain as he clutches his face, a red mark already starting to form. “Ouch… What was that for?” He asks with a puzzled look. + “You almost got me killed!” + “What did you mean? How could I have gotten you killed?” He queries while rubbing the bruised side of his cheeks. + “Whatever you gave me turned the guy into a husk!” + "Impossible! That wasn’t supposed to happen! I was sure I made it right! Unless the husk genetics are too overpowering… Which they shouldn’t be with the precautions I took..." + “You knew this from the start?!” + "Well… Yes and no. The sample I created was a modified version of the parasite. It was intended to improve their healing and physical strength. But based on what you said, it seems all it did was accelerate the parasite's control over the host." He explains, ignoring the pain on his cheeks as he pulls out his notebook. + “You monster! You used me for this!” + "What I did here could help humanity evolve! This is for the greater good! You may call me a monster but you accepted the job without question. Now you’re no different from me, your hands are stained with blood too." He snaps at you while flipping through his notebook, seemingly trying to find something in it. + “I'm not letting you leave here alive.” + He pauses, stuffing his notebook into his lab coat before swiftly drawing a knife. With frustration in his voice, he declares, "Tsk… And I won't let you interfere with my work!" + Time to fight. + “Whatever, I want out of here. Give me my damn reward.” + He sighs in annoyance, “Tsk... Despite the punch and your insults, you did fulfill your end of the bargain, so here.” He pulls out a handful of mks and hands it to you. + “Whatever, I helped you, now give me my reward.” + He sighs in annoyance, “Despite the punch, you did your part, so here.” He pulls out a handful of mks and hands it to you. + “You lied to me!” + "What are you talking about?" He queries as he rubs the sore spot on his cheek. + Suddenly, his limbs twitch uncontrollably. You watch in horror as a stinger-like appendage bursts from his mouth. His body collapses to the ground and convulses violently. Realization dawns on you as you understand the true nature of the syringe. + Time to run and find the researcher. + “Um… They said it's to stabilize your condition until they can see you personally.” + “Dr. Paine.” + "I don't know any doctor by that name. I think you have the wrong person." The officer replies. + Apologize and leave. + Brazenly inject the officer with the syringe. + Tired of the act, you lunge at the officer with the syringe. Startled, he grabs your wrist to stop you but you manage to jab the syringe into his neck. He shoves you away, eyes wide with shock. "What did you just inject me with?!" + Give a nervous laugh. + He places a hand on his neck, swaying and struggling to stay on his feet. He tries to grab you but struggles to keep steady as his limbs twitch erratically. + Take a step back. + He attempts to speak but before he can get the words out, a stinger-like appendage bursts out from his mouth and his body collapses to the floor, convulsing violently. + You watch in horror as a stinger-like appendage bursts out of his mouth. His body collapses to the floor and convulses violently. Realization dawns on you as you understand the true nature of the syringe. + Tired of putting up the act, you lunge at the officer with the syringe, attempting to jab the syringe into his neck. However, he reacts quickly by grabbing your wrist and twisting it painfully. The syringe slips from your grasp and clatters to the floor, rolling out of reach. The officer tightens his grip and his eyes narrow in suspicion. "What do you think you're doing?" He demands. + Attempt to break free and flee. + You kick the officer in the knee, causing him to curse in pain and loosens his grip on you. Taking advantage of the moment, you break free and dash away. + Time to run! + “Dr. Sei.” + “Dr. Wilson.” + “Hey! There’s something behind you!” + The officer turns around to look at where you have pointed. Seizing the opportunity, you quickly and stealthily inject the syringe into his upper arm. He winces slightly from the sudden pain and turns back to you with confusion in his eyes. + "Ow, what was that? Did you do something?" He asks, eyeing you suspiciously as he inspects his arm, trying to figure out what just happened. + “No? Did something happen?” + “No, I thought I felt something… Must have been my imagination. Anyway, what did you see?” + “I thought I saw a clown.” + “Seriously? Why did you stop me for that? They are literally everywhere. Now if you got nothing else to say, scram.” He states while walking away. Although, you notice his movements are sluggish and he seems to be stumbling on his own feet. + “Are you okay?” + “I thought I saw someone suspicious holding a gun.” + “Really? If that’s the case, I’ll go check it out.” He states, turning around and heading down the hallway. Though you notice his movements are sluggish and he seems to be stumbling on his own feet. + The officer tries to speak but his body begins to twitch in an irregular manner as his limbs begin to twist themselves in a weird direction. Next thing you know, a stinger-like appendage bursts out of his mouth as his body collapses to the floor and begins to spasm. + The officer tries to speak but his body twitches uncontrollably and his limbs contorting in unnatural directions. Your eyes widen in shock as a stinger-like appendage suddenly bursts out of his mouth. His body collapses to the floor and spasms violently. + “I thought I saw a mudraptor tapping on the window.” + “Really? Could have sworn that the clean-up crew cleared the mudraptors near the outpost like a few days ago but I guess they probably left a few stragglers roaming about. I’ll inform the administrator about–” Before he can finish his sentence, you notice him swaying and struggling to stay up on his feet. + The officer turns around to look at where you have pointed. Just as you move to inject the syringe into his arm, he unexpectedly glances back at you and notices the syringe in your hand. His eyes widen as he quickly grabs your wrist, stopping the needle from piercing his skin. "What do you think you're doing?" He demands, his grip tightening as he assesses the situation. + "It’s a new procedure to test your reflexes. And uh… You passed!" + “Do you think I'm that gullible? Now you're under arrest!” With that, he pulls out his stun baton and prepares to arrest you. + Attempt to forcefully inject the officer. + You wrestle with the officer and through sheer force, you manage to jab the syringe into his neck. He stares at you in horror and shoves you away. He yanks the syringe out and exclaims, "What did you just inject me with?!" + You struggle with the officer and attempt to jab the syringe into his neck. However, he anticipates your move and shifts your hand to the side, twisting your wrist painfully. The syringe falls to the ground and rolls out of reach. The officer glares at you and with his grip tightening, he demands. "What’s inside the syringe?" + “There’s a researcher planning to do a mess up experiment! Let me explain…” + After listening to your explanation, the officer takes the syringe from you. “Thank you for informing me about this. We'll handle it from here.” He states. With that, you see the officer mutter something in his radio before running off to somewhere. + Bump into the officer and inject them with the syringe. + Just as you’re about to pass by, you stumble slightly and intentionally collide with the officer. In that fleeting moment of contact, you deftly press the syringe through the fabric of his uniform and inject the purplish liquid into their thigh. + “Hey! Watch where you’re going!” The officer yells at you. He doesn't seem to notice what you have done since he is too focused on regaining their balance and brushing off the minor inconvenience. + Apologize and leave quickly. + You mutter an apology and continue walking. Your heart is pounding but you maintain an air of nonchalance since you have successfully administered the injection without arousing suspicion. + Take a peek behind you. + You see the officer dusting off his uniform and preparing to walk away. However, he begins to stagger forward while his limbs twitch in an irregular manner. Eventually you see a stinger-like appendage burst out of his mouth as his body collapses to the floor and spasms violently. + You see the officer dusting off his uniform and preparing to walk away. However, he begins to stagger forward while his limbs twitch in an irregular manner. To your horror, you suddenly see a stinger-like appendage burst out of his mouth as his body collapses to the floor and begins to spasm. Realization dawns on you as you understand the true nature of the syringe. + However, the officer feels the sharp prick of the syringe piercing through the fabric of his uniform. His eyes widen in surprise as he quickly looks down, noticing the syringe sticking out of his thigh. + "What the—?" He exclaims, yanking the syringe out and glaring at you with suspicion and anger. "What did you just inject me with?" + “Um… I can explain… It’s an enhancement drug.” + “As if I would believe that. Now you’re under arrest for commiting a crime!” He pulls out his baton but before he can lay his hands on you, you notice him stumble and his limbs twitching in an irregular manner. You watch in horror as a stinger-like appendage bursts out of his mouth. Eventually he collapses to the floor as his body begins to spasm. + Run away from the officer. + The officer grabs you by your shirt and pulls you back with great strength. “Nuh uh, you’re not going anywhere. You’re under arrest.” + Struggle to break free. + Somehow you easily break free from his firm grasp. Finding it odd, you glance over to the officer, only to notice him stumbling while his limbs twitch in an irregular manner. You watch in horror as a stinger-like appendage bursts out of his mouth. Eventually he collapses in front of you as his body begins to spasm out. + Punch the officer. + The officer loses his grip as staggers backwards the moment your fist connects to his face. When he tries to reach for you again, you notice his limbs start to twitch in an irregular manner. You watch in horror as a stinger-like appendage bursts out of his mouth. Eventually he collapses in front of you as his body begins to spasm out. + “No, I’m not doing it.” + You take a closer look at the syringe, you can’t recognise the content inside. + “What’s inside the syringe?” + “A formula I developed during my research, it’s supposed to enhance one’s physical capabilities.” + “And you want me to try it?” + “No. Unless you want to…” He speaks hesitantly, looking up and down on your body physique before shaking his head. “Nah… I need a more healthy subject. Someone trained in a military field… Like that person.” He points towards a security officer at a distance. + “Why not test it on yourself?” + “Why would I do that?” He inquires, tilting his head slightly as if your question piques his interests. + “So that you will be able to know and understand how the drug works.” + “That’s not a bad idea. If I inject myself, I can document the effects firsthand...” He remarks, taking out his notebook and pen as he prepares himself. "I'm sure I perfected the formula..." He mutters, removing the needle cap and injecting the purple liquid into his vein. + A minute passes and nothing seems to happen. “Huh… No immediate adverse effects… No numbness to my limbs… I feel perfectly fin–” Before he can finish his sentence, you see him staggering. + He tries to say a word but his body starts twitching erratically and his limbs twist in unnatural directions. Next thing you know, a stinger-like appendage bursts from his mouth as he collapses and begins to spasm. + Leave quickly. + “That sounds illogical, I need to be coherent to document the results accurately. Furthermore, if there are adverse effects and I die, who will continue the research?" The researcher remarks in a rather analytic tone. + “You’re right. So, what do I get in return for helping you? + “So that you can get the taste of what you created.” + “What do I get for helping you?” + “How am I going to ask that person to try the drug?” + "That’s for you to figure out." He replies frankly. + “Alright, I'll see what I can do.” + “Nope, I'm not doing this.” + You spot a middle-aged person in a lab coat pacing back and forth in annoyance. Occasionally muttering to himself about something as though he is cursing something or someone. + Approach the man. + Not bothering to look behind him, the researcher asks in a rather rude way, “Here to take more of my things huh?” + “Uh… Yes, I am here to rob you.” + “Tsk… You already took everything. So, kindly shove your baton up your ass and screw off, would you?” He scoffs at your remark. + “No…? Why would I do that?” + He finally turns to take a glance at you. “Oh! My apologies! I thought you were one of those guards patrolling the outpost…” + “Did something happen?” + “Yes. You see, I am a researcher myself and I study many fascinating creatures… However, the security guards recently confiscated my notes, and now I can't continue my research." He explains, pondering a solution to his predicament. + Suddenly his eyes sparkle as he asks, “Mayhaps you can help me get my stuff back?” + “How can I help?” + “Since they don't recognize you, you can sneak into the office where they store confiscated items and retrieve the documents for me.” + “Wouldn’t that get me into trouble?” + “You're right... But I can create a distraction for the guards. That should give you enough time to retrieve my notes. How does that sound?” He replies. + “Alright… Sounds simple enough.” + “Excellent! I'll go and distract the guard. Do make haste in retrieving my notes.” He comments. + As the researcher goes to distract the guard, you head toward the office where confiscated items are kept. After searching around, you finally locate a metal crate labeled "Papers to burn." + Search the crate. + It takes you a few minutes to sift through the pile of documents. Eventually you find a file containing the researcher’s notes. + Read the notes. + The notes contain detailed information about husk anatomy and their functions, including test results conducted on some husk crawlers. Yet something catches your attention, “...Is it possible to harness the genetics of the husk to aid human evolution? To achieve perfect symbiosis? … If only I had time to put the drug to the test…” + Search the other crates for more items. + Leave the office. + Despite the heated conversation between the guard and the researcher, you quickly open a nearby crate and find a few seized goodies inside. + Take a few vials of unknown substances. + You take a few vials of drugs from the crate and quickly leave the office before the guards notice you. + “Finally, it took you 10 years to get here! Now I know it’s not my position to ask but was it really necessary to steal other items?” He asks out of curiosity. + "Yes." + He sighs, “I guess it is not my position to question your ethics. Anyway, are you able to find my documents?” + Pass the documents to the researcher. + He grabs them eagerly and checks it. Afterwards a smile appears on his face, “Thank you… Now that the troublesome bit is over, I can continue my research. Here, take this for your troubles.” He takes something from his pocket and hands it to you. + Take it. + “Now time is of the essence, I must head back to my research lab.” He declares and scurry off to somewhere else. + "No." + He stares at you dumbfounded, “No? Was what you did simply for fun or something?” He pauses and pinches the bridge of his nose. Then he continues, “Nevermind, don’t answer that. It’s irrelevant to the subject at hand. Did you manage to find my documents?” + “Finally, it took you 10 years to get here! Did you manage to retrieve the documents?” + “Not yet.” + “Then what are you doing here? Go get them!" He exclaims. + Take a handgun. + You take an odd-looking pistol from the crate and quickly exit the office before the guards notice you. + You grab a revolver from the crate and quickly exit the office before the guards notice you. + Take an explosive bomb. + You grab a homemade dirty bomb from the crate and promptly leave the office before the guards notice you. + You grab a homemade compound N from the crate and promptly leave the office before the guards notice you. + You glance at the two men conversing and notice the guard occasionally looking your way. However, the guard's attention quickly returns to the researcher who is causing a scene. You realize it is best if you leave now before the guard comes to you. + “Sorry, I won't do it.” + He sighs in resignation, “What a pity… Now excuse me, I do not have time to linger and chat, I must retrieve my research documents before the guards burn them.” + “Sure… I can do that for you.” + “Excellent! I'll await your return with my documents.” + When no one is looking, you slip into the office and find a metal crate labeled “Papers to burn.” + Before you can read the research note, you suddenly hear heavy footsteps advancing towards you as a guard shouts out, “Hey! You there! What are you doing here?” + “Uhm… I got lost and I’m looking for my friend.” + “I’m here to inspect the confiscated goods and make sure everything is in check.” + “Someone informed me that the lights were broken, so I came to fix it.” + Despite hearing some voices at the distance, you quickly open a nearby crate and see a couple of seized goodies in it + “You’re finally back. Did you manage to retrieve the documents?” + "Not yet." + Before you can do anything else, you suddenly hear heavy footsteps advancing towards you as a guard shouts out, “Hey! You there! What are you doing here?” + “Oh… I doubt your friend is here unless they are a security officer. Anyway, I suggest you leave and search elsewhere like the crew quarters or cafeteria.” The guard asserts while gesturing you to leave. + Leave before the guard spots something is off. + “Is that so?” The guard eyes you carefully before he chuckles, “You think I will believe that you conveniently stumble your way here to find someone?” + “Look, how about you turn a blind eye and let me go?” + “Damn it, everything is fine. Tell the chief to stop sending people over to check on us.” The guard curses. + Nod your head and leave before the guard spots something is off. + “Really? Isn’t it weird to send a civilian over to do an inspection? Are you sure you’re not stealing something?” The guard eyes you carefully. + “Right… Next time fix it when one of us is here. We don’t want any misunderstanding to occur.” The guard asserts while gesturing you to leave. + “Really now?” The guard eyes you carefully before he says, “The lights have been fine this whole time… I smell someone is lying here.” + “If someone here pays me 250mks, then perhaps I can close my eyes and pretend I saw nothing.” The guard gives you a cunning smile. + Pay 250mks to the guard. + He happily takes the money from your hands and a smirk appears on his face, “Ah yes, I definitely saw nothing. Must have been the wind I must say…” + Leave before the guard changes his mind. + “No money eh? No problem… I’ll just detain you and send you to jail.” The guard remarks, pulling out his baton and prepares to arrest you. + Time to run. + Body slam the guard and run for it. + You slam into the guard with all your strength, knocking him to the floor. This gives you some time to escape as the guard struggles to regain his bearings. + You decided to use the radio Kumo gave you and call her to see if she would answer. It did not take long before you heard a familiar voice answering the call. “Affirmative. This is Captain Kumo of the Separatists Vessel “Seawolf”. State your business.” + Tell her your name. + “Ah… I was wondering when you would be calling. I assume you called to collect the favor I owe?” + “Yes.” + “Right, to business then. As promised, I will give you anything as long as it is in my capability to acquire them. What is it that you want?” + “Money. I’m low on cash.” + “That’s not an issue for me. I can transfer over 3,500mks to your wallet.” + “Sounds good.” + “I am sending the money over. Check and see if you receive it.” + “Received.” + “Alright, now that everything is settled, as much as I like to keep in touch with you, it’s time for us to part ways. I rather not have any issues resurfacing from this incident and cutting contact is the best for all of us.” + “Farewell my friend. Oh and one more thing, the radio will self-destruct. I do suggest dropping.” + “Goodbye, Kumo. Wait what?” + “Come on, after all the effort I went through for you? You can at least give me more than that.” + “Hm… I can understand the troubles you had to go through to help me… Very well, I’ll give you 4,000mks instead. Check and see if you receive it.” + “I believe I am already quite generous with what I offer. I will not give anything more than that. Now check and see if you receive it.” + “Guns. Lots of guns.” + “Guns eh? Sure. I’ll offer you 3 courses and in each course, choose the weapons that best suits you.” + “For the appetizer, we have 2 sets of revolver armed with depleted fuel rounds capable of irradiating your targets. If you need a gun with a rapid fire rate, we have a SMG with both normal and depleted fuel magazines. Or maybe you prefer something that gives a punch? Like a riot shotgun loaded with 12 gauge shells?” + “I’ll take the revolvers.” + “Good choice. Onwards to the main course… We have an assault rifle made by the Separatists with each magazine containing 30 rounds, good for raiding outposts as long as you can handle the weapon. If you want something robust, an auto shotgun pack with explosive slugs might be up to your taste. Or maybe you want something impactful? Like a grenade launcher with 40mm grenades?” + “I’ll take the assault rifle.” + “And lastly, the dessert… We have the classic boarding axe, able to deal devastating strikes against armored creatures and walls. Or if you want something small and swift, may I suggest a dementonite knife. This knife is infused with the alien materials called dementonite clusters. It’s very quick, deadly and tends to drive your opponent insane. " + "If you don’t like that, I could also offer the europan handshake. Coated with morbusine poison, a few stabs with this knife will leave your enemy poisoned and gasping for air.” + “I’ll take the boarding axe.” + “Consider it done. I have sent the orders to the outpost manager. Head to the administrator room and talk to the person in-charge, they will pass you the weapons.” + "Noted." + "Hey you! You must be the crew Kumo mentioned about... She said you ordered some weapons. They're in the duffle bags, so be sure to take them!" + “Oh! I almost forgot! Here’s the melee weapon you requested too!” + "Thanks." + “I’ll take the dementonite knife.” + “I’ll take the europan handshake.” + “I’ll take the auto shotgun.” + “I’ll take the grenade launcher.” + “Come on, where are the big guns? Surely you can offer them to me…” + “You mean a high caliber machine gun capable of firing 100 bullets in 12 seconds? Hm… I can certainly get that weapon for you if you really want it.” + “I’ll take the HMG.” + “Not sure what you are talking about… And even if I do, I wouldn’t offer such a deadly weapon to anyone.” + “Fine, I’ll take the assault rifle.” + “Fine, I’ll take the auto shotgun.” + “Fine, I’ll take the grenade launcher.” + “I’ll take the SMG.” + “I’ll take the riot shotgun.” + “Manpower. I need more crewmates.” + "I should be able to recruit two seamen to your crew. Tell me, for your first crewmate, what types of personnel are you looking for?" + "Captain." + "And your second crewmate?" + "Consider it done. I have sent the necessary documents to the HR department, they will be sending two new members to your crew. Do expect to see them soon." + “Farewell my friend and have a safe trip. Oh and one more thing, the radio will self-destruct. I do suggest dropping.” + "Security Officer." + "Medical Doctor." + Next. + "Engineer." + "Mechanic." + "Assistant." + Back. + “You. I want you on my crew.” + She chuckles, “A little too late for that, don’t you think? I’ve already submitted the documents to take over this crew, I can’t leave them now since I am the captain of my ship. However, I can help you recruit two crewmates if you are in desperate need of helping hands.” + “No, I need money.” + “No, I want guns.” + “Yes, I like to have more crewmates.” + "Okay. So tell me, for your first crewmate, what types of personnel are you looking for?" + “No.” + “Huh? Then what is the purpose of this call?” She asks, a little bewilder by your action. + “I thought we could have a conversation.” + “A conversation? Aren’t you an amusing one? I guess I do not mind having a talk… What is it that you like to ask?” + + “How have you been faring?” + “Well… With my new promotion as a captain and the death of my old captain, I am definitely doing a lot better. Thank you for asking.” She replies casually. + “Look, I know Captain Smith wasn’t a traitor. Tell me… Why did you want him dead?” + “Do you have any interesting stories throughout your travels?” + “Well… Since you found out the truth, I guess there is no need for me to hide it anymore. There are two reasons why I wanted him dead. One was because he always placed his crewmates in danger. To him, the lives of a few people were nothing compared to his own quest for power and knowledge.” + + “And the second reason?” + “The second reason was because I wanted my revenge on him for killing my former captain… For killing someone who raised me when I was young… Someone who I saw as a fatherly figure.” + + “I can understand your actions.” + “I’ll be honest, I didn’t expect you to understand my situation. That said, I’m truly grateful for your help. If you hadn’t taken the job, I would still be stuck here dealing with that bastard. So whatever you need, I’ll do my best to help you get it." + “Let’s get back to business.” + “It still doesn’t feel right to kill someone for the sake of avenging someone else…” + “I don’t expect you to understand, you’ve probably never lost someone close to you to truly know how it feels. Regardless, I appreciate your help in taking that bastard down. Whatever you need, I’ll help you get it. I don’t like leaving debts unpaid.” + “A conversation? Aren’t you an amusing one? I guess I do not mind having a talk… What is it that you like to ask?” + “Tell me, how did you find out that your captain was a traitor?” + “I have my own ways of finding out the truth… Plus being the second in command, you would have to follow him around and obey his orders. Eventually he lets his guard down and you’ll see his true colors.” + “Hm… I do have a tale or two worth sharing. Especially this one, what started as a routine escort mission quickly turned into chaos. Out of nowhere, a Coalition submarine ambushed us. Somehow, they managed to board our sub and I was among the first to confront the attack. I took down a few Coalition soldiers before they overpowered me. In the end, I was captured by the Coalition.” + “What happened afterwards?” + “I was brought in and forced to stand in front of the Coalition council… I must say, it felt like I was being watched by a pack of hungry mudraptors. They demanded my execution but I managed to negotiate for my life. In exchange for my freedom, I had to share valuable information about the Separatists. Of course, I only gave up non-essential details. That was enough to satisfy them and they released me… Under the condition that I serve aboard a Coalition submarine called Sorrowful.” + “How was it like working in a Coalition submarine?” + “It was horrible. The captain did not care for his crew and was fixated on following the Coalition laws. Breaking even a minor rule meant facing death or something worse.” + “I remember there was this mechanic… I believe his name was Shepard… He got caught stealing from an outpost. When the captain found that out, he literally ordered one of the doctors to amputate mechanic’s hand as punishment. Afterwards, the poor guy ended up going crazy from the pain and trauma.” + “You think this would intimidate people from trying to do crime. Which it did work on his crew but it didn’t work on me. For someone who is an expert at stealing, I know my ways around thievery. Hell, I even stole a few bottles of expensive booze from the captain himself! The captain spent weeks hunting for the culprit but never found a trace haha.” + “Nice. How about security?" + “They were god damn incompetent. There was this one incident, I was in the reactor room when a mudraptor broke in. I fled towards the nearest room for safety and the moment I opened the door, a security officer shot off my right leg!” + “I shit you not, I instantly fell onto the floor and I didn’t even realize my leg was gone until a medic pointed it out. I was then dragged to medbay to get treated… I could barely remember the rest as I slipped in and out of consciousness from all the blood loss.” + “Now that I think about it, I wasn’t really lucky when I was with that crew. I was in so many accidents that I lost count… I actually felt bad for the medics, they had to patch me up every single time. In fact, I even got to know one of the medics personally. Her name was Dr. Pierce… She had a cold demeanor but always treated me nicely.” + “Even when she found out I was once a Separatist, she never really held hostility towards me. I kind of wish I could meet her again or if I could, I like to bring her over towards the Separatists. At last, it’s a shame we stand on different sides and I bet it’s best if I don’t find her…” + “Dr. Pierce… You mean Bridgette Pierce?” + “Wait… Do you know her? Have you met her before?” She asks in surprise. + “No, I heard it from a commissar who used to work in that crew.” + “Tell me, did that commissar mentioned anything about her?” + “Yes, she mentioned that Pierce took over as captain after the previous one went missing.” + “She is the captain now? That’s... Unexpected.” Her voice trails off and she mutters something under her breath, barely audible but you manage to catch it through the radio, “Maybe I should find her again.” + "Kumo?" + She clears her throat, snapping back to the moment. “Thank you for the information. Anyway, that’s enough chit chat for now. Let’s get back to what you came here for.” + “I agree.” + “No, I want to hear more stories.” + “I would love to share more but I have matters to attend to. So sadly I can’t keep this up.” + “Aww…” + “No, that’s all I know.” + “Oh… That’s disappointing… Anyway, that’s enough chit chat for now. Let’s get back to what you came here for.” + “Haha. Look at me, rambling on and on about the past... It’s best if I stop and get back to what you came here for.” + “I’m joking, I am here to collect what was owed.” + " As much as I love the silliness, I would rather we not waste anymore time.” + You see a high ranking officer in formal attire befitting a First Mate leaning against a wall. Her furtive eyes glance through the passersby until her eyes meet yours. She pushes herself off the wall and slowly approaches you, a friendly smile can be seen on her face as she says, “Look who we have here… The new Underdog of the Jovian people…” + “Who are you?” + “That’s not important right now, I’ve been looking for someone… And you look like the perfect person for the task. Interested in a job?” She asks. + “What’s the job?” + She glances around her for a second, making sure no one is listening in on the conversation, before leaning closer to you to continue. “There’s a Coalition traitor among my crew and I need an outsider like you to get rid of him.” + “Who is the traitor?” + Her face seems to darken when she answers, “As much as I hate to say this, the traitor is my captain.” + “What?! If the captain is the traitor, why didn’t you report him to the authorities?” + “I can’t do that. Being the second in command, my movements are being watched by the captain. If I report to the authorities, I would be executed the moment my captain realizes what I did.” She responds calmly. + “So what do you suggest?” + “Kill the captain for me.” She asserts. + “No, I’ll be the witness and testimony to your actions. With that, you’ll be crowned as a hero among the Separatists… While I get to keep my crew safe.” A charming smile can be seen on the officer as the words leave her mouth. + “What else would I get in return?” + She ponders for a bit, before replying, “I could lend you a hand on your travels by joining your crew. After all, I am one with many talents and skilled in many aspects. Unless you prefer something else in return, I can arrange that too.” + “Then what would happen to your crew if you joined me?” + “I’ll make sure the crew gets a better captain once I leave them to join you.” + “Alright, I’ll help you with this. Give me a description of your captain.” + “No way I’m doing this, you’re on your own.” + “His name is John Smith. He has a burn scar on his face and a security officer following him around like a dog. It’s not hard to miss.” She explains. + “I’ll see what I can do about your traitor incident.” + “I’ll be waiting here for your good news and accomplishment.” She comments while giving a dry smile towards you. + A scarred-faced captain and his commissar walk down the hallway. The numerous medals on the captain’s uniform indicate his prestigious status. He certainly matches the description of the traitor you’re looking for. You have the option to kill him now but perhaps talking to him first might reveal more about himself? + Go through with the plan and kill him. + A traitor is a traitor… There is no point chatting with them. The captain and his commissar notice your hostility and prepare to defend themselves. + Fight. + The captain is dead and so is his loyal commissar. You should probably inform the first mate about your success... + “Haha! You have done well! News of the incident has spread quickly around the outpost. Don’t worry, I can handle any issues that arise from this. You have my words, you won’t get into any trouble.” She reassures you with a beaming smile. + “I’m glad I could help but let’s talk about my reward.” + “Straight to the point? That’s fine by me. Still, where are my manners? My name is Kazuya Kumo, First Mate to the Separatists Vessel called Seawolf. Now have you considered my offer that I proposed earlier?” + “I did, welcome on board.” + “Thank you. Now that’s settled, I will join you as soon as you depart from the outpost. I just need to file some documents to the higher-ups and take care of a few loose ends here.” She says as she begins to leave. + “Hold up, I like to ask you a few questions.” + She turns to you as she lets out a sigh, “Like right now? Alright… Go on, what would you like to ask?” + “What was your crew tasked with?” + “My crew is in charge of researching various artifacts and creatures in Europa.” She replies half heartedly to your question. + “What types of artifacts have you found?” + She chuckles, her tone playfully evasive. “Oh come now, I can’t just go around sharing what I have found… After all, it’s classified information.” Her teasing smirk lingers before softening into a sly smile. “But since we are going to be working together, I suppose I could share a little. My crew has been studying a material called dementonite that was extracted from an alien artifact. Have you heard about it?” + “Good, then you should have heard about its unnatural properties… How it makes someone see things that defy logic. I have been trying to find a way to use them and by sheer luck I manage to learn how to merge the materials with our everyday tools. And mind you, it wasn’t an easy task.” + “Does that mean you can craft me some dementonite tools?” + “As long as you get me the materials and tools to craft them, I can certainly do it. But I must warn you that wielding such tools may drive you crazy…. And if that happens, don’t hold me accountable for it.” + “I know Captain Smith wasn’t a traitor. Tell me… Why did you want him dead?” + Initially surprised, she quickly covers it with a soft chuckle. “Since you know the truth, I suppose I don’t need to pretend in front of you.” She raises 2 fingers and continues, “There are two reasons why I wanted him dead. One was because he always placed his crewmates in danger. To him, the lives of a few people were insignificant compared to his own quest for power and knowledge.” + “The second reason is that I wanted my revenge on him for killing my former captain… For killing someone who raised me when I was young… Someone who I saw as a fatherly figure.” + “And you think killing him would fix everything?” + “No… It wouldn’t have brought back those who died… But at least I avenged their death and those who have suffered under his wraith.” + “So what’s your side of the story?” + “What do you mean by that?” She asks, a little confused by your question. + “How did you end up with the Separatists?” + “It’s a long story but to keep it short, when I was a kid, a war broke out at the outpost where I lived. My parents were caught in the crossfire and died. Amidst all the chaos, a Separatist captain came and saved me. That’s how I found myself with them.” + “How did you end up becoming a first mate of your crew?” + “It’s a long story but to keep it short, I was forced to be a first mate by John Smith. Honestly, I didn’t want the position but he insisted that I take it. Rejecting it was never an option since he had me at gunpoint.” + “Why did he want you as his first mate?” + “I don’t know, I never bother asking him. But from my guess, he either likes my talents or he just loves torturing me for whatever sick reason.” + “Alright, that's enough questions for now.” + “Wouldn’t it be better to put him in jail?” + “With his status and position, no. Believe me, I have tried but the evidence I once had is now deep in the abyss, making it impossible for me to throw him in jail.” + “Finally… I’ll go take care of things. I’ll see you later on.” She says, giving you a casual wave before walking away. + “No. What is it about?” + “Well… How do I describe it… Uh… It is something that exists beyond the realm of understanding… Even I have trouble comprehending it.” Her voice faltered, trailing off as though lost in a memory. + For a moment, she blankly stares off into the distance with her furrow brows, before snapping out of the trance and rubbing the back of her neck with her hand. “Its shape and properties… Just feels unnatural. It’s hard to explain. Anyway, I have been trying to find a way to use them and by sheer luck I manage to learn how to merge the materials with our everyday tools. And mind you, it wasn’t an easy task.” + “What creatures are you researching about?” + “Oh come now, I can’t just go around sharing what I have done… After all, it’s classified information.” She says in a teasing manner, before continuing with a sly smile. “But since we are going to be working together, I could share some details. My crew has been studying mudraptors and have been finding ways to tame them. During our research, we managed to encounter a rare type of mudraptor… A ruby raptor.” + “What does it look like?” + “It is basically a mudraptor with a reddish shell, almost pinkish in color. We tried to capture it once but that thing was as fast as a tiger thresher. After it got away, we never saw it again. I can’t help but wonder how rare it was... Probably could have fetched a hefty price if we managed to catch it.” She comments, her tone tinged with disappointment at the end. + “How did you find out that your captain was a traitor?” + She gives you a smirk as she says, “I have my ways of finding out the truth… Plus being the second in command, you would have to follow him around and obey his orders. Eventually he lets his guard down and you’ll see his true colors.” + “I don’t need another crewmate… I want something else in return.” + One of her eyebrows rises at your statement. “Oh? I wasn’t expecting you to reject my proposal… But that’s fine.” She comments, raising her right hand to rub her chin thoughtfully. + Eventually she reaches onto her belt, grabbing something and handing it to you. She continues, “To be honest, I don’t have much to offer at the moment… So tell you what, I’ll give you my radio. The frequency is already set, so you won’t need to remember it. When the time comes where you need help, just dock at a Separatists station and call me, I will return the favor." + “How can I trust you won’t bail on me?” + “If you are that paranoid, you can try calling me right now with the radio.” She replies calmly. + Try calling her on the radio. + You press the button and speak into the radio. You can hear your own voice come through on the First Mate's radio, proving that it works. She smirks and says, “I assure you, I don’t hand out fake radios to someone who’s done me a great favor. Now does this ease your worries?” + “Alright, I’ll keep that in mind.” + “You better keep your promise.” + “It’s fine. I’ll trust you on this.” + “Now I shall get going, I got reports to do and things to clean up…” She says with a warm smile, giving you a casual wave before leaving. + “I will. After all, I don’t like owing people a favor. Now if you’ll excuse me, I got reports to do and a mess to clean up.” With that, she leaves you to take care of her tasks. + Approach the captain. + The menacing captain notices you approaching and he questions, “Is there something you need, citizen?” + “Hey! It’s an honor to meet a captain like yourself! Can you please tell me some of your stories?” + The captain examines you carefully to find out your motive but the moment he sees your enthusiasm, he perceives you as another curious seaman. His demeanor changes to one that is prideful as he speaks arrogantly, “Ah… Another young seafarer with such curiosity. You’re lucky to meet someone like me, not many captains have time to chat. Very well, I’ll share some war stories from my time.” + You listen attentively as the captain points to each of his medals, explaining their significance. Some medals represent his brave conquests against various coalition outposts, while others commemorate his solo destruction of a fleet of coalition submarines. His feats are indeed remarkable. However, you suddenly grow curious about the burnt scars on his face. + “How did you get your scars?” + “During an escort mission, I was ambushed by a coalition submarine. Those coalition scums boarded our submarine and attempted to capture my crew alive. I wasn’t going to let that happen, so I blew my submarine up, taking all those scums down with me. Somehow I survived the blast, I was stuck under some rumbles and a submarine dropped by to rescue me. That’s how I got my scars.” He answers. + “You killed your whole crew just to stop the Coalitions?!” + “Of course. I did what was necessary to prevent valuable information from falling into our enemies’ hands. A death of a mere crew is nothing compared to the information we hold.” The captain states this coldly, as if it's a simple fact. + After listening to the captain’s words, you realize he is not a traitor but a ruthless captain loyal to the Separatists. You wonder why his first mate wants him dead until it dawns on you that maybe she just wants to protect her crew from a captain that merely sees them as pawns to use and dispose off. Now you have to decide… To continue with the plan of murdering him, despite knowing he is loyal to the Separatists… Or betray the First Mate by revealing her assassination plans to gain favor with the merciless captain? + Kill the heartless captain and his commissar. + You prepare yourself to murder them. The surprised party has no choice but to defend themselves. + Betray the First Mate by revealing her assassination plans. + The captain is not surprised by your revelation. He is well aware that such actions will happen eventually. Nonetheless, he thanks you for the information and rewards you with some cash before leaving to confront his first mate. + You stumble onto a scene that looks like two high ranking officers having a serious conversation. + “Damn those rats…” The first mate curses. + The scarred-face captain stands tall, approaching his first mate with a sinister grin. He mocks her, “Kumo Kumo Kumo… You think you can outsmart me? Haven’t you learned from your mistakes? Now, I’m in a rather pleasant mood today… All you have to do is bow down and I’ll let it slide.” + The first mate clutches her fists and her spiteful eyes lock onto her captain. “Oh fuck you, Smith. I am done being your tool for your selfish gains. This ends here!” Her angry voice echoes through the halls as she quickly draws her weapon to attack her captain. + Better leave while you can. + “You god damn snitch! Get the hell out of my sight! I already have enough problems to deal with because of you.” She growls at you. + “Once again, thank you for informing me about this. A shame such a potential person wasted her life for something so petty." The captain remarks. + “What a shame… Here I thought you were the chosen one. I guess you aren’t what the people claimed you to be.” She remarks in a disappointing tone and begins to walk away from you. + “If there is a traitor, why didn’t you get rid of him yourself?” + She frowns at your question, “It’s complicated… I would have already done it myself a long time ago if I could. However, the traitor in question is my captain.” + “I’m not interested.” + She shakes her head and scoffs, “I guess I’ve made a poor judgment on the person.” She proceeds to move away as though she is looking for another potential person. + “Do I know you?” + “No… But you look like someone who could get things done. Interested in a job?” She asks. + You stumble upon a familiar looking red crate lying about on the floor. + Approach and open it. + You open the crate and a clown pops out of it. “Ah! Praise the Honkmother! My favorite traveler! It’s so good to see you again! I would have offered you a game but you came at an unfortunate time…” The clown says solemnly. + “What happened?” + “The outpost security took away my possessions and now I’m left with nothing but you, me and my crate!” He exclaims as he paces back and forth around his crate. + “Uhhh… Okay.” + “They never understand the true joy in life! They are such a killjoy!” He comments and stops right in front of you. Staring directly at you, he continues, “But you… You understand the thrill of fun! You always come back for more… Or perhaps it’s fate that we always meet! Say, you own a submarine right? Can I tag along? I would love to join you on your travels!” + “Sure.” + The clown jumps forward and embraces you in a tight hug. He lifts you off your feet and spins you around before letting you back down. “Hahaha! We’re going to be the best of friends! I can already feel it!” + “Oh wait! I forgot the most important thing… Introduction!” He jumps gracefully onto his crate and small pieces of confetti scatter around the air as he begins to introduce himself, “I am Jokster! A humble clown to our great Honkmother. And soon to be your new friend!” + “Hold up my friend! Since we are going to be close buddies from now on… As a gesture of good will, I would like to give you a small gift! Now all you have to do is make a random noise and I’ll instantly figure out what you want!” He states merrily. + “OooowOowOweewehehe Quack Quack.” + “Quack quack? Oh! Quack quack!” The clown mutters to himself and immediately goes towards his red crate, pulling out a giant rubber ducky and places it into your hands. “Here’s your quack quack!” He mentions excitedly. + ... + Noticing your confused look, he realizes something is off. “Ohhhhh! That’s what you mean! Wait a second, I got it right here!” He quickly sticks his head into his crate as if he was searching for something. + Eventually he pulls out a person in a rubber ducky diving suit and drops the body in front of you. “Tada! Your rubber ducky suit!” The clown gestures at it while smiling broadly. + Check on the person. + Whoever is inside the diving suit is still alive and breathing. However, she remains unresponsive when you attempt to wake her up. + That’s concerning… + “Oh, don’t worry about the person inside the suit. She’s been like this for a while now.” He comments casually. + “Okay…?” + “I hope you enjoy your gift! I put a lot of thoughts into them! Now let’s not dally around! We got a trip to travel!” He assures you to go back to your tasks. + “ShhhreemTingingHoohoo Knoh Knoh.” + The clown listens carefully and then he sticks his hand into his pocket, pulling out a bike horn and placing it into your hands. “Here’s your knoh knoh!” He comments excitedly. + Noticing your expression, he realizes something is off. “Is this not it? Wait wait wait, I knew it!” He moves toward his red crate and begins frantically searching for something. + “No no no, this isn’t it!” The clown mutters to himself as he tosses a harmonica over his shoulder and towards you. + Catch the instrument. + “Not this one either.” He mumbles, tossing an accordion over his shoulder and towards your direction. + Catch the other instrument. + “This one? No, it’s too big.” He murmurs as he somehow pulls out a guitar from the red crate and easily throws it over his head and towards your way. + Catch the incoming instrument. + “Ah ha! Found you!” The clown pulls out a pair of cymbals from his crate and moves toward you. “Here is your item!” He comments excitedly and places the instrument onto your already full arms. + “Thanks?” + “RatatatatatatataRatatataaa Click Click.” + “Click click huh?” The clown sticks his hand into his pants and pulls out a switch. Then he places the switch into your hand and comments excitedly, “Here’s your click click!” + Noticing your expression, he realizes something is off. “Ohhh! That’s what you mean! Wait a second, I got it right here!” He quickly sticks his head into his crate as if he was searching for something. + Eventually he pulls out a pair of machine pistols and hands it over to you. “Here’s your ratata! Ammo not included of course!” He winks at you childishly. + “Okay…” + “Well, ‘Jokster’, I have a few questions.” + “Oh? Questions for me? Hehe! Ask away, my curious friend!” He replies. + “Why are you called Jokster?” + “You see, my father is a joker and my mother is a jester… That’s why I’m Jokster!” The clown proclaims. + “What are you good at?” + “I bring jokes to you and I’m good at motivating the crew! If you need someone to clown around, I am the one you call to town!” He chuckles. + “Who is the Honkmother?” + The clown gasps in shock at your question. “How could you not know her?! She is everything yet nothing. She’s the abyss that rides the fish! The lady that holds the world in her grasp yet tosses a pie at the glass! She’s the fun that flows through our veins and makes us glee in pain!” + "Huh?" + He sighs loudly as he continues, “It’s hard for me to explain if you can’t see the path of the bike horn. And if I were to explain fully, then the joke would simply fall flat you see.” + “Alright, I have nothing else to ask.” + “Come on, don’t be like that! Imagine the fun we could have! You, me and your crew in a baby submarine! The fun would be endless!” The clown comments in an attempt to persuade you. + “Fine, you can join us.” + “No, we don’t need any more crewmates.” + His shoulder slums down in disappointment and responds in a gloomily tone, “Aw… But we had so much fun! Oh well… I will just continue my merry way.” With that, he begins to walk away in a rather sad yet dramatic way. + Walk away from it. + You decide to leave the crate alone. As you walk away, you hear grumble noises coming from the crate. + You stumble upon a rather familiar looking red crate lying about on the floor. + You open the crate and a clown pops out of it. The clown does a bow and greets you warmly, “Hello traveler! I was not expecting to see you again! It’s nice to see you well and healthy.” + “What are you doing here?” + “I’m here on clown business, by the request of our great Honkmother… Say, since you are here, do you like to play another game?” He asks. + “Hehehe! Fantastic!” The clown replies excitedly as he shoves his hands into his pocket and pulls out a color pill in each of his hands. “On my left is a blue pill. On my right is a red pill. All you have to do is choose one and eat it!” He playfully smiles at you as he offers the pills to you once again. + “Can you give me a hint on which pill is good?” + “One does not share what the pill does, but does know it gives a buzz. You will never know what’s in the pills, for it may help or it may kill. Do not think and just eat, for they will taste ever so sweet.” + Take the blue pill and eat it. + You eat the pill and it leaves a weird yet sweet aftertaste in your mouth. It will take a while before the pill takes effect. + “Oh? Haha! An excellent choice! Let’s hope the pill aids you in any jolly way possible! Now business calls and I must go. I hope we meet again, traveler!” The clown giggles and runs away before you can say anything. + As you walk around the area, you feel as though something was wrong with your body. You couldn't exactly tell what's wrong but your vision begins to blur and you definitely feel sick. Whatever was in the pill might have poisoned you... + Better find a doctor soon. + As you walk around the place, you feel slightly rejuvenated and any injuries you sustain before begin to slowly heal. Whatever was in the pill has made you feel better. + Nice. + As you go about doing your task, you swear you see something run past you. When you turn your head to check, there is nothing there. Are you imagining things? Who knows? Perhaps there was something wrong with the pill you ate a while back... + Maybe it's time to see a doctor. + As you go about doing your tasks, you notice your reflexes are faster than usual. You feel like you can definitely get things done swiftly. Whatever was in the pill has boosted you up. + Hell yeah! + As you go about doing your tasks, you begin to feel feverish and your muscles start to ache. Whatever was in the pill had given you a sore throat too. + As you walk around the area, you accidentally stub your toe on a table but you don't feel any pain. You decide to pinch yourself hard on the arm to see if you feel anything and you realize you don’t really feel pain. At this point, you feel as though you can wrestle a mudraptor with your bare hands and win the fight. Whatever was in the pill has jack you up. + As you walk around the area, you suddenly collapse to the floor. When you wake up, your head is spinning and your body feels cold. You also realize you are bleeding on your chest. You are unsure what causes the bleeding but you get a feeling that it has something to do with the pill you took a while back. + As you walk around the place, you feel a sharp pain coming from your stomach and you begin to vomit at the side of the hallway. You wipe off the puke that is still on your mouth and pant slightly in discomfort. Whatever was in the pill made you feel extremely sick. + Maybe it’s time to see a doctor. + As you go about doing your tasks, you notice you haven’t been breathing for a while… In fact, you feel like your skin has grown resistant to the atmospheric pressure. Whatever was in the pill has made you immune to pressure for the time being. + Take the red pill and eat it. + As you go about doing your tasks, you start to feel feverish... As if your whole skin is burning. Perhaps the pill you ate contained something radioactive? + As you walk around the place, your body begins to feel stiff and your movement slowly becomes rigid. Whatever was in the pill might have caused this... + As you walk around the area, you suddenly clutch your chest tightly with your hands and begin gasping for air... Whatever was in the pill had certainly screwed you up... + As you go about doing your tasks, you suddenly lose consciousness and collapse on the floor. By the time you wake up, you feel like you just hit your head on something and you struggle to regain your footing as you feel disoriented. Whatever was in the pill has certainly given you a splitting headache. + As you go about doing your tasks, you begin to feel an unbearable pain coming from your abdomen, as if something is burning through your stomach. Perhaps the pill you took from the clown was a bad choice... + Observe the clown. + You study the clown closely, he looks exactly like how he was when you first met him. However, when you take a closer look at his face, you notice that his red ball on his nose seems awfully shiny compared to the last time you met him. Perhaps you want to do something mischievous? + Honk the clown’s nose. + You press hard on it and he flinches away from your hand, causing you to rip off his red nose. Placing his hands over his nose, he screams loudly as if he’s in pain, “AHHH! What have you done! It hurts!” + “Oh no…” + Seeing your panic expression, his screaming turns into laughter as he removes his hands from his nose to laugh at you. You can see he is perfectly fine. In fact, there is a new red nose replacing the one you took. When you look at the fake nose that is in your hand, you notice there is a purple pill hidden inside it. + “Oh? How interesting… I was expecting you to take the purple pill… No matter, you still made a great choice. Let’s hope the pill aids you in any jolly way possible! Now business calls and I must go. I hope we meet again, traveler!” The clown giggles and runs away before you can say anything. + Take the purple pill and eat it. + You eat the pill and oddly enough, it tastes extremely sweet when it touches your tongue. It will take a while before the pill takes effect. + “Oh? What an interesting choice you made! Well done… Let’s hope the pill aids you in any jolly way possible! Now business calls and I must go. I hope we meet again, traveler!” The clown giggles and runs away before you can say anything. + As you walk around the area, you suddenly feel as if your brain has expanded and you seem to be wiser than usual. Whatever was in the pill has made you more experienced than before. + As you walk around the place, your eyes slowly widen as knowledge floods into your mind. You realize you know how to fabricate backpacks at the back of your head. You guess eating the purple pill was not a bad idea after all. + Cheers. + As you go about doing your tasks, you suddenly feel a surge of energy. You are able to run faster, hit things harder and hold your breath longer than usual. Whatever was in the pill has temporarily made you a killing machine. + “Haha, that’s funny.” + Eventually his screaming turns into laughter when he notices you laughing. He removes his hands from his nose and you can see he is perfectly fine. In fact, there is a new red nose replacing the one you took. When you look at the fake nose that is in your hand, you notice there is a purple pill hidden inside it. + You study the clown closely, he looks like any other clowns you have seen in Europa. Just a goofy innocent clown offering you rather peculiar pills. + Stare at the clown. + The clown stares back at you with each colored pill on his hands, waiting for your decision. + Continue to stare at the clown. + The clown continues to stare back at you with each pill in his hands. He waits patiently for you to make a choice. + He gazes at you as you gaze back at him, his unwavering hands holding tightly onto the colorful capsules. He awaits your move. + The clown tilts his head slightly at your constant staring without moving the rest of his body. You swear you hear a crack from his neck. Yet the clown carries on with the stare without batting an eye. + The clown finally breaks eye contact, glancing between the two pills in his hands, he begins to juggle the pills. At some point, you notice that the two pills he was juggling turns into three… And then four… And five… As soon as he catches all of them, he extends one pill in each hand towards you. Somehow, the rest of the pills magically disappear into thin air like they were never there. + The clown pulls his pants outwards and drops the pills into his pants. Shaking his hips a little, he extends his hands out towards you again, offering the same coloured pills to you. You are left wondering how the pills end up in his hands… + The clown pops the pills into his mouth and swallows them. Afterwards he tilts his head to the side and smacks his head a few times with his left hand, causing the pills to drop out of his ear and onto his hand. Then he proceeds to offer the pills to you and waits for you to make a decision. + The clown claps his hands together tightly and opens his palms. Instead of seeing the pills, you see a shimmering pile of purple dust leaving his hands as he shakes it off. He shoves his hands into his pockets, pulls out another set of pills and waits for you to decide. + The clown snorts the pills into his red nose and begins to wheeze a little. Eventually he coughs, spitting out the pills onto each of his hands and offers it to you. + The clown tosses the pills over his shoulder and proceeds to pull out a scroll from his shirt. He carefully unrolls the scroll and starts to read it out loud to you, “Dear player… Will ye make a choice in choosing thy pills? For I will run out of words to write if thou keep this up. Yours sincerely, Noveva, the author of this event.” + Once he finishes the wonderful speech, he pulls out the two pills from his pockets and waits for your response. + Heed the advice and eat the blue pill. + Heed the advice and eat the red pill. + “Dammit, I thought this would work on you… Oh well, I guess you became a mute… Which isn’t a bad thing because if you make a sound now, I will literally explode and die! Hehehaha!” The clown proclaims. + “Boo!” + “Noooo! You said a word! Now I’m going to–” + Before the clown can finish his words, he explodes into a pool of crimson blood, leaving behind his clown shoes and money on where he stood. + Pick up the free cash from the corpse and leave. + You pick up 500mks from the bloody clown and quickly leave before anyone notices the incident. + Without a warning, the clown shoves both the pills deep into your throat and shuts your mouth abruptly. You try to spit out the pills but you realize they are stuck and you end up coughing violently instead. + By the time you regain your footing, the clown is gone and you end up swallowing both the red and blue pill. Let’s hope they are nothing bad… + Pray silently. + As you walk around the place, you suddenly feel a sharp pain in your chest like someone is breaking your ribs from the inside. The next thing you know, a baby mudraptor burst out of your chest and you are left horrified with what you see. You try to react but you immediately pass out from the shock. + Eventually you wake up and remembering your situation, you try your best to defend yourself from the newborn creature. However, when you look around, it is nowhere in sight. Feeling confused, you check your chest. Instead of a big hole, you find out that there were deep cuts and scratches all over it. + You glance over at your hands and they are covered in blood. Did you cause this? Or was it the effects of the pills? Whatever it is, you need to find a doctor quickly before you bleed to death. + Help… Help me. + While you desperately try to stop the bleeding, you feel as though your wounds begin to seal themselves and your bleeding slowly comes to a halt. Was it the effects of the pills again…? + I don’t know. + “Come on… You travel this far… Why not take a break and play a little game? Trust me, it will be fun!” The clown assures you innocently. + “Fine, let’s play.” + “No, I’m leaving.” + His shoulder slums down in defeat and responds in a gloomily tone, “Aw… What a party pooper you are!” He begins to walk away in a rather sad yet dramatic way. + You try to walk away from the crate but the lid of the crate pops open. A clown raises from it, stretches his arms up as he does a big yawn. He asks casually, “Who disturbs my slumber?” However, his sleepy demeanor changes to a lively mood when he sees you. “Oh! Hi there traveler! I was not expecting to see you here!” + You stumble upon a suspicious looking crate lying about on the floor. + Approach the crate. + As you move closer to it, you see a clown symbol on the crate. You wonder why there is a clown crate lying about in the middle of nowhere. Do you wish to open it? + Check the crate by shaking it. + You attempt to pick up the crate to shake it but fail to do so as it seems to be quite heavy. + Open the crate. + Walk away from the crate. + The moment you pry the lid open, a clown comes bursting out of the crate, sending the lid flying towards a random direction. + “My my! Who do we have here? Another traveler wandering amidst the land? Say, it has been a while since I saw your kind.” + “A faithful disciple to our great Honkmother! Here to bring joy to all around!” The clown opens his hands out in a dramatic fashion. + “Why are you in a crate?” + “It’s my home of course! Very cozy and warm!” The clown says in a cheerful manner. + “Okay, what do you want?” + “I want to play a game. And I’m sure you do too! So, let’s play a game!” He says gleefully. + “Hahaha! I knew you would say yes!” The clown prances around for a while before stopping right in front of you. He shoves his hands into his pockets, pulling out a pill on each of his hands and extends them towards you. “On my left is a blue pill. On my right is a red pill. All you have to do is choose one and eat it! Simple yes?” + “What do the pills do?” + “That won’t be fun if I tell you what it does… And the thrill is finding it out yourself!” + “Ohhh! Hehe… Good choice! Let’s hope the pill helps you in any funny way it can! Now I have to go… I hope we meet again, traveler!” The clown chortles and runs away before you can say anything. + "Boo!" + Before the clown can finish his words, he explodes into a pool of crimson blood, leaving behind his clown shoes and money on where he stood. + Help... Help me. + “Nope.” + “Come on, it will be a fun game! I promise! You can trust me, traveler!” The clown assures you. + His shoulder slums down in defeat and responds in a gloomily tone, “Aw… I thought we could have fun! What a party pooper!” He begins to walk away in a rather sad yet dramatic way. + “What are you doing in a crate?” + “Working of course! Like how you work in a submarine, I have my own workplace too you know!” The clown exclaims. + Punch the clown in the face. + The clown winces in pain and clutches his red nose. Then he begins screaming at the top of his lungs. “Security! Security! There is a guy assaulting me! I need HELP!” + Look around. + Regardless of how much the clown screams, the security personnels ignore the clown and continue their patrol like nothing happened. + Punch the clown in the face again. + Another groan left the clown’s mouth. He rubs his face and his cheerful voice changes to a more threatening tone, “Don’t make me shit my pants!” + Punch the clown for the third time. + This time the clown takes the punch straight on and his red nose dent inwards on his mask. He pulls up his long sleeves as if he was ready to give a fist fight but then he thinks for a second. Soon, he changes his mind and sticks his hand into his pants, pulling out a HMG. Pointing the gun at your face, he declares loudly, “I will defend myself!” + Oh no… Time to defend yourself! + Leave the bruised clown alone. + That’s enough punching for the day. You left the bruised clown who is still trying to get the attention of the guards. + Leave the clown. + It’s best to get away before trouble comes. You left the screaming clown who is still trying to get the attention of the guards. + Before you can walk away, a clown comes bursting out of the crate, sending the lid flying towards you. You manage to duck under the lid before it hits your face. + Phew... That was close. + Leave it alone. + You decided to leave the crate alone. As you walked away, you swore you heard a chuckle coming from the crate. + You enter a scene where you witness a military officer engage in a tense confrontation with three civilians. Based on what you can see, you feel that something is about to happen. + Watch from a distance. + The officer maintains her stance, exuding authority as she addresses the group with confidence. However, you notice two individuals exhibiting defiance, while the last person appears nervously twiddling with something in their pocket. + Observe the two bold civilians. + They look like they do not want to cooperate with the officer… Not only that, they seem to be acting imprudent towards her. + Before she can utter another word, the two defiant civilians launch an attack on her, while the anxious civilian makes a dash to flee from the scene. "Stop that individual! He's carrying a bomb!" The officer shouts, attempting to alert her colleagues to the fleeing suspect. + Chase after the nervous civilian. + As you close in on the civilian, he finds himself trapped and with no place for escape. Desperate, he turns toward you, attempting to draw a revolver from his pocket. + “Stop! I want to talk!” + "Talk?! Is that why you're chasing me?" The civilian queries, casting a puzzled glance your way, uncertain whether to initiate an attack or not. + “Calm down, you don’t need to do this.” + "I– I don't want to... They forced me into this. I have no choice, they'll kill me if I refuse!" He cries out, his hands shaking as he aims the gun at you. + “Drop your weapon and surrender yourself. I’m sure they will lessen your crimes if you cooperate.” + After a moment of contemplation, he pleads in desperation, "Please, don't report me. I can't afford to be arrested! I'll drop the weapon and hand over the bomb. Just act like you never saw me and I'll disappear from your life." + “Okay, hand over the items.” + The civilian complies, surrendering both the gun and the device. "Thank you. I'll disappear before you know it." He says before bolting away at full speed. + Fortunately, the bomb device is inactive. You should probably bring it back to the officer. + “No, I can’t do that.” + “Then you leave me no choice…” He says with a somber expression, raising his gun toward you. With no alternative, you're forced to defend yourself. + "No... The coalition won't show mercy. In their eyes, I'm already condemned. I– I'm sorry, but I had no other option." He says with a somber expression, raising his gun toward you. With no alternative, you're forced to defend yourself. + Attempt to disarm the person while they are distracted. + Attempt to disarm the person. + You move swiftly, grabbing their wrists and dislodging the revolver from their grasp. The civilian is taken aback but quickly recovers and reaches for a knife, clearly intent on causing you harm. + You retrieve the device from the civilian. Luckily, the bomb appears to be inactive. It would be wise to bring it back to the officer. + You attempt to disarm the civilian, but he skillfully evades your grasp, keeping himself out of reach. Now, you find yourself staring down the barrel of a gun. + Oh no... + Rush the person. + Upon seeing you approach, the civilian becomes frantic, causing him to falter in his movements and providing you with an opportunity to capitalize on the situation. + When you return to the officer's side, you see she has successfully subdued the attackers. Now she is tending to her wounds while giving orders to the guards to begin patrols. + Approach the officer. + She shifts her focus to you as she notices you drawing near. + Pass the bomb device to her. + She takes a moment to examine the device before remarking, “It’s not armed, that’s good. What happened to the culprit?” + “He got away.” + “Interesting… How did you acquire the bomb?” She inquires. + ”He dropped it while running away.” + “I see…” She beckons one of the guards over and entrusts them with the device. After briefing them on what needs to be done, the guard nods and departs. Returning her focus to you, she adds, “I wasn't expecting to see you again but I am glad you are here. If you didn't intervene, the situation may have escalated.” + “Glad I could help, how have you been?” + “I’ve been good. Life is still the same for a soldier like me.” She answers briefly. + "Continue." + She suddenly shifts the topic and says, “Although, there is a question I would like to ask you personally.” + “Okay.” + “The first time we met, you said you were heading towards the Eye of Europa. What is your reason for going there?” + “I want to know what lies in the Eye of Europa.” + “I see…” She murmurs, her fingers resting under her chin as she contemplates something. + “Wait, why did you ask this question?” + “To get away from jovian radiation.” + “But isn’t heading deeper into the abyss dangerous as well? From what I know, the deeper you go, the more abyssal creatures you’ll meet.” She says. + “It is better than slowly dying to radiation.” + “Fair point.” She remarks at your statement. + “I’ve been thinking for a while now… About the Eye… I wish to visit it again and since your crew is heading there, I’m wondering if your crew is willing to accept another officer.” She asks. + “Of course! We could use another person like you.” + “By the way, I haven’t actually introduced myself. Name's Sadashi Kira, or you can call me Sergeant Kira.” She states, extending her hand out to shake yours. + “Great! Welcome on board.” + “Wait, I have a request before I join. Is your crew able to provide alcohol for me throughout the journey?” She inquires. + “Sure, we have alcohol on board, we can provide some for you.” + A faint smile tugged at her lips as she murmured, “Finally, I don’t need to be sober for this shit…” Upon catching your raised eyebrow, she hastily conceals her smile. “Ahem... I’ll report for duty once we depart from here. For now, I need to submit reports about this incident to the higher ups.” + “Sorry Sarge, we need you sober for this one.” + She lets out a disappointing sigh, “Understood. I’ll report for duty once we depart from here. For now, I need to submit reports about this incident to the higher ups.” + “Hold up, can I ask you a few questions?” + “Affirmative. Ask away.” She replies. + “What do you specialize in?” + "I specialize in close-quarters combat." She declares, gesturing to the boarding axe strapped behind her back. "If any hostiles breach the submarine, I can handle them with ease. Additionally, if you need a gunner on the submarine, I can do that as well. So, feel free to assign me wherever needed." + “Why do I see you on different outposts?” + “The coalition assigned me to do an inspection on their outposts. This is to ensure another incident like Sigil does not happen again.” + “Sigil incident?” + “Not sure if you were aware, but there was a husk outbreak during a ceremony in a city called Sigil. We had no clue how it happened but we lost over a hundred people to the husk parasite. Now that outpost is overrun with the husks and any attempt in reclaiming it is futile.” + “That’s awful.” + “Yeah… And my previous crew was on that station when it happened. I should have interrogated the captain about the incident when I joined his crew. However, I think it doesn’t matter anymore at this point.” She added. + “Why did you leave your previous crew?” + “It’s a long story… If I start from the beginning, our captain was kidnapped by separatists on an outpost. I tried to reach him in time to save him but I was too late. Somehow they planned the ambush from the start, catching us off guard. In the end, the whole crew became a mess without a captain to lead the way.” + “Our Chief Medical Officer, Bridgette Pierce, ended up being the new captain for the crew. However, I believe she wasn’t mentally ready for the role. She did not have the skills to keep the crew together. So, I just couldn’t stay in a crew that is falling apart…” + “Why didn’t you become the captain instead?” + “I did think about it… It probably would have been better if I was the captain…” She states solemnly as her eyes show a subtle glint of remorse. Soon, she composes herself and continues, “But I rather be at the front lines risking my life to protect my crew. After all, that’s what I was trained to do, to save people. Plus I don’t like the idea of sitting behind a navigation terminal while my comrades risk their life to protect me.” + “Sorry, we have enough people at the moment.” + “Understood. Well… Once again, thanks for the help. I’ll have to return to my duty and file a report about this incident.” With that, she departs to resume her work. + “I heard rumors that the Eye can stop the radiation, so I’m heading there to see if it’s true.” + “I don't know.” + She raises one of her eyebrows and asks, “If you're uncertain, why are you still heading in that direction?” + ”Somehow I feel it calls for me… That I must reach it.” + “Hm… It looks like the Eye calls for those who seek it… Or more like sing for us to reach it.” She mutters as she places her fingers under her chin, pondering about something. + “There is nothing to do here, so I guess I yearn for adventure.” + “Could have been better. I got into an incident a while back, someone knocked me out and stole my valuables… Not sure who it was but I’m sure it’s some lowlife.” She responds with a hint of disdain. + "Oh... I wonder who would do that." + She suddenly shifts the topic and says, “Anyway, there is a question I would like to ask you personally.” + “I’ve been good. In fact, I heard from my peers that someone from your crew rescued me when I was incapacitated by a separatist captain some time ago. Just letting you know, I appreciate that. If it weren't for your crew, I wouldn't be here today.” She answers with a hint of gratitude. + "Your welcome." + “I managed to snatch it off him while fighting him.” + “I dealt with him.” + Toss the bomb device towards her. + With effortless grace, she snags the device with a single hand and furrows her brow in slight concern. After inspecting the device, she remarks, “Not armed, good. You shouldn’t be tossing a device like that. Anyway, what happened to the culprit?” + When you return to the officer's side, you see she has successfully subdued the attackers. Now she is tending to her wounds while giving orders to the guards to begin patrols. It’s best not to disturb her unless you have the bomb to show as proof that you've dealt with the culprit. + Do nothing about it. + +An urgent announcement blares over the PA system. "Attention, everyone. We have reason to believe that a bomb has been planted on the station. Exercise caution and evacuate to a secure area immediately." + You found the bomb lying on the floor. There is no way to defuse it. Better find a way to get rid of it! + Shit... + Observe the nervous civilian. + The civilian seems to be hiding something. From where you are standing, you can almost see a device with random wires sticking out of their pocket. + Move closer and listen in. + As you draw nearer, you notice a flicker of recognition in the officer's eyes upon sensing your presence. However, she maintains a stern expression as her attention returns to the civilians. “I won't repeat myself. I'm here to conduct a search and it’s best if you cooperate.” She asserts firmly. + “You officers always love sticking your nose where they don't belong! To hell with this!” One of the civilians retorts, signaling to a nervous companion behind him, who stammers nervously, "W-Wait, now?" + “Yes! Do it!” He exclaims. With that, the nervous civilian takes off, brandishing a device adorned with an array of colored wires. You observe the officer attempting to pursue the fleeing individual, only to be intercepted by two burly civilians intent on assaulting her. "Damn it! Stop that guy! He got a bomb!" The officer shouts, attempting to capture her colleague's attention amidst the chaos. + As you enter the room, your eyes are drawn to the weary figure before you, a military officer that you have met a while back. However, she looks different… Her uniform, once a symbol of discipline and authority, now hangs loosely from her frame, the fabric wrinkled and stained with the dust of neglect. + You notice the telltale signs of exhaustion etched into every line of her face. No matter what the clowns do around her, her eyes seem unfocused as her gaze is fixed on a distant point… As if lost in a world of her own. + “I… I can’t take this anymore. This… This has to end.” She mumbles to herself, unaware of your presence. + “Hey, snap out of it!” + Your words fall on deaf ears as her hands reach over for her shotgun. She pulls the gun barrel towards her head, placing it right under her chin… Her index finger on the trigger. + “Wait, stop!” + The clowns halt their movement as a heavy silence descends upon the room. The officer, who was once alive, now lies motionless on the ground. Where her head once belonged, there is now only absence, replaced by a pool of crimson blood. + “Shit…” + The clowns stare at the lifeless corpse… Eventually, they exchange a nonchalant shrug before continuing with their merry way. It's best for you to leave the scene before anyone arrives. + You see a familiar officer being harassed by a clown while she is diligently patrolling the area. Despite her efforts to maintain a composed demeanor, you occasionally do notice her furrowed eyebrows. + Her tired eyes glances towards you when she sees you approaching. + “Why is there a clown following you?” + “I don’t know but it has been pestering me for days now.” She replies. + “Can’t you just arrest the clown?” + “Negative. So far the clown has not done anything illegal other than harassing me.” She states in an exhausted tone, brushing off the clown's persistent attempts to engage her. + Slowly her weary eyes lit up with life as she says, “Wait, maybe you can help me with this…” + “Can you convince the security in-charge of this outpost to give a warrant to arrest this clown?” + “Why not ask them yourself?” + “I have tried getting a warrant a while back but they rejected my proposal... Since the head of security isn’t fond of my presence, someone like you might have a better chance in convincing them.” She remarks. + “Sure, I can give it a try.” + “No, I don’t have time to deal with this.” + “Report back as soon as you can. I will be waiting nearby.” + As you approach the head of security, he grumbles, “What is it now? I’m rather busy at the moment.” + “Can you give a warrant of arrest to somebody in this outpost?” + He snaps at your question, “Is this about the clown bothering that inspector again? Didn’t I say no to that request already?” + “Why did you reject the request?” + “Listen, the clown has not disturbed anyone else on this station except for that bloody inspector who visited a week ago. It’s not worth wasting my time making an arrest warrant on that clown, especially when the officer will be leaving in a few days anyway.” + “Well, the clown has been assaulting other people recently, you just aren’t aware of it.” + "Really? Why haven't my officers informed me of this... Blast it all! Fine, take this and deliver it to the officer. She'll handle the clown's arrest herself." With that, he retrieves the warrant of arrest documents and passes them to you. + Take the documents and leave. + “You’re back. Did you manage to get a warrant?” She asks. + “I did. Here are the papers.” + She takes the document and after reading it thoroughly, she breaks into a faint smile. “Everything looks good. Not sure how you convinced them but you saved me a lot of trouble. Here, take this.” She then hands you a few hundred mks. + “Thanks for your help. Now, I must return to my duties." She declares, shifting her cold gaze toward the clown as she reaches for her stun baton. Upon witnessing her menacing action, the clown hastily flees in fear for safety. + “I’m sorry, I wasn’t able to get one.” + She sighs softly, “That’s fine. I appreciate your attempt in helping me. I’ll try to address this issue with them once more.” + “Good luck.” + She gives you a firm nod and resumes her patrol while the clown faithfully trailing her every move. + “I have guards stationed throughout the entire station at this very moment and so far I have not received any complaints regarding the clown. So for your information, I am very much aware of what’s going on in this station. If you have nothing further to discuss, I suggest you scram and let me do my work.” He asserts. + “Won’t the clown go after one of your subordinates once the officer leaves?” + He pauses his tasks, contemplating your words for a moment. "You make a good point... It's hard to predict the clown’s next move. Fine, I'll provide you with the arrest warrant. Pass it on to the officer, and she'll handle the rest." With that, he retrieves the arrest warrant documents and passes them to you. + He dismisses the concern with a shrug. “Eh, when that happens, we’ll deal with it. Rest assured, we will arrest the clown if they harass anyone else. Now if there is nothing else you want to say, I will get back to my work.” + “The clown is harassing someone in your outpost, isn’t that YOUR concern to begin with?” + “What are you trying to say exactly?” The security officer glares at you. + “What if news reaches the coalition that you refused to assist your colleague? It wouldn't reflect well on your name, would it?” + He narrows his eyes as he speaks harshly, “Fine, I get what you mean… I’ll give you the arrest warrant.” He quickly gets the documents and hands them over to you. “Now get out of my sight! I already got reports to do and soon another one will be coming.” He grumbles irritably. + “Ha! You must be funny to think they would care about a small matter like this. Now if you got nothing better to say, I suggest you scram unless you want a beating from me.” He retorts. + She lets out a sigh before responding, “Understood. I’ll find a way to handle this matter on my own. Thank you for your time.” With that, she resumes her patrol while the clown follows suit behind her. + “Aren’t you bothered by the clown?” + “I am but I can’t do anything about it.” She replies. + Ignore them and continue your journey. + You stumble upon an aftermath scene of a fight. With a body lying down on the floor and another person standing near them. + Move closer. + The person notices your presence and quickly dashes away from the area, leaving you behind with the mess. + Check up on the person lying on the floor. + She is still breathing but unconscious and bruised. Not only that, you find her rather familiar… In fact, she is one of the military officers you met a while back on an outpost. + Attempt to wake her up. + You nudge her in an attempt to wake her up but she remains unresponsive. + Attempt to wake her up again. + You try to shake her to wake her up but she still remains unresponsive. + Slap her face to wake her up. + You slap her as hard as you can across her face and all that does is leave a red handprint mark on her cheek. You get a feeling that she is out cold for good. + Search her body to find something to wake her up. + Do nothing and leave. + You search her and find a combat stimulant and a radio. You could try waking her by administering the stimulant or you could use the radio to call for help. Then again, with no one watching, you could steal her wallet and medicine. + Administer the combat stim on the officer. + A few seconds pass before she jolts up to a sitting position, with her hands up as if she is ready for another fist fight. However, she scans around the room before her unfocused eyes lock onto yours. + “Where’s Kumo?” She questions you directly while loosening her tense posture slightly. + “Who is Kumo?” + “A separatist captain in gray uniform. Did you see her?” She inquires. + “Yes. She ran away the moment she saw me.” + “I see… That’s unfortunate.” She sighs while rubbing her temples to ease her headache. + “What happened here?” + “I was trying to arrest her but I let my guard down at the last second… Didn't know her right hand was a bionic hand, so she managed to land a solid right hook to my jaw and knocked me out cold.” She replies. + “Why were you trying to arrest her?” + “She was part of my old crew and one of the missing members I was sent to track down. Personally, I have never worked with her before but based on what I can see, it seems like she’s gone back to siding with the separatists again.” She answers plainly. + “What is your plan now?” + “I have to inform the higher ups about this but for now, I need to gather my bearings. My head still hurts from the blow she dealt.” She responds calmly as she slowly gets up from the floor. + “Do you need some help?” + She raises her hand to stop you as she replies, “I'm fine, I can handle it from here.” + “Alright, I'll leave you to it.” + She gives you a firm nod. Afterwards, she pulls out her radio and mutters something to it. + “No. I saw no one when I arrived.” + “A lady in captain uniform?” + “Affirmative.” She responds. + “She ran away the moment I arrived.” + Use her radio to call for help. + You take her radio and call for assistance. It does not take long for a security officer to rush over to the scene. + “What happened over here?” The security officer asks while checking on their unconscious comrade. + ”Someone knocked out this officer and ran as soon as they saw me approaching.” + “Must be a strong opponent if she gets knocked out cold like that… And they even slapped her in the face. God damn.” The security remarks amusingly when they notice a reddish handprint on her cheek. + “Anyway, I'll take over from here. Thank you for your help.” The security officer says. + “Damn… Must be a strong opponent if she gets knocked out cold like that…” The security officer comments. + “I don't know. She was unconscious when I got here.” + “Okay… I guess we’ll ask the sarge when she wakes up. Anyway, you’re free to go, I’ll take over from here.” The security officer replies. + Steal from the officer. + You keep the medicine and proceed to search her pockets again. Eventually, you manage to find her wallet and the money within. You quickly swipe the cash off the wallet and return the empty wallet back into her pockets. + You promptly leave the room before anyone spots you. + However, your actions have not gone unnoticed. “Hey! What are you doing!” A security guard yells at a distance. It is best to get away before they catch up to you. + You see a well-dressed military officer sitting at a table with a bottle of liquor in her hand. She seems to be lost in her thoughts. + She snaps out of it when she notices you approaching her. "Hm? What is it?" The stern officer asks in a monotone voice. + "Are you a General?" + "Negative, I am... Was a Commissar on board a submarine called Sorrowful. However, I recently resigned from my position." She answers, taking a swig of her liquor. + "Commissar? As in a person in charge of the security department?" + "Affirmative." She nods in acknowledgement. + "Wait, then why did you resign from your job?" + She pauses, before letting out a heavy sigh. "I have my own reasons... Especially after what I saw in the Eye of Europa..." + "You've been to the Eye of Europa? What's in it?" + "We've been near but we did not enter it. An EMP shockwave hit our submarine and left us drifting in the abyss. I remember looking through the periscope... The glowing light and the visions it gave... It was as if death awaits for those who enters... Thankfully we managed to fix our submarine and docked onto the nearest outpost for safety." + "So, what's your plan now?" + "I don't know... I didn't think that far ahead." She answers rather honestly. + "Why not join us? We are planning to go to the Eye of Europa and we could use someone like you." + She slams the bottle of liquor onto the table. “Did you not hear what I just said? Dammit, why is everyone so obsessed with the Eye?” + “Come on, are you not curious about what's in the Eye?” + She seems to hesitate for a moment, before responding, “I am curious but is it really worth the risk?” + “You never know, maybe the Eye has something that can obliterate the world? Don't you want to secure it?” + She gives you a hard stare as she replies seriously. “Hm… If there was a weapon capable of doing that, I would. However, I will not go after it with mere speculation.” + “Is there any way I can convince you to join us?” + She takes a swig of her drink and leans back slightly on her seat. “Negative. I have submitted my application to the HR manager, I’m sure someone from the coalition will give me a new assignment soon.” + “Oh well, it was nice meeting you.” + "Hold up, before you go.” She calls out, grabbing one of the bottles of alcohol from the table and offers it to you. “Here, take it. I'm not planning to finish all of these, so it's better to give it to someone else.” + Take the drink and thank her. + She gives you a nod and signals you to leave with her hand as she silently resumes her drinking. + Reject the drink. + “Hm… I guess it's not for everybody.” She mutters, placing the bottle back on the table. Before she resumes her drinking, she signals you to leave with her hand. + “Life without risk is not worth living, don’t you agree?” + The officer shakes her head at your remark. “Not everyone risks their life for amusement, some would prefer to live a life in peace. After all, I should know this since I risk my life every day in my line of work.” + “Well, good luck with your endeavors, I will take my leave.” + After bidding farewell, the officer returns to her drink. Yet, just as you depart, a clown inexplicably approaches the former commissar, pestering her with a toy hammer. It's hard not to feel sympathy for the officer, who seems unable to catch a break from the constant disruptions. + “Let me guess, your captain was probably called Sorrow because he was sad and depressed all the time?” + The officer’s face maintains an expressionless look as she gives you an intimidating gaze. You got a feeling she will not reply to your remark. + "No? Not funny? Anyway, why did you resign from your job?" + "Oh nothing ma'am, just passing by." + She acknowledges your comment and signals you to move along as she continues to drink her liquor. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Structures.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Structures.xml new file mode 100644 index 00000000..338da6b2 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Structures.xml @@ -0,0 +1,12 @@ + + + + Coalition Logo + Coalition Logo Colored + Coalition Logo Damaged + Coalition Logo Broken + Jovian Separatists Logo + Jovian Separatists Logo Colored + Jovian Separatists Logo Damaged + Jovian Separatists Logo Broken + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Talents.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Talents.xml new file mode 100644 index 00000000..9b3aad6f --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Talents.xml @@ -0,0 +1,10 @@ + + + + Extensive Research + Her dedication to her research has given her the knowledge to use alien materials to craft dementonite tools. + Tipsy + You provided her with alcohol, now live with the consequences. + One With The Husk + You feel your body has been modified by a certain drug, allowing you to walk pass husks as if you are one of them. However, the drug has an adverse effect to your genetics. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Unused_And_ToDo.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Unused_And_ToDo.xml new file mode 100644 index 00000000..319e90f1 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/English/English_Unused_And_ToDo.xml @@ -0,0 +1,54 @@ + + + + We heard there's a coalition vessel passing by near here. Maybe they got some goods you can take, if you know what I mean? + Some separatists seem to be traveling around these waters. Maybe they got some goods you can take, if you know what I mean? + Pirates have found a way around the blockades to the deeper zones of Europa. Listen around the station to find out how to get past the blockades. + “Hm? Secret passage? Ohhh right! We found a tunnel that leads past the blockades. Here I'll show it on your map... Be careful though! There might be vessels patrolling!” + “Oh you're here to get past the blockades? Give me your map... Alright, here's where you can find a tunnel to get past them, but be careful! There might be patrols along the way! Good luck out there!” + “Ahoy! You're probably looking to get past the blockades, right? There's a tunnel leading past them. Here, I'll mark it on your map... Keep an eye out for patrolling vessels though!” + Trespassing + You are trespassing. Keep an eye out for patrolling Coalition vessels in this area! + You successfully eliminated the Coalition patrol! + You successfully dodged the Coalition patrol! + Coalition patrol sighting + Coalition patrol detected + Escape the patrol, or neutralize the threat! + Coalition patrol eliminated + You can now continue your way towards [location2]. + Robbing a Coalition Vessel + Hunt down the coalition vessel, eliminate their crew and loot their goods! The marked locations show where the ship might be headed. + The coalition vessel's crew was successfully eliminated. + The coalition vessel's crew was not eliminated. + Coalition sighting + Coalition vessel detected + Neutralize the crew or sink the submarine to the bottom of the sea! + Coalition crew eliminated + Loot their vessel and continue onwards to [location2]. + Robbing a Separatists Vessel + Hunt down the separatist vessel, eliminate their crew and loot their goods! The marked locations show where the ship might be headed. + The separatist vessel's crew was successfully eliminated. + The separatist vessel's crew was not eliminated. + Separatist sighting + Separatist vessel detected + Neutralize the crew or sink the submarine to the bottom of the sea! + Separatist crew eliminated + Loot their vessel and continue onwards to [location2]. + Pirate Gateway + Approaching a monster lair + The area is infested with monsters due to a nearby lair. Proceed with caution + Approaching the lair... + The location remains infested. + Set mission state to 0. + Set mission state to 1. + Set mission state to 2. + + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/French/French.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/French/French.xml new file mode 100644 index 00000000..12a21c81 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/French/French.xml @@ -0,0 +1,1410 @@ + + + + + + Accepter + Ecouter + Enquêter + Refuser + Ignorer + Partir + "Pas maintenant" + Vous captez un étrange signal radio, cela vaut peut-être la peine d'enquêter... + Des hurlements inquiétants résonnent sur la coque du sous-marin, quelque chose doit émettre ces cris. + Des cris strident vous donne la chair de poule, quel genre de créature peut faire ce genre de cri. + Vous recevez un signal de détresse automatique, ça pourrait valoir la peine d’enquêter... + Vous recevez un SOS d'un vaisseau quelque part près de votre position actuel. + Vous captez un signal alien, il serait judicieux de garder ça à l'oeil... + Un sifflement étrange vous glace le sang et réveille une vieille peur enfouie en vous, quel genre d'horreur peut émettre ces sons. + Le signal radio s'intensifie, on est tout proche... + "On n'a pas le temps, là." + Un soldat séparatiste bondit hors de la caisse, tout en agitant une arme à feu sauvagement. + Il semblerait que la commande d'un autre capitaine ait atterri ici, sympa. + Il y a une lettre dans la caisse, avec un sceau de la coalition. Elle contient une amende, génial... + La puanteur de la chair en décomposition est suivie d'une tenue de plongée rouillée qui sort de la caisse. + Un arlequin souriant et effronté salue votre regard avec un sourire, un filet de bave coulant de sous son masque. + + L'écosystème de [previousname] a été transformée avec succès en centre de distribution de dentrée alimentaire. + Les études à [previousname] sont terminées et l'avant-poste a été transformée en laboratoire de recherche. + Les colons de [previousname] ont étendu la colonie pour accueillir plus de gens. + La colonie de [previousname] a grandi. + Plusieurs chercheurs sont attirés vers [previousname] et sont en train de créer un institut. + Les travaux d'excavation à [previousname] sont terminé et les travailleurs commence à exploiter une mine. + L'hôpital de [previousname] a été transformé en centre de chirurgie avec succès. + La clinique de [previousname] avait besoin de plus de place, alors elle a été transformée en hôpital. + Vous vous approchez d'un civil qui semble apeuré. Que faites-vous? + "Soit tu nous donnes ton argent plus vite que ça, ou tu ne sortiras pas d'ici vivant!" + "Ok ok... C'est tout ce que j'ai!" + "Une dernière volonté?" (Exécuter) + "Non non non atten-..." + "Rejoins-nous ou meurt avec les autres!" + "Ok ok! Je ferais n'importe quoi, mais ne me faites pas de mal s'il vous plaît!" + "Je préfère mourir que rejoindre des pirates!" + Un colleciton de prospectus parsèment le mur, chacun avec une récompense. Lequel choisissez-vous?? + Prime de pirate + -PRIMES OFFERTES AUX CHASSEURS DE PIRATES LOCAUX- + Vous vous dites : "La coalition a vraiment besoin que les gens fassent leur sale boulot de façon anonyme." + NETTOYAGE DE LA FAUNE + -FAUNE LOCALE QUI POSE PROBLEME - NOUS PAYONS POUR LEUR MORT- + Vous vous dites : "Quelqu’un doit vraiment nettoyer ces créatures dangereuses." + Mission de minage + -CAVERNE LOCALE POUVANT CONTENIR DES DÉPÔTS MINÉRAUX - NOUS PAYONS LA PREUVE DE LEUR EXISTENCE- + Vous vous dites : "Un peu de travail minier honnête, qu’est-ce qui pourrait mal tourner ?" + Transport de Cargo + -BATELIER REQUIS POUR DU TRANSPORT EN EAU GLACIALE- + Vous vous dites : "Pour être franc, je me fiche des limites de vitesse !" + Récupération de Butin + -UN SIGNAL EST APPARU DANS UNE GROTTE - NOUS PAYONS QUICONQUE ENQUETE ET RECUPERE CE QU’IL TROUVE- + Vous vous dites : "Je suis sûr qu’il y aura quelque chose à récupérer là-bas!" + "J’ai quelques matériaux de rechange ici, tu veux acheter? Vous pouvez choisir qu'un truc cependant!" + 4x Barre de combustible (900 Mk) + "Voici un peu de carburant en plus pour vous." + "Désolé, je ne fais pas la charité." + 2x Circuits FPGA (250 Mk) + "On peut encore sentir l'odeur du fabricateur dessus." + "Tu sais que ça, ça veut de l'argent?" + 1x Extincteur (100 Mk) + "Mieux vaut prévenir que guérir" + "Tu vas être dans la merde si un feu se déclare." + "On ne va pas aider les gens comme toi." + "Tu vas payer aujourd’hui, Viva la revolution!" + "J'ai un surplus de bonbonne de gaz, si t'as besoin d'un ravitaillement." + 8x Bonbonne de gaz (1000 Mk) + "Souviens-toi, très inflammable!" + "Désolé, je ne fais pas de la charité." + 1x Rebuts + Info (1000 Mk) + "J’ai eu ça d’une épave pas loin d’ici, laissez-moi le marquer sur votre carte..." + "Ce n’est pas de la merde pour moi,gamin. Paye." + "J’ai des munitions en trop, si vous voulez vous réapprovisionner, mais je ne peux vous vendre qu’une boite!" + Boîte de munitions lanceur à spires(150 Mk) + "Transforme les en passoire de ma part." + "Ces munitions sont pas gratuites." + 12x Balles de Revolver (600 Mk) + "Mmmm, du bon calibre .38." + "T'es au courrant que les balles sont pas gratuite, hein?" + 2x SMG Magazine (400 Mk) + ".45, for killing the soul." + "Les balles, ça ne se trouvent pas sous les palmes d'un rampeur mec. Aboule les marks" + "Vous avez des objets volés sur vous?" + "Non monsieur." + "T'as pas intérêt." + "Pas que tu sache." + "T'es un marrant, toi." + "Je garde un œil sur toi." + "Tout vas bien monsieur l'agent. Je resterais calme" + "On verra..." + "Tous les agents de sécurité sont des bâtards!" + "Tu veux faire ça à la dure, c'est ça?" + "J'ai un suspect ici. En attente" + Soudoyer (500 Mk) + Soudoyer (250 Mk) + Soudoyer (75 Mk) + "En y repensant, tu n’es pas le gars que je cherchais." + "Tu essaies de me soudoyer avec ce petit montant?" + "Tu veux me soudoyer? Serieux?" + Insulter + "Qu’est-ce que vous venez de me dire? Je vais déposer un rapport si tu ne te calme pas illico!" + "C'est décidé. Je vous arrête." + "Tu ferais mieux d’y aller!" + "J'ai un putain d'arsenal si tu cherche à t'équiper. Je te vend un paquet de ton choix." + Hyperzine (500 Mk) + "Oh ouais, c'est de la bonne." + "T'as cru quoi tocard, ma dope est pas gratuite. " + 6x Balle de canon à main (1000 Mk) + "Ça passera à travers toute armure de la coalition, mante, et même une carapace de moloch, je te le jure." + "Ça ressemble à une œuvre de charité?" + 2x Chargeur de fusil d'assaut (1000 Mk) + "Ils sont faits avec haine et chargé avec des intentions malveillantes, agression responsable." + "Me dis pas que tu viens d'un avant-poste abandonné! J'ai besoin de thune moi." + "Tu sais que nous ne laissons pas tout le monde entrer. Il y a une putain de taxe! Conseil : Il vaut mieux payer!" + Payer la taxe de passage. (1000 Mk) + "Hah! Voilà ce que j'aime voir. Vite fait bien fait et sans problème!" + "Tu sais quoi... Si tu paye double, Je dirais de bonne choses sur toi aux autres équipages." + Payer 1000mk (Réputation avec la Coalition -20) + "Hah! Je savais qu'on serait potes!" + "Mec, t'as même pas le cran... T'essaye de me baiser? Casse-toi!" + "Pff! C'est ça... Retourne lécher les bottes de la Coalition!" + "Tu n'as même pas la thune pour ça? Je suis sûr que t'as un truc sur toi qui devrais m'intéresser." + Marchander (750 Mk) + "Sérieusement? Tu te moquede moi là, nan? Ok, c'est bon! Tu peux passer..." + "Dans tes rêves petit." + "Oh, j'ai une meilleur offre pour toi..." + Supplier (100 Mk) + "Tes pleurs m'amuse... Ferme là, pas un mots de plus... Et casse-toi de là!" + "C'est insultant, petite merde!" + "Votre pitoyable excuse ne vous sauvera pas!" + "Oh je connais un language que tu vas comprendre" + Insulter + "Oh, t'es tellement mort mon gars!" + "Chopez le!" + Jetter vous sur ces chiens de la Coalition! + "Tient tient, qu'est-ce qu'on à là? Une ordure de la Coalition!? T'es au courrant qu'il y a une taxe? Paye espèce d'abruti!" + Payer la taxe (5000 Mk) + "Merci d'être passer, connard..." + "J'vais te faire une superbe offre. Paye moi le double et je répandrai de très bons mots sur votre équipage parmi les autres équipages ici." + Payer 5000mk (Réputation avec la Coalition -40) + "Eh bien, je m'attendais pas à ce que tu payes. Ok, je vais faire passer quelques message sympa sur ton équipage. Si la Coalition tombe dessus, ils vont pas aimer, hehe." + "Vous les gars de la Coalition, vous êtes des débiles profond. Vous savez même pas faire gaffe a votre propre thune. Cassez-vous!" + "J'aurais dû m'en douter... T'es qu'un toutou lécheur de bottes. Hors de ma vue!" + "Vous n’avez même pas l’argent? Les gens de la coalition possèdent sûrement quelque chose qui vaut la peine que je m’y attarde." + Marchander (3000 Mk) + "Dépêche toi gros porc, ou j'me fache..." + "J’attendais quelque chose de plus, venant de quelqu’un comme toi... Viens ici !" + "Tu sais quoi? Oublie. T'es mort, mec." + Supplier (1000 Mk) + "Haha, hey les gars! Regardez cette petite chialeuse! ...Okey c'est bon, tu m'as bien fais rire. Tu peux passer. Aller! Grouille, avant que je ne change d'avis!" + "Tu te fous ma gueule!? Je vais dépouiller ton putain de cadavre!" + "Votre excuse pitoyable ne va pas vous sauver, ni vos amis de la coalition peuvent vous aider ici! Faits tes prières!" + "Hm? T'cherche du boulot tu dis? J'vais te dire un truc! 'chui pas un gars de l'administration! Mais... J’ai une piste sur un transport de la Coalition passant près d’ici et je ne suis pas sûr que mon équipe soit prête pour ça. Je vous la vends si z'avez l’argent!" + Acheter (1000mk) + "Hah, super! J'vais t' montrer pars où ils passent!" + "J'vais pas te filer l'info gratos connard! Revient quand t'auras l'crant!" + "PRIME DE LA COALITION EMISE", les affiches décolorées et endommagées liste des sites de destruction et d’infestation, semblerais que la coalition est dans la merde jusqu'au cou. Vous ne pouvez distinguer qu’un seul ensemble de coordonnées. + Une paye sans taxe ne devrais pas faire de mal... + “Il y a un repaire massif à proximité, grouillant avec de plus en plus de créatures à chaque minute qui passe, si vous pouvez vous en occuper il y a une belle récompense rien que pour vous!” + Compris + + Relais de Communication + Un dispositif de relais de communication radio qui vous permet de recevoir des signaux radio et d'autres communications. + Canard en caotchouc Géant + Un canard géant en caoutchouc à jeter et à regarder flotter dans l’eau. + Gros canard en caotchouc + Un gros canard en caoutchouc à jeter et à regarder flotter dans l’eau. + Canard en caotchouc + Un canard en caoutchouc à jeter et à regarder flotter dans l’eau. + Canard pirate géant en caoutchouc + Un canard géant en caoutchouc avec un chapeau de pirate et un cache-œil pour le jeter et le regarder flotter dans l’eau. + Gros canard pirate en caotchouc + Un gros canard en caoutchouc avec un chapeau de pirate et un cache-œil pour le jeter et le regarder flotter dans l’eau. + Canard pirate en caotchouc + Un canard en caoutchouc avec un chapeau de pirate et un cache-œil pour le jeter et le regarder flotter dans l’eau. + Exocombinaison Pirate + Une exocombinaison très modifiée. Il semble que certains pirates sont assez rusés et ont réussi à augmenter la résistance à l’étourdissement de cette exocombinaison et permettre à l’utilisateur de respirer l’oxygène de la coque si disponible. + Bombe Sale + Une bombe radioactive fabriquée à la main pour mettre à l’intérieur d'un détonateur, des munitions de railgun ou une depthcharge. Mieux garder vos distances! + Casque de Pirate + Armure de Pirate + Bandana de Pirate + Chapeau de Capitaine Pirate + Vêtements de pirate (Novice) + Une tenue robuste fabriquée à la main par les pirates, conçue pour supporter les conditions difficiles de la vie en mer sur Europe. Cet équipement spécifique est principalement attribué aux nouveaux employés et aux membres d’équipage occupant des postes inférieurs. + Vêtements de Pirate + Une tenue robuste fabriquée à la main par les pirates, conçue pour supporter les conditions difficiles de la vie en mer sur Europe. Cette tenue spécifique a été améliorée avec un blindage léger. + Vêtements de Pirate (Combat) + Une tenue robuste fabriquée à la main par les pirates, conçue pour supporter les conditions difficiles de la vie en mer sur Europe. Cette tenue spécifique est portée par des membres d’équipage et des officiers supérieurs plus expérimentés pour les protéger pendant le combat. + + Logo de la Coalition + Logo coloré de la Coalition + Logo endomagé de la Coalition + Logo cassé de la Coalition + Logo des Séparatistes Jovien + Logo coloré des Séparatistes Jovien + Logo endomagé des Séparatistes Jovien + Logo cassé des Séparatistes Jovien + + Vol d’un cargo de la Coalition + Un cargo de la coalition passe à proximité. Éliminer leur équipage et piller leur navire! + Vous avez éliminé l’équipage de la Coalition et pris leur cargaison! + Vous n’avez pas tué l’équipage de la Coalition ! + Navire de la Coalition détecté + Il est temps d’attaquer! Ils ont le butin que vous cherchez! + Équipage de la Coalition éliminée + Piller leur navire et continuer jusqu’à [location2]. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Vous avez décidé d’enquêter sur l’étrange signal extraterrestre. + Vous n’avez pas enquêté sur le signal. + Arrivé + Vous avez enquêté sur le signal. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Vous avez décidé de prendre l’artefact avec vous. Il pourrait valoir quelque chose. + Vous n’avez pas enquêté sur le signal. + Artéfact récupéré + Vous avez enquêté sur le signal et trouvé un artefact. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Vous avez décidé de prendre l’artefact avec vous. Il pourrait valoir quelque chose. + Vous n’avez pas enquêté sur le signal. + Artéfact récupéré + Vous avez enquêté sur le signal et trouvé un artefact. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Vous avez décidé de prendre l’artefact avec vous. Il pourrait valoir quelque chose. + Vous n’avez pas enquêté sur le signal. + Artéfact récupéré + Vous avez enquêté sur le signal et trouvé un artefact. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Vous avez décidé de prendre l’artefact avec vous. Il pourrait valoir quelque chose. + Vous n’avez pas enquêté sur le signal. + Artéfact récupéré + Vous avez enquêté sur le signal et trouvé un artefact. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et le Moloch a été tué. + Cible éliminée + Il s’avère que le signal venait de ce Moloch. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et le Moloch a été tué. + Cible éliminée + Il s’avère que le signal venait de ce Moloch. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et les Rampeurs ont été tués + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et le Squale-Tigre a été tué. + Cible éliminée + Il s’avère que le signal venait de ce Squale-Tigre. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la Reine des Rampeurs a été éliminée + Cible éliminée + Il s'avère que le signal venait de cette Reine des Rampeurs + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la Reine des Rampeurs a été éliminée + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la Reine des Rampeurs a été éliminée + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la nuée a été éliminée + Cibles éliminées + Il s'avère q ue le signal venait de cet essaim. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la nuée a été éliminée + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la nuée a été éliminée + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la nuée a été éliminée + Cibles éliminées + Il s'avère q ue le signal venait de cet essaim. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal investigated and the Hammerhead has been killed. + Cible éliminée + Il s'avère q ue le signal venait de ce Squale-Marteau. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et le Squale-Marteau a été éliminé. + Cibles éliminées + Il s'avère que le signal venait de ces Squale-Marteaux. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et le Squale-Marteau a été éliminé + Cibles éliminées + Il s'avère que le signal venait de ces Squale-Marteaux. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal investigated and the Hammerheads have been neutralized. The route should be safe again. + Targets neutralized + Il s'avère que le signal venait de ces Squale-Marteaux. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal investigated and the Matriarch has been killed. The route should be safe again. + Cible éliminée + Il s'avère que le signal venait de cette Matriarche. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal investigated and the Golden Hammerhead is dead. + Cible éliminée + Turns out the signal was coming from that Golden Hammerhead. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et l' Échinide Géante est morte. + Cible éliminée + Il s'avère que le signal venait de cette Échinide Géante. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et l' Échinide Géante est morte. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la nuée a été éliminée + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la nuée a été éliminée + Cible éliminée + Il s'avère q ue le signal venait de cet essaim. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal examiné et la nuée a été éliminée + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal investigated and the Mudraptors are dead. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal investigated and the Mudraptors are dead. + Cible éliminée + Turns out the signal was coming from those Mudraptors. + Rencontre aléatoire + Vous recevez un étrange signal extraterrestre... + Signal inconnu + Signal investigated and the Mudraptors are dead. + Rencontre aléatoire + Vous recevez un signal de détresse... + Signal inconnu + Signal examiné et le journal de bord a été récupéré avec succès. + Le signal n’a pas été examiné. + Données récupérées + Il s’avère que le signal venait de ce journal de bord contenant des données cryptées. + Rencontre aléatoire + Vous recevez un signal de détresse... + Signal investigated and L’équipage du bateau pirate a été éliminé avec succès. + Le signal n’a pas été examiné. + Signal inconnu + Rencontre de pirates + Neutralisez l’équipage ou plongez le sous-marin au fond de la mer ! + Pirates éliminés + Il s’avère que le signal venait de ces pirates. Peut-être qu’ils ont du butin à bord? Naviguez votre sous-marin à [location2] quand vous êtes prêt à partir. + Rencontre aléatoire + Vous recevez un signal de détresse... + L’équipage du bateau pirate a été éliminé avec succès. + L’équipage du bateau pirate n’a pas été éliminé. + Signal inconnu + Rencontre de pirates + Neutralisez l’équipage ou plongez le sous-marin au fond de la mer ! + Pirates éliminés + Il s’avère que le signal venait de ces pirates. Peut-être qu’ils ont du butin à bord? Naviguez votre sous-marin à [location2] quand vous êtes prêt à partir. + Navire pirate lourd + Seek out the pirate vessel that has been terrorizing this area and eliminate its crew, but keep in mind these pirates managed to strengthen their hull so you either pack heavy firepower or aim for the doors and hatches! The marked locations show where the ship has last been sighted. + L’équipage du bateau pirate a été éliminé avec succès. + L’équipage du bateau pirate n’a pas été éliminé. + Pirate en vue + Pirates détectés + Neutralisez l’équipage ou plongez le sous-marin au fond de la mer ! + Pirates éliminés + Naviguez votre sous-marin jusqu’à [location2] pour réclamer votre récompense. + Navire délirant + Il y a eu des observations d’un vaisseau pirate attaquant d’autres vaisseaux et volant tout leur éthanol et rhum tout en soufflant de la musique si fort qu’ils vont traîner tous les monstres d’Europa à notre porte. Débarrasse-toi de ces connards d’ivrognes pour ne pas avoir à faire face à des choses bien pires qu’eux. Les emplacements indiqués indiquent où se trouve le vaisseau. + L’équipage du bateau pirate a été éliminé avec succès. + L’équipage du bateau pirate n’a pas été éliminé. + Pirate en vue + Pirates détectés + Neutralisez l’équipage ou plongez le sous-marin au fond de la mer ! + Pirates éliminés + Naviguez votre sous-marin jusqu’à [location2] pour réclamer votre récompense. + Strange Pirate Vessel + Nous avons entendu des rumeurs sur un vaisseau pirate avec des capacités étranges autour de cette zone. Apparemment, ils créent une sorte d’anomalie pour se protéger, donc vous pourriez vouloir garder votre sous-marin à distance de sécurité! Les emplacements indiqués indiquent où se trouve le vaisseau. + L’équipage du bateau pirate a été éliminé avec succès. + L’équipage du bateau pirate n’a pas été éliminé. + Pirate en vue + Pirates détectés + Neutralisez l’équipage ou plongez le sous-marin au fond de la mer ! + Pirates éliminés + Naviguez votre sous-marin jusqu’à [location2] pour réclamer votre récompense. + Pirate Lord + There has been talk about a pirate lord's vessel that has been terrorizing this area. Eliminate it's crew and you'll be rewarded handsomely! But keep in mind this is a pirate lord's vessel! They have very strong hulls and pack heavy firepower so be prepared! The marked locations show where the ship has last been sighted. + L’équipage du bateau pirate a été éliminé avec succès. + L’équipage du bateau pirate n’a pas été éliminé. + Pirate en vue + Pirates détectés + Neutralisez l’équipage ou plongez le sous-marin au fond de la mer ! + Pirates éliminés + Naviguez votre sous-marin jusqu’à [location2] pour réclamer votre récompense. + + Nous avons perdu contact avec [previousname] de façon inattendue. Nous vous conseillons d’enquêter avec prudence. + La station de balises située à proximité [previousname] a reçu un message SOS automatisé de la station, mais aucune autre communication n’a été reçue. + Les rapports de [previousname] indiquent que des ennemis ont envahi l’avant-poste. Aucun survivant n’a été trouvé. + Les rapports de [previousname] indiquent que des ennemis ont envahi l’avant-poste. Les survivants sont extraits via navettes. + [previousname] a été marqué pour colonisation. + [previousname] dispose de beaucoup d’espace pour installer un avant-poste. + [previousname] est prêt pour être colonisé. + La Coalition a marqué [previousname] comme un bon emplacement pour une colonie. + [previousname]a été infecté par des monstres. + Swarms of husk-infected monsters were spotted around [previousname]. + [previousname] a été dégagé par les forces militaires de la coalition environnante. + [previousname] est attaqué pars des monstres. + [previousname] a été sauvé de l'infestation. + Husk activity has decreased around [previousname]. + La Coalition met en place un blocus à [previousname]. + La Coalition déplace des troupes vers [previousname]. + La Coalition mets en place des troupes en garnison à [previousname]. + Les Colons de [previousname] ont élargi la colonie pour accueillir plus de gens. + La colonie de [previousname] a grandie. + [previousname] s'étend. + Les Colons de [previousname] ont commencé un chantier dans la station. + Les Colons de [previousname] ont commencé à travailler sur des équipements. + [previousname] a commencé la construction de plus d’infrastructures. + Les Ingénieurs à [previousname] ont terminé le câblage de la baie hydroponique. + Les Mécanicens à [previousname] ont fini de souder une baie hydroponique. + [previousname] est maintenant en train de cultiver pour la région environnante. + Les Ingénieurs à [previousname] ont fini de mettre en place des fabricateurs. + Les Mécanicens à [previousname] ont commencé la production de biens de consommation. + L'industrie de [previousname] est en plein essor! + Les forces de sécurité de la Coalition ont commencé à établir une base à [previousname]. + [previousname] est contrôlé par la coalition. + Un camp de la Coalition est mis en place à [previousname]. + Une étude de la zone autour de [previousname] ont montré qu’il y a beaucoup de vie exotique dans la région. + [previousname] a remarqué un spécimen floral qui grandissait dans la caverne. + La flore aux alentours de [previousname] suscite la curiosité scientifique. + Une étude des environs de [previousname] a montré que des minerais de valeur sont présent. + [previousname] a remarqué des minéraux autour de la station. + Zones minières riches à proximité de [previousname]. + Des ingénieurs et scientifiques à [previousname] ont terminé la centrale à fusion. + [previousname] fournit maintenant de l’énergie de fusion aux environs. + La turbine de refroidissement de la centrale à fusion de [previousname] est terminée. + Les ingénieurs et mécaniciens de [previousname] ont commencé à vendre des navires et des pièces de navire. + [previousname] a terminé la cale sèche. + Le chantier naval de [previousname] a terminé un chantier. + Des traitements médicaux sont maintenant disponible à [previousname]. + [previousname] a mit en place une petite infirmerie. + Une clinique vient d'être construite à [previousname]. + Les forces de la Coalition ont fortifié [previousname]. + Les forces de la Coalition ont renforcé [previousname]. + [previousname] a mit en place des fortifications. + Les forces de la Coalition ont mis en place une forteresse massive à [previousname]. + Les forces de la coalition se mobilisent hors de [previousname]. + [previousname] est devenue une forteresse pour défendre les stations voisines. + Les forces de la Coalition ont mis en place une forteresse massive à [previousname]. + Les forces armées de la Coalition quittent [previousname]. + [previousname] est devenue une forteresse pour défendre les stations voisines. + Colonie + [name] Territoire + [name] Limite + [name] Frontière + [name] Colonie + Installation + [name] Poste + [name] Propriété + [name] Population + [name] Installation + Avant-Poste + [name] Station + [name] Résidence + [name] Communauté + [name] Avant-poste + Ville + [name] Métropole + [name] Mégalopole + [name] Extension + [name] Ville + Survey + [name] Réserve + [name] Champs + [name] Dépôt + [name] Étude + Extraction + [name] Carrière + [name] Site de fouilles + [name] Trou + [name] Extraction + Fouille + [name] Drague + [name] Mine + [name] Site de forage + [name] Fouille + Camp + [name] Casernes + [name] Campement + [name] Garnison + [name] Camp + Base + [name] Bunker + [name] Fort + [name] Bastion + [name] Base + Fortresse + [name] Fortress + [name] Installations militaires + [name] Bastion + [name] Commandement + Etude + [name] Étude biologique + [name] Étude géologique + [name] Observatoire + [name] Site d'étude de la Flore + [name] Siter d'étude de la Faune + Laboratoire + [name] Recherche stérile + [name] Expérience + [name] Produits chimiques + [name] Laboratoires de recherche + Institut + [name] Université + [name] Institution + [name] Foundation + Institut de [name] + Hydroponie + [name] Culture + [name] Geoponics + [name] Agriculture + Biosphère + [name] Agri-Pods + [name] Agronomique + [name] Ecosystème + [name] Biosphères + Centre de'alimentation + [name] Institut de sciences agricoles + [name] Centre de subsistance + [name] Clinique alimentaire + [name] Centre d'alimentation + Clinique + [name] Infirmerie + [name] Poste médicale + [name] Officine + [name] Clinique + Hôpital + [name] Pharmacie + [name] Zone de quarantaine + [name] Centre de soins + [name] Hôpital + Centre de chirurgie + [name] Institut biomédical + [name] Centre de chirurgie + [name] Sanatorium + [name] Lazaret + Forge + [name] Fondrie + [name] Métalurgie + [name] Ferronnerie + [name] Forge + Usine + [name] Industrie + [name] Atelier + [name] Broyeur + [name] Manufacture + Chantier Naval + [name] Chantier + [name] Chantier maritime + [name] Cale sèche + [name] Chantier naval + Entrepôt + [name] Stockage + [name] Aire de stockage + [name] Dépôt + [name] Entrepôt + Fusion + [name] Cœur de réacteur + [name] Centrale nucléaire + [name] Four thermonucléaire + [name] Site de fusion + Site de Construction + [name] Site + [name] Zone de planification + [name] Bloc de structure + [name] Dévelopement + Blocus Militaire + [name] Blocus + [name] Déploiment + [name] Point de contrôle + [name] Fortification + [name] + Attaqué + Point de passage + Terrains Husk + Point de passage [name] + Balise [name] + Terrains Husk de [name] + Décharge + Décharge de [name] + Refuge [name] + Baie [name] + Planque [name] + Des pirates ont établi un nouveau refuge à [previousname]. + Des pirates se sont aventuré vers [previousname] et ont établi un nouveau refuge. + + Annihilateur de Pirate + Capitaine Pirate Fou + Seigneur Pirate Fou + Recrue Pirate Folle + Artilleur Pirate Fou + Brute Pirate Folle + Elite Priate Fou + Technicien Pirate Fou + Physicien Pirate Fou + Mecanicien Pirate Fou + Ingénieur Pirate Fou + Refuge de Pirate + + Nous avons entendu dire qu’un navire de la coalition passait près d’ici. Ils ont peut-être des marchandises que vous pouvez récupérer, si vous voyez ce que je veux dire? + Certains séparatistes semblent voyager autour de ces eaux. Peut-être ont-ils des marchandises que vous pouvez récupérer, si vous voyez ce que je veux dire? + Les pirates ont trouvé un moyen de contourner les blocus dans les zones plus profondes d’Europe. Écoutez dans les alentours de la station pour savoir comment passer les blocus. + "Hm? Passage secret? Ohhh bien sûr! Nous avons trouvé un tunnel qui mène au-delà des barrages. Viens par là, je vais le montrer sur votre carte... Soyez prudent! Il y a peut-être des vaisseaux qui patrouillent!" + “Oh, vous êtes ici pour passer les blocages? Donnez-moi votre carte... Bon, voilà où vous pouvez trouver un tunnel pour passer, mais attention! Il pourrait y avoir des patrouilles en cours de route! Bonne chance!” + “Yoho! Vous cherchez probablement à passer les blocages, non? Il y a un tunnel qui les dépasse. Ici, je vais le marquer sur votre carte... Surveillez les navires qui patrouillent!” + Intrusion + Vous pénétrez sans autorisation. Surveillez les navires de la Coalition qui patrouillent dans cette zone! + Vous avez éliminé la patrouille de la Coalition ! + Vous avez échappé à la patrouille de la Coalition ! + Patrouille de la Coalition en vue + Patrouille de la Coalition détectée + Échapper à la patrouille, ou neutraliser la menace! + Patrouille de la Coalition éliminée + ous pouvez maintenant continuer votre chemin vers [location2]. + Vol d’un navire de la Coalition + Traquez le navire de la Coalition, éliminez leur équipage et pillez leurs biens! Les emplacements indiqués montrent où le navire pourrait se trouver. + L’équipage du navire de la Coalition a été éliminé avec succès. + L’équipage du navire de la coalition n’a pas été éliminé. + Navire de la Coalition en vue + Vaisseau de la Coalition détecté + Neutralisez l’équipage ou plongez le sous-marin au fond de la mer! + Équipage de la Coalition éliminée + Piller leur vaisseau et continuer vers [location2]. + Voler un navire Séparatiste + Traquez le vaisseau Séparatiste, éliminez leur équipage et pillez leurs marchandises ! Les emplacements indiqués montrent où le navire pourrait se trouver. + L’équipage du navire Séparatiste a été éliminé avec succès + L’équipage du navire Séparatiste n’a pas été éliminé. + Navire Séparatiste en vue + Vaisseau Séparatiste détecté + Neutralisez l’équipage ou plongez le sous-marin au fond de la mer ! + Équipage Séparatiste éliminée + Piller leur vaisseau et continuer vers [location2]. + Passerelle Pirate + + + + + + + Documents + A folder containing some documents. + Classified Documents + An envelope containing classified documents. + Classified Documents + An envelope containing classified separatist documents. + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Medical Doctor\n-Shops: Military, Armory + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: General Goods + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication + A single building and the beginning of new life in this area.\nOffers:\n-Jobs + A landmark of Europan colonization. \nOffers the largest variety of stores and services + Offers:\n-Jobs\n-Crew for Hire + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Military + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Submarines, Upgrades, Military, Armory, Engineering Supplies + Offers:\n-Jobs\n-Medical Doctor + Offers:\n-Jobs\n-Crew for Hire\n-Medical Doctor\n-Fabrication\n-Shops: Pharmacy + Offers:\n-Jobs\n-Crew for Hire\n-Research Labs\n-Shops: Butcher + A construction site working on a new type of station.\nOffers:\n-Jobs + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Submarines, Upgrades, General Good, Engineering Supplies + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: General Goods, Minerals, Upgrades + A small automated module scanning the surrounding area for minerals.\nOffers:\n-Information about nearby minerals for mining operations + A mining operation exploiting pockets of dry caves for minerals.\nOffers:\n-Fabrication\n-Shops: Minerals + Offers:\n-Jobs\n-Crew for Hire\n-Research Labs + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Research Labs\n-Shops: Submarines, Research Supplies + Military fortification blocking off access to deeper areas.\nOffers:\n-Jobs\n-Crew for Hire\n-Medical Doctor\n-Shops: Military, Armory + Untangle + Plant Cluster + A cluster of entangled plants. It might be possible to untangle them when stabilizing them with stabilozine at a research table. + Stabilized Plant Cluster + A cluster of entangled plants. It has been stabilized and can be untangled without harming all of the plants. + Coalition Station-Takeover + Separatist Station-Takeover + A garrison of separatist rebels is staying at [location1]. Eliminate them and seize the outpost for the Coalition. + A garrison of coalition soldiers is staying at [location1]. Eliminate them and liberate the outpost in the name the Separatists. + Outpost Claimed + Seems like the separatists are surrendering. + Outpost Liberated + Seems like the coalition is giving this station up. + "Thank you! Some backup is always appreciated!" + "Good luck!" + "That won't be necessary. Please order your soldiers to stay." + "You seem quite determined... Alright, I'll order them to stay put. Good luck!" + The door is shut. The terminal says: "All external contractors must pay a security deposit of 250mk to access mining operations" + Transaction received. Unlocking door... + Transaction failed. Insufficient personal funds. + You broke into the mine without paying the fee. Authorities were notified about your actions. + Pay + Mineshaft access + Temporary Crewmember + Will leave your crew after 6 hours from the moment they joined. + I'm here to support this crew for 6 hours from the moment I arrived. No more, no less. + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Great Electric Spineling + “Praise the Husk. We thought we'd never be getting out of here!” + The depths will take the unbelievers! + Those who reject the gift must drown! + Perish and be reborn as Husk! + "This vessel is yours, correct? We lost contact with a nearby deep sea laboratory. The research team is supposed to send us a weekly detailed report, but now they do not respond to our calls. See if you can reestablish communication, the church will reward you accordingly." + No signal... Maybe check the antenna? + The power is back online. The structure rumbles as machinery comes alive. + The researcher coughs up an unnerving amount of fluids before catching his breath in a gasp. \n"Praise the husk you came! It seems you're not from the church..." + "You were on the verge of turning, what happened here?" + "It's the genes we were using. Usually the church directly provides us with a fresh supply, but for the last shipment, we had to rely on a delivery from an outsider ship. Those infidels must've tampered with the product, trying to make a profit by reselling the rest." + "But why didn't the parasite take over?" + "We put the symbiote in stasis by spreading chlorine through the ventilation system and shut the whole circuit down, it's a standard safety procedure in case of outbreak... We tried signaling the church, but nobody came, until you did." + "Your antenna was disconnected." + "Bastards must have sabotaged it! I'll send a full report to the church... And bless your travels." + This is the place. The clown could be anywhere. Don't forget to honk your horn. + You suddenly hear a muffled voice calling out for you. "Pssst! Over here!" + As you approach, an orange wig emerges from under the garbage. "Thank the honkmother! Did my troupe sent you?" + "What are you even doing in there?" + "Hiding, obviously. At first I thought sharing a few jokes incognito would lighten up the mood, you know, get those sinister fellows on the sillier side of life. But as soon as I snuck into the outpost, my cover was blown! Can you believe it?" + "What did you expect?" + "I find the very concept of clowns unbelievable to begin with." + The clown grumbles. "I spent weeks mastering the art of subterfuge to blend into the cult, and even read all of their honkin' lore, chalice, wine and all..." + "Well, time to leave." + "Should I pull you out by the nose?" + "No way, if I get seen, they'll get their grabby appendices on me and strap me to a dissection table! You can't open up a clown, that's like explaining a joke, it's not funny!" + "Stay here, I'll deal with security." + "Great! I've got a few jokes if you need an ice-breaker. So, a cultist, a clown and a separatist walk into a bar..." You close the lid. Time to negociate. + "This particularly stern cultist looks like the head of security." + "So... heard any squeaky noises recently?" + "The cultist sighs. Ah... so you've heard about our unwanted guest. We've been looking to oust this intruder, but the trickster has eluded us.?" + "Not a big fan of clowns are you?" + "Disruptions are not to be tolerated in this holy sanctuary. Xenoscience is not some trivial matter. It requires a honed mind, focused on the most noble goal of bettering humanity. None shall make a mockery of our precepts." + "Let's say I can convince the clown to leave the station for good, will you allow it?" + "Fine. We just want our peace of mind. Rid us of this disturbance and we will overlook the situation." + "So? Did they like my joke?" + "They're willing to let you go" + "Some fresh air at last!" The clown clumsily squeezes out of the trash can, like a human-shaped sausage. + The inept infiltrator is emanating a foul stench from days spent in hiding. "Please don't tell my troupe, I don't want to be the butt of the joke!" + "How about you join my crew?" + "Great! I might not be the most subtle of jesters, but I know my way around a submarine." + "You need to learn to laugh about yourself. It's part of the clown spirit." + "You're right. There's nothing to be ashamed of. I'll call my friends and wait for a shuttle to bring me back." The clown bows and pinches its large red nose as a sign of gratitude. + "Oh well. Not that I've seen clowns around here, no sir." + "Then don't bother me!". They don't need to know about the clown, you need to think of another way. + "Nuh-uh. I don't negociate with horrorists." + "This place gives me the creeps." The clown pauses for a moment, and formulates a plan. "What do you say we play one final prank, a diversion while I make my escape?" + "What do you have in mind?" + "Here, I prepared this party cracker." He hands you a... grenade? "Place it inside a cabinet, and when you're ready, honk the horn. It's going to be a blast, trust me!" + Now's the time! Honk it! + You find the clown shaking from excitement. "That was some J-grade pranking! To hell with subtelty, take me on a tour around the moon, there are many tricks to be played!" + "Sure, just don't blow up the submarine." + "I know where the heretic hides" + "The church would greatly appreciate your cooperation. Lure the unbeliever out, and we will take care of the rest." + "They loved it. You can come out now." + You hear the head of security over the radio: "The church thanks you for your help. May the tides carry you to your destination". You're not very proud of what you've done, but you accept the reward nonetheless. + You spot an unusually upset clown. Despite its colorful appearance, it seems worried about something. + "What's the matter? Stepped on a rake lately?" + "Believe it or not, this is no laughing matter. I could use some help from a crew like yours." + "Two days ago, a member of our troupe thought it'd be a good idea to board a shuttle to a nearby church, and we havent heard about him since. Our friend believed he could infiltrate the church, and pass himself as an adept. Naturally, I thought it was a joke!" + "Husks can't speak, much less laugh." + "To us it's fun and games, but to these people the very concept of humor is akin to blasphemy!" + "Didn't know the honkmother had a spy network." + "I thought you guys avoided touring the church." + "We go from station to station, raising morale, that is the mission of our dis-organization. Anyway, take this bike horn with you and go to these coordinates. Once you're there, honk around. Clowns always heed the call, you should be able to find our friend that way." + "I'll see what I can do." + Let's not get involved in clown business. + “I believe you're familiar with those creepy husk cultists right? They're not just religious fanatics mind you, the church makes most of the medicine and biotech here on Europa." + "Until we can produce our own on a large scale, we are dependent on their shipments, but so is the coalition...” + “Here's the plan: take down a church transport ship on route to a coalition outpost. This will keep our hands clean while dealing a blow to the coalition” + "I already knew that, what about it?" + "What now?" + "Consider it done." + "Count us out, we're not pirates." + The coalition official waves at you. “Here you are. I've received a report... We have a major problem.” + “Those fanatics of the church are on the verge of a scientific breakthrough: a new pathogen, unlike anything we've seen before. We think they're working on way to spread the virus on a large scale.” + “We need to put an end to this research project. Their scientist must be eliminated. But we can't act on our own, sending one of our own agents would cause not only the Church to retaliate, but also Separatists to take their side. \nI need a freelance crew for this... and you just happen to be here.” + What kind of problem? + Sounds bad... + I will do it. + No way. This is too much of a risk. + “Some of the commoners here are looking for safe passage to a nearby station. Escort them over there safely and you'll be paid.” + The Deacon seems distressed. “You know all too well the gospel of the church can be too... enlightening for some. \nThose who spread the good word are never safe from bigotry and suspicion.” + “A few proselytes are being unjustly detained in an outpost nearby. Free them from the jaws of intolerance and the Church will reward you.” + “An epidemic broke out in a nearby outpost. \nDeliver these medical supplies and spread the good word of the church.” + “We need to spread the good faith, but the unbelievers are wary of our gifts. \nSmuggle these goods to our proselyte brothers in hiding.” + “A Cardinal is looking for transport to a nearby research laboratory” + “I've heard the church of the Husk is looking to develop a new vaccine. \nThey will pay good money for fresh samples of slime bacteria.” + You pull the lever and hear the gate rumbling: the passage is open. + "Security alert: intruders are trying to force the gate open!" + You've reached a blockade. The path to the next biome must be unlocked to proceed. + Reach the control room to open the blockade + “I posted about an assignment earlier. Some fauna exclusive to this region is causing us massive trouble. I've sent all the details to your onboard navigation system, in case you're interested.” + “We received multiple reports about a pirate vessel causing trouble. We need you to get rid of them by any means.” + “We received multiple reports about a pirate vessel blasting music into the depths and luring more monsters close to our stations. We need you to get rid of them by any means.” + “We recently lost contact to some of our vessels. We believe they got attacked by a strange vessel that was reported lurking around these parts. We need you to get rid of it to hopefully prevent other vessels getting lost in the future.” + The status monitor is displaying a warning about the engine malfunctioning. Better order a mechanic to take a look. + The engine stopped working. Best to quickly get it back up and running. + You got the engine back up and running! + The engine didn't start up. Try again? + A part fell off. Surely nothing important... Just give it a bit of time and it'll probably start back up. + Use Wrench + Smack it! + Release Pressure + Let someone else deal with this... + The status monitor is displaying a warning about a reactor malfunction. An engineer should probably take a look. + The automated control circuit seems to not be responding and the switch is stuck. Someone needs to manually operate the reactor! + You resolved the issue and the reactor is returning to normal values! + You failed to release the pressure. Try again? + A part fell off. Let's hope it's nothing important... + You hear a mechanical piece moving. Looks like the problem resolved itself somehow. The machine has a spirit of its own... + You hear someone tune into your frequency: "Enough! We yield! The station is yours... Just please stop with the bloodshed!". \nLeave the station to receive your reward. + Leave the station to receive your reward. + "Great work! The station is now ours. We'll send some of our people there. It should be back up and running under our command in no time! For now you should leave the station. I'm sending you your reward..." + "We arrived! Make sure your weapons are loaded and safety is off! Let's do this!". There's no turning back now: You're at war. + "We still have to take over the last station your crew was sent to before we can plan an attack on the next one." + "Ah good to see you! Your crew is doing great! We planned another attack. Would your crew mind lending a hand at taking over another separatist station nearby?" + "Since your crew is doing good, we'd like to ask if your crew could aid us in another attack on a separatist station nearby?" + "We have noticed your efforts to maintain a good reputation with us and would like to give your crew a chance to prove you're serious with us. Aid us in an attack on a separatist station nearby and you'll be working with our top men soon enough!" + "Ah good to see you! Your crew is doing great! We planned another attack. Would your crew mind lending a hand at taking over another coalition station nearby?" + "Since your crew is doing good, we'd like to ask if your crew could aid us in another attack on a coalition station nearby?" + "We have noticed your efforts to maintain a good reputation with us and would like to give your crew a chance to prove you're serious with us. Aid us in an attack on a coalition station nearby and you'll be working with our top men soon enough!" + "Yes we would like to help. Which station is our target?" + "Here, I'll mark it on your map... We've also ordered some of our soldiers to assist you and your crew during the attack. They'll be joining you in just a moment." + "Sorry, but we currently got other business to take care of first." + "Alright. Let me know when you dealt with your business or if you change your mind." + "Yarhahar, what do we have here? Me eyes spied some good loot! Hope ye came prepared..." + You're receiving a transmission from another vessel. What do you want to do? + "This is CO-CT-43. State your business in this area immediately!" + (Tell the truth) "We're here to rob you obviously... Get ready to be boarded!" + "At least your honest... *EVERYONE GET TO YOUR STATIONS! WE GOT HOSTILES INCOMING*" + (Tell a lie) "We have official orders from Admiral Edward to check your cargo for potential stowaways. Please cooperate with us and stop your submarine." + "Oh Admiral Edward? Yes we'll stop our vessel immediately! Welcome on board!" + "How stupid do you think we are? There is no Admiral Edward! Whoever you are, we suggest to turn around and get out of our way or face the consequences." + The reactor is buckling and whining with pressure, what do you do? + Release Pressure + The reactor shudders, but you hear the steam whistle out of the core. It seems someone wired something to it... + The reactor gurgles as the steam swells the protective hoses leaving the core, it seems a qualified engineer is required. + The smell of sulfur burns your nostrils... + Hidden in the walls, you notice a small metal box glimmers. + You find a note stashed in a detonator with detailed instructions on what needs to be done for democracy. + A pirate has stopped and is looking at you like he is waiting for you to do something. What will you do? + Keep walking. + You don't care and go on with your business. + You hear someone calling out: "Hey wait a second!" + Attack (Destroy the Pirate Outpost) + "I really don't like the looks of you filthy pirate scum... Time for pest control!" + Rip 'n' Tear (Destroy the Pirate Outpost) + "It's time to send you all to hell!" + "Can't afford our hospitality huh? Don't worry, I'll give you the royal treatment!" + "Uh Oh." + You try pressing the button, but the door seems locked. You can hear a raspy voice from the other side: \n"Should've paid, the toll, chump. But if you REALLY want in... we can find an arrangement..." + *Sigh...* How much? + 500Mk. Pay up or stay out. + Fine... + No way. This is racket. + "Nice. Lookin' forward to doing business." + "Trying to swindle me? No cash, no guns." + "Hah! Come back if you change your mind. I'm not going anywhere." + "This guy's trying to steal our supplies!" + As you walk down the hallway, an unsavory individual puts a hand on your shoulder. "Fancy ship you've got there. A real beauty... Bet it cost you a little fortune." + It's just a hunk of junk. + Bugger off + The man keeps following you. "Used to be a captain you know? Mine was sunk by one of those coalition dogs. Tried to run a blockade with a shipment of the good stuff, turns out Dugongs aren't known for their speed." + The self-proclaimed pilot spits on the floor. "Took a straight hit by a railgun. Tore a hole in the amidships, but somehow me and my crew limped back to this rat hole of a station. Bet if I had yours, things would've been different..." + Tough luck mate, I wish you the best. + Not my problem. + The involuntary landlubber is back again, and pulls something from under his coat. For a brief moment you think it's a gun, but it's just a bottle of rum. "You know what, I've got a good feeling business will resume. Pulled these babies from my personal stash. This one is on the house!" + Never say no to free booze. + Get the hell off me. You're not my buddy, pal. + Drink up, and make sure to share with aaaaall your crew! To the last drop. Me, I won't be staying here for long..." \nYou catch a glimpse of a sinister chuckle. + "Whatever. Guess we just don't get along. Don't worry, I'll be leaving soon..." + There's a loud sound in the airlock... + "We're taking over this ship!" + "Hm? Ye lookin' for work ye say? Lemme tell ya somethin'! Ain't no administration service here! But... Got me a lead about a coalition transport passing near here and I'm not sure if me crew is ready for it. Imma sell it to ya if ye got the cash!" + Buy (1000mk) + "Hah great! Lemme show ya where they gonna pass!" + "Ain't gonna give it to ya for free dumbass! Come back when ye got the scratch!" + "COALITION BOUNTY ISSUED", the discolored and damaged posters list off sites of destruction and infestation, seems like the coalition is in over their heads. You can only make out one set of coordinates. + A tax free paycheck couldn't hurt... + “There is a massive lair nearby bubbling over with more and more creatures by the minute, if you can take it out there is a reward in it for you!” + Understood + This automated station scans the surrounding area for minerals. A message is displayed on the terminal: \n\n"PAY 1000MK TO ACCESS THIS UNIT'S SCANNING DATABASE" + Transfer the money + "ACCESS GRANTED. POTENTIAL MINERAL DEPOSITS CAN BE FOUND AT THESE LOCATIONS..." + "INSUFFICIENT FUNDS. ACCESS DENIED" + A panel displays a message from the outpost's taskmaster. \n\n"CONSTRUCTION UNITS REQUESTED. MAY BE FABRICATED AND PACKAGED USING THE FOLLOWING MATERIALS:" \n\n-Lead \n-Copper \n-Steel \n-Iron \n-Zinc \n-Aluminium + "Hey you! We're running short on materials and the next delivery has been delayed a few days. We don't want to spend more time on this construction site than we have to... You don't happen to have 5 crates of building materials you could spare? We'll pay for them of course!" + We do. Let me go grab them for you. + "Oh wonderful! Speak to me again once you're done delivering them to the cargo unit over there to collect your payment." + I am not sure. Let me check our cargo first. + "Alright! If you happen to find some, deliver them to the cargo unit over there and talk to me once you're done." + Not interested in selling. + "I see... Well if you happen to change your mind, you know where to find me." + We're lacking the materials. + "I see... Well then I guess we'll have to wait for the official delivery then." + "Oh hey! Did you guys change your mind? We really could use those 5 crates of building materials!" + Yes, the crates are on their way. + "I see you've delivered the required amount. Here's your payment!" + Thank you. + "Oh and since you're on good terms with us, administration stated to throw the current building plans out and let you decide on what type of station we should build here. So what's it going to be, boss?" + A Settlement + "Alright, a settlement it is. I'll be returning to work now. Safe travels to you!" + A Military Base + "Alright, a military base it is. I'll be returning to work now. Safe travels to you!" + A Research Station + "Alright, a research station it is. I'll be returning to work now. Safe travels to you!" + A Hospital + "Alright, a hospital it is. I'll be returning to work now. Safe travels to you!" + "I'll be returning to work now. Safe travels to you!" + "I'm afraid that won't be enough. Check your cargo hold and see if can find some more." + Alright, I'll go check again. + Sorry, but that's all we got... + "In that case I recommend taking your cargo back. We'll be waiting on the official delivery then instead." + Bandits + Gangs of outlaws that roam the murky seas of Europa and engage in criminal activities. Dangerous, but open for business... + Opportunists, brigands, pirates... Truly a villainous bunch. + Initiate Robes + A dark garment traditionally worn by acolytes of the Church of Husk. Imbued with pheromones that pacify feral husks, helping the acolytes stay safe until they're ready to ascend. + Ritual Chalice + A decorated Chalice used in ascension rituals. + Poster - Religion is Poison + Nuclear Bomb + A nuclear bomb, causing a massive fallout after detonation, killing everything in its path. 60 seconds until detonation when armed. + Portable Nuclear Device + Construction Material Crate + A crate full of processed construction materials. Can be delivered to construction sites. + Soft, flexible metals + Harder, sturdy metals + Construction work at [name] was stopped due to nearby dangers. + Ongoing constructions at [name] were abandoned due to nearby dangers. + The construction site at [name] was closed down and abandoned due to nearby dangers. + Husk Temple + Abbey of [name] + Cathedral of [name] + Chapel of [name] + A scientific outpost of the Church of Husk. + Sinking Circus + The Circus on tour at [name] + The Sinking Circus has left the area. + The Sinking Circus has arrived in [previousname]. + Entertainers, travelling the cold seas of Europa. + + St. Mendel + St. Darwin + St. Newton + St. Curie + St. Archimedes + St. Avogadro + St. Bohr + St. Einstein + St. Ohm + St. Kepler + St. Copernicus + Holy Bernoulli + Holy Fermi + Holy Mendeleev + Holy Al-Haytham + Pious Planck + Pious Pascal + Blessed Boyle + Sanctus Gauss + Guiding Galileo + Sacred Schrödinger + Hopeful Hypatia + Victorious Volta + Laplace's Grace + Faithful Fourier + Glorious Goodall + Port Royal + Tortuga + New Providence + Barataria + Matanzas + Eyl + Libertalia + Hai Tac + New Nassau + Clew + Barbary Rift + Campeche + Hodeidah + Emule + Plank + Bilgebath + Drunken Masts + Rumgone + Grim + [resourcename1] + Find the clown operative + Rescue a clown from a church outpost. + A naive clown left his troupe and attempted to infiltrate [location1]. Investigate the situation. + Intercept a church vessel + Prevent a delivery of medical supplies to a coalition outpost. Intercept the church's transport ship. + Transport ship located + Neutralize the crew or sink the submarine to the bottom of the sea! + Navigate the submarine to [location2] to claim your reward. + The shipment has been seized. + The shipment has not been intercepted. + Shipment recovered + The cult's scientist has been successfully eliminated. Leave the outpost at once complete the mission. + Cultist Ambush + Seek out the Jovian Separatist vessel that has been terrorizing this area and eliminate its crew. The marked locations show where the ship has last been sighted. + Incoming transmission + “Your transgressions against our church will no longer be tolerated. May you find mercy into the depths!” + Outpost assassination + An informant in the [location1] has told us a leading scientist of the church has been developping a devastating bioweapon prototype there. Kill the target and put an end to their research. + The cult's scientist has been successfully eliminated. + Eliminating the scientist failed. + Scientist killed + The cult's scientist has been successfully eliminated. Leave the outpost at once complete the mission. + Personnel Transport + Escort a number of personnel from [location1] to [location2] while ensuring their safety. + Personnel transport successful, and the extremists have been dealt with. + Escorted personnel did not reach their destination, or the extremists were not uncovered and neutralized. + Personnel died + Too many of the escorted personnel have perished at sea. The mission is a failure. + The threat has been subdued. + Looks like that was the last of the extremists. Check on your crew and reach [location2]. + Jailbreak + The Church of Husk has tasked you to free some of their proselytes who are being held captive. + The proselytes have been rescued. + Freeing the proselytes failed. + The proselyte has been rescued. + Freeing the proselyte failed. + Delivering medical supplies + [location2] is in dire need of medical supplies, and the church has tasked you with the delivery. + The medical supplies have been delivered. + The supplies have not been delivered. + Smuggling calyx extract + The church wants you to smuggle husk eggs hidden among other medical supplies to their operatives in [location2]. + The calyx extract has been delivered. + The supplies have not been delivered. + Escort a high-ranking ecclesiast + One of the church's researchers must be transfered to the [location2]. Ensure their safety. + VIP transport successful. + Escorted personnel did not reach their destination. + Gather Slime Samples + The church of husk will pay [reward] for samples of slime bacteria. Harvest and deliver them to the [location2]. + Slime gathered + Enough slime samples have been harvested. Head to the outpost for your reward. + All the samples have been delivered. + You did not deliver the samples. + Destroy a monster lair + Monsters have nested deeply into [location1] and are now spreading in the surrounding areas. Plant a nuclear device inside and blow up the place once and for all. + The lair has been successfully destroyed. + The location remains infested. + Lair destroyed + The lair has been destroyed. A reward will be sent by the nearby authorities. + Reach the heart of the lair with the bomb + Plant the bomb near the heart + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Help us to get rid of them by finding and destroying any of their eggs inside the cave. + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Husked Crawler Lair + Husked Crawlers are spreading rapidly at [location1]. We can't let this spread further! Help us to get rid of them by eliminating every single one you can find in that cave! We've sent you something to help deal with them, check your cargo. Better place that bad boy far away! + The husked crawlers have been successfully eliminated. + The location remains infested. + Crawlers killed + "Wow good job! Seems like you succesfully killed every single one of them in there. Leave the area and we'll send you your pay." + Mineral Deposits + The survey outpost has located [resourcename1] and [resourcename2] on the way to [location2]. + That should be all of the surveyed minerals. + You have mined all of the [resourcename1] and [resourcename2] deposits. + Minerals mined + Mineral + Extensive Research + Her dedication to her research has given her the knowledge to use alien materials to craft dementonite tools. + Tipsy + You provided her with alcohol, now live with the consequences. + "Pssst. Hey you, over here." + A suspicious figure speaks quietly: "I've heard of you. And I know you take odd jobs. Can I interest you in a most lucrative opportunity?" + "See, people come and go around these outposts, but nobody knows when and where. That's captain confidentiality." + "Well me and my partners all over Europa came up with a little system. We plant tags in the clothes, and with a simple scanner in the airlock, we know exactly who docks and who leaves. Then we sell the information to whoever needs it. Separatist dissidents, coalition bigwigs, juicy merchants... you name em, we find em. That's where you help." + As long as you pay... + "I can't be seen rummaging around the crew quarters, so you're up to the job. Grab a bunch of clothes from the lockers, and bring them to me in that bag. I'll do my thing and put them right back in." + "Perfect. I'll get to work. Remember: We never spoke." + "Won't do. Get me more clothes." + "Pssst. Hey you, over here." + A disheveled individual whispers: "Hey, looking for a bit of quick cash?" + "Those vending machines man, they're a scam. But I know a trick to make them spill their insides." + "Hit em as hard as you can. That'll attract the attention" + Not exactly subtle... + "Yeah that's why you do the smashing and I do the looting. Keep security busy while I grab the goods. Now get to work." He hands you a crowbar. + That one looks full. Ready your crowbar... + "Yeah that's why you do the smashing and I do the looting. Keep security busy while I grab the goods. Now get to work." + "Good job. Here's your share." + "You found us! A warm welcome to our guests." + Ransoming a VIP + A wealthy executive is conducting business in [location1]. Drag him to your submarine alive and escape the station. + The VIP has been extracted. + You didn't get the VIP. + Ransoming a VIP + VIP secured, time to leave! + The VIP has died. + Drop off the VIP at a beacon station. Alive. + "Fancy clothes, expensive watch... That's the target." + Pirate Outpost + Pirate Outpost + This place is a den of thieves. You're free to conduct business... but you could also rid Europa of this scum. + You cleared the outpost of its undesirable inhabitants. Europa is a safer place now. + The pirates still remain in control of the outpost. + Pirates Eliminated + You cleared the outpost of its undesirable inhabitants. Europa is a safer place now. + "These guys are trying to break in! Get 'em!" + A visibly distraught researcher stares intently at the research terminal. \n"Ghosts! They're speaking to me!" + "Ghosts? Aren't you a scientist?" + "It's those aliens! They're inside my head! I swear I saw them... the ancient scriptures! The song of the TRUE Europans!" + "You're clearly psychotic." + "Maybe YOU are not enough! If only you could see the things that I see..." The researcher scurries away in a panic. + Leave the madman to his ravings. + "Come. Listen. Deeper..." + You're not quite sure what you just witnessed. But somehow, you feel like you can see a ...path to the end of your journey. You're left perplexed, and also a little paranoid. + You hear a muffled voice calling out the passerbys: "Salvage, rare metals, I've got them all! Hey you traveller, interested into some first rate, former submarine parts?" + "You're selling me ...scrap?" + “One man's junk is another's treasure. You wouldn't believe what you can find patiently waiting at the bottom of the sea. Scrap could be anything: broken down engines, electronics... it could even be a boat! So, how about helping me kick off this business by being my first customer?" + "For 250 marks, all this scrap can be yours!" + “Deal.” + "Here you go! This is the start of a lucrative business venture!" + "I'm not giving it for free! You gotta pay up!" + The familiar glint of a metal bucket and the person wearing it catches your eye: "You again! As you can see, I'm still in the salvage business. And I got my hand on some brand new, high-quality scrap! Interested in buying?" + "For 250 marks, all this scrap can be yours! Again!" + "Never thought any sane person would buy that junk TWICE! Since you're my best and only customer, let me give you a tip as a bonus: Here's a wreck I found a while ago, but it proved too dangerous to loot. Maybe you can give it a shot..." + Saul Väger + A hooded figure signs to you. "Blessings, dear traveller. I've been looking for a vessel capable enough to rid us of handling a most delicate task." + "Sounds fishy." + “Our church is running crucial experiments on unique organisms and rare mutations, all for the good of humanity. But with the pursuit of progress comes unfortunate... incidents." + "Incidents?" + “Some of our test subjects escaped containement during transport to one of our churches. Save those lost souls and bring them back to our sanctuary. We will reward your effort... and your silence.” + "I will do it." + "No way. Clean up your own mistakes." + “Take these sedative implements. They will help keeping the beasts pacified. Remember: keep at least one of the subjects alive.” + Capture a mutated crawler + Multiple test subjects have escaped from [location2], and the church has tasked you with recovering a specimen alive. + Target Captured + Keep the target alive until you reach [location2]. + Navigate the submarine to [location2] and keep the target alive. + Capture target + The specimen has been successfully captured and transported to destination. + Failed to retrieve the specimen alive. + Escaped Crawler + Cave Pest + Disgusting! Throw it away! + Pest Nest + A nest of cave pests. These worm-like organisms fall on unsuspecting prey and dissolve them with acid. + Heaps of trash are piled up in a single place, saturating the damp air with the stench of mold. You didn't think this place could get any filthier. + You hear an irregular thump coming from inside a suspiciously wrapped package... + Kick it. + Stay the hell away. + Suspicious package + "You're part of the crew that just docked? Listen, we have an emergency here, and we could use your ship." + "My ship? How?" + "One of our residents caught some kind of unknown space flu from a recent expedition. Luckily we immediately put the patient in quarantine, but can't figure out whatever the hell is incubating. Worse, this station doesn't have the means to treat it. So far only Stabilozine seems to have an effect, but it's just temporary." + "Maybe it's a Lupus?" + “No, and we're running low on supplies. That's why we need you to transport the patient to the medical facility nearby, before this situation turns into a potential outbreak." + "Anything to save a life." + "An infectious disease in an enclosed submarine? Not happening." + Escort a patient to a medical facility + A resident of [location1] has contracted an unknown illness, and needs to be transported to [location2] for immediate treatment before the disease spreads. + Patient died + The patient did not survive transport. The mission is a failure. + Medical facility reached. The patient has been taken into urgent care. + The patient did not reach their destination. + Patient + Mysterious Disease + You're not feeling well, and you don't know why. + The patient is afflicted with an unknown, contagious disease, and requires medical attention. + Sickness + You're now also sick. Try to isolate yourself and tough it out. + The mysterious disease has spread to the crew... + “A transport vessel has been illegally dumping barrels of dangerous industrial waste in the waters nearby. If we don't do something, they will contaminate the water and make the passage unsafe. We'll pay anyone for cleaning up the cave and properly disposing of the waste in a nearby outpost” + “Yuck.” + Cleaning Industrial Waste + Irradiated industrial waste was dumped by unscrupulous captains between [location1] and [location2], and is now polluting the area. Retrieve the waste and bring it to a nearby outpost for safe disposal. + Industrial Waste + The waste has been successfully retrieved. + Failed to retrieve the waste. + Waste retrieved + The barrels of waste have been retrieved. Bring them to [location2] to be processed safely. + Some of the waste barrels are now on board the sub, but there is still more to retrieve. + Bring the waste back on board, but beware of its high dangerosity. + A stressed out worker grabs your attention. "We've received a message from a nearby industrial outpost. Apparently they're short on labor and are overworking the machinery to meet production quotas. We have our hands full over here, but if you have extra manpower to spare, try and give them technical assistance. Some extra elbow grease wouldn't hurt...” + “We might swing by the place, but no promises.” + Industrial Stress + [location1] has trouble meeting its production quota, and the station workers are overwhelmed. See if you can help with the situation. + The station has been repaired and is functional again. + You didn't help repair the station. + Industrial Incident + You hear screams around the station. A large fire has broken out and the station is erupting into chaos. Repair it! + You've managed to repair the broken machinery. The outpost is functional again, although a little singed. + You hear multiple docking ports disengaging as the remaining inhabitants of the station made their escape, leaving it abandoned. + This place now lies in ruins... + According to the tracker you're not even at a station! Don't waste our time! + You're at a station of the church of husk. We have no intend on interfering with them. Permission denied! + You're at a pirate station. We are not interested in that facility. Do whatever, but we will not claim the station! + You're calling the coalition over the military frequency... + You're calling the separatists over the military frequency... + We'd like to take over a station for you... + "Understood. You can proceed, but be aware that we won't be able to pay you much nor are we able to assist you with this, but you can keep whatever equipment you find! So best of luck to you and your crew!" + You hear someone tune into your frequency: "Enough! We yield! The station is yours... Just please stop with the bloodshed!" + You're receiving a call from the seargent: "Good work! The station is now under our command! We've delivered a little gift to your submarine. Go check it out!" + You notice a crate. Upon opening it you find a military radio with a note: \n"Use this to call into our military frequency and inform us about any other takeovers!" + "According to the tracker you've lost the military radio. Here's another one, but take good care of it! Those things don't come cheap!" + Movement was detected near the remnants of [name]. + Destroyed Station + [name] (Destroyed) + + A recently destroyed station. Its entrance is inaccessible by submarines. + It is impossible to dock here. + + “A nearby habitation outpost has ordered a special delivery of fresh meat. We need someone to safely escort a pack of Orange Boys to the destination.” + “Sure. They're so cute... and so delicious.” + “Sorry, pets are friends, not food.” + Escort Orange Boys + [location2] has requested a delivery of fresh Orange Boy meat and you've been tasked with herding them to destination. + Mission failed + Too many Orange Boys died. + Mission success. + Targets escorted succesfully. + Escort targets + Most of the Orange Boys have been safely transported to destination. + Failed to transport Orange Boys to destination. + A person wearing an strange helmet shouts towards your direction: "Hey I think that's the guy!" + "Are you talking to me?" + The odd group presents itself as the Orange Protection Society. “We've heard word of an unscrupulous captain trafficking kind orange souls to slaughter them! Soon, the entire species will be endangered due to the gluttony of a few cruel flesh-eaters! They are the real monsters of Europa, as well as those who do their bidding for money!" + "Like humans, the Europan Lobscrab is an amazingly social, smart and kind animal. They can live to be more than 100 years old, most of them older than any of human on this moon! Do you have any idea how they feel, being boiled alive and devoured?" + “You're mistaken, we were taking them to a loving forever home.” + There's an awkward silence. "Oh, what a relief. I'm so glad they're safe and sound. I must apologize, there's still some good left in the world after all. Take this, as a token of the Orange Protection Society." + "They feel delicious, with a touch of Moloch butter." + "That's the orange butcher in person! Get 'em!" + Chuch of Husk missionaries have baptized the new [name]. + Assassinate a key witness + An escaped member of the Red Mantis gang has been taken into custody inside a coalition outpost and is threatening to reveal secrets about the organisation. Silence the witness, permanently... + The witness has been eliminated. + The witness is still alive. + "We got a bounty if you're interested. The Red Mantis gang has put a hit on a target." + "Tell me more..." + "One of their old lieutenants has caught cold feet and turned tail towards the neareast coalition outpost. Word is, they're going to rat out their old crew to the authorities. Of course, the gang doesn't really like that prospect, so they're paying a nice sum to keep that snitch from babbling." + "I'll squash the rat." + "That's a job for a sea-cario." + "..." + "Here's where you should find the hit. Probably waiting in a cell until they get a full confession out of the traitor." + "No thanks, we try to stay out of gang business." + The pirate mentioned the turncoat was here, but didn't expect to see several prisoners in the same place. You can't tell which one is your target... + "Who the hell are you? Am I finally getting out?" + "I don't know you. Am I leaving?" + "The Red Mantis crew sends their regards." + "Red Mantis? Fuck! Security, there's a guy out to get me!" + “No really who the fuck are you? Security!” + "Nevermind. Stay inside." + "Whatever you say, chief..." + "Quit givin' me false hope..." + "Whoever you are chump, I'm outta here!" + The status monitor is displaying a warning about an oxygen generator malfunction. Better order a mechanic to take a look. + You're a little late, but the chemical scrubber was leaking a large quantity of ammonia through the vents all over the ship. Thankfully the liquid has ran out. + The chemical scrubber is leaking a large quantity of ammonia through the vents all over the ship. + The remaining fluid should dissipate over time if you just wait... but you could also purge it all at once. + Purge the fluid at your own risk. + You remember the purging procedure. Get the crew ready! + You wish you hadn't traded the operating manual for opium. Here goes nothing... + Wait for the problem to resolve itself. + You hear scrambled noises coming from your headset. The beacon signal is active, but it's malfunctioning and jamming nearby communications. Better not stay around. + Clown Delivery System + Through an impossible feat of clownpression technology, the children of the honkmother can somehow squeeze themselves inside a railgun shell to be shot across stations. A great way to kick off a surprise party! + "It looks like you're docked to a friendly station. Over." + “We've got a shipment of brand new defense bot models ready to be sent to a nearby outpost. They're fragile, so make sure to performance maintenance on them and keep the humidity away.” + “Beep Boop.” + Transport Defense Bots + A shipment of inactive defense bots must be transported to [location2]. Keep the defense bots repaired. + Cargo damage + The defense bots broke during transport. + The defense bots have been transported safely. + Failed to transport the cargo to destination. + Cargo damage + Too many defense bots broke during transport. + Despite a minor malfunction, the defense bots have been transported safely. + Failed to transport the cargo to destination. + Inactive Defense Bot + An inactive defense bot that needs to be transported to destination. Needs regular maintenance. + Defective Bot + You've overheard the head scientist of this outpost is looking for a well-armed vessel. "So you've come to help in our research, traveller. I have a mission that requires an adventurous spirit." + "What is it?" + “The almighty husk is ever changing, taking new forms and unifying all life. We have baptized such organisms Chimeras. To further study this new biological construct, we need blood samples, extracted from a subject." + "Interesting..." + "You're saying it can get even WORSE?" + The scientist hands you a vial with a needle. “Plunge this spike into the heart of the Chimera until the receptacle is full, then bring the container to a safe destination.” + "I will do it." + "No way." + Gather a sample of Chimera blood + The church of the Husk has tasked you with collecting a sample of blood from a Husk Chimera. Extreme caution is advised. + Blood sample extracted + Do not lose the samples until you reach [location2]. + Reach [location2] with the samples. + Husk Chimera + The chimera blood samples have been secured. + Failed to retrieve the blood samples. + "I will do it." + "No way." + "Tell me more..." + Accept + Agree + Disagree + Leave. + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/German/German.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/German/German.xml new file mode 100644 index 00000000..d590b6e6 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/German/German.xml @@ -0,0 +1,1367 @@ + + + + + Du näherst dich einem sichtbar verängstigten Zivilist. Was wirst du tun? + "Du gibst mir jetzt besser schnell all dein Geld oder du kommst hier nicht lebend raus!" + "Ok ok!... Das ist alles was ich habe!" + "Irgendwelche letzten Worte?" (Hinrichten) + "Nein nein nein bitte war..." + "Schließ dich uns an oder stirb wie die Anderen!" + "Ok ok! Ich tue alles was ihr wollt, aber bitte tut mir nichts!" + "Ich würde lieber sterben als bei ein paar abscheulichen Piraten anzuheuern!" + Akzeptieren + Anhören + Untersuchen + Ablehnen + Ignorieren + Weggehen + "Nicht jetzt." + Du empfängst ein seltsames Signal. Vielleicht lohnt es sich ja reinzuhören... + Ein geisterhaftes heulendes Echo schallt von den Höhlenwänden. Irgendetwas muss diese seltsamen Signale von sich geben. + Ein schrilles Kreischen lässt dir das Mark gefrieren. Irgendetwas muss diese seltsamen Signale von sich geben. + Du empfängst ein automatisiertes Notrufsignal. Vielleicht lohnt es sich ja reinzuhören... + Du empfängst eine SOS Übertragung von irgendwo nahe deiner derzeitigen Position. + Du empfängst ein Signal, ähnlich wie die der Ruinen. Vielleicht lohnt es sich ja reinzuhören... + Ein unheimliches, pfeifendes Geräusch füllt dich mit tiefer Angst. Irgendetwas muss diese seltsamen Signale von sich geben. + Das Signal wird stärker. Es muss hier ganz in der Nähe sein... + "Wir haben dafür jetzt keine Zeit." + Ein wilder Freiheitskämpfer springt aus der Kiste und fuchtelt dabei wild mit einer Schusswaffe herum. + Anscheinend handelt es sich um eine fehlplatzierte Fracht eines anderen Kapitäns. Wunderbar! + Die Kiste enthielt einen kleinen Brief mit einem Koalitionssiegel. Er enthält einen Strafzettel mit einer Geldstrafe. Pech gehabt. + Es stinkt nach verrottendem Fleisch und plötzlich beginnt sich ein verrosteter Taucheranzug aus der Kiste zu erheben. + Ein heimtückisch grinsender Harlekin begrüßt deinen Blick mit einem Lächeln. Unter seiner Maske tropft langsam Sabber hervor. + Eine Sammlung von Zetteln mit Aufträgen hängt an der Wand. Jeder bietet eine Belohung. Welchen Auftrag nimmst du an? + Akzeptieren + Ignorieren + Piraten Kopfgeld + -KOPFGELDAUFTRÄGE VERFÜGBAR FÜR LOKALE PIRATENJÄGER- + Du denkst dir: "Die Koalition braucht echt Leute um ihre Drecksarbeit anonym zu erledigen." + Fauna Beseitigung + -LOKALE FAUNA VERURSACHT CHAOS - WIR ZAHLEN FÜR IHREN UNTERGANG- + Du denkst dir: "Jemand sollte sich wirklich um diese gefährlichen Biester kümmern." + Erzabbau + -LOKALE HÖHLE ENTHÄLT WOMÖGLICH MINERALE - WIR ZAHLEN FÜR EINEN BEWEIS IHRER EXISTENZ- + Du denkst dir: "Ein bisschen ehrliche Erzabbau-Arbeit. Was kann da schon schief gehen?" + Frachttransport + -SUCHEN HARTEN SCHIFFSKAPITÄN FÜR FRACHTTRANSPORT- + Du denkst dir: "Um ehrlich zu sein interessieren mich Tempolimits sowieso nicht!" + Bergungsarbeit + -EIN SIGNAL IST IN EINER LOKALEN HÖHLE AUFGETAUCHT - WIR BEZAHLEN JEDEN, DER NACHSIEHT UND ZURÜCKBRINGT, WAS ER FINDET- + Du denkst dir: "Ich bin mir sicher, ich werde etwas nützliches dort unten finden!" + "Ich habe ein paar Materialien übrig. Möchtest du welche kaufen? Ich kann dir aber nur 1 Packet verkaufen!" + 4x Brennstäbe (900 Mk) + "Hier ein paar extra Brennstäbe für dich." + "Tut mir Leid, aber ich bin nicht die Wohlfahrt." + 2x FPGA Schaltkreis (250 Mk) + "Man kann den Fabrikator noch förmlich riechen." + "Dir ist schon klar, dass die auch Geld kosten?" + 1x Feuerlöscher (100 Mk) + "Praktisch in brennslichen Situationen!" + "Kein Geld? Tja viel Spaß, wenn ein Feuer ausbricht!" + "Leuten wie dir helfen wir nicht!" + "Heute wirst du zahlen! Viva la Revolution!" + "Ich habe etwas überschüssiges Schweißgas, falls du welches kaufen möchtest." + 8x Schweißgastank (1000 Mk) + "Denk daran: Hochentzündlich!" + "Tut mir Leid, aber ich gebe nichts gratis raus." + 1x Schrott + Info (1000 Mk) + "Hab das aus einem Wrack nicht weit von hier. Ich markiere es dir auf der Karte..." + "Für mich ist es kein Schrott, also zahle gefälligst dafür!" + "Ich habe überschüssige Munition, Falls du welche kaufen möchtest. Ich kann dir aber nur ein Packet verkaufen!" + 1x Gaußkanonen-Munitionskiste (150 Mk) + "Heiz ihnen richtig ein!" + "Munition hat ihren Preis!" + 12x Revolvermunition (600 Mk) + "Die gute alte .38." + "Dir ist doch hoffentlich klar, dass Kugeln nicht kostenlos sind?" + 2x SMG Magazin (400 Mk) + "Gut um die Feine zu durchsieben. Ich spreche aus Erfahrung." + "Auch Magazine haben ihren Preis..." + "Trägst du irgendwelche gestohlenen Gegenstände bei dir, von denen ich wissen sollte?" + "Nein Sir." + "Besser so." + "Keine von denen Sie wissen sollten." + "Ein Witzbold also?" + "Ich behalte dich im Auge!" + "Das ist ok. Ich werde mich benehmen." + "Wir werden sehen..." + "Alle Sicherheitsoffiziere sind Arschlöcher!" + "Du willst es also auf die harte Tour, hm?" + "Habe hier einen Verdächtigen, Standby." + Bestechen (500 Mk) + Bestechen (250 Mk) + Bestechen (75 Mk) + "Wenn ich so darüber nachdenke, bist du gar nicht verdächtig." + "Versuchst du mich mit dem Bisschen zu bestechen? Na warte!" + "Versuchst du mich etwa zu bestechen? Na warte!" + Beleidigen + "Was hast du da gerade zu mir gesagt!? Ich werde einen Bericht über dich schreiben, wenn du nicht damit aufhörst!" + "Das reicht! Du bist verhaftet!" + "Ja es ist besser, wenn du verschwindest!" + "Ich hätt' hier scheiß-geile Feuerkraft! Ich verkauf dir'n Packet deiner Wahl!" + Hyperzine (500 Mk) + "Oh, das ist der gute Stoff!" + "Du berauscht dich hier nich' kostenlos!" + 6x Handkanonenkugel (1000 Mk) + "Das penetriert garantiert jede kugelsichere Weste der Koalition und sogar Moloch-Rüstung. Ich schwör's!." + "Glaubst du das hier ist eine Spendenaktion?" + 2x Sturmgewehrmagazin (1000 Mk) + "Geschmiedet mit Hass und einer Prise böser Absichten... Attackiere mit Verantwortung." + "Kommst du etwa auch gerade von der verlassenen Station? Ich brauche etwas Geld hier..." + "Dir's hoffentlich klar, wir lassen hier nich' Jeden einfach reinspazieren. Hier gibt's 'nen scheiß Tribut zu zahlen! Kleiner Tipp: Es is' besser wenn man zahlt!" + Zolle Tribut (1000 Mk) + "Hah! Das seh ich doch gern! Kein Zögern oder Schwierigkeiten! \nDu kannst rein." + "Weißt du was... Wenn du doppelt zahlst, lege ich 'n paar gute Worte für dich bei den anderen Crews ein!" + Zahle 1000Mk (Ansehen bei der Koalition -20) + "Hah! Ich wusst' ich würd' dich mögen!" + "Du hast nicht mal die Knete... Versuchst du mich hier über'n Tisch zu ziehen? Verpiss dich!" + "Pff! Schön... Geh weiter Stiefel der Koalition lecken!" + "Du hast nicht mal das Geld? Sicherlich besitzt du etwas für den Wert meiner Zeit." + Feilschen (750 Mk) + "Echt jetz'? Du verarscht mich oder? Meinetwegen! Geh rein..." + "In deinen Träumen vielleicht." + "Oh ich hab da 'nen besseren Vorschlag für dich..." + Anflehen (100 Mk) + "Dein Geheule amüsiert micht... Na schön. Kein einziges Wort mehr. Verzieh dich aus meinen Augen und geh rein." + "Das ist beleidigend du kleiner Scheißkerl!" + "Deine traurige kleine Entschuldigung wird dir jetz' auch nicht weiterhelfen!" + "Ich kenne eine Sprache die du verstehen wirst." + Beleidigen + "Oh du bist sowas von tot!" + "Schnappt sie euch!" + Schnappt euch die Schweine der Koalition! + "Oh was haben wir denn hier? Abschaum der Koalition!? Dir ist schon klar, hier gibt's nen Tribut zu zahlen! Bezahl mich Dumpfbacke!" + Zolle Tribut (2000 Mk) + "Danke für's vorbeischauen, Schweinchen!" + "Ich geb' dir jetz' ein Spezialangebot. Zahl das doppelte und Ich verbreite ein paar gute Gerüchte über deine Crew unter den anderen Piraten hier." + Zahle 1000Mk (Ansehen bei der Koalition -40) + "Hm hatte nich' erwartet, dass du wirklich zahlst. Na gut. Ich werde ein paar Gerüchte verbreiten. Wenn die Koalition davon erfährt, wird sie es nicht mögen! Hehe." + "Ihr Koalitionsleute seid doch alle kernbehindert. Ihr Pfeifen könnt ja nicht mal rechnen. Verpiss dich!" + "Hätt' ich mir denken können. Bist'n scheiß treuer Stiefellecker. Geh mir aus den Augen, Dreckskerl!" + "Du hast nicht mal das Geld? Sicherlich besitzt ihr Koalitionsschweine etwas für den Wert meiner Zeit." + Feilschen (1500 Mk) + "Mach schnell, Schweinchen oder ich werde es schnell machen." + "Ich hatte mehr von jemanden wie dir erwartet... Komm her!" + "Weißte was? Vergiss es! Du bist Geschichte!" + Anflehen (1000 Mk) + "Haha Jungs! Schaut euch diese Heulsuse an! ...Ok na gut du hast mich zum Lachen gebracht, also lasse ich dich rein, aber jetzt geh mir aus den Augen, bevor ich meine Meinung ändere!" + "Willste mich verarschen!? Ich nehm mir alles von deiner verschissenen Leiche!" + "Deine traurige kleine Entschuldigung wird dir jetz' auch nicht weiterhelfen und deine Koalitionsfreunde können dir hier auch nicht helfen! Sprich deine letzten Worte!" + "Hm? Du suchst Arbeit sagste? Lass mich was klarstellen! Ich bin kein scheiß Arbeitsagentur! Aber... Hab hier 'ne Spur auf eine Lieferung der Koalition, die ganz in der Nähe vorbeikommt und ich bin nich' sicher, ob meine Crew bereit dafür ist. Ich verkauf dir die Spur, wennde das Kleingeld hast!" + Kaufen (1000mk) + "Hah großartig! Ich zeig dir wo sie vorbeikommen!" + "Ich werd's dir bestimmt net umsonst geben, Dumpfbacke! Komm zurück, wennde die nötige Knete hast!" + + Comm Link + Ein Kommunikationsgerät, welches erlaubt, Aufträge während Reisen von umliegenden Außenposten zu empfangen. + + Logo der Koalition + Farbiges Logo der Koalition + Beschädigtes Logo der Koalition + Kaputtes Logo der Koalition + Logo der Jovianischen Separatisten + Farbiges Logo der Jovianischen Separatisten + Beschädigtes Logo der Jovianischen Separatisten + Kaputtes Logo der Jovianischen Separatisten + + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Stationsarzt\n-Läden: Militärvorräte, Waffenkammer + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Läden: Allgemeines + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum + Ein einzelnes Gebäude und der Beginn von neuem Leben in der Region.\nBietet:\n-Jobs + Bietet:\n-Jobs\n-Personalbüro\n-Stationsarzt\n-Maschinenraum\n-Forschungslabore\n-Läden: U-Boote, U-Boot-Teile, Allgemeines, Apotheke, Technikvorräte, Waffenkammer + Bietet:\n-Jobs\n-Personalbüro + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Läden: Militärvorräte + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Läden: U-Boote, U-Boot-Teile, Militärvorräte, Waffenkammer, Technikvorräte + Bietet:\n-Jobs\n-Stationsarzt + Bietet:\n-Jobs\n-Personalbüro\n-Stationsarzt\n-Maschinenraum\n-Läden: Apotheke + Bietet:\n-Jobs\n-Personalbüro\n-Stationsarzt\n-Maschinenraum\n-Forschungslabore\n-Läden: Apotheke + Bietet:\n-Jobs\n-Personalbüro\n-Forschungslabore\n-Läden: Schlachter + Eine Baustelle für eine neue Station.\nBietet:\n-Jobs + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Läden: U-Boote, U-Boot-Teile, Allgemeines, Technikvorräte + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Läden: Allgemeines, Mineralien, U-Boot-Teile + Eine kleine Station die das umliegende Gebiet untersucht.\nBietet:\n-Informationen über nahegelegene Erzvorkommen + Eine Station für Erzabbau in trockenen Höhlen. Bietet:\n-Maschinenraum\n-Läden: Mineralien + Bietet:\n-Jobs\n-Personalbüro\n-Forschungslabore + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Forschungslabore\n-Läden: Forschungvorräte + Bietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Forschungslabore\n-Läden: U-Boote, Forschungvorräte + Eine militärische Befestigung die den Zugang zu tiefergelegenen Regionen verschließt.\nBietet:\n-Jobs\n-Personalbüro\n-Stationsarzt\n-Läden: Militärvorräte, Waffenkammer + Ein sicherer Zufluchtsort, wo sich Piraten treffen und austauschen, anstatt sich zu erschießen.\nBietet:\n-Jobs\n-Personalbüro\n-Maschinenraum\n-Stationsarzt\n-Forschungslabore\n-Läden: U-Boote, U-Boot-Teile, Allgemeines, Apotheke, Technikvorräte, Waffenkammer, Piratenequipment + Brutstätte von Kreaturen, die sich schnell auf umliegende Gebiete verteilen. + Ein Hotspot von mit Hüllenparasit befallenen Kreaturen, die ihn schnell auf umliegende Gebiete verbreiten. + Ein Hotspot von mit der Waste-Infektion befallenen Kreaturen, die sie auf umliegende Gebiete verbreiten. + Ein Ort ohne Monster oder Hindernisse. Bereit um kolonisiert zu werden. + Die Bauarbeiten einer neuen Siedlung bei [previousname] wurden abgeschlossen. Mehr Siedler ziehen in ihr neues Zuhause. + Untersuchungen bei [previousname] ergaben ein Mineralvorkommen in der Nähe und Arbeiter beginnen nun mit der Ausgrabung. + Die Hydrokultur von [previousname] haben ihre Station erweitert und in eine Biosphäre entwickelt, um genug Fleisch für die umliegenden Stationen bieten zu können. + Überfall auf einen Koalitionstransporter + Ein Transporter der Koalition passiert diese Route. Eliminiere dessen Besatzung und raube ihn aus! + Du hast die Besatzung erfolgreich eliminiert und ihre Fracht gestohlen! + Du hast die Besatzung nicht eliminiert! + Koalitionstransporter entdeckt + Zeit anzugreifen! Sie haben die Beute, die du willst! + Besatzung der Koalition eliminiert + Raube ihre Fracht und setze dann deine Reise nach [location2] fort. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Du hast dich entschieden, das Artefakt mitzunehmen. Es könnte ja etwas Wert sein. + Du hast nicht nachgesehen, was das Signal verursacht. + Artefakt geborgen + Du hast das Signal untersucht und ein Artefakt gefunden. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Du hast dich entschieden, das Artefakt mitzunehmen. Es könnte ja etwas Wert sein. + Du hast nicht nachgesehen, was das Signal verursacht. + Artefakt geborgen + Du hast das Signal untersucht und ein Artefakt gefunden. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Du hast dich entschieden, das Artefakt mitzunehmen. Es könnte ja etwas Wert sein. + Du hast nicht nachgesehen, was das Signal verursacht. + Artefakt geborgen + Du hast das Signal untersucht und ein Artefakt gefunden. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Du hast dich entschieden, das Artefakt mitzunehmen. Es könnte ja etwas Wert sein. + Du hast nicht nachgesehen, was das Signal verursacht. + Artefakt geborgen + Du hast das Signal untersucht und ein Artefakt gefunden. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Moloch getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von dem Moloch. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Moloch getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von dem Moloch. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Kriecher getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Tigerflosser getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von den Tigerflossern. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Kriecher-Brutmutter getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von der Kriecher-Brutmutter. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Kriecher-Brutmutter getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Kriecher-Brutmutter getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Schwarm getötet. + Ziele eliminiert + Es stellt sich heraus, das Signal kam von dem Schwarm. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Schwarm getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Schwarm getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Schwarm getötet. + Ziele eliminiert + Es stellt sich heraus, das Signal kam von dem Schwarm. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Hammerkopf getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von dem Hammerkopf. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Hammerköpfe getötet. + Ziele eliminiert + Es stellt sich heraus, das Signal kam von den Hammerköpfen. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Hammerköpfe getötet. + Ziele eliminiert + Es stellt sich heraus, das Signal kam von den Hammerköpfen. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Hammerköpfe getötet. Die Route sollte nun wieder sicher sein. + Ziele eliminiert + Es stellt sich heraus, das Signal kam von den Hammerköpfen. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Hammerkopf-Matriarchin getötet. Die Route sollte nun sicher sein. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von der Matriarchin. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der goldene Hammerkopf getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von dem goldenen Hammerkopf. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Riesengratling getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von dem Riesengratling. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Riesengratling getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Schwarm getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Schwarm getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von dem Schwarm. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und der Schwarm getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Schlammechsen getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Schlammechsen getötet. + Ziel eliminiert + Es stellt sich heraus, das Signal kam von den Schlammechsen. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und die Schlammechsen getötet. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Unbekanntes Signal + Das Signal wurde untersucht und das Logbuch wurde geborgen. + Das Signal wurde nicht untersucht. + Daten geborgen + Es stellt sich heraus, das Signal kommt von dem Logbuch mit verschlüsselten Daten. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Das Signal wurde untersucht und die Piratenbesatzung eliminiert. + Das Signal wurde nicht untersucht. + Unbekanntes Signal + Begegnung mit Piraten + Neutralisiere ihre Besatzung oder lasse ihr Uboot auf den Meeresgrund sinken! + Piraten eliminiert + Es stellt sich heraus, das Signal kam von den Piraten. Vielleicht haben sie ja wertvolle Fracht? Navigiere dein Uboot nach [location2], wenn du dazu bereit bist, die Gegend zu verlaseen. + Zufällige Begegnung + Du hast das seltsame Gefühl, etwas interessantes wartet hier irgendwo auf dich... + Das Signal wurde untersucht und die Piratenbesatzung eliminiert. + Das Signal wurde nicht untersucht. + Unbekanntes Signal + Begegnung mit Piraten + Neutralisiere ihre Besatzung oder lasse ihr Uboot auf den Meeresgrund sinken! + Piraten eliminiert + Es stellt sich heraus, das Signal kam von den Piraten. Vielleicht haben sie ja wertvolle Fracht? Navigiere dein Uboot nach [location2], wenn du dazu bereit bist, die Gegend zu verlaseen. + Wir haben den Kontakt zu [previousname] verloren. Wir raten allen die nachsehen wollen, mit Vorsicht vorzugehen! + Die nahegelegene Signalboje bei [previousname] erhielt eine automatisierte SOS Übertragung der lokalen Station, erhielt aber keinerlei weitere Kommunikation. + Berichten zufolge ist [previousname] überrannt worden. Keine Überlebenden wurden gefunden. + Berichten zufolge wurde [previousname] angegriffen und stark beschädigt. Überlebende werden mit einem Shuttle eskortiert. + [previousname] wurde für die Kolonisierung markiert. + [previousname] verfügt über reichlich Platz um einen Außenposten zu errichten. + [previousname] ist bereit für die Kolonisierung. + Die Koalition markierte [previousname] als ein gutes Gebiet zum siedeln. + [previousname] wurde von Monstern übernommen. + Swarms of husk-infected monsters were spotted around [previousname]. + [previousname] wurde durch das Militär der Koalition gesäubert. + [previousname] wird von Monstern angegriffen. + [previousname] wurde von den angreifenden Monstern befreit. + Husk activity has decreased around [previousname]. + Die Koalition errichtet eine Blockade bei [previousname]. + Die Koalition versetzt Truppen nach [previousname]. + Die Koalition sammelt Truppen bei [previousname]. + Kolonisten von [previousname] haben ihre Kolonie ausgebaut, um weitere Bewohner aufnehmen zu können. + Die Kolonie [previousname] ist gewachsen. + [previousname] wird weiter ausgebaut. + Die Kolonisten von [previousname] beginnen weitere Ausbaumaßnahmen an ihrer Station. + Die Kolonisten von [previousname] bauen ihre Station weiter aus. + [previousname] befindet sich derzeit unter Bauarbeiten, um neue Infrastruktur zu erstellen. + Ingenieure von [previousname] haben ihre Verkabelungsarbeiten an einem neuen Gewächshaus beendet. + Mechaniker von [previousname] haben ihre Schweißarbeiten an einem neuen Gewächshaus beendet. + [previousname] züchtet nun Pflanzen für die umliegenden Stationen. + Die Ingenieure bei [previousname] haben die Fabrikatoren aufgestellt. + Die Mechaniker bei [previousname] haben mit arbeiten an Konsumgütern begonnen. + Die Industire bei [previousname] blüht auf! + Truppen der Koalition errichten ein Lager bei [previousname]. + [previousname] wird nun von Truppen der Koalition kontrolliert. + Die Koalition errichtet ein Lager bei [previousname]. + Eine Studie der Umgebung von [previousname] weißt auf viele verschiedene Lebensformen in der Region hin. + [previousname] fanden eine faszinierende Pflanzenart in einer nahen Höhle. + Eine Pflanze nahe [previousname] sorgt für wissenschaftliche Neugierde. + Untersuchungen um [previousname] weisen auf wertvolle Erze in der Region hin. + [previousname] haben Mineralien in der Nähe entdeckt. + Reichhaltige Mineralvorkommen wurden bei [previousname] gesichtet. + Wissenschaftler und Ingenieure haben die Bauarbeiten des Fusionsreaktors bei [previousname] beendet. + [previousname] versorgt die umliegenden Stationen nun mit Fusionsenergie. + [previousname] verkaufen nun alles rund ums Uboot. + [previousname] haben die Bauarbeiten am Trockendock beendet. + Die Werft [previousname] hat ihre Bauarbeiten beendet. + Medizinische Versorgung ist nun bei [previousname] erhältlich. + [previousname] hat eine kleine Klinik errichtet. + Bauarbeiten einer Klinik wurden bei [previousname] fertiggestellt. + Truppen der Koalition haben [previousname] befestigt. + Das Lager [previousname] wurde zu einer Basis ausgebaut. + [previousname] has set up fortifications. + Die Koalition errichtet eine Festung bei [previousname]. + [previousname] wurde zu einer Festung ausgebaut, um umliegende Stationen zu schützen. + Kolonie + [name] Territorium + [name] Grenzgebiet + [name] Kolonie + Siedlung + [name] Posten + [name] + Siedlung [name] + Außenposten + [name] Station + [name] Residence + [name] Community + [name] Outpost + Stadt + [name] Metropolis + [name] Aquapolis + Großstadt [name] + Untersuchung + [name] Reserve + [name] Felder + [name] Ablagerung + [name] Untersuchung + Extraktion + [name] Steinbruch + [name] Ausgrabungsstätte + [name] Extraktion + Mine + [name] Mine + [name] Bohrungen + Lager + [name] Barracken + [name] Garnison + [name] Lager + Basis + [name] Bunker + [name] Bastion + [name] Basis + Festung + [name] Festung + [name] Militärische Fakultät + Forschung + [name] Biostudie + [name] Geostudie + [name] Observatorium + [name] Pflanzenforschung + [name] Kreaturenforschung + Labor + [name] Sterile Forschungslabore + [name] Experimente + [name] Labore + [name] Forschungslabore + Institut + [name] Universität + [name] Institution + [name] Institut + Hydrokultur + [name] Hydrokultur + [name] Landwirtschaft + Biosphäre + [name] Zuchtstätte + [name] Biosphäre + Ernährungszentrum + [name] Ernährungszentrum + Klinik + [name] Klinik + Hospital + [name] Krankenhaus + Operationszentrum + [name] Bio-Medizinisches Institut + [name] Operationszentrum + Schmiede + [name] Schmiede + Fabrik + [name] Industrie + [name] Mühle + [name] Manufaktur + Werft + [name] Trockendock + [name] Werf + Warenhaus + [name] Lagerhaus + [name] Depot + [name] Warenhaus + Kraftwerk + [name] Atomkraftwerk + [name] Thermonukleares Kraftwerk + [name] Fussionsreaktor + Baustelle + [name] Baustelle + [name] Planungszone + Militärische Blockade + [name] Blockade + [name] Stellung + [name] Kontrollpunkt + [name] Befestigung + [name] + Wird angegriffen + Wegpunkt + Hüllengründe + [name] Wegpunkt + [name] Signalboje + Hüllengründe von [name] + Wasteyard + Wasteyard of [name] + "VERFÜGBARE AUFTRÄGE DER KOALITION", Die verfärbten und zerfledderten Poster an er Wand zeigen bereits verlorene Siedlungen und überrante Gegenden. Es scheint die Koalition ist etwas überfordert. Du findest nur eine leserliche Koordinate. + Ein von Steuern befreiter Gehaltsschein könnte nicht schaden... + “In der Nähe gibt es einen großen Bau voller Kreaturen und von Minute zu Minute werden es mehr. Wenn du den Bau säuberst, gibt's eine saftige Belohnung!” + Verstanden + Rießige Gummiente + Eine rießige Gummiente zum herumwerfen und zum beobachten, wie sie imm Wasser treibt. + Große Gummiente + Eine große Gummiente zum herumwerfen und zum beobachten, wie sie imm Wasser treibt. + Gummiente + Eine Gummiente zum herumwerfen und zum beobachten, wie sie imm Wasser treibt. + Rießige Gummiente + Eine rießige Gummiente mit einem Piratenhut zum herumwerfen und zum beobachten, wie sie imm Wasser treibt. + Große Gummiente + Eine große Gummiente mit einem Piratenhut zum herumwerfen und zum beobachten, wie sie imm Wasser treibt. + Gummiente + Eine Gummiente mit einem Piratenhut zum herumwerfen und zum beobachten, wie sie imm Wasser treibt. + Piraten Exo-Anzug + Ein stark modifizierter Exo-Anzug. Es scheint als seien einige Piraten tatsächlich handwerklich begabt und haben es geschafft die Resistenz gegen Rückstöße und Betäubungen zu verringern. Außerdem wurde die Luftzufuhr modifiziert und erlaubt dem Nutzer nun das Atmen von Sauerstoff aus der Umgebung. + Dreckige Bombe + Eine handgemachte Bombe, die man in einen Zünder, in Railgun-Granaten oder in Wasserbomben-Granaten packen kann. Es ist wohl besser etwas Abstand zu halten! + Piratenhelm + Piratenrüstung + Piratenkopftuch + Piratenkapitänshut + Piratenklamotten (Novize) + Ein von Piraten gefertigtes, robustes Outfit. Dieses Exemplar wird hauptsächlich an neue Rekruten und Besatzungsmitgliedern in niedrigen Positionen gegeben. + Piratenklamotten + Ein von Piraten gefertigtes, robustes Outfit. Es wurde dazu gemacht, den rauen Bedingungen des Seelebens auf Europa standzuhalten. Dieses spezielle Exemplar wurde mit leichten Panzerungsplatten versehen. + Piratenklamotten (Kampf) + Ein von Piraten gefertigtes, robustes Outfit. Es wurde dazu gemacht, den rauen Bedingungen des Seelebens auf Europa standzuhalten. Dieses Exemplar wird von erfahreneren Besatzungsmitgliedern und Personen mit höheren Rängen getragen. + [name] Zuflucht + [name] Hafen + [name] Versteck + Piraten errichteten eine neue Zuflucht bei [previousname]. + Einige Piraten ließen sich in [previousname] nieder und etablierten eine neue Zuflucht. + Wir haben gehört, dass ein Schiff der Koalition hier in der Nähe vorbeikommt. Vielleicht haben sie ein paar Waren, die ihr ihnen abnehmen könntet, wenn ihr versteht was ich meine? + Einige Separatisten scheinen in diesen Gewässern unterwegs zu sein. Vielleicht haben sie ein paar Waren, die ihr ihnen abnehmen könntet, wenn ihr versteht was ich meine? + + [name] + [name] + Piraten haben eine neue Zuflucht in [previousname] erbaut. + Unbefugtes Betreten + Ihr dringt unbefugt in ein Gebiet ein. Haltet in dieser Gegend Ausschau nach patrouillierenden Schiffen der Koalition! + Ihr habt die Koalitionspatrouille erfolgreich eliminiert! + Ihr seid der Koalitionspatrouille erfolgreich ausgewichen! + Koalitionspatrouille gesichtet + Koalitionspatrouille entdeckt + Entkomme der Patrouille oder neutralisiere die Gefahr! + Koalitionspatrouille eliminiert + Ihr könnt eure Reise nach [location2] fortsetzen. + Überfall auf ein Schiff der Koalition + Jagt das Schiff der Koalition, eliminiert dessen Besatzung und plündert seine Vorräte! Die markierten Stellen zeigen euch, wo sich das Schiff ungefähr aufhält. + Die Besatzung der Koalition wurde erfolgreich eliminiert. + Die Besatzung der Koalition wurde nicht eliminiert. + Vermutete Position der Koalition + Schiff der Koalition entdeckt + Neutralisiert die Besatzung oder lasst das U-Boot auf den Meeresgrund sinken! + Koalitionsbesatzung eliminiert + Plündert ihr Schiff und macht euch auf den Weg nach [location2]. + Überfall auf ein Schiff der Separatisten + Jagt das Schiff der Separatisten, eliminiert dessen Besatzung und plündert seine Vorräte! Die markierten Stellen zeigen euch, wo sich das Schiff ungefähr aufhält. + Die Besatzung der Separatisten wurde erfolgreich eliminiert. + Die Besatzung der Separatisten wurde nicht eliminiert. + Vermutete Position der Separatisten + Schiff der Separatisten entdeckt + Neutralisiert die Besatzung oder lasst das U-Boot auf den Meeresgrund sinken! + Separatisten eliminiert + Plündert ihr Schiff und macht euch auf den Weg nach [location2]. + Schweres Piratenschiff + Finde das Piratenschiff, das in dieser Gegend sein Unwesen treibt und eliminiere seine Besatzung, aber bedenke dass diese Piraten es geschafft haben ihre Hüllen zu verstärken. Also bringst du entweder ordentlich Feuerkraft mit oder du zielst auf die Türen und Luken! Die markierten Punkte zeigen, wo das Schiff zuletzt gesehen wurde. + Die Besatzung des Piratenschiffs wurde erfolgreich eliminiert. + Die Besatzung des Piratenschiffs wurde nicht eliminiert. + Piraten gesichtet + Piraten entdeckt + Neutralisiere die Besatzung oder lasse das U-Boot auf den Meeresgrund sinken! + Piraten eliminiert + Navigiere dein U-Boot nach [location2], um deine Belohnung zu erhalten. + Ravendes Piratenschiff + Es gab Sichtungen über ein Piratenschiff, welches andere Schiffe überfällt und deren Ethanol- und Rumvorräte plündert und dabei so laut Musik ballert, dass sie die Monster von ganz Europa vor unsere Tür locken. Werde diese Arschlöcher los, damit wir uns nicht mit Dingen auseinandersetzen müssen, die weitaus schlimmer wären als die! Die markierten Punkte zeigen dir, wo wir das Schiff derzeit vermuten. + Die Besatzung des Piratenschiffs wurde erfolgreich eliminiert. + Die Besatzung des Piratenschiffs wurde nicht eliminiert. + Piraten gesichtet + Piraten entdeckt + Neutralisiere die Besatzung oder lasse das U-Boot auf den Meeresgrund sinken! + Piraten eliminiert + Navigiere dein U-Boot nach [location2], um deine Belohnung zu erhalten. + Seltsames Piratenschiff + Gerüchten zufolge treibt sich hier ein Piratenschiff mit seltsamen Fähigkeiten herum. Anscheinend erschaffen sie eine Art Anomalie um sich zu schützen, also halte dein U-Boot lieber auf einer sicheren Distanz! Die markierten Punkte zeigen dir, wo wir das Schiff derzeit vermuten. + Die Besatzung des Piratenschiffs wurde erfolgreich eliminiert. + Die Besatzung des Piratenschiffs wurde nicht eliminiert. + Piraten gesichtet + Piraten entdeckt + Neutralisiere die Besatzung oder lasse das U-Boot auf den Meeresgrund sinken! + Piraten eliminiert + Navigiere dein U-Boot nach [location2], um deine Belohnung zu erhalten. + Schiff eines Piratenlords + Es gibt Gerüchte, dass in dieser Gegend ein Schiff eines Piratenlords sein Unwesen treibt. Eliminiere seine Besatzung und du wirst stattlich belohnt, aber bedenke dass dies die Crew eines Piratenlords ist. Sie haben sehr starke Hüllen und enorme Feuerkraft, also sei gut vorbereitet! Die markierten Punkte zeigen, wo das Schiff zuletzt gesehen wurde. + Die Besatzung des Piratenschiffs wurde erfolgreich eliminiert. + Die Besatzung des Piratenschiffs wurde nicht eliminiert. + Piraten gesichtet + Piraten entdeckt + Neutralisiere die Besatzung oder lasse das U-Boot auf den Meeresgrund sinken! + Piraten eliminiert + Navigiere dein U-Boot nach [location2], um deine Belohnung zu erhalten. + Piratenvernichter + Feiernder Piratenkapitän + Feiernder Piratenlord + Feiernder Piratenrekrut + Feiernder Piratenschütze + Feiernder Piratenschläger + Feiernder Piratenelite + Feiernder Piratentechniker + Feiernder Piratenphysiker + Feiernder Piratenmechaniker + Feiernder Pirateningenieur + Piraten haben einen weg um die Blockaden gefunden, die den Weg in die tieferen Bereiche von Europa versperren. Höre dich auf der Station um, um zu erfahren wie du an ihnen vorbei kommst. + “Hm? Geheime Passage? Ohhh richtig! Wir haben einen Tunnel gefunden, der an den Blockaden vorbei führt. Hier, ich zeige es dir auf deiner Karte... Aber seid vorsichtig! Es könnten Schiffe auf Patrouille sein!” + “Oh, du bist hier, um die Blockaden zu umgehen? Gib mir deine Karte... Also gut, hier findet Ihr einen Tunnel, durch den Ihr die Blockaden umgehen könnt, aber seid vorsichtig! Auf dem Weg dorthin könnte es Patrouillen geben! Viel Glück da draußen!” + “Ahoi! Ihr wollt bestimmt auch an den Blockaden vorbei oder? Es gibt einen Tunnel, der an ihnen vorbeiführt. Hier, ich markiere ihn auf eurer Karte... Haltet aber nach patrouillierenden Schiffen Ausschau!” + Piraten Zuflucht + Piraten Zugang + + + + + + + Documents + A folder containing some documents. + Classified Documents + An envelope containing classified documents. + Classified Documents + An envelope containing classified separatist documents. + Untangle + Plant Cluster + A cluster of entangled plants. It might be possible to untangle them when stabilizing them with stabilozine at a research table. + Stabilized Plant Cluster + A cluster of entangled plants. It has been stabilized and can be untangled without harming all of the plants. + Coalition Station-Takeover + Separatist Station-Takeover + A garrison of separatist rebels is staying at [location1]. Eliminate them and seize the outpost for the Coalition. + A garrison of coalition soldiers is staying at [location1]. Eliminate them and liberate the outpost in the name the Separatists. + Outpost Claimed + Seems like the separatists are surrendering. + Outpost Liberated + Seems like the coalition is giving this station up. + "Thank you! Some backup is always appreciated!" + "Good luck!" + "That won't be necessary. Please order your soldiers to stay." + "You seem quite determined... Alright, I'll order them to stay put. Good luck!" + The door is shut. The terminal says: "All external contractors must pay a security deposit of 250mk to access mining operations" + Transaction received. Unlocking door... + Transaction failed. Insufficient personal funds. + You broke into the mine without paying the fee. Authorities were notified about your actions. + Pay + Mineshaft access + Temporary Crewmember + Will leave your crew after 6 hours from the moment they joined. + I'm here to support this crew for 6 hours from the moment I arrived. No more, no less. + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Great Electric Spineling + “Praise the Husk. We thought we'd never be getting out of here!” + The depths will take the unbelievers! + Those who reject the gift must drown! + Perish and be reborn as Husk! + "This vessel is yours, correct? We lost contact with a nearby deep sea laboratory. The research team is supposed to send us a weekly detailed report, but now they do not respond to our calls. See if you can reestablish communication, the church will reward you accordingly." + No signal... Maybe check the antenna? + The power is back online. The structure rumbles as machinery comes alive. + The researcher coughs up an unnerving amount of fluids before catching his breath in a gasp. \n"Praise the husk you came! It seems you're not from the church..." + "You were on the verge of turning, what happened here?" + "It's the genes we were using. Usually the church directly provides us with a fresh supply, but for the last shipment, we had to rely on a delivery from an outsider ship. Those infidels must've tampered with the product, trying to make a profit by reselling the rest." + "But why didn't the parasite take over?" + "We put the symbiote in stasis by spreading chlorine through the ventilation system and shut the whole circuit down, it's a standard safety procedure in case of outbreak... We tried signaling the church, but nobody came, until you did." + "Your antenna was disconnected." + "Bastards must have sabotaged it! I'll send a full report to the church... And bless your travels." + This is the place. The clown could be anywhere. Don't forget to honk your horn. + You suddenly hear a muffled voice calling out for you. "Pssst! Over here!" + As you approach, an orange wig emerges from under the garbage. "Thank the honkmother! Did my troupe sent you?" + "What are you even doing in there?" + "Hiding, obviously. At first I thought sharing a few jokes incognito would lighten up the mood, you know, get those sinister fellows on the sillier side of life. But as soon as I snuck into the outpost, my cover was blown! Can you believe it?" + "What did you expect?" + "I find the very concept of clowns unbelievable to begin with." + The clown grumbles. "I spent weeks mastering the art of subterfuge to blend into the cult, and even read all of their honkin' lore, chalice, wine and all..." + "Well, time to leave." + "Should I pull you out by the nose?" + "No way, if I get seen, they'll get their grabby appendices on me and strap me to a dissection table! You can't open up a clown, that's like explaining a joke, it's not funny!" + "Stay here, I'll deal with security." + "Great! I've got a few jokes if you need an ice-breaker. So, a cultist, a clown and a separatist walk into a bar..." You close the lid. Time to negociate. + "This particularly stern cultist looks like the head of security." + "So... heard any squeaky noises recently?" + "The cultist sighs. Ah... so you've heard about our unwanted guest. We've been looking to oust this intruder, but the trickster has eluded us.?" + "Not a big fan of clowns are you?" + "Disruptions are not to be tolerated in this holy sanctuary. Xenoscience is not some trivial matter. It requires a honed mind, focused on the most noble goal of bettering humanity. None shall make a mockery of our precepts." + "Let's say I can convince the clown to leave the station for good, will you allow it?" + "Fine. We just want our peace of mind. Rid us of this disturbance and we will overlook the situation." + "So? Did they like my joke?" + "They're willing to let you go" + "Some fresh air at last!" The clown clumsily squeezes out of the trash can, like a human-shaped sausage. + The inept infiltrator is emanating a foul stench from days spent in hiding. "Please don't tell my troupe, I don't want to be the butt of the joke!" + "How about you join my crew?" + "Great! I might not be the most subtle of jesters, but I know my way around a submarine." + "You need to learn to laugh about yourself. It's part of the clown spirit." + "You're right. There's nothing to be ashamed of. I'll call my friends and wait for a shuttle to bring me back." The clown bows and pinches its large red nose as a sign of gratitude. + "Oh well. Not that I've seen clowns around here, no sir." + "Then don't bother me!". They don't need to know about the clown, you need to think of another way. + "Nuh-uh. I don't negociate with horrorists." + "This place gives me the creeps." The clown pauses for a moment, and formulates a plan. "What do you say we play one final prank, a diversion while I make my escape?" + "What do you have in mind?" + "Here, I prepared this party cracker." He hands you a... grenade? "Place it inside a cabinet, and when you're ready, honk the horn. It's going to be a blast, trust me!" + Now's the time! Honk it! + You find the clown shaking from excitement. "That was some J-grade pranking! To hell with subtelty, take me on a tour around the moon, there are many tricks to be played!" + "Sure, just don't blow up the submarine." + "I know where the heretic hides" + "The church would greatly appreciate your cooperation. Lure the unbeliever out, and we will take care of the rest." + "They loved it. You can come out now." + You hear the head of security over the radio: "The church thanks you for your help. May the tides carry you to your destination". You're not very proud of what you've done, but you accept the reward nonetheless. + You spot an unusually upset clown. Despite its colorful appearance, it seems worried about something. + "What's the matter? Stepped on a rake lately?" + "Believe it or not, this is no laughing matter. I could use some help from a crew like yours." + "Two days ago, a member of our troupe thought it'd be a good idea to board a shuttle to a nearby church, and we havent heard about him since. Our friend believed he could infiltrate the church, and pass himself as an adept. Naturally, I thought it was a joke!" + "Husks can't speak, much less laugh." + "To us it's fun and games, but to these people the very concept of humor is akin to blasphemy!" + "Didn't know the honkmother had a spy network." + "I thought you guys avoided touring the church." + "We go from station to station, raising morale, that is the mission of our dis-organization. Anyway, take this bike horn with you and go to these coordinates. Once you're there, honk around. Clowns always heed the call, you should be able to find our friend that way." + "I'll see what I can do." + Let's not get involved in clown business. + “I believe you're familiar with those creepy husk cultists right? They're not just religious fanatics mind you, the church makes most of the medicine and biotech here on Europa." + "Until we can produce our own on a large scale, we are dependent on their shipments, but so is the coalition...” + “Here's the plan: take down a church transport ship on route to a coalition outpost. This will keep our hands clean while dealing a blow to the coalition” + "I already knew that, what about it?" + "What now?" + "Consider it done." + "Count us out, we're not pirates." + The coalition official waves at you. “Here you are. I've received a report... We have a major problem.” + “Those fanatics of the church are on the verge of a scientific breakthrough: a new pathogen, unlike anything we've seen before. We think they're working on way to spread the virus on a large scale.” + “We need to put an end to this research project. Their scientist must be eliminated. But we can't act on our own, sending one of our own agents would cause not only the Church to retaliate, but also Separatists to take their side. \nI need a freelance crew for this... and you just happen to be here.” + What kind of problem? + Sounds bad... + I will do it. + No way. This is too much of a risk. + “Some of the commoners here are looking for safe passage to a nearby station. Escort them over there safely and you'll be paid.” + The Deacon seems distressed. “You know all too well the gospel of the church can be too... enlightening for some. \nThose who spread the good word are never safe from bigotry and suspicion.” + “A few proselytes are being unjustly detained in an outpost nearby. Free them from the jaws of intolerance and the Church will reward you.” + “An epidemic broke out in a nearby outpost. \nDeliver these medical supplies and spread the good word of the church.” + “We need to spread the good faith, but the unbelievers are wary of our gifts. \nSmuggle these goods to our proselyte brothers in hiding.” + “A Cardinal is looking for transport to a nearby research laboratory” + “I've heard the church of the Husk is looking to develop a new vaccine. \nThey will pay good money for fresh samples of slime bacteria.” + You pull the lever and hear the gate rumbling: the passage is open. + "Security alert: intruders are trying to force the gate open!" + You've reached a blockade. The path to the next biome must be unlocked to proceed. + Reach the control room to open the blockade + “I posted about an assignment earlier. Some fauna exclusive to this region is causing us massive trouble. I've sent all the details to your onboard navigation system, in case you're interested.” + “We received multiple reports about a pirate vessel causing trouble. We need you to get rid of them by any means.” + “We received multiple reports about a pirate vessel blasting music into the depths and luring more monsters close to our stations. We need you to get rid of them by any means.” + “We recently lost contact to some of our vessels. We believe they got attacked by a strange vessel that was reported lurking around these parts. We need you to get rid of it to hopefully prevent other vessels getting lost in the future.” + The status monitor is displaying a warning about the engine malfunctioning. Better order a mechanic to take a look. + The engine stopped working. Best to quickly get it back up and running. + You got the engine back up and running! + The engine didn't start up. Try again? + A part fell off. Surely nothing important... Just give it a bit of time and it'll probably start back up. + Use Wrench + Smack it! + Release Pressure + Let someone else deal with this... + The status monitor is displaying a warning about a reactor malfunction. An engineer should probably take a look. + The automated control circuit seems to not be responding and the switch is stuck. Someone needs to manually operate the reactor! + You resolved the issue and the reactor is returning to normal values! + You failed to release the pressure. Try again? + A part fell off. Let's hope it's nothing important... + You hear a mechanical piece moving. Looks like the problem resolved itself somehow. The machine has a spirit of its own... + You hear someone tune into your frequency: "Enough! We yield! The station is yours... Just please stop with the bloodshed!". \nLeave the station to receive your reward. + Leave the station to receive your reward. + "Great work! The station is now ours. We'll send some of our people there. It should be back up and running under our command in no time! For now you should leave the station. I'm sending you your reward..." + "We arrived! Make sure your weapons are loaded and safety is off! Let's do this!". There's no turning back now: You're at war. + "We still have to take over the last station your crew was sent to before we can plan an attack on the next one." + "Ah good to see you! Your crew is doing great! We planned another attack. Would your crew mind lending a hand at taking over another separatist station nearby?" + "Since your crew is doing good, we'd like to ask if your crew could aid us in another attack on a separatist station nearby?" + "We have noticed your efforts to maintain a good reputation with us and would like to give your crew a chance to prove you're serious with us. Aid us in an attack on a separatist station nearby and you'll be working with our top men soon enough!" + "Ah good to see you! Your crew is doing great! We planned another attack. Would your crew mind lending a hand at taking over another coalition station nearby?" + "Since your crew is doing good, we'd like to ask if your crew could aid us in another attack on a coalition station nearby?" + "We have noticed your efforts to maintain a good reputation with us and would like to give your crew a chance to prove you're serious with us. Aid us in an attack on a coalition station nearby and you'll be working with our top men soon enough!" + "Yes we would like to help. Which station is our target?" + "Here, I'll mark it on your map... We've also ordered some of our soldiers to assist you and your crew during the attack. They'll be joining you in just a moment." + "Sorry, but we currently got other business to take care of first." + "Alright. Let me know when you dealt with your business or if you change your mind." + "Yarhahar, what do we have here? Me eyes spied some good loot! Hope ye came prepared..." + You're receiving a transmission from another vessel. What do you want to do? + "This is CO-CT-43. State your business in this area immediately!" + (Tell the truth) "We're here to rob you obviously... Get ready to be boarded!" + "At least your honest... *EVERYONE GET TO YOUR STATIONS! WE GOT HOSTILES INCOMING*" + (Tell a lie) "We have official orders from Admiral Edward to check your cargo for potential stowaways. Please cooperate with us and stop your submarine." + "Oh Admiral Edward? Yes we'll stop our vessel immediately! Welcome on board!" + "How stupid do you think we are? There is no Admiral Edward! Whoever you are, we suggest to turn around and get out of our way or face the consequences." + The reactor is buckling and whining with pressure, what do you do? + Release Pressure + The reactor shudders, but you hear the steam whistle out of the core. It seems someone wired something to it... + The reactor gurgles as the steam swells the protective hoses leaving the core, it seems a qualified engineer is required. + The smell of sulfur burns your nostrils... + Hidden in the walls, you notice a small metal box glimmers. + You find a note stashed in a detonator with detailed instructions on what needs to be done for democracy. + A pirate has stopped and is looking at you like he is waiting for you to do something. What will you do? + Keep walking. + You don't care and go on with your business. + You hear someone calling out: "Hey wait a second!" + Attack (Destroy the Pirate Outpost) + "I really don't like the looks of you filthy pirate scum... Time for pest control!" + Rip 'n' Tear (Destroy the Pirate Outpost) + "It's time to send you all to hell!" + "Can't afford our hospitality huh? Don't worry, I'll give you the royal treatment!" + "Uh Oh." + You try pressing the button, but the door seems locked. You can hear a raspy voice from the other side: \n"Should've paid, the toll, chump. But if you REALLY want in... we can find an arrangement..." + *Sigh...* How much? + 500Mk. Pay up or stay out. + Fine... + No way. This is racket. + "Nice. Lookin' forward to doing business." + "Trying to swindle me? No cash, no guns." + "Hah! Come back if you change your mind. I'm not going anywhere." + "This guy's trying to steal our supplies!" + As you walk down the hallway, an unsavory individual puts a hand on your shoulder. "Fancy ship you've got there. A real beauty... Bet it cost you a little fortune." + It's just a hunk of junk. + Bugger off + The man keeps following you. "Used to be a captain you know? Mine was sunk by one of those coalition dogs. Tried to run a blockade with a shipment of the good stuff, turns out Dugongs aren't known for their speed." + The self-proclaimed pilot spits on the floor. "Took a straight hit by a railgun. Tore a hole in the amidships, but somehow me and my crew limped back to this rat hole of a station. Bet if I had yours, things would've been different..." + Tough luck mate, I wish you the best. + Not my problem. + The involuntary landlubber is back again, and pulls something from under his coat. For a brief moment you think it's a gun, but it's just a bottle of rum. "You know what, I've got a good feeling business will resume. Pulled these babies from my personal stash. This one is on the house!" + Never say no to free booze. + Get the hell off me. You're not my buddy, pal. + Drink up, and make sure to share with aaaaall your crew! To the last drop. Me, I won't be staying here for long..." \nYou catch a glimpse of a sinister chuckle. + "Whatever. Guess we just don't get along. Don't worry, I'll be leaving soon..." + There's a loud sound in the airlock... + "We're taking over this ship!" + "Hm? Ye lookin' for work ye say? Lemme tell ya somethin'! Ain't no administration service here! But... Got me a lead about a coalition transport passing near here and I'm not sure if me crew is ready for it. Imma sell it to ya if ye got the cash!" + Buy (1000mk) + "Hah great! Lemme show ya where they gonna pass!" + "Ain't gonna give it to ya for free dumbass! Come back when ye got the scratch!" + "COALITION BOUNTY ISSUED", the discolored and damaged posters list off sites of destruction and infestation, seems like the coalition is in over their heads. You can only make out one set of coordinates. + A tax free paycheck couldn't hurt... + “There is a massive lair nearby bubbling over with more and more creatures by the minute, if you can take it out there is a reward in it for you!” + Understood + This automated station scans the surrounding area for minerals. A message is displayed on the terminal: \n\n"PAY 1000MK TO ACCESS THIS UNIT'S SCANNING DATABASE" + Transfer the money + "ACCESS GRANTED. POTENTIAL MINERAL DEPOSITS CAN BE FOUND AT THESE LOCATIONS..." + "INSUFFICIENT FUNDS. ACCESS DENIED" + A panel displays a message from the outpost's taskmaster. \n\n"CONSTRUCTION UNITS REQUESTED. MAY BE FABRICATED AND PACKAGED USING THE FOLLOWING MATERIALS:" \n\n-Lead \n-Copper \n-Steel \n-Iron \n-Zinc \n-Aluminium + "Hey you! We're running short on materials and the next delivery has been delayed a few days. We don't want to spend more time on this construction site than we have to... You don't happen to have 5 crates of building materials you could spare? We'll pay for them of course!" + We do. Let me go grab them for you. + "Oh wonderful! Speak to me again once you're done delivering them to the cargo unit over there to collect your payment." + I am not sure. Let me check our cargo first. + "Alright! If you happen to find some, deliver them to the cargo unit over there and talk to me once you're done." + Not interested in selling. + "I see... Well if you happen to change your mind, you know where to find me." + We're lacking the materials. + "I see... Well then I guess we'll have to wait for the official delivery then." + "Oh hey! Did you guys change your mind? We really could use those 5 crates of building materials!" + Yes, the crates are on their way. + "I see you've delivered the required amount. Here's your payment!" + Thank you. + "Oh and since you're on good terms with us, administration stated to throw the current building plans out and let you decide on what type of station we should build here. So what's it going to be, boss?" + A Settlement + "Alright, a settlement it is. I'll be returning to work now. Safe travels to you!" + A Military Base + "Alright, a military base it is. I'll be returning to work now. Safe travels to you!" + A Research Station + "Alright, a research station it is. I'll be returning to work now. Safe travels to you!" + A Hospital + "Alright, a hospital it is. I'll be returning to work now. Safe travels to you!" + "I'll be returning to work now. Safe travels to you!" + "I'm afraid that won't be enough. Check your cargo hold and see if can find some more." + Alright, I'll go check again. + Sorry, but that's all we got... + "In that case I recommend taking your cargo back. We'll be waiting on the official delivery then instead." + Bandits + Gangs of outlaws that roam the murky seas of Europa and engage in criminal activities. Dangerous, but open for business... + Opportunists, brigands, pirates... Truly a villainous bunch. + Initiate Robes + A dark garment traditionally worn by acolytes of the Church of Husk. Imbued with pheromones that pacify feral husks, helping the acolytes stay safe until they're ready to ascend. + Ritual Chalice + A decorated Chalice used in ascension rituals. + Poster - Religion is Poison + Nuclear Bomb + A nuclear bomb, causing a massive fallout after detonation, killing everything in its path. 60 seconds until detonation when armed. + Portable Nuclear Device + Construction Material Crate + A crate full of processed construction materials. Can be delivered to construction sites. + Soft, flexible metals + Harder, sturdy metals + Construction work at [name] was stopped due to nearby dangers. + Ongoing constructions at [name] were abandoned due to nearby dangers. + The construction site at [name] was closed down and abandoned due to nearby dangers. + Husk Temple + Abbey of [name] + Cathedral of [name] + Chapel of [name] + A scientific outpost of the Church of Husk. + Sinking Circus + The Circus on tour at [name] + The Sinking Circus has left the area. + The Sinking Circus has arrived in [previousname]. + Entertainers, travelling the cold seas of Europa. + + St. Mendel + St. Darwin + St. Newton + St. Curie + St. Archimedes + St. Avogadro + St. Bohr + St. Einstein + St. Ohm + St. Kepler + St. Copernicus + Holy Bernoulli + Holy Fermi + Holy Mendeleev + Holy Al-Haytham + Pious Planck + Pious Pascal + Blessed Boyle + Sanctus Gauss + Guiding Galileo + Sacred Schrödinger + Hopeful Hypatia + Victorious Volta + Laplace's Grace + Faithful Fourier + Glorious Goodall + Port Royal + Tortuga + New Providence + Barataria + Matanzas + Eyl + Libertalia + Hai Tac + New Nassau + Clew + Barbary Rift + Campeche + Hodeidah + Emule + Plank + Bilgebath + Drunken Masts + Rumgone + Grim + [resourcename1] + Find the clown operative + Rescue a clown from a church outpost. + A naive clown left his troupe and attempted to infiltrate [location1]. Investigate the situation. + Intercept a church vessel + Prevent a delivery of medical supplies to a coalition outpost. Intercept the church's transport ship. + Transport ship located + Neutralize the crew or sink the submarine to the bottom of the sea! + Navigate the submarine to [location2] to claim your reward. + The shipment has been seized. + The shipment has not been intercepted. + Shipment recovered + The cult's scientist has been successfully eliminated. Leave the outpost at once complete the mission. + Cultist Ambush + Seek out the Jovian Separatist vessel that has been terrorizing this area and eliminate its crew. The marked locations show where the ship has last been sighted. + Incoming transmission + “Your transgressions against our church will no longer be tolerated. May you find mercy into the depths!” + Outpost assassination + An informant in the [location1] has told us a leading scientist of the church has been developping a devastating bioweapon prototype there. Kill the target and put an end to their research. + The cult's scientist has been successfully eliminated. + Eliminating the scientist failed. + Scientist killed + The cult's scientist has been successfully eliminated. Leave the outpost at once complete the mission. + Personnel Transport + Escort a number of personnel from [location1] to [location2] while ensuring their safety. + Personnel transport successful, and the extremists have been dealt with. + Escorted personnel did not reach their destination, or the extremists were not uncovered and neutralized. + Personnel died + Too many of the escorted personnel have perished at sea. The mission is a failure. + The threat has been subdued. + Looks like that was the last of the extremists. Check on your crew and reach [location2]. + Jailbreak + The Church of Husk has tasked you to free some of their proselytes who are being held captive. + The proselytes have been rescued. + Freeing the proselytes failed. + The proselyte has been rescued. + Freeing the proselyte failed. + Delivering medical supplies + [location2] is in dire need of medical supplies, and the church has tasked you with the delivery. + The medical supplies have been delivered. + The supplies have not been delivered. + Smuggling calyx extract + The church wants you to smuggle husk eggs hidden among other medical supplies to their operatives in [location2]. + The calyx extract has been delivered. + The supplies have not been delivered. + Escort a high-ranking ecclesiast + One of the church's researchers must be transfered to the [location2]. Ensure their safety. + VIP transport successful. + Escorted personnel did not reach their destination. + Gather Slime Samples + The church of husk will pay [reward] for samples of slime bacteria. Harvest and deliver them to the [location2]. + Slime gathered + Enough slime samples have been harvested. Head to the outpost for your reward. + All the samples have been delivered. + You did not deliver the samples. + Destroy a monster lair + Monsters have nested deeply into [location1] and are now spreading in the surrounding areas. Plant a nuclear device inside and blow up the place once and for all. + The lair has been successfully destroyed. + The location remains infested. + Lair destroyed + The lair has been destroyed. A reward will be sent by the nearby authorities. + Reach the heart of the lair with the bomb + Plant the bomb near the heart + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Help us to get rid of them by finding and destroying any of their eggs inside the cave. + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Husked Crawler Lair + Husked Crawlers are spreading rapidly at [location1]. We can't let this spread further! Help us to get rid of them by eliminating every single one you can find in that cave! We've sent you something to help deal with them, check your cargo. Better place that bad boy far away! + The husked crawlers have been successfully eliminated. + The location remains infested. + Crawlers killed + "Wow good job! Seems like you succesfully killed every single one of them in there. Leave the area and we'll send you your pay." + Mineral Deposits + The survey outpost has located [resourcename1] and [resourcename2] on the way to [location2]. + That should be all of the surveyed minerals. + You have mined all of the [resourcename1] and [resourcename2] deposits. + Minerals mined + Mineral + Extensive Research + Her dedication to her research has given her the knowledge to use alien materials to craft dementonite tools. + Tipsy + You provided her with alcohol, now live with the consequences. + "Pssst. Hey you, over here." + A suspicious figure speaks quietly: "I've heard of you. And I know you take odd jobs. Can I interest you in a most lucrative opportunity?" + "See, people come and go around these outposts, but nobody knows when and where. That's captain confidentiality." + "Well me and my partners all over Europa came up with a little system. We plant tags in the clothes, and with a simple scanner in the airlock, we know exactly who docks and who leaves. Then we sell the information to whoever needs it. Separatist dissidents, coalition bigwigs, juicy merchants... you name em, we find em. That's where you help." + As long as you pay... + "I can't be seen rummaging around the crew quarters, so you're up to the job. Grab a bunch of clothes from the lockers, and bring them to me in that bag. I'll do my thing and put them right back in." + "Perfect. I'll get to work. Remember: We never spoke." + "Won't do. Get me more clothes." + "Pssst. Hey you, over here." + A disheveled individual whispers: "Hey, looking for a bit of quick cash?" + "Those vending machines man, they're a scam. But I know a trick to make them spill their insides." + "Hit em as hard as you can. That'll attract the attention" + Not exactly subtle... + "Yeah that's why you do the smashing and I do the looting. Keep security busy while I grab the goods. Now get to work." He hands you a crowbar. + That one looks full. Ready your crowbar... + "Yeah that's why you do the smashing and I do the looting. Keep security busy while I grab the goods. Now get to work." + "Good job. Here's your share." + "You found us! A warm welcome to our guests." + Ransoming a VIP + A wealthy executive is conducting business in [location1]. Drag him to your submarine alive and escape the station. + The VIP has been extracted. + You didn't get the VIP. + Ransoming a VIP + VIP secured, time to leave! + The VIP has died. + Drop off the VIP at a beacon station. Alive. + "Fancy clothes, expensive watch... That's the target." + Pirate Outpost + Pirate Outpost + This place is a den of thieves. You're free to conduct business... but you could also rid Europa of this scum. + You cleared the outpost of its undesirable inhabitants. Europa is a safer place now. + The pirates still remain in control of the outpost. + Pirates Eliminated + You cleared the outpost of its undesirable inhabitants. Europa is a safer place now. + "These guys are trying to break in! Get 'em!" + A visibly distraught researcher stares intently at the research terminal. \n"Ghosts! They're speaking to me!" + "Ghosts? Aren't you a scientist?" + "It's those aliens! They're inside my head! I swear I saw them... the ancient scriptures! The song of the TRUE Europans!" + "You're clearly psychotic." + "Maybe YOU are not enough! If only you could see the things that I see..." The researcher scurries away in a panic. + Leave the madman to his ravings. + "Come. Listen. Deeper..." + You're not quite sure what you just witnessed. But somehow, you feel like you can see a ...path to the end of your journey. You're left perplexed, and also a little paranoid. + You hear a muffled voice calling out the passerbys: "Salvage, rare metals, I've got them all! Hey you traveller, interested into some first rate, former submarine parts?" + "You're selling me ...scrap?" + “One man's junk is another's treasure. You wouldn't believe what you can find patiently waiting at the bottom of the sea. Scrap could be anything: broken down engines, electronics... it could even be a boat! So, how about helping me kick off this business by being my first customer?" + "For 250 marks, all this scrap can be yours!" + “Deal.” + "Here you go! This is the start of a lucrative business venture!" + "I'm not giving it for free! You gotta pay up!" + The familiar glint of a metal bucket and the person wearing it catches your eye: "You again! As you can see, I'm still in the salvage business. And I got my hand on some brand new, high-quality scrap! Interested in buying?" + "For 250 marks, all this scrap can be yours! Again!" + "Never thought any sane person would buy that junk TWICE! Since you're my best and only customer, let me give you a tip as a bonus: Here's a wreck I found a while ago, but it proved too dangerous to loot. Maybe you can give it a shot..." + Saul Väger + A hooded figure signs to you. "Blessings, dear traveller. I've been looking for a vessel capable enough to rid us of handling a most delicate task." + "Sounds fishy." + “Our church is running crucial experiments on unique organisms and rare mutations, all for the good of humanity. But with the pursuit of progress comes unfortunate... incidents." + "Incidents?" + “Some of our test subjects escaped containement during transport to one of our churches. Save those lost souls and bring them back to our sanctuary. We will reward your effort... and your silence.” + "I will do it." + "No way. Clean up your own mistakes." + “Take these sedative implements. They will help keeping the beasts pacified. Remember: keep at least one of the subjects alive.” + Capture a mutated crawler + Multiple test subjects have escaped from [location2], and the church has tasked you with recovering a specimen alive. + Target Captured + Keep the target alive until you reach [location2]. + Navigate the submarine to [location2] and keep the target alive. + Capture target + The specimen has been successfully captured and transported to destination. + Failed to retrieve the specimen alive. + Escaped Crawler + Cave Pest + Disgusting! Throw it away! + Pest Nest + A nest of cave pests. These worm-like organisms fall on unsuspecting prey and dissolve them with acid. + Heaps of trash are piled up in a single place, saturating the damp air with the stench of mold. You didn't think this place could get any filthier. + You hear an irregular thump coming from inside a suspiciously wrapped package... + Kick it. + Stay the hell away. + Suspicious package + "You're part of the crew that just docked? Listen, we have an emergency here, and we could use your ship." + "My ship? How?" + "One of our residents caught some kind of unknown space flu from a recent expedition. Luckily we immediately put the patient in quarantine, but can't figure out whatever the hell is incubating. Worse, this station doesn't have the means to treat it. So far only Stabilozine seems to have an effect, but it's just temporary." + "Maybe it's a Lupus?" + “No, and we're running low on supplies. That's why we need you to transport the patient to the medical facility nearby, before this situation turns into a potential outbreak." + "Anything to save a life." + "An infectious disease in an enclosed submarine? Not happening." + Escort a patient to a medical facility + A resident of [location1] has contracted an unknown illness, and needs to be transported to [location2] for immediate treatment before the disease spreads. + Patient died + The patient did not survive transport. The mission is a failure. + Medical facility reached. The patient has been taken into urgent care. + The patient did not reach their destination. + Patient + Mysterious Disease + You're not feeling well, and you don't know why. + The patient is afflicted with an unknown, contagious disease, and requires medical attention. + Sickness + You're now also sick. Try to isolate yourself and tough it out. + The mysterious disease has spread to the crew... + “A transport vessel has been illegally dumping barrels of dangerous industrial waste in the waters nearby. If we don't do something, they will contaminate the water and make the passage unsafe. We'll pay anyone for cleaning up the cave and properly disposing of the waste in a nearby outpost” + “Yuck.” + Cleaning Industrial Waste + Irradiated industrial waste was dumped by unscrupulous captains between [location1] and [location2], and is now polluting the area. Retrieve the waste and bring it to a nearby outpost for safe disposal. + Industrial Waste + The waste has been successfully retrieved. + Failed to retrieve the waste. + Waste retrieved + The barrels of waste have been retrieved. Bring them to [location2] to be processed safely. + Some of the waste barrels are now on board the sub, but there is still more to retrieve. + Bring the waste back on board, but beware of its high dangerosity. + A stressed out worker grabs your attention. "We've received a message from a nearby industrial outpost. Apparently they're short on labor and are overworking the machinery to meet production quotas. We have our hands full over here, but if you have extra manpower to spare, try and give them technical assistance. Some extra elbow grease wouldn't hurt...” + “We might swing by the place, but no promises.” + Industrial Stress + [location1] has trouble meeting its production quota, and the station workers are overwhelmed. See if you can help with the situation. + The station has been repaired and is functional again. + You didn't help repair the station. + Industrial Incident + You hear screams around the station. A large fire has broken out and the station is erupting into chaos. Repair it! + You've managed to repair the broken machinery. The outpost is functional again, although a little singed. + You hear multiple docking ports disengaging as the remaining inhabitants of the station made their escape, leaving it abandoned. + This place now lies in ruins... + According to the tracker you're not even at a station! Don't waste our time! + You're at a station of the church of husk. We have no intend on interfering with them. Permission denied! + You're at a pirate station. We are not interested in that facility. Do whatever, but we will not claim the station! + You're calling the coalition over the military frequency... + You're calling the separatists over the military frequency... + We'd like to take over a station for you... + "Understood. You can proceed, but be aware that we won't be able to pay you much nor are we able to assist you with this, but you can keep whatever equipment you find! So best of luck to you and your crew!" + You hear someone tune into your frequency: "Enough! We yield! The station is yours... Just please stop with the bloodshed!" + You're receiving a call from the seargent: "Good work! The station is now under our command! We've delivered a little gift to your submarine. Go check it out!" + You notice a crate. Upon opening it you find a military radio with a note: \n"Use this to call into our military frequency and inform us about any other takeovers!" + "According to the tracker you've lost the military radio. Here's another one, but take good care of it! Those things don't come cheap!" + Movement was detected near the remnants of [name]. + Destroyed Station + [name] (Destroyed) + + A recently destroyed station. Its entrance is inaccessible by submarines. + It is impossible to dock here. + + “A nearby habitation outpost has ordered a special delivery of fresh meat. We need someone to safely escort a pack of Orange Boys to the destination.” + “Sure. They're so cute... and so delicious.” + “Sorry, pets are friends, not food.” + Escort Orange Boys + [location2] has requested a delivery of fresh Orange Boy meat and you've been tasked with herding them to destination. + Mission failed + Too many Orange Boys died. + Mission success. + Targets escorted succesfully. + Escort targets + Most of the Orange Boys have been safely transported to destination. + Failed to transport Orange Boys to destination. + A person wearing an strange helmet shouts towards your direction: "Hey I think that's the guy!" + "Are you talking to me?" + The odd group presents itself as the Orange Protection Society. “We've heard word of an unscrupulous captain trafficking kind orange souls to slaughter them! Soon, the entire species will be endangered due to the gluttony of a few cruel flesh-eaters! They are the real monsters of Europa, as well as those who do their bidding for money!" + "Like humans, the Europan Lobscrab is an amazingly social, smart and kind animal. They can live to be more than 100 years old, most of them older than any of human on this moon! Do you have any idea how they feel, being boiled alive and devoured?" + “You're mistaken, we were taking them to a loving forever home.” + There's an awkward silence. "Oh, what a relief. I'm so glad they're safe and sound. I must apologize, there's still some good left in the world after all. Take this, as a token of the Orange Protection Society." + "They feel delicious, with a touch of Moloch butter." + "That's the orange butcher in person! Get 'em!" + Chuch of Husk missionaries have baptized the new [name]. + Assassinate a key witness + An escaped member of the Red Mantis gang has been taken into custody inside a coalition outpost and is threatening to reveal secrets about the organisation. Silence the witness, permanently... + The witness has been eliminated. + The witness is still alive. + "We got a bounty if you're interested. The Red Mantis gang has put a hit on a target." + "Tell me more..." + "One of their old lieutenants has caught cold feet and turned tail towards the neareast coalition outpost. Word is, they're going to rat out their old crew to the authorities. Of course, the gang doesn't really like that prospect, so they're paying a nice sum to keep that snitch from babbling." + "I'll squash the rat." + "That's a job for a sea-cario." + "..." + "Here's where you should find the hit. Probably waiting in a cell until they get a full confession out of the traitor." + "No thanks, we try to stay out of gang business." + The pirate mentioned the turncoat was here, but didn't expect to see several prisoners in the same place. You can't tell which one is your target... + "Who the hell are you? Am I finally getting out?" + "I don't know you. Am I leaving?" + "The Red Mantis crew sends their regards." + "Red Mantis? Fuck! Security, there's a guy out to get me!" + “No really who the fuck are you? Security!” + "Nevermind. Stay inside." + "Whatever you say, chief..." + "Quit givin' me false hope..." + "Whoever you are chump, I'm outta here!" + The status monitor is displaying a warning about an oxygen generator malfunction. Better order a mechanic to take a look. + You're a little late, but the chemical scrubber was leaking a large quantity of ammonia through the vents all over the ship. Thankfully the liquid has ran out. + The chemical scrubber is leaking a large quantity of ammonia through the vents all over the ship. + The remaining fluid should dissipate over time if you just wait... but you could also purge it all at once. + Purge the fluid at your own risk. + You remember the purging procedure. Get the crew ready! + You wish you hadn't traded the operating manual for opium. Here goes nothing... + Wait for the problem to resolve itself. + You hear scrambled noises coming from your headset. The beacon signal is active, but it's malfunctioning and jamming nearby communications. Better not stay around. + Clown Delivery System + Through an impossible feat of clownpression technology, the children of the honkmother can somehow squeeze themselves inside a railgun shell to be shot across stations. A great way to kick off a surprise party! + "It looks like you're docked to a friendly station. Over." + “We've got a shipment of brand new defense bot models ready to be sent to a nearby outpost. They're fragile, so make sure to performance maintenance on them and keep the humidity away.” + “Beep Boop.” + Transport Defense Bots + A shipment of inactive defense bots must be transported to [location2]. Keep the defense bots repaired. + Cargo damage + The defense bots broke during transport. + The defense bots have been transported safely. + Failed to transport the cargo to destination. + Cargo damage + Too many defense bots broke during transport. + Despite a minor malfunction, the defense bots have been transported safely. + Failed to transport the cargo to destination. + Inactive Defense Bot + An inactive defense bot that needs to be transported to destination. Needs regular maintenance. + Defective Bot + You've overheard the head scientist of this outpost is looking for a well-armed vessel. "So you've come to help in our research, traveller. I have a mission that requires an adventurous spirit." + "What is it?" + “The almighty husk is ever changing, taking new forms and unifying all life. We have baptized such organisms Chimeras. To further study this new biological construct, we need blood samples, extracted from a subject." + "Interesting..." + "You're saying it can get even WORSE?" + The scientist hands you a vial with a needle. “Plunge this spike into the heart of the Chimera until the receptacle is full, then bring the container to a safe destination.” + "I will do it." + "No way." + Gather a sample of Chimera blood + The church of the Husk has tasked you with collecting a sample of blood from a Husk Chimera. Extreme caution is advised. + Blood sample extracted + Do not lose the samples until you reach [location2]. + Reach [location2] with the samples. + Husk Chimera + The chimera blood samples have been secured. + Failed to retrieve the blood samples. + "I will do it." + "No way." + "Tell me more..." + Accept + Agree + Disagree + Leave. + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/LatinAmericanSpanish/LatinamericanSpanish.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/LatinAmericanSpanish/LatinamericanSpanish.xml new file mode 100644 index 00000000..64521857 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/LatinAmericanSpanish/LatinamericanSpanish.xml @@ -0,0 +1,1765 @@ + + + + + Aceptar + Escuchar + Investigar + Rechazar + Ignorar + Irse + "Ahora no." + Estás recibiendo una extraña señal de radio, podría valer la pena investigar... + Alaridos llamativos hacen eco en el casco, algo debe estar emitiendo esas extrañas señales. + Chillidos estremecedores provocan escalofríos por toda tu espina dorsal, algo debe estar emitiendo esas extrañas señales. + Estás recibiendo una señal de socorro automática, podría valer la pena investigar... + Estas recibiendo una transmisión de SOS de algún lugar cercano a tu localización. + Estás recibiendo una señal alienigena, podría valer la pena investigar... + Un misterioso y constante silbido despierta un profundo temor, algo debe estar emitiendo esas extrañas señales. + La extraña señal de radio se vuelve más fuerte, tiene que estar cerca... + "Ahora no tenemos tiempo para esto." + El reactor está pandeando y silbando vapor a presión, ¿Qué haces? + Liberar presión + El metal del reactor vibra, pero oyes que el silbato de vapor fuera del núcleo. Parece que alguien le conectó algo... + El reactor burbujea mientras el vapor hincha las mangueras que salen del núcleo, parece que hace falta un ingeniero cualificado aquí. + El olor a azufre quema tus fosas nasales... + Oculto en las paredes, notas el tenue brillo de una pequeña caja metalica. + Encuentras una nota oculta en un detonador con instrucciones detalladas de lo que hace falta hacerse por la democracia. + Un tosco luchador de la libertad salta de la caja, mientras sacude salvajemente un arma de fuego. + Parece que el cargamento de otro capitán fue incorrectamente enviado aquí. ¡Genial! + La caja contenía una pequeña carta con un sello de la coalición. La carta es en realidad una multa, vaya suerte. + La peste a carne podrida da lugar a un oxidado traje de buceo que comienza a pararse fuera de la caja por su propia cuenta. + Un sonriente harlequín saluda tu mirada con una ruin mueca, baba cae de debajo de su máscara. + Te acercas a un civil aparentemente asustado.¿Que haces? + "¡O me das todo tu dinero o tú no sales de aquí con vida!" + "Bueno bueno... ¡Eso es todo lo que tengo!" + "¿Cuales son tus últimas palabras?" (Ejecutar) + "¡No no no espe..." + "¡Únete a nosotros o muere como el resto!" + "¡Está bien! Haré lo que sea, ¡Pero no me hagas daño!" + "¡Prefiero morir antes que unirme a unos inmundos piratas!" + Una serie de folletos decoran la pared, cada uno con una recompensa. ¿Cuál tomas? + Recompensa por piratas + -RECOMPENSAS DISPONIBLES PARA CAZADORES DE PIRATAS LOCALES- + Piensas en tu cabeza: "La coalición de verdad necesita gente que ensucie sus manos para ellos en secreto." + Eliminación de fauna + -FAUNA LOCAL CAUSANDO ESTRAGOS - PAGAMOS POR SU MUERTE- + Piensas en tu cabeza: "Alguien tiene que acabar con esas peligrosas criaturas." + Misión de minería + -CUEVA LOCAL PUEDE CONTENER DEPOSITOS MINERALES - PAGAMOS POR UNA PRUEBA DE SU EXISTENCIA- + Piensas en tu cabeza: "Un poco de trabajo minero honesto, ¿Qué podría ir mal?" + Tranporte de cargamento + -SE REQUIEREN CAPITANES PARA CARGAMENTO CONGELADO- + Piensas en tu cabeza: "Para ser honestos, ¡Me importan tres mierdas los límites de velocidad!" + Rescate de botín + -UNA SEÑAL HA APARECIDO EN UNA CUEVA LOCAL - PAGAMOS A CUALQUIERA QUE INVESTIGUE Y RECUPERE LO QUE ENCUENTRE- + Piensas en tu cabeza: "¡Seguro que habrá algo que sacar de allí abajo!" + Parece que te hace falta un trago. + Parece que te hace falta otro trago. + ¿Otra ronda? + Ron (150 mr) + Sólo tenemos edulcorante artificial, lo siento. + Tengo más de eso si quieres, para todo el día. + ¡Dale! ¡Fondo blanco! + Únicamente damos crédito a locales, primero muéstrame el dinero. + Dejar propina e irte (50 mr) + Déjame darte algo a cambio de eso; revisa esta señal cuando desatraques, quizás haya algo de valor. + Hombre, ojalá los cumplidos pagaran facturas, de todos modos gracias. + "Tengo algunos materiales de sobra aquí, ¿Te interesa? ¡Aunque sólo puedes elegir uno!" + 4x Barra de combustible (900 mr) + "Ten aquí algo de combustible extra." + "Lo siento, no hago caridad." + 2x Circuito FPGA (250 mr) + "Aún puedes sentir el aroma del fabricador en ellos." + "Sabes que cuestan dinero, ¿Verdad?" + 1x Extintor (100 mr) + "Hombre precavido vale por dos." + "Pues estarás en problemas si tienes un incendio." + "Aquí no ayudaremos a los de tu tipo." + "Hoy vas a pagar, ¡Viva la revolution!" + "Tengo un exceso de tanques de combustible, si es que necesitas reponer." + 8x Tanque de combustible (1000 mr) + "¡Recuerda, altamente inflamable!" + "Lo siento, no hago caridad." + 1x Chatarra + Información (1000 mr) + "Conseguí esto de un naufragio cercano, deja que lo marque en tu mapa..." + "La chatarra de uno es el tesoro de otro, hijo. Paga el precio." + "Tengo un exceso de munición, si es que buscas reponer, ¡Pero solo puedo venderte un paquete!" + Caja de munición de cañón de Gauss (150 mr) + "Genial, dámelo todo." + "Esta munición no es un regalo." + 12x Munición de revólver (600 mr) + "El viejo y confiable .38" + "Sabes que las balas no son gratis, ¿Verdad?" + 2x Cargador de subfusil (400 mr) + ".45, para matar el alma." + "Sabes que las balas no son gratis, ¿Verdad?" + "¿Llevas contigo algún bien robado?" + "No, señor." + "Más te vale." + "Ninguno que tu sepas." + "Un listillo, ¿Eh?" + "Te mantendré bien vigilado." + "Está bien, oficial. Me comportaré." + "Ya veremos..." + "¡Todos los guardias son unos bastardos!" + "Así que lo haremos por las malas, ¿Eh?" + "Tengo a un sospechoso aquí, necesito refuerzos." + Sobornar (500 mr) + Sobornar (250 mr) + Sobornar (75 mr) + "Pensándolo bien, tu no eres el tipo que estaba buscando." + "¿Me estás intentando sobornar con esa miseria?" + "¿Estás intentando sobornarme?" + Insultar + "¿¡Que me dijiste!? ¡Archivaré un reporte si no paras!" + "¡Ya estuvo! ¡Usted está bajo arresto!" + "Si, ¡pues mejor que circule!" + Un pirata se detiene y te mira como si esperara algo de tí. ¿Qué haces? + Irte + No le prestas atención y sigues con tus asuntos. + "¡Hey, espera un segundo!" + Atacar (Destruir el puesto de avanzada pirata) + "De verdad me jode ver piratas inmundos... ¡Hora del control de plagas!" + Hacerlos mierda (Destruir el puesto de avanzado pirata) + "¡Te voy a llevar al infierno!" + La estación está intentando establecer conección... + ¡Hey! ¿Son estúpidos? ¿Creen que no vemos quiénes atracan? ¡Pues piensen dos veces, ojetes! ¡Ustedes son de la coalición! Ni siquiera piensen en asomar un pié aquí o lo van a lamentar, ¡Idiotas! ¡Piérdanse! + "Tengo un putísimo bombazo si buscas cargarte. Te vendo un paquete que te guste." + Hipercina (500 mr) + "Ohhhh, esa es de la buena." + "Tu no te pondrás loco gratis." + 6x Munición del cañón de mano (1000 mr) + "Esto atravesará cualquier armadura de la coalición, mantis, e incluso caparazón de un moloch, ¡Lo juro!." + "¿Acaso parece que hago caridad?" + 2x Cargador del fusil de asalto (1000 mr) + "Estos están hechos con odio y cargados con intenciones oscuras. Asalta responsablemente." + "¿Acaso también llegaste de la estación abandonada? Hace falta un poco de dinero aquí." + "Ya know we don't just let everyone walk right in. There's a fuckin' toll! Word of advice: It's better to pay up!" + Pagar peaje (1000 mr) + "¡Já! Así me gusta. ¡Sin líos!" + "¿Sabes qué?... Si doblas la paga, ¡Diré cositas bonitas de ustedes a las otras tripulaciones!" + Pagar 1000mr (Reputación en la Coalición -20) + "¡Já! ¡Sabía que te caía!" + "Amigo, ni siquiera tienes la lana... ¿Me estás jodiéndo? ¡Pues vete a la mierda!" + "¡Pff! Está bien... ¡Sigue chupando la bota de la coalición!" + "¿Ni siquiera tienes el dinero? Seguro tienes algo que me haga valer el tiempo." + Regatear (750 mr) + "¿Vas en serio? Me estás jodiendo, ¿Verdad? ¡Bueno está bien! Pasa..." + "En tus sueños, cariño." + "Oh pues tengo una mejor propuesta para tí..." + Rogar (100 mr) + "Tu lloriqueo me entretiene... No digas nada más y vete de mi vista." + "¡Esto es insultante, cachomendrugo!" + "¡Tu lamentable intento de historia no te va salvar!" + "Conozco un idioma que tú vas a entender." + Insultar + "¡Oh estás tan putamente muerto!" + "¡Agarrenlo!" + ¡Agarren a esos cerdos de la coalición! + "Oh ¿Pero qué tenemos aquí? ¿¡Inmundicia coalicionista!? ¡Ya sabes que hay un puto PEAJE! ¡Paga, tonto!" + Pagar peaje (5000 mr) + "Eso es por pararte, ¡Gorrino!" + "Ahora te daré una pequeña oferta. Pagame el doble y le daré buena fama a tu tripulación con las otras tripulaciones de aquí." + Pagar 5000mr (Reputación de la Coalición -40) + "Hm no esperaba que de verdad pagaras. Está bien, diré cosas buenas de ustedes. A la coalición no le gustará oír esas cosas, jeje." + "Ustedes los coalicionistas son tontos como una roca. Ni siquiera saben contar su propio dinero. ¡Piérdanse!" + "Debí haberlo suponido. Sólo eres un leal lamebotas. ¡Vete a la mierda!" + "¿Ni siquiera tienes el dinero? Ustedes coalicionistas seguro tienen algo de interés para mi." + Regatear (3000 mr) + "Hazlo rápido, cerdo, o yo lo haré." + "Esperaba algo más de alguien como tú... ¡Ven aquí!" + "¿Sabes qué? ¡Olvídalo! ¡Estás frito!" + Rogar (1000 mr) + "Jaja ¡Oigan chicos! ¡Miren este puto llorón!... Está bien, me hiciste reir, ¡pasa antes de que me arrepienta!" + "¿¡Me estas jodiendo!? ¡Voy a quedarme con todo lo que haya en tu puto cadáver!" + "Tu lamentable intento de historia no te va a salvar, ¡Tampoco podrán ayudarte tus amiguitos de la coalición! ¡Dí tus últimas palabras!" + "¿Hm? ¿Dices que buscas trabajo? ¡Deja que te diga algo! ¡No hay servicio de administración aquí! Pero... Me llegó una pista de un transporte de la coalición pasando aquí cerca y no sé si mi tripulación está pronta para ello. ¡Te lo vendo a tí si tienes efectivo!" + Comprar (1000mr) + "¡Ja! ¡Genial! ¡Deja te muestro donde pasan!" + "¡No te lo voy a dar gartis, tonto! ¡Vuelve con la lana!" + "SE EMITIDA RECOMPENSA POR LA COALICIÓN", los posters decoloridos y dañados marcan zonas de destrucción e infección, parece que la coalición esta por encima de ellos. Únicamente puedes distinguir un conjunto de coordenadas. + Una paga libre de impuestos no hace daño... + “Hay una enorme guarida rebalsando con criaturas a cada minuto, ¡Si acabas con ella hay una recompensa esperando por ti!” + Entendido + + Tablón de trabajos + Transmisor de comunicación + A radio communication relay device which allows you to receive radio signals and communication. + Pato de caucho gigante + Un pato de caucho gigante para tirar y ver flotar en el agua. + Pato de caucho grande + Un pato de caucho grande para tirar y ver flotar en el agua. + Pato de caucho + Un pato de caucho para tirar y ver flotar en el agua. + Pato de caucho gigante + Un pato de caucho gigante con un gorro pirata y un parche en el ojo para tirar y ver flotar en el agua. + Pato de caucho grande + Un pato de caucho grande con un gorro pirata y un parche en el ojo para tirar y ver flotar en el agua. + Pato de caucho + Un pato de caucho con un gorro pirata y un parche en el ojo para tirar y ver flotar en el agua. + Exotraje Pirata + Un exotraje altamente modificado. Parece que algunos piratas son ingeniosos y lograron aumentar la resistencia al aturidimento y permitir que el usuario respire el oxígeno del casco, si hay disponible. + Exotraje pirata + Un exotraje altamente modificado. Parece que algunos piratas son ingeniosos y lograron aumentar la resistencia al aturidimento y permitir que el usuario respire el oxígeno del casco, si hay disponible. + Partes dañadas de exotraje pirata + Partes dañadas de un exotraje modificado pirata. + Bomba de residuos + Una bomba radioactiva hecha a mano para poner en un detonador, cañon de riel o carga de profundidad. ¡Mejor mantener las distancias! + Casco pirata + Blindaje corporal pirata + Bandana pirata + Sombrero de capitán pirata + Prendas pirata (Principiante) + Un atuendo arrugado hecho a mano por los piratas, diseñado para resistir las duras condiciones de la vida marina en Europa. Esta prenda particular es dada a principiantes y posiciones menores. + Prendas pirata + n atuendo arrugado hecho a mano por los piratas, diseñado para resistir las duras condiciones de la vida marina en Europa. Esta prenda particular ha sido modificada con una armadura de placas ligera. + Prendas pirata (Combate) + n atuendo arrugado hecho a mano por los piratas, diseñado para resistir las duras condiciones de la vida marina en Europa. Esta prenda específica es usada por tripulantes más experimentados y altos mandos para que sean protegidos durante el combate. + + Logo de la coalición + Logo a color de la coalición + Logo dañado de la coalición + Logo roto de la coalición + Logo de los separatistas jovianos + Logo a color de los separatistas jovianos + Logo dañado de los separatistas jovianos + Logo roto de los separatistas jovianos + + Asaltar una nave de cargamento de la coalición + Un nave de cargamento de la coalición está pasando. ¡Elimina a su tripulación y saquea su nave! + ¡Has eliminado a la tripulación de la coalición y saqueado su nave con éxito! + ¡No has matado a la tripulación de la coalición! + Nave de la coalición detectada + ¡Hora de atacar! ¡Ellos tienen el botín que tu quieres! + Tripulación de la coalición eliminada + Saquear su buque y continuar hacia [location2]. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Decides investigar la extraña señal alienigena. + La señal no fue investigada. + Llegaste. + Investigaste la señal. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Decides llevarte el artefacto. Podría valer algo. + La señal no fue investigada. + Artefacto recogido + Investigaste la señal y has encontrado un artefacto. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Decides llevarte el artefacto. Podría valer algo. + La señal no fue investigada. + Artefacto recogido + Has investigado la señal y encontrado el artefacto. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Decides llevarte el artefacto. Podría valer algo. + La señal no fue investigada. + Artefacto recogido + Has investigado la señal y encontrado el artefacto. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Decides llevarte el artefacto. Podría valer algo. + La señal no fue investigada. + Artefacto recogido + Has investigado la señal y encontrado el artefacto. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el moloch ha sido eliminado. + Objetivo eliminado + Resulta que la señal venía de ese moloch. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el moloch ha sido eliminado. + Objetivo eliminado + Resulta que la señal venía de ese moloch. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, los reptadores han sido eliminados. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el azotador tigre han sido eliminado. + Objetivo eliminado + Resulta que la señal venía de ese azotador tigre. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la reptadora matriarca ha sido eliminada. + Objetivo eliminado + Resulta que la señal venía de esa reptadora matriarca. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la reptadora matriarca ha sido eliminada. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la reptadora matriarca ha sido eliminada. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la horda ha sido eliminada. + Objetivos eliminados + Resulta que la señal venía de esa horda. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la horda ha sido eliminada. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la horda ha sido eliminada. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la horda ha sido eliminada. + Objetivos eliminados + Resulta que la señal venía de esa horda. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el pez ariete ha sido eliminado. + Objetivo eliminado + Resulta que la señal venía de ese pez ariete. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el pez ariete ha sido eliminado. + Objetivos eliminados + Resulta que la señal venía de ese pez ariete. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el pez ariete ha sido eliminado. + Objetivos eliminados + Resulta que la señal venía de ese pez ariete. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, los peces arietes han sido eliminados. La ruta debería ser segura nuevamente. + Objetivos neutralizados + Resulta que la señal venía de ese pez ariete. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la matriarca ha sido eliminada. La ruta debería ser segura nuevamente. + Objetivo eliminado + Resulta que la señal venía de esa matriarca. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el pez ariete dorado ha sido eliminado. + Objetivo eliminado + Resulta que la señal venía de ese pez ariete dorado. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el espinelante gigante ha sido eliminado. + Objetivo eliminado + Resulta que la señal venía de ese espinelante gigante. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, el espinelante gigante ha sido eliminado. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la horda ha sido eliminada. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la horda ha sido eliminada. + Objetivo eliminado + Resulta que la señal venía de esa horda. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, la horda ha sido eliminada. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, los fangorraptores han sido eliminados. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, los fangorraptores han sido eliminados. + Objetivo eliminado + Resulta que la señal venía de esos fangorraptores. + Encuentro aleatorio + Estás recibiendo una extraña señal alienigena... + Señal desconocida + Señal investigada, los fangorraptores han sido eliminados. + Encuentro aleatorio + Estás recibiendo una señal de socorro... + Señal desconocida + Señal investigada, el cuaderno de bitácora ha sido recuperado exitosamente. + La señal no fue investigada. + Información recuperada + Resulta que la señal venía del cuaderno de bitácora con algo de información encriptada. + Encuentro aleatorio + Estás recibiendo una señal de socorro... + Señal investigada, y la tripulación del buque pirata ha sido exitosamente eliminada. + La señal no fue investigada. + Señal desconocida + Encuentro pirata + ¡Neutraliza a la tripulación o hunde el submarino al fondo del océano! + Piratas eliminados + Resulta que la señal venía de esos piratas. ¿Habrán tenido botín a bordo? Navega tu nave a [location2] cuando estés pronto para irte. + Encuentro aleatorio + Estás recibiendo una señal de socorro... + La tripulación del buque pirata ha sido eliminado exitosamente. + La tripulación del buque pirata no ha sido eliminada. + Señal desconocida + Encuentro pirata + ¡Neutraliza a la tripulación o hunde el submarino al fondo del océano! + Piratas eliminados + Resulta que la señal venía de esos piratas. ¿Habrán tenido botín a bordo? Navega tu nave a [location2] cuando estés pronto para irte. + Buque pirata pesado + Busca la nave que ha estado aterrorizando esta zona y elimina su tripulación, pero recuerda que esos piratas han logrado fortalezer sus cascos, ¡así que o llevas fuego pesado o apuntas a las puertas y escotillas! Los puntos marcados muestran donde ha sido avistada la nave por última vez. + La tripulación del buque pirata ha sido eliminado exitosamente. + La tripulación del buque pirata no ha sido eliminada. + Avistamiento pirata + Piratas detectados + ¡Neutraliza a la tripulación o hunde el submarino al fondo del océano! + Piratas eliminados + Navega tu submarino hacia [location2] para reclamar tu recompensa. + Buque bullicioso + Hubieron avistamentos de un buque pirata atacando otros buques y robando su etanol y ron, reventando con música tan fuerte que atraen todos los monstruos de Europa a nuestras puertas. Hazte cargo de esos idiotas borrachos así no tenemos que lidiar con cosas mucho peores que ellos. Las zonas marcadas muestran donde sospechamos que la nave puede estar. + La tripulación del buque pirata ha sido eliminado exitosamente. + La tripulación del buque pirata no ha sido eliminada. + Avistamiento pirata + Piratas detectados + ¡Neutraliza a la tripulación o hunde el submarino al fondo del océano! + Piratas eliminados + Navega tu submarino hacia [location2] para reclamar tu recompensa. + Extraña nave pirata + Hemos oído rumores de una nave pirata con extrañas capacidades en esta zona. Por lo visto crean algun tipo de anomalía para protegerse a si mismos, ¡Así que querrás mantener tu submarino al margen! Las zonas marcadas es donde creemos que el submarino puede estar. + La tripulación del buque pirata ha sido eliminado exitosamente. + La tripulación del buque pirata no ha sido eliminada. + Avistamiento pirata + Piratas detectados + ¡Neutraliza a la tripulación o hunde el submarino al fondo del océano! + Piratas eliminados + Navega tu submarino hacia [location2] para reclamar tu recompensa. + Señor de los piratas + Se ha hablado sobre el búque del "Señor de los piratas" aterrorizando esta zona. ¡Elimina su tripulación y tendrás una jugosa recompensa! ¡Pero recuerda que es el buque del "Señor de los piratas"! ¡Tienen un casco muy fuerte y tienen armas pesadas así que preparate! Las zonas marcadas es donde la nave ha sido avistada por última vez. + La tripulación del buque pirata ha sido eliminado exitosamente. + La tripulación del buque pirata no ha sido eliminada. + Avistamiento pirata + Piratas detectados + ¡Neutraliza a la tripulación o hunde el submarino al fondo del océano! + Piratas eliminados + Navega tu submarino hacia [location2] para reclamar tu recompensa. + + Guarida de reptadores + Los reptadores se estan anidando en [location1]. Ayúdanos a deshacernos de ellos destruyendo cualquiera de sus huevos dentro de la cueva. + Los nidos fueron exitosamente destruídos. + La ubicación continúa estando plagada. + Nidos destruídos + "¡Buen trabajo! Parece que destruíste cada uno de los nidos que habían allí. Abandona la zona y nosotros te enviaremos tu paga." + Guarida de fangorraptores + Los fangorraptores se están anidando en [location1]. Ayúdanos a deshacernos de ellos destruyendo cualquiera de sus huevos dentro de la cueva. + Los nidos fueron exitosamente destruídos. + La ubicación continúa estando plagada. + Nidos destruídos + "¡Buen trabajo! Parece que destruíste cada uno de los nidos que habían allí. Abandona la zona y nosotros te enviaremos tu paga." + Guardia de azotadores + Los azotadores se están anidando en [location1]. Ayúdanos a deshacernos de ellos destruyendo cualquiera de sus huevos dentro de la cueva. + Los nidos fueron exitosamente destruídos. + La ubicación continúa estando plagada. + Nidos destruídos + "¡Buen trabajo! Parece que destruíste cada uno de los nidos que habían allí. Abandona la zona y nosotros te enviaremos tu paga." + Guarida de reptadores con parásitos vaina. + Reptadores emparasitados se propágan rápidamente en [location1]. ¡No podemos dejar que sigan propagando! Ayúdanos a deshacernos de ellos disparando a todos los que veas en esa cueva. + Los reptadores emparasitados han sido eliminados exitosamente. + La ubicación continúa estando plagada. + Reptadores eliminados. + "Vaya, ¡buen trabajo! Parece que has matado a cada uno de ellos allí. Abandona la zona y nosotros te enviaremos tu paga." + Basurero + Demasiados búques hallaron su fin en [location1] y todos sus desperdicios tóxicos derramados en el océano han transformado la fauna local en criaturas muy peligrosas. ¡No podemos dejar que esta plaga continúe propagándose! Ayúdanos a deshacernos de ellos matando y destruyendo cualquier huevo de criatura que encuentres en ese basurero. + El basurero ha sido despejado. + La ubicación continúa estando plagada. + Objetivos eliminados + "¡No creí que ibas a salir con vida de allí! Parece que acabaste con ellos. Abandona la zona y nosotros te enviaremos tu paga." + + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Medical Doctor\n-Shops: Military, Armory + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: General Goods + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication + A single building and the beginning of new life in this area.\nOffers:\n-Jobs + A landmark of Europan colonization. \nOffers the largest variety of stores and services + Offers:\n-Jobs\n-Crew for Hire + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Military + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Submarines, Upgrades, Military, Armory, Engineering Supplies + Offers:\n-Jobs\n-Medical Doctor + Offers:\n-Jobs\n-Crew for Hire\n-Medical Doctor\n-Fabrication\n-Shops: Pharmacy + Offers:\n-Jobs\n-Crew for Hire\n-Research Labs\n-Shops: Butcher + A construction site working on a new type of station.\nOffers:\n-Jobs + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Submarines, Upgrades, General Good, Engineering Supplies + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: General Goods, Minerals, Upgrades + A small automated module scanning the surrounding area for minerals.\nOffers:\n-Information about nearby minerals for mining operations + A mining operation exploiting pockets of dry caves for minerals.\nOffers:\n-Fabrication\n-Shops: Minerals + Offers:\n-Jobs\n-Crew for Hire\n-Research Labs + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Research Labs\n-Shops: Submarines, Research Supplies + Military fortification blocking off access to deeper areas.\nOffers:\n-Jobs\n-Crew for Hire\n-Medical Doctor\n-Shops: Military, Armory + Un paraíso seguro donde los piratas se reúnen y hablan sin atacarse unos a otros.\nOfrece:\n-Trabajos\n-Contrato de personal\n-Bahías de ingeniería\n-Enfermería\n-Laboratorios de investigación\n-Tiendas: Submarinos, Mejoras para submarinos, Bienes generales, Farmacia, Suministros de ingeniería, Armería, Pirate Equipment + La fauna local se propaga rápidamente a localizaciones cercanas. + Un sitio de alta actividad de fauna local, infectado con el parásito de vainas propagándose rápidamente. + Un sitio de alta actividad de fauna local, infectado con residuos propagándose rápidament. + Una sitio limpio de fauna y obstáculos, pronto para ser colonizado. + Los piratas están desarmando el puesto de avanzada abandonado para construir un paraíso de sus restos. + Las construcciones de nuevos asentamientos en [previousname] terminaron. Más colonos se mudan a sus nuevos hogares. + Los estudios de [previousname] mostraron la presencia de un depósito de minerales y están comenzando las excavaciones. + Los cultivos hidropónicos de [previousname] mejoraron sus instalaciones en una biósfera para producir carne suficiente para las estaciones cercanas. + Los piratas están desarmando el puesto de avanzada abandonado para construir un paraíso de sus restos. + La biosfera en [previousname] ha sido mejorada exitosamente a una instalación de alimentación. + Los estudios en [previousname] fueron concluídos y la instalación ha sido mejorada a un laboratorio de investigación. + Los colonos de [previousname] expandieron la colonia para que habite más gente. + La colonia en [previousname] ha crecido. + Más investigadores son arrastrados hacia [previousname] y están fundando un instituto. + Las excavaciones en [previousname] finalizaron y ahora están comenzando una mina. + El hospital en [previousname] fue exitosamente mejorado a un centro de cirugía. + La clinica en [previousname] necesitaba más capacidad así que la mejoraron a un hospital. + Perdimos contacto con [previousname] inesperadamente. Te advertimos que investigues con discreción. + La estación de baliza cercana a [previousname] recibió un mensaje de SOS de la estación, pero no se ha recibido más comunicación. + Informes de [previousname] indican que hostiles han invadido el puesto de avanzada. No se hallaron supervivientes. + Informes de [previousname] indican que hostiles han invadido el puesto de avanzada. Los supervivientes están siendo extraidos mediante batiscafos. + [previousname] ha sido marcado para colonización. + [previousname] tiene un buen espacio par establecer un puesto de avanzada. + [previousname] está pronto para ser colonizado. + La coalición ha marcado a [previousname] como una buena ubicación para colonizar. + [previousname] ha sido plagado de monstruos. + Swarms of husk-infected monsters were spotted around [previousname]. + [previousname] ha sido despejado por las fuerzas militares de la coalición de los alrededores. + [previousname] está bajo ataque de monstruos. + [previousname] ha sido salvado de una plaga. + Husk activity has decreased around [previousname]. + La coalición está colocando un bloqueo en [previousname]. + La coalición está moviendo tropas a [previousname]. + La coalición está guareciendo tropas en [previousname]. + Los colonos en [previousname] han expandido la colonia para que habite más gente. + La colonia en [previousname] ha crecido. + [previousname] se está expandiendo. + Los colonos en [previousname] comenzaron la construcción de una estación. + Los colonos de [previousname] comenzaron a trabajar en la creación de entretenimineto para sus habitantes. + [previousname] comenzaron con la construcción de mayor infraestructura. + Los ingenieros de [previousname] terminaron de cablear una bahía hidropónica. + Los mecánicos de [previousname] terminaron las soldaduras de una bahía hidropónica. + [previousname] comenzó a cultivar para los alrededores. + Los ingenieros de [previousname] terminaron de instalar fabricadores. + Los mecánicos de [previousname] comenzaron con la producción de bienes de consumo. + ¡Las industrias de [previousname] están en auge! + Las fuerzas de seguridad de la coalición comenzaron a establecer una base en [previousname]. + [previousname] está siendo controlado por la coalición. + Un campamento de la coalición está siendo establecido en [previousname]. + Un estudio de la zona entorno a [previousname] mostró un montón de formas de vida exóticas en la región. + [previousname] descubrieron un fascinante espécimen floral creciendo en la caverna. + La flora cercana a [previousname] despierta curiosidad científica. + Un estudio cercano a [previousname] mostró la presencia de minerales valiosos. + [previousname] encontró minerales alrededor de la estación. + Zonas ricas para minería fueron halladas en [previousname]. + Cinetíficos e ingenieros en [previousname] terminaron una planta de energía de fusión. + [previousname] ahora propociona energía de fusión a los alrededores. + La turbina refrigerante para la planta de energía de fusión en [previousname] está completa. + Ingenieros y mecánicos en [previousname] comenzaron a vender submarinos y partes de submarinos. + [previousname] finalizaron el dique seco. + Los astilleros de [previousname] finalizaron la construccion. + Ahora hay tratamientos médicos disponibles en [previousname]. + [previousname] ha establecido una enfermería. + Una clínica se terminó de construir en [previousname]. + Las fuerzas de la coalición han fortificado [previousname]. + Las fuerzas de la coalición han reforzado [previousname]. + [previousname] ha establecido fortificaciones. + Fuerzas de la coalición han establecido una fortaleza masiva en [previousname]. + Las fuerzas de la coalición se están movilizando de [previousname]. + [previousname] se ha vuelto una fortaleza para defender estaciones cercanas. + Las fuerzas de la coalición han establecido una fortaleza masiva en [previousname]. + Las fuerzas de la coalición se están movilizando de [previousname]. + [previousname] se ha vuelto una fotaleza para defender estaciones cercanas. + Colonia + Territorio de [name] + Perímetro de [name] + Frontera de [name] + Colonia de [name] + Establecimiento + Puesto de [name] + Tenencia de [name] + Población de [name] + Establecimiento de [name] + Puesto avanzado + Estación de [name] + Residencia de [name] + Comunidad de [name] + Puesto avanzado de [name] + Ciudad + Metrópolis de [name] + Megápolis de [name] + Extensión de [name] + Ciudad de [name] + Reconocimiento + Reserva de [name] + Campos de [name] + Depósito de [name] + Reconocimiento de [name] + Extracción + Cantera de [name] + Excavación [name] + Hoyo de [name] + Extracción de [name] + Excavación minera + Dragado de [name] + Mina de [name] + Perforación de [name] + Excavación minera de [name] + Campamento + Cuarteles de [name] + Acampada de [name] + Guarnición de [name] + Campamento de [name] + Base + Búnker de [name] + Fuerte de [name] + Bastión de [name] + Base de [name] + Fortaleza + Fortaleza de [name] + Instalaciones militares de [name] + Baluarte de [name] + Jefatura de [name] + Estudio + Bioestudio de [name] + Geoestudio de [name] + Observatorio de [name] + Sitio de flora de [name] + Sitio de fauna de [name] + Laboratorio + Investigaciones estériles de [name] + Experimentos de [name] + Químicos de [name] + Laboratorios de investigación de [name] + Instituto + Universidad de [name] + Institución de [name] + Fundación de [name] + Instituto de [name] + Bahía hidropónica + Cultivos de [name] + Geoponicas de [name] + Agricultora de [name] + Biósfera + Granjas de contenedores de [name] + Agronomía de [name] + Ecosistema de [name] + Biósferas de [name] + Centro de nutrición + Instituto de agro-ciencias de [name] + Centro de sustento de [name] + Clínica de comidas de [name] + Centro de nutrición de [name] + Clínica + Enfermería de [name] + Cápsula médica de [name] + Dispensario de [name] + Clínica de [name] + Hospital + Farmacia de [name] + Bahía de enfermos de [name] + Centro de salud de [name] + Hospital de [name] + Centro de cirugías + Instituto bio-médico de [name] + Centro de cirugía de [name] + Sanatorio de [name] + Lazareto de [name] + Forja + Fundición de [name] + Metalisterías de [name] + Herrería de [name] + Forja de [name] + Fábrica + Industria de [name] + Taller de [name] + Molino de [name] + Manufactura de [name] + Astilleros + Varadero de [name] + Arsenal de [name] + Dique seco de [name] + Astilleros de [name] + Depósito + Almacenes de [name] + Corral de [name] + Tienda de [name] + Depósito de [name] Warehouse + Fusión + Núcleo del reactor de [name] + Planta de energía atómica de [name] + Horno termonuclear de [name] + Sitio de fusión de [name] + Sitio de construcción + Sitio de [name] + Zona de planeación [name] + Bloque estructural [name] + Desarrollo de [name] + Bloqueo militar + Bloqueo de [name] + Empalizada de [name] + Punto de control de [name] + Fortificación de [name] + [name] + Bajo ataque + Punto de guía + Tierras parasitadas + Punto de guía [name] + Baliza de [name] + Tierras parasitadas de [name] + Basurero + Basurero de [name] + Plaga de piratas + Zona en construcción pirata de [name] + Paraíso de [name] + Bahía de [name] + Escondite de [name] + Los piratas establecieron un nuevo paraíso en [previousname]. + Los piratas se aventuraron a [previousname] y establecieron un nuevo paraíso. + + Pirata aniquilador + Capitan pirata enfiestado + Señor de los piratas enfiestado + Recluta pirata enfiestado + Pirata artillero enfiestado + Pirata bruto enfiestado + Pirata de élite enfiestado + Pirata téncnico enfiestado + Pirata físico enfiestado + Pirata mecánico enfiestado + Pirata ingeniero enfiestado + Paraíso pirata + + Escuchamos que hay un submarino de la Coalición por aquí, podrían conseguir algo de ellos, si saben a lo que me refiero. + Algunos separatistas viajan por estas aguas, quizás tienen algo que ofrecerles a ustedes, entienden? + Los piratas hallaron una forma de atravesar nuestro bloqueo hacia lo más profundo. Escuchen alrededor por la estación para encontran una forma de pasar por el bloqueo. + “Hm? Pasaje secreto? Ohhh, si! Encontramos un tunel que lleva más alla del bloqueo. Te lo mostraré en tu mapa... Pero con cuidado! Puede haber submarinos patrullando” + “Ah, estás aquí para pasar por el bloqueo? Dame tu mapa... Bien, aquí es donde puedes hallar un tunel para atravesarlo, pero cuidado! Quizás hay patrullas por el camino! Mucha suerte colegas!” + “Ahoy! Probablemente buscas pasar por el bloqueo, no? Hay un tunel que lleva más alla del bloqueo. Mira, te lo marco en tu mapa... Cuidado con los submarinos patrulla!” + Traspasando + Estás traspasando. Cuidado con los submarinos patrulla de la Coalición! + Has eliminado el submarino patrulla con éxito! + Has evitado el submarino patrulla con éxito! + Avistamiento de patrulla de la Coalición + Patrulla de la Coalción detectada + Escapa de la patrulla, o neutralízala! + Patrulla de la Coalición eliminada + Ahora puedes continuar to viaje a [location2]. + Robando de un submarino de la Coalición + Caza al submarino de la Coalición, elimina a su tripulación y saquéa sus bienes! Las localizaciones marcadas muestran donde puede que vaya el objetivo. + La tripulación del submarino de la Coalición ha sido eliminada. + La tripulación del submarino de la Coalición no fue eliminada. + Avistamiento de la Coalición + Submarino de la Coalición detectado + ¡Neutraliza a la tripulación o lleva su submarino hasta el fondo del abismo! + Tripulación de la Coalición eliminada + Saquéa su submarino y prosigue a [location2]. + Robbing a Separatists Vessel + Caza al submarino separatista, elimina a su tripulación y saquéa sus bienes! Las localizaciones marcadas muestran donde puede que vaya el objetivo. + La tripulación del submarino separatista ha sido eliminada. + La tripulación del submarino separatista no fue eliminada. + Avistamiento de separatistas + Submarino separatista detectado + ¡Neutraliza a la tripulación o hunde el submarino al fondo del océano! + Tripulación separatista eliminada + Saquéa su submarino y prosige a [location2]. + Puerta Pirata + + [itemname] (Human) + [itemname] (Crawler) + [itemname] (Mudraptor) + [itemname] (Hammerhead) + [itemname] (Thresher) + [itemname] (Endworm) + + Barrita de proteínas + Una barrita de proteínas algo sabrosa. Ayuda a acelerar el proceso de curación ligeramente. + Bolsa de granada frita + Frituras hechas de granada seca. Un bocadillo popular para acompañar la 'COMPETICIÓN DE DUNWICE'. + Bolsa de granada mutada frita + Frituras hechas de granda mutada. Un bocadillo popular. Se dice que ayuda levemente a curar las quemaduras. + Pan + Una barra de pan. + Pan de hamburguesa + Ingrediente de una hamburguesa. + Pan de salchicha + Pon una salchicha en él. + + Hamburguesa + Una hamburguesa algo sabrosa. + Perrito caliente + Un perrito caliente algo sabroso. + Filete cocido + El sabor es horrible, pero eso es común en Europa. + + Filete cocido + Sabe como a cerdo, un poco más amargo y fuerte. + Hamburguesa + Tiene un sutil sabor amargo. + Perrito caliente + Tiene un sutil sabor amargo. + Salchichade humano cruda + No es lo que piensas. Se echa a perder si no se guarda en un contenedor refrigerado. + Patty de humano crudo + Se echa a perder si no se guarda en un contenedor refrigerado. + + Asado + Una gran rebanada asada. + Hamburguesa + Sabe a pollo. + Perrito caliente + Sabe a pollo. + Salchicha de fangorraptor + Se echa a perder si no se guarda en un contenedor refrigerado. + Salchicah de fangorraptor cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Patty de fangorraptor crudo + Se echa a perder si no se guarda en un contenedor refrigerado. + + Asado + Un gran rebanada asada. + Cria de pez ariete en conserva + Un manjar. + Hamburguesa + Hmmm está tan bueno, ¡Como comer pollo con la mano! + Perrito caliente + Hmmm está tan bueno, ¡Como comer pollo con la mano! + Costillares + Un delicioso plato con un fuerte sabor. + Cria de pez ariete frita + Comida chatarra cara. + Salchicah de pez ariete crudo + Se echa a perder si no se guarda en un contenedor refrigerado. + Patty de pez ariete crudo + Se echa a perder si no se guarda en un contenedor refrigerado. + + Filete cocido + Es flácido y un poco baboso. + Hamburguesa + El sabor te deja sin aliento. + Perrito caliente + El sabor te deja sin aliento. + Salchicha de azotador cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Patty de azotador crudo + Se echa a perder si no se guarda en un contenedor refrigerado. + + Perrito caliente + ¡El sabor es de otro planeta! Literalmente... + Hamburguesa + ¡El sabor es de otro planeta! Literalmente... + Patty de gusano letal crudo + Se echa a perder si no se guarda en un contenedor refrigerado. + + Bebida energética + Una refrescante bebida energética. Bueno para cuando estás borracho y necesitas espabilar. + Ron + Una fuerte bebida alcoholica. |Bebida alcoholica |Disminuye psicosis |Disminuye alucinaciones |Disminuye la infección de vaina (Por debajo del 90%) |Propiedades curativas |Incrementa resistencia a la psicosis + Ron pirata + Un ron muy fuerte enriquecido con uranio para más emoción. |Bebida alcoholica |Disminuye psicosis |Disminuye alucinaciones |Disminuye la infección de vaina (Por debajo del 90%) |Propiedades curativas |Incrementa resistencia a la psicosis |Incrementa levemente la enfermedad por radiación + Doc's Whiskey + Whiskey original del Doctor Micheal. Aprovado por doctores a lo largo de Europa. |Bebida alcoholica |Disminuye alucinaciones |Incrementa resistencia a la psicosis + Halucinova + ¡Mantener alejado de "Sadashi Kira" a toda costa! |Bebida alcoholica |Incrementa alucinaciones |Propiedades ligeramente curativas + Cerveza premiun de la coalición grande + Cerveza premiun de la coalición, en tamaño grande. |Bebida alcoholica |Disminuye alucinaciones |Incrementa resistencia a la psicosis + Agua + Agua fresca. Ayuda un poco si te sientes repleto o estás borracho. + Leche de Moloch + Una botella de leche de Moloch. Sabe un poco extraño. ¡No preguntes cómo se ordeña un Moloch! Puede ayudar un poco cuando estas hambriento o borracho. + Agua marina + Agua marina. Es mejor que nada, pero de verdad no deberías beber eso. + Agua marina + Agua marina. Es mejor que nada, pero de verdad no deberías beber eso. + Agua marina + Agua marina. Es mejor que nada, pero de verdad no deberías beber eso. + Agua marina + Agua marina. Es mejor que nada, pero de verdad no deberías beber eso. + + Botella de ron vacía + Una botella de ron vacía, utilizada en algunas recetas. Puedes tirarla o llenarla de Agua marina. + Botella de Whiskey vacía + Una botella de whiskey vacía, utilizada en algunas recetas. Puedes tirarla o llenarla de Agua marina. + Botella de Halucinova vacía + Una botella de halucinova vacía, utilizada en algunas recetas. Puedes tirarla o llenarla de Agua marina. + Botella vacía + Una botella vacía utilizada en algunas recetas. Puedes tirarla o llenarla de Agua marina. + Frasco vacío + Un frasco vacío, utilizado en algunas recetas. Puedes tirarlo. + Trozo de carne de gusano letal + Un trozo gordo de gusano letal. Se echa a perder si no se guarda en un contenedor refrigerado. + Carne de gusano letal cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Salchicha de gusano letal cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Carne humana + Partes de un humano. Se echa a perder si no se guarda en un contenedor refrigerado. + Carne humana cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Mitad de un reptador + Un reptador cortado en dos. Se echa a perder si no se guarda en un contenedor refrigerado. + Carne de reptador cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Patty de crawler crudo + Se echa a perder si no se guarda en un contenedor refrigerado. + Trozo de carne crudo de fangorraptor + Un buen trozo de carne cortado de un fangorraptor. Se echa a perder si no se guarda en un contenedor refrigerado. + Carne de fangorraptor cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Asado de fangorraptor crudo + ¡Hora de ponerlo en el horno! Se echa a perder si no se guarda en un contenedor refrigerado. + Trozo de carne de pez ariete + Un buen trozo de carne cortado de un pez ariete. Se echa a perder si no se guarda en un contenedor refrigerado. + Carne de pez ariete cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Costillar de pez ariete crudo + Cortados de una caja toráxica gigantesca. Se echa a perder si no se guarda en un contenedor refrigerado. + Asado de pez ariete crudo + ¡Hora de ponerlo en el horno!. Se echa a perder si no se guarda en un contenedor refrigerado. + Cria de pez martillo + Un pez martillo bebé. Se echa a perder si no se guarda en un contenedor refrigerado. + Trozo de carne de azotador + Un buen trozo de carne cortado de un azotador. Se echa a perder si no se guarda en un contenedor refrigerado. + Carne de azotador cruda + Se echa a perder si no se guarda en un contenedor refrigerado. + Sal + ¡Como si el agua de mar no fuese suficiente! + Pimienta sintética + ¡Pimienta negra recién molida! + Azúcar + ¡Ow, tan dulce! + Ketchup + Hecho de granadas. + Vinagre + No sé si huele peor que los peces... + Aceite de cocina + Este no es para motores. + Harina sintética + Harina sintética originaria de Europa + + Europano hambriento (Activa necesidades) + [Click Der. + E] Habilita las dolencias de hambre y sed al jugador, haciendo que tenga que comer y beber regultarmente. Esto es totalmente opcional y NO para ganar las mejoras de beber y comer. Advertencia: No puede ser desactivado de tu personaje una vez lo activas. ¡NO USAR CUANDO JUEGAS CON 'NEEDS' DE 'LeDoux'! + Cuchilla de carnicero + ¡Se acabó el tiempo! ¡Chop chop!\n\nPuede cortar:\n-Reptadores\n-Fangorraptores\n-Azotadores\n-Pez ariete\n-Crias de pez ariete\n-Gusanos letales\n-Humanos\n + El Europano Volumen 66 + "... Observa detrás de la cortina del tiempo. ¿Eres tú, Robert? No, Yo soy Robert. Pero también soy Doris. Yo soy la carne. Aliméntate de mí y vuélvete uno con el gusano. ..." + EL ARTE DE LA COCINA SUBMARINA de La Tía Doris + La forma Europana de cocinar. + + Recuperador de conciencia de inanición + Usado para despertar pacientes que han perdido conciencia por hambre o sed. + + Sombrero de chef + ¡Enséñales de quién es esta cocina! + Uniforme de chef + ¡Usado por todos los chefs en Europa! + Sombrero de chef maestro + ¡Sólo para la élite de la cocina! + Uniforme de chef maestro + ¡Uitlizado por los chefs maestros! + + Mostrador de cocina + Puede guardar hasta 10 objetos pequeños. + Refrigerador + Previene la putrefacción. Sólo puede usarse para bebidas y aliemntos. Necesita energía. + Cocina + Usado para cocinar. Necesita energía. + Horno + Usado para hornear. Necesita energía. + Tabla de cortar + Usado para preparar ingredientes. + Freidora + Usado para freir. Necesita energía. + + Cocina + Carnicería + + Hambre + Estomago lleno corazón contento. + Muerto de inanción. + Has muerto de inanición. + ¡El estómago ruge! + Cercano a la inanición... + El paciente comienza a tener un poco de apetito. + El paciente está hambriento. + El paciente está comenzando a sufrir inanición. + Sientes que estás viajando a otro plano existencial. + El paciente está claramente fuera de sí. + Sediento + Te sientes refrescado. + Murió de sed. + Te has muerto de sed. + La garganta se siente seca. + Comienza a morir de sed... + El paciente está empezando a sentir sed. + El paciente está sediento. + El paciente está muriendo de sed. + Inanición + Muriendo de hambre... + Muerto de hambre. + Te has muerto de hambre. + Muriendo de hambre... + El paciente se muere de hambre. + Muriendo de sed + Muriendo de sed... + Muerto de sed. + Te has secado. + Muriendo de sed... + El paciente está muriendo de sed. + Velocidad de nado incrementada (Comida) + Nadas un 25% más rápido. + Resistencia al daño (Comida) + Sufres un 10% menos de daño. + Caminas más rápido (Comida) + Caminas un 20% más rápido. + Resistencia al daño (Comida) + Sufres un 25% menos de daño. + Daño cuerpo a cuerpo incrementado (Comida) + Haces un 15% más de daño cuerpo a cuerpo. + Consumo de oxígeno reducido (Comida) + No necesitas respirar. + Resistencia a la presión (Comida) + Eres inmune a la presión. + Alcoholico + El paciente está risueño... siempre que tenga lo que necesita. + ¡Es la hora feliz! Te voliste adicto al alcohol. + El paciente sufre de alcoholismo. + Abstinencia alcoholica + La agitación y temblores son obvios, así como los signos de nausea. + Muerte por abstinencia de alcohol + Has muerto por abstinencia de alcohol. + ¡Sientes que es hora de abrir una fresca para la banda! + El paciente muestra señales de abstinencia al aclohol. + Una cerveza fria o una botella de ron... ¡Lo que sea para calmar esta sed por alcohol! + El paciente muestra serias señales de abstinencia por alcohol. + Desorientado + Arriba es abajo e izquierda es... ¿Derecha? ¿Dónde estoy? + Repleto + El estómago está lleno. + Ahogado en vómito. + Te has ahogado con tu propio vómito. + El estómago está lleno. + El estómago está a su límite. Comer más hará que vomites. + El estómago está muy lleno. Sientes que vas a vomitar. + El estómago está lleno. El paciente ha comido suficiente. + El estómago está lleno. El paciente casi come de más. + El estómago está muy lleno. El paciente puede vomitar. + Dolor estomacal + Te duele el estómago. + Ahogado en vómito. + Te has ahogado en tu propio vómito. + Te duele el estómago y te sientes ligeralmente nauseabundo. + El estómago duele mucho y te sientes muchas nauseas. + El paciente tiene dolores de estómago por tomar mucha agua marina. + Extracción genética + Genes están siendo extraídos + Descuartizado + El cuerpo ha sido descuartizado por su carne. + Halucinova + Sientes que estás en otro plano existencial. + + Europano hambriento + Eres un europano hambriento, necesitas beber y comer regularmente. + + + + + + + Documentos + Una carpeta que contiene documentos. + Documentos clasificados + Un sobre conteniendo documentos clasificados + Documentos clasificados + Un sobre conteniendo documentos clasificados separatistas. + Desenredar + Nudo de plantas + Un nudo de plantas enredadas. Quizás sea posible desenredarlas estabilizandolas con estabilocina en una mesa de investigación. + Nudo de plantas estabilizado + Un nudo de plantas enredadas. Ha sido estabilizado y puede ser desenredado sin dañar a las plantas. + Conquista de estación para la Coalición + Conquista de estación para los Separatistas + Una manada de separatistas se encuentran en [location1]. Eliminalos y conquista a la estación para la Coalición. + Un grupo de la Coalición se encuentra en [location1]. Eliminalos y conquista a la estación para los separatistas. + Estación reclamada + Parace que los separatistas se rinden. + Estación reclamada + Parece que la Coalición nos ha cedido esta estación. + "Gracias! Un poco de apoyo siempre se aprecia!" + "Buena suerte!" + "Eso no será necesario. Porfavor ordena a tus soldados que se queden aquí." + "Pareces bastante determinado... Muy bien, Les diré que no se vayan. Suerte!" + La puerta esta sellada. El terminal dice: "Todos los contratistas externos deben pagar 250mr para acceder a operaciones mineras." + Transacción recibida. Desbloqueando puerta... + Transacción fallida. Insuficiente dinero. + Entraste a la mina sin pagar la tarifa. Las autoridades fueron alertadas. + Pagar + Acceso a la mina. + Camarada temporal + Dejara tu tripulación después de 6 horas de haber abordado. + Estoy aquí para servir a la tripulación por 6 horas. No más, no menos. + Litomorfo + Litomorfo + Litomorfo + Litomorfo + Litomorfo + Litomorfo + Litomorfo + Litomorfo + Litomorfo + Litomorfo + Gran Espinelante eléctrico + “Alabada sea la vaina. Creimos que nunca saldriamos de aquí!” + Las profundidades reclamaran a los incrédulos! + Todo el que rechaze el regalo debe ahogarse! + Perece y se revivido por la vaina! + "Este submarino es tuyo, correcto? Perdimos contacto con un laboratorio cercano en lo profundo. El equipo de investigación debería mandarnos un informe semanal, pero ahora no responden nuestras llamadas. Ve si puedes restablecer la comunicación, la Iglesia te pagará de forma adecuada." + No hay señal... Quizás prueba a ver la antena? + La electricidad ha sido reestablecida. La estructura se mueve al rumbo que las máquienas vuelven a la vida. + El investigador tose una alarmante cantidad de fluido antes de recuperar su aliento. \n"Alabada sea la vaina, vinieron! Parece que no son de la Iglesia..." + "Estabas a punto de convertire, que ocurrió aquí?" + "Son los genes que estabamos usando. Usualmente la Iglesia nos entrega un suministro fresco directamente, pero por el último cargamento, tuvimos que depender del suministro de un submarino de poca confianza. Esos infieles deben haber jodido con el producto, tratando de sacar dinero vendiendo los restos." + "Pero por qué el parasito no tomó control?" + "Pusimos al simbionte en estasis liberando cloro por los ductos de ventilación y apagando todo el circuito, es procedimiento de seguridad estandart en caso de brote... Tratamos de contactar a la Iglesia, pero nadie vino, hasta que ustedes llegaron." + "Su antena fue desconectada." + "Los bastardos la deben haber saboteado! Mandare un reporte completo a la Iglesia... Y bendiciones a tus viajes." + Este es el lugar, el payaso podría estar en cualquier lugar, no olvides de darle a tu bocina. + Oyes una voz apagada llamarte. "Pssst! Por aquí!" + Al acercarte, una peluca naranja se asoma por la basura. "Gracias a la Madre! Mi compañía te envió?" + "Qué carajo haces aquí?" + "Escondiendome, obviamente. Al principio pensé que tirar algunos chistes mejoraría la situación, tu sabes, poner a esos amigos siniestros en el lado más cómico de la vida. Pero el momento que me infiltré en la estación, me descubrieron! Te lo puedes creer?" + "Que te esperabas que pasara?" + "Encuentro el concepto de los payasos increíble ya de por sí." + El payaso se queja. "He pasado semanas aprendiendo el arte sel subterfugio para infiltrarme en el culto, incluso leí su bocinada historia, su vino, y esas porquerías..." + "Bien, hora de irse." + "Te saco de la nariz?" + "Estás loco? Si salgo de aquí me pondrán sus sucios apendices encima y me haran una disección! No puedes abrir a un payaso... Es como explicar una broma, no es gracioso!" + "Quedate aquí, yo lidiare con la seguridad." + "Genial! Tengo algunos chistes si necesitas romper el hielo. Escucha, un miembro del culto, un payaso, y un separatista entran en un bar..." Cierras la tapa de la basura. Hora de negociar. + "Este miembro del culto tan serio parece ser el jefe de seguridad." + "Así que... algun sonido chirriante recientemente?" + "El cultista suspira. Ah... así que has oido de nuestro huesped no invitado. Hemos estado intentando de expulsar a este intruso, pero el maldito es escurridizo." + "No eres muy fan de los payasos o si?" + "Molestias no serán toleradas en este sagrado sanctuario. Ciencia alein no es un asunto trivial. Requiere una mente fresca, concentrada en el noble gol de mejorar a la humanidad. Nadia se burlara de nuestros preceptos." + "Digamos que convenzo al payaso de que se largue, tu lo permitirías??" + "De acuerdo. Solo queremos paz mental. Hazte cargo de este disturbio y olvidaremos la situación." + "Y? Les gusto mi chiste?" + "Estan dispuestos a dejarte ir." + "Por fin aire fresco!" El payaso se desliza fuera del tacho de basura, como una salchicha en forma de humano. + El infiltrador inepto desprende un olor insoportable después de tanto tiempo escondido. "Por favor no le digas a mi compañía, no quiero ser el culo del chiste!" + "Quieres unirte a mi tripulación?" + "Genial! Quizás no sea el mejor bufón, Pero conozco como trabajar en un submarino." + "Tienes que aprender a reirte de ti mismo. Es parte del espíritu payaso." + "Tienes razón, no hay nada de que avergonzarse. Llamaré a mis colegas y esperare a que me busquén en un transporte." El payaso se inclina y pellizca su gran nariz roja como seño de gratitud. + "Oh bueno, no es como si hubiera visto ningun payaso aquí, no señor." + "Entonces no me molestes!". Ellos no necesitan saber del payaso, es mejor buscar otra manera. + "No hay forma. No negocio con horroristas." + "Este lugar me da escalofríos." El payaso pausa por un momento, y formula un plan. "Que te parece si hacemos un acto final, una última broma mientras hago mi escape?" + "Que se te ocurre?" + "Mira, preparé este petardo." Te entrega una... granada? "Ponla en un gabinete, y cuando estés listo, dale a la bocina. Va a estar divertido, confía!" + Es ahora o nunca, bocina! + Te encuentras al payaso temblando de excitación. "Vaya espectáculo! A la bocina con la sutileza, llevame en un tour alrededor de la luna, todavía tengo muchos trucos bajo la manga!" + "Lo que digas, solo no explotes el submarino." + "Se donde se esconde el hereje" + "La iglesía apreciaría tu cooperación, haz que salga el payaso, y nosotros nos haremos cargo." + "Les encanto, ya puedes salir." + Escuchas al jefe de seguridad por la radio: "La Iglesía te agradece por to ayuda, que las olas te lleven a tu destino.". No estás muy contento con tu decisión, pero te han pagado. + Encuentras a un payaso desconcertado. Por muy colorido que está, tiene una expresión preocupada. + "Que te pasa, te mordió la lengua un reptador?" + "Aunque no lo creas, no es ningun chiste el tema. Podría usar ayuda de una tripulación como la tuya." + "Hace dos días, un miembro de nuestra compañía se le ocurrió que sería buena idea entrar a bordo de un submarino en camino a una Iglesia, y no hemos escuchado de el desde entonces. Nuestro amigo pensó que podía infiltrarse en la Iglsia, y pasar desaprcibido. Como siempre, pense que era un chiste!" + "La vaina no habla, y mucho menos ríe." + "Para nosotros son risas y carcajadas, pero para la Iglesia toda la comedia es sinónimo de blasfemia!" + "No sabía que la madre tenía una red de espías." + "Pensaba que no se metían con la Iglesia." + "Vamos de estación en estación, incrementando la moral, esa es la misión de nuestra des-organización. De cualquier modo, toma esta bocina y ve hacia estas coordenadas. Una vez ahí, bocinea. Los payasos siempre responden la llamada, de esa forma encontrarás a nuestro amigo." + "Veré lo que puedo hacer." + Que se las arreglen estos payasos, no me intrometo. + “Me parece que son familiares con esos cultistas de la vaina, no? No solo son fanáticos religiosos, la Iglesia hace la mayoría de medicamentos y biotecnología aquí en Europa." + "Hasta que podamos hacer nuestros propios suministros, dependemos de la Iglesia, igual que la Coalición...” + “Este es el plan, hundiremos un submarino de transporte de la Iglesia de camino a una estación de la Coalición. Así nos limpiamos las manos mientras le hacemos daño a la Coalición.” + "Ya sabía, que hay de ello?" + "Ahora qué?" + "Consideralo hecho." + "No nos cuentes, no somos piratas." + El oficial de la Coalición te saluda. “Aquí estás, recibí un reporte... hay problemas.” + “Esos locos de la Iglesia estan al borde de un gran avance científico: un nuevo patógeno, nunca vimos algo así. Creemos que están tratando de distribuir la vaina a larga escala.” + “Hay que ponerle fin a su proyecto. Su científico debe ser eliminado. Pero no podemos actuar solos, si enviamos a uno de nuestros oficiales, no solo la Iglesia luchara, pero también los Separatistas. \nNecesito una tripulación mercenaria... Y justo sucede que ustedes estan aquí.” + Qué tipo de problema? + Suena mal... + Lo haré. + Ni loco, es demasiado riesgo. + “Algunos plebeyos buscan transporte seguro. Escoltalos hasta ahí de forma segura y serás recompensado.” + El Deacon parece angustiado. “Tu sabes muy bien que la palabra de la Iglesia puede ser demasiado... relevante para algunos. \nAquellos quienes dispersan la palabra de la Iglesia nunca serán libres de odio y sospecha.” + “Algunos prosélitos fueron detenidos de forma injusta en una estación cercana. Liberalos de las garras de la intolerancia y la Iglesia te recompensará.” + “Una epidemia se liberó en una estación cercana. \nEntrega estos suministros médicos y comparte la buena palabra de la Iglesia.” + “Necesitamos esparcir buena fé, pero los incredulos dudan de nuestro regalo. \nContrabandea estos bienes a unuestros prosélitos a escondidas.” + “Un Cardinal busca transporte a una estación de investigación cercana” + “Escuche que la Iglesia de la Vaina busca desarrollar una nueva vacuna. \nPagaran bien por muestras de colonia microbacteriana.” + Tiras de la palanca y escuchas a la compuerta retumbar: el pasaje esta abierto. + "Alerta de seguridad: Intrusos intentan forzar la compuerta!" + Has llegado a un bloqueo, el pasaje debe ser desbloqueado para continuar. + Llega a la sala de control para abrir el bloqueo. + “Publiqué sobre una asignación hace un rato. Fauna específica de esta region nos esta dando problemas. He enviado todos los detalles a tu sistema de navegación abordo, si te interesa.” + “Recibimos varios reportes de un submarino pirata causando problemas. Necesitamos que se hagan cargo de ellos.” + “Recibimos varios reportes sobre un submarino pirata atrayendo criaturas desde las profundidades con música. Necistamos que se hagan cargo de ellos.” + “Recientemente perdimos contacto con algunos de nuestros submarinos. Creemos que fueron atacados por un submarino sospechoso que según se dice anda merodeando. Necesitamos que se hagan cargo de el para mantener el pasaje seguro.” + El monitor de estado muestra que el motor esta defectuoso. Mejor ordena a un mecánico que lo mire. + El motor dejó de funcionar. Es mejor arreglarlo lo antes posible. + Has hecho que el motor vuelva a funcionar! + El motor no volvió a funcionar, vuelve a intentar? + Una parte se cayó. Seguramente nada importante... Solo dale un poco de tiempo y volverá a funcionar. + Usar llave + Darle un golpe! + Liberar presión + Dejar que alguien más se haga cargo... + El monitor de estado muestra un defecto en el reactor. Seguramente un ingeniero debería echarle un ojo. + El reactor esta defectuoso y acumulando presión. Hay que resolver esto lo antes posible! + Resolviste el problema y el reactor vuelve a parámetros normales! + No lograste liberar presión. Intentas denuevo? + Una parte se cayó. Esperemos que no sea nada importante... + Se oye una pieza mecánica moviéndose. Parece que el problema se resolvió de alguna manera. La máquina tiene espíritu propio? + Escuchas a alguien sintonizar a tu frequencia: "Suficiente! Nos rendimos! La estación es tuya... Solo paren con esta masacre!". \nDeja la estación y recibe tu recompensa. + Deja la estación y recibe tu recompensa. + "Buen trabajo! La estación ahora es nuestra. Enviaremos a algunos de nuestra gente ahí. No será mucho tiempo hasta que este en funcionamiento bajo nuestro comando! Por ahora deberían dejar la estación. Les estoy mandando su recompensa..." + "LLegamos! Asegurense de que sus armas esten cargadas y listas! Hagamoslo!". No hay vuelta atrás: Esto es guerra. + "Todavía debemos conquistar la estación a la que tu tripulación fue asignada antes de planear el ataque en la siguiente." + "Ah, bueno verte! Tu tripulación está haciendolo genial! Planeamos otro ataque. Les importaría a su tripulación darnos una mano tomando una estación Separatista cercana?" + "Como tu tripulación lo esta haciendo bien, nos gustaría preguntarles si su tripulación nos puede ayudar tomando una estación Separatista cercana?" + "Nos hemos percatado de los intentos de tu tripulación de mantener una reputación amistosa con nosotros, vamos a ponerlos a prueba para ver que tan serio es. Ayudanos a tomar una estación Separatista cercana y estarán trabajando con los rangos más altos muy pronto!" + "Ah, que bueno verte! Tu tripulación lo esta haciendo genial! Hemos planeado otro ataque. Les importaría a su tripulación darnos una mano tomando una estación de la Coalición cercana?" + "Como tu tripulación lo esta haciendo bien, nos gustaría preguntarles si su tripulación nos puede ayudar tomando una estación de la Coalición cercana?" + "Nos hemos percatado de los intentos de tu tripulación de mantener una reputación amistosa con nosotros, vamos a ponerlos a prueba para ver que tan serio es. Ayudanos a tomar una estación de la Coalición cercana y estarán trabajando con los rangos más altos muy pronto!" + "Nos gustaría ayudar. Cual es la estación objetivo?" + "Mira, te la marco en tu mapa... También les ordenamos a algunos de nuestros hombres ayudarlos en el ataque. Se uniran a su tripulación en un momento." + "Lo sentimos, ya tenemos otros pendientes." + "Muy bien, cuando esten desocupados diganos si cambian de idea." + "Yarjajar, que tenemos aquí? Mis ojos ven gran botín! Espero que esten preparados..." + Recibes una transmisión de otro submarino. Qué quieres hacer? + "Este es CO-CT-43. Indiquen su proposito en el area de inmediato!" + (Decir la verdad) "Estamos aquí para robarles, obvio... Preparense para ser abordados!" + "Por lo menos son honestos... *TODO EL MUNDO A SUS ESTACIONES! TENEMOS HOSTILES!*" + (Mentir) "Tenemos ordenes oficiales del Admiral Edward para checkear su cargo por polizones. Porfavor cooperen y paren su submarino." + "Oh, Admiral Edward? Pararemos nuestro submarino de inmediato! Bienvenidos abordo!" + "Nos toman por tontos? No hay Admiral Edward! Quien quiera que sean, sugerimos que se den vuelta fuera de nuestro camino, o verán las consecuencias." + "No pueden pagar por nuestra hospitalidad? No hay problema, yo te trataré como realeza!" + "Uh Oh." + Intentas presionar el boton, pero la puerta parece cerrada. Oyes una voz rasposa del otro lado: \n"Deberías haber, pagado el peaje, cabezón. Pero si ENSERIO quieres entrar... podemos hacer un trato..." + *Suspiro...* Cuánto? + 500Mr. Paga o quédate afuera. + Lo que sea... + De ningún modo. Esto es un timo. + "Bien. Espero con ansias hacer negocios contigo." + "Me tomas por tonto? Sin dinero, no hay armas." + "Ja! Vuelve si cambias de idea. Yo no me voy a ninguna parte." + "Este maldito nos intenta robar los suministros!" + Mientras caminas por el pasillo, un invidivuo desagradable to pone la mano en el hombro. "Vaya nave que tienes ahí abajo. Una belleza... Apuesto que te costo una fortuna." + Solo es un trozo de chapa. + Lárgate, sucio + El hombre te sigue. "Solía ser un capitán, sabes? La mía la hundio uno de esos perros de la Coalición. Intenté atravesar un bloqueo con un cargamento de la cosa buena, parce ser que los Dugong no son conocidos por su gran velocidad." + El auto-proclamado piloto escupe en el sulo. "Me pegarón un impacto directo con un cañón de riel. Hizo un agujero en medio del submarino, pero de algún modo yo y mi tripulación nos arrastramos hasta este basurero de estación. Apuesto a que si hubiera tenido la tuya, las cosas hubieran sido diferentes..." + Mala surte amigo, te deseo lo mejor. + No me importa. + El marinero de agua dulce involuntario vuelve, y saca algo de su abrigo. Por un momento crees que es un arma, pero solo es una botella de ron. "Sabes qué? Tengo un presentimiento de que el buen negocio continuara. Saque estos bebes de mi colección personal. Este te lo invito!" + Nunca le digas no al alcohol gratis. + Pírate de una vez. No somos amigos, sucio. + Bebe, y asegurate de compartirlo con tooooda tu tripulación! Hasta la última gota. Yo no estaré aquí por mucho tiempo..." \nTe percatas de una risita siniestra. + "Lo que sea, parece que no tenemos química. No te preocupes, yo no estaré aquí por mucho tiempo..." + Hay un ruido fuerte en la esclusa... + "Tomaremos este submarino!" + "Hm? Que buscas por trabajo? Deja que te diga algo'! Aquí no hay administración! Pero... Tengo noticia de un transporte de la Coalición pasando pro aquí, y no se si mi tripulación esta lista pare él. Te lo vendo si tienes el dinero!" + Comprar (1000mr) + "Ja, genial! Deja que muestro por donde van a pasar!" + "No te lo voy a dar gratis, tonto! Vuelve cuando tengas la pasta!" + "RECOMPENSA DE LA COALICIÓN PUBLICADA", los posters descolorados y dañados muestran sitios de destrucción e infestación, parece que la Coalición esta alterada. Solo puedes leer las coordenadas de un solo lugar. + Un pago sin impuestos nunca esta de más... + “Hay una guarida masiva incrementando en números de criaturas por minuto, si la puedes destruir hay una recompensa!” + Entendido + Esta estación automatizada escanea los alrededors por minerales. Hay un mensaje en la pantalla del terminal: \n\n"PAGA 1000Mr PARA ACCEDER A LA BASE DE DATOS DE ESCANEO DEL TERMINAL" + Transferir el dinero + "ACCESO GARANTIZADO. POTENCIALES DEPOSITOS DE MINERALS PUEDEN SER ENCONTRADOS EN ESTAS COORDENADAS..." + "INSUFICIENTE DINERO. ACCESO DENEGADO" + Un panel muestra un mensaje del capataz de la estación. \n\n"UNIDADES DE CONSTRUCCIÓN REQUERIDAS. PUEDEN SER FABRICADAS Y EMPACADAS UTILIZANDO LOS SIGUIENTES MATERIALES:" \n\n-Plomo \n-Cobre \n-Acero \n-Hierro \n-Zinc \n-Aluminio + "Oye tu! Nos estamos quedando sin materiales y la siguiente entrega llegara en unos días. No queremos quedarnos en este sitio más de lo que debemos... De casualidad no te sobran 5 cajas de materiales de construcción? Te pagaremos, por supuesto!" + Si tenemos, te las traemos en un momento. + "Ah, perfecto! Hablame denuevo cuando las deposites en la unidad de cargo por allá y te daremos tu recompensa." + No estoy seguro. Dejame ver nuestro cargo primero. + "Seguro! Si encuentras algo, dejalo en la unidad de cargo por ahí y luego habla conmigo." + No estoy interesado en vender. + "Ya veo... Bueno, si cambias de idea, sabes donde estoy." + No tenemos los materiales. + "Ya veo... Esperaremos a la entrega oficial entonces." + "Ey! Cambiaron de idea? Enserio necesitamos esas 5 cajas de materiales de construcción!" + Si, las cajas estan en camino. + "Veo que entregaron la cantidad adecuada. Aquí esta tu pago!" + Gracias. + "Ah, y como estamos en buenos términos, administración tiró los planes originales al tacho y les dejo decidir a ustedes que tipo de estación será esta. Así que, qué va a ser, jefe?" + Un establecimiento + "Okay, un establecimiento será, les deseo suerte en sus viajes!" + Una base militar + "Okay, una base militar será, les deseo suerte en sus viajes!" + Una estación de investigación + "Okay, una estación de investigación será, les deseo suerte en sus viajes!" + Un hospital + "Okay, un hospital será, les deseo suerte en sus viajes!" + "Voy a volver a trabajar, les deseo suerte en sus viajes!" + "Parece que eso no será suficiente. Mira en tu cargo para ver si tienen algo más." + Okay, voy a volver a ver. + Lo siento, es todo lo que tenemos... + "En ese caso recomiendo que se queden con su cargo. Esperaremos a la entrega oficial." + Bandidos + Pandillas de forajidos que se escurren por los sucios mares de Europa y se meten en lios. Peligrosos, pero abiertos al negocio... + Oportunistas, ladrones, piratas... Verdaderamente un grupo maligno. + Túnica de principiante + Una oscura prenda usualmente utilizada por los acólitos de la Iglesia de la Vaina. Imbuido con feromonas que pacifican vainas salvajes, ayudando a los acólitos a sobrevivir hasta que puedan ascender. + Cáliz Ritual + Un cáliz decorado utilizado en rituales de ascensión. + Poster - La Religión es Veneno + Bomba Nuclear + Una bomba nuclear, que deja una masiva nube de radiación después de detonar, matando todo a su camino. 60 segundos hasta que detona despues de ser activada. + Dispositivo Nuclear Portátil + Caja de Materiales de Construcción + Una caja llena de materiales de construcción procesados. Puede ser entregada a sitios de construcción. + Materiales suaves y flexibles + Materiales duros y rígidos + Construcción en [name] fue detenida por peligros cercanos. + Construcción en [name] fue abandonada debido a peligros cercanos. + Construcción en [name] fue clausurada y abandonada debido a peligros cercanos. + Templo de la Vaina + Monasterio de [name] + Catedral de [name] + Capilla de [name] + Una estación científica de la Iglesia de la Vaina. + Circo Hundible + El circo de gira en [name] + El Circo Hundible ha dejado el area. + El Circo Hundible ha llegado a [previousname]. + Animadores, viajando por los fríos mares de Europa. + + St. Mendel + St. Darwin + St. Newton + St. Curie + St. Archimedes + St. Avogadro + St. Bohr + St. Einstein + St. Ohm + St. Kepler + St. Copernicus + Sagrado Bernoulli + Sagrado Fermi + Sagrado Mendeleev + Sagrado Al-Haytham + Piadoso Planck + Piadoso Pascal + Bendecido Boyle + Santuario Gauss + Galileo Guiador + Sagrado Schrödinger + Hypatia Esperanzadora + Victoriosa Volta + Gracia de Laplace + Fiel Fourier + Glorioso Goodall + Puerto Real + Tortuga + Nueva Providencia + Barataria + Matanzas + Eyl + Libertalia + Hai Tac + Nueva Nassau + Clew + Barbary Rift + Campeche + Hodeidah + Emule + Plank + Bilgebath + Borrachos Masts + Rumgone + Tenebroso + [resourcename1] + Encuentra al payaso operativo + Rescata a un payaso de una estación de la Iglesia. + Un ingenuo payaso dejo su compañía e intentó infiltrarse en [location1]. Investiga la situación. + Intercepta un submarino de la Iglesia + Evita la entrega de suministros medicos a una estación de la Coalición. Intercepta el submarino de transporte de la Iglesia. + Submarino de transporte localizado + Neutraliza a la tripulación o manda al submarino al fondo del oceano! + Navega tu submarino hasta [location2] para reclamar tu recompensa. + El cargamento ha sido recuperado. + El cargamento no ha sido interceptado. + Cargamento recuperado + El científico del culto ha sido eliminado. Abandona la estación para completar la misión. + Emboscada al Culto + Rastrea al submarino de la Iglesia que aterroriza esta área y elimina a su tripulación. Las localizaciones marcadas muestran donde el submarino fue visto por última vez. + Transmisión Entrante + “Tus transgresiones contra la Iglesia ya no serán toleradas. Que encuentres paz en el abismo!” + Asesinato en la Estación + Un informante en [location1] nos ha dicho que un científico de la Iglesia esta desarrollando una bioarma devastadora en esa estación. Asesina al objetivo y ponle un fin a su investigación. + El científico del culto ha sido asesinado. + Has fallado en eliminar al científico. + Científico Eliminado + El científico del culto ha sido eliminado. Abandona la estación para reclamar tu recompensa. + Transporte de personal + Escolta a un número de pasajeros de [location1] hasta [location2] mientras los mantienes a salvo. + Transporte de personal exitoso, y los extremistas ya no son un problema. + El personal escoltado no llegó a su destino, o los extremistas no fueron descubiertos o eliminados. + Personal muerto + Demasiado del personal a muerto. La misión ha fracasado. + La amenaza ha sido eliminada. + Parece que ese era el último extremista. Revisa a tu tripulación y llega a [location2]. + Escape de prisión + La Iglesia de la Vaina quiere que liberes a algunos de sus prosélitos de su prisión. + Los prosélitos han sido rescatados. + Has fallado en liberar a los prosélitos. + El prosélito fue rescatado. + Has fallado en rescatar al prosélito. + Entregando suministros médicos + [location2] necesita urgentemente suministros médicos, y la Iglesia te ha encargado con la entrega. + Los suministros médicos han sido entregados. + Los suministros médicos no han sido entregados. + Contrabandeando extracto de Vaina + La Iglesia quiere que escondas huevos de Vaina entre suministros médicos y se los entregues a los operativos en [location2]. + El extracto de Vaina ha sido entregado. + Los suministros no fueron entregados. + Escolta a un Eclesiástico de alto rango + Uno de los investigadores de la Iglesia debe ser transferido a [location2]. Asegura su seguridad. + Transporte VIP exitoso. + El personal escoltado no llegó a su destinación. + Colecciona muestras de colonia microbacteriana + La Iglesia de la Vaina pagará [reward] por muestras de colonias microbacterianas. Consiguelas y entregalas a [location2]. + Colonia Microbacteriana conseguida + Suficientes muestras han sido recolectadas. LLega a la estación para completar la misión. + Todos las muestras han sido entregadas. + No entregaste las muestras. + Destruye una guarida de monstruos + Monstruos hicieron su nido en [location1] y ahora se propagan a áreas cercanas. Detona el lugar con un dispositivo nuclear para ponerle un fin de una vez por todas. + La guarida ha sido destruida. + La localización permanece infestada. + Guarida destruida + La guarida ha sido destruida. Una recompensa será enviada por las autoridades cercanas. + Alcanza el corazón de la guarida y planta el dispositivo + Planta la bomba cerca del corazón + Guarida de Reptadores + Reptadores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Los nidos han sido destruidos. + La localización permanece infestada. + Nido destruido + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Reptadores + Reptadores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Todos los nidos han sido destruidos. + La localización permanece infestada. + Nidos destruidos + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Reptadores + Reptadores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Todos los nidos han sido destruidos. + La localización permanece infestada. + Nidos destruidos + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Fangorraptores + Fangorraptores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Todos los nidos han sido destruidos. + La localización permanece infestada. + Nidos destruidos + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Fangorraptores + Fangorraptores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Todos los nidos han sido destruidos. + La localización permanece infestada. + Nidos destruidos + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Fangorraptores + Fangorraptores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Todos los nidos han sido destruidos. + La localización permanece infestada. + Nidos destruidos + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Azotadores + Azotadores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Todos los nidos han sido destruidos. + La localización permanece infestada. + Nidos destruidos + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Azotadores + Azotadores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Todos los nidos han sido destruidos. + La localización permanece infestada. + Nidos destruidos + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Azotadores + Azotadores se han anidado en [location1]. Ayudanos a eliminarlos y a destruir sus huevos adentro de las cuevas. + Todos los nidos han sido destruidos. + La localización permanece infestada. + Nidos destruidos + "Buen trabajo! Parece que destruyeron todos los nidos ahí dentro. Abandonen el area y les daré su recompensa." + Guarida de Reptadores con Vaina + Reptadores infectados con Vaina se esparcen rapidamente en [location1]. No podemos permitir que continúe! Destruye a todos los que encuentres en la cueva! Te hemos dado algo para ayudar con la tarea, revisa tu cargo. Tengan cuidado con esa cosa! + Los reptadores con vaina fueron eliminados. + La localización permanece infestada. + Reptadores muertos + "Buen trabajo! Parece que mataron a cada uno de ellos. Abandonen el area y les mandaremos su pago." + Deposito de minerales + El puesto avanzado de encuesta encontró [resourcename1] y [resourcename2] en el camino a [location2]. + Eso debería ser todo. + Has minado todos los depositos de [resourcename1] y [resourcename2]. + Materiales minados + Mineral + Investigación Profunda + Su dedicación a la investigación le ha otorgado el conocimiento para fabricar herramientas de dementonita. + Piripi + Le has dado alcohol, ahora vive con las consecuencias. + "Pssst. Oye tu, por aquí." + Una figura sospechose te susurra: "He escuchado de ti. Y se que tomas trabajos extraños. Te puedo interesar en una actividad lucrosa?" + "Mira, hay gente que va y viene por estas estaciones, pero nadie sabe donde y cuando. Eso es confidencialidad del Capitán." + "Bueno yo y mis compañeros de toda Europa nos inventamos un sistema. Ponemos etiquetas en los trajes, y con un simple scanner en la entrada de su submarino, sabemos quien entra y quien sale. Entonces le vendemos la información a quien la quiera. Disidentes separatistas, peces gordos de la Coalición, mercaderes jugosos... quien sea, los encontramos. Ahí es donde tu ayudas." + Bueno, si nos pagas... + "No puedo ser visto hurgando por los cuartos de la tripulación, así que tu harás el trabajo. Agarra cuanta ropa puedas de los gabinetes, y traemelos en esa bolsa. Yo hare mi cosa y los vuelvo a poner." + "Perfecto. Me pondré a trabajar. Recuerda: Nunca hablamos." + "No son suficientes, trae más ropa." + "Pssst. Oye tu, por aquí." + Un individuo despeinado te habla: "Oye, quieres hacer un poco de pasta?" + "Esas máquinas expendedoras, son un timo. Pero se un truco para hacer que salga todo lo que tienen adentro." + "Pegales lo más duro que puedas. Eso atraera la atención" + No es exactamente sutil... + "Claro, por eso tu haces el ruido y yo el saqueo. Manten a la seguridad ocupada mientras hago el trabajo. Ahora ve a hacer lo tuyo." Te entrega una palanca. + Ese parece lleno. Prepara tu palanca... + "Claro, por eso tu haces el ruido y yo el saqueo. Manten a la seguridad ocupada mientras hago el trabajo. Ahora ve a hacer lo tuyo." + "Buen trabajo. aquí esta tu parte." + "Nos encontraste! Una cálida bienvenida a nuestros invitados." + Secuestrando a un VIP + Un individuo adinerado esta haciendo negocios en [location1]. Arrastralo hasta tu submarino con vida y escapa. + El VIP ha sido extraido. + No secuestraste al VIP. + Secuestrando a un VIP + VIP asegurado, hora de irse! + El VIP ha muerto. + Deja al VIP en la estación de baliza. Vivo. + "Ropa vistosa, reloj caro... Ese es el objetivo." + Estación Pirata + Estación Pirata + Este sitio es un nido de ladrones. Eres libre de hacer negocios... pero también podrías lidiar a Europa de esta mugre. + Has exterminado a los mugrosos habitantes de esta estación. Europa ahora es un lugar más seguro. + Los piratas mantienen control de la estación. + Piratas eliminados + Has exterminado a los mugrosos habitantes de esta estación. Europa ahora es un lugar más seguro. + "Estos tipos estan intentando meterse! A por ellos!" + Un investigador visiblemente loco mira a un terminal. \n"Fantasmas! Me hablan!" + "Fantasmas? No eres un científico?" + "Son esos aliens! Estan en mi cabeza! Juro que los ví... Las escrituras antiguas! La canción de la VERDADERA gente de Europa!" + "Claramente estas mal de la cabeza." + "Quizás TU no lo estés suficiente! Si tan solo pudieras ver lo que yo veo..." El investigador se escapa en pánico. + Dejar al loco en su incoherencia. + "Ven. Escucha. Más profundo..." + No estas seguro de lo que acabas de presenciar. Pero de algún modo, sientes como que puedes ver un ...camino al final de tu jornada. Te quedas perplejo, y un poco paranoico. + Oyes una voz apagada llamar a la gente que pasa: "Objetos salvados, metales raros, tengo de todo! Oye tu, viajero, te interesan partes de calidad, de lo que solían ser submarinos?" + "Me estas vendiendo... chatarra?" + “La chatarra de un hombre es el tesoro de otro. No creerías lo que puedes encontrar esperando pacientemente al fondo del océano. La chatarra podría ser cualquier cosa: motores rotos, partes de electrónicos... incluso podría ser un barco! Así que, que tal si me ayudas a levantar este negocio siendo my primer cliente?" + "Por 250Mr, toda esta chatarra puede ser tuya!" + “Trato.” + "Aquí tienes! Este es el comienzo de una lucrosa aventura de negocios!" + "No te lo voy a dar gratis! Tienes que pagar!" + El familiar destello de un cubo de metal y la persona que lo lleva puesto te llaman la atención: "Tu otra vez! Como puedes ver, Todavía estoy en el negocio de salvar chatarra. Y he conseguido, partes de alta calidad! Interesado en comprar?" + "Por 250Mr, toda esta chatarra puede ser tuya! Otra vez!" + "Nunca pensé que una persona sana compraría toda esta basura, DOS VECES! Como eres mi mejor y único cliente, deja que te de un consejo como abono: Aquí está un naufragio que encontré hace poco, pero fue muy peligroso para saquear. Quizás tu tengas mejor suerte..." + Saul Väger + Una figura encapuchada te habla. "Bendiciones, estimado viajero. He estado buscando una tripulación capaz de lidiarnos de una tarea de gran delicadeza." + "Suena sospechoso." + “Nusetra Iglesia conduce experimentos cruciales en organismos únicos y raras mutaciones, todo por el bien de la humanidad. Pero en la perscución del progreso ocurren... incidentes." + "Incidentes?" + “Algunos de nuestros sujetos de prueba escaparon su contención durante su transporte. Salva a esas almas perdídad y traelas a nuestro sanctuario. Te pagaremos por tu esfuerzo... y por tu silencio.” + "Lo haré." + "Ni loco. Es tu problema." + “Toma estos implementos sedantes. Ayudaran a mantener a las bestias pacificadas. Recuerda: Mantén a al menos un sujeto con vida.” + Capturar un Reptador Mutante + Multiple sujetos de prueba escaparon de [location2], y la Iglesia te ha encargado que traigas al menos un sujeto de vuelta con vida. + Objetivo Capturado + Mantén al objetivo con vida hasta llegar a [location2]. + Navega el submarino hasta [location2] y mantén al objetivo con vida. + Objetivo de captura + El espécimen ha sido capturado y llevado a la estación con éxito. + Has fallado en traer al objetivo con vida. + Reptador Escapado + Cave Pest + Disgusting! Throw it away! + Pest Nest + A nest of cave pests. These worm-like organisms fall on unsuspecting prey and dissolve them with acid. + Heaps of trash are piled up in a single place, saturating the damp air with the stench of mold. You didn't think this place could get any filthier. + You hear an irregular thump coming from inside a suspiciously wrapped package... + Kick it. + Stay the hell away. + Suspicious package + "You're part of the crew that just docked? Listen, we have an emergency here, and we could use your ship." + "My ship? How?" + "One of our residents caught some kind of unknown space flu from a recent expedition. Luckily we immediately put the patient in quarantine, but can't figure out whatever the hell is incubating. Worse, this station doesn't have the means to treat it. So far only Stabilozine seems to have an effect, but it's just temporary." + "Maybe it's a Lupus?" + “No, and we're running low on supplies. That's why we need you to transport the patient to the medical facility nearby, before this situation turns into a potential outbreak." + "Anything to save a life." + "An infectious disease in an enclosed submarine? Not happening." + Escort a patient to a medical facility + A resident of [location1] has contracted an unknown illness, and needs to be transported to [location2] for immediate treatment before the disease spreads. + Patient died + The patient did not survive transport. The mission is a failure. + Medical facility reached. The patient has been taken into urgent care. + The patient did not reach their destination. + Patient + Mysterious Disease + You're not feeling well, and you don't know why. + The patient is afflicted with an unknown, contagious disease, and requires medical attention. + Sickness + You're now also sick. Try to isolate yourself and tough it out. + The mysterious disease has spread to the crew... + “A transport vessel has been illegally dumping barrels of dangerous industrial waste in the waters nearby. If we don't do something, they will contaminate the water and make the passage unsafe. We'll pay anyone for cleaning up the cave and properly disposing of the waste in a nearby outpost” + “Yuck.” + Cleaning Industrial Waste + Irradiated industrial waste was dumped by unscrupulous captains between [location1] and [location2], and is now polluting the area. Retrieve the waste and bring it to a nearby outpost for safe disposal. + Industrial Waste + The waste has been successfully retrieved. + Failed to retrieve the waste. + Waste retrieved + The barrels of waste have been retrieved. Bring them to [location2] to be processed safely. + Some of the waste barrels are now on board the sub, but there is still more to retrieve. + Bring the waste back on board, but beware of its high dangerosity. + A stressed out worker grabs your attention. "We've received a message from a nearby industrial outpost. Apparently they're short on labor and are overworking the machinery to meet production quotas. We have our hands full over here, but if you have extra manpower to spare, try and give them technical assistance. Some extra elbow grease wouldn't hurt...” + “We might swing by the place, but no promises.” + Industrial Stress + [location1] has trouble meeting its production quota, and the station workers are overwhelmed. See if you can help with the situation. + The station has been repaired and is functional again. + You didn't help repair the station. + Industrial Incident + You hear screams around the station. A large fire has broken out and the station is erupting into chaos. Repair it! + You've managed to repair the broken machinery. The outpost is functional again, although a little singed. + You hear multiple docking ports disengaging as the remaining inhabitants of the station made their escape, leaving it abandoned. + This place now lies in ruins... + According to the tracker you're not even at a station! Don't waste our time! + You're at a station of the church of husk. We have no intend on interfering with them. Permission denied! + You're at a pirate station. We are not interested in that facility. Do whatever, but we will not claim the station! + You're calling the coalition over the military frequency... + You're calling the separatists over the military frequency... + We'd like to take over a station for you... + "Understood. You can proceed, but be aware that we won't be able to pay you much nor are we able to assist you with this, but you can keep whatever equipment you find! So best of luck to you and your crew!" + You hear someone tune into your frequency: "Enough! We yield! The station is yours... Just please stop with the bloodshed!" + You're receiving a call from the seargent: "Good work! The station is now under our command! We've delivered a little gift to your submarine. Go check it out!" + You notice a crate. Upon opening it you find a military radio with a note: \n"Use this to call into our military frequency and inform us about any other takeovers!" + "According to the tracker you've lost the military radio. Here's another one, but take good care of it! Those things don't come cheap!" + Movement was detected near the remnants of [name]. + Destroyed Station + [name] (Destroyed) + + A recently destroyed station. Its entrance is inaccessible by submarines. + It is impossible to dock here. + + “A nearby habitation outpost has ordered a special delivery of fresh meat. We need someone to safely escort a pack of Orange Boys to the destination.” + “Sure. They're so cute... and so delicious.” + “Sorry, pets are friends, not food.” + Escort Orange Boys + [location2] has requested a delivery of fresh Orange Boy meat and you've been tasked with herding them to destination. + Mission failed + Too many Orange Boys died. + Mission success. + Targets escorted succesfully. + Escort targets + Most of the Orange Boys have been safely transported to destination. + Failed to transport Orange Boys to destination. + A person wearing an strange helmet shouts towards your direction: "Hey I think that's the guy!" + "Are you talking to me?" + The odd group presents itself as the Orange Protection Society. “We've heard word of an unscrupulous captain trafficking kind orange souls to slaughter them! Soon, the entire species will be endangered due to the gluttony of a few cruel flesh-eaters! They are the real monsters of Europa, as well as those who do their bidding for money!" + "Like humans, the Europan Lobscrab is an amazingly social, smart and kind animal. They can live to be more than 100 years old, most of them older than any of human on this moon! Do you have any idea how they feel, being boiled alive and devoured?" + “You're mistaken, we were taking them to a loving forever home.” + There's an awkward silence. "Oh, what a relief. I'm so glad they're safe and sound. I must apologize, there's still some good left in the world after all. Take this, as a token of the Orange Protection Society." + "They feel delicious, with a touch of Moloch butter." + "That's the orange butcher in person! Get 'em!" + Chuch of Husk missionaries have baptized the new [name]. + Assassinate a key witness + An escaped member of the Red Mantis gang has been taken into custody inside a coalition outpost and is threatening to reveal secrets about the organisation. Silence the witness, permanently... + The witness has been eliminated. + The witness is still alive. + "We got a bounty if you're interested. The Red Mantis gang has put a hit on a target." + "Tell me more..." + "One of their old lieutenants has caught cold feet and turned tail towards the neareast coalition outpost. Word is, they're going to rat out their old crew to the authorities. Of course, the gang doesn't really like that prospect, so they're paying a nice sum to keep that snitch from babbling." + "I'll squash the rat." + "That's a job for a sea-cario." + "..." + "Here's where you should find the hit. Probably waiting in a cell until they get a full confession out of the traitor." + "No thanks, we try to stay out of gang business." + The pirate mentioned the turncoat was here, but didn't expect to see several prisoners in the same place. You can't tell which one is your target... + "Who the hell are you? Am I finally getting out?" + "I don't know you. Am I leaving?" + "The Red Mantis crew sends their regards." + "Red Mantis? Fuck! Security, there's a guy out to get me!" + “No really who the fuck are you? Security!” + "Nevermind. Stay inside." + "Whatever you say, chief..." + "Quit givin' me false hope..." + "Whoever you are chump, I'm outta here!" + The status monitor is displaying a warning about an oxygen generator malfunction. Better order a mechanic to take a look. + You're a little late, but the chemical scrubber was leaking a large quantity of ammonia through the vents all over the ship. Thankfully the liquid has ran out. + The chemical scrubber is leaking a large quantity of ammonia through the vents all over the ship. + The remaining fluid should dissipate over time if you just wait... but you could also purge it all at once. + Purge the fluid at your own risk. + You remember the purging procedure. Get the crew ready! + You wish you hadn't traded the operating manual for opium. Here goes nothing... + Wait for the problem to resolve itself. + You hear scrambled noises coming from your headset. The beacon signal is active, but it's malfunctioning and jamming nearby communications. Better not stay around. + Clown Delivery System + Through an impossible feat of clownpression technology, the children of the honkmother can somehow squeeze themselves inside a railgun shell to be shot across stations. A great way to kick off a surprise party! + "It looks like you're docked to a friendly station. Over." + “We've got a shipment of brand new defense bot models ready to be sent to a nearby outpost. They're fragile, so make sure to performance maintenance on them and keep the humidity away.” + “Beep Boop.” + Transport Defense Bots + A shipment of inactive defense bots must be transported to [location2]. Keep the defense bots repaired. + Cargo damage + The defense bots broke during transport. + The defense bots have been transported safely. + Failed to transport the cargo to destination. + Cargo damage + Too many defense bots broke during transport. + Despite a minor malfunction, the defense bots have been transported safely. + Failed to transport the cargo to destination. + Inactive Defense Bot + An inactive defense bot that needs to be transported to destination. Needs regular maintenance. + Defective Bot + You've overheard the head scientist of this outpost is looking for a well-armed vessel. "So you've come to help in our research, traveller. I have a mission that requires an adventurous spirit." + "What is it?" + “The almighty husk is ever changing, taking new forms and unifying all life. We have baptized such organisms Chimeras. To further study this new biological construct, we need blood samples, extracted from a subject." + "Interesting..." + "You're saying it can get even WORSE?" + The scientist hands you a vial with a needle. “Plunge this spike into the heart of the Chimera until the receptacle is full, then bring the container to a safe destination.” + "I will do it." + "No way." + Gather a sample of Chimera blood + The church of the Husk has tasked you with collecting a sample of blood from a Husk Chimera. Extreme caution is advised. + Blood sample extracted + Do not lose the samples until you reach [location2]. + Reach [location2] with the samples. + Husk Chimera + The chimera blood samples have been secured. + Failed to retrieve the blood samples. + "I will do it." + "No way." + "Tell me more..." + Accept + Agree + Disagree + Leave. + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/SimplifiedChinese/DE_SChinese.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/SimplifiedChinese/DE_SChinese.xml new file mode 100644 index 00000000..505648ed --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/SimplifiedChinese/DE_SChinese.xml @@ -0,0 +1,1539 @@ + + + + + “我之前发布了一个任务。有些只在该区域出没的生物正在给我们造成巨大的麻烦。如果你有兴趣,我已经把所有相关信息发送到了你的导航系统里。” + “我们屡次收到报道有艘捣乱的海盗船。我们需要你不择手段消灭他们。” + “我们屡次收到报道,有艘潜入深海的海盗船把音乐吹的震天响,吸引更多的怪物靠近我们的站点。我们需要你不择手段消灭他们。” + “我们最近与部分舰船失去了联系。我们相信他们遭到了报道中潜伏在该区域的一艘奇特舰船的袭击。我们需要你将其消灭期望在未来不要有其它舰船失联了。” + 状态监控器突然显示在气闸有什么东西…… + 状态监控器突然显示在气闸有什么东西…… + 状态监控器的警报显示引擎出现了故障。最好派名机修工过去看一看。 + 引擎停止运作了。最好赶紧将其恢复运转。 + 你恢复了引擎的运转! + 引擎并没有启动。再试试? + 有个零件脱落了下来。当然不是什么重要的……再给它点时间或许就能恢复了。 + 使用扳手 + 敲一下! + 释放压力 + 让别人来处理…… + 状态监控器的警报显示反应堆出现了故障。或许一名工程师应当前去检查。 + 反应堆出现了故障,压力正在不断增加。这是个严重的问题需要立即处理! + 你解决了问题,反应堆的数值正在回归正常! + 你没能释放压力。再试试? + 有个零件脱落了下来。但愿不是什么要紧的…… + 啤酒 - 联盟优质(10 马克) + 啤酒 - 木星军(10 马克) + 啤酒 - 液态飞升(59 马克) + 啤酒 - 小丑果汁(38 马克) + 威士忌(125 马克) + “相当热门的选择。” + “啊对,劣势方。” + “知道了。有趣的选择。但这东西你可要小心对待……我听说里面可能有寄生虫。” + “那个吗?拿好了。” + “全欧罗巴的医生都推荐这个。” + “抱歉,没货了。” + “你会付出代价的,革命万岁!” + 你听到有人调到了你们的频道:“够了!我们投降!站点是你们的了……不要再出现人员伤亡了!” + 离开该站点并领取你的奖励。 + “干得漂亮!这个站点现在是我们的了。我们会派批自己人过来。过不了多久这里就归我们管了!至于现在,你应当离开这个站点。我们会把奖励给你……” + “我们到了!确保你的武器都装上了弹药关了保险!我们上吧!” + “只有占领了上一个派你们船队去的站点,我们才能计划下一次袭击。” + “啊,见到您真是太好了!您的船队表现真是出色!我们计划了新的一次袭击。您的船员愿意施以援手,再一次帮助占领周围的分离主义站点吗?” + “你们的船队做得还不错,因此我们想问问你是否能够在我们对附近联盟站点的新一轮袭击中协助我们?” + “我们注意到了你们为了维持与我们的良好声望而付出的努力,因此我们愿意给你的船队一次机会证明你们的态度。在此次我们对附近分离主义站点的袭击中协助我们,很快你就能和我们的顶层人员打交道了!” + “啊,见到您真是太好了!您的船队表现真是出色!我们计划了新的一次袭击。您的船员愿意施以援手,再一次帮助占领周围的联盟站点吗?” + “你们的船队做得还不错,因此我们想问问你是否能够在我们对附近联盟站点的新一轮袭击中协助我们?” + “我们注意到了你们为了维持与我们的良好声望而付出的努力,因此我们愿意给你的船队一次机会证明你们的态度。在此次我们对附近联盟站点的袭击中协助我们,很快你就能和我们的顶层人员打交道了!” + “是的,我们很乐意帮忙。哪个站点是我们的目标?” + “来,我在您的地图上做个标记……我们也已经命令了一部分士兵在此次袭击中协助你和你的船员。他们一会就会加入你们。” + ”抱歉,但我们现在还有其它事情要优先处理。” + “好吧。要是处理完了或是您改变了主意请通知我们。” + “呀哈哈,看看谁来了?我瞧见好些可以抢的东西咯!但愿你们有备而来……” + 你正在接收另一艘舰艇发送的播送。该怎么做? + “这里是CO-CT-43。快说你来这里是做什么!” + (实话实说)“当然是来劫你们的货的……准备好被跳帮吧!” + “至少还讲诚信…… *各就各位!准备接敌*” + (撒谎)“这是爱德华海军上将的官方命令,要求检查你们的货物中是否有可能的偷渡者。请配合我们把潜艇停下。” + “噢,爱德华海军上将?是,我们立马停船!欢迎登船!” + “你是把我们当傻子?没有爱德华海军上将这个人!管你们是谁,我们建议掉头别挡我们的路,不然没好果子。” + 在高压的作用下反应堆开始变形并嘎吱作响,该做什么? + 释放压力 + 反应堆颤抖了几下,但你听到蒸汽从内核中呼啸而出。似乎有人用导线接了什么上去…… + 伴随着反应堆的汩汩声,从内核中延申而出的保护管因蒸汽而膨胀,看来得靠有资历的工程师才能搞定。 + 硫磺的气味让你的鼻腔火辣辣的疼…… + 隐藏在墙中,你注意到有个小金属盒子正微微闪光。 + 在一个雷管上你发现了一张纸条,上面详细记载了为了民主所需做的事。 + “看上去你很想来上一杯?” + “看上去你很想再来一杯。” + “再喝一杯?” + 朗姆酒(150 马克) + “只含人造甜味剂,抱歉。” + “还有的是呢。” + “再干了这一杯!” + “我们只给当地人赊账,先拿点钱过来吧。” + 付小费并离开(50 马克) + “你的小费换来的是我的提示;离港后检查这个信号,也许能找到什么有价值的东西。” + “要是赞扬也能当钱花就好了哥们,还是谢啦。” + 一名海盗在此止步并看着你,好像在等你做些什么。该怎么办? + 走开 + 你可不在乎,还有事要做呢。 + “嘿,等一等!” + 攻击(摧毁该海盗前哨站) + “我真的不喜欢你们这些肮脏的海盗渣滓的样子……除虫时间到!” + 狂乱撕扯(摧毁该海盗前哨站) + “该送你们下地狱了!” + 这个站点正尝试与你建立连接…… + 嘿!你是不是傻?以为我们不检查对接的是谁?再想想吧蠢货!你们都是和联盟混的!想都别想踏上我们的前哨站,不然就后悔吧,傻屌!滚! + 接受 + 聆听 + 调查 + 拒绝 + 无视 + 离开 + “现在不是时候。” + 你接收到了一种奇怪的无线电信号,或许值得调查…… + 萦绕的嚎叫在船壳间回响,肯定是什么在发出这些奇怪的信号。 + 刺耳的尖叫让你不寒而栗,肯定是什么在发出这些奇怪的信号。 + 你接收到了一种自动求救信号,或许值得调查…… + 你接收到了当前地区附近某地发送的SOS广播。 + 你接收到了一种异星信号,或许值得调查…… + 诡异的呼啸声呼呼作响,唤醒了你深处的恐惧,肯定是什么在发出这些奇怪的信号。 + 奇怪的无线电信号越来越强了,肯定就在附近…… + “现在没时间处理这个。” + 一名坚毅的自由斗士从箱子中跃出,狂野地挥动着枪支。 + 似乎是其他船长错放的货物。好耶! + 箱子里面是一封小小的信,上面盖着联盟的印章。信里是罚金,真倒霉。 + 一股腐肉的恶臭扑鼻而来,生锈的潜水服从箱子里站了起来。 + 你窥见的是一个邪恶残忍的小丑,他正满脸微笑,唾液从他的面具下流出。 + 你靠近了一名似乎受到了惊吓的平民。该怎么做呢? + “赶紧把钱都交出来,不然别想活着走出去!” + “可以可以……我全部的钱都在这了!” + “还有遗言吗?”(处决) + “不不不不,拜托等一……” + “不加入我们就和其他人一样去死吧!” + “行行!要我干什么都可以,但拜托别伤害我!” + “要我和肮脏的海盗合伙还不如去死!” + 墙上的传单星罗棋布,每个都带有奖赏。该选哪一个? + 海盗赏金 + -重金招募当地海盗猎人- + 你想了想:“联盟真的需要有人匿名给他们干脏活。” + 肃清怪物 + -当地的怪物引起了浩劫 - 消灭它们便有报酬- + 你想了想:“真的该有人去清理这些危险的生物。” + 采矿任务 + -当地的洞穴可能含有矿藏 - 证明它们存在便有报酬- + 你想了想:“一点实诚的采矿活,能出什么岔子?” + 货物运输 + -招募船长冷藏运输- + 你想了想:“实话实说,我他妈可不在乎什么限速!” + 打捞战利品 + -当地的洞穴中出现了信号 - 任何前去调查并将发现的东西带回的人都有报酬- + 你想了想:“那里能捡的破烂一定不少!” + “我这有一些多余的材料,想买吗?但只能选1样!” + 4x 燃料棒(900 马克) + “来,额外的燃料棒。” + “抱歉,我这可不是做慈善的。” + 2x FPGA电路(250 马克) + “上面还有加工台的味道呢。” + “你应该知道要钱吧?” + 1x 灭火器(100 马克) + “小心驶得万年船。” + “要是着火了你可要心痛咯。” + “我们才不会帮像你这样的家伙。” + “你会付出代价的,革命万岁!” + “想补焊接油罐的话,我有多的。” + 8x 焊接油罐(1000 马克) + “记住,高度易燃!” + “抱歉,我这可不是做慈善的。” + 1x 废料 + 情报(1000 马克) + “从不远处的沉船那拿的,让我在你的地图上标记……” + “孩子,这对我来说可不是垃圾,付钱。” + “想补弹药的话,我有多的,但只能卖你一盒!” + 电磁枪弹药箱(150 马克) + “需要装填弹药。” + “我这弹药可不是白送的。” + 12x .38 左轮子弹(600 马克) + “传统可靠的.38口径。” + “你应该知道子弹不是免费的,对吧?” + 2x 冲锋枪弹夹(400 马克) + “.45口径,直击灵魂。” + “你应该知道子弹不是免费的,对吧?” + “有没有偷东西啊?” + “没有长官。” + “最好没有。” + “有你也不知道。” + “耍小机灵?” + “我可盯着你呢。” + “好的长官,我会老实的。” + “那就看你表现了……” + “安全官都是狗。” + “那你是想来硬的,是吧?” + “发现可疑人员,全体待命。” + 贿赂(500 马克) + 贿赂(250 马克) + 贿赂(75 马克) + “转念一想,你不是我要找的家伙。” + “这么点钱就想贿赂我?” + “你是想贿赂我?” + 侮辱 + “你刚刚说什么!?再敢试试我可就上报了!” + “够了!你被捕了!” + “对,你最好还是走远点!” + “要是想补给的话我他妈可有些军火。只卖一盒可要选好了。” + 加速粉剂(500 马克) + “噢,这可是好东西。” + “不付钱可嗨不了。” + 6x 手炮子弹(1000 马克) + “我敢发誓它能切穿任何联盟军的防弹衣、虾脊螳螂甚至摩洛克的护甲。” + “这看上去像是慈善吗?” + 2x 突击步枪弹夹(1000 马克) + “由憎恨铸成,装满了恶意,可靠地突击。” + “你也是刚从废弃前哨站来的?我这要点钱。” + “不是谁想进就能进的。有他妈的通行费!一句忠告:最好付钱! + 交纳通行费(1000 马克) + “哈!我就喜欢这样。不缠着你们了! + “不如这样……要是你出两份钱,我就在其他海盗那里给你们说几句好话!” + 付1000马克(联盟声望 -20) + “哈!就喜欢你这样的!” + “哥们你钱都不够……想糊弄我?滚!” + “啧!行……继续拍联盟的马屁吧!” + “连这点钱都没有?那你身上的东西可就值得我花时间了。” + 讨价还价(750 马克) + “认真的?给我搞这套,是吧?行吧!进去…… + “你可想得美。” + “噢,我有个更好的提议……” + 恳请(100 马克) + “你这哭的,乐死我了……别再说了,滚出我的视线。” + “你这是侮辱我,操你妈!” + “你可悲的辩解救不了你!” + “我知道一种你能听懂的语言。” + 侮辱 + “噢,你他妈的死定了!” + “抓住他们!” + 抓住联盟的走狗! + “噢,看看谁来了?联盟军的渣滓!?他妈的有通行费不知道啊!付钱傻逼!” + 交纳通行费(5000 马克) + “感谢造访我们啊,傻狗!” + “这机会可是我施舍给你的。付两份钱我就在附近其他海盗那里给你们说些好得一塌糊涂的话。” + 付5000马克(联盟声望 -40) + “没想到你还真付钱了。那我就四处吹吹你们。但联盟听到了可不会喜欢,哈哈。” + “你们联盟的人蠢的跟什么一样。连他妈的自己多少钱都数不清了。给我滚!” + “拿脚趾头都能猜到。就你妈是条联盟的狗。赶紧滚出我的视线!” + “连这点钱都没有?那你们联盟的人身上的东西可就值得我花时间了。” + 讨价还价(3000 马克) + “搞快点傻卵,不然就让我帮你。” + “还以为像你这样的人都有点东西呢……给我过来!” + “你猜猜怎么着?想得美!见鬼去吧!” + 恳请(1000 马克) + “哈哈,嘿伙计们!看看这个爱哭鬼!……行了把我逗笑了进去吧,趁我还没改变主意!” + “你他妈的开什么玩笑!?我要把你他妈的尸体扒个精光!” + “你可悲的辩解救不了你,你的联盟同伙也帮不了你!说遗言吧!” + “嗯?你说你想找份活干?我告诉你吧!这里可没管理服务!不过……我有线索,这附近有联盟的船只经过,不清楚我的船员能不能搞定。你有钱的话这情报就卖给你!” + 购买(1000马克) + “哈,好极了!我告诉你他们要经过哪里!” + “我才不会免费给你呢蠢货!等你有钱了再回来!” + “联盟发布公告”,变色和破损的海报列举了遭受破坏和侵扰的地点,似乎联盟已经陷入困境。你只能看清一组坐标。 + 一笔免税的收入也不会有什么影响…… + “附近有一个巨大的巢穴,每分钟都有越来越多的生物在涌出,如果你能把它连根拔除,就有奖励给你!” + 明白了 + + 库巴的的无线电 + 库巴给你的提前配置好频道的无线电,可在与分离主义站点对接时呼叫援助。 + 求职板 + 通讯中继器 + 一种无线电通讯中继设备,能让你接收无线电信号以及通讯。 + 巨型橡皮鸭 + 一只巨型橡皮鸭,你可以把它扔来扔去,然后看着它在水里自在地飘浮。 + 大型橡皮鸭 + 一只大橡皮鸭,你可以把它扔来扔去,然后看着它在水里自在地飘浮。 + 橡皮鸭 + 一只橡皮鸭,你可以把它扔来扔去,然后看着它在水里自在地飘浮。 + 巨型橡皮鸭 + 一只戴着海盗帽和眼罩的巨型橡皮鸭,你可以把它扔来扔去,然后看着它在水里自在地飘浮。 + 大型橡皮鸭 + 一只戴着海盗帽和眼罩的大型橡皮鸭,你可以把它扔来扔去,然后看着它在水里自在地飘浮。 + 橡皮鸭 + 一只戴着海盗帽和眼罩的橡皮鸭,你可以把它扔来扔去,然后看着它在水里自在地飘浮。 + 海盗外骨骼 + 一件经过巨量改装的外骨骼。有些海盗似乎相当狡猾,设法增强了这套外骨骼的抗眩晕能力,并在条件允许的情况下利用船体内的氧气。 + 海盗外骨骼 + 一件经过巨量改装的外骨骼。有些海盗似乎相当狡猾,设法增强了这套外骨骼的抗眩晕能力,并在条件允许的情况下利用船体内的氧气。 + 损坏的海盗外骨骼部件 + 经过改造的海盗外骨骼上损坏的部件。 + 脏弹 + 一个手工制作的放射性炸弹,可以放在雷管、轨道炮或深水炸弹夹层内。最好保持距离! + 海盗头盔 + 海盗防弹衣 + 海盗头巾 + 海盗船长帽 + 海盗服装(新手) + 为了抵抗木卫二冰洋的艰苦环境,海盗们拼凑出这样结构牢固的防护服。这套防护服主要是给新船员和职位较低的船员使用。 + 海盗服装 + 为了抵抗木卫二冰洋的艰苦环境,海盗们拼凑出这样结构牢固的防护服。这套防护服上装有轻质装甲 + 海盗服装(战斗) + 为了抵抗木卫二冰洋的艰苦环境,海盗们拼凑出这样结构牢固的防护服。这套防护服供更有经验的船员和高层人员穿戴,在战斗中可以保护他们。 + + 摩螺克甲壳(左) + 摩螺克甲壳(中) + 摩螺克甲壳(右) + 联盟Logo + 联盟Logo(彩色) + 联盟Logo(破损) + 联盟Logo(损毁) + 木星分离主义Logo + 木星分离主义Logo(彩色) + 木星分离主义Logo(破损) + 木星分离主义Logo(损毁) + + 猎杀巨型放电脊刺 + 一只攻击性很强的巨型放电脊刺在这片海域穿行,严重影响到[location1]与[location2]之间的船运安全。有人承诺给杀死它的人一笔高达[reward]马克的赏金。 + 巨型放电脊刺 + 这只臭名昭著的巨型放电脊刺已经死了。 + 目标已清除 + 巨型放电脊刺已被击杀。驾驶潜艇返航,以领取相应奖励。 + 猎杀2只巨型放电脊刺 + 一对攻击性很强的巨型放电脊刺在这片海域穿行,严重影响到[location1]与[location2]之间的船运安全。有人承诺给杀死它们的人一笔高达[reward]马克的赏金。 + 巨型放电脊刺 + 这两只臭名昭著的巨型放电脊刺已经死了。 + 目标已清除 + 巨型放电脊刺已被击杀。驾驶潜艇返航,以领取相应奖励。 + 联盟站点争夺 + 分离主义站点争夺 + 前哨站已被解放 + 似乎分离主义者已不堪重负。 + 前哨站已被夺取 + 似乎联盟将要放弃该站点。 + 海盗避风港 + 劫掠联盟货运船 + 一艘联盟货运船正穿过此地。消灭他们的船员并掠夺他们的船只! + 你成功地消灭了所有联盟军! + 你并没有杀死所有联盟军! + 已发现联盟船只 + 噢,不!似乎是个陷阱……这是艘攻击型潜艇! + 已经消灭了所有联盟军 + 先掠夺他们的船只或继续前往[location2]。 + 窃取情报 + 为了获取更多的行动情报,木星分离主义委派你窃取联盟的机密文件。 + 已成功取回文件。 + 未能取回文件。 + 你已经找到了机密文件。最好在别人注意到之前尽快离开。 + 爬行者兽穴 + 爬行者正在[location1]筑巢。在洞穴中找到并摧毁它们所有的蛋,从而帮助我们清除它们。 + 巢穴已被成功摧毁。 + 这个地方成了那些怪物的老巢。 + 已摧毁巢穴 + "干得好!看来你成功摧毁了此处的每一个巢穴。离开这里我们会给予你报酬。” + 泥偶迅猛龙兽穴 + 泥偶迅猛龙正在[location1]筑巢。在洞穴中找到并摧毁它们所有的蛋,从而帮助我们清除它们。 + 巢穴已被成功摧毁。 + 这个地方成了那些怪物的老巢。 + 已摧毁巢穴 + "干得好!看来你成功摧毁了此处的每一个巢穴。离开这里我们会给予你报酬。” + 虎尾煞兽穴 + 虎尾煞正在[location1]筑巢。在洞穴中找到并摧毁它们所有的蛋,从而帮助我们清除它们。 + 巢穴已被成功摧毁。 + 这个地方成了那些怪物的老巢。 + 已摧毁巢穴 + "干得好!看来你成功摧毁了此处的每一个巢穴。离开这里我们会给予你报酬。” + 画皮爬行者兽穴 + 画皮爬行者正在[location1]快速扩张。我们不能让它们进一步扩张了!在洞穴中将其斩尽杀绝,从而帮助我们清除它们。 + 画皮爬行者已被成功消灭。 + 这个地方成了那些怪物的老巢。 + 爬行者已死 + “哇了不起!看来你成功杀死了此处的每一只爬行者。离开这里我们会给予你报酬。” + 废料场 + 过多的船只在[location1]处殒命,他们含有剧毒的废料渗漏进了大海并把当地的动物变成了极其危险的生物。我们不能让它们继续扩大传染了!在这片废料场将其斩尽杀绝并摧毁每一个你能找到的蛋,从而帮助我们清除它们。 + 废料场已被清除。 + 这个地方成了那些怪物的老巢。 + 目标已消灭 + “没想到你还能活着出来!看来你把它们都解决了。离开这里我们会给予你报酬。” + 劫掠联盟货运船 + 一艘联盟货运船正穿过此地。消灭他们的船员并掠夺他们的船只! + 你成功地消灭了所有联盟军并夺走了他们的货物! + 你并没有杀死所有联盟军! + 已发现联盟船只 + 该出击了!他们有你要的战利品! + 已经消灭了所有联盟军 + 掠夺他们的船只并继续前往[location2]。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 你决定调查这个奇怪的异星信号。 + 你并没有调查该信号。 + 已到达该信号。 + 你调查了信号。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 你决定带上遗物。这或许值得。 + 你并没有调查该信号。 + 已收容异星遗物 + 你调查了信号并发现了一件异星遗物。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 你决定带上遗物。这或许值得。 + 你并没有调查该信号。 + 已收容异星遗物 + 你调查了信号并发现了一件异星遗物。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 你决定带上遗物。这或许值得。 + 你并没有调查该信号。 + 已收容异星遗物 + 你调查了信号并发现了一件异星遗物。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 你决定带上遗物。这或许值得。 + 你并没有调查该信号。 + 已收容异星遗物 + 你调查了信号并发现了一件异星遗物。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了摩螺克。 + 目标已清除 + 原来信号是那只摩螺克发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了摩螺克。 + 目标已清除 + 原来信号是那只摩螺克发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了爬行者。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了虎尾煞。 + 目标已清除 + 原来信号是那只虎尾煞发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了爬行者巢母。 + 目标已清除 + 原来信号是那只爬行者巢母发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了爬行者巢母。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了爬行者巢母。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了爬行者。 + 目标已消灭 + 原来信号是那群爬行者发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了爬行者。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了爬行者。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了爬行者。 + 目标已消灭 + 原来信号是那群爬行者发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了锤头煞。 + 目标已清除 + 原来信号是那只锤头煞发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了锤头煞。 + 目标已消灭 + 原来信号是那群锤头煞发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了锤头煞。 + 目标已消灭 + 原来信号是那群锤头煞发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了锤头煞。这条路线已恢复安全。 + 目标已消灭 + 原来信号是那群锤头煞发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了锤头煞母皇。这条路线已恢复安全。 + 目标已清除 + 原来信号是那只锤头煞母皇发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了金色锤头煞。 + 目标已清除 + 原来信号是那只金色锤头煞发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了巨型脊刺。 + 目标已清除 + 原来信号是那只巨型脊刺发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了巨型脊刺。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了脊刺。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了虎尾煞。 + 目标已清除 + 原来信号是那群虎尾煞发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了虎尾煞。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了泥偶迅猛龙。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了泥偶迅猛龙。 + 目标已清除 + 原来信号是那群泥偶迅猛龙发出的。 + 随机遭遇 + 你接收到了一种奇怪的异星信号…… + 未知信号 + 已调查信号并消灭了泥偶迅猛龙。 + 随机遭遇 + 你接收到了一种求救信号…… + 未知信号 + 已调查信号并成功回收日志。 + 信号并未被调查。 + 数据回收成功 + 原来信号是那本日志发出的,上面记载着一些加密数据。 + 随机遭遇 + 你接收到了一种求救信号…… + 已调查信号并成功消灭了所有海盗。 + 信号并未被调查。 + 未知信号 + 海盗遭遇战 + 消灭海盗,或是沉掉这艘海盗潜艇! + 已消灭海盗 + 原来信号是那群海盗发出的。或许他们船上有什么可以搜刮的?开着潜艇去[location2]当你准备离开时。 + 随机遭遇 + 你接收到了一种求救信号…… + 已经消灭了所有海盗。 + 有海盗成了漏网之鱼。 + 未知信号 + 海盗遭遇战 + 消灭海盗,或是沉掉这艘海盗潜艇! + 已消灭海盗 + 原来信号是那群海盗发出的。或许他们船上有什么可以搜刮的?开着潜艇去[location2]当你准备离开时。 + 重型海盗船 + 找出肆虐该地区的海盗船,干掉所有海盗。但请记住,这些海盗设法加强了他们的船壳,所以么装上重型火力,要么瞄准门和舱口。 已经标出的位置是他们最后现身的位置。 + 已经消灭了所有海盗。 + 有海盗成了漏网之鱼。 + 海盗的目击记录 + 已发现海盗 + 消灭海盗,或是沉掉这艘海盗潜艇! + 已消灭海盗 + 开着潜艇去[location2]领取赏金。 + 喧闹的海盗船 + 有人看到一艘海盗船袭击了其他船只,偷走了船上所有的酒精和朗姆酒,同时把音乐吹得震天响,他们会把欧罗巴的所有怪物引到我们家门口。把这些醉醺醺的白痴赶走,这样我们就不用处理比他们更糟糕的事情了。已经标出的位置是我们怀疑该船的位置。 + 已经消灭了所有海盗。 + 有海盗成了漏网之鱼。 + 海盗的目击记录 + 已发现海盗 + 消灭海盗,或是沉掉这艘海盗潜艇! + 已消灭海盗 + 开着潜艇去[location2]领取赏金。 + 奇特的海盗船 + 有传言说这一带有一艘奇特能力的海盗船。显然,海盗们制造了某种异常来保护自己,所以你可能需要让你的潜艇与其保持安全距离!已经标出的位置是我们怀疑该船的位置。 + 已经消灭了所有海盗。 + 有海盗成了漏网之鱼。 + 海盗的目击记录 + 已发现海盗 + 消灭海盗,或是沉掉这艘海盗潜艇! + 已消灭海盗 + 开着潜艇去[location2]领取赏金。 + 海盗领主 + 据称有一艘海盗领主的船只一直在这个地区肆虐。消灭所有船员,你会得到丰厚的回报!但请记住,这是一艘海盗领主的船只! 他们有非常坚固的船体和强大的火力,所以要做好准备! 已经标出的位置是他们最后现身的位置。 + 已经消灭了所有海盗。 + 有海盗成了漏网之鱼。 + 海盗的目击记录 + 已发现海盗 + 消灭海盗,或是沉掉这艘海盗潜艇! + 已消灭海盗 + 开着潜艇去[location2]领取赏金。 + + 繁殖地 + 繁殖地 + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Medical Doctor\n-Shops: Military, Armory + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: General Goods + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication + A single building and the beginning of new life in this area.\nOffers:\n-Jobs + A landmark of Europan colonization. \nOffers the largest variety of stores and services + Offers:\n-Jobs\n-Crew for Hire + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Military + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Submarines, Upgrades, Military, Armory, Engineering Supplies + Offers:\n-Jobs\n-Medical Doctor + Offers:\n-Jobs\n-Crew for Hire\n-Medical Doctor\n-Fabrication\n-Shops: Pharmacy + Offers:\n-Jobs\n-Crew for Hire\n-Research Labs\n-Shops: Butcher + A construction site working on a new type of station.\nOffers:\n-Jobs + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: Submarines, Upgrades, General Good, Engineering Supplies + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Shops: General Goods, Minerals, Upgrades + A small automated module scanning the surrounding area for minerals.\nOffers:\n-Information about nearby minerals for mining operations + A mining operation exploiting pockets of dry caves for minerals.\nOffers:\n-Fabrication\n-Shops: Minerals + Offers:\n-Jobs\n-Crew for Hire\n-Research Labs + Offers:\n-Jobs\n-Crew for Hire\n-Fabrication\n-Research Labs\n-Shops: Submarines, Research Supplies + Military fortification blocking off access to deeper areas.\nOffers:\n-Jobs\n-Crew for Hire\n-Medical Doctor\n-Shops: Military, Armory + 海盗们得以会面交谈而不彼此攻击的安全避风港。\n提供:\n-工作\n-可雇佣的船员\n-工程舱\n-医生\n-研究实验室\n-商店:潜艇、潜艇升级、常规货品、药店的、工程物资、军械库、海盗装备 + 当地的动物会向附近的地区快速扩张。 + 被画皮寄生虫感染的生物的热点区域,会快速扩张。 + 遭受废料感染的生物的热点区域,会迅速扩张。 + 没有障碍和怪物的地区。为殖民做好了准备。 + 海盗们正在拆除废弃前哨站并利用它的一砖一瓦建设新的避风港。 + 海盗盘踞地 + [name]海盗建设站 + previousname]处新居住地的建设已经竣工。更多的居民正搬往他们的新家。 + 对[previousname]的调查发现了一处矿藏,工人们开始了挖掘。 + [previousname]的水培区将他们的设施升级为了生物圈以便为当地的站点提供足够的肉。 + 海盗们正在拆除废弃前哨站并利用它的一砖一瓦建设新的避风港。 + [previousname]的生物圈成功升级成了补给设施。 + [previousname]的研究取得了成果,该设施升级成了研究实验室。 + [previousname]的殖民者已经扩张了殖民地以便容纳更多的人。 + [previousname]的殖民地扩大了。 + [previousname]吸引了更多的研究者并建立了学会。 + [previousname]的挖掘已经竣工,工人们开始采矿。 + [previousname]的医院成功升级成了手术中心。 + 为容纳更多的病人,[previousname]的诊所升级成了医院。 + 我们意外地失去了与[previousname]的联系。我们建议你谨慎地前去调查。 + [previousname]附近的信标站收到了该站点的自动求救广播,但是没有后续的通讯消息。 + 报告称[previousname]前哨站已经被敌人占领。没有发现幸存者。 + 报告称[previousname]前哨站已经被敌人占领。幸存者正在被穿梭艇救出。 + [previousname]被标记为适合的殖民据点。 + [previousname]有一大块空间可以建立一个前哨站。 + [previousname]已作为一处安全的殖民据点。 + 联盟已经将[previousname]标记为一个适合的殖民据点。 + [previousname]已经被怪物占据。 + Swarms of husk-infected monsters were spotted around [previousname]. + 在[previousname]盘踞的怪物已经被周围的联盟部队清理。 + [previousname]正遭受怪物的攻击。 + 怪物已不再袭击[previousname]。 + Husk activity has decreased around [previousname]. + 联盟正在[previousname]设立封锁。 + 联盟正在向[previousname]调动部队。 + 联盟正在[previousname]驻扎部队。 + [previousname]的殖民者已经扩张了殖民地以便容纳更多的人。 + [previousname]的殖民地扩大了。 + [previousname]正在扩张。 + [previousname]的殖民者已经开始了对站点的建设。 + [previousname]的殖民者已经着手于建造便利设施。 + [previousname]开始建造更多基础设施。 + [previousname]的工程师已经完成了水培室的接线。 + [previousname]的机修工已经完成了水培室的焊接。 + [previousname]现在正为周边的地区种植庄稼。 + [previousname]的工程师已经完成了加工台的安装。 + [previousname]的机修工已经开始了消费者商品的生产。 + [previousname]的产业正蓬勃发展! + 联盟防卫军已经开始在[previousname]建立基地。 + [previousname]正处于联盟的控制中。 + [previousname]正在建立联盟营地。 + 对[previousname]周边地区的研究表明该区域存在大量异星生命。 + [previousname]发现在洞穴中生长着一种迷人的植物标本。 + [previousname]附近的植物群激起了科学家们的好奇心。 + 对[previousname]附近区域的调查表明存在珍贵的矿物。 + [previousname]发现站点附近含有矿物。 + 在[previousname]附近发现了富含矿物的地区。 + [previousname]的工程师和科学家完成了聚变能厂的建造。 + [previousname]现在为周边的地区提供聚变能。 + [previousname]的聚变能厂的冷却管已完工。 + [previousname]的工程师和机修工已经开始出售船只和船只部件了。 + [previousname]完成了干船坞的建造。 + [previousname]的船厂建造完工了。 + [previousname]现在提供医疗了。 + [previousname]已经建立了一小间医务室。 + [previousname]已经完成了诊所的建造。 + 联盟军已经在[previousname]设防。 + 联盟军已经加强了[previousname]的兵力。 + [previousname]已经建立了防御工事。 + 联盟军已经在previousname]建立了一座巨大的要塞。 + 联盟军正在[previousname]发起动员。 + [previousname]已经成为了一座保卫周边站点的要塞。 + 联盟军在[previousname]建立了一座巨大的要塞。 + 联盟军正在[previousname]发起动员。 + [previousname]已经成为了一座保卫周边站点的要塞。 + 殖民地 + [name]领地 + [name]边界 + [name]边疆 + [name]殖民地 + 定居点 + [name]邮局 + [name]田地 + [name]聚落 + [name]定居点 + 前哨站 + [name]站 + [name]居住地 + [name]社区 + [name]前哨站 + 城市 + [name]都市 + [name]巨型城市 + [name]扩张区 + [name]城市 + 勘查区 + [name]保护区 + [name]田地 + [name]矿床 + [name]勘查区 + 提炼区 + [name]采石场 + [name]挖掘现场 + [name]洞穴 + [name]开采区 + 挖掘区 + [name]挖掘地 + [name]矿场 + [name]爆破现场 + [name]挖掘区 + 营地 + [name]军营 + [name]野营地 + [name]驻防地 + [name]营地 + 基地 + [name]地堡 + [name]城堡 + [name]堡垒 + [name]基地 + 军事要塞 + [name]军事要塞 + [name]军事设施 + [name]要塞 + [name]指挥部 + 研究站 + [name]生物研究所 + [name]地理研究所 + [name]天文台 + [name]植物区 + [name]动物区 + 实验室 + [name]无菌研究站 + [name]实验所 + [name]化工 + [name]研究实验室 + 学会 + [name]大学 + [name]机构 + [name]基金会 + [name]研究所 + 水培区 + [name]栽培区 + [name]乡间 + [name]农业 + 生物圈 + [name]农业舱 + [name]农业经营 + [name]生态系统 + [name]生物圈 + 补给中心 + [name]农业科学研究所 + [name]寄宿中心 + [name]食品卫生室 + [name]补给中心 + 诊所 + [name]医务室 + [name]医疗舱 + [name]药店 + [name]诊所 + 医院 + [name]药房 + [name]病房 + [name]保健中心 + [name]医院 + 手术中心 + [name]生物医学研究所 + [name]手术中心 + [name]疗养院 + [name]检疫站 + 锻造厂 + [name]铸工厂 + [name]金工厂 + [name]钢铁厂 + [name]锻造厂 + 工厂 + [name]工业 + [name]工坊 + [name]工场 + [name]制造场 + 船厂 + [name]厂 + [name]船坞 + [name]干船坞 + [name]船厂 + 仓库 + [name]储存站 + [name]料场 + [name]库 + [name]仓库 + 聚变站 + [name]堆芯 + [name]原子能电厂 + [name]热核熔炉 + [name]聚变站 + 施工现场 + [name]场地 + [name]规划区 + [name]建筑区 + [name]开发区 + 军事封锁 + [name]封锁区 + [name]炮位 + [name]检查站 + [name]工事 + [name] + 遭受攻击 + 航路节点 + 画皮感染区 + [name]路径点 + [name]信标 + 画皮感染的[name] + 废料场 + [name]废料场 + [name]避风港 + [name]港湾 + [name]藏身处 + 海盗们在[previousname]建立了一个新的避风港。 + 海盗们冒险进入[previousname],并建立了一个新的据点。 + + 歼灭者海盗 + 喧闹海盗船长 + 喧闹海盗领主 + 喧闹海盗新兵 + 喧闹海盗炮手 + 喧闹海盗蛮兵 + 喧闹海盗精英 + 喧闹海盗技工 + 喧闹海盗物理学家 + 喧闹海盗机修工 + 喧闹海盗工程师 + 海盗避风港 + + 矿石幻兽 + 矿石幻兽 + 矿石幻兽 + 矿石幻兽 + 矿石幻兽 + 矿石幻兽 + 矿石幻兽 + 矿石幻兽 + 矿石幻兽 + 矿石幻兽 + 巨型放电脊刺 + 卡兹亚·库巴 + 约翰·史密斯 + 分离主义政委 + 玩笑大师 + 萨达什·基拉 + + 研究广博 + 她对研究的投入赋予了这般知识,她能够使用异星材料制作摄魂工具。 + 微醉 + 你为她提供了酒,这个后果会陪伴一生。 + + 临时船员 + 会在他们加入6小时后离队。 + 我在抵达后帮助该船队6小时。不多,也不少。 + + 我们听说有一艘联盟的船从这里附近经过。也许他们有一些你的货物,你懂我的意思吗? + 一些分离主义分子似乎在这些水域周围航行。也许他们有一些你的货物,你懂我的意思吗? + 海盗们已经找到了一条绕过封锁线进入欧罗巴更深区域的途径。在站点里打听一下如何通过封锁。 + “嗯?秘密通道?哦哦,那你找对人了! 我们发现了一条隧道,可以穿过封锁线。在这里,我将在你的地图上标记出来...不过要小心! 可能有船只在巡逻!” + “哦,你是来穿越封锁线的?给我你的地图...好,在这里你可以找到一条隧道来通过,但要小心!沿途可能有巡逻部队!另外,祝你好运!” + “啊嗬!你可能想穿过封锁线,对吗?有一条隧道可以穿过它们。在这里,我将在你的地图上标出它...不过要注意巡逻的船只!” + 非法闯入 + 你这是在非法闯入。请注意本地区巡逻的联盟船只! + 你成功地消灭了联盟的巡逻队! + 你成功地躲过了联盟的巡逻队! + 联盟巡逻队的踪迹 + 已发现联盟巡逻队 + 避开巡逻队,或击沉他们! + 已消灭联盟巡逻队 + 你现在可以继续向[location2]前进。 + 劫掠联盟船只 + 猎杀联盟的船只,消灭他们的船员并掠夺他们的货物! 标记的位置显示了该船可能前往的位置。 + 已经消灭了所有联盟船员。 + 有联盟船员成了漏网之鱼 + 联盟船只目击记录 + 已发现联盟船只 + 消灭木卫二联盟势力,或是沉掉这艘联盟潜艇! + 已消灭所有联盟船员 + 掠夺他们的船只,继续向[location2]前进。 + 劫掠分离主义船只 + 击毁分离主义分子的船只,消灭他们的船员并掠夺他们的货物! 标记的位置显示了该船可能前往的位置。 + 已经消灭了所有分离主义船员。 + 有分离主义船员成了漏网之鱼 + 分离主义船只目击记录 + 已发现分离主义船只 + 消灭分离主义分子,或是沉掉这艘分离主义潜艇! + 已消灭所有分离主义者 + 掠夺他们的船只,继续向[location2]前进。 + 海盗的通道 + + + + + + + Documents + A folder containing some documents. + Classified Documents + An envelope containing classified documents. + Classified Documents + An envelope containing classified separatist documents. + Untangle + Plant Cluster + A cluster of entangled plants. It might be possible to untangle them when stabilizing them with stabilozine at a research table. + Stabilized Plant Cluster + A cluster of entangled plants. It has been stabilized and can be untangled without harming all of the plants. + "Thank you! Some backup is always appreciated!" + "Good luck!" + "That won't be necessary. Please order your soldiers to stay." + "You seem quite determined... Alright, I'll order them to stay put. Good luck!" + The door is shut. The terminal says: "All external contractors must pay a security deposit of 250mk to access mining operations" + Transaction received. Unlocking door... + Transaction failed. Insufficient personal funds. + You broke into the mine without paying the fee. Authorities were notified about your actions. + Pay + Mineshaft access + Temporary Crewmember + Will leave your crew after 6 hours from the moment they joined. + I'm here to support this crew for 6 hours from the moment I arrived. No more, no less. + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Lithomorph + Great Electric Spineling + “Praise the Husk. We thought we'd never be getting out of here!” + The depths will take the unbelievers! + Those who reject the gift must drown! + Perish and be reborn as Husk! + "This vessel is yours, correct? We lost contact with a nearby deep sea laboratory. The research team is supposed to send us a weekly detailed report, but now they do not respond to our calls. See if you can reestablish communication, the church will reward you accordingly." + No signal... Maybe check the antenna? + The power is back online. The structure rumbles as machinery comes alive. + The researcher coughs up an unnerving amount of fluids before catching his breath in a gasp. \n"Praise the husk you came! It seems you're not from the church..." + "You were on the verge of turning, what happened here?" + "It's the genes we were using. Usually the church directly provides us with a fresh supply, but for the last shipment, we had to rely on a delivery from an outsider ship. Those infidels must've tampered with the product, trying to make a profit by reselling the rest." + "But why didn't the parasite take over?" + "We put the symbiote in stasis by spreading chlorine through the ventilation system and shut the whole circuit down, it's a standard safety procedure in case of outbreak... We tried signaling the church, but nobody came, until you did." + "Your antenna was disconnected." + "Bastards must have sabotaged it! I'll send a full report to the church... And bless your travels." + This is the place. The clown could be anywhere. Don't forget to honk your horn. + You suddenly hear a muffled voice calling out for you. "Pssst! Over here!" + As you approach, an orange wig emerges from under the garbage. "Thank the honkmother! Did my troupe sent you?" + "What are you even doing in there?" + "Hiding, obviously. At first I thought sharing a few jokes incognito would lighten up the mood, you know, get those sinister fellows on the sillier side of life. But as soon as I snuck into the outpost, my cover was blown! Can you believe it?" + "What did you expect?" + "I find the very concept of clowns unbelievable to begin with." + The clown grumbles. "I spent weeks mastering the art of subterfuge to blend into the cult, and even read all of their honkin' lore, chalice, wine and all..." + "Well, time to leave." + "Should I pull you out by the nose?" + "No way, if I get seen, they'll get their grabby appendices on me and strap me to a dissection table! You can't open up a clown, that's like explaining a joke, it's not funny!" + "Stay here, I'll deal with security." + "Great! I've got a few jokes if you need an ice-breaker. So, a cultist, a clown and a separatist walk into a bar..." You close the lid. Time to negociate. + "This particularly stern cultist looks like the head of security." + "So... heard any squeaky noises recently?" + "The cultist sighs. Ah... so you've heard about our unwanted guest. We've been looking to oust this intruder, but the trickster has eluded us.?" + "Not a big fan of clowns are you?" + "Disruptions are not to be tolerated in this holy sanctuary. Xenoscience is not some trivial matter. It requires a honed mind, focused on the most noble goal of bettering humanity. None shall make a mockery of our precepts." + "Let's say I can convince the clown to leave the station for good, will you allow it?" + "Fine. We just want our peace of mind. Rid us of this disturbance and we will overlook the situation." + "So? Did they like my joke?" + "They're willing to let you go" + "Some fresh air at last!" The clown clumsily squeezes out of the trash can, like a human-shaped sausage. + The inept infiltrator is emanating a foul stench from days spent in hiding. "Please don't tell my troupe, I don't want to be the butt of the joke!" + "How about you join my crew?" + "Great! I might not be the most subtle of jesters, but I know my way around a submarine." + "You need to learn to laugh about yourself. It's part of the clown spirit." + "You're right. There's nothing to be ashamed of. I'll call my friends and wait for a shuttle to bring me back." The clown bows and pinches its large red nose as a sign of gratitude. + "Oh well. Not that I've seen clowns around here, no sir." + "Then don't bother me!". They don't need to know about the clown, you need to think of another way. + "Nuh-uh. I don't negociate with horrorists." + "This place gives me the creeps." The clown pauses for a moment, and formulates a plan. "What do you say we play one final prank, a diversion while I make my escape?" + "What do you have in mind?" + "Here, I prepared this party cracker." He hands you a... grenade? "Place it inside a cabinet, and when you're ready, honk the horn. It's going to be a blast, trust me!" + Now's the time! Honk it! + You find the clown shaking from excitement. "That was some J-grade pranking! To hell with subtelty, take me on a tour around the moon, there are many tricks to be played!" + "Sure, just don't blow up the submarine." + "I know where the heretic hides" + "The church would greatly appreciate your cooperation. Lure the unbeliever out, and we will take care of the rest." + "They loved it. You can come out now." + You hear the head of security over the radio: "The church thanks you for your help. May the tides carry you to your destination". You're not very proud of what you've done, but you accept the reward nonetheless. + You spot an unusually upset clown. Despite its colorful appearance, it seems worried about something. + "What's the matter? Stepped on a rake lately?" + "Believe it or not, this is no laughing matter. I could use some help from a crew like yours." + "Two days ago, a member of our troupe thought it'd be a good idea to board a shuttle to a nearby church, and we havent heard about him since. Our friend believed he could infiltrate the church, and pass himself as an adept. Naturally, I thought it was a joke!" + "Husks can't speak, much less laugh." + "To us it's fun and games, but to these people the very concept of humor is akin to blasphemy!" + "Didn't know the honkmother had a spy network." + "I thought you guys avoided touring the church." + "We go from station to station, raising morale, that is the mission of our dis-organization. Anyway, take this bike horn with you and go to these coordinates. Once you're there, honk around. Clowns always heed the call, you should be able to find our friend that way." + "I'll see what I can do." + Let's not get involved in clown business. + “I believe you're familiar with those creepy husk cultists right? They're not just religious fanatics mind you, the church makes most of the medicine and biotech here on Europa." + "Until we can produce our own on a large scale, we are dependent on their shipments, but so is the coalition...” + “Here's the plan: take down a church transport ship on route to a coalition outpost. This will keep our hands clean while dealing a blow to the coalition” + "I already knew that, what about it?" + "What now?" + "Consider it done." + "Count us out, we're not pirates." + The coalition official waves at you. “Here you are. I've received a report... We have a major problem.” + “Those fanatics of the church are on the verge of a scientific breakthrough: a new pathogen, unlike anything we've seen before. We think they're working on way to spread the virus on a large scale.” + “We need to put an end to this research project. Their scientist must be eliminated. But we can't act on our own, sending one of our own agents would cause not only the Church to retaliate, but also Separatists to take their side. \nI need a freelance crew for this... and you just happen to be here.” + What kind of problem? + Sounds bad... + I will do it. + No way. This is too much of a risk. + “Some of the commoners here are looking for safe passage to a nearby station. Escort them over there safely and you'll be paid.” + The Deacon seems distressed. “You know all too well the gospel of the church can be too... enlightening for some. \nThose who spread the good word are never safe from bigotry and suspicion.” + “A few proselytes are being unjustly detained in an outpost nearby. Free them from the jaws of intolerance and the Church will reward you.” + “An epidemic broke out in a nearby outpost. \nDeliver these medical supplies and spread the good word of the church.” + “We need to spread the good faith, but the unbelievers are wary of our gifts. \nSmuggle these goods to our proselyte brothers in hiding.” + “A Cardinal is looking for transport to a nearby research laboratory” + “I've heard the church of the Husk is looking to develop a new vaccine. \nThey will pay good money for fresh samples of slime bacteria.” + You pull the lever and hear the gate rumbling: the passage is open. + "Security alert: intruders are trying to force the gate open!" + You've reached a blockade. The path to the next biome must be unlocked to proceed. + Reach the control room to open the blockade + "Can't afford our hospitality huh? Don't worry, I'll give you the royal treatment!" + "Uh Oh." + You try pressing the button, but the door seems locked. You can hear a raspy voice from the other side: \n"Should've paid, the toll, chump. But if you REALLY want in... we can find an arrangement..." + *Sigh...* How much? + 500Mk. Pay up or stay out. + Fine... + No way. This is racket. + "Nice. Lookin' forward to doing business." + "Trying to swindle me? No cash, no guns." + "Hah! Come back if you change your mind. I'm not going anywhere." + "This guy's trying to steal our supplies!" + As you walk down the hallway, an unsavory individual puts a hand on your shoulder. "Fancy ship you've got there. A real beauty... Bet it cost you a little fortune." + It's just a hunk of junk. + Bugger off + The man keeps following you. "Used to be a captain you know? Mine was sunk by one of those coalition dogs. Tried to run a blockade with a shipment of the good stuff, turns out Dugongs aren't known for their speed." + The self-proclaimed pilot spits on the floor. "Took a straight hit by a railgun. Tore a hole in the amidships, but somehow me and my crew limped back to this rat hole of a station. Bet if I had yours, things would've been different..." + Tough luck mate, I wish you the best. + Not my problem. + The involuntary landlubber is back again, and pulls something from under his coat. For a brief moment you think it's a gun, but it's just a bottle of rum. "You know what, I've got a good feeling business will resume. Pulled these babies from my personal stash. This one is on the house!" + Never say no to free booze. + Get the hell off me. You're not my buddy, pal. + Drink up, and make sure to share with aaaaall your crew! To the last drop. Me, I won't be staying here for long..." \nYou catch a glimpse of a sinister chuckle. + "Whatever. Guess we just don't get along. Don't worry, I'll be leaving soon..." + There's a loud sound in the airlock... + "We're taking over this ship!" + "Hm? Ye lookin' for work ye say? Lemme tell ya somethin'! Ain't no administration service here! But... Got me a lead about a coalition transport passing near here and I'm not sure if me crew is ready for it. Imma sell it to ya if ye got the cash!" + Buy (1000mk) + "Hah great! Lemme show ya where they gonna pass!" + "Ain't gonna give it to ya for free dumbass! Come back when ye got the scratch!" + "COALITION BOUNTY ISSUED", the discolored and damaged posters list off sites of destruction and infestation, seems like the coalition is in over their heads. You can only make out one set of coordinates. + A tax free paycheck couldn't hurt... + “There is a massive lair nearby bubbling over with more and more creatures by the minute, if you can take it out there is a reward in it for you!” + Understood + This automated station scans the surrounding area for minerals. A message is displayed on the terminal: \n\n"PAY 1000MK TO ACCESS THIS UNIT'S SCANNING DATABASE" + Transfer the money + "ACCESS GRANTED. POTENTIAL MINERAL DEPOSITS CAN BE FOUND AT THESE LOCATIONS..." + "INSUFFICIENT FUNDS. ACCESS DENIED" + A panel displays a message from the outpost's taskmaster. \n\n"CONSTRUCTION UNITS REQUESTED. MAY BE FABRICATED AND PACKAGED USING THE FOLLOWING MATERIALS:" \n\n-Lead \n-Copper \n-Steel \n-Iron \n-Zinc \n-Aluminium + "Hey you! We're running short on materials and the next delivery has been delayed a few days. We don't want to spend more time on this construction site than we have to... You don't happen to have 5 crates of building materials you could spare? We'll pay for them of course!" + We do. Let me go grab them for you. + "Oh wonderful! Speak to me again once you're done delivering them to the cargo unit over there to collect your payment." + I am not sure. Let me check our cargo first. + "Alright! If you happen to find some, deliver them to the cargo unit over there and talk to me once you're done." + Not interested in selling. + "I see... Well if you happen to change your mind, you know where to find me." + We're lacking the materials. + "I see... Well then I guess we'll have to wait for the official delivery then." + "Oh hey! Did you guys change your mind? We really could use those 5 crates of building materials!" + Yes, the crates are on their way. + "I see you've delivered the required amount. Here's your payment!" + Thank you. + "Oh and since you're on good terms with us, administration stated to throw the current building plans out and let you decide on what type of station we should build here. So what's it going to be, boss?" + A Settlement + "Alright, a settlement it is. I'll be returning to work now. Safe travels to you!" + A Military Base + "Alright, a military base it is. I'll be returning to work now. Safe travels to you!" + A Research Station + "Alright, a research station it is. I'll be returning to work now. Safe travels to you!" + A Hospital + "Alright, a hospital it is. I'll be returning to work now. Safe travels to you!" + "I'll be returning to work now. Safe travels to you!" + "I'm afraid that won't be enough. Check your cargo hold and see if can find some more." + Alright, I'll go check again. + Sorry, but that's all we got... + "In that case I recommend taking your cargo back. We'll be waiting on the official delivery then instead." + Bandits + Gangs of outlaws that roam the murky seas of Europa and engage in criminal activities. Dangerous, but open for business... + Opportunists, brigands, pirates... Truly a villainous bunch. + Initiate Robes + A dark garment traditionally worn by acolytes of the Church of Husk. Imbued with pheromones that pacify feral husks, helping the acolytes stay safe until they're ready to ascend. + Ritual Chalice + A decorated Chalice used in ascension rituals. + Poster - Religion is Poison + Nuclear Bomb + A nuclear bomb, causing a massive fallout after detonation, killing everything in its path. 60 seconds until detonation when armed. + Portable Nuclear Device + Construction Material Crate + A crate full of processed construction materials. Can be delivered to construction sites. + Soft, flexible metals + Harder, sturdy metals + Construction work at [name] was stopped due to nearby dangers. + Ongoing constructions at [name] were abandoned due to nearby dangers. + The construction site at [name] was closed down and abandoned due to nearby dangers. + Husk Temple + Abbey of [name] + Cathedral of [name] + Chapel of [name] + A scientific outpost of the Church of Husk. + Sinking Circus + The Circus on tour at [name] + The Sinking Circus has left the area. + The Sinking Circus has arrived in [previousname]. + Entertainers, travelling the cold seas of Europa. + + St. Mendel + St. Darwin + St. Newton + St. Curie + St. Archimedes + St. Avogadro + St. Bohr + St. Einstein + St. Ohm + St. Kepler + St. Copernicus + Holy Bernoulli + Holy Fermi + Holy Mendeleev + Holy Al-Haytham + Pious Planck + Pious Pascal + Blessed Boyle + Sanctus Gauss + Guiding Galileo + Sacred Schrödinger + Hopeful Hypatia + Victorious Volta + Laplace's Grace + Faithful Fourier + Glorious Goodall + Port Royal + Tortuga + New Providence + Barataria + Matanzas + Eyl + Libertalia + Hai Tac + New Nassau + Clew + Barbary Rift + Campeche + Hodeidah + Emule + Plank + Bilgebath + Drunken Masts + Rumgone + Grim + [resourcename1] + Find the clown operative + Rescue a clown from a church outpost. + A naive clown left his troupe and attempted to infiltrate [location1]. Investigate the situation. + Intercept a church vessel + Prevent a delivery of medical supplies to a coalition outpost. Intercept the church's transport ship. + Transport ship located + Neutralize the crew or sink the submarine to the bottom of the sea! + Navigate the submarine to [location2] to claim your reward. + The shipment has been seized. + The shipment has not been intercepted. + Shipment recovered + The cult's scientist has been successfully eliminated. Leave the outpost at once complete the mission. + Cultist Ambush + Seek out the Jovian Separatist vessel that has been terrorizing this area and eliminate its crew. The marked locations show where the ship has last been sighted. + Incoming transmission + “Your transgressions against our church will no longer be tolerated. May you find mercy into the depths!” + Outpost assassination + An informant in the [location1] has told us a leading scientist of the church has been developping a devastating bioweapon prototype there. Kill the target and put an end to their research. + The cult's scientist has been successfully eliminated. + Eliminating the scientist failed. + Scientist killed + The cult's scientist has been successfully eliminated. Leave the outpost at once complete the mission. + Personnel Transport + Escort a number of personnel from [location1] to [location2] while ensuring their safety. + Personnel transport successful, and the extremists have been dealt with. + Escorted personnel did not reach their destination, or the extremists were not uncovered and neutralized. + Personnel died + Too many of the escorted personnel have perished at sea. The mission is a failure. + The threat has been subdued. + Looks like that was the last of the extremists. Check on your crew and reach [location2]. + Jailbreak + The Church of Husk has tasked you to free some of their proselytes who are being held captive. + The proselytes have been rescued. + Freeing the proselytes failed. + The proselyte has been rescued. + Freeing the proselyte failed. + Delivering medical supplies + [location2] is in dire need of medical supplies, and the church has tasked you with the delivery. + The medical supplies have been delivered. + The supplies have not been delivered. + Smuggling calyx extract + The church wants you to smuggle husk eggs hidden among other medical supplies to their operatives in [location2]. + The calyx extract has been delivered. + The supplies have not been delivered. + Escort a high-ranking ecclesiast + One of the church's researchers must be transfered to the [location2]. Ensure their safety. + VIP transport successful. + Escorted personnel did not reach their destination. + Gather Slime Samples + The church of husk will pay [reward] for samples of slime bacteria. Harvest and deliver them to the [location2]. + Slime gathered + Enough slime samples have been harvested. Head to the outpost for your reward. + All the samples have been delivered. + You did not deliver the samples. + Destroy a monster lair + Monsters have nested deeply into [location1] and are now spreading in the surrounding areas. Plant a nuclear device inside and blow up the place once and for all. + The lair has been successfully destroyed. + The location remains infested. + Lair destroyed + The lair has been destroyed. A reward will be sent by the nearby authorities. + Reach the heart of the lair with the bomb + Plant the bomb near the heart + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Crawler Lair + Crawlers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Mudraptor Lair + Mudraptors are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Find the heart of their lair and destroy it. We've marked all potential targets on your sonar. We need you to find the right one and plant a nuke on it. You should have one lying around somewhere. Word of advice: Only activate it once you know the shortest way back to your submarine! + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Thresher Lair + Threshers are nesting at [location1]. Help us to get rid of them by finding and destroying any of their eggs inside the cave. + The nests have been successfully destroyed. + The location remains infested. + Nests destroyed + "Great work! Seems like you succesfully destroyed every single nest in there. Leave the area and we'll send you your pay." + Husked Crawler Lair + Husked Crawlers are spreading rapidly at [location1]. We can't let this spread further! Help us to get rid of them by eliminating every single one you can find in that cave! We've sent you something to help deal with them, check your cargo. Better place that bad boy far away! + The husked crawlers have been successfully eliminated. + The location remains infested. + Crawlers killed + "Wow good job! Seems like you succesfully killed every single one of them in there. Leave the area and we'll send you your pay." + Mineral Deposits + The survey outpost has located [resourcename1] and [resourcename2] on the way to [location2]. + That should be all of the surveyed minerals. + You have mined all of the [resourcename1] and [resourcename2] deposits. + Minerals mined + Mineral + Extensive Research + Her dedication to her research has given her the knowledge to use alien materials to craft dementonite tools. + Tipsy + You provided her with alcohol, now live with the consequences. + "Pssst. Hey you, over here." + A suspicious figure speaks quietly: "I've heard of you. And I know you take odd jobs. Can I interest you in a most lucrative opportunity?" + "See, people come and go around these outposts, but nobody knows when and where. That's captain confidentiality." + "Well me and my partners all over Europa came up with a little system. We plant tags in the clothes, and with a simple scanner in the airlock, we know exactly who docks and who leaves. Then we sell the information to whoever needs it. Separatist dissidents, coalition bigwigs, juicy merchants... you name em, we find em. That's where you help." + As long as you pay... + "I can't be seen rummaging around the crew quarters, so you're up to the job. Grab a bunch of clothes from the lockers, and bring them to me in that bag. I'll do my thing and put them right back in." + "Perfect. I'll get to work. Remember: We never spoke." + "Won't do. Get me more clothes." + "Pssst. Hey you, over here." + A disheveled individual whispers: "Hey, looking for a bit of quick cash?" + "Those vending machines man, they're a scam. But I know a trick to make them spill their insides." + "Hit em as hard as you can. That'll attract the attention" + Not exactly subtle... + "Yeah that's why you do the smashing and I do the looting. Keep security busy while I grab the goods. Now get to work." He hands you a crowbar. + That one looks full. Ready your crowbar... + "Yeah that's why you do the smashing and I do the looting. Keep security busy while I grab the goods. Now get to work." + "Good job. Here's your share." + "You found us! A warm welcome to our guests." + Ransoming a VIP + A wealthy executive is conducting business in [location1]. Drag him to your submarine alive and escape the station. + The VIP has been extracted. + You didn't get the VIP. + Ransoming a VIP + VIP secured, time to leave! + The VIP has died. + Drop off the VIP at a beacon station. Alive. + "Fancy clothes, expensive watch... That's the target." + Pirate Outpost + Pirate Outpost + This place is a den of thieves. You're free to conduct business... but you could also rid Europa of this scum. + You cleared the outpost of its undesirable inhabitants. Europa is a safer place now. + The pirates still remain in control of the outpost. + Pirates Eliminated + You cleared the outpost of its undesirable inhabitants. Europa is a safer place now. + "These guys are trying to break in! Get 'em!" + A visibly distraught researcher stares intently at the research terminal. \n"Ghosts! They're speaking to me!" + "Ghosts? Aren't you a scientist?" + "It's those aliens! They're inside my head! I swear I saw them... the ancient scriptures! The song of the TRUE Europans!" + "You're clearly psychotic." + "Maybe YOU are not enough! If only you could see the things that I see..." The researcher scurries away in a panic. + Leave the madman to his ravings. + "Come. Listen. Deeper..." + You're not quite sure what you just witnessed. But somehow, you feel like you can see a ...path to the end of your journey. You're left perplexed, and also a little paranoid. + You hear a muffled voice calling out the passerbys: "Salvage, rare metals, I've got them all! Hey you traveller, interested into some first rate, former submarine parts?" + "You're selling me ...scrap?" + “One man's junk is another's treasure. You wouldn't believe what you can find patiently waiting at the bottom of the sea. Scrap could be anything: broken down engines, electronics... it could even be a boat! So, how about helping me kick off this business by being my first customer?" + "For 250 marks, all this scrap can be yours!" + “Deal.” + "Here you go! This is the start of a lucrative business venture!" + "I'm not giving it for free! You gotta pay up!" + The familiar glint of a metal bucket and the person wearing it catches your eye: "You again! As you can see, I'm still in the salvage business. And I got my hand on some brand new, high-quality scrap! Interested in buying?" + "For 250 marks, all this scrap can be yours! Again!" + "Never thought any sane person would buy that junk TWICE! Since you're my best and only customer, let me give you a tip as a bonus: Here's a wreck I found a while ago, but it proved too dangerous to loot. Maybe you can give it a shot..." + Saul Väger + A hooded figure signs to you. "Blessings, dear traveller. I've been looking for a vessel capable enough to rid us of handling a most delicate task." + "Sounds fishy." + “Our church is running crucial experiments on unique organisms and rare mutations, all for the good of humanity. But with the pursuit of progress comes unfortunate... incidents." + "Incidents?" + “Some of our test subjects escaped containement during transport to one of our churches. Save those lost souls and bring them back to our sanctuary. We will reward your effort... and your silence.” + "I will do it." + "No way. Clean up your own mistakes." + “Take these sedative implements. They will help keeping the beasts pacified. Remember: keep at least one of the subjects alive.” + Capture a mutated crawler + Multiple test subjects have escaped from [location2], and the church has tasked you with recovering a specimen alive. + Target Captured + Keep the target alive until you reach [location2]. + Navigate the submarine to [location2] and keep the target alive. + Capture target + The specimen has been successfully captured and transported to destination. + Failed to retrieve the specimen alive. + Escaped Crawler + Cave Pest + Disgusting! Throw it away! + Pest Nest + A nest of cave pests. These worm-like organisms fall on unsuspecting prey and dissolve them with acid. + You hear a mechanical piece moving. Looks like the problem resolved itself somehow. The machine has a spirit of its own... + Heaps of trash are piled up in a single place, saturating the damp air with the stench of mold. You didn't think this place could get any filthier. + You hear an irregular thump coming from inside a suspiciously wrapped package... + Kick it. + Stay the hell away. + Suspicious package + "You're part of the crew that just docked? Listen, we have an emergency here, and we could use your ship." + "My ship? How?" + "One of our residents caught some kind of unknown space flu from a recent expedition. Luckily we immediately put the patient in quarantine, but can't figure out whatever the hell is incubating. Worse, this station doesn't have the means to treat it. So far only Stabilozine seems to have an effect, but it's just temporary." + "Maybe it's a Lupus?" + “No, and we're running low on supplies. That's why we need you to transport the patient to the medical facility nearby, before this situation turns into a potential outbreak." + "Anything to save a life." + "An infectious disease in an enclosed submarine? Not happening." + Escort a patient to a medical facility + A resident of [location1] has contracted an unknown illness, and needs to be transported to [location2] for immediate treatment before the disease spreads. + Patient died + The patient did not survive transport. The mission is a failure. + Medical facility reached. The patient has been taken into urgent care. + The patient did not reach their destination. + Patient + Mysterious Disease + You're not feeling well, and you don't know why. + The patient is afflicted with an unknown, contagious disease, and requires medical attention. + Sickness + You're now also sick. Try to isolate yourself and tough it out. + The mysterious disease has spread to the crew... + “A transport vessel has been illegally dumping barrels of dangerous industrial waste in the waters nearby. If we don't do something, they will contaminate the water and make the passage unsafe. We'll pay anyone for cleaning up the cave and properly disposing of the waste in a nearby outpost” + “Yuck.” + Cleaning Industrial Waste + Irradiated industrial waste was dumped by unscrupulous captains between [location1] and [location2], and is now polluting the area. Retrieve the waste and bring it to a nearby outpost for safe disposal. + Industrial Waste + The waste has been successfully retrieved. + Failed to retrieve the waste. + Waste retrieved + The barrels of waste have been retrieved. Bring them to [location2] to be processed safely. + Some of the waste barrels are now on board the sub, but there is still more to retrieve. + Bring the waste back on board, but beware of its high dangerosity. + A stressed out worker grabs your attention. "We've received a message from a nearby industrial outpost. Apparently they're short on labor and are overworking the machinery to meet production quotas. We have our hands full over here, but if you have extra manpower to spare, try and give them technical assistance. Some extra elbow grease wouldn't hurt...” + “We might swing by the place, but no promises.” + Industrial Stress + [location1] has trouble meeting its production quota, and the station workers are overwhelmed. See if you can help with the situation. + The station has been repaired and is functional again. + You didn't help repair the station. + Industrial Incident + You hear screams around the station. A large fire has broken out and the station is erupting into chaos. Repair it! + You've managed to repair the broken machinery. The outpost is functional again, although a little singed. + You hear multiple docking ports disengaging as the remaining inhabitants of the station made their escape, leaving it abandoned. + This place now lies in ruins... + According to the tracker you're not even at a station! Don't waste our time! + You're at a station of the church of husk. We have no intend on interfering with them. Permission denied! + You're at a pirate station. We are not interested in that facility. Do whatever, but we will not claim the station! + You're calling the coalition over the military frequency... + You're calling the separatists over the military frequency... + We'd like to take over a station for you... + "Understood. You can proceed, but be aware that we won't be able to pay you much nor are we able to assist you with this, but you can keep whatever equipment you find! So best of luck to you and your crew!" + You hear someone tune into your frequency: "Enough! We yield! The station is yours... Just please stop with the bloodshed!" + You're receiving a call from the seargent: "Good work! The station is now under our command! We've delivered a little gift to your submarine. Go check it out!" + You notice a crate. Upon opening it you find a military radio with a note: \n"Use this to call into our military frequency and inform us about any other takeovers!" + "According to the tracker you've lost the military radio. Here's another one, but take good care of it! Those things don't come cheap!" + Movement was detected near the remnants of [name]. + Destroyed Station + [name] (Destroyed) + + A recently destroyed station. Its entrance is inaccessible by submarines. + It is impossible to dock here. + + “A nearby habitation outpost has ordered a special delivery of fresh meat. We need someone to safely escort a pack of Orange Boys to the destination.” + “Sure. They're so cute... and so delicious.” + “Sorry, pets are friends, not food.” + Escort Orange Boys + [location2] has requested a delivery of fresh Orange Boy meat and you've been tasked with herding them to destination. + Mission failed + Too many Orange Boys died. + Mission success. + Targets escorted succesfully. + Escort targets + Most of the Orange Boys have been safely transported to destination. + Failed to transport Orange Boys to destination. + A person wearing an strange helmet shouts towards your direction: "Hey I think that's the guy!" + "Are you talking to me?" + The odd group presents itself as the Orange Protection Society. “We've heard word of an unscrupulous captain trafficking kind orange souls to slaughter them! Soon, the entire species will be endangered due to the gluttony of a few cruel flesh-eaters! They are the real monsters of Europa, as well as those who do their bidding for money!" + "Like humans, the Europan Lobscrab is an amazingly social, smart and kind animal. They can live to be more than 100 years old, most of them older than any of human on this moon! Do you have any idea how they feel, being boiled alive and devoured?" + “You're mistaken, we were taking them to a loving forever home.” + There's an awkward silence. "Oh, what a relief. I'm so glad they're safe and sound. I must apologize, there's still some good left in the world after all. Take this, as a token of the Orange Protection Society." + "They feel delicious, with a touch of Moloch butter." + "That's the orange butcher in person! Get 'em!" + Chuch of Husk missionaries have baptized the new [name]. + Assassinate a key witness + An escaped member of the Red Mantis gang has been taken into custody inside a coalition outpost and is threatening to reveal secrets about the organisation. Silence the witness, permanently... + The witness has been eliminated. + The witness is still alive. + "We got a bounty if you're interested. The Red Mantis gang has put a hit on a target." + "Tell me more..." + "One of their old lieutenants has caught cold feet and turned tail towards the neareast coalition outpost. Word is, they're going to rat out their old crew to the authorities. Of course, the gang doesn't really like that prospect, so they're paying a nice sum to keep that snitch from babbling." + "I'll squash the rat." + "That's a job for a sea-cario." + "..." + "Here's where you should find the hit. Probably waiting in a cell until they get a full confession out of the traitor." + "No thanks, we try to stay out of gang business." + The pirate mentioned the turncoat was here, but didn't expect to see several prisoners in the same place. You can't tell which one is your target... + "Who the hell are you? Am I finally getting out?" + "I don't know you. Am I leaving?" + "The Red Mantis crew sends their regards." + "Red Mantis? Fuck! Security, there's a guy out to get me!" + “No really who the fuck are you? Security!” + "Nevermind. Stay inside." + "Whatever you say, chief..." + "Quit givin' me false hope..." + "Whoever you are chump, I'm outta here!" + The status monitor is displaying a warning about an oxygen generator malfunction. Better order a mechanic to take a look. + You're a little late, but the chemical scrubber was leaking a large quantity of ammonia through the vents all over the ship. Thankfully the liquid has ran out. + The chemical scrubber is leaking a large quantity of ammonia through the vents all over the ship. + The remaining fluid should dissipate over time if you just wait... but you could also purge it all at once. + Purge the fluid at your own risk. + You remember the purging procedure. Get the crew ready! + You wish you hadn't traded the operating manual for opium. Here goes nothing... + Wait for the problem to resolve itself. + You hear scrambled noises coming from your headset. The beacon signal is active, but it's malfunctioning and jamming nearby communications. Better not stay around. + Clown Delivery System + Through an impossible feat of clownpression technology, the children of the honkmother can somehow squeeze themselves inside a railgun shell to be shot across stations. A great way to kick off a surprise party! + "It looks like you're docked to a friendly station. Over." + “We've got a shipment of brand new defense bot models ready to be sent to a nearby outpost. They're fragile, so make sure to performance maintenance on them and keep the humidity away.” + “Beep Boop.” + Transport Defense Bots + A shipment of inactive defense bots must be transported to [location2]. Keep the defense bots repaired. + Cargo damage + The defense bots broke during transport. + The defense bots have been transported safely. + Failed to transport the cargo to destination. + Cargo damage + Too many defense bots broke during transport. + Despite a minor malfunction, the defense bots have been transported safely. + Failed to transport the cargo to destination. + Inactive Defense Bot + An inactive defense bot that needs to be transported to destination. Needs regular maintenance. + Defective Bot + You've overheard the head scientist of this outpost is looking for a well-armed vessel. "So you've come to help in our research, traveller. I have a mission that requires an adventurous spirit." + "What is it?" + “The almighty husk is ever changing, taking new forms and unifying all life. We have baptized such organisms Chimeras. To further study this new biological construct, we need blood samples, extracted from a subject." + "Interesting..." + "You're saying it can get even WORSE?" + The scientist hands you a vial with a needle. “Plunge this spike into the heart of the Chimera until the receptacle is full, then bring the container to a safe destination.” + "I will do it." + "No way." + Gather a sample of Chimera blood + The church of the Husk has tasked you with collecting a sample of blood from a Husk Chimera. Extreme caution is advised. + Blood sample extracted + Do not lose the samples until you reach [location2]. + Reach [location2] with the samples. + Husk Chimera + The chimera blood samples have been secured. + Failed to retrieve the blood samples. + "I will do it." + "No way." + "Tell me more..." + Accept + Agree + Disagree + Leave. + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/SimplifiedChinese/HE_SChinese.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/SimplifiedChinese/HE_SChinese.xml new file mode 100644 index 00000000..e2306eb9 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Text/SimplifiedChinese/HE_SChinese.xml @@ -0,0 +1,664 @@ + + + + + + + + + + [itemname](人类) + [itemname](爬行者) + [itemname](泥偶迅猛龙) + [itemname](锤头煞) + [itemname](虎尾煞) + [itemname](末日蠕虫) + + 蛋白质棒 + 有几分美味的蛋白质棒。有助于加快伤势愈合。 + 袋装爆弹石榴薯片 + 干的爆弹石榴薯片。是观看一年一度的“DUNWICE FACE-OFF”时流行的小吃。 + 袋装突变爆弹石榴薯片 + 干的突变爆弹石榴薯片。一种流行的小吃。据说可以略微加快烧伤的愈合。 + 面包 + 一条面包。 + 汉堡面包胚 + 用于制作汉堡。 + 热狗面包胚 + 塞根香肠到里面。 + 切片面包 + + 两片面包。十分适合用来制作三明治! + + 泡泡莓酱三明治 + + 涂了泡泡莓酱的美味三明治。 + + + 汉堡 + 有点美味的汉堡。 + 热狗 + 有点美味的热狗。 + 熟里脊 + 味道糟透了,但在欧罗巴上不足为奇。 + + 熟里脊 + 尝起来像猪肉,只是味道有点更苦,更重。 + 汉堡 + 尝起来有那么一点苦。 + 热狗 + 尝起来有那么一点苦。 + + 烤肉 + 一大块烤肉。 + 汉堡 + 尝起来像鸡肉。 + 热狗 + 尝起来像鸡肉。 + + 烤肉 + 一大块烤肉。 + 腌制锤头煞幼体 + 美味佳肴。 + 油炸锤头煞幼体 + 昂贵的快餐。 + 汉堡 + 嗯唔,太好吃了,难以置信到你想把头砸了! + 热狗 + 嗯唔,太好吃了,难以置信到你想把头砸了! + 排骨 + 味道浓郁的美食。 + + 熟里脊 + 肉质松弛,还有点粘。 + 汉堡 + 这味道让你目瞪口呆。 + 热狗 + 这味道让你目瞪口呆。 + + 热狗 + 这味道太疯狂了! + 汉堡 + 这味道太疯狂了! + + 泡泡莓 + + 非常美味多汁。 + + 突变泡泡莓 + + 爆爆果 + + 是许多孩子喜爱的玩具。吃之前得放在水中让它爆开。 + + 爆开的爆爆果 + + 已经爆开了,可以食用。用于一些配方。 + + 爆开的突变爆爆果 + + 已经爆开了,可以食用。用于一些配方。留在水中可能会有危险。 + + 突变爆爆果 + + 突变烟草芽 + + 突变盐木鳞 + + + 泡泡莓种子 + + 种在小号种植箱中可长出泡泡莓。 + + 爆爆果种子 + + 种在小号种植箱中可长出爆爆果。 + + + 能量饮料 + 一种提神的能量饮料。在你喝得烂醉如泥需要醒醒酒的时候很有用。 + 朗姆酒 + 一种浓烈的酒精饮料。|酒精饮料|降低精神病|降低幻觉|降低画皮感染(90%以下时)|治疗受伤|增加精神抗性 + 海盗朗姆酒 + 富含铀元素用以增味的浓烈朗姆酒。|酒精饮料|降低精神病|降低幻觉|降低画皮感染(90%以下时)|治疗属性|增加精神抗性|增加辐射病(轻微) + 医生威士忌 + 迈克尔医生的原创威士忌。受到了全欧罗巴医生的一致认同。|酒精饮料|降低幻觉|降低致幻诺瓦的效果|降低化学成瘾|增加精神抗性|轻微的治疗属性 + + 致幻诺瓦 + 不惜一切代价远离"Sadashi Kira"!|酒精饮料|增加幻觉|轻微的治疗属性 + 联盟高级拉格啤酒 + 联盟站点居民中流行的啤酒。|酒精饮料|增加精神抗性 + + 淡水。如果你吃撑了或喝得烂醉如泥时能派上点用处。 + + + 淡水。如果你吃撑了或喝得烂醉如泥时能派上点用处。 + + + + 淡水。如果你吃撑了或喝得烂醉如泥时能派上点用处。 + + + + 淡水。如果你吃撑了或喝得烂醉如泥时能派上点用处。 + + + + 淡水。如果你吃撑了或喝得烂醉如泥时能派上点用处。 + + 摩螺克奶 + 一瓶摩螺克奶。味道有点奇怪。别问他们是怎么从摩螺克那搞到奶的!在你喝得烂醉如泥或饿的时候,或许能派上点用处。 + 海水 + 海水。总比什么都没要好,但你真不该喝这个。 + 海水 + 海水。总比什么都没要好,但你真不该喝这个。 + 海水 + 海水。总比什么都没要好,但你真不该喝这个。 + 海水 + 海水。总比什么都没要好,但你真不该喝这个。 + 海水 + + 海水。总比什么都没要好,但你真不该喝这个。 + + 联盟高级拉格啤酒 + + 联盟站点居民中流行的啤酒。|酒精饮料|增加精神抗性 + + 木星军 + + 在分离主义者中最为流行的啤酒。|酒精饮料|增加精神抗性 + + 液态飞升 + + 画皮教派的成员飞升路上流行的啤酒!|酒精饮料|增加精神抗性|增加压力适应|不含氧|可能含有少量画皮寄生虫 + + 小丑果汁 + + 恶作剧者中流行的啤酒。赞美小丑圣母!|酒精饮料|增加精神抗性 + + 死神献礼 + + 向死神献礼的强劲啤酒。|酒精饮料|清除死神之税|增加精神抗性 + + + 空酒桶 + + 用于某些配方的空酒桶。可在水中使用来收集脏水。 + + 桶装海水 + + 装满海水的酒桶。可用于在填充站填充空瓶。可在炉灶或酿酒壶煮干净。也用于水培种植箱。 + + 桶装水 + + 装满水的酒桶。可用于在填充站填充空瓶。 + + 桶装联盟高级啤酒 + + 装满联盟高级啤酒的酒桶。可用于在填充站填充空瓶。 + + 桶装木星军啤酒 + + 装满木星军啤酒的酒桶。可用于在填充站填充空瓶。 + + 桶装液态飞升啤酒 + + 装满液态飞升啤酒的酒桶。可用于在填充站填充空瓶。 + + 桶装小丑果汁啤酒 + + 装满小丑果汁啤酒的酒桶。可用于在填充站填充空瓶。 + + 桶装死神献礼啤酒 + + 装满死神献礼啤酒的酒桶。可用于在填充站填充空瓶。 + + 桶装朗姆酒 + + 装满朗姆酒的酒桶。可用于在填充站填充空瓶。 + + 桶装海盗朗姆酒 + + 装满海盗朗姆酒的酒桶。可用于在填充站填充空瓶。 + + 桶装威士忌 + + 装满威士忌的酒桶。可用于在填充站填充空瓶。 + + 桶装致幻诺瓦 + + 装满致幻诺瓦的酒桶。可用于在填充站填充空瓶。 + + + 瓶子蓝图 + + 普通瓶子的蓝图。可以被瓶子打印机使用。 + + 啤酒瓶蓝图 + + 啤酒瓶的蓝图。可以被瓶子打印机使用。 + + 朗姆酒瓶蓝图 + + 朗姆酒瓶的蓝图。可以被瓶子打印机使用。 + + 威士忌瓶蓝图 + + 威士忌瓶的蓝图。可以被瓶子打印机使用。 + + 致幻诺瓦瓶蓝图 + + 致幻诺瓦瓶的蓝图。可以被瓶子打印机使用。 + + 罐子蓝图 + + 罐子的蓝图。可以被瓶子打印机使用。 + + 作料瓶蓝图 + + 作料瓶的蓝图。可以被瓶子打印机使用。 + + + 空朗姆酒瓶 + 用于某些配方的空朗姆酒瓶。可被投掷或在水中使用来收集海水。 + 空威士忌瓶 + 用于某些配方的空威士忌酒瓶。可被投掷或在水中使用来收集海水。 + 空致幻诺瓦瓶 + 用于某些配方的空致幻诺瓦瓶。可被投掷或在水中使用来收集海水。 + 空啤酒瓶 + + 用于某些配方的空啤酒瓶。可被投掷或在水中使用来收集海水。 + + 空瓶子 + 用于某些配方的空瓶。可被投掷或在水中使用来收集海水。 + 空罐子 + 用于某些配方的空罐子。可被投掷。 + 空作料瓶 + + 准备装满盐的空作料瓶!可被投掷。 + + 末日蠕虫肉块 + 末日蠕虫的一大块肉。在冷藏容器外将会变质。 + 生末日蠕虫肉 + 在冷藏容器外将会变质。 + 生末日蠕虫香肠 + 在冷藏容器外将会变质。 + 生末日蠕虫肉饼 + 在冷藏容器外将会变质。 + 人肉 + 人类身体的一部分。在冷藏容器外将会变质。 + 生人肉 + 在冷藏容器外将会变质。 + 生人肉香肠 + 在冷藏容器外将会变质。 + 生人肉饼 + 在冷藏容器外将会变质。 + 半扇爬行者 + 被砍成两半的爬行者。在冷藏容器外将会变质。 + 爬行者肉块 + 一块爬行者肉。 + 生爬行者肉 + 在冷藏容器外将会变质。 + 生爬行者香肠 + 在冷藏容器外将会变质。 + 生爬行者肉饼 + 在冷藏容器外将会变质。 + 迅猛龙肉块 + 迅猛龙身上砍下的一大块肉。在冷藏容器外将会变质。 + 生迅猛龙肉 + 在冷藏容器外将会变质。 + 生迅猛龙香肠 + 在冷藏容器外将会变质。 + 生迅猛龙肉饼 + 在冷藏容器外将会变质。 + 生迅猛龙烤肉 + 该放进烤箱了!在冷藏容器外将会变质。 + 锤头煞肉块 + 锤头煞身上砍下的一大块肉。在冷藏容器外将会变质。 + 生锤头煞肉 + 在冷藏容器外将会变质。 + 生锤头煞香肠 + 在冷藏容器外将会变质。 + 生锤头煞肉饼 + 在冷藏容器外将会变质。 + 生锤头煞排骨 + 从巨大的胸廓上砍下来的。在冷藏容器外将会变质。 + 生锤头煞烤肉 + 该放进烤箱了。在冷藏容器外将会变质。 + 锤头煞幼体 + 锤头煞的幼崽。在冷藏容器外将会变质。 + 虎尾煞肉块 + 虎尾煞身上砍下的一块肉。在冷藏容器外将会变质。 + 生虎尾煞肉 + 在冷藏容器外将会变质。 + 生虎尾煞香肠 + 在冷藏容器外将会变质。 + 生虎尾煞肉饼 + 在冷藏容器外将会变质。 + + 别咸着了! + 合成辣椒 + 辣椒来啦! + + 噢,真甜! + 番茄酱 + 由爆弹石榴制成。 + + 这味道…… + 食用油 + 引擎里用的不是这玩意。 + 合成面粉 + 欧罗巴人原创的人造面粉 + 玻璃碎片 + + 破碎的玻璃。可通过砸碎瓶子或在加工台使用石英制作获得。用于在加工台或瓶子打印机制作物品。 + + 泡泡莓酱 + + 由泡泡莓制成的美味果酱。能一定程度上解渴。 + + + 饥饿欧罗巴人(开启饮食需求) + [右键+E] 为使用者开启饥饿及口渴状态,使得他们必须定期吃喝。这完全是可选项与吃喝是否获得增益无关。警告:一经启用,无法关闭。在游玩“LeDoux”制作的“NEEDS”模组时请不要使用! + 剁肉刀 + 没时间了!快快砍!\n\n可以切碎:\n-爬行者\n-泥偶迅猛龙\n-虎尾煞\n-H锤头煞\n-锤头煞卵\n-末日蠕虫\n-人类\n + 《欧罗巴人》第66卷 + “……在时间的帷幕后窥视。是你吗,罗伯特?不,我是罗伯特。但我也是多丽丝。我是肉。吃了我,与蠕虫成为一体……” + 《深海烹饪艺术》多丽丝阿姨著 + 欧罗巴人的烹饪方式。 + 基因提取器 + 可从尸体上提取随机的基因。 + 被提取出的基因 + 被提取出的未鉴定基因。 + + 饥饿意识恢复剂 + 用于唤醒因饥饿或口渴而失去意识的患者。 + + 厨师帽 + 给他们看看这是谁的厨房! + 厨师帽 + 给他们看看这是谁的厨房! + 厨师制服 + 全欧罗巴的厨师都穿! + 厨师制服 + 全欧罗巴的厨师都穿! + 厨神帽 + 仅限厨房精英! + 厨神制服 + 厨神们穿的! + + 厨房水槽 + + 可存储至多18种不同的小型或中型物品,并能将空瓶或空酒桶填满海水。 + + 厨房操作台 + + 可存储至多30种不同的小型或中型物品。 + + 冰箱 + 防止变质。只可存储食物和饮料。需要供电。 + + 炉灶 + 用于烹饪。需要供电。 + 烤箱 + 用于烘焙。需要供电。 + 砧板 + 用于准备配料。 + 炸锅 + + 用于油炸。需要供电。 + + 蒸馏器 + + 用于从糖和水生酵母菌中蒸馏酒精。需要供电。 + + 酿酒壶 + + 用于酿制几乎任何种类饮料的酒桶。需要供电。 + + 瓶子打印机 + + 用于批量生产瓶子。需要供电。 + + 填充站 + + 用于使用酒桶来填充空瓶。 + + 冷冻箱 + + 用于防止肉变质。需要电池。 + + 烈酒箱 + + 用于存储并运输至多20种任意种类的瓶子。 + + 罐子箱 + + 用于存储并运输至多8种罐子。 + + 烈酒箱货架 + + 用于存储至多4个烈酒或罐子箱的货架。 + + 烈酒箱货架(小型) + + 用于存储至多2个烈酒或罐子箱的小型货架。 + + 烈酒陈列架 + + 用于陈列并存储瓶子的架子。罐子放不进去。 + + 系有午餐盒的工具带 + + 这个工具带上系了个午餐盒,以便一直携带你的食物。 + + 午餐盒 + + 一个配有把手的盒子用于携带你的食物。可在加工台处将其系到工具带上。 + + 水培种植箱 + + 一种能够为欧罗巴水生植物生长提供完美条件的设备。每15分钟产出一株植物。需要供电。 + + 餐厅手推车 + + 用于运输大量食物或饮料,或作为更方便船员存取它们的容器。可存储至多30种不同的食物或饮料。可被放置。 + + + 烹饪水平 + 屠宰水平 + + 厨师 + 厨师负责屠宰生物并为船员准备食物,以确保每个人都吃饱喝足。 + + 饥饿欧罗巴人 + 你是个饥饿的欧罗巴人,需要定期吃喝。 + 偷猎者 + [missiontype1]及[missiontype2]任务额外获得[xpbonus]%经验。 + 咸活 + 你第一次打开一个容器时,有[probability]%概率额外找到一些盐。 + 快餐 + 厨房相关的加工台速度增加[amount]%。 + 厨神服装 + 解锁制作配方:[itemname1]以及[itemname2]。 + 狂暴 + 屠宰相关刀具的伤害增加[powerincrease]%。 + 肉铺 + 你是个有天赋的屠夫,不言而喻!\n贩卖肉时额外获得[amount]%金钱! + 冷血 + 你是周围最cool的人。\n肉在你的物品栏中不会变质。 + 厨神 + 你已成为工作中的佼佼者,学会了如何在烹饪中节省配料以便以后使用。\n做饭时有[chance]%概率不消耗一个随机配料。 + 救生员 + 额外获得[amount]点[skill]。\n解锁制作配方:[itemname1]。 + 佳肴 + 解锁以下欧罗巴美食配方:\n[itemname1]。 + 酿酒大师 + + 解锁以下欧罗巴饮料配方:\n[itemname1]\n[itemname2]\n[itemname3] + + + 饥饿 + + 饥饿 + 胃很开心。 + 死于饥饿。 + 你饿死了。 + 胃在咕咕叫! + 濒临饿死…… + 患者开始有点胃口了。 + 患者饿了。 + 患者开始饿死。 + 口渴 + + 口渴 + 你感觉神清气爽。 + 死于口渴。 + 你渴死了。 + 喉咙有点干。 + 开始渴死…… + 患者开始口渴。 + 患者渴了。 + 患者开始渴死。 + 饥肠辘辘 + 快饿死了…… + 饿死了。 + 你饿死了。 + 快饿死了…… + 患者快饿死了。 + 口干舌燥 + 快渴死了…… + 死于口渴 + 你因脱水而死。 + 快渴死了…… + 患者快渴死了。 + 游泳速度增加(食物) + 你的游泳速度增加25%。 + 伤害抗性(食物) + 你承受的伤害减少10%。 + 行走速度增加(食物) + 你的行走速度增加20%。 + 伤害抗性(食物) + 你承受的伤害减少25%。 + 近战伤害增加(食物) + 你的近战伤害增加15%。 + 氧气消耗降低(食物) + 你不需要呼吸。 + 压力适应(食物) + 你免疫水压。 + 技能等级增加(食物) + + 你的全部技能增加20% + + 嗜酒如命 + 如果不能满足需求,患者将持续抑郁。 + 是时候来吨吨吨了!你已酒精成瘾。 + 患者患有酒精中毒。 + 酒精戒断 + 患者呼吸无力,肢体不自主震颤,有明显恶心症状。 + 死于酒精戒断 + 你因酒精戒断而死。 + 你觉得是时候和兄弟们再吹一瓶了! + + 患者表现出轻微的酒精戒断迹象。 + + 来瓶冰啤酒还是朗姆酒……能满足对酒精的可怕渴望就行! + + 患者表现出严重的酒精戒断迹象。 + + 同类相食 + + 如果不能满足需求,患者将持续抑郁。 + + 噢不!看来你喜欢你同伴船员的味道。 + + 患者肯定喜欢某种特殊的肉。 + + 渴望人肉 + + 患者呼吸无力,肢体不自主震颤,有明显恶心症状。 + + 对人肉失去了理智。 + + 你对人肉失去了理智。 + + 你的船员开始看上去相当美味! + + 患者冷冷地盯着你。 + + 你苦于对任何事集中注意力。你贪求人肉。你想杀人。光是想想你的手臂就变得强劲。 + + 患者冷冷地盯着你,剧烈地抽搐着。 + + 晕头转向 + 上是下,左是……右?我在哪儿? + 饱腹 + 胃满了。 + 因呕吐物窒息而死。 + 你被自己的呕吐物呛死了。 + 胃满了。 + 胃已经到极限了。再吃可能就吐了。 + 胃太满了。你想吐。 + 胃满了。患者吃够了。 + 胃非常满了。患者吃得几乎太多了。 + 胃太满了。患者可能会吐。 + 胃痛 + 胃疼。 + 因呕吐物窒息而死。 + 你被自己的呕吐物呛死了。 + 胃疼,你感觉有点恶心。 + 胃很疼,你感觉非常恶心。 + 患者因喝了太多海水而胃疼。 + 基因提取 + 基因正在被提取。 + 被屠宰 + 这具尸体正在被屠宰成肉。 + 致幻诺瓦 + 你感觉像是去了一个不同的位面。 + 此人显然正在灵魂出窍。 + + [E]捡起 + + 已放入材料\n已放入蓝图\n准备打印普通瓶子。 + + 已放入材料\n已放入蓝图\n准备打印啤酒瓶。 + + 已放入材料\n已放入蓝图\n准备打印朗姆酒瓶。 + + 已放入材料\n已放入蓝图\n准备打印威士忌瓶。 + + 已放入材料\n已放入蓝图\n准备打印致幻诺瓦瓶。 + + 已放入材料\n已放入蓝图\n准备打印罐子。 + + 已放入材料\n已放入蓝图\n准备打印作料瓶。 + + 打印 + + 已放入材料\n错误:未发现蓝图!请放入一种蓝图。 + + 已放入蓝图\n错误:未发现玻璃碎片!请放入玻璃碎片。 + + 瓶子打印机已就绪\n请放置下列物品:\n一种材料 -至- 输入\n一种蓝图 -至- 输入\n一种合适的箱子 -至- 输出 + + 可能的打印: + + 蒸馏 + + 准备蒸馏酒精 + + 蒸馏器已就绪\n请放置下列物品:\n一包糖 -至- 输入\n一株酵母菌菇 -至- 输入 + + 已放入糖\n错误:未发现酵母菌菇!请放入一株酵母菌菇。 + + 输出: + + + 厨房 + + 餐厅 + + 酿酒室 + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/UI/DE-IconsAtlas.png b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/UI/DE-IconsAtlas.png new file mode 100644 index 00000000..858968c7 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/UI/DE-IconsAtlas.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3ef8a6cf6e439ff1167ce83dfe50ec5da596c6c0f1aa9aeb022161f79d77c84b +size 87612 diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/UI/MissionIcons.png b/Daedalic Entertainment 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false each time the MoveCamera method is called. + + + + + How long does it take for the ai target to fade out if not kept alive. + + + + + Should be reset to false each frame and kept indetectable by e.g. a status effect. + + + + + Does the AI target do something that requires Update() to be called (e.g. static targets don't need to be updated) + + + + + Enable the character to attack the outposts and the characters inside them. Disabled by default in normal levels, enabled in outpost levels. + + + + + The monster won't try to damage these submarines + + + + + How long do we hold on to the current state after losing a target before we reset back to the original state. + In other words, how long do we have to idle before the original state is restored. + + + + + Resets the target's state to the original value defined in the xml. + + + + + Temporarily changes the predefined state for a target. Eg. Idle -> Attack. + Note: does not change the current AIState! + + + + + Resets each frame + + + + + How far other characters can hear reports done by this character (e.g. reports for fires, intruders). Defaults to infinity. + + + + + List of previous attacks done to this character + + + + + Returns true when the safety is stale + + + + + Check whether the character has a diving suit in usable condition plus some oxygen. + + + + + Check whether the character has a diving mask in usable condition plus some oxygen. + + + + + Note: uses a single list for matching items. The item is reused each time when the method is called. So if you use the method twice, and then refer to the first items, you'll actually get the second. + To solve this, create a copy of the collection or change the code so that you first handle the first items and only after that query for the next items. + + + + + Updates the hull safety for all ai characters in the team. The idea is that the crew communicates (magically) via radio about the threads. + The safety levels need to be calculated for each bot individually, because the formula takes into account things like current orders. + There's now a cached value per each hull, which should prevent too frequent calculations. + + + + + Can there be multiple objective instaces of the same type? + + + + + Run the main objective with all subobjectives concurrently? + If false, the main objective will continue only when all the subobjectives have been removed (done). + + + + + There's a separate property for diving suit and mask: KeepDivingGearOn. + + + + + Final priority value after all calculations. + + + + + When true, the objective is never completed, unless CanBeCompleted returns false. + + + + + Aborts the objective when this condition is true. + + + + + A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior. + + + + + A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior. + + + + + A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior. + + + + + A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior. + + + + + Makes the character act according to the objective, or according to any subobjectives that need to be completed before this one + + + + + This method allows multiple subobjectives of same type. Use with caution. + + + + + Call this only when the priority needs to be recalculated. Use the cached Priority property when you don't need to recalculate. + + + + + Checks if the subobjectives in the given collection are removed from the subobjectives. And if so, removes it also from the dictionary. + + + + + Checks if the objective already is created and added in subobjectives. If not, creates it. + Handles objectives that cannot be completed. If the objective has been removed form the subobjectives, a null value is assigned to the reference. + Returns true if the objective was created and successfully added. + + + + + Inversed draw order, which is used for drawing the limbs in 3d (deformable sprites). + + + + + Offset added to the default draw depth of the character's limbs. For example, climbing on ladders affects the depth of the character to get it to render behind the ladders. + + + + + Maximum damage per impact (0.1 = 10% of the character's maximum health) + + + + + In sim units. Joint scale applied. + + + + + Call this to create the ragdoll from the RagdollParams. + + + + + Saves all serializable data in the currently selected ragdoll params. This method should properly handle character flipping. + + + + + Resets the serializable data to the currently selected ragdoll params. + Force reloading always loads the xml stored on the disk. + + + + + Resets the current joint values to the serialized joint params. + + + + + Resets the current limb values to the serialized limb params. + + + + if false, force is applied to the position of pullJoint + + + + How long has the ragdoll stayed motionless + + + + + Get the position of the surface of water at the position of the character, in display units (taking into account connected hulls above the hull the character is in) + + + + + Get the position of the surface of water and the ceiling (= upper edge of the hull) at the position of the character, in display units (taking into account connected hulls above the hull the character is in). + + + + + Note that if there are multiple limbs of the same type, only the first (valid) limb is returned. + + + + + Used for multiplying all the damage. + + + + + Used for multiplying all the ranges. + + + + + Used for multiplying the physics forces. + + + + + Legacy support. Use Afflictions. + + + + + Only affects ai decision making. All the conditionals has to be met in order to select the attack. TODO: allow to define conditionals using any (implemented in StatusEffect -> move from there to PropertyConditional?) + + + + + Is the character currently visible on the camera. Refresh the value by calling DoVisibilityCheck. + + + + + Can be used by status effects + + + + + Can be used to set camera shake from status effects + + + + + Control the Character according to player input + + + + + Finds the front (lowest depth) interactable item at a position. "Interactable" in this case means that the character can "reach" the item. + + The Character who is looking for the interactable item, only items that are close enough to this character are returned + The item at the simPosition, with the lowest depth, is returned + If this is true and an item cannot be found at simPosition then a nearest item will be returned if possible + If a hull is specified, only items within that hull are returned + + + + Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object) + The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time + + + + + Note that when a predicate is provided, the random option uses Linq.Where() extension method, which creates a new collection. + + + + + MonsterEvents disable monsters (which includes removing them from the character list, so they essentially "don't exist") until they're ready to spawn + + + + + Is the character controlled remotely (either by another player, or a server-side AIController) + + + + + Is the character controlled by another human player (should always be false in single player) + + + + + Is the character player or does it have an active ship command manager (an AI controlled sub)? Bots in the player team are not treated as commanders. + + + + + Prevents the character from interacting with items or characters + + + + + Prevents the character from highlighting items or characters with the cursor, + meaning it can't interact with anything but the things it has currently selected/equipped + + + + + Items the character has in their hand slots. Doesn't return nulls and only returns items held in both hands once. + + + + + Can be used by status effects to check whether the characters is in a high-pressure environment + + + + + Can be used by status effects + + + + + Was the character in full health at the beginning of the frame? + + + + + Current speed of the character's collider. Can be used by status effects to check if the character is moving. + + + + + The primary selected item. It can be any device that character interacts with. This excludes items like ladders and chairs which are assigned to . + + + + + The secondary selected item. It's an item other than a device (see ), e.g. a ladder or a chair. + + + + + Has the characters selected a primary or a secondary item? + + + + + Is the item either the primary or the secondary selected item? + + + + + + + Create a new character + + The name, gender, config file, etc of the character. + Position in display units. + RNG seed to use if the character config has randomizable parameters. + Is the character controlled by a remote player. + Is the character controlled by AI. + Ragdoll configuration file. If null, will select the default. + + + + Create a new character + + Name of the species (or the path to the config file) + Position in display units. + RNG seed to use if the character config has randomizable parameters. + The name, gender, etc of the character. Only used for humans, and if the parameter is not given, a random CharacterInfo is generated. + ID to assign to the character. If set to 0, automatically find an available ID. + Is the character controlled by a remote player. + Is the character controlled by AI. + Should clients receive a network event about the creation of this character? + Ragdoll configuration file. If null, will select the default. + + + + Can be used to modify the character's speed via StatusEffects + + + + + Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters) + + + + + Can be used to modify the character's health via StatusEffects + + + + + Health multiplier of the human prefab this character is an instance of (if any) + + + + + Speed reduction from the current limb specific damage. Min 0, max 1. + + + + + Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping. + + + + + A simple check if the character Dir is towards the target or not. Uses the world coordinates. + + + + + Finds the closest item seeking by identifiers or tags from the world. + Ignores items that are outside or in another team's submarine or in a submarine that is not connected to this submarine. + Also ignores non-interactable items and items that are taken by someone else. + The method is run in steps for performance reasons. So you'll have to provide the reference to the itemIndex. + Returns false while running and true when done. + + + + + Set an action that's invoked when another character interacts with this one. + + Action invoked when another character interacts with this one. T1 = this character, T2 = the interacting character + Displayed on the character when highlighted. + + + + How far the character is from the closest human player (including spectators) + + + + + How far the character is from the closest human player (including spectators) + + + + Force an order to be set for the character, bypassing hearing checks + + + + Apply the specified attack to this character. If the targetLimb is not specified, the limb closest to worldPosition will receive the damage. + + + + + Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned. + With stunning, the parameter uses an one second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property. + + + + + Calls using 'Inventory' and 'Info.InventoryData' + + + + + Returns hulls that are visible to the player, including the current hull. + Can be heavy if used every frame. + + + + + Is the character currently protected from the pressure by immunity/ability or a status effect (e.g. from a diving suit). + + + + + Check if the character is in the same room + Room and hull differ in that a room can consist of multiple linked hulls + + + + + Shows visual notification of money gained by the specific player. Useful for mid-mission monetary gains. + + + + + This dictionary is used for stats that are required very frequently. Not very performant, but easier to develop with for now. + If necessary, the approach of using a dictionary could be replaced by an encapsulated class that contains the stats as attributes. + + + + + A dictionary with temporary values, updated when the character equips/unequips wearables. Used to reduce unnecessary inventory checking. + + + + + ID of the last inputs the server has processed + + + + Override the distance-based alpha value with the iconAlpha parameter value + + + + Note: Can be null. + + + + + Endocrine boosters can unlock talents outside the user's talent tree. This method is used to cull them from the selection + + + + + Returns unlocked talents that aren't part of the character's talent tree (which can be unlocked e.g. with an endocrine booster) + + + + + Can be used to disable displaying the job in any info panels + + + + + Unique ID given to character infos in MP. Non-persistent. + Used by clients to identify which infos are the same to prevent duplicate characters in round summary. + + + + + Returns a presumably (not guaranteed) unique hash using the (current) Name, appearence, and job. + So unless there's another character with the exactly same name, job, and appearance, the hash should be unique. + + + + + Returns a presumably (not guaranteed) unique hash using the OriginalName, appearence, and job. + So unless there's another character with the exactly same name, job, and appearance, the hash should be unique. + + + + + Reloads the head sprite and the attachment sprites. + + + + + Save current orders to the parameter element + + + + + Save current orders to + + + + Reloads the attachment xml elements according to the indices. Doesn't reload the sprites. + + + + + Container for the icons above the health bar + + + + + Container for passive afflictions that have been hidden from afflictionIconContainer + + + + + Maximum vitality without talent- or job-based modifiers + + + + + Was the character in full health at the beginning of the frame? + + + + + Get the total strength of the afflictions of a specific type attached to a specific limb + + Type of the affliction + The limb the affliction is attached to + Does the affliction have to be attached to only the specific limb. + Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb. + + + + 0-1. + + + + + How much vitality the affliction reduces, taking into account the effects of vitality modifiers on the limb the affliction is on (if limb-based) + + + + + Get the identifiers of the items that can be used to treat the character. Takes into account all the afflictions the character has, + and negative treatment suitabilities (e.g. a medicine that causes oxygen loss may not be suitable if the character is already suffocating) + + A dictionary where the key is the identifier of the item and the value the suitability + If true, the suitability values are normalized between 0 and 1. If not, they're arbitrary values defined in the medical item XML, where negative values are unsuitable, and positive ones suitable. + If above 0, the method will take into account how much currently active status effects while affect the afflictions in the next x seconds. + + + + Automatically filters out buffs. + + + + + Returns true if the type or the identifier matches the defined types/identifiers. + + + + + Tag -> priority. + + + + + Note that different limbs can share the same deformations. + Use ragdoll.SpriteDeformations for a collection that cannot have duplicates. + + + + + Get the full path of a limb sprite, taking into account tags, gender and head id + + + + + Note that during the limb initialization, character.AnimController returns null, whereas this field is already assigned. + + + + + Returns true if the attack successfully hit something. If the distance is not given, it will be calculated. + + + + + Attach the limb to a target with WeldJoints. + Uses sim units. + + + + + A class used for handling special key actions in chat boxes. + For example tab completion or up/down arrow key history. + + + + Keep track of the registered fields so we don't register them twice + I couldn't figure out where to register this in where it wouldn't register twice + It's probably not the most optimal way of doing this so feel free to change this + where I'm utilizing this + + + + Registers special input actions to the selected input field + + GUI Element we want to register + Instance + + + + Call this function whenever we should stop doing special stuff and return normal behavior. + For example when you deselect the chat box. + + + + + Scroll up or down on the message history and return a message + + Direction we want to scroll the stack + Leftover text that is in the chat box when we override it + A message or null + + + + Prefer FromPath<T> when possible, this just exists + for cases where the type can only be decided at runtime + + + + + Class dedicated to transitioning away from the old, shitty + Mods + Submarines folders to the new LocalMods folder + + + + + Executed when a client uses the command. If not set, the command is relayed to the server as-is. + + + + + Using a command that's considered a cheat disables achievements + + + + + Use this constructor to create a command that executes the same action regardless of whether it's executed by a client or the server. + + + + + Other events can't trigger conversations if some other event has triggered one within this time. + Intended to prevent multiple events from triggering conversations at the same time. + + + + + Registers the exhaustible events in the level as exhausted, and adds the current events to the event history + + + + + Finds all actions in a ScriptedEvent + + + + + Get the entity that should be used in determining how far the player has progressed in the level. + = The submarine or player character that has progressed the furthest. + + + + + The list order is important. + It defines the order in which we "override" in case no valid position types are found + in the level when generating them in . + + + + + Percentage. Value between 0 and 1. + + + + + Is the mission at a state at which the only thing left to do is to reach the end of the level? + + + + + Is the mission at a state at which the mission cannot be completed anymore? + + + + + Returns the amount of marks you get from the reward (e.g. "3,000 mk") + + + + + Returns the full reward text of the mission (e.g. "Reward: 2,000 mk" or "Reward: 500 mk x 2 (out of max 5) = 1,000 mk") + + + + + The reward that was actually given from completing the mission, taking any talent bonuses into account + (some of which may not be possible to determine in advance) + + + + + Where was this mission received from? Affects which faction we give reputation for if the mission is configured to give reputation for the faction that gave the mission. + Defaults to Locations[0] + + + + + Triggers the event or adds it to the delayedTriggerEvents it if it has a delay + + + + + Triggers the event immediately, ignoring any delays + + + + + End the mission and give a reward if it was completed successfully + + + + + Get the final reward, taking talent bonuses into account if the mission has concluded and the talents modified the reward accordingly. + + + + + Calculates the final reward after talent bonuses have been applied. Note that this triggers talent effects of the type OnGainMissionMoney, + and should only be called once when the mission is completed! + + + + + If enabled, locations this mission takes place in cannot change their type + + + + + The mission can only be received when travelling from a location of the first type to a location of the second type + + + + + The mission can only be received in these location types + + + + + Show entities belonging to these sub categories when the mission starts + + + + + Note that the integer values matter here: the state of the target can't go back to a smaller value, + and a larger or equal value than the RequiredRetrievalState means the item counts as retrieved + (if the item needs to be picked up to be considered retrieved, it's also considered retrieved if it's in the sub) + + + + + Does the target need to be picked up or brought to the sub for mission to be considered successful. + If None, the target has no effect on the completion of the mission. + + + + + Status effects executed on the target item when the mission starts. A random effect is chosen from each child list. + + + + + Renders the font into at least one texture atlas, which is simply a collection of all glyphs in the ranges defined by charRanges. + Don't call this too often or with very large sizes. + + Graphics device, required to create textures. + Character ranges between each even element with their corresponding odd element. Default is 0x20 to 0xFFFF. + Texture dimensions. Default is 512x512. + Base character used to shift all other characters downwards when rendering. Defaults to T. + + + + Wraps a string of text to fit within a given width. + Optionally returns the caret position of a certain character, + or all of them. + + + + + No attempt to contact the consent server has been made + + + + + An error occurred while attempting to retrieve consent status + + + + + The consent status was not saved on the remote database + + + + + The user explicitly denied consent + + + + + The user explicitly granted consent + + + + + Sets the consent status. This method cannot be called to + set the status to Consent.Yes; only a positive response from + the database or the user accepting via the privacy policy + prompt should enable it. + + + + + Implementation of the bulk of SetConsent. + DO NOT CALL THIS UNLESS NEEDED. + + + + + Adds an error event to GameAnalytics if an event with the same identifier has not been added yet. + + + + + Doesn't automatically enable los or bot AI or do anything like that. Probably not fully implemented. + + + + + Allows the game to perform any initialization it needs to before starting to run. + This is where it can query for any required services and load any non-graphic + related content. Calling base.Initialize will enumerate through any components + and initialize them as well. + + + + + LoadContent will be called once per game and is the place to load + all of your content. + + + + + UnloadContent will be called once per game and is the place to unload + all content. + + + + + Allows the game to run logic such as updating the world, + checking for collisions, gathering input, and playing audio. + + Provides a snapshot of timing values. + + + + This is called when the game should draw itself. + + + + + Entity sold in SP. Or, entity sold by client and confirmed by server in MP. + + + + + Entity sold by client in MP. Client has received at least one update from server after selling, but this entity wasn't yet confirmed. + + + + + Entity sold by client in MP. Client hasn't yet received an update from server after selling. + + + + + Present only in single player games. In multiplayer. The chatbox is found from GameSession.Client. + + + + + This property stores the preference in settings. Don't use for automatic logic. + Use AutoShowCrewList(), AutoHideCrewList(), and ResetCrewList(). + + + + + Add character to the list without actually adding it to the crew + + + + + Sets which character is selected in the crew UI (highlight effect etc) + + + + + Adds the message to the single player chatbox. + + + + + Sets the character's current order (if it's close enough to receive messages from orderGiver) and + displays the order in the crew UI + + + + + Displays the specified order in the crew UI next to the character. + + + + + node.Color = node.HighlightColor * nodeColorMultiplier + + + + + The order giver doesn't need to be set for the Order instances as it will be set when the node button is clicked. + + + + + Create order nodes based on the item context + + + The order giver doesn't need to be set for the Order instances as it will be set when the node button is clicked. + + + + Use a negative value (e.g. -1) if there should be no hotkey associated with the node + + + + Create node icon with a fixed absolute size + + + + + Enables/disables report buttons when needed + + + + + Remove info of a selected character. The character will not be visible in any menus or the round summary. + + + + + + Remove the character from the crew (and crew menus). + + The character to remove + If the character info is also removed, the character will not be visible in the round summary. + + + + Gets the current personal wallet + In singleplayer this is the campaign bank and in multiplayer this is the personal wallet + + + + + There is a server-side implementation of the method in + + + + The location that's displayed as the "current one" in the map screen. Normally the current outpost or the location at the start of the level, + but when selecting the next destination at the end of the level at an uninhabited location we use the location at the end + + + + + Automatically cleared after triggering -> no need to unregister + + + + + Load the first level and start the round after loading a save file + + + + + Which type of transition between levels is currently possible (if any) + + + + + Which submarine is at a position where it can leave the level and enter another one (if any). + + + + + Updates store stock before saving the game + + + + + Returns a random faction based on their ControlledOutpostPercentage + + If true, the method can return null if the sum of the factions ControlledOutpostPercentage is less than 100% + + + + Returns a random faction based on their SecondaryControlledOutpostPercentage + + If true, the method can return null if the sum of the factions SecondaryControlledOutpostPercentage is less than 100% + + + + Also serializes the current sub. + + + + + Loads the campaign from an XML element. Creates the map if it hasn't been created yet, otherwise updates the state of the map. + + + + + Instantiates a new single player campaign + + + + + Loads a previously saved single player campaign from XML + + + + + Start a completely new single player campaign + + + + + Load a previously saved single player campaign from xml + + + + + + + Start a new GameSession. Will be saved to the specified save path (if playing a game mode that can be saved). + + + + + Start a new GameSession with a specific pre-selected mission. + + + + + Load a game session from the specified XML document. The session will be saved to the specified path. + + + + + Switch to another submarine. The sub is loaded when the next round starts. + + + + + Returns a list of crew characters currently in the game with a given filter. + + Character type filter + + + In singleplayer mode the CharacterType.Player returns the currently controlled player. + + + + + Hints that have already been shown this round and shouldn't be shown shown again until the next round + + + + + Seconds before any reminders can be shown + + + + + Seconds before another reminder can be shown + + + + + Create the objective list that holds the objectives (called on start and on resolution change) + + + + + Stops content running and adds the active segment to the objective list + + + + + Adds the segment to the objective list + + + + + + This class handles all upgrade logic. + Storing, applying, checking and validation of upgrades. + + + Upgrades are applied per item basis meaning each item has their own set of slots for upgrades. + The store applies upgrades globally to categories of items so the purpose of this class is to keep those individual "upgrade slots" in sync. + The target level of an upgrade is stored in the metadata and is what the store displays and modifies while this class will make sure that + the upgrades on the items match the values stored in the metadata. + + + + + This one toggles whether or not connected submarines get upgraded too. + Could probably be removed, I just didn't like magic numbers. + + + + + This is used by the client in multiplayer, acts like a secondary PendingUpgrades list + but is not affected by server messages. + + + Not used in singleplayer. + + + + + This is used by the client to notify the server which upgrades are yet to be paid for. + + + In singleplayer this does nothing. + + + + + Purchases an upgrade and handles logic for deducting the credit. + + + Purchased upgrades are temporarily stored in and they are applied + after the next round starts similarly how items are spawned in the stowage room after the round starts. + + + + + Purchases an item swap and handles logic for deducting the credit. + + + + + Cancels the currently pending item swap, or uninstalls the item if there's no swap pending + + + + + Applies all our pending upgrades to the submarine. + + + Upgrades are applied similarly to how items on the submarine are spawned at the start of the round. + Upgrades should be applied at the start of the round and after the round ends they are written into + the submarine save and saved there. + Because of the difficulty of accessing the actual Submarine object from and outpost or when the campaign UI is created + we modify levels that are shown on the store interface using campaign metadata. + + This method should be called by both the client and the server during level generation. + + + + + Makes the NPC talk or if no NPC has been specified find the upgrade NPC and make it talk. + + + + Optional NPC to make talk, if null tries to find one at the outpost. + + This might seem a bit spaghetti but it's the only way I could figure out how to do this and make it work + in both multiplayer and singleplayer because in multiplayer the client doesn't have access to SubmarineInfo.OutpostNPCs list + so we cannot find the upgrade NPC using that and the client cannot use Character.Speak anyways in multiplayer so the alternative + is to send network packages when interacting with the NPC. + + + + + Validates that upgrade values stored in CampaignMetadata matches the values on the submarine and fixes any inconsistencies. + Should be called after every round start right after + + + + + Applies an upgrade on the submarine, should be called by when the round starts. + + + + + + New level that was applied, -1 if no upgrades were applied. + + + + Gets the progress that is shown on the store interface. + Includes values stored in the metadata and , and takes submarine tier and class restrictions into account + + Submarine used to determine the upgrade limit. If not defined, will default to the current sub. + + + + Gets the level of the upgrade that is stored in the metadata. May be higher than the apparent level on the current sub if the player has switched to a lower-tier sub + + + + + Gets the level of the upgrade that is stored in the metadata. Takes into account the limits of the provided submarine. + + + + + Stores the target upgrade level in the campaign metadata. + + + + + Used to sync the pending upgrades list in multiplayer. + + + + + + Notify the server of crew changes + + When set to true will tell the server to update the pending hires + When not null tell the server to rename this character. Item1 is the character to rename, Item2 is the new name, Item3 indicates whether the renamed character is already a part of the crew. + When not null tell the server to fire this character + When set to true will tell the server to validate pending hires + + + + A horizontal scaling factor for low aspect ratios (small width relative to height) + + + + + Has the selected Screen changed since the last time the GUI was drawn. + + + + + By default, all the gui elements are drawn automatically in the same order they appear on the update list. + + + + + Adds the component on the addition queue. + Note: does not automatically add children, because we might want to enforce a custom order for them. + + + + + Adds the component on the removal queue. + Removal list is evaluated last, and thus any item on both lists are not added to update list. + + + + + Updated automatically before updating the elements on the update list. + + + + + Set the cursor to an hourglass. + Will automatically revert after 10 seconds or when is called. + + + + Should the indicator move based on the camera position? + Override the distance-based alpha value with the specified alpha value + + + + Draws a bezier curve with dots. + + + + + Creates multiple buttons with relative size and positions them automatically. + + + + + Creates multiple buttons with absolute size and positions them automatically. + + + + + Creates multiple elements with relative size and positions them automatically. + + + + + Creates multiple elements with absolute size and positions them automatically. + + + + + Attempts to move a set of UI elements further from each other to prevent them from overlapping + + UI elements to move + Areas the UI elements are not allowed to overlap with (ignored if null) + The elements will not be moved outside this area. If the parameter is not given, the elements are kept inside the window. + + + + Displays a message at the center of the screen, automatically preventing overlapping with other centered messages. TODO: Allow to show messages at the middle of the screen (instead of the top center). + + + + + Returns all child elements in the hierarchy. + + + + + Currently only used for the fade effect in GUIListBox, should be set to the same value as Color but only assigned once + + + + + This is the new constructor. + + + + + Only GUI should call this method. Auto updating follows the order of GUI update list. This order can be tweaked by changing the UpdateOrder property. + + + + + By default, all the gui elements are updated automatically in the same order they appear on the update list. + + + + + Updates all the children manually. + + + + + Only GUI should call this method. Auto drawing follows the order of GUI update list. This order can be tweaked by changing the UpdateOrder property. + + + + + By default, all the gui elements are drawn automatically in the same order they appear on the update list. + + + + + Draws all the children manually. + + + + + Creates and draws a tooltip. + + + + + Creates a context menu. This constructor does not make the context menu active. + Use to make right click context menus. + + Position at which to create the context menu + Header text + Background style + list of context menu options + + + + Inflates a point by the size of the text + + Pint to resize + String whose size to inflate by + What font to use + The size of the text + + + + Checks if the mouse cursor is over this context menu or any of its sub menus + + + + + + GUIComponent that can be used to render custom content on the UI + + + + + Finds the component after which the listbox should be drawn + //(= the component highest in the hierarchy, to get the listbox + //to be rendered on top of all of it's children) + + + + + Note that stretching cannot be undone, because the previous child sizes are not stored. + + + + + A frame drawn behind the content of the listbox + + + + + A frame that contains the contents of the listbox. The frame itself is not rendered. + + + + + Scrolls the list smoothly + + + + + Whether to only allow scrolling from one element to the next when smooth scrolling is enabled + + + + + When set to true elements at the bottom of the list are gradually faded + + + + + Adds enough extra padding to the bottom so the end of the scroll will only contain the last element + + + + + When set to true always selects the topmost item on the list + + + + + true if mouse down should select elements instead of mouse up + + + + + Disables the scroll bar without hiding it. + + + + + Automatically hides the scroll bar when the content fits in. + + + + + Setting this to true and CanBeFocused to false allows the list background to be unfocusable while the elements can still be interacted with. + + + + For horizontal listbox, default side is on the bottom. For vertical, it's on the right. + + + + Scrolls the list to the specific element. + + + + + + Close the message box automatically after enough time has passed () + + + + + Close the message box automatically if the condition is met + + + + + Use to create a message box of Hint type + + + + + Parent does not matter. It's overridden. + + + + + If enabled, the value wraps around to Max when you go below Min, and vice versa + + + + + Calculates one percent between the range as the increment/decrement. + This value is rounded so that the bigger it is, the less decimals are used (min 0, max 3). + Return value is clamped between 0.1f and 1000. + + + + + Get the area the slider should be drawn inside + + 0 = empty, 1 = full + + + + ListBoxes with lots of content in them clamp the size of the scrollbar above a certain minimum size; this is the relative bar size without the clamping applied. + + + + + General green color used for elements whose colors are set from code + + + + + General red color used for elements whose colors are set from code + + + + + General red color used for elements whose colors are set from code + + + + + General blue color used for elements whose colors are set from code + + + + + General yellow color used for elements whose colors are set from code + + + + + Color to display the name of modded servers in the server list. + + + + + When enabled, the text is automatically scaled down to fit the textblock horizontally. + + + + + When enabled, the text is automatically scaled down to fit the textblock vertically. + + + + + This is the new constructor. + If the rectT height is set 0, the height is calculated from the text. + + + + + Overrides the color for all the states. + + + + + Set the text scale of the GUITextBlocks so that they all use the same scale and can fit the text within the block. + + + + + Set the text scale of the GUITextBlocks so that they all use the same scale and can fit the text within the block. + + + + + Set the text scale of the GUITextBlocks so that they all use the same scale and can fit the text within the block. + + + + + Don't set the Text property on delegates that register to this event, because modifying the Text will launch this event -> stack overflow. + If the event launches, the text should already be up to date! + + + + + Triplet.first = filepath, Triplet.second = resolution, Triplet.third = audio gain + + + + + Uses Linq queries. Don't use too frequently or reimplement. + + + + + Should be assigned only by GUIComponent. + Note that RectTransform is created first and the GUIComponent after that. + This means the GUIComponent is not set before the GUIComponent is initialized. + + + + + Relative to the parent rect. + + + + + Min size in pixels. + Does not affect scaling. + + + + + Max size in pixels. + Does not affect scaling. + + + + + Size before scale multiplications. + + + + + Size after scale multiplications. + + + + + Applied to all RectTransforms. + The elements are not automatically resized, if the global scale changes. + You have to manually call RecalculateScale() for all elements after changing the global scale. + This is because there is currently no easy way to inform all the elements without having a reference to them. + Having a reference (static list, or event) is problematic, because deconstructing the elements is not handled manually. + This means that the uncleared references would bloat the memory. + We could recalculate the scale each time it's needed, + but in that case the calculation would need to be very lightweight and garbage free, which it currently is not. + + + + + Defined as portions of the parent size. + Also the direction of the offset is relative, calculated away from the anchor point. + + + + + Absolute in pixels but relative to the anchor point. + Calculated away from the anchor point, like a padding. + Use RelativeOffset to set an amount relative to the parent size. + + + + + Screen space offset. From top left corner. In pixels. + + + + + Calculated from the selected pivot. In pixels. + + + + + Screen space point in pixels. + + + + + Does not automatically calculate children. + Note also that if you change the pivot point with this property, the pivot does not automatically match the anchor. + You can use SetPosition to change everything automatcally or MatchPivotToAnchor to match the pivot to anchor. + + + + + Does not automatically calculate children. + Note also that if you change the anchor point with this property, the pivot does not automatically match the anchor. + You can use SetPosition to change everything automatically or MatchPivotToAnchor to match the pivot to anchor. + + + + + The element provided as the argument is the changed child. It may be new in the hierarchy or just repositioned. + + + + + By default, elements defined with an absolute size (in pixels) will scale with the parent. + This can be changed by setting IsFixedSize to true. + + + + + If false, the element will resize if the parent is resized (with the children). + If true, the element will resize only when explicitly resized. + Note that scaling always affects the elements. + + + + + Currently this needs to be manually called only when the global scale changes. + If the local scale changes, the scale is automatically recalculated. + + + + + Manipulates ScreenSpaceOffset. + If you want to manipulate some other offset, access the property setters directly. + + + + + Returns all parent elements in the hierarchy. + + + + + Returns all child elements in the hierarchy. + + + + + Converts the offset so that the direction is always away from the anchor point. + + + + + The elements are not automatically resized, if the global scale changes. + You have to manually call RecalculateScale() for all elements after changing the global scale. + This is because there is currently no easy way to inform all the elements without having a reference to them. + Having a reference (static list, or event) is problematic, because deconstructing the elements is not handled manually. + This means that the uncleared references would bloat the memory. + We could recalculate the scale each time it's needed, + but in that case the calculation would need to be very lightweight and garbage free, which it currently is not. + + + + + Sprite batch extensions for drawing primitive shapes + Modified from: https://github.com/craftworkgames/MonoGame.Extended/blob/develop/Source/MonoGame.Extended/ShapeExtensions.cs + + + + + Draws a closed polygon from a shape + + + + + Draws a closed polygon from an array of points + + + + + Draws a closed polygon from an array of points + + + + + Draws a line from point1 to point2 with an offset + + + + + Draws a line from point1 to point2 with an offset + + + + + Draws a line from point1 to point2 with an offset + + + + + Draws a point at the specified x, y position. The center of the point will be at the position. + + + + + Draws a point at the specified position. The center of the point will be at the position. + + + + + Original source: https://github.com/craftworkgames/MonoGame.Extended/blob/develop/Source/MonoGame.Extended/Shapes/Polygon.cs + + + + + Can be null when there are no deals at the current location + + + + + Can be null when there are no deals at the current location + + + + + Can be null when there are no deals at the current location + + + + + Buy items from the store + + + + + Sell items from the character inventory + + + + + Sell items from the sub + + + + + Select an element from CrewListFrame + + + + + The size of fixed area around the slice area + + + + + How much the borders of a sliced sprite are allowed to scale + You may for example want to prevent a 1-pixel border from scaling down (and disappearing) on small resolutions + + + + + How much the borders of a sliced sprite are allowed to scale + You may for example want to prevent a 1-pixel border from scaling down (and disappearing) on small resolutions + + + + + Get the scale of the sliced sprite's borders when it's draw inside an area of a specific size + + + + + While set to true any call to will cause the buy button to be disabled and to not update the prices. + This is to prevent us from buying another upgrade before the server has given us the new prices and causing potential syncing issues. + + + + + Creates vertices for the submarine border that we use to draw it and check mouse collision + + + + + Most of this code is copied from the status terminal but instead of drawing a line from X to Y + we create a rotated rectangle instead and store the 4 corners into the array. + + + + + Gets all "points of interest" GUIFrames on the upgrade preview interface that match the corresponding upgrade category. + + + + + + + Used only for circles. + + + + + Currently used only for rectangles. + + + + + Flash the slots the item is allowed to go in (not taking into account whether there's already something in those slots) + + + + + Can the inventory be accessed when the character is still alive + + + + + Can the inventory be accessed by the character itself when the character is still alive (only has an effect if AccessibleWhenAlive false) + + + + + If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot + + + + + If there is room, puts the item in the inventory and returns true, otherwise returns false + + + + + Discharge coil only draws power when charging + + + + + Updates plant's state to fully grown or dead depending on its conditions. + + True if the plant has finished growing. + + + + The base class for components holding the different functionalities of the item + + + + + Overload this method and implement. The method is automatically called when the resolution changes. + + + + + Launches when the parent of the GuiFrame is changed. + + + + + Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component. + + + + + Can be used by status effects or conditionals to the speed of the item + + + + a Character has picked the item + + + a Character has dropped the item + + + true if the operation was completed + + + + Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) + but don't reset anything that's required for cloning the item + + + + + Returns 0.0f-1.0f based on how well the Character can use the itemcomponent + + 0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less + + + + Returns 0.0f-1.0f based on how well the Character can use the itemcomponent + + 0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less + + + + Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems. + + + + + Called when all items have been loaded. Use to initialize connections between items. + + + + + Called when all the components of the item have been loaded. Use to initialize connections between components and such. + + + + + Can be used to set the sprite depth individually for each contained item + + + + + Depth at which the contained sprites are drawn. If not set, the original depth of the item sprites is used. + + + + + The capacity of the main container without taking the sub containers into account. Only differs when there's a sub container defined for the component. + + + + + Can be used by status effects to lock the inventory + + + + + Returns the index of the first slot whose restrictions match the specified tag or identifier + + + + + The current multiplier for the light color (usually equal to , but in the case of e.g. blinking lights the multiplier + doesn't go to 0 when the light turns off, because otherwise it'd take a while for it turn back on based on the lightBrightness which is interpolated + towards the current voltage). + + + + + Reset client-side prediction of the light's state to the last known state sent by the server after resetPredictionTimer runs out + + + + + The current brightness of the light source, affected by powerconsumption/voltage + + + + + Move items towards the last slot in the inventory if there's free slots + + + + + Power consumption of the engine. Only consume power when active and adjust consumption based on condition and target force. + + + + + When grid is resolved update the previous voltage + + + + + Power consumption of the fabricator. Only consume power when active and adjust consumption based on condition. + + + + + Move the items required for fabrication into the input container. + The method assumes that all the required ingredients are available either in the input container or linked containers. + + + + + Power consumption of the MiniMap. Only consume power when active and adjust consumption based on condition. + + + + + Power consumption of the Pump. Only consume power when active and adjust consumption based on condition. + + + + + Returns a negative value (indicating the reactor generates power) when querying the power output connection. + + + + + Min and Max power output of the reactor based on tolerance + + + + + Determine how much power to output based on the load. The load is divided between reactors according to their maximum output in multi-reactor setups. + + + + + Do we need more fuel to generate enough power to match the current load. + + How low we allow the output/load ratio to go before loading more fuel. + 1.0 = always load more fuel when maximum output is too low, 0.5 = load more if max output is 50% of the load + + + + Can be null if the property HasMineralScanner is false + + + + + Based largely on existing CheckBlipVisibility() code + + + + Accessed through event actions. Do not remove even if there are no references in code. + + + + Power consumption of the sonar. Only consume power when active and adjust the consumption based on the sonar mode. + + + + + Can be used by status effects to disable all the UI controls + + + + + Makes the sonar view CustomComponent render the steering HUD, preventing it from being drawn behing the sonar + + + + + How fast the steering vector adjusts when the nav terminal is operated by something else than a character (= signals) + + + + + Get optimal velocity for moving towards a position + + Position to steer towards to + How heavily the sub slows down when approaching the target + + + + + Attempts to harvest a fully grown plant or removes a decayed plant if any + + The character who gets the produce or null if they should drop on the floor. + + + + + Returns the power consumption if checking the powerIn connection, or a negative value if the output can provide power when checking powerOut. + Power consumption is proportional to set recharge speed and if there is less than max charge. + + + + + Minimum and maximum output for the queried connection. + Powerin min max equals CurrPowerConsumption as its abnormal for there to be power out. + PowerOut min power out is zero and max is the maxout unless below 10% charge where + the output is scaled relative to the 10% charge. + + Connection being queried + Current grid load + Minimum and maximum power output for the connection + + + + Finalized power out from the container for the connection, provided the given grid information + Output power based on the maxpower all batteries can output. So all batteries can + equally share powerout based on their output capabilities. + + + + + + + + + + When the corresponding grid connection is resolved, adjust the container's charge. + + + + + List of all powered ItemComponents + + + + + The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items + + + + + Current voltage of the item (load / power) + + + + + The minimum voltage required for the item to work + + + + + The maximum amount of power the item can draw from connected items + + + + + Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted + + + + + Essentially Voltage / MinVoltage (= how much of the minimum required voltage has been satisfied), clamped between 0 and 1. + Can be used by status effects or sounds to check if the item has enough power to run + + + + + Allocate electrical devices into their grids based on connections + + Use previous grids and change in connections + + + + Update the power calculations of all devices and grids + Updates grids in the order of + ConnCurrConsumption - Get load of device/ flag it as an outputting connection + -- If outputting power -- + MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate + ConnPowerOut - Final power output based on the sum of the MinMaxPower + -- Finally -- + GridResolved - Indicate that a connection's grid has been finished being calculated + + Power outputting devices are calculated in stages based on their priority + Reactors will output first, followed by relays then batteries. + + + + + + + Current power consumption of the device (or amount of generated power if negative) + + Connection to calculate power consumption for. + + + + Minimum and maximum power the connection can provide + + Connection being queried about its power capabilities + Load of the connected grid + + + + Finalize how much power the device will be outputting to the connection + + Connection being queried + Current grid power + Current load on the grid + Power pushed to the grid + + + + Can be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. storing voltage for later updates + + + + + Returns the amount of power that can be supplied by batteries directly connected to the item + + + + + Returns a list of batteries directly connected to the item + + + + + Additional load coming from somewhere else than the devices connected to the junction box (e.g. ballast flora or piezo crystals). + Goes back to zero automatically if you stop setting the value. + + + + + The item that launched this projectile (if any) + + + + + Should the collision with the target submarine be ignored (e.g. did the projectile collide with the wall behind the turret when being launched) + + Fixture the projectile hit + Contact between the projectile and the target + True if the target isn't a submarine or if the collision happened behind the launch position of the projectile + + + + Get a random quality for an item spawning in some sub, taking into account the type of the submarine and the difficulty of the current level + (high-quality items become more common as difficulty increases) + + + + + Check if the character manages to succesfully repair the item + + + + + Should the progress bar be displayed. Use when AlwaysDisplayProgressBar is set to false. + + + + + Wires that have been disconnected from the panel, but not removed completely (visible at the bottom of the connection panel). + + + + + Allows rewiring the connection panel despite rewiring being disabled on a server + + + + + Check if the character manages to succesfully rewire the panel, and if not, apply OnFailure effects + + + + + Pass the parent component to the constructor to access the serializable properties + for elements which change property values. + + + + + Can be used to display messages on the terminal via status effects + + + + + Returns the wifi components that can receive signals from this one + + + + + Returns the wifi components that can transmit signals to this one + + + + + Effects applied to entities inside the trigger + + + + + Attacks applied to entities inside the trigger + + + + + Returns correct angle between -2PI and +2PI + + + + + + + Turret doesn't consume grid power, directly takes from the batteries on its grid instead. + + + + + Can be used by status effects + + + + + Automatically cleared after docking -> no need to unregister + + + + + Automatically cleared after undocking -> no need to unregister + + + + + Returns a random side that is not occupied. + + + There is probably a much better way of doing this than allocating memory with an array + but this felt like the most reliable approach I could come up with. + + + + + + Defines items that boost the weapon functionality, like battery cell for stun batons. + + + + + Activate sleeping ragdolls that are close enough to hit with the weapon (otherwise the collision will not be registered) + + + + + The extents of the sprites or other graphics this component needs to draw. Used to determine which items are visible on the screen. + + + + + Power consumption of the Oxygen Generator. Only consume power when active and adjust consumption based on condition. + + + + + Order in which power sources will provide to a grid, lower number is higher priority + + + + + Used by reactors to communicate their maximum output to each other so they can divide the grid load between each other in a sensible way + + + + + Relay power consumption. Load consumption is based on the internal buffer. + This allows for the relay to react to demand and find equilibrium in loop configurations. + + + + + Minimum and maximum power out for the relay. + Max out is adjusted to allow for other relays to compensate if this relay is undervolted. + + + + + Power out for the relay connection. + Relay will output the necessary power to the grid based on maximum power output of other + relays and will undervolt and overvolt the grid following its supply grid. + + Power outputted to the grid + + + + Connection's grid resolved, determine the difference to be added to the buffer. + Ensure the prevVoltage voltage is updated once both grids are resolved. + + + + + Moves the current border highlight animation (if one is running) to the new slot + + + + + If set, the inventory is automatically positioned inside the rect + + + + + Check if the mouse is hovering on top of the slot + + The desired slot we want to check + True if our mouse is hover on the slot, false otherwise + + + + Refresh the value of IsMouseOnInventory + + + + + Is the mouse on any inventory element (slot, equip button, subinventory...) + + + + Defaults to if null + + + + Removes one item from the slot + + + + + Removes all items from the slot + + + + + All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list. + + + + + All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated. + + + + + Is the item contained in this inventory. Does not recursively check items inside items. + + + + + Return the first item in the inventory, or null if the inventory is empty. + + + + + Return the last item in the inventory, or null if the inventory is empty. + + + + + Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack. + + + + + Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items. + + + + + Find the index of the first slot the item is contained in. + + + + + Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list. + + + + + Returns true if the item owns any of the parent inventories. + + + + + Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in). + + + + + Can the item be put in the specified slot. + + + + + If there is room, puts the item in the inventory and returns true, otherwise returns false + + + + + Is there room to put more items in the inventory. Doesn't take stacking into account by default. + + If true, the inventory is not considered full if all the stacks are not full. + + + + Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution! + + + + + Removes an item from a specific slot. Doesn't do any sanity checks, use with caution! + + + + + Deletes all items inside the inventory (and also recursively all items inside the items) + + + + + Reposition currently active item interfaces to make sure they don't overlap with each other + + + + + Items that have one more more Repairable component + + + + + Items that may potentially need to be cleaned up (pickable, not attached to a wall, and not inside a valid container) + + + + + Components that are Active or need to be updated for some other reason (status effects, sounds) + + + + + Removes the override value -> falls back to using the original value defined in the xml. + + + + + Unscaled rect + + + + + Use to also check + + + + Checks both and + + + + Returns interactibility based on whether the character is on a player team + + + + + Can be used by status effects or conditionals to check what item this item is contained inside + + + + + Can be used by status effects or conditionals to check whether the item is contained inside something + + + + + Can be used by status effects or conditionals to the speed of the item + + + + + Can be used by status effects or conditionals to check if the physics body of the item is active + + + + + Should the item's Use method be called with the "Use" or with the "Shoot" key? + + + + + If true, the user has to hold the "aim" key before use is registered. False by default. + + + + + If true, the user has to hold the "aim" key before secondary use is registered. True by default. + + + + + Return true if the condition of this item increased within the last second. + + + + + Per-instance value - if not set, the value of the prefab is used. + + + + + A list of connections the last signal sent by this item went through + + + + + Can be used to move the item from XML (e.g. to correct the positions of items whose sprite origin has been changed) + + + + + Can be used to move the item from XML (e.g. to correct the positions of items whose sprite origin has been changed) + + + + + Creates a new item + + Should the OnItemLoaded methods of the ItemComponents be called. Use false if the item needs additional initialization before it can be considered fully loaded (e.g. when loading an item from a sub file or cloning an item). + + + + Is dropping the item allowed when trying to swap it with the other item + + + + + Recheck if the item needs to be included in the list of cleanable items + + + + + goes through every item and re-checks which hull they are in + + + + + Recalculates the item's maximum condition, condition percentage and whether it's in full condition. + You generally never need to call this manually - done automatically when any of the factors that affect the values change. + + + + + Applies buoyancy, drag and angular drag caused by water + + + + + Note: This function generates garbage and might be a bit too heavy to be used once per frame. + + + + + Note: This function generates garbage and might be a bit too heavy to be used once per frame. + + + + + Character who dropped the item + Should clients be notified of the item being dropped + Should the transform of the physics body be updated. Only disable this if you're moving the item somewhere else / calling SetTransform manually immediately after dropping! + + + + Instantiate a new item and load its data from the XML element. + + The element containing the data of the item + The submarine to spawn the item in (can be null) + Should an EntitySpawner event be created to notify clients about the item being created. + + + + + Remove the item so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) + but don't reset anything that's required for cloning the item + + + + + Any item with a Price element in the definition can be sold everywhere. + + + + + Defines areas where the item can be interacted with. If RequireBodyInsideTrigger is set to true, the character + has to be within the trigger to interact. If it's set to false, having the cursor within the trigger is enough. + + + + + Is this prefab overriding a prefab in another content package + + + + + How likely it is for the item to spawn in a level of a given type. + + + + + Can the item be chosen as extra cargo in multiplayer. If not set, the item is available if it can be bought from outposts in the campaign. + + + + + Update which branches are currently in range of fires + + + + + Create a body for a branch which works as the hitbox for flamer + + + + + + Decorative branches that grow around the root + + + + + How far from the root this branch is + + + + + Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken + + + + + "Diagonal" gaps are used on sloped walls to allow characters to pass through them either horizontally or vertically. + Water still flows through them only horizontally or vertically + + + + + Inherited flags from outpost generation. + + + + + Approximate distance from this hull to the target hull, moving through open gaps without passing through walls. + Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found. + + + + + Returns the hull which contains the point (or null if it isn't inside any) + + The position to check + This hull is checked first: if the current hull is known, this can be used as an optimization + Should world coordinates or the sub's local coordinates be used? + Does being exactly at the edge of the hull count as being inside? + + + + Returns the hull which contains the point (or null if it isn't inside any). The difference to FindHull is that this method goes through all hulls without trying + to first find the sub the point is inside and checking the hulls in that sub. + = This is slower, use with caution in situations where the sub's extents or hulls may have changed after it was loaded. + + + + + Is this hull or any of the items inside it tagged as "airlock"? + + + + + Does this hull have any doors leading outside? + + Used to check if this character has access to the door leading outside + + + + Overrides the commonness of the object in a specific level type. + Key = name of the level type, value = commonness in that level type. + + + + + Makes the cell rounder by subdividing the edges and offsetting them at the middle + + How small the individual subdivided edges can be (smaller values produce rounder shapes, but require more geometry) + + + + How far outside the boundaries of the level the water current that pushes subs towards the level starts + + + + + How far outside the boundaries of the level the strength of the current starts to increase exponentially + + + + + How far outside the boundaries of the level the current stops submarines entirely + + + + + The level generator won't try to adjust the width of the main path above this limit. + + + + + The crush depth of a non-upgraded submarine in in-game coordinates. Note that this can be above the top of the level! + + + + + The crush depth of a non-upgraded submarine in "real world units" (meters from the surface of Europa). Note that this can be above the top of the level! + + + + + Random integers generated during the level generation. If these values differ between clients/server, + it means the levels aren't identical for some reason and there will most likely be major ID mismatches. + + + + + Is there a loaded level set and is it an outpost? + + + + + Is there a loaded level set, and is it a friendly outpost (FriendlyNPC or Team1) + + + + + Can be null unless initialized in constructor + + + + List is initialized only when specified, otherwise will be null + + + Used by clients to set the rotation for the resources + + + + Calculate the "real" depth in meters from the surface of Europa + + + + + Checks which level objects are in camera view and adds them to the visibleObjects lists + + + + + Draw the objects behind the level walls + + + + + Draw the objects in front of the level walls, but behind characters + + + + + Draw the objects in front of the level walls and characters + + + + + Only used for editing sprite deformation parameters. The actual LevelObjects use separate SpriteDeformation instances. + + + + + Which sides of a wall the object can appear on. + + + + + Overrides the commonness of the object in a specific level type. + Key = name of the level type, value = commonness in that level type. + + + + + A list of prefabs whose properties override this one's properties when a trigger is active. + E.g. if a trigger in the index 1 of the trigger list is active, the properties in index 1 in this list are used (unless it's null) + + + + + Effects applied to entities that are inside the trigger + + + + + Attacks applied to entities that are inside the trigger + + + + + How long the trigger stays in the triggered state after triggerers have left + + + + + does the force diminish by distance + + + + + Stop applying forces to objects if they're moving faster than this + + + + + Are there any active contacts between the physics body and the target entity + + + + + Another trigger was triggered, check if this one should react to it + + + + + Applies attacks to a damageable. + + + + + Applies attacks to structures. + + + + + The elapsed gametime when the vertices of this hull last changed + + + + + Returns the segments that are facing towards viewPosition + + + + + How many light sources are allowed to recalculate their light volumes per frame. + Pending calculations will be done on subsequent frames, starting from the light sources that have been waiting for a recalculation the longest. + + + + + If zoomed further out than this, characters no longer obstruct lights behind them. + Improves performance, and isn't very noticeable if we do it after zoomed far out enough. + + + + + Background lights are drawn behind submarines and they don't cast shadows. + + + + + Update the contents of ConvexHullList and check if we need to recalculate vertices + + + + + Recheck which convex hulls are in range (if needed), + and check if we need to recalculate vertices due to changes in the convex hulls + + + + + Draws the optional "light sprite", just a simple sprite with no shadows + + + + + + Used for undo/redo to determine what this item has been replaced with + + + + + A method that modifies the draw depth to prevent z-fighting between entities with the same sprite depth + + + + + Update the selection logic in submarine editor + + + + + Updates the logic that runs the highlight box when the mouse is sitting still. + + + + true to give items tooltip showing their connection + + + + Draw the "selection rectangle" and outlines of entities that are being dragged (if any) + + + + + Copy the selected entities to the "clipboard" (copiedList) + + + + + Copy the entities to the "clipboard" (copiedList) and delete them + + + + + copies a list of entities to the "clipboard" (copiedList) + + + + + Find entities whose rect intersects with the "selection rect" + + + + + List of upgrades this item has + + + + + The index of the outpost module this entity originally spawned in (-1 if not an outpost item) + + + + + Adds a new upgrade to the item + + + + + Remove the entity from the entity list without removing links to other entities + + + + + Call Update() on every object in Entity.list + + + + + Flip the entity horizontally + + Should the entity be flipped across the y-axis of the sub it's inside + + + + Flip the entity vertically + + Should the entity be flipped across the x-axis of the sub it's inside + + + + Update the linkedTo-lists of the entities based on the linkedToID-lists + Has to be done after all the entities have been loaded (an entity can't + be linked to some other entity that hasn't been loaded yet) + + + + + Gets all linked entities of specific type. + + + + + Gets all linked entities of specific type. + + + + + Find a matching map entity prefab + + The name of the item (can be omitted when searching based on identifier) + The identifier of the item (if null, the identifier is ignored and the search is done only based on the name) + + + + Find a matching map entity prefab + + A predicate that returns true on the desired prefab. + + + + Links defined to identifiers. + + + + + Check if the name or any of the aliases of this prefab match the given name. + + + + + Initial zoom (0 - 1, from min zoom to max) + + + + + Initial zoom (0 - 1, from min zoom to max) + + + + + Resets and forces crush depth to be calculated again for icon displaying purposes + + + + + From -> To + + + + + Load a previously saved campaign map from XML + + + + + Generate a new campaign map from the seed + + + + + Get the shortest distance from the start location to another location that satisfies the specified criteria. + + The distance to a matching location, or int.MaxValue if none are found. + + + + Load a previously saved map from an xml element + + + + + Load the state of an existing map from xml (current state of locations, where the crew is now, etc). + + + + + Advances the progress of the radiation. + + + + + + Unscaled rect + + + + + In radians, takes flipping into account + + + + + Offset of the physics body from the center of the structure. Takes flipping into account. + + + + + Checks if there's a structure items can be attached to at the given position and returns it. + + + + + Sections that are leaking have a gap placed on them + + + + + If null, the orientation is determined automatically based on the dimensions of the structure instances + + + + + Interval at which we force culled entites to be updated, regardless if the camera has moved + + + + + Margin applied around the view area when culling entities (i.e. entities that are this far outside the view are still considered visible) + + + + + Update entity culling when any corner of the view has moved more than this + + + + + Extents of the solid items/structures (ones with a physics body) and hulls + + + + + Extents of all the visible items/structures/hulls (including ones without a physics body) + + + + + How deep down the sub is from the surface of Europa in meters (affected by level type, does not correspond to "actual" coordinate systems) + + + + + Creates an AI that operates all the turrets on a sub, same as Thalamus but only operates the turrets. + + + + + Returns a rect that contains the borders of this sub and all subs docked to it, excluding outposts + + + + + Don't use this directly, because the list is updated only when GetConnectedSubs() is called. The method is called so frequently that we don't want to create new list here. + + + + + Returns a list of all submarines that are connected to this one via docking ports, including this sub. + + + + + Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins + + + + + Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list). + + Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored. + Should fixtures that the start of the ray is inside be returned + + + + check visibility between two points (in sim units) + + a physics body that was between the points (or null) + + + If has value, the sub must match the team type. + + + + Returns true if the sub is same as the other. + + + + + Finds the sub whose borders contain the position + + + + + Permanently disables obstructed waypoints obstructed by the level. + + + + + Temporarily disables waypoints obstructed by the other sub. + + + + + Only affects temporarily disabled waypoints. + + + + + Extents of the solid items/structures (ones with a physics body) and hulls + + + + + Extents of all the visible items/structures/hulls (including ones without a physics body) + + + + + Moves away any character that is inside the bounding box of the sub (but not inside the sub) + + The translation that was applied to the sub before doing the displacement + (used for determining where to push the characters) + + + + A random int that gets assigned when saving the sub. Used in mp campaign to verify that sub files match + + + + + Note: Refreshed for loaded submarines when they are saved, when they are loaded, and on round end. If you need to refresh it, please use Submarine.CheckFuel() method! + + + + + Calculated from . Can be used when the sub hasn't been loaded and we can't access . + + + + + Only called by a Gap when the state changes. + So in practice used like an event callback, although technically just a method + (It would be cleaner to use an actual event in Gap.cs, but event registering and unregistering might cause an extra hassle) + + + + + How much messages sent by should get garbled. Takes the distance between the entities and optionally the obstructions between them into account (see ). + + Values greater than or equal to 1 cause the message to get garbled more heavily when there's some obstruction between the characters. Values smaller than 1 mean the garbling only depends on distance. + + + + An ID for this client for the current session. + THIS IS NOT A PERSISTENT VALUE. DO NOT STORE THIS LONG-TERM. + IT CANNOT BE USED TO IDENTIFY PLAYERS ACROSS SESSIONS. + + + + + The ID of the account used to authenticate this session. + This value can be used as a persistent value to identify + players in the banlist and campaign saves. + + + + + Data that we've ignored because we're waiting for some earlier data. Key = byte offset, value = the actual data + + + + + Fires when the ClientPeer gets disconnected from the server. Does not necessarily mean the client is shutting down, we may still be able to reconnect. + + + + + Tell the server to start the round (permission required) + + + + + Tell the server to select a submarine (permission required) + + + + + Tell the server to select a mode (permission required) + + + + + Tell the server to end the round (permission required) + + + + + Read the events from the message, ignoring ones we've already received. Returns false if reading the events fails. + + + + + Clears events generated by the current client, used + when resynchronizing with the server after a timeout. + + + + + Used when the order targets a wall + + + + + Same as calling , + but the text parameter is set using + + + + How much skills drop towards the job's default skill levels when dying + + + + + When will the shuttle be dispatched with respawned characters + + + + + When will the sub start heading back out of the level + + + + + Have some of the properties listed in the server list changed + + + + + A list of int pairs that represent the ranges of UTF-16 codes allowed in client names + + + + + The "near" range of the voice chat (a percentage of either SpeakRange or radio range), further than this the volume starts to diminish + + + + + Interface for entities that the clients can send events to the server + + + + + Interface for entities that the server can send events to the clients + + + + + Interface for entities that handle ServerNetObject.ENTITY_POSITION + + + + + How long the server waits for the clients to get in sync after the round has started before kicking them + + + + + How long the server keeps events that everyone currently synced has received + + + + + If a client hasn't received an event that has been succesfully sent to someone within this time, they get kicked + + + + + If a client hasn't received an event after this time, they get kicked + + + + + Interpolates the positional error of a physics body towards zero. + + + + + Interpolates the rotational error of a physics body towards zero. + + + + + Interpolates the cursor position error towards zero. + + + + + Write the events to the outgoing message. The recipient parameter is only needed for ServerEntityEventManager + + + + + Helper class for dealing with 16-bit IDs that wrap around ushort.MaxValue + + + + + Is newID more recent than oldID, i.e. newId > oldId accounting for ushort rollover + + + + + newId >= oldId accounting for ushort rollover (newer or equals) + + + + + Returns some ID that is older than the input ID. There are no guarantees + regarding its relation to values other than the input. + + + + + Is the current ID valid given the previous ID and latest possible ID (not smaller than the previous ID or larger than the latest ID) + + + + + Check if the two version are compatible (= if they can play together in multiplayer). + + + + Based on information found here: https://developer.valvesoftware.com/wiki/SteamID + ------------------------------------------------------------------------------------ + A SteamID is a 64-bit value (16 hexadecimal digits) that's broken up as follows: + + | a | b | c | d | + Most significant - | 01 | 1 | 00001 | 0546779D | - Least significant + + a) 8 bits representing the universe the account belongs to. + b) 4 bits representing the type of account. Typically 1. + c) 20 bits representing the instance of the account. Typically 1. + d) 32 bits representing the account number. + + The account number is additionally broken up as follows: + + | e | f | + Most significant - | 0000010101000110011101111001110 | 1 | - Least significant + + e) These are the 31 most significant bits of the account number. + f) This is the least significant bit of the account number, discriminated under the name Y for some reason. + + Barotrauma supports two textual representations of SteamIDs: + 1. STEAM40: Given this name as it represents 40 of the 64 bits in the ID. The account type and instance both + have an implied value of 1. The format is "STEAM_{universe}:{Y}:{restOfAccountNumber}". + 2. STEAM64: If STEAM40 does not suffice to represent an ID (i.e. the account type or instance were different + from 1), we use "STEAM64_{fullId}" where fullId is the 64-bit decimal representation of the full + ID. + + + + The primary ID for a given user + + + + + Other user IDs that this user might be closely tied to, + such as the owner of the current copy of Barotrauma + + + + + Utility struct for writing Singles + + + + + Value as a 32 bit float + + + + + Value as an unsigned 32 bit integer + + + + + This exists because Lidgren is a piece of shit and + doesn't readily support sending anything other than + a string through a disconnect packet, so this thing + needs a sufficiently nasty string representation that + can be decoded with some certainty that it won't get + mangled by user input. + + + + + Are there any entities in the spawn queue that match the given predicate + + + + + How many entities in the spawn queue match the given predicate + + + + Method is invoked via reflection, + see + + + Returns true if the given data is valid for the given vote type, + returns false otherwise. If it returns false, the message must + be discarded or reset by the caller, as it is now malformed :) + + + + + Takes flipping (Dir) into account. + + + + + Ignore rotation calls for the rest of this and the next update. Automatically disabled after that. Used for temporarily suppressing the SmoothRotate calls to prevent conflicting or unitentionally amplified rotations. + + + + + Returns the farthest point towards the forward of the body. + For capsules and circles, the front is at the top. + For horizontal capsules, the front is at the right-most point. + For rectangles, the front is either at the top or at the right, depending on which one of the two is greater: width or height. + The rotation is in radians. + + + + + Apply an impulse to the body without increasing it's velocity above a specific limit. + + + + + Apply an impulse to the body without increasing it's velocity above a specific limit. + + + + + Applies buoyancy, drag and angular drag caused by water + + + + + Rotate the body towards the target rotation in the "shortest direction", taking into account the current angular velocity to prevent overshooting. + + Desired rotation in radians + How fast the body should be rotated. Does not represent any real unit, you may want to experiment with different values to get the desired effect. + Should the angles be wrapped. Set to false if it makes a difference whether the angle of the body is 0.0f or 360.0f. + + + + The main class. + + + + + The main entry point for the application. + + + + + Computes sample weightings and texture coordinate offsets + for one pass of a separable gaussian blur filter. + + + + + Evaluates a single point on the gaussian falloff curve. + Used for setting up the blur filter weightings. + + + + + Fps independent mouse input. The draw method is called multiple times per frame. + + + + + Creates a new joint using the limb IDs. + + + + + Removes all selected joints and limbs in the params level (-> serializable). The method also recreates the ids and names, when required. + + + + + Allows the game to run logic such as updating the world, + checking for collisions, gathering input, and playing audio. + + + + + By default, creates a new frame for the screen and adds all elements to the gui update list. + + + + + Prefab used for dragging from the item catalog into inventories + + + + + Currently opened hand-held item container like crates + + + + + When opening an item we save the location of it so we can teleport the dummy character there + + + + + Global undo/redo state for the sub editor and a selector index for it + + + + + Coroutine that waits 5 minutes and then runs itself recursively again to save the submarine into a temporary file + + + + + + + Saves the current main sub into a temporary file outside of the Submarines/ folder + + + The saving is ran in another thread to avoid lag spikes + + + + Loads an item assembly and only returns items which are not inside other inventories. + This is to prevent us from trying to place for example Oxygen Tanks inside an inventory + when it's already inside a diving suit. + + + + + + + Recovers the auto saved submarine + + + + + Tries to open an item container in the submarine editor using the dummy character + + The item we want to open + + + + Close the currently opened item + + + + + Teleports the dummy character to the specified position + + The desired position + + + + GUI.MouseOn doesn't get updated while holding primary mouse and we need it to + + + + + Allows the game to run logic such as updating the world, + checking for collisions, gathering input, and playing audio. + + + + + This is called when the game should draw itself. + + + + + Holds the references to the input fields. + + + + + Sets common shared properties to all selected map entities in sub editor. + Only works client side while in the sub editor and when parentObject is ItemComponent, Item or Structure. + + + + + The function has the same parameters as + + + + Implement this interface to insert extra entires to the text pickers created for the SerializableEntityEditors of the entity + + + + + How many instances of the same sound clip can be playing at the same time + + + + + Represents a biquad-filter. + + + + + The a0 value. + + + + + The a1 value. + + + + + The a2 value. + + + + + The b1 value. + + + + + The b2 value. + + + + + The q value. + + + + + The gain value in dB. + + + + + The z1 value. + + + + + The z2 value. + + + + + Gets or sets the frequency. + + value;The samplerate has to be bigger than 2 * frequency. + + + + Gets the sample rate. + + + + + The q value. + + + + + Gets or sets the gain value in dB. + + + + + Initializes a new instance of the class. + + The sample rate. + The frequency. + + sampleRate + or + frequency + or + q + + + + + Initializes a new instance of the class. + + The sample rate. + The frequency. + The q. + + sampleRate + or + frequency + or + q + + + + + Processes a single sample and returns the result. + + The input sample to process. + The result of the processed sample. + + + + Processes multiple samples. + + The input samples to process. + The result of the calculation gets stored within the array. + + + + Calculates all coefficients. + + + + + Used to apply a lowpass-filter to a signal. + + + + + Initializes a new instance of the class. + + The sample rate. + The filter's corner frequency. + + + + Calculates all coefficients. + + + + + Used to apply a highpass-filter to a signal. + + + + + Initializes a new instance of the class. + + The sample rate. + The filter's corner frequency. + + + + Calculates all coefficients. + + + + + Used to apply a bandpass-filter to a signal. + + + + + Initializes a new instance of the class. + + The sample rate. + The filter's corner frequency. + + + + Calculates all coefficients. + + + + + Used to apply a notch-filter to a signal. + + + + + Initializes a new instance of the class. + + The sample rate. + The filter's corner frequency. + + + + Calculates all coefficients. + + + + + Used to apply a lowshelf-filter to a signal. + + + + + Initializes a new instance of the class. + + The sample rate. + The filter's corner frequency. + Gain value in dB. + + + + Calculates all coefficients. + + + + + Used to apply a highshelf-filter to a signal. + + + + + Initializes a new instance of the class. + + The sample rate. + The filter's corner frequency. + Gain value in dB. + + + + Calculates all coefficients. + + + + + Used to apply an peak-filter to a signal. + + + + + Gets or sets the bandwidth. + + + + + Initializes a new instance of the class. + + The sampleRate of the audio data to process. + The center frequency to adjust. + The bandWidth. + The gain value in dB. + + + + Calculates all coefficients. + + + + + Play a sound defined in a sound xml file without any positional effects. + + + + + Play a sound defined in a sound xml file. If the volume or range parameters are omitted, the volume and range defined in the sound xml are used. + + + + + If > 0, only one sprite of the same group is used (chosen randomly) + + + + + The sprite is only drawn if these conditions are fulfilled + + + + + The sprite is only animated if these conditions are fulfilled + + + + + Deform the vertices of the sprite using an arbitrary function. The in-parameter of the function is the + normalized position of the vertex (i.e. 0,0 = top-left corner of the sprite, 1,1 = bottom-right) and the output + is the amount of deformation. + + + + + Does a rotational deformations around pivot points at the edges of the sprite. + + + + + 0 = no falloff, the entire sprite is stretched + 1 = stretching the center of the sprite has no effect at the edges + + + + + Maximum stretch per vertex (1 = the size of the sprite) + + + + + How fast the sprite reacts to being stretched + + + + + How fast the sprite returns back to normal after stretching ends + + + + + Stretch a position in the deformable sprite to some direction + + + + + A negative value means that the deformation is used only by one sprite only (default). + A positive value means that this deformation is or could be used for multiple sprites. + This behaviour is not automatic, and has to be implemented for any particular case separately (currently only used in Limbs). + + + + + Only used if UseMovementSine is enabled. Multiplier for Pi. + + + + + Defined in the shader. + + + + + Creates a silhouette for the sprite (or outline if the sprite is rendered on top of it) + + + + + Reference to the xml element from where the sprite was created. Can be null if the sprite was not defined in xml! + + + + + In pixels + + + + + 0 - 1 + + + + + Identifier of the Map Entity so that we can link the sprite to its owner. + + + + + Creates a supposedly unique identifier from the parent element. If the parent element is not found, uses the sprite element. + TODO: If there are multiple elements with exactly the same data, the ids will fail. -> Is there a better way to identify the sprites? + ALSO TODO: delete :) + + + + + Works only if there is a name attribute defined for the sprite. For items and structures, the entity id or name is used if the sprite's name attribute is not defined. + + + + + Each new sound overrides the existing sounds that were launched with this status effect, meaning the old sound will be faded out and disposed and the new sound will be played instead of the old. + Normally the call to play the sound is ignored if there's an existing sound playing when the effect triggers. + Used for example for ensuring that rapid playing sounds restart playing even when the previous clip(s) have not yet stopped. + Use with caution. + + + + + Should the item spawn even if the container can't contain items of this type + + + + + The maximum amount of creatures of the same species in the same team that are allowed to be spawned via this status effect. + Also the creatures spawned by other means are counted in the check. + + + + + Index of the slot the target must be in when targeting a Contained item + + + + + Always do the conditional checks for the duration/delay. If false, only check conditional on apply. + + + + + Only valid if the effect has a duration or delay. Can the effect be applied on the same target(s)s if the effect is already being applied? + + + + + The interval at which the effect is executed. The difference between delay and interval is that effects with a delay find the targets, check the conditions, etc + immediately when Apply is called, but don't apply the effects until the delay has passed. Effects with an interval check if the interval has passed when Apply is + called and apply the effects if it has, otherwise they do nothing. + + + + + Can the StatusEffect be applied when the item applying it is broken + + + + + Which type of afflictions the target must receive for the StatusEffect to be applied. Only valid when the type of the effect is OnDamaged. + + + + + Fetches a Workshop item's metadata. This is batched to minimize Steamworks API calls. + The description of the returned item is truncated to save bandwidth. + + Workshop Item ID + + + + Fetches a Workshop item's metadata in its own API call instead of batching. + This minimizes delay but needs to be used with caution to prevent rate limiting. + + Workshop Item ID + + If true, ask for the item's entire description, otherwise it'll be truncated. + + + + + This class creates a file called ".copying" that + serves to keep mod copy operations in the same + directory from overlapping. + + + + + This class serves the purpose of preventing + more than 10 mod install tasks from proceeding + at the same time. + + + + + Implementation of the Command pattern. + + + Created by Markus Isberg on 11th of March 2020 for the submarine editor. + "Implementing a global undo and redo with Memento pattern proved too difficult of a task for me so I implemented it with this pattern instead." + + + + + A method that should apply a new state on an object or perform an action + + + + + A method that should revert Execute() method's actions + + + + + State no longer exists, clean up the lingering garbage + + + + + A command for setting and reverting a MapEntity rectangle + + + + + A command for setting and reverting a MapEntity rectangle + + Entities whose rectangle has been altered + The new rectangle that is or will be applied to the map entity + Old rectangle the map entity had before + If the transform was resized or not + + All lists should be equal in length, for every receiver there should be a corresponding entry at the same position in newData and oldData. + + + + + A command that removes and unremoves map entities + + + + + Creates a command where all entities share the same state. + + Entities that were deleted or added + Whether or not all entities are or are going to be deleted + Ignore item inventories when set to false, workaround for pasting + + + + A command that places or drops items out of inventories + + + + + + + A command that sets item properties + + + + + A command that sets item properties + + Affected entities + Real property name, not all lowercase + + + + + + A command that moves items around in inventories + + + + + + + Maximum upgrade level without taking submarine tier or class restrictions into account + + + + + Returns the maximum upgrade level for the current sub, taking tier and class restrictions into account + + + + + Returns the maximum upgrade level for the specified sub, taking tier and class restrictions into account + + + + + Parse a integer value from a string that is formatted like a percentage increase / decrease. + + String to parse + What XML attribute the value originates from, only used for warning formatting. + What XMLElement the value originates from, only used for warning formatting. + Whether or not to suppress warnings if both "attribute" and "sourceElement" are defined. + + + This sample returns -15 as an integer. + + XElement element = new XElement("change", new XAttribute("increase", "-15%")); + ParsePercentage(element.GetAttributeString("increase", string.Empty)); + + + + + Based on http://jakepoz.com/jake_poznanski__background_load_xna.html + + + + + Checks if point is inside of a polygon + + + + Additional check to see if the point is within the bounding box before doing more complex math + + Note that the bounding box check can be more expensive than the vertex calculations in some cases. + Reference + + + + + Convert a RGB value into a HSV value. + + + Reference + + Vector3 where X is the hue (0-360 or NaN) + Y is the saturation (0-1) + Z is the value (0-1) + + + + + a method for changing inputtypes with old names to the new ones to ensure backwards compatibility with older subs + + + + + Convert a HSV value into a RGB value. + + Value between 0 and 360 + Value between 0 and 1 + Value between 0 and 1 + Reference + + + + + Returns either a green [x] or a red [o] + + + + + + + + Turn the object into a string and give it rich color based on the object type + + + + + + + Calculates the minimum number of single-character edits (i.e. insertions, deletions or substitutions) required to change one string into the other + + + + + Reads a number of bits from the buffer and inserts them to a new NetBuffer instance + + + + + Returns a new instance of the class with all properties and fields copied. + + + + + Copies the values of the source to the destination. May not work, if the source is of higher inheritance class than the destination. Does not work with virtual properties. + + + + + Cleans up a path by replacing backslashes with forward slashes, and + optionally corrects the casing of the path. Recommended when serializing + paths to a human-readable file to force case correction on all platforms. + Also useful when working with paths to files that currently don't exist, + i.e. case cannot be corrected. + + Path to clean up + Should the case be corrected to match the filesystem? + Directories that the path should be found in, not returned. + Path with corrected slashes, and corrected case if requested. + + + + Cleans up a path by replacing backslashes with forward slashes, and + corrects the casing of the path on non-Windows platforms. Recommended + when loading a path from a file, to make sure that it is found on all + platforms when attempting to open it. + + Path to clean up + Path with corrected slashes, and corrected case if required by the platform. + + + + Extends % and + characters to color tags in talent name tooltips to make them look nicer. + This obviously does not work in languages like French where a non breaking space is used + so it's just a a bit extra for the languages it works with. + + + + + + + An arbitrary identifier that can be used to determine what kind of a message this is + and prevent characters from saying the same kind of line too often. + + + + + Returns true if any node in the path is in stairs + + + + + Seeks the ladder from the next and next + 1 nodes. + + + + + Don't start using a weapon if this condition is true + + + + + Seeks for more ammunition. Creates a new subobjective. + + + + + Reloads the ammunition found in the inventory. + If seekAmmo is true, tries to get find the ammo elsewhere. + + + + + Only remove existing items when the contain target can't be put in the inventory + + + + + If true drops the item when containing the item fails. + In both cases abandons the objective. + Note that has no effect if the target container was not defined (always drops) -> completes when the item is dropped. + + + + + 0-1 based on the horizontal size of all of the fires in the hull. + + + + + Diving gear that's suitable for wearing indoors (-> the bots don't try to unequip it when they don't need diving gear) + + + + + Tries to find the best (safe, nearby) hull the character can find a path to. + Checks one hull at a time, and returns HullSearchStatus.Finished when all potential hulls have been checked. + + + + + Is the character allowed to take the item from somewhere else than their own sub (e.g. an outpost) + + + + + Are variants of the specified item allowed + + + + + Returns the "best" item to spawn when using and there's multiple suitable items. + Best in this context is the one that's sold at the lowest price in stores (usually the most "basic" item) + + + + + + Does not reset the ignored items list + + + + + Doesn't allow the objective to complete if this condition is false + + + + + Which event action created this objective (if any) + + + + + Display units + + + + + If true, the distance to the destination is calculated from the character's AimSourcePos (= shoulder) instead of the collider's position + + + + + List of all possible items of the specified type. Used for filtering the removed objectives. + + + + + Excluding the current order. + + + + + When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat. + + + + + The AIObjective in with the highest + + + + Returns the last active objective of the specific type. + + + + + Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently. + + + + + If undefined, a default filter will be used. + + + + + If set, only fix items where required skill matches this. + + + + + Name that can be used with the contextual version of the order + + + + + If defined, the order can only be quick-assigned to characters with these jobs. Or if it's a report, the icon will only be displayed to characters with these jobs. + + + + + Can the order be turned into a non-entity-targeting one if it was originally created with a target entity. + Note: if MustSetTarget is true, CanBeGeneralized will always be false. + + + + + If defined, the order will be quick-assigned to characters with these jobs before characters with other jobs. + + + + + Should the order icon be drawn when the order target is inside a container + + + + + Affects how high on the order list the order will be placed (i.e. the manual priority order when it's given) when it's first given. + Manually rearranging orders will override this priority. + + + + + Get the target item component based on the target item type + + + + Only returns items which are interactable for this character + + + Only returns items which are interactable for this character + + + + Used to create the order option for the Dismiss order to know which order it targets + + The order to target with the dismiss order + + + + Create an Order instance with a null target + + + + + Note this property doesn't return the follow target of the Follow objective, as expected! + + + + + Constructor for orders with the target type OrderTargetType.Entity + + + + + Constructor for orders with the target type OrderTargetType.Entity + + + + + Constructor for orders with the target type OrderTargetType.Position + + + + + Constructor for orders with the target type OrderTargetType.Position + + + + + Constructor for orders with the target type OrderTargetType.WallSection + + + + + Constructor for orders with the target type OrderTargetType.WallSection + + + + + Constructor for orders with the target type OrderTargetType.Entity + + + + + Constructor for orders with the target type OrderTargetType.Position + + + + + Constructor for orders with the target type OrderTargetType.WallSection + + + + + Get the target item component based on the target item type + + + + Only returns items which are interactable for this character + + + Only returns items which are interactable for this character + + + + Used to create the order option for the Dismiss order to know which order it targets + + The order to target with the dismiss order + + + + Note: Presupposes that the slow speed is lower than the high speed. Otherwise will give invalid results. + + + + + Note: creates a new list every time, because the params might have changed. If there is a need to access the property frequently, change the implementation to an array, where the slot is updated when the param is updated(?) + Currently it's not simple to implement, since the properties are not implemented here, but in the derived classes. Would require to change the params virtual and to call the base property getter/setter or something. + + + + + Which character gave this affliction + + + + + Copy properties here instead of using SerializableProperties (with reflection). + + + + + Use this method to skip clamping and additional logic of the setters. + Ideally we would keep this private, but doing so would require too much refactoring. + + + + + Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character + + + + + Bots will not try to treat the affliction if the character has any of these afflictions + + + + + The affliction is automatically removed after this time. 0 = unlimited + + + + + An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target. + If the affliction causes damage or is of type poison or paralysis, the skill is increased only when the target is hostile. + If the affliction is of type buff, the skill is increased only when the target is friendly. + + + + + An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target. + The skill is increased only when the target is hostile. + + + + + Creates a character info from the human prefab. If there are custom character infos defined, those are used, otherwise a randomized info is generated. + + + + + + + How much this skill affects characters' hiring cost + + + + allAnimations[speciesName][fileName] + + + + In degrees. + + + + + In degrees. + + + + + Selects a random filepath from multiple paths, matching the specified animation type. + + + + + Selects all file paths that match the specified animation type. + + + + + If the file name is left null, default file is selected. If fails, will select the default file. Note: Use the filename without the extensions, don't use the full path! + If a custom folder is used, it's defined in the character info file. + + + + + Note: Overrides old animations, if found! + + + + + The angle of the collider when standing (i.e. out of water). + In degrees. + + + + + Key = limb id, value = angle in radians + + + + + In degrees. + + + + + Key = limb id, value = angle in radians + + + + + In degrees. + + + + + In degrees. + + + + + In degrees. + + + + + Contains character data that should be editable in the character editor. + + + + + key1: Species name + key2: File path + value: Ragdoll parameters + + + + + If the file name is left null, default file is selected. If fails, will select the default file. Note: Use the filename without the extensions, don't use the full path! + If a custom folder is used, it's defined in the character info file. + + + + + Creates a default ragdoll for the species using a predefined configuration. + Note: Use only to create ragdolls for new characters, because this overrides the old ragdoll! + + + + + Applies the current properties to the xml definition without saving to file. + + + + + Resets the current properties to the xml (stored in memory). Force reload reloads the file from disk. + + + + + Should be converted to sim units. + + + + + Should be converted to sim units. + + + + + In degrees. + + + + + In degrees. + + + + + The orientation of the sprite as drawn on the sprite sheet (in radians). + + + + + Some conditions rely on specific ability data that is integrally connected to the AbilityEffectType. + This is done in order to avoid having to create duplicate ability behavior, such as if an ability needs to trigger + a common ability effect but in specific circumstances. These conditions could also be partially replaced by + more explicit AbilityEffectType enums, but this would introduce bloat and overhead to integral game logic + when instead said logic can be made to only run when required using these conditions. + + These conditions will return an error if used outside their limited intended use. + + + + + Used primarily for StatusEffects. Default to constant outside interval abilities. + + + + + List of abilities that are triggered by this group. + Fallback abilities are triggered if the conditional fails + + + + + List of abilities that are triggered by this group. + Fallback abilities are triggered if the conditional fails + + + + + Talent identifiers of all the talents in this tree + + + + + How many talents need to be unlocked to consider this tree completed + + + + + How many talents can be unlocked in total + + + + + When specified the talent option will show talent with this identifier + and clicking on it will expand the talent option to show the talents + + + + + Base class for content file types, which are loaded + from filelist.xml via reflection. + PLEASE AVOID INHERITING FROM THIS CLASS DIRECTLY. + Inheriting from GenericPrefabFile<T> is likely what + you want. + + + + + Errors that occurred when loading this content package. + Currently, all errors are considered fatal and the game + will refuse to load a content package that has any errors. + + + + + An error that occurred when trying to enable this mod. + This field doesn't directly affect whether or not this mod + can be enabled, but if it's been set to anything other than + Option.None then the game has already refused to enable it + at least once. + + + + + Does the content package include some content that needs to match between all players in multiplayer. + + + + + Has the action finished. + + If null or empty, the event moves to the next action. Otherwise it moves to the specified label. + + + + + Rich test to display in debugdraw + + + + public override string ToDebugString() + { + return $"{ToolBox.GetDebugSymbol(isFinished)} SomeAction -> "(someInfo: {info.ColorizeObject()})"; + } + + + + + + + 'Exhaustible' sets won't appear in the same level until after one world step (~10 min, see Map.ProgressWorld) has passed. + + + + + If true, events from this set can only occur once in the level. + + + + + Used to force an event set based on how many other locations have been discovered before this. (Used for campaign tutorial event sets.) + + + + + Used to force an event set based on how many other outposts have been visited before this. (Used for campaign tutorial event sets.) + + + + + Randomizes the collection (using OrderBy) and returns it. + + + + + Randomizes the list in place without creating a new collection, using a Fisher-Yates-based algorithm. + + + + + Gets a random element of a list using one of the synced random number generators. + It's recommended that you guarantee a deterministic order of the elements of the + input list via sorting. + + List to pick a random element from + Which RNG to use + A random item from the list. Return value should match between clients and + the server, if applicable. + + + + Executes an action that modifies the collection on each element (such as removing items from the list). + Creates a temporary list, unless the collection is empty. + + + + + Generic version of List.ForEach. + Performs the specified action on each element of the collection (short hand for a foreach loop). + + + + + Iterates over all elements in a given enumerable and discards the result. + + + + + Shorthand for !source.Any(predicate) -> i.e. not any. + + + + + Returns whether a given collection has at least a certain amount + of elements for which the predicate returns true. + + Input collection + How many elements to match before stopping + Predicate used to evaluate the elements + + + + + Returns the maximum element in a given enumerable, or null if there + aren't any elements in the input. + + Input collection + Maximum element or null + + + + Same as FirstOrDefault but will always return null instead of default(T) when no element is found + + + + + Negates the X and Y components. + + + + + Flips the X and Y components. + + + + + Like the XNA method, but treats the y-coordinate so that up is greater and down is lower. + + + + + Like the XNA method, but treats the y-coordinate so that up is greater and down is lower. + + + + + Like the XNA method, but treats the y-coordinate so that up is greater and down is lower. + + + + + Unity's Angle implementation without the conversion to degrees. + Returns the angle in radians between two vectors. + 0 - Pi. + + + + + Creates a forward pointing vector based on the rotation (in radians). + + + + + Creates a backward pointing vector based on the rotation (in radians). + + + + + Creates a forward pointing vector based on the rotation (in radians). TODO: remove when the implications have been neutralized + + + + + Creates a backward pointing vector based on the rotation (in radians). TODO: remove when the implications have been neutralized + + + + + Creates a normalized perpendicular vector to the right from a forward vector. + + + + + Creates a normalized perpendicular vector to the left from a forward vector. + + + + + Transforms a vector relative to the given up vector. + + + + + Flips the x and y components. + + + + + Returns the sum of the x and y components. + + + + + Capitalises the first letter (invariant) and forces the rest to lower case (invariant). + + + + + Adds spaces into a CamelCase string. + + + + + Spawns the items defined in the start item set in the specified sub. + + + + + Get what kind of affiliation this faction has towards the player depending on who they chose to side with via talents + + + + + + How low the reputation can drop on this faction + + + + + Maximum reputation level you can gain on this faction + + + + + What reputation does this faction start with + + + + + Reputation value normalized to the range of 0-1 + + + + + Network message for the server to update wallet values to clients + + + + + Network message for the client to transfer money between wallets + + + + + Network message for the client to set the salary of someone + + + + + Represents the difference in balance and salary when a wallet gets updated + Not really used right now but could be used for notifications when receiving funds similar to how talents do it + + + + + Represents an update that changed the amount of money or salary of the wallet + + + + + Does the wearable inherit all the scalings of the wearer? Also the wearable's own scale is used! + + + + + None = Any/Not Defined -> no effect. + Changing the gender forces re-initialization, because the textures can be different for male and female characters. + + + + + Note: this constructor cannot initialize automatically, because the gender is unknown at this point. We only know it when the item is equipped. + + + + + + + Should broken (0 condition) items be excluded + + + + + Should full condition (100%) items be excluded + + + + + Index of the slot the target must be in when targeting a Contained item + + + + + Overrides the position defined in ItemContainer. + + + + + Only affects when ItemContainer.hideItems is false. Doesn't override the value. + + + + + Additive sets of items spawned only at the start of the game. + + + + + The order in which the sets are displayed in menus + + + + Mod initialization + + + Error or client exit + + + + This function should be used whenever a new assembly is created. Wrapper to allow more complicated setup later if need be. + + + + + This function should be used whenever a new assembly is about to be destroyed/unloaded. Wrapper to allow more complicated setup later if need be. + + Assembly to remove + + + + Puts a type on the stack, as a object instead of a + runtime type token. + + The IL emitter. + The type to put on the stack. + + + + Converts the value on the stack to . + + The IL emitter. + The type of the value on the stack. + + + + Deferences the value on stack if the provided type is ByRef. + + The IL emitter. + The type to check if ByRef. + + + + Deferences the value on stack if the provided type is ByRef. + + The IL emitter. + The type to check if ByRef. + + + + Loads a local variable and casts it to the target type. + + The IL emitter. + The value to cast. Must be of type . + The type to cast into. + + + + Emits a call to . + + The IL emitter. + The string format. + The local variables passed to string.Format. + + + + Emits a call to . + + The IL emitter. + The message to print. + + + + Emits a call to , + using the string on the stack. + + The IL emitter. + + + + Emits a foreach loop that iterates over an local variable. + + The type of elements in the enumerable. + The IL emitter. + The enumerable. + The body of code to run on each iteration. + + + + Emits a foreach loop that iterates over an local variable. + + The type of elements in the enumerable. + The IL emitter. + The enumerator. + The body of code to run on each iteration. + + + + Emits a branch that only executes if the last value on the stack + is truthy (e.g. non-null references, 1, etc). + + The IL emitter. + The body of code to run if the value is truthy. + + + + Emits a branch that only executes if the last value on the stack + is falsy (e.g. null references, 0, etc). + + The IL emitter. + The body of code to run if the value is falsy. + + + + Emits two branches that diverge based on a condition -- analogous + to an if-else statement. If either + or are omitted, it behaves the same as + + and . + + The IL emitter. + The body of code to run if the value is truthy. + The body of code to run if the value is falsy. + + + + See . + + Lua value to convert and wrap in a userdata. + Descriptor of the type of the object to convert the Lua value to. Uses MoonSharp ScriptToClr converters. + A userdata that wraps the Lua value converted to an object of the desired type as described by . + + + + Converts a Lua value to a CLR object of a desired type and wraps it in a userdata. + If the type is not registered, then a new will be created and used. + The goal of this method is to allow Lua scripts to create userdata to wrap certain data without having to register types. + Wrapping the value in a userdata preserves the original type during script-to-CLR conversions.A Lua script needs to pass a List`1 to a CLR method expecting System.Object, MoonSharp gets + in the way by converting the List`1 to a MoonSharp.Interpreter.Table and breaking everything. + Registering the List`1 type can break other scripts relying on default converters, so instead + it is better to manually wrap the List`1 object into a userdata. + + Lua value to convert and wrap in a userdata. + Type describing the CLR type of the object to convert the Lua value to. + A userdata that wraps the Lua value converted to an object of the desired type. + + + + Unique, but non-persistent identifier. + Stays the same if the entities are created in the exactly same order, but doesn't persist e.g. between the rounds. + + + + + Finds a contiguous block of free IDs of at least the given size + + The first ID in the found block, or zero if none are found + + + + Find an entity based on the ID + + + + + Removes the entity from the entity dictionary and frees up the ID it was using. + + + + + Overrides the commonness of the object in a specific level type. + Key = name of the level type, value = commonness in that level type. + + + + + Minimum difficulty of the level before hunting grounds can appear. + + + + + Probability of hunting grounds appearing in 100% difficulty levels. + + + + + The depth at which the level starts at, in in-game coordinates. E.g. if this was set to 100 000 (= 1000 m), the nav terminal would display the depth as 1000 meters at the top of the level. + + + + + Determined during level generation based on the size of the submarine. Null if the level hasn't been generated. + + + + + Events that have previously triggered in this level. Used for making events the player hasn't seen yet more likely to trigger when re-entering the level. Has a maximum size of . + + + + + Events that have already triggered in this level and can never trigger again. . + + + + + 'Exhaustible' sets won't appear in the same level until after one world step (~10 min, see Map.ProgressWorld) has passed. . + + + + + The crush depth of a non-upgraded submarine in in-game coordinates. Note that this can be above the top of the level! + + + + + The crush depth of a non-upgraded submarine in "real world units" (meters from the surface of Europa). Note that this can be above the top of the level! + + + + + Instantiates level data using the properties of the connection (seed, size, difficulty) + + + + + Instantiates level data using the properties of the location + + + + + Is some mission blocking this location from changing its type? + + + + + In percentages. Larger values make buying more expensive and selling less profitable, and vice versa. + + + + + Create new StoreInfo + + + + + Load previously saved StoreInfo + + + + If null, item.GetPriceInfo() will be used to get it. + /// If false, the price won't be affected by + + If null, item.GetPriceInfo() will be used to get it. + If false, the price won't be affected by + + + + How many map progress steps it takes before the discounts should be updated. + + + + + Create a location from save data + + + + + Removes all unlocked missions from the location + + + + + Mark the items that have been taken from the outpost to prevent them from spawning when re-entering the outpost + + + + + Mark the characters who have been killed to prevent them from spawning when re-entering the outpost + + + + If true, the stores will be recreated if they already exists. + + + + Can this location type be used in the random, non-campaign levels that don't take place in any specific zone + + + + + If set to true, only event sets that explicitly define this location type in can be selected at this location. Defaults to false. + + + + + In percentages + + + + + The change can only happen if there's at least one of the given types of locations near this one + + + + + How close the location needs to be to one of the RequiredLocations for the change to occur + + + + + Base probability per turn for the location to change if near one of the RequiredLocations + + + + + How close the location needs to be to one of the RequiredLocations for the probability to increase + + + + + How much the probability increases per turn if within RequiredProximityForProbabilityIncrease steps of RequiredLocations + + + + + Does there need to be a beacon station within RequiredProximity + + + + + Does there need to be hunting grounds within RequiredProximity + + + + + Base probability per turn for the location to change if near one of the RequiredLocations + + + + + The change can't happen if there's one or more of the given types of locations near this one + + + + + How close the location needs to be to one of the DisallowedAdjacentLocations for the change to be disabled + + + + + The location can't change it's type for this many turns after this location type changes occurs + + + + + Identifiers of the location types this outpost can appear in. If empty, can appear in all types of locations. + + + + + Info of this outpost module + + + + + Which module is this one attached to + + + + + The position of this module's gap that attaches to the previous module + + + + + Select the number and types of the modules to use in the outpost + + + + + Attaches additional modules to all the available gaps of the given module, + and continues recursively through the attached modules until all the pending module types have been placed. + + The module to attach to + Which modules we can choose from + Which types of modules we still need in the outpost + The modules we've already selected to be used in the outpost. + + + + Attaches a new random module to one side of the given module + + The module to attach to + Which side of the module to attach the new module to + Which modules we can choose from + Which types of modules we still need in the outpost + The modules we've already selected to be used in the outpost. + + + + Check if any of the modules in modules1 overlap with modules in modules2 + + + + + Check if the modules overlap, taking their Offsets and MoveOffsets into account + + + + + Check if any of the modules overlaps with a connection between 2 other modules + + + + + Attempt to find a way to move the modules in a way that stops the 2 specific modules from overlapping. + Done by iterating through the modules and testing how much the subsequent modules (i.e. modules that are further from the initial outpost) + would need to be moved further to solve the overlap. The solution that requires moving the modules the least is chosen. + + The set of modules the method is allowed to move + Module overlapping with module2 + Module overlapping with module1 + All generated modules + The solution to the overlap (if any). Key = placed module, value = distance to move the module + Was a solution found for resolving the overlap. + + + + Get the modules that are further from the initial module than the startModule. StartModule is also included in the list. + + + + + Can the item be a Daily Special or a Requested Good + + + + + The item isn't available in stores unless the level's difficulty is above this value + + + + + The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store. + + + + + Used when both and are set to 0. + + + + + Minimum reputation needed to buy the item (Key = faction ID, Value = min rep) + + + + + Support for the old style of determining item prices + when there were individual Price elements for each location type + where the item was for sale. + + + + + Marks fields and properties as to be serialized and deserialized by . + Also contains settings for some types like maximum and minimum values for numbers to reduce bits used. + + + + struct NetPurchasedItem : INetSerializableStruct + { + [NetworkSerialize] + public string Identifier; + + [NetworkSerialize(ArrayMaxSize = 16)] + public string[] Tags; + + [NetworkSerialize(MinValueInt = 0, MaxValueInt = 8)] + public int Amount; + } + + + + Using the attribute on the struct will make all fields and properties serialized + + + + + Static class that contains serialize and deserialize functions for different types used in + + + The type that the behavior handles + The type that will be used as the generic parameter for the read/write methods + The read method. + It must have a generic parameter. + The return type must be such that if the generic parameter is replaced with funcGenericParam, you get behaviorGenericParam. + The write method. The first parameter's type must be the same as readFunc's return type. + Ideally the least specific type possible, because it's replaced by behaviorGenericParam + A ReadWriteBehavior<behaviorGenericParam> + + + + Interface that allows the creation of automatically serializable and deserializable structs. +

+ + + public enum PurchaseResult + { + Unknown, + Completed, + Declined + } + + [NetworkSerialize] + struct NetStoreTransaction : INetSerializableStruct + { + public long Timestamp { get; set; } + public PurchaseResult Result { get; set; } + public NetPurchasedItem? PurchasedItem { get; set; } + } + + [NetworkSerialize] + struct NetPurchasedItem : INetSerializableStruct + { + public string Identifier; + public string[] Tags; + public int Amount; + } + + + + Supported types are:
bool
byte
ushort
short
uint
int
ulong
long
float
double
string




+ In addition arrays, enums, and are supported.
+ Using or will make the field or property optional. +
+ +
+ + + Deserializes a network message into a struct. + + + + public void ClientRead(IReadMessage inc) + { + NetStoreTransaction transaction = INetSerializableStruct.Read<NetStoreTransaction>(inc); + if (transaction.Result == PurchaseResult.Declined) + { + Console.WriteLine("Purchase declined!"); + return; + } + + if (transaction.PurchasedItem is { } item) + { + // Purchased 3x Wrench with tags: smallitem, mechanical, tool + Console.WriteLine($"Purchased {item.Amount}x {item.Identifier} with tags: {string.Join(", ", item.Tags)}"); + } + } + + + Incoming network message + Type of the struct that implements + A new struct of type T with fields and properties deserialized + + + + Serializes the struct into a network message + + public void ServerWrite(IWriteMessage msg) + { + INetSerializableStruct transaction = new NetStoreTransaction + { + Result = PurchaseResult.Completed, + Timestamp = DateTimeOffset.Now.ToUnixTimeSeconds(), + PurchasedItem = new NetPurchasedItem + { + Identifier = "Wrench", + Amount = 3, + Tags = new []{ "smallitem", "mechanical", "tool" } + } + }; + + transaction.Write(msg); + } + + Outgoing network message + + + + Default constructor. + + + + + Constructor with OnAdd and OnRemove callbacks provided. + + + + + Constructor with only the OnSort callback provided. + + + + + Method to be called when calling Add(T prefab, bool override). + If provided, the method is called only if Add succeeds. + + + + + Method to be called when calling Remove(T prefab). + If provided, the method is called before success + or failure can be determined within the body of Remove. + + + + + Method to be called when calling SortAll(). + + + + + Method to be called when calling AddOverrideFile(ContentFile file). + + + + + Method to be called when calling RemoveOverrideFile(ContentFile file). + + + + + Dictionary containing all prefabs of the same type. + Key is the identifier. + Value is a list of prefabs that share the same identifier, + where the first element is the "base" prefab, + i.e. the only prefab that's loaded when override tags are not defined. + This first element can be null, if only overrides are defined. + The last element of the list is the prefab that is effectively used + (hereby called "active prefab") + + + + + Collection of content files that override all previous prefabs + i.e. anything set to load before these effectively doesn't exist + + + + + AllPrefabs exposes all prefabs instead of just the active ones. + + + + + Returns the active prefab with the given identifier. + + Prefab identifier + Active prefab with the given identifier + + + + Returns true if a prefab with the identifier exists, false otherwise. + + Prefab identifier + The matching prefab (if one is found) + Whether a prefab with the identifier exists or not + + + + Finds the first active prefab that returns true given the predicate, + or null if no such prefab is found. + + Predicate to perform the search with. + + + + + Returns true if a prefab with the given identifier exists, false otherwise. + + Prefab identifier + Whether a prefab with the given identifier exists or not + + + + Determines whether a prefab is implemented as an override or not. + + Prefab in this collection + Whether a prefab is implemented as an override or not + + + + Add a prefab to the collection. + If not marked as an override, fail if a prefab with the same + identifier already exists. + Otherwise, add to the corresponding list, + without making any changes to the base prefab. + + Prefab + Is marked as override + + + + Removes a prefab from the collection. + + Prefab + + + + Removes all prefabs that were loaded from a certain file. + + + + + Adds an override file to the collection. + + + + + Removes an override file from the collection. + + + + + Sorts all prefabs in the collection based on the content package load order. + + + + + GetEnumerator implementation to enable foreach + + IEnumerator + + + + GetEnumerator implementation to enable foreach + + IEnumerator + + + + Prefab that has a property serves as a deterministic hash of + a prefab's identifier. This member is filled automatically + by PrefabCollection.Add. Required for GetRandom to work on + arbitrary Prefab enumerables, recommended for network synchronization. + + + + + Sample a pre-generated perlin noise map. Faster than calculating the noise on the fly. + + Normalized x position. The noise map starts repeating after x > 1 + Normalized y position. The noise map starts repeating after y > 1 + A noise value between 0.0f and 1.0f + + + + Labels of the components of a vector property (defaults to x,y,z,w) + + + + + If a translation can't be found for the property name, this tag is used instead + + + + + Currently implemented only for int and bool fields. TODO: implement the remaining types (SerializableEntityEditor) + + + + + If set to true, the instance values saved in a submarine file will always override the prefab values, even if using a mod that normally overrides instance values. + + + + + + Try getting the values of some commonly used properties directly without reflection + + + + + Try getting the values of some commonly used properties directly without reflection + + + + + Try getting the values of some commonly used properties directly without reflection + + + + + Try getting the values of some commonly used properties directly without reflection + + + + + Try setting the values of some commonly used properties directly without reflection + + + + + Try setting the values of some commonly used properties directly without reflection + + + + + Upgrade the properties of an entity saved with an older version of the game. Properties that should be upgraded are defined using "Upgrade" elements in the config file. + for example, would force the scale of the entity to 0.5 if it was saved with a version prior to 0.9.2.0. + + The entity to upgrade + The XML element to get the upgrade instructions from (e.g. the config of an item prefab) + The game version the entity was saved with + + + + Returns the first child element that matches the name using the provided comparison method. + + + + + Returns all child elements that match the name using the provided comparison method. + + + + + Resets every round. + + + + + Keeps track of things that have happened during the round + + + + + Check if the currently selected language is available, and switch to English if not + + + + + Maximum FPS (0 = unlimited). + + + + + Calculate the new value of the property + + level of the upgrade + + + + + Sets the OriginalValue to a value stored in the save XML element + + + + + + Recursively apply a percentage to a value certain amount of times + + original value + percentage increase/decrease + how many times to apply the percentage change + + + + + Finds saved properties in the XML element and resets properties that are not managed by the upgrade anymore to their default values + + XML save element + + + + Find an item component matching the XML element + + Target item + XML ItemComponent element + Array of matching ItemComponents or null + + + + Applies the upgrade to the target item and components + + + This method should be called every time a new upgrade is added unless you set the original values of PropertyReference manually. + Do note that calls this method automatically. + + + + List of homoglyphs taken from https://github.com/codebox/homoglyph/ + + + + wrap the angle between 0.0f and 2pi + + + + + wrap the angle between -pi and pi + + + + + Returns the angle between the two angles, where the direction matters. + + + + + solves the angle opposite to side a (parameters: lengths of each side) + + + + + check whether line from a to b is intersecting with line from c to b + + + + + Get the intersections between a line (either infinite or a line segment) and a circle + + Center of the circle + Radius of the circle + 1st point on the line + 2nd point on the line + Is the line a segment or infinite + The number of intersections + + + + Get a point on a circle's circumference + + Center of the circle + Radius of the circle + Angle (in radians) from the center + + + + + Get a specific number of evenly distributed points on a circle's circumference + + Center of the circle + Radius of the circle + Number of points to calculate + Angle (in radians) of the first point from the center + + + + + divide a convex hull into triangles + + List of triangle vertices (sorted counter-clockwise) + + + + Float comparison. Note that may still fail in some cases. + + + + + Float comparison. Note that may still fail in some cases. + + + + + Returns a position in a curve. + + + + + Converts the alignment to a vector where -1,-1 is the top-left corner, 0,0 the center and 1,1 bottom-right + + + + + Rotates a point in 2d space around another point. + Modified from: + http://www.gamefromscratch.com/post/2012/11/24/GameDev-math-recipes-Rotating-one-point-around-another-point.aspx + + + + + Rotates a point in 2d space around the origin + + + + + Returns the corners of an imaginary rectangle. + Unlike the XNA rectangle, this can be rotated with the up parameter. + + + + + Returns the corners of an imaginary rectangle. + Unlike the XNA Rectangle, this can be rotated with the up parameter. + + + + + Check if a point is inside a rectangle. + Unlike the XNA Rectangle, this rectangle might have been rotated. + For XNA Rectangles, use the Contains instance method. + + + + + Check if a point is inside a rectangle. + Unlike the XNA Rectangle, this rectangle might have been rotated. + For XNA Rectangles, use the Contains instance method. + + + + + Slightly modified from https://gamedev.stackexchange.com/questions/110229/how-do-i-efficiently-check-if-a-point-is-inside-a-rotated-rectangle + + + + + Returns a scalar t from a value v between a range from min to max. Clamped between 0 and 1. + + + + + Mersenne Twister based random + + + + + Constructor with randomized seed + + + + + Constructor with provided 32 bit seed + + + + + (Re)initialize this instance with provided 32 bit seed + + + + + Generates a random value from UInt32.MinValue to UInt32.MaxValue, inclusively + + + + + Generates a random value that is greater or equal than 0 and less than Int32.MaxValue + + + + + Returns a random value is greater or equal than 0 and less than maxValue + + + + + Generates a random value greater or equal than 0 and less or equal than Int32.MaxValue (inclusively) + + + + + Returns random value larger or equal to 0.0 and less than 1.0 + + + + + Min inclusive, Max exclusive! + + + + + Random float between 0 and 1. + + + + + + Adds an assembly's Non-Abstract Types to the cache for Barotrauma's Type lookup. + + Assembly to be added + Whether or not to overwrite an entry if the assembly already exists within it. + + + + Removes an assembly from the cache for Barotrauma's Type lookup. + + Assembly to remove. + + + + Skips validation for as long as the returned object remains in scope (remember to use using) + + + + + When set to true, the game is allowed to modify the vanilla content in debug builds. Has no effect in non-debug builds. + + + + + Returns file name characters that are invalid on any of our supported platforms (essentially the list of invalid characters on Windows) + + + + + Diff from UTC + + + + + DateTime wrapper that tries to offer a reliable + string representation that's also human-friendly + + + + + Event raised when a Character has been entered. + + + + + Event raised when a key has been pressed down. May fire multiple times due to keyboard repeat. + + + + + Event raised when a key has been released. + + + + + Raised when the user is editing text and IME is in progress. + + + + + Initialize the TextInput with the given GameWindow. + + The XNA window to which text input should be linked. + + + + Description of Voronoi. + + + + + @param xValuesIn Array of X values for each site. + @param yValuesIn Array of Y values for each site. Must be identical length to yValuesIn + @param minX The minimum X of the bounding box around the voronoi + @param maxX The maximum X of the bounding box around the voronoi + @param minY The minimum Y of the bounding box around the voronoi + @param maxY The maximum Y of the bounding box around the voronoi + @return + + + + Executed when the cell is destroyed (only applies to destructible level walls) + + + + + Returns the normal of the edge that points outwards from the specified cell + + +
+
\ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/BuildDocServer.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/BuildDocServer.xml new file mode 100644 index 00000000..c180404b --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/BuildDocServer.xml @@ -0,0 +1,6139 @@ + + + + DedicatedServer + + + + Normally full affliction data is not written for dead characters, this can be used to force them to be written + + + + MonsterEvents disable monsters (which includes removing them from the character list, so they essentially "don't exist") until they're ready to spawn + + + + + Is the character controlled remotely (either by another player, or a server-side AIController) + + + + + Is the character controlled by another human player (should always be false in single player) + + + + + Is the character player or does it have an active ship command manager (an AI controlled sub)? Bots in the player team are not treated as commanders. + + + + + Prevents the character from interacting with items or characters + + + + + Prevents the character from highlighting items or characters with the cursor, + meaning it can't interact with anything but the things it has currently selected/equipped + + + + + Items the character has in their hand slots. Doesn't return nulls and only returns items held in both hands once. + + + + + Can be used by status effects to check whether the characters is in a high-pressure environment + + + + + Can be used by status effects + + + + + Was the character in full health at the beginning of the frame? + + + + + Current speed of the character's collider. Can be used by status effects to check if the character is moving. + + + + + The primary selected item. It can be any device that character interacts with. This excludes items like ladders and chairs which are assigned to . + + + + + The secondary selected item. It's an item other than a device (see ), e.g. a ladder or a chair. + + + + + Has the characters selected a primary or a secondary item? + + + + + Is the item either the primary or the secondary selected item? + + + + + + + Create a new character + + The name, gender, config file, etc of the character. + Position in display units. + RNG seed to use if the character config has randomizable parameters. + Is the character controlled by a remote player. + Is the character controlled by AI. + Ragdoll configuration file. If null, will select the default. + + + + Create a new character + + Name of the species (or the path to the config file) + Position in display units. + RNG seed to use if the character config has randomizable parameters. + The name, gender, etc of the character. Only used for humans, and if the parameter is not given, a random CharacterInfo is generated. + ID to assign to the character. If set to 0, automatically find an available ID. + Is the character controlled by a remote player. + Is the character controlled by AI. + Should clients receive a network event about the creation of this character? + Ragdoll configuration file. If null, will select the default. + + + + Can be used to modify the character's speed via StatusEffects + + + + + Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters) + + + + + Can be used to modify the character's health via StatusEffects + + + + + Health multiplier of the human prefab this character is an instance of (if any) + + + + + Speed reduction from the current limb specific damage. Min 0, max 1. + + + + + Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping. + + + + + A simple check if the character Dir is towards the target or not. Uses the world coordinates. + + + + + Finds the closest item seeking by identifiers or tags from the world. + Ignores items that are outside or in another team's submarine or in a submarine that is not connected to this submarine. + Also ignores non-interactable items and items that are taken by someone else. + The method is run in steps for performance reasons. So you'll have to provide the reference to the itemIndex. + Returns false while running and true when done. + + + + + Set an action that's invoked when another character interacts with this one. + + Action invoked when another character interacts with this one. T1 = this character, T2 = the interacting character + Displayed on the character when highlighted. + + + + How far the character is from the closest human player (including spectators) + + + + + How far the character is from the closest human player (including spectators) + + + + Force an order to be set for the character, bypassing hearing checks + + + + Apply the specified attack to this character. If the targetLimb is not specified, the limb closest to worldPosition will receive the damage. + + + + + Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned. + With stunning, the parameter uses an one second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property. + + + + + Calls using 'Inventory' and 'Info.InventoryData' + + + + + Returns hulls that are visible to the player, including the current hull. + Can be heavy if used every frame. + + + + + Is the character currently protected from the pressure by immunity/ability or a status effect (e.g. from a diving suit). + + + + + Check if the character is in the same room + Room and hull differ in that a room can consist of multiple linked hulls + + + + + Shows visual notification of money gained by the specific player. Useful for mid-mission monetary gains. + + + + + This dictionary is used for stats that are required very frequently. Not very performant, but easier to develop with for now. + If necessary, the approach of using a dictionary could be replaced by an encapsulated class that contains the stats as attributes. + + + + + A dictionary with temporary values, updated when the character equips/unequips wearables. Used to reduce unnecessary inventory checking. + + + + + ID of the last inputs the server has processed + + + + + The client opted to create a new character and discard this one + + + + + Note: Can be null. + + + + + Endocrine boosters can unlock talents outside the user's talent tree. This method is used to cull them from the selection + + + + + Returns unlocked talents that aren't part of the character's talent tree (which can be unlocked e.g. with an endocrine booster) + + + + + Can be used to disable displaying the job in any info panels + + + + + Unique ID given to character infos in MP. Non-persistent. + Used by clients to identify which infos are the same to prevent duplicate characters in round summary. + + + + + Returns a presumably (not guaranteed) unique hash using the (current) Name, appearence, and job. + So unless there's another character with the exactly same name, job, and appearance, the hash should be unique. + + + + + Returns a presumably (not guaranteed) unique hash using the OriginalName, appearence, and job. + So unless there's another character with the exactly same name, job, and appearance, the hash should be unique. + + + + + Reloads the head sprite and the attachment sprites. + + + + + Save current orders to the parameter element + + + + + Save current orders to + + + + Reloads the attachment xml elements according to the indices. Doesn't reload the sprites. + + + + + Executed server-side when a client attempts to use the command. + + + + + Using a command that's considered a cheat disables achievements + + + + + Use this constructor to create a command that executes the same action regardless of whether it's executed by a client or the server. + + + + + Other events can't trigger conversations if some other event has triggered one within this time. + Intended to prevent multiple events from triggering conversations at the same time. + + + + + Registers the exhaustible events in the level as exhausted, and adds the current events to the event history + + + + + Finds all actions in a ScriptedEvent + + + + + Get the entity that should be used in determining how far the player has progressed in the level. + = The submarine or player character that has progressed the furthest. + + + + + The list order is important. + It defines the order in which we "override" in case no valid position types are found + in the level when generating them in . + + + + + Percentage. Value between 0 and 1. + + + + + The reward that was actually given from completing the mission, taking any talent bonuses into account + (some of which may not be possible to determine in advance) + + + + + Where was this mission received from? Affects which faction we give reputation for if the mission is configured to give reputation for the faction that gave the mission. + Defaults to Locations[0] + + + + + Triggers the event or adds it to the delayedTriggerEvents it if it has a delay + + + + + Triggers the event immediately, ignoring any delays + + + + + End the mission and give a reward if it was completed successfully + + + + + Get the final reward, taking talent bonuses into account if the mission has concluded and the talents modified the reward accordingly. + + + + + Calculates the final reward after talent bonuses have been applied. Note that this triggers talent effects of the type OnGainMissionMoney, + and should only be called once when the mission is completed! + + + + + Note that the integer values matter here: + a larger or equal value than the RequiredRetrievalState means the item counts as retrieved + (if the item needs to be picked up to be considered retrieved, it's also considered retrieved if it's in the sub) + + + + + Does the target need to be picked up or brought to the sub for mission to be considered successful. + If None, the target has no effect on the completion of the mission. + + + + + Status effects executed on the target item when the mission starts. A random effect is chosen from each child list. + + + + + Entity sold in SP. Or, entity sold by client and confirmed by server in MP. + + + + + Entity sold by client in MP. Client has received at least one update from server after selling, but this entity wasn't yet confirmed. + + + + + Entity sold by client in MP. Client hasn't yet received an update from server after selling. + + + + + Saves bots in multiplayer + + + + + Remove info of a selected character. The character will not be visible in any menus or the round summary. + + + + + + Remove the character from the crew (and crew menus). + + The character to remove + If the character info is also removed, the character will not be visible in the round summary. + + + + Forces the server to sync the state of the wallet regardless if the balance/reward has changed + + + + + There is a client-side implementation of the method in + + + + The location that's displayed as the "current one" in the map screen. Normally the current outpost or the location at the start of the level, + but when selecting the next destination at the end of the level at an uninhabited location we use the location at the end + + + + + Automatically cleared after triggering -> no need to unregister + + + + + Load the first level and start the round after loading a save file + + + + + Which type of transition between levels is currently possible (if any) + + + + + Which submarine is at a position where it can leave the level and enter another one (if any). + + + + + Updates store stock before saving the game + + + + + Returns a random faction based on their ControlledOutpostPercentage + + If true, the method can return null if the sum of the factions ControlledOutpostPercentage is less than 100% + + + + Returns a random faction based on their SecondaryControlledOutpostPercentage + + If true, the method can return null if the sum of the factions SecondaryControlledOutpostPercentage is less than 100% + + + + Also serializes the current sub. + + + + + Notifies the clients of the current bot situation like syncing pending and available hires + + Inform the clients that these characters have been hired. + Inform the clients that this character has been fired. + + It might be obsolete to sync available hires. I found that the available hires are always the same between + the client and the server when there's only one person on the server but when a second person joins both of + their available hires are different from the server. + + + + + Loads the campaign from an XML element. Creates the map if it hasn't been created yet, otherwise updates the state of the map. + + + + + This class handles all upgrade logic. + Storing, applying, checking and validation of upgrades. + + + Upgrades are applied per item basis meaning each item has their own set of slots for upgrades. + The store applies upgrades globally to categories of items so the purpose of this class is to keep those individual "upgrade slots" in sync. + The target level of an upgrade is stored in the metadata and is what the store displays and modifies while this class will make sure that + the upgrades on the items match the values stored in the metadata. + + + + + This one toggles whether or not connected submarines get upgraded too. + Could probably be removed, I just didn't like magic numbers. + + + + + This is used by the client in multiplayer, acts like a secondary PendingUpgrades list + but is not affected by server messages. + + + Not used in singleplayer. + + + + + This is used by the client to notify the server which upgrades are yet to be paid for. + + + In singleplayer this does nothing. + + + + + Purchases an upgrade and handles logic for deducting the credit. + + + Purchased upgrades are temporarily stored in and they are applied + after the next round starts similarly how items are spawned in the stowage room after the round starts. + + + + + Purchases an item swap and handles logic for deducting the credit. + + + + + Cancels the currently pending item swap, or uninstalls the item if there's no swap pending + + + + + Applies all our pending upgrades to the submarine. + + + Upgrades are applied similarly to how items on the submarine are spawned at the start of the round. + Upgrades should be applied at the start of the round and after the round ends they are written into + the submarine save and saved there. + Because of the difficulty of accessing the actual Submarine object from and outpost or when the campaign UI is created + we modify levels that are shown on the store interface using campaign metadata. + + This method should be called by both the client and the server during level generation. + + + + + Makes the NPC talk or if no NPC has been specified find the upgrade NPC and make it talk. + + + + Optional NPC to make talk, if null tries to find one at the outpost. + + This might seem a bit spaghetti but it's the only way I could figure out how to do this and make it work + in both multiplayer and singleplayer because in multiplayer the client doesn't have access to SubmarineInfo.OutpostNPCs list + so we cannot find the upgrade NPC using that and the client cannot use Character.Speak anyways in multiplayer so the alternative + is to send network packages when interacting with the NPC. + + + + + Validates that upgrade values stored in CampaignMetadata matches the values on the submarine and fixes any inconsistencies. + Should be called after every round start right after + + + + + Applies an upgrade on the submarine, should be called by when the round starts. + + + + + + New level that was applied, -1 if no upgrades were applied. + + + + Gets the progress that is shown on the store interface. + Includes values stored in the metadata and , and takes submarine tier and class restrictions into account + + Submarine used to determine the upgrade limit. If not defined, will default to the current sub. + + + + Gets the level of the upgrade that is stored in the metadata. May be higher than the apparent level on the current sub if the player has switched to a lower-tier sub + + + + + Gets the level of the upgrade that is stored in the metadata. Takes into account the limits of the provided submarine. + + + + + Stores the target upgrade level in the campaign metadata. + + + + + Used to sync the pending upgrades list in multiplayer. + + + + + + Can be used by status effects + + + + + Automatically cleared after docking -> no need to unregister + + + + + Automatically cleared after undocking -> no need to unregister + + + + + Updates plant's state to fully grown or dead depending on its conditions. + + True if the plant has finished growing. + + + + The base class for components holding the different functionalities of the item + + + + + Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component. + + + + + Can be used by status effects or conditionals to the speed of the item + + + + a Character has picked the item + + + a Character has dropped the item + + + true if the operation was completed + + + + Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) + but don't reset anything that's required for cloning the item + + + + + Returns 0.0f-1.0f based on how well the Character can use the itemcomponent + + 0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less + + + + Returns 0.0f-1.0f based on how well the Character can use the itemcomponent + + 0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less + + + + Shorthand for !HasRequiredContainedItems() + + + + + Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems. + + + + + Called when all items have been loaded. Use to initialize connections between items. + + + + + Called when all the components of the item have been loaded. Use to initialize connections between components and such. + + + + + The current brightness of the light source, affected by powerconsumption/voltage + + + + + Move items towards the last slot in the inventory if there's free slots + + + + + Power consumption of the engine. Only consume power when active and adjust consumption based on condition and target force. + + + + + When grid is resolved update the previous voltage + + + + + Power consumption of the fabricator. Only consume power when active and adjust consumption based on condition. + + + + + Move the items required for fabrication into the input container. + The method assumes that all the required ingredients are available either in the input container or linked containers. + + + + + Power consumption of the Pump. Only consume power when active and adjust consumption based on condition. + + + + + Returns a negative value (indicating the reactor generates power) when querying the power output connection. + + + + + Min and Max power output of the reactor based on tolerance + + + + + Determine how much power to output based on the load. The load is divided between reactors according to their maximum output in multi-reactor setups. + + + + + Do we need more fuel to generate enough power to match the current load. + + How low we allow the output/load ratio to go before loading more fuel. + 1.0 = always load more fuel when maximum output is too low, 0.5 = load more if max output is 50% of the load + + + + How fast the steering vector adjusts when the nav terminal is operated by something else than a character (= signals) + + + + + Get optimal velocity for moving towards a position + + Position to steer towards to + How heavily the sub slows down when approaching the target + + + + + Returns the power consumption if checking the powerIn connection, or a negative value if the output can provide power when checking powerOut. + Power consumption is proportional to set recharge speed and if there is less than max charge. + + + + + Minimum and maximum output for the queried connection. + Powerin min max equals CurrPowerConsumption as its abnormal for there to be power out. + PowerOut min power out is zero and max is the maxout unless below 10% charge where + the output is scaled relative to the 10% charge. + + Connection being queried + Current grid load + Minimum and maximum power output for the connection + + + + Finalized power out from the container for the connection, provided the given grid information + Output power based on the maxpower all batteries can output. So all batteries can + equally share powerout based on their output capabilities. + + + + + + + + + + When the corresponding grid connection is resolved, adjust the container's charge. + + + + + The item that launched this projectile (if any) + + + + + Should the collision with the target submarine be ignored (e.g. did the projectile collide with the wall behind the turret when being launched) + + Fixture the projectile hit + Contact between the projectile and the target + True if the target isn't a submarine or if the collision happened behind the launch position of the projectile + + + + Check if the character manages to succesfully repair the item + + + + + Should the progress bar be displayed. Use when AlwaysDisplayProgressBar is set to false. + + + + + Wires that have been disconnected from the panel, but not removed completely (visible at the bottom of the connection panel). + + + + + Allows rewiring the connection panel despite rewiring being disabled on a server + + + + + Check if the character manages to succesfully rewire the panel, and if not, apply OnFailure effects + + + + + Pass the parent component to the constructor to access the serializable properties + for elements which change property values. + + + + + Can be used to display messages on the terminal via status effects + + + + + Returns the wifi components that can receive signals from this one + + + + + Returns the wifi components that can transmit signals to this one + + + + + Effects applied to entities inside the trigger + + + + + Attacks applied to entities inside the trigger + + + + + Get a random quality for an item spawning in some sub, taking into account the type of the submarine and the difficulty of the current level + (high-quality items become more common as difficulty increases) + + + + + Discharge coil only draws power when charging + + + + + Returns a random side that is not occupied. + + + There is probably a much better way of doing this than allocating memory with an array + but this felt like the most reliable approach I could come up with. + + + + + + Defines items that boost the weapon functionality, like battery cell for stun batons. + + + + + Activate sleeping ragdolls that are close enough to hit with the weapon (otherwise the collision will not be registered) + + + + + The capacity of the main container without taking the sub containers into account. Only differs when there's a sub container defined for the component. + + + + + Can be used by status effects to lock the inventory + + + + + Returns the index of the first slot whose restrictions match the specified tag or identifier + + + + + Power consumption of the MiniMap. Only consume power when active and adjust consumption based on condition. + + + + + Power consumption of the Oxygen Generator. Only consume power when active and adjust consumption based on condition. + + + + Accessed through event actions. Do not remove even if there are no references in code. + + + + Power consumption of the sonar. Only consume power when active and adjust the consumption based on the sonar mode. + + + + + Attempts to harvest a fully grown plant or removes a decayed plant if any + + The character who gets the produce or null if they should drop on the floor. + + + + + Order in which power sources will provide to a grid, lower number is higher priority + + + + + Used by reactors to communicate their maximum output to each other so they can divide the grid load between each other in a sensible way + + + + + List of all powered ItemComponents + + + + + The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items + + + + + Current voltage of the item (load / power) + + + + + The minimum voltage required for the item to work + + + + + The maximum amount of power the item can draw from connected items + + + + + Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted + + + + + Essentially Voltage / MinVoltage (= how much of the minimum required voltage has been satisfied), clamped between 0 and 1. + Can be used by status effects or sounds to check if the item has enough power to run + + + + + Allocate electrical devices into their grids based on connections + + Use previous grids and change in connections + + + + Update the power calculations of all devices and grids + Updates grids in the order of + ConnCurrConsumption - Get load of device/ flag it as an outputting connection + -- If outputting power -- + MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate + ConnPowerOut - Final power output based on the sum of the MinMaxPower + -- Finally -- + GridResolved - Indicate that a connection's grid has been finished being calculated + + Power outputting devices are calculated in stages based on their priority + Reactors will output first, followed by relays then batteries. + + + + + + + Current power consumption of the device (or amount of generated power if negative) + + Connection to calculate power consumption for. + + + + Minimum and maximum power the connection can provide + + Connection being queried about its power capabilities + Load of the connected grid + + + + Finalize how much power the device will be outputting to the connection + + Connection being queried + Current grid power + Current load on the grid + Power pushed to the grid + + + + Can be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. storing voltage for later updates + + + + + Returns the amount of power that can be supplied by batteries directly connected to the item + + + + + Returns a list of batteries directly connected to the item + + + + + Additional load coming from somewhere else than the devices connected to the junction box (e.g. ballast flora or piezo crystals). + Goes back to zero automatically if you stop setting the value. + + + + + Relay power consumption. Load consumption is based on the internal buffer. + This allows for the relay to react to demand and find equilibrium in loop configurations. + + + + + Minimum and maximum power out for the relay. + Max out is adjusted to allow for other relays to compensate if this relay is undervolted. + + + + + Power out for the relay connection. + Relay will output the necessary power to the grid based on maximum power output of other + relays and will undervolt and overvolt the grid following its supply grid. + + Power outputted to the grid + + + + Connection's grid resolved, determine the difference to be added to the buffer. + Ensure the prevVoltage voltage is updated once both grids are resolved. + + + + + Turret doesn't consume grid power, directly takes from the batteries on its grid instead. + + + + Defaults to if null + + + + Removes one item from the slot + + + + + Removes all items from the slot + + + + + All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list. + + + + + All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated. + + + + + Is the item contained in this inventory. Does not recursively check items inside items. + + + + + Return the first item in the inventory, or null if the inventory is empty. + + + + + Return the last item in the inventory, or null if the inventory is empty. + + + + + Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack. + + + + + Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items. + + + + + Find the index of the first slot the item is contained in. + + + + + Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list. + + + + + Returns true if the item owns any of the parent inventories. + + + + + Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in). + + + + + Can the item be put in the specified slot. + + + + + If there is room, puts the item in the inventory and returns true, otherwise returns false + + + + + Is there room to put more items in the inventory. Doesn't take stacking into account by default. + + If true, the inventory is not considered full if all the stacks are not full. + + + + Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution! + + + + + Removes an item from a specific slot. Doesn't do any sanity checks, use with caution! + + + + + Deletes all items inside the inventory (and also recursively all items inside the items) + + + + + Items that have one more more Repairable component + + + + + Items that may potentially need to be cleaned up (pickable, not attached to a wall, and not inside a valid container) + + + + + Components that are Active or need to be updated for some other reason (status effects, sounds) + + + + + Removes the override value -> falls back to using the original value defined in the xml. + + + + + Unscaled rect + + + + + Use to also check + + + + Checks both and + + + + Returns interactibility based on whether the character is on a player team + + + + + Can be used by status effects or conditionals to check what item this item is contained inside + + + + + Can be used by status effects or conditionals to check whether the item is contained inside something + + + + + Can be used by status effects or conditionals to the speed of the item + + + + + Can be used by status effects or conditionals to check if the physics body of the item is active + + + + + Should the item's Use method be called with the "Use" or with the "Shoot" key? + + + + + If true, the user has to hold the "aim" key before use is registered. False by default. + + + + + If true, the user has to hold the "aim" key before secondary use is registered. True by default. + + + + + Return true if the condition of this item increased within the last second. + + + + + Per-instance value - if not set, the value of the prefab is used. + + + + + A list of connections the last signal sent by this item went through + + + + + Can be used to move the item from XML (e.g. to correct the positions of items whose sprite origin has been changed) + + + + + Can be used to move the item from XML (e.g. to correct the positions of items whose sprite origin has been changed) + + + + + Creates a new item + + Should the OnItemLoaded methods of the ItemComponents be called. Use false if the item needs additional initialization before it can be considered fully loaded (e.g. when loading an item from a sub file or cloning an item). + + + + Is dropping the item allowed when trying to swap it with the other item + + + + + Recheck if the item needs to be included in the list of cleanable items + + + + + goes through every item and re-checks which hull they are in + + + + + Recalculates the item's maximum condition, condition percentage and whether it's in full condition. + You generally never need to call this manually - done automatically when any of the factors that affect the values change. + + + + + Applies buoyancy, drag and angular drag caused by water + + + + + Note: This function generates garbage and might be a bit too heavy to be used once per frame. + + + + + Note: This function generates garbage and might be a bit too heavy to be used once per frame. + + + + + Character who dropped the item + Should clients be notified of the item being dropped + Should the transform of the physics body be updated. Only disable this if you're moving the item somewhere else / calling SetTransform manually immediately after dropping! + + + + Instantiate a new item and load its data from the XML element. + + The element containing the data of the item + The submarine to spawn the item in (can be null) + Should an EntitySpawner event be created to notify clients about the item being created. + + + + + Remove the item so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) + but don't reset anything that's required for cloning the item + + + + + How far outside the boundaries of the level the water current that pushes subs towards the level starts + + + + + How far outside the boundaries of the level the strength of the current starts to increase exponentially + + + + + How far outside the boundaries of the level the current stops submarines entirely + + + + + The level generator won't try to adjust the width of the main path above this limit. + + + + + The crush depth of a non-upgraded submarine in in-game coordinates. Note that this can be above the top of the level! + + + + + The crush depth of a non-upgraded submarine in "real world units" (meters from the surface of Europa). Note that this can be above the top of the level! + + + + + Random integers generated during the level generation. If these values differ between clients/server, + it means the levels aren't identical for some reason and there will most likely be major ID mismatches. + + + + + Is there a loaded level set and is it an outpost? + + + + + Is there a loaded level set, and is it a friendly outpost (FriendlyNPC or Team1). Does not take reputation into account. + + + + + Can be null unless initialized in constructor + + + + List is initialized only when specified, otherwise will be null + + + Used by clients to set the rotation for the resources + + + + Calculate the "real" depth in meters from the surface of Europa + + + + + Reset what this client has voted for and the kick votes given to this client + + + + + An ID for this client for the current session. + THIS IS NOT A PERSISTENT VALUE. DO NOT STORE THIS LONG-TERM. + IT CANNOT BE USED TO IDENTIFY PLAYERS ACROSS SESSIONS. + + + + + The ID of the account used to authenticate this session. + This value can be used as a persistent value to identify + players in the banlist and campaign saves. + + + + + Is the client using the 'freecam' console command? + + + + + How much messages sent by should get garbled. Takes the distance between the entities and optionally the obstructions between them into account (see ). + + Values greater than or equal to 1 cause the message to get garbled more heavily when there's some obstruction between the characters. Values smaller than 1 mean the garbling only depends on distance. + + + + Chat messages that get sent to the owner of the server when the owner is determined + + + + + Creates a message that gets sent to the server owner once the connection is initialized. Can be used to for example notify the owner of problems during initialization + + + + + Write info that the client needs when joining the server + + + + + Add the message to the chatbox and pass it to all clients who can receive it + + + + + Writes all the events that the client hasn't received yet into the outgoing message + + + + + Writes all the events that the client hasn't received yet into the outgoing message + + + + + Returns a list of events that should be sent to the client from the eventList + + + + + Read the events from the message, ignoring ones we've already received + + + + + Check if the two version are compatible (= if they can play together in multiplayer). + + + + + Used when the order targets a wall + + + + + Same as calling , + but the text parameter is set using + + + + How much skills drop towards the job's default skill levels when dying + + + + + When will the shuttle be dispatched with respawned characters + + + + + When will the sub start heading back out of the level + + + + + Have some of the properties listed in the server list changed + + + + + A list of int pairs that represent the ranges of UTF-16 codes allowed in client names + + + + + Interface for entities that the clients can send events to the server + + + + + Interface for entities that the server can send events to the clients + + + + + Interface for entities that handle ServerNetObject.ENTITY_POSITION + + + + + How long the server waits for the clients to get in sync after the round has started before kicking them + + + + + How long the server keeps events that everyone currently synced has received + + + + + If a client hasn't received an event that has been succesfully sent to someone within this time, they get kicked + + + + + If a client hasn't received an event after this time, they get kicked + + + + + Interpolates the positional error of a physics body towards zero. + + + + + Interpolates the rotational error of a physics body towards zero. + + + + + Interpolates the cursor position error towards zero. + + + + + Write the events to the outgoing message. The recipient parameter is only needed for ServerEntityEventManager + + + + + Helper class for dealing with 16-bit IDs that wrap around ushort.MaxValue + + + + + Is newID more recent than oldID, i.e. newId > oldId accounting for ushort rollover + + + + + newId >= oldId accounting for ushort rollover (newer or equals) + + + + + Returns some ID that is older than the input ID. There are no guarantees + regarding its relation to values other than the input. + + + + + Is the current ID valid given the previous ID and latest possible ID (not smaller than the previous ID or larger than the latest ID) + + + + Based on information found here: https://developer.valvesoftware.com/wiki/SteamID + ------------------------------------------------------------------------------------ + A SteamID is a 64-bit value (16 hexadecimal digits) that's broken up as follows: + + | a | b | c | d | + Most significant - | 01 | 1 | 00001 | 0546779D | - Least significant + + a) 8 bits representing the universe the account belongs to. + b) 4 bits representing the type of account. Typically 1. + c) 20 bits representing the instance of the account. Typically 1. + d) 32 bits representing the account number. + + The account number is additionally broken up as follows: + + | e | f | + Most significant - | 0000010101000110011101111001110 | 1 | - Least significant + + e) These are the 31 most significant bits of the account number. + f) This is the least significant bit of the account number, discriminated under the name Y for some reason. + + Barotrauma supports two textual representations of SteamIDs: + 1. STEAM40: Given this name as it represents 40 of the 64 bits in the ID. The account type and instance both + have an implied value of 1. The format is "STEAM_{universe}:{Y}:{restOfAccountNumber}". + 2. STEAM64: If STEAM40 does not suffice to represent an ID (i.e. the account type or instance were different + from 1), we use "STEAM64_{fullId}" where fullId is the 64-bit decimal representation of the full + ID. + + + + The primary ID for a given user + + + + + Other user IDs that this user might be closely tied to, + such as the owner of the current copy of Barotrauma + + + + + Utility struct for writing Singles + + + + + Value as a 32 bit float + + + + + Value as an unsigned 32 bit integer + + + + + This exists because Lidgren is a piece of shit and + doesn't readily support sending anything other than + a string through a disconnect packet, so this thing + needs a sufficiently nasty string representation that + can be decoded with some certainty that it won't get + mangled by user input. + + + + + Update which branches are currently in range of fires + + + + + Create a body for a branch which works as the hitbox for flamer + + + + + + Decorative branches that grow around the root + + + + + How far from the root this branch is + + + + + Inherited flags from outpost generation. + + + + + Approximate distance from this hull to the target hull, moving through open gaps without passing through walls. + Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found. + + + + + Returns the hull which contains the point (or null if it isn't inside any) + + The position to check + This hull is checked first: if the current hull is known, this can be used as an optimization + Should world coordinates or the sub's local coordinates be used? + Does being exactly at the edge of the hull count as being inside? + + + + Returns the hull which contains the point (or null if it isn't inside any). The difference to FindHull is that this method goes through all hulls without trying + to first find the sub the point is inside and checking the hulls in that sub. + = This is slower, use with caution in situations where the sub's extents or hulls may have changed after it was loaded. + + + + + Is this hull or any of the items inside it tagged as "airlock"? + + + + + Does this hull have any doors leading outside? + + Used to check if this character has access to the door leading outside + + + + Unscaled rect + + + + + In radians, takes flipping into account + + + + + Offset of the physics body from the center of the structure. Takes flipping into account. + + + + + Checks if there's a structure items can be attached to at the given position and returns it. + + + + + Sections that are leaking have a gap placed on them + + + + + Extents of the solid items/structures (ones with a physics body) and hulls + + + + + Extents of all the visible items/structures/hulls (including ones without a physics body) + + + + + How deep down the sub is from the surface of Europa in meters (affected by level type, does not correspond to "actual" coordinate systems) + + + + + Creates an AI that operates all the turrets on a sub, same as Thalamus but only operates the turrets. + + + + + Returns a rect that contains the borders of this sub and all subs docked to it, excluding outposts + + + + + Don't use this directly, because the list is updated only when GetConnectedSubs() is called. The method is called so frequently that we don't want to create new list here. + + + + + Returns a list of all submarines that are connected to this one via docking ports, including this sub. + + + + + Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins + + + + + Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list). + + Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored. + Should fixtures that the start of the ray is inside be returned + + + + check visibility between two points (in sim units) + + a physics body that was between the points (or null) + + + If has value, the sub must match the team type. + + + + Returns true if the sub is same as the other. + + + + + Finds the sub whose borders contain the position + + + + + Permanently disables obstructed waypoints obstructed by the level. + + + + + Temporarily disables waypoints obstructed by the other sub. + + + + + Only affects temporarily disabled waypoints. + + + + + Are there any entities in the spawn queue that match the given predicate + + + + + How many entities in the spawn queue match the given predicate + + + + + Takes flipping (Dir) into account. + + + + + Ignore rotation calls for the rest of this and the next update. Automatically disabled after that. Used for temporarily suppressing the SmoothRotate calls to prevent conflicting or unitentionally amplified rotations. + + + + + Returns the farthest point towards the forward of the body. + For capsules and circles, the front is at the top. + For horizontal capsules, the front is at the right-most point. + For rectangles, the front is either at the top or at the right, depending on which one of the two is greater: width or height. + The rotation is in radians. + + + + + Apply an impulse to the body without increasing it's velocity above a specific limit. + + + + + Apply an impulse to the body without increasing it's velocity above a specific limit. + + + + + Applies buoyancy, drag and angular drag caused by water + + + + + Rotate the body towards the target rotation in the "shortest direction", taking into account the current angular velocity to prevent overshooting. + + Desired rotation in radians + How fast the body should be rotated. Does not represent any real unit, you may want to experiment with different values to get the desired effect. + Should the angles be wrapped. Set to false if it makes a difference whether the angle of the body is 0.0f or 360.0f. + + + + The main class. + + + + + The main entry point for the application. + + + + + Fetches a Workshop item's metadata. This is batched to minimize Steamworks API calls. + The description of the returned item is truncated to save bandwidth. + + Workshop Item ID + + + + Fetches a Workshop item's metadata in its own API call instead of batching. + This minimizes delay but needs to be used with caution to prevent rate limiting. + + Workshop Item ID + + If true, ask for the item's entire description, otherwise it'll be truncated. + + + + + This class creates a file called ".copying" that + serves to keep mod copy operations in the same + directory from overlapping. + + + + + This class serves the purpose of preventing + more than 10 mod install tasks from proceeding + at the same time. + + + + + Has the mission been completed (does not mean that the traitor necessarily won, the mission is considered completed if the traitor fails for whatever reason) + + + + + A struct that executes an action when it's created and another one when it's disposed. + + + + + Timer that keeps track of how long it takes to process a packet. + + + + + Amount of strikes the client has received for causing the server to slow down. + + + + + How many packets have been sent in the last minute. + + + + + Resets the strikes and packet count. + + + + + Resets the timer. + + + + + Called when the server receives a packet to start logging how much time it takes to process. + + The client to start a timer for. + Nothing useful. Required for the "using" keyword. + + Calling stop is not required, the timer will be stopped automatically when the function it was started in returns. + + + + public void ServerRead(IReadMessage msg, Client c) + { + // start the timer + using var _ = dosProtection.Start(connectedClient); + + if (condition) + { + // the timer will be stopped here. + return; + } + + ProcessMessage(msg); + // the timer will be stopped here. + } + + + + + + Temporary pauses the timer for the client. + Used when we know a packet is going to slow down the server but we don't want to count it as a strike. + For example when a client is starting a round. + + The client to pause the timer for. + Nothing useful. Required for the "using" keyword. + + Calling resume is not required, the timer will be resumed automatically when the using block ends. + + + + using (dos.Pause(client)) + { + // do something that will slow down the server + } + // the timer will be resumed here + + + + + + An arbitrary identifier that can be used to determine what kind of a message this is + and prevent characters from saying the same kind of line too often. + + + + + Is the current path valid, using the provided parameters. + + + + + When is defined, returns false if any of the nodes fails to match the predicate. + + + + How long does it take for the ai target to fade out if not kept alive. + + + + + Should be reset to false each frame and kept indetectable by e.g. a status effect. + + + + + Does the AI target do something that requires Update() to be called (e.g. static targets don't need to be updated) + + + + + Enable the character to attack the outposts and the characters inside them. Disabled by default in normal levels, enabled in outpost levels. + + + + + The monster won't try to damage these submarines + + + + + How long do we hold on to the current state after losing a target before we reset back to the original state. + In other words, how long do we have to idle before the original state is restored. + + + + + Resets the target's state to the original value defined in the xml. + + + + + Temporarily changes the predefined state for a target. Eg. Idle -> Attack. + Note: does not change the current AIState! + + + + + Resets each frame + + + + + How far other characters can hear reports done by this character (e.g. reports for fires, intruders). Defaults to infinity. + + + + + List of previous attacks done to this character + + + + + Waypoints that are not linked to a sub (e.g. main path). + + + + + Returns true when the safety is stale + + + + + The bot breaks free if being dragged by a human player from another team for longer than this + + + + + If the RefuseDraggingDuration is active (the bot recently broke free of being dragged), the bot breaks free much faster + + + + + Check whether the character has a diving suit in usable condition plus some oxygen. + + + + + Check whether the character has a diving mask in usable condition plus some oxygen. + + + + + Note: uses a single list for matching items. The item is reused each time when the method is called. So if you use the method twice, and then refer to the first items, you'll actually get the second. + To solve this, create a copy of the collection or change the code so that you first handle the first items and only after that query for the next items. + + + + + Updates the hull safety for all ai characters in the team. The idea is that the crew communicates (magically) via radio about the threads. + The safety levels need to be calculated for each bot individually, because the formula takes into account things like current orders. + There's now a cached value per each hull, which should prevent too frequent calculations. + + + + + Including the player characters in the same team. + + + + + Returns true if any node in the path is in stairs + + + + + Seeks the ladder from the next and next + 1 nodes. + + + + + Can there be multiple objective instaces of the same type? + + + + + Run the main objective with all subobjectives concurrently? + If false, the main objective will continue only when all the subobjectives have been removed (done). + + + + + There's a separate property for diving suit and mask: KeepDivingGearOn. + + + + + Final priority value after all calculations. + + + + + When true, the objective is never completed, unless CanBeCompleted returns false. + + + + + Aborts the objective when this condition is true. + + + + + A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior. + + + + + A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior. + + + + + A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior. + + + + + A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior. + + + + + Makes the character act according to the objective, or according to any subobjectives that need to be completed before this one + + + + + This method allows multiple subobjectives of same type. Use with caution. + + + + + Call this only when the priority needs to be recalculated. Use the cached Priority property when you don't need to recalculate. + + + + + Checks if the subobjectives in the given collection are removed from the subobjectives. And if so, removes it also from the dictionary. + + + + + Checks if the objective already is created and added in subobjectives. If not, creates it. + Handles objectives that cannot be completed. If the objective has been removed form the subobjectives, a null value is assigned to the reference. + Returns true if the objective was created and successfully added. + + + + + Don't start using a weapon if this condition is true + + + + + Seeks for more ammunition. Creates a new subobjective. + + + + + Reloads the ammunition found in the inventory. + If seekAmmo is true, tries to get find the ammo elsewhere. + + + + + Only remove existing items when the contain target can't be put in the inventory + + + + + If true drops the item when containing the item fails. + In both cases abandons the objective. + Note that has no effect if the target container was not defined (always drops) -> completes when the item is dropped. + + + + + 0-1 based on the horizontal size of all of the fires in the hull. + + + + + Diving gear that's suitable for wearing indoors (-> the bots don't try to unequip it when they don't need diving gear) + + + + + Tries to find the best (safe, nearby) hull the character can find a path to. + Checks one hull at a time, and returns HullSearchStatus.Finished when all potential hulls have been checked. + + + + + Is the character allowed to take the item from somewhere else than their own sub (e.g. an outpost) + + + + + Are variants of the specified item allowed + + + + + Returns the "best" item to spawn when using and there's multiple suitable items. + Best in this context is the one that's sold at the lowest price in stores (usually the most "basic" item) + + + + + + Does not reset the ignored items list + + + + + Doesn't allow the objective to complete if this condition is false + + + + + Which event action created this objective (if any) + + + + + Display units + + + + + If true, the distance to the destination is calculated from the character's AimSourcePos (= shoulder) instead of the collider's position + + + + + List of all possible items of the specified type. Used for filtering the removed objectives. + + + + + Excluding the current order. + + + + + When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat. + + + + + The AIObjective in with the highest + + + + Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently. + + + + + If undefined, a default filter will be used. + + + + + If set, only fix items where required skill matches this. + + + + + Name that can be used with the contextual version of the order + + + + + If defined, the order can only be quick-assigned to characters with these jobs. Or if it's a report, the icon will only be displayed to characters with these jobs. + + + + + Can the order be turned into a non-entity-targeting one if it was originally created with a target entity. + Note: if MustSetTarget is true, CanBeGeneralized will always be false. + + + + + If defined, the order will be quick-assigned to characters with these jobs before characters with other jobs. + + + + + Should the order icon be drawn when the order target is inside a container + + + + + Affects how high on the order list the order will be placed (i.e. the manual priority order when it's given) when it's first given. + Manually rearranging orders will override this priority. + + + + + Get the target item component based on the target item type + + + + Only returns items which are interactable for this character + + + Only returns items which are interactable for this character + + + + Used to create the order option for the Dismiss order to know which order it targets + + The order to target with the dismiss order + + + + Create an Order instance with a null target + + + + + Note this property doesn't return the follow target of the Follow objective, as expected! + + + + + Constructor for orders with the target type OrderTargetType.Entity + + + + + Constructor for orders with the target type OrderTargetType.Entity + + + + + Constructor for orders with the target type OrderTargetType.Position + + + + + Constructor for orders with the target type OrderTargetType.Position + + + + + Constructor for orders with the target type OrderTargetType.WallSection + + + + + Constructor for orders with the target type OrderTargetType.WallSection + + + + + Constructor for orders with the target type OrderTargetType.Entity + + + + + Constructor for orders with the target type OrderTargetType.Position + + + + + Constructor for orders with the target type OrderTargetType.WallSection + + + + + Get the target item component based on the target item type + + + + Only returns items which are interactable for this character + + + Only returns items which are interactable for this character + + + + Used to create the order option for the Dismiss order to know which order it targets + + The order to target with the dismiss order + + + + Note: Presupposes that the slow speed is lower than the high speed. Otherwise will give invalid results. + + + + + Note: creates a new list every time, because the params might have changed. If there is a need to access the property frequently, change the implementation to an array, where the slot is updated when the param is updated(?) + Currently it's not simple to implement, since the properties are not implemented here, but in the derived classes. Would require to change the params virtual and to call the base property getter/setter or something. + + + + + Maximum damage per impact (0.1 = 10% of the character's maximum health) + + + + + In sim units. Joint scale applied. + + + + + Call this to create the ragdoll from the RagdollParams. + + + + + Saves all serializable data in the currently selected ragdoll params. This method should properly handle character flipping. + + + + + Resets the serializable data to the currently selected ragdoll params. + Force reloading always loads the xml stored on the disk. + + + + + Resets the current joint values to the serialized joint params. + + + + + Resets the current limb values to the serialized limb params. + + + + if false, force is applied to the position of pullJoint + + + + How long has the ragdoll stayed motionless + + + + + Get the position of the surface of water at the position of the character, in display units (taking into account connected hulls above the hull the character is in) + + + + + Get the position of the surface of water and the ceiling (= upper edge of the hull) at the position of the character, in display units (taking into account connected hulls above the hull the character is in). + + + + + Note that if there are multiple limbs of the same type, only the first (valid) limb is returned. + + + + + Attacks are used to deal damage to characters, structures and items. + They can be defined in the weapon components of the items or the limb definitions of the characters. + The limb attacks can also be used by the player, when they control a monster or have some appendage, like a husk stinger. + + + + + Used for multiplying all the damage. + + + + + Used for multiplying all the ranges. + + + + + Used for multiplying the physics forces. + + + + + Only affects ai decision making. All the conditionals has to be met in order to select the attack. TODO: allow to define conditionals using any (implemented in StatusEffect -> move from there to PropertyConditional?) + + + + + StatusEffects to apply when the attack triggers. + StatusEffect types of 'OnUse' are executed always, 'OnFailure' only when the attack doesn't deal damage and 'OnSuccess' executes when some damage is dealt. + + + + + Which character gave this affliction + + + + + Copy properties here instead of using SerializableProperties (with reflection). + + + + + Use this method to skip clamping and additional logic of the setters. + Ideally we would keep this private, but doing so would require too much refactoring. + + + + + A special affliction type that increases the character's Bloodloss affliction with a rate relative to the strength of the bleeding. + + + + + A special affliction type that gradually makes the character turn into another type of character. + See for more details. + + + + + AfflictionPrefabHusk is a special type of affliction that has added functionality for husk infection. + + + + + The minimum strength at which husk infection will be in the dormant stage. + It must be less than or equal to ActiveThreshold. + + + + + The minimum strength at which husk infection will be in the active stage. + It must be greater than or equal to DormantThreshold and less than or equal to TransitionThreshold. + + + + + The minimum strength at which husk infection will be in its final stage. + It must be greater than or equal to ActiveThreshold. + + + + + The minimum strength the affliction must have for the affected character + to transform into a husk upon death. + + + + + The species of husk to convert the affected character to + once husk infection reaches its final stage. + + + + + If set to true, all buffs are transferred to the converted + character after husk transformation is complete. + + + + + If set to true, the affected player will see on-screen messages describing husk infection symptoms + and affected bots will speak about their current husk infection stage. + + + + + If set to true, affected characters will have their speech impeded once the affliction + reaches the dormant stage. + + + + + If set to false, affected characters will no longer require air + once the affliction reaches the active stage. + + + + + If set to true, affected players will retain control of their character + after transforming into a husk. + + + + + AfflictionPrefab is a prefab that defines a type of affliction that can be applied to a character. + There are multiple sub-types of afflictions such as AfflictionPrefabHusk, AfflictionPsychosis and AfflictionBleeding that can be used for additional functionality. + + When defining a new affliction, the type will be determined by the element name. + + + + + + + + + + + + + + + + + Effects are the primary way to add functionality to afflictions. + + + + + Enables the specified flag on the character as long as the effect is active. + + + + Flag that will be enabled for the character as long as the effect is active. + + + Which ability flag to enable. + + + + + + + A list of identifiers of afflictions that the affected character will be + resistant to when this effect is active. + + + + + StatType that will be applied to the affected character when the effect is active that is proportional to the effect's strength. + + + + + + + + + + + + + + + Which StatType to apply + + + + + Minimum value to apply + + + + + Minimum value to apply + + + + + Constant value to apply, will be ignored if MinValue or MaxValue are set + + + + + Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character. + + + + + StatType that will be applied to the affected character when the effect is active that is proportional to the effect's strength. + + + + + Returns 0 if affliction.Strength is MinStrength, + 1 if affliction.Strength is MaxStrength + + + + + Returns 0 if affliction.Strength is MinStrength, + 1 if affliction.Strength is MaxStrength + + + + + The description element can be used to define descriptions for the affliction which are shown under specific conditions; + for example a description that only shows to other players or only at certain strength levels. + + + + Raw text for the description. + + + + + + Everyone can see the description. + + + + + Only the affected character can see the description. + + + + + The affected character cannot see the description but others can. + + + + + Raw text for the description. + + + + + Text tag used to set the text from the localization files. + + + + + Minimum strength required for the description to be shown. + + + + + Maximum strength required for the description to be shown. + + + + + Who can see the description. + + + + + PeriodicEffect applies StatusEffects to the character periodically. + + + + + How often the status effect is applied in seconds. + Setting this attribute will set both the min and max interval to the specified value. + + + Minimum interval between applying the status effect in seconds. + + + Maximum interval between applying the status effect in seconds. + + + + + + Arbitrary string that is used to identify the type of the affliction. + + + + + If set to true, the affliction affects individual limbs. Otherwise, it affects the whole character. + + + + + If the affliction doesn't affect individual limbs, this attribute determines + where the game will render the affliction's indicator when viewed in the + in-game health UI. + + For example, the psychosis indicator is rendered on the head, and low oxygen + is rendered on the torso. + + + + + Can be set to the identifier of another affliction to make this affliction + reuse the same name and description. + + + + + If set to true, the game will recognize this affliction as a buff. + This means, among other things, that bots won't attempt to treat it, + and the health UI will render the affected limb in green rather than red. + + + + + If set to true, this affliction can affect characters that are marked as + machines, such as the Fractal Guardian. + + + + + If set to true, this affliction can be healed at the medical clinic. + + + + false if the affliction is a buff or has the type "geneticmaterialbuff" or "geneticmaterialdebuff", true otherwise. + + + + + + How much each unit of this affliction's strength will add + to the cost of healing at the medical clinic. + + + + + The minimum cost of healing this affliction at the medical clinic. + + + + + If set to false, the health UI will not show the strength of the affliction + as a bar under its indicator. + + + + + If set to true, this affliction's icon will be hidden from the HUD after 5 seconds. + + + + + How high the strength has to be for the affliction to take effect + + + + + How high the strength has to be for the affliction icon to be shown in the UI + + + + + How high the strength has to be for the affliction icon to be shown to others with a health scanner or via the health interface + + + + + The maximum strength this affliction can have. + + + + + The strength of the radiation grain effect to apply when the strength of this affliction increases. + + + + + How high the strength has to be for the affliction icon to be shown with a health scanner + + + + + How strong the affliction needs to be before bots attempt to treat it. + Also effects when the affliction is shown in the suitable treatments list. + + + + + Bots will not try to treat the affliction if the character has any of these afflictions + + + + + The duration of the affliction, in seconds. If set to 0, the affliction does not expire. + + + + + How much karma changes when a player applies this affliction to someone (per strength of the affliction) + + + + + Opacity of the burn effect (darker tint) on limbs affected by this affliction. 1 = full strength. + + + + + Opacity of the bloody damage overlay on limbs affected by this affliction. 1 = full strength. + + + + + + Steam achievement given when the affliction is removed from the controlled character. + + + + + A gradient that defines which color to render this affliction's icon + with, based on the affliction's current strength. + + + + + If set to true and the affliction has an AfflictionOverlay element, the overlay's opacity will be strictly proportional to its strength. + Otherwise, the overlay's opacity will be determined based on its activation threshold and effects. + + + + + If set to true, this affliction will not persist between rounds. + + + + + Should damage particles be emitted when a character receives this affliction? + Only relevant if the affliction is of the type "bleeding" or "damage". + + + + + An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target. + If the affliction causes damage or is of the 'poison' or 'paralysis' type, the skill is increased only when the target is hostile. + If the affliction is of the 'buff' type, the skill is increased only when the target is friendly. + + + + + An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target. + The skill is increased only when the target is hostile. + + + + + A list of species this affliction is allowed to affect. + + + + + Effects to apply at various strength levels. + Only one effect can be applied at any given moment, so their ranges should be defined with no overlap. + + + + + PeriodicEffect applies StatusEffects to the character periodically. + + + + + An icon that’s used in the UI to represent this affliction. + + + + + A sprite that covers the affected player's entire screen when this affliction is active. + Its opacity is controlled by the active effect's MinAfflictionOverlayAlphaMultiplier and MaxAfflictionOverlayAlphaMultiplier + + + + + A special affliction type that makes the character see and hear things that aren't there. + + + + + A special affliction type that periodically inverts the character's controls and stuns the character. + The frequency and duration of the effects increases the higher the strength of the affliction is. + + + + + A special affliction type that increases the duration of buffs (afflictions of the type "buff"). The increase is defined using the + and attributes of the affliction effect. + + + + + Maximum vitality without talent- or job-based modifiers + + + + + Was the character in full health at the beginning of the frame? + + + + + Get the total strength of the afflictions of a specific type attached to a specific limb + + Type of the affliction + The limb the affliction is attached to + Does the affliction have to be attached to only the specific limb. + Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb. + + + + 0-1. + + + + + How much vitality the affliction reduces, taking into account the effects of vitality modifiers on the limb the affliction is on (if limb-based) + + + + + Get the identifiers of the items that can be used to treat the character. Takes into account all the afflictions the character has, + and negative treatment suitabilities (e.g. a medicine that causes oxygen loss may not be suitable if the character is already suffocating) + + A dictionary where the key is the identifier of the item and the value the suitability + If true, the suitability values are normalized between 0 and 1. If not, they're arbitrary values defined in the medical item XML, where negative values are unsuitable, and positive ones suitable. + If above 0, the method will take into account how much currently active status effects while affect the afflictions in the next x seconds. + + + + Automatically filters out buffs. + + + + + Returns true if the type or the identifier matches the defined types/identifiers. + + + + + Creates a character info from the human prefab. If there are custom character infos defined, those are used, otherwise a randomized info is generated. + + + + + + + Tag -> priority. + + + + + How much this skill affects characters' hiring cost + + + + + Note that during the limb initialization, character.AnimController returns null, whereas this field is already assigned. + + + + + Returns true if the attack successfully hit something. If the distance is not given, it will be calculated. + + + + + Attach the limb to a target with WeldJoints. + Uses sim units. + + + + allAnimations[speciesName][fileName] + + + + In degrees. + + + + + In degrees. + + + + + Selects a random filepath from multiple paths, matching the specified animation type. + + + + + Selects all file paths that match the specified animation type. + + + + + If the file name is left null, default file is selected. If fails, will select the default file. Note: Use the filename without the extensions, don't use the full path! + If a custom folder is used, it's defined in the character info file. + + + + + Note: Overrides old animations, if found! + + + + + The angle of the collider when standing (i.e. out of water). + In degrees. + + + + + Key = limb id, value = angle in radians + + + + + In degrees. + + + + + Key = limb id, value = angle in radians + + + + + In degrees. + + + + + In degrees. + + + + + In degrees. + + + + + Contains character data that should be editable in the character editor. + + + + + key1: Species name + key2: File path + value: Ragdoll parameters + + + + + If the file name is left null, default file is selected. If fails, will select the default file. Note: Use the filename without the extensions, don't use the full path! + If a custom folder is used, it's defined in the character info file. + + + + + Creates a default ragdoll for the species using a predefined configuration. + Note: Use only to create ragdolls for new characters, because this overrides the old ragdoll! + + + + + Applies the current properties to the xml definition without saving to file. + + + + + Resets the current properties to the xml (stored in memory). Force reload reloads the file from disk. + + + + + Should be converted to sim units. + + + + + Should be converted to sim units. + + + + + In degrees. + + + + + In degrees. + + + + + The orientation of the sprite as drawn on the sprite sheet (in radians). + + + + + Some conditions rely on specific ability data that is integrally connected to the AbilityEffectType. + This is done in order to avoid having to create duplicate ability behavior, such as if an ability needs to trigger + a common ability effect but in specific circumstances. These conditions could also be partially replaced by + more explicit AbilityEffectType enums, but this would introduce bloat and overhead to integral game logic + when instead said logic can be made to only run when required using these conditions. + + These conditions will return an error if used outside their limited intended use. + + + + + Used primarily for StatusEffects. Default to constant outside interval abilities. + + + + + List of abilities that are triggered by this group. + Fallback abilities are triggered if the conditional fails + + + + + List of abilities that are triggered by this group. + Fallback abilities are triggered if the conditional fails + + + + + Checks talents for a given AbilityObject taking into account non-stackable talents. + + + + + Migration that adds a missing permanent stat to the character. + + + + + Migration that updates permanent stat identifiers. + + + + + When set to false the AbilityEffects of multiple of the same talent will not be checked and only the first one. + + + + + Talent identifiers of all the talents in this tree + + + + + How many talents need to be unlocked to consider this tree completed + + + + + How many talents can be unlocked in total + + + + + When specified the talent option will show talent with this identifier + and clicking on it will expand the talent option to show the talents + + + + + Implementation of the Command pattern. + + + Created by Markus Isberg on 11th of March 2020 for the submarine editor. + "Implementing a global undo and redo with Memento pattern proved too difficult of a task for me so I implemented it with this pattern instead." + + + + + A method that should apply a new state on an object or perform an action + + + + + A method that should revert Execute() method's actions + + + + + State no longer exists, clean up the lingering garbage + + + + + Base class for content file types, which are loaded + from filelist.xml via reflection. + PLEASE AVOID INHERITING FROM THIS CLASS DIRECTLY. + Inheriting from GenericPrefabFile<T> is likely what + you want. + + + + + Errors that occurred when loading this content package. + Currently, all errors are considered fatal and the game + will refuse to load a content package that has any errors. + + + + + An error that occurred when trying to enable this mod. + This field doesn't directly affect whether or not this mod + can be enabled, but if it's been set to anything other than + Option.None then the game has already refused to enable it + at least once. + + + + + Does the content package include some content that needs to match between all players in multiplayer. + + + + + StatTypes are used to alter several traits of a character. They are mostly used by talents. + + A lot of StatTypes use a "percentage" value. The way this works is that the value is 0 by default and 1 is added to the value of the stat type to get the final multiplier. + For example if the value is set to 0.2 then 1 is added to it making it 1.2 and that is used as a multiplier. + This makes it so values between -100% and +100% can be easily represented as -1 and 1 respectively. For example 0.5 would translate to 1.5 for +50% and -0.2 would translate to 0.8 for -20% multiplier. + + + + + Used to indicate an invalid stat type. Should not be used. + + + + + Boosts electrical skill by a flat amount. + + + + + Boosts helm skill by a flat amount. + + + + + Boosts mechanical skill by a flat amount. + + + + + Boosts medical skill by a flat amount. + + + + + Boosts weapons skill by a flat amount. + + + + + Boosts the character's helm skill to the given value if it's lower than the given value. + + + + + Boosts the character's medical skill to the given value if it's lower than the given value. + + + + + Boosts the character's weapons skill to the given value if it's lower than the given value. + + + + + Boosts the character's electrical skill to the given value if it's lower than the given value. + + + + + Boosts the character's mechanical skill to the given value if it's lower than the given value. + + + + + Increases character's maximum vitality by a percentage. + + + + + Increases both walking and swimming speed of the character by a percentage. + + + + + Increases the character's walking speed by a percentage. + + + + + Increases the character's swimming speed by a percentage. + + + + + Decreases how long it takes for buffs applied to the character decay over time by a percentage. + Buffs are afflictions that have isBuff set to true. + + + + + Decreases how long it takes for debuff applied to the character decay over time by a percentage. + Debuffs are afflictions that have isBuff set to false. + + + + + Increases the strength of afflictions that are applied to the character by a percentage. + Medicines are items that have the "medical" tag. + + + + + Increases the resistance to pushing force caused by flowing water by a percentage. The resistance cannot be below 0% or higher than 100%. + + + + + Increases how much damage the character deals via all attacks by a percentage. + + + + + Increases how much damage the character deals to other characters on the same team by a percentage. + + + + + Decreases the reload time of ranged weapons held by the character by a percentage. + + + + + Decreases the reload time of submarine turrets operated by the character by a percentage. + + + + + Decreases the power consumption of submarine turrets operated by the character by a percentage. + + + + + Increases how fast submarine turrets operated by the character charge up by a percentage. Affects turrets like pulse laser. + + + + + Increases how fast the character can swing melee weapons by a percentage. + + + + + Increases the damage dealt by melee weapons held by the character by a percentage. + + + + + Decreases the spread of ranged weapons held by the character by a percentage. + + + + + Increases the repair speed of the character by a percentage. + + + + + Increases the repair speed of the character when repairing mechanical items by a percentage. + + + + + Increase deconstruction speed of deconstructor operated by the character by a percentage. + + + + + Increases the repair speed of repair tools that fix submarine walls by a percentage. + + + + + Increases the wall damage of tools that destroy submarine walls like plasma cutter by a percentage. + + + + + Increase the detach speed of items like minerals that require a tool to detach from the wall by a percentage. + + + + + Allows the character to repair mechanical items past the maximum condition by a flat percentage amount. For example setting this to 0.1 allows the character to repair mechanical items to 110% condition. + + + + + Allows the character to repair electrical items past the maximum condition by a flat percentage amount. For example setting this to 0.1 allows the character to repair electrical items to 110% condition. + + + + + Increase the the quality of items crafted by the character by a flat amount. + Can be made to only affect certain item with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all items. + + + + + Boosts the condition of genes combined by the character by a flat amount. + + + + + Reduces the chance to taint a gene when combining genes by a percentage. Tainting probability can not go below 0% or above 100%. + + + + + Increases the speed at which the character gains skills by a percentage. + + + + + Whenever the character's skill level up add a flat amount of more skill levels to the character. + + + + + Increases the speed at which the character gains helm skill by a percentage. + + + + + Increases the speed at which the character gains weapons skill by a percentage. + + + + + Increases the speed at which the character gains medical skill by a percentage. + + + + + Increases the speed at which the character gains electrical skill by a percentage. + + + + + Increases the speed at which the character gains mechanical skill by a percentage. + + + + + Increases the strength of afflictions the character applies to other characters via medicine by a percentage. + Medicines are items that have the "medical" tag. + + + + + Increases the strength of afflictions the character applies to other characters via medicine by a percentage. + Works only for afflictions that have isBuff set to true. + + + + + Increases the strength of afflictions the character applies to other characters via medicine by a percentage. + Works only for afflictions that have "poison" type. + + + + + Increases how long the character can tinker with items by a flat amount where 1 = 1 second. + + + + + Increases the effectiveness of the character's tinkerings by a percentage. + Tinkering strength affects the speed and effectiveness of the item that is being tinkered with. + + + + + Increases how much condition tinkered items lose when the character tinkers with them by a percentage. + + + + + Increases how much reputation the character gains by a percentage. + Can be made to only affect certain factions with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all factions. + + + + + Increases how much reputation the character loses by a percentage. + Can be made to only affect certain factions with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all factions. + + + + + Increases how much money the character gains from missions by a percentage. + + + + + Increases how much talent experience the character gains from all sources by a percentage. + + + + + Increases how much talent experience the character gains from missions by a percentage. + + + + + Increases how many missions the characters crew can have at the same time by a flat amount. + + + + + Increases how many items are in stock in special sales in the store by a flat amount. + + + + + Increases how much money is gained from selling items to the store by a percentage. + + + + + Decreases the prices of items in affiliated store by a percentage. + + + + + Decreases the prices of items in all stores by a percentage. + + + + + Decreases the price of upgrades and submarines in affiliated outposts by a percentage. + + + + + Decreases the price of upgrades and submarines in all outposts by a percentage. + + + + + Limits how many of a certain item can be attached to the wall in the submarine at the same time. + Has to be used with CharacterAbilityGivePermanentStat to specify the tag of the item that is affected. Does nothing if no tag is specified. + + + + + Increase the radius of explosions caused by the character by a percentage. + + + + + Increases the damage of explosions caused by the character by a percentage. + + + + + Decreases the time it takes to fabricate items on fabricators operated by the character by a percentage. + + + + + Increases how much damage the character deals to ballast flora by a percentage. + + + + + Increases the time it takes for the character to pass out when out of oxygen. + + + + + Used to set the character's apprencticeship to a certain job. + Used by the "apprenticeship" talent and requires a job to be specified via CharacterAbilityGivePermanentStat. + + + + + Increases the revival chance of the character when performing CPR by a percentage. + + + + + Can be used to prevent certain talents from being unlocked by specifying the talent's identifier via CharacterAbilityGivePermanentStat. + + + + + AbilityFlags are a set of toggleable flags that can be applied to characters. + + + + + Used to indicate an erroneous ability flag. Should not be used. + + + + + Character will not be able to run. + + + + + Character is immune to pressure. + + + + + Character won't be targeted by enemy AI. + + + + + Character can drag corpses without a movement speed penalty. + + + + + Character is able to tinker with items. + + + + + Character is able to tinker with fabricators and deconstructors. + + + + + Allows items tinkered by the character to consume no power. + + + + + Allows the character to gain skills past 100. + + + + + Allows the character to retain experience when respawning as a new character. + + + + + Allows CharacterAbilityApplyStatusEffectsToLastOrderedCharacter to affect the last 2 characters ordered. + + + + + Character will stay conscious even if their vitality drops below 0. + + + + + Prevents afflictions on the character from dropping the characters vitality below the kill threshold. + The character can still die from sources like getting crushed by pressure or if their head is severed. + + + + + Has the action finished. + + If null or empty, the event moves to the next action. Otherwise it moves to the specified label. + + + + + Rich test to display in debugdraw + + + + public override string ToDebugString() + { + return $"{ToolBox.GetDebugSymbol(isFinished)} SomeAction -> "(someInfo: {info.ColorizeObject()})"; + } + + + + + + + 'Exhaustible' sets won't appear in the same level until after one world step (~10 min, see Map.ProgressWorld) has passed. + + + + + If true, events from this set can only occur once in the level. + + + + + Used to force an event set based on how many other locations have been discovered before this. (Used for campaign tutorial event sets.) + + + + + Used to force an event set based on how many other outposts have been visited before this. (Used for campaign tutorial event sets.) + + + + + If enabled, locations this mission takes place in cannot change their type + + + + + The mission can only be received when travelling from a location of the first type to a location of the second type + + + + + The mission can only be received in these location types + + + + + Show entities belonging to these sub categories when the mission starts + + + + + Randomizes the collection (using OrderBy) and returns it. + + + + + Randomizes the list in place without creating a new collection, using a Fisher-Yates-based algorithm. + + + + + Gets a random element of a list using one of the synced random number generators. + It's recommended that you guarantee a deterministic order of the elements of the + input list via sorting. + + List to pick a random element from + Which RNG to use + A random item from the list. Return value should match between clients and + the server, if applicable. + + + + Executes an action that modifies the collection on each element (such as removing items from the list). + Creates a temporary list, unless the collection is empty. + + + + + Generic version of List.ForEach. + Performs the specified action on each element of the collection (short hand for a foreach loop). + + + + + Iterates over all elements in a given enumerable and discards the result. + + + + + Shorthand for !source.Any(predicate) -> i.e. not any. + + + + + Returns whether a given collection has at least a certain amount + of elements for which the predicate returns true. + + Input collection + How many elements to match before stopping + Predicate used to evaluate the elements + + + + + Returns the maximum element in a given enumerable, or null if there + aren't any elements in the input. + + Input collection + Maximum element or null + + + + Same as FirstOrDefault but will always return null instead of default(T) when no element is found + + + + + Negates the X and Y components. + + + + + Flips the X and Y components. + + + + + Like the XNA method, but treats the y-coordinate so that up is greater and down is lower. + + + + + Like the XNA method, but treats the y-coordinate so that up is greater and down is lower. + + + + + Like the XNA method, but treats the y-coordinate so that up is greater and down is lower. + + + + + Unity's Angle implementation without the conversion to degrees. + Returns the angle in radians between two vectors. + 0 - Pi. + + + + + Creates a forward pointing vector based on the rotation (in radians). + + + + + Creates a backward pointing vector based on the rotation (in radians). + + + + + Creates a forward pointing vector based on the rotation (in radians). TODO: remove when the implications have been neutralized + + + + + Creates a backward pointing vector based on the rotation (in radians). TODO: remove when the implications have been neutralized + + + + + Creates a normalized perpendicular vector to the right from a forward vector. + + + + + Creates a normalized perpendicular vector to the left from a forward vector. + + + + + Transforms a vector relative to the given up vector. + + + + + Flips the x and y components. + + + + + Returns the sum of the x and y components. + + + + + Capitalises the first letter (invariant) and forces the rest to lower case (invariant). + + + + + Adds spaces into a CamelCase string. + + + + + No attempt to contact the consent server has been made + + + + + An error occurred while attempting to retrieve consent status + + + + + The consent status was not saved on the remote database + + + + + The user explicitly denied consent + + + + + The user explicitly granted consent + + + + + Sets the consent status. This method cannot be called to + set the status to Consent.Yes; only a positive response from + the database or the user accepting via the privacy policy + prompt should enable it. + + + + + Implementation of the bulk of SetConsent. + DO NOT CALL THIS UNLESS NEEDED. + + + + + Adds an error event to GameAnalytics if an event with the same identifier has not been added yet. + + + + + Spawns the items defined in the start item set in the specified sub. + + + + + Get what kind of affiliation this faction has towards the player depending on who they chose to side with via talents + + + + + + How low the reputation can drop on this faction + + + + + Maximum reputation level you can gain on this faction + + + + + What reputation does this faction start with + + + + + Maximum amount of reputation loss you can get from damaging outpost NPCs per round + + + + + Maximum amount of reputation loss you can get from damaging outpost walls per round + + + + + Reputation value normalized to the range of 0-1 + + + + + Network message for the server to update wallet values to clients + + + + + Network message for the client to transfer money between wallets + + + + + Network message for the client to set the salary of someone + + + + + Represents the difference in balance and salary when a wallet gets updated + Not really used right now but could be used for notifications when receiving funds similar to how talents do it + + + + + Represents an update that changed the amount of money or salary of the wallet + + + + + Start a new GameSession. Will be saved to the specified save path (if playing a game mode that can be saved). + + + + + Start a new GameSession with a specific pre-selected mission. + + + + + Load a game session from the specified XML document. The session will be saved to the specified path. + + + + + Switch to another submarine. The sub is loaded when the next round starts. + + + + + Returns a list of crew characters currently in the game with a given filter. + + Character type filter + + + In singleplayer mode the CharacterType.Player returns the currently controlled player. + + + + + Can the inventory be accessed when the character is still alive + + + + + Can the inventory be accessed by the character itself when the character is still alive (only has an effect if AccessibleWhenAlive false) + + + + + If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot + + + + + If there is room, puts the item in the inventory and returns true, otherwise returns false + + + + + Does the wearable inherit all the scalings of the wearer? Also the wearable's own scale is used! + + + + + None = Any/Not Defined -> no effect. + Changing the gender forces re-initialization, because the textures can be different for male and female characters. + + + + + Note: this constructor cannot initialize automatically, because the gender is unknown at this point. We only know it when the item is equipped. + + + + + + + Any item with a Price element in the definition can be sold everywhere. + + + + + Defines areas where the item can be interacted with. If RequireBodyInsideTrigger is set to true, the character + has to be within the trigger to interact. If it's set to false, having the cursor within the trigger is enough. + + + + + Is this prefab overriding a prefab in another content package + + + + + How likely it is for the item to spawn in a level of a given type. + + + + + Can the item be chosen as extra cargo in multiplayer. If not set, the item is available if it can be bought from outposts in the campaign. + + + + + Stackable identifiers feature a unique ID to allow multiple stats applied by the same talent from different characters to coexist. + + + + + Unstackable identifiers do not have a unique ID causing them to be identical to other stats applied by the same talent from different characters and thus only one of them will be applied. + will always use the highest value for unstackable stats. + + + + + Used for setting the value value from network packet; bypassing all validity checks. + + + + + Used by various features to define different kinds of relations between items: + for example, which item a character must have equipped to interact with some item in some way, + which items can go inside a container, or which kind of item the target of a status effect must have for the effect to execute. + + + + + The item must be contained inside the item this relation is defined in. + Can for example by used to make an item usable only when there's a specific kind of item inside it. + + + + + The user must have equipped the item (i.e. held or worn). + + + + + The user must have picked up the item (i.e. the item needs to be in the user's inventory). + + + + + The item this relation is defined in must be inside a specific kind of container. + Can for example by used to make an item do something when it's inside some other type of item. + + + + + Should an empty inventory be considered valid? Can be used to, for example, make an item do something if there's a specific item, or nothing, inside it. + + + + + Should only an empty inventory be considered valid? Can be used to, for example, make an item do something when there's nothing inside it. + + + + + Only valid for the RequiredItems of an ItemComponent. Can be used to ignore the requirement in the submarine editor, + making it easier to for example make rewire things that require some special tool to rewire. + + + + + Identifier(s) or tag(s) of the items that are NOT considered valid. + Can be used to, for example, exclude some specific items when using tags that apply to multiple items. + + + + + Only valid for the RequiredItems of an ItemComponent. A message displayed if the required item isn't found (e.g. a notification about lack of ammo or fuel). + + + + + Only valid for the RequiredItems of an ItemComponent. The localization tag of a message displayed if the required item isn't found (e.g. a notification about lack of ammo or fuel). + + + + + Should broken (0 condition) items be excluded? + + + + + Should full condition (100%) items be excluded? + + + + + Are item variants considered valid? + + + + + Index of the slot the target must be in when targeting a Contained item + + + + + Overrides the position defined in ItemContainer. Only valid when used in the Containable definitions of an ItemContainer. + + + + + Only valid when used in the Containable definitions of an ItemContainer. + Only affects when ItemContainer.hideItems is false. Doesn't override the value. + + + + + Only valid when used in the Containable definitions of an ItemContainer. + Can be used to override the rotation of specific items in the container. + + + + + Only valid when used in the Containable definitions of an ItemContainer. + Can be used to force specific items to stay active inside the container (such as flashlights attached to a gun). + + + + + Only valid for the RequiredItems of an ItemComponent. Can be used to make the requirement optional, + meaning that you don't need to have the item to interact with something, but having it may still affect what the interaction does (such as using a crowbar on a door). + + + + + Identifier(s) or tag(s) of the items that are considered valid. + + + + + Additive sets of items spawned only at the start of the game. + + + + + The order in which the sets are displayed in menus + + + + Mod initialization + + + Error or client exit + + + + This function should be used whenever a new assembly is created. Wrapper to allow more complicated setup later if need be. + + + + + This function should be used whenever a new assembly is about to be destroyed/unloaded. Wrapper to allow more complicated setup later if need be. + + Assembly to remove + + + + Puts a type on the stack, as a object instead of a + runtime type token. + + The IL emitter. + The type to put on the stack. + + + + Converts the value on the stack to . + + The IL emitter. + The type of the value on the stack. + + + + Deferences the value on stack if the provided type is ByRef. + + The IL emitter. + The type to check if ByRef. + + + + Deferences the value on stack if the provided type is ByRef. + + The IL emitter. + The type to check if ByRef. + + + + Loads a local variable and casts it to the target type. + + The IL emitter. + The value to cast. Must be of type . + The type to cast into. + + + + Emits a call to . + + The IL emitter. + The string format. + The local variables passed to string.Format. + + + + Emits a call to . + + The IL emitter. + The message to print. + + + + Emits a call to , + using the string on the stack. + + The IL emitter. + + + + Emits a foreach loop that iterates over an local variable. + + The type of elements in the enumerable. + The IL emitter. + The enumerable. + The body of code to run on each iteration. + + + + Emits a foreach loop that iterates over an local variable. + + The type of elements in the enumerable. + The IL emitter. + The enumerator. + The body of code to run on each iteration. + + + + Emits a branch that only executes if the last value on the stack + is truthy (e.g. non-null references, 1, etc). + + The IL emitter. + The body of code to run if the value is truthy. + + + + Emits a branch that only executes if the last value on the stack + is falsy (e.g. null references, 0, etc). + + The IL emitter. + The body of code to run if the value is falsy. + + + + Emits two branches that diverge based on a condition -- analogous + to an if-else statement. If either + or are omitted, it behaves the same as + + and . + + The IL emitter. + The body of code to run if the value is truthy. + The body of code to run if the value is falsy. + + + + List of upgrades this item has + + + + + The index of the outpost module this entity originally spawned in (-1 if not an outpost item) + + + + + Adds a new upgrade to the item + + + + + Remove the entity from the entity list without removing links to other entities + + + + + Call Update() on every object in Entity.list + + + + + Flip the entity horizontally + + Should the entity be flipped across the y-axis of the sub it's inside + + + + Flip the entity vertically + + Should the entity be flipped across the x-axis of the sub it's inside + + + + Update the linkedTo-lists of the entities based on the linkedToID-lists + Has to be done after all the entities have been loaded (an entity can't + be linked to some other entity that hasn't been loaded yet) + + + + + Gets all linked entities of specific type. + + + + + Gets all linked entities of specific type. + + + + + See . + + Lua value to convert and wrap in a userdata. + Descriptor of the type of the object to convert the Lua value to. Uses MoonSharp ScriptToClr converters. + A userdata that wraps the Lua value converted to an object of the desired type as described by . + + + + Converts a Lua value to a CLR object of a desired type and wraps it in a userdata. + If the type is not registered, then a new will be created and used. + The goal of this method is to allow Lua scripts to create userdata to wrap certain data without having to register types. + Wrapping the value in a userdata preserves the original type during script-to-CLR conversions.A Lua script needs to pass a List`1 to a CLR method expecting System.Object, MoonSharp gets + in the way by converting the List`1 to a MoonSharp.Interpreter.Table and breaking everything. + Registering the List`1 type can break other scripts relying on default converters, so instead + it is better to manually wrap the List`1 object into a userdata. + + Lua value to convert and wrap in a userdata. + Type describing the CLR type of the object to convert the Lua value to. + A userdata that wraps the Lua value converted to an object of the desired type. + + + + Unique, but non-persistent identifier. + Stays the same if the entities are created in the exactly same order, but doesn't persist e.g. between the rounds. + + + + + Finds a contiguous block of free IDs of at least the given size + + The first ID in the found block, or zero if none are found + + + + Find an entity based on the ID + + + + + Removes the entity from the entity dictionary and frees up the ID it was using. + + + + + Explosions are area of effect attacks that can damage characters, items and structures. + + + + Used to enable all particle effects without having to specify them one by one. + + + + + + How much force the explosion applies to the characters. + + + + + Intensity of the screen shake effect. + + + + 10% of the range if showEffects is true, 0 otherwise. + + + + + + How far away does the camera shake effect reach. + + + + Same as attack range if showEffects is true, 0 otherwise. + + + + + + Color tint to apply to the player's screen when in range of the explosion. + + + + + How far away can the screen color effect be seen. + + + + 10% of the range if showEffects is true, 0 otherwise. + + + + + + How long the screen color effect lasts. + + + + + Whether a spark particle effect is created when the explosion happens. + + + + + Whether a shockwave particle effect is created when the explosion happens. + + + + + Whether a flame particle effect is created when the explosion happens. + + + + + Whether a smoke particle effect is created when the explosion happens. + + + + + Whether a flash effect is created when the explosion happens. + + + + + Whether a underwater bubble particle effect is created when the explosion happens. + + + + + Color of the light source created by the explosion. + + + + + Whether the explosion plays a tinnitus sound to players who get hit by it. + + + + + Whether the explosion executes 'OnFire' status effects on the items it hits. + + + + true if showEffects is true and flames haven't been explicitly set to false, false otherwise. + + + + + + List of item tags that the explosion ignores when applying fire effects. + + + + + When set to true, the explosion don't deal less damage when the target is behind a solid object. + + + + + How long the light source created by the explosion lasts. + + + + + How large the light source created by the explosion is. + + + + + Identifier of the decal the explosion creates on the background structure it explodes over. + Set to empty string to disable. + + + + + Relative size of the decal created by the explosion. + + + + + Whether the explosion only affects characters inside a submarine. + + + + + Whether the explosion only affects characters outside a submarine. + + + + + How much the explosion repairs items. + + + + + Strength of the EMP effect created by the explosion. + + + + + How much damage the explosion does to ballast flora. + + + + + Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken + + + + + "Diagonal" gaps are used on sloped walls to allow characters to pass through them either horizontally or vertically. + Water still flows through them only horizontally or vertically + + + + + Overrides the commonness of the object in a specific level type. + Key = name of the level type, value = commonness in that level type. + + + + + Makes the cell rounder by subdividing the edges and offsetting them at the middle + + How small the individual subdivided edges can be (smaller values produce rounder shapes, but require more geometry) + + + + Minimum difficulty of the level before hunting grounds can appear. + + + + + Probability of hunting grounds appearing in 100% difficulty levels. + + + + + The depth at which the level starts at, in in-game coordinates. E.g. if this was set to 100 000 (= 1000 m), the nav terminal would display the depth as 1000 meters at the top of the level. + + + + + Determined during level generation based on the size of the submarine. Null if the level hasn't been generated. + + + + + Events that have previously triggered in this level. Used for making events the player hasn't seen yet more likely to trigger when re-entering the level. Has a maximum size of . + + + + + Events that have already triggered in this level and can never trigger again. . + + + + + 'Exhaustible' sets won't appear in the same level until after one world step (~10 min, see Map.ProgressWorld) has passed. . + + + + + The crush depth of a non-upgraded submarine in in-game coordinates. Note that this can be above the top of the level! + + + + + The crush depth of a non-upgraded submarine in "real world units" (meters from the surface of Europa). Note that this can be above the top of the level! + + + + + Instantiates level data using the properties of the connection (seed, size, difficulty) + + + + + Instantiates level data using the properties of the location + + + + + Which sides of a wall the object can appear on. + + + + + Overrides the commonness of the object in a specific level type. + Key = name of the level type, value = commonness in that level type. + + + + + A list of prefabs whose properties override this one's properties when a trigger is active. + E.g. if a trigger in the index 1 of the trigger list is active, the properties in index 1 in this list are used (unless it's null) + + + + + Effects applied to entities that are inside the trigger + + + + + Attacks applied to entities that are inside the trigger + + + + + How long the trigger stays in the triggered state after triggerers have left + + + + + does the force diminish by distance + + + + + Stop applying forces to objects if they're moving faster than this + + + + + Are there any active contacts between the physics body and the target entity + + + + + Another trigger was triggered, check if this one should react to it + + + + + Applies attacks to a damageable. + + + + + Applies attacks to structures. + + + + + Find a matching map entity prefab + + The name of the item (can be omitted when searching based on identifier) + The identifier of the item (if null, the identifier is ignored and the search is done only based on the name) + + + + Find a matching map entity prefab + + A predicate that returns true on the desired prefab. + + + + Links defined to identifiers. + + + + + Check if the name or any of the aliases of this prefab match the given name. + + + + + Is some mission blocking this location from changing its type? + + + + + In percentages. Larger values make buying more expensive and selling less profitable, and vice versa. + + + + + Create new StoreInfo + + + + + Load previously saved StoreInfo + + + + If null, item.GetPriceInfo() will be used to get it. + /// If false, the price won't be affected by + + If null, item.GetPriceInfo() will be used to get it. + If false, the price won't be affected by + + + + How many map progress steps it takes before the discounts should be updated. + + + + + Create a location from save data + + + + + Removes all unlocked missions from the location + + + + + Mark the items that have been taken from the outpost to prevent them from spawning when re-entering the outpost + + + + + Mark the characters who have been killed to prevent them from spawning when re-entering the outpost + + + + If true, the stores will be recreated if they already exists. + + + + Can this location type be used in the random, non-campaign levels that don't take place in any specific zone + + + + + If set to true, only event sets that explicitly define this location type in can be selected at this location. Defaults to false. + + + + + In percentages + + + + + The change can only happen if there's at least one of the given types of locations near this one + + + + + How close the location needs to be to one of the RequiredLocations for the change to occur + + + + + Base probability per turn for the location to change if near one of the RequiredLocations + + + + + How close the location needs to be to one of the RequiredLocations for the probability to increase + + + + + How much the probability increases per turn if within RequiredProximityForProbabilityIncrease steps of RequiredLocations + + + + + Does there need to be a beacon station within RequiredProximity + + + + + Does there need to be hunting grounds within RequiredProximity + + + + + Base probability per turn for the location to change if near one of the RequiredLocations + + + + + The change can't happen if there's one or more of the given types of locations near this one + + + + + How close the location needs to be to one of the DisallowedAdjacentLocations for the change to be disabled + + + + + The location can't change it's type for this many turns after this location type changes occurs + + + + + From -> To + + + + + Load a previously saved campaign map from XML + + + + + Generate a new campaign map from the seed + + + + + Get the shortest distance from the start location to another location that satisfies the specified criteria. + + The distance to a matching location, or int.MaxValue if none are found. + + + + Load a previously saved map from an xml element + + + + + Load the state of an existing map from xml (current state of locations, where the crew is now, etc). + + + + + Advances the progress of the radiation. + + + + + + Identifiers of the location types this outpost can appear in. If empty, can appear in all types of locations. + + + + + Info of this outpost module + + + + + Which module is this one attached to + + + + + The position of this module's gap that attaches to the previous module + + + + + Select the number and types of the modules to use in the outpost + + + + + Attaches additional modules to all the available gaps of the given module, + and continues recursively through the attached modules until all the pending module types have been placed. + + The module to attach to + Which modules we can choose from + Which types of modules we still need in the outpost + The modules we've already selected to be used in the outpost. + + + + Attaches a new random module to one side of the given module + + The module to attach to + Which side of the module to attach the new module to + Which modules we can choose from + Which types of modules we still need in the outpost + The modules we've already selected to be used in the outpost. + + + + Check if any of the modules in modules1 overlap with modules in modules2 + + + + + Check if the modules overlap, taking their Offsets and MoveOffsets into account + + + + + Check if any of the modules overlaps with a connection between 2 other modules + + + + + Attempt to find a way to move the modules in a way that stops the 2 specific modules from overlapping. + Done by iterating through the modules and testing how much the subsequent modules (i.e. modules that are further from the initial outpost) + would need to be moved further to solve the overlap. The solution that requires moving the modules the least is chosen. + + The set of modules the method is allowed to move + Module overlapping with module2 + Module overlapping with module1 + All generated modules + The solution to the overlap (if any). Key = placed module, value = distance to move the module + Was a solution found for resolving the overlap. + + + + Get the modules that are further from the initial module than the startModule. StartModule is also included in the list. + + + + + Can the item be a Daily Special or a Requested Good + + + + + The item isn't available in stores unless the level's difficulty is above this value + + + + + The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store. + + + + + Used when both and are set to 0. + + + + + Minimum reputation needed to buy the item (Key = faction ID, Value = min rep) + + + + + Support for the old style of determining item prices + when there were individual Price elements for each location type + where the item was for sale. + + + + + If null, the orientation is determined automatically based on the dimensions of the structure instances + + + + + Extents of the solid items/structures (ones with a physics body) and hulls + + + + + Extents of all the visible items/structures/hulls (including ones without a physics body) + + + + + Moves away any character that is inside the bounding box of the sub (but not inside the sub) + + The translation that was applied to the sub before doing the displacement + (used for determining where to push the characters) + + + + A random int that gets assigned when saving the sub. Used in mp campaign to verify that sub files match + + + + + Note: Refreshed for loaded submarines when they are saved, when they are loaded, and on round end. If you need to refresh it, please use Submarine.CheckFuel() method! + + + + + Calculated from . Can be used when the sub hasn't been loaded and we can't access . + + + + + Only called by a Gap when the state changes. + So in practice used like an event callback, although technically just a method + (It would be cleaner to use an actual event in Gap.cs, but event registering and unregistering might cause an extra hassle) + + + + + Marks fields and properties as to be serialized and deserialized by . + Also contains settings for some types like maximum and minimum values for numbers to reduce bits used. + + + + struct NetPurchasedItem : INetSerializableStruct + { + [NetworkSerialize] + public string Identifier; + + [NetworkSerialize(ArrayMaxSize = 16)] + public string[] Tags; + + [NetworkSerialize(MinValueInt = 0, MaxValueInt = 8)] + public int Amount; + } + + + + Using the attribute on the struct will make all fields and properties serialized + + + + + Static class that contains serialize and deserialize functions for different types used in + + + The type that the behavior handles + The type that will be used as the generic parameter for the read/write methods + The read method. + It must have a generic parameter. + The return type must be such that if the generic parameter is replaced with funcGenericParam, you get behaviorGenericParam. + The write method. The first parameter's type must be the same as readFunc's return type. + Ideally the least specific type possible, because it's replaced by behaviorGenericParam + A ReadWriteBehavior<behaviorGenericParam> + + + + Interface that allows the creation of automatically serializable and deserializable structs. +

+ + + public enum PurchaseResult + { + Unknown, + Completed, + Declined + } + + [NetworkSerialize] + struct NetStoreTransaction : INetSerializableStruct + { + public long Timestamp { get; set; } + public PurchaseResult Result { get; set; } + public NetPurchasedItem? PurchasedItem { get; set; } + } + + [NetworkSerialize] + struct NetPurchasedItem : INetSerializableStruct + { + public string Identifier; + public string[] Tags; + public int Amount; + } + + + + Supported types are:
bool
byte
ushort
short
uint
int
ulong
long
float
double
string




+ In addition arrays, enums, and are supported.
+ Using or will make the field or property optional. +
+ +
+ + + Deserializes a network message into a struct. + + + + public void ClientRead(IReadMessage inc) + { + NetStoreTransaction transaction = INetSerializableStruct.Read<NetStoreTransaction>(inc); + if (transaction.Result == PurchaseResult.Declined) + { + Console.WriteLine("Purchase declined!"); + return; + } + + if (transaction.PurchasedItem is { } item) + { + // Purchased 3x Wrench with tags: smallitem, mechanical, tool + Console.WriteLine($"Purchased {item.Amount}x {item.Identifier} with tags: {string.Join(", ", item.Tags)}"); + } + } + + + Incoming network message + Type of the struct that implements + A new struct of type T with fields and properties deserialized + + + + Serializes the struct into a network message + + public void ServerWrite(IWriteMessage msg) + { + INetSerializableStruct transaction = new NetStoreTransaction + { + Result = PurchaseResult.Completed, + Timestamp = DateTimeOffset.Now.ToUnixTimeSeconds(), + PurchasedItem = new NetPurchasedItem + { + Identifier = "Wrench", + Amount = 3, + Tags = new []{ "smallitem", "mechanical", "tool" } + } + }; + + transaction.Write(msg); + } + + Outgoing network message + + + + Default constructor. + + + + + Constructor with OnAdd and OnRemove callbacks provided. + + + + + Constructor with only the OnSort callback provided. + + + + + Method to be called when calling Add(T prefab, bool override). + If provided, the method is called only if Add succeeds. + + + + + Method to be called when calling Remove(T prefab). + If provided, the method is called before success + or failure can be determined within the body of Remove. + + + + + Method to be called when calling SortAll(). + + + + + Method to be called when calling AddOverrideFile(ContentFile file). + + + + + Method to be called when calling RemoveOverrideFile(ContentFile file). + + + + + Dictionary containing all prefabs of the same type. + Key is the identifier. + Value is a list of prefabs that share the same identifier, + where the first element is the "base" prefab, + i.e. the only prefab that's loaded when override tags are not defined. + This first element can be null, if only overrides are defined. + The last element of the list is the prefab that is effectively used + (hereby called "active prefab") + + + + + Collection of content files that override all previous prefabs + i.e. anything set to load before these effectively doesn't exist + + + + + AllPrefabs exposes all prefabs instead of just the active ones. + + + + + Returns the active prefab with the given identifier. + + Prefab identifier + Active prefab with the given identifier + + + + Returns true if a prefab with the identifier exists, false otherwise. + + Prefab identifier + The matching prefab (if one is found) + Whether a prefab with the identifier exists or not + + + + Finds the first active prefab that returns true given the predicate, + or null if no such prefab is found. + + Predicate to perform the search with. + + + + + Returns true if a prefab with the given identifier exists, false otherwise. + + Prefab identifier + Whether a prefab with the given identifier exists or not + + + + Determines whether a prefab is implemented as an override or not. + + Prefab in this collection + Whether a prefab is implemented as an override or not + + + + Add a prefab to the collection. + If not marked as an override, fail if a prefab with the same + identifier already exists. + Otherwise, add to the corresponding list, + without making any changes to the base prefab. + + Prefab + Is marked as override + + + + Removes a prefab from the collection. + + Prefab + + + + Removes all prefabs that were loaded from a certain file. + + + + + Adds an override file to the collection. + + + + + Removes an override file from the collection. + + + + + Sorts all prefabs in the collection based on the content package load order. + + + + + GetEnumerator implementation to enable foreach + + IEnumerator + + + + GetEnumerator implementation to enable foreach + + IEnumerator + + + + Prefab that has a property serves as a deterministic hash of + a prefab's identifier. This member is filled automatically + by PrefabCollection.Add. Required for GetRandom to work on + arbitrary Prefab enumerables, recommended for network synchronization. + + + + + Sample a pre-generated perlin noise map. Faster than calculating the noise on the fly. + + Normalized x position. The noise map starts repeating after x > 1 + Normalized y position. The noise map starts repeating after y > 1 + A noise value between 0.0f and 1.0f + + + + Allows the game to run logic such as updating the world, + checking for collisions, gathering input, and playing audio. + + + + + Labels of the components of a vector property (defaults to x,y,z,w) + + + + + If a translation can't be found for the property name, this tag is used instead + + + + + Currently implemented only for int and bool fields. TODO: implement the remaining types (SerializableEntityEditor) + + + + + If set to true, the instance values saved in a submarine file will always override the prefab values, even if using a mod that normally overrides instance values. + + + + + + Try getting the values of some commonly used properties directly without reflection + + + + + Try getting the values of some commonly used properties directly without reflection + + + + + Try getting the values of some commonly used properties directly without reflection + + + + + Try getting the values of some commonly used properties directly without reflection + + + + + Try setting the values of some commonly used properties directly without reflection + + + + + Try setting the values of some commonly used properties directly without reflection + + + + + Upgrade the properties of an entity saved with an older version of the game. Properties that should be upgraded are defined using "Upgrade" elements in the config file. + for example, would force the scale of the entity to 0.5 if it was saved with a version prior to 0.9.2.0. + + The entity to upgrade + The XML element to get the upgrade instructions from (e.g. the config of an item prefab) + The game version the entity was saved with + + + + Returns the first child element that matches the name using the provided comparison method. + + + + + Returns all child elements that match the name using the provided comparison method. + + + + + Resets every round. + + + + + Reference to the xml element from where the sprite was created. Can be null if the sprite was not defined in xml! + + + + + In pixels + + + + + 0 - 1 + + + + + Identifier of the Map Entity so that we can link the sprite to its owner. + + + + + Creates a supposedly unique identifier from the parent element. If the parent element is not found, uses the sprite element. + TODO: If there are multiple elements with exactly the same data, the ids will fail. -> Is there a better way to identify the sprites? + ALSO TODO: delete :) + + + + + Works only if there is a name attribute defined for the sprite. For items and structures, the entity id or name is used if the sprite's name attribute is not defined. + + + + + Should the item spawn even if the container can't contain items of this type + + + + + The maximum amount of creatures of the same species in the same team that are allowed to be spawned via this status effect. + Also the creatures spawned by other means are counted in the check. + + + + + Index of the slot the target must be in when targeting a Contained item + + + + + Always do the conditional checks for the duration/delay. If false, only check conditional on apply. + + + + + Only valid if the effect has a duration or delay. Can the effect be applied on the same target(s)s if the effect is already being applied? + + + + + The interval at which the effect is executed. The difference between delay and interval is that effects with a delay find the targets, check the conditions, etc + immediately when Apply is called, but don't apply the effects until the delay has passed. Effects with an interval check if the interval has passed when Apply is + called and apply the effects if it has, otherwise they do nothing. + + + + + Can the StatusEffect be applied when the item applying it is broken + + + + + Which type of afflictions the target must receive for the StatusEffect to be applied. Only valid when the type of the effect is OnDamaged. + + + + + Keeps track of things that have happened during the round + + + + + Check if the currently selected language is available, and switch to English if not + + + + + Maximum FPS (0 = unlimited). + + + + + Calculate the new value of the property + + level of the upgrade + + + + + Sets the OriginalValue to a value stored in the save XML element + + + + + + Recursively apply a percentage to a value certain amount of times + + original value + percentage increase/decrease + how many times to apply the percentage change + + + + + Finds saved properties in the XML element and resets properties that are not managed by the upgrade anymore to their default values + + XML save element + + + + Find an item component matching the XML element + + Target item + XML ItemComponent element + Array of matching ItemComponents or null + + + + Applies the upgrade to the target item and components + + + This method should be called every time a new upgrade is added unless you set the original values of PropertyReference manually. + Do note that calls this method automatically. + + + + + Maximum upgrade level without taking submarine tier or class restrictions into account + + + + + Returns the maximum upgrade level for the current sub, taking tier and class restrictions into account + + + + + Returns the maximum upgrade level for the specified sub, taking tier and class restrictions into account + + + + + Parse a integer value from a string that is formatted like a percentage increase / decrease. + + String to parse + What XML attribute the value originates from, only used for warning formatting. + What XMLElement the value originates from, only used for warning formatting. + Whether or not to suppress warnings if both "attribute" and "sourceElement" are defined. + + + This sample returns -15 as an integer. + + XElement element = new XElement("change", new XAttribute("increase", "-15%")); + ParsePercentage(element.GetAttributeString("increase", string.Empty)); + + + + List of homoglyphs taken from https://github.com/codebox/homoglyph/ + + + + wrap the angle between 0.0f and 2pi + + + + + wrap the angle between -pi and pi + + + + + Returns the angle between the two angles, where the direction matters. + + + + + solves the angle opposite to side a (parameters: lengths of each side) + + + + + check whether line from a to b is intersecting with line from c to b + + + + + Get the intersections between a line (either infinite or a line segment) and a circle + + Center of the circle + Radius of the circle + 1st point on the line + 2nd point on the line + Is the line a segment or infinite + The number of intersections + + + + Get a point on a circle's circumference + + Center of the circle + Radius of the circle + Angle (in radians) from the center + + + + + Get a specific number of evenly distributed points on a circle's circumference + + Center of the circle + Radius of the circle + Number of points to calculate + Angle (in radians) of the first point from the center + + + + + divide a convex hull into triangles + + List of triangle vertices (sorted counter-clockwise) + + + + Float comparison. Note that may still fail in some cases. + + + + + Float comparison. Note that may still fail in some cases. + + + + + Returns a position in a curve. + + + + + Converts the alignment to a vector where -1,-1 is the top-left corner, 0,0 the center and 1,1 bottom-right + + + + + Rotates a point in 2d space around another point. + Modified from: + http://www.gamefromscratch.com/post/2012/11/24/GameDev-math-recipes-Rotating-one-point-around-another-point.aspx + + + + + Rotates a point in 2d space around the origin + + + + + Returns the corners of an imaginary rectangle. + Unlike the XNA rectangle, this can be rotated with the up parameter. + + + + + Returns the corners of an imaginary rectangle. + Unlike the XNA Rectangle, this can be rotated with the up parameter. + + + + + Check if a point is inside a rectangle. + Unlike the XNA Rectangle, this rectangle might have been rotated. + For XNA Rectangles, use the Contains instance method. + + + + + Check if a point is inside a rectangle. + Unlike the XNA Rectangle, this rectangle might have been rotated. + For XNA Rectangles, use the Contains instance method. + + + + + Slightly modified from https://gamedev.stackexchange.com/questions/110229/how-do-i-efficiently-check-if-a-point-is-inside-a-rotated-rectangle + + + + + Returns a scalar t from a value v between a range from min to max. Clamped between 0 and 1. + + + + + Mersenne Twister based random + + + + + Constructor with randomized seed + + + + + Constructor with provided 32 bit seed + + + + + (Re)initialize this instance with provided 32 bit seed + + + + + Generates a random value from UInt32.MinValue to UInt32.MaxValue, inclusively + + + + + Generates a random value that is greater or equal than 0 and less than Int32.MaxValue + + + + + Returns a random value is greater or equal than 0 and less than maxValue + + + + + Generates a random value greater or equal than 0 and less or equal than Int32.MaxValue (inclusively) + + + + + Returns random value larger or equal to 0.0 and less than 1.0 + + + + + Min inclusive, Max exclusive! + + + + + Random float between 0 and 1. + + + + + + Adds an assembly's Non-Abstract Types to the cache for Barotrauma's Type lookup. + + Assembly to be added + Whether or not to overwrite an entry if the assembly already exists within it. + + + + Removes an assembly from the cache for Barotrauma's Type lookup. + + Assembly to remove. + + + + Skips validation for as long as the returned object remains in scope (remember to use using) + + + + + When set to true, the game is allowed to modify the vanilla content in debug builds. Has no effect in non-debug builds. + + + + + Returns file name characters that are invalid on any of our supported platforms (essentially the list of invalid characters on Windows) + + + + + Diff from UTC + + + + + DateTime wrapper that tries to offer a reliable + string representation that's also human-friendly + + + + + a method for changing inputtypes with old names to the new ones to ensure backwards compatibility with older subs + + + + + Convert a HSV value into a RGB value. + + Value between 0 and 360 + Value between 0 and 1 + Value between 0 and 1 + Reference + + + + + Returns either a green [x] or a red [o] + + + + + + + + Turn the object into a string and give it rich color based on the object type + + + + + + + Calculates the minimum number of single-character edits (i.e. insertions, deletions or substitutions) required to change one string into the other + + + + + Reads a number of bits from the buffer and inserts them to a new NetBuffer instance + + + + + Returns a new instance of the class with all properties and fields copied. + + + + + Copies the values of the source to the destination. May not work, if the source is of higher inheritance class than the destination. Does not work with virtual properties. + + + + + Cleans up a path by replacing backslashes with forward slashes, and + optionally corrects the casing of the path. Recommended when serializing + paths to a human-readable file to force case correction on all platforms. + Also useful when working with paths to files that currently don't exist, + i.e. case cannot be corrected. + + Path to clean up + Should the case be corrected to match the filesystem? + Directories that the path should be found in, not returned. + Path with corrected slashes, and corrected case if requested. + + + + Cleans up a path by replacing backslashes with forward slashes, and + corrects the casing of the path on non-Windows platforms. Recommended + when loading a path from a file, to make sure that it is found on all + platforms when attempting to open it. + + Path to clean up + Path with corrected slashes, and corrected case if required by the platform. + + + + Extends % and + characters to color tags in talent name tooltips to make them look nicer. + This obviously does not work in languages like French where a non breaking space is used + so it's just a a bit extra for the languages it works with. + + + + + + + Description of Voronoi. + + + + + @param xValuesIn Array of X values for each site. + @param yValuesIn Array of Y values for each site. Must be identical length to yValuesIn + @param minX The minimum X of the bounding box around the voronoi + @param maxX The maximum X of the bounding box around the voronoi + @param minY The minimum Y of the bounding box around the voronoi + @param maxY The maximum Y of the bounding box around the voronoi + @return + + + + Executed when the cell is destroyed (only applies to destructible level walls) + + + + + Returns the normal of the edge that points outwards from the specified cell + + +
+
\ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus.NetStandard.dll b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus.NetStandard.dll new file mode 100644 index 00000000..293008de Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus.NetStandard.dll differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus.NetStandard.pdb b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus.NetStandard.pdb new file mode 100644 index 00000000..013374a3 Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus.NetStandard.pdb differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus_LICENSE b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus_LICENSE new file mode 100644 index 00000000..74985b00 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Concentus_LICENSE @@ -0,0 +1,30 @@ +Copyright (c) by various holding parties, including (but not limited to): +Skype Limited, Xiph.Org Foundation, CSIRO, Microsoft Corporation, +Jean-Marc Valin, Gregory Maxwell, Mark Borgerding, Timothy B. Terriberry, +Logan Stromberg. All rights are reserved by their respective holders. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + +* Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + +* Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +* Neither the name of Internet Society, IETF or IETF Trust, nor the + names of specific contributors, may be used to endorse or promote + products derived from this software without specific prior written + permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE +FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR +SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, +OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/campaignsettings.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/campaignsettings.xml new file mode 100644 index 00000000..24ec3a60 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/campaignsettings.xml @@ -0,0 +1,14 @@ + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/clientpermissions.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/clientpermissions.xml new file mode 100644 index 00000000..f518b035 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/clientpermissions.xml @@ -0,0 +1,2 @@ + + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/forbiddenwordlist.txt b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/forbiddenwordlist.txt new file mode 100644 index 00000000..81cbd5d6 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Data/forbiddenwordlist.txt @@ -0,0 +1,427 @@ +4r5e +5h1t +5hit +Dumbcunt +a$$ +a$$hole +a2m +a54 +a55 +a55hole +a_s_s +adolf +ahole + anal +anus +anuses +arrse +arse + ass +asses +asshat +asshole +assshole +b!tch +b17ch +b1tch +ballsack +beatch +bitch +bitchass +bitched +bitcher +bitchers +bitches +bitches +bitching +bitchy +blowjob +blowjobs +bulldyke +bullshit +bullshits +bullshitted +bullturds +bung +bunghole +buttfucker +butthole +buttmuch +buttmunch +c-0-c-k +c.0.c.k +c.o.c.k. +c.u.n.t +c0ck +carpetmuncher + chinc +chincs +chink +chinky +clitoris + cock +cock sucker +cock-sucker +cocks +cocksucker +cocksuckers +cocksucking +cocksucks +coochie +coochy + coon +coonnass + coons +cracker +crackwhore +crap +cumbubble +cumdump +cumdump +cumdumpster +cumguzzler +cumjockey +cummer +cummin +cumming + cums +cumshot +cumshots +cumslut +cumstain +cumtart +cunilingus +cunillingus +cunnie +cunnilingus + cunny +cunt +cuntass +cuntbag +cuntbag +cuntface +cunthole +cunthunter +cuntlick +cuntlick +cuntlicker +cuntlicker +cuntlicking +cuntlicking +cuntrag +cunts +cunts +cuntsicle +cuntsicle +cuntslut +d0uch3 +d0uche +d1ck +d1ld0 +d1ldo +deepthroat +dick +dick-ish +dick-sneeze +dickbag +dickbeaters +dickdipper +dickface +dickflipper +dickfuck +dickfucker +dickhead +dickheads +dickhole +dickish +dickjuice +dickmilk +dickmonger +dickripper +dicks +dicks +dicksipper +dickslap +dicksucker +dicksucking +dicktickler +dickwad +dickweasel +dickweed +dickwhipper +dickwod +dickzipper +diddle +dike +dildo +dildos +douche +douchebag +dumbass +dumbasses +dumbfuck +dumbshit +dyke +dykes +ejaculate +ejaculated +ejaculates +ejaculates +ejaculating +ejaculating +ejaculatings +ejaculation +ejakulate +erect +f u c k +f u c k e r +f.u.c.k +f4nny +f_u_c_k + fag +fagbag +fagfucker +fagg +fagged +fagging +faggit +faggitt +faggot +faggot* +faggotcock +faggots +faggots +faggs +fagot +fagots + fags +fagtard +fatass +fcuk +fcuker +fcuking +feck +fecker +fistfuck +fistfucked +fistfucked +fistfucker +fistfucker +fistfuckers +fistfuckers +fistfucking +fistfucking +fistfuckings +fistfuckings +fistfucks +fistfucks +fuck +fuck-ass +fuck ass +fuck-bitch +fuck bitch +fucktard +fuck tard +fucka +fuckass +fuckbag +fuckboy +fuckbrain +fuckbutt +fuckbutter +fucked +fuckedup +fucker +fuckers +fuckersucker +fuckface +fuckhead +fuckheads +fuckhole +fuckin +fucking +fuckings +fuckingshitmotherfucker +fuckme +fuckme +fuckmeat +fucknugget +fucknut +fucknutt +fuckoff +fucks +fuckstick +fucktard +fucktards +fucktart +fucktoy +fucktoy +fucktwat +fuckup +fuckwad +fuckwhit +fuckwit +fuckwitt +gay +gayass +gaybob +gaydo +gayfuck +gayfuckist +gaylord +gays +god-dam +god-damned +godamn +godamnit +goddam +goddammit +goddamn +goddamned +goddamnit +godsdamn +hitler +homo +homodumbshit +homoerotic +homoey +homos +honkey +honky +jack-off +jackass +jackass +jackasses +jackasses +jackhole +jackhole +jackoff +jackoff +jaggi +jagoff +jailbait +jailbait + jap +japs + jerk +jerk-off +jerkoff +jerk off +jerk0ff +jerkass +jerked +jerkoff +jew +jews +jism +jiz +jiz +jizm +jizm +jizz +jizzed +kike +kikes +knob + kum +kummer +kumming +kums +lesbian +lesbians +lesbo +lesbos +lez +lezzie +master-bate +master-bate +masterbat* +masterbat3 +masterbate +masterbating +masterbation +masterbations +masturbate +masturbating +masturbation +mothafuck +mothafucka +mothafuckas +mothafuckaz +mothafucked +mothafucked +mothafucker +mothafuckers +mothafuckin +mothafucking +mothafuckings +mothafucks +motherfuck +motherfucka +motherfucked +motherfucker +motherfucker +motherfuckers +motherfuckin +motherfucking +motherfuckings +motherfuckka +motherfucks +mudslime* +mudslimes* +nazi +nazis + nig +nig-nog +nigg3r +nigg4h +nigga +nigga +niggah +niggas +niggas +niggaz +nigger +nigger +niggers +niggle +niglet +negroid +negroids +penis +pigfucker + piss +piss-off +pissed +pisser +pissers +pisses +pisses +pissflaps +pissin +pissin +pissing +pissoff +pissoff +pussies +pussy +queaf +queaf +queef +queer +queers + rape +raped +raper +rapey +raping +rapist +slut +sluts +twat +twats +vagina +vaginas +white power +whore +whores \ No newline at end of file diff --git a/Daedalic Entertainment 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"continues" the async call. We pass it to the Dispatch + to be called when the callback returns. + + + + + Gets the result. This is called internally by the async shit. + + + + + Return true if complete or failed + + + + + This is what makes this struct awaitable + + + + + Gives us a generic way to get the CallbackId of structs + + + + + Cancels a ticket. + You should cancel your ticket when you close the game or leave a server. + + + + + Cancels a ticket. + You should cancel your ticket when you close the game or leave a server. + + + + + Responsible for all callback/callresult handling + + This manually pumps Steam's message queue and dispatches those + events to any waiting callbacks/callresults. + + + + + If set then we'll call this function every time a callback is generated. + + This is SLOW!! - it's for debugging - don't keep it on all the time. If you want to access a specific + callback then please create an issue on github and I'll add it! + + Params are : [Callback Type] [Callback Contents] [server] + + + + + + Called if an exception happens during a callback/callresult. + This is needed because the exception isn't always accessible when running + async.. and can fail silently. With this hooked you won't be stuck wondering + what happened. + + + + + This gets called from Client/Server Init + It's important to switch to the manual dispatcher + + + + + Make sure we don't call Frame in a callback - because that'll cause some issues for everyone. + + + + + Calls RunFrame and processes events from this Steam Pipe + + + + + To be safe we don't call the continuation functions while iterating + the Callback list. This is maybe overly safe because the only way this + could be an issue is if the callback list is modified in the continuation + which would only happen if starting or shutting down in the callback. + + + + + A callback is a general global message + + + + + Given a callback, try to turn it into a string + + + + + A result is a reply to a specific command + + + + + Pumps the queue in an async loop so we don't + have to think about it. This has the advantage that + you can call .Wait() on async shit and it still works. + + + + + Pumps the queue in an async loop so we don't + have to think about it. This has the advantage that + you can call .Wait() on async shit and it still works. + + + + + Watch for a steam api call + + + + + Install a global callback. The passed function will get called if it's all good. + + + + + The score is just a simple numerical value + + + + + The score represents a time, in seconds + + + + + The score represents a time, in milliseconds + + + + + The top-score is the lowest number + + + + + The top-score is the highest number + + + + + Send the message unreliably. Can be lost. Messages *can* be larger than a + single MTU (UDP packet), but there is no retransmission, so if any piece + of the message is lost, the entire message will be dropped. + + The sending API does have some knowledge of the underlying connection, so + if there is no NAT-traversal accomplished or there is a recognized adjustment + happening on the connection, the packet will be batched until the connection + is open again. + + + + + Disable Nagle's algorithm. + By default, Nagle's algorithm is applied to all outbound messages. This means + that the message will NOT be sent immediately, in case further messages are + sent soon after you send this, which can be grouped together. Any time there + is enough buffered data to fill a packet, the packets will be pushed out immediately, + but partially-full packets not be sent until the Nagle timer expires. + + + + + If the message cannot be sent very soon (because the connection is still doing some initial + handshaking, route negotiations, etc), then just drop it. This is only applicable for unreliable + messages. Using this flag on reliable messages is invalid. + + + + Reliable message send. Can send up to 0.5mb in a single message. + Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for + efficient sends of large chunks of data. + + + + Return a NetIdentity that represents LocalHost + + + + + Return true if this identity is localhost + + + + + Convert to a SteamId + + + + + + Set the specified Address + + + + + Automatically convert to a SteamId + + + + + + Returns NULL if we're not a SteamId + + + + + Returns NULL if we're not a NetAddress + + + + + We override tostring to provide a sensible representation + + + + + The Port. This is redundant documentation. + + + + + Any IP, specific port + + + + + Localhost IP, specific port + + + + + Specific IP, specific port + + + + + Specific IP, specific port + + + + + Set everything to zero + + + + + Return true if the IP is ::0. (Doesn't check port.) + + + + + Return true if IP is mapped IPv4 + + + + + Return true if IP is a fake IPv4 for Steam Datagram Relay + + + + + Return true if this identity is localhost. (Either IPv6 ::1, or IPv4 127.0.0.1) + + + + + Get the Address section + + + + + Used as a base to create your client connection. This creates a socket + to a single connection. + + You can override all the virtual functions to turn it into what you + want it to do. + + + + + Accept an incoming connection that has been received on a listen socket. + + + + + Disconnects from the remote host and invalidates the connection handle. Any unread data on the connection is discarded.. + reasonCode is defined and used by you. + + + + + Get/Set connection user data + + + + + A name for the connection, used mostly for debugging + + + + + This is the best version to use. + + + + + Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and + you're not creating a new one every frame (like using .ToArray()) + + + + + Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and + you're not creating a new one every frame (like using .ToArray()) + + + + + This creates a ton of garbage - so don't do anything with this beyond testing! + + + + + Flush any messages waiting on the Nagle timer and send them at the next transmission + opportunity (often that means right now). + + + + + Returns detailed connection stats in text format. Useful + for dumping to a log, etc. + + Plain text connection info + + + + Returns a small set of information about the real-time state of the connection. + + + + + Configure multiple outbound messages streams ("lanes") on a connection, and + control head-of-line blocking between them. + + + + + Describe the state of a connection + + + + + High level state of the connection + + + + + Remote address. Might be all 0's if we don't know it, or if this is N/A. + + + + + Who is on the other end? Depending on the connection type and phase of the connection, we might not know + + + + + Basic cause of the connection termination or problem. + + + + + Describe the status of a connection + + + + + Number of bytes unreliable data pending to be sent. This is data that you have recently requested to be sent but has not yet actually been put on the wire. + + + + + Number of bytes reliable data pending to be sent. This is data that you have recently requested to be sent but has not yet actually been put on the wire. + + + + + Number of bytes of reliable data that has been placed the wire, but for which we have not yet received an acknowledgment, and thus we may have to re-transmit. + + + + + Describe the status of a connection + + + + + Current ping (ms) + + + + + Outgoing packets per second + + + + + Outgoing bytes per second + + + + + Incoming packets per second + + + + + Incoming bytes per second + + + + + Connection quality measured locally, 0...1 (percentage of packets delivered end-to-end in order). + + + + + Packet delivery success rate as observed from remote host, 0...1 (percentage of packets delivered end-to-end in order). + + + + + Number of bytes unreliable data pending to be sent. This is data that you have recently requested to be sent but has not yet actually been put on the wire. + + + + + Number of bytes reliable data pending to be sent. This is data that you have recently requested to be sent but has not yet actually been put on the wire. + + + + + Number of bytes of reliable data that has been placed the wire, but for which we have not yet received an acknowledgment, and thus we may have to re-transmit. + + + + + + Object that describes a "location" on the Internet with sufficient + detail that we can reasonably estimate an upper bound on the ping between + the two hosts, even if a direct route between the hosts is not possible, + and the connection must be routed through the Steam Datagram Relay network. + This does not contain any information that identifies the host. Indeed, + if two hosts are in the same building or otherwise have nearly identical + networking characteristics, then it's valid to use the same location + object for both of them. + + NOTE: This object should only be used in the same process! Do not serialize it, + send it over the wire, or persist it in a file or database! If you need + to do that, convert it to a string representation using the methods in + ISteamNetworkingUtils(). + + + + + Estimate the round-trip latency between two arbitrary locations, in + milliseconds. This is a conservative estimate, based on routing through + the relay network. For most basic relayed connections, this ping time + will be pretty accurate, since it will be based on the route likely to + be actually used. + + If a direct IP route is used (perhaps via NAT traversal), then the route + will be different, and the ping time might be better. Or it might actually + be a bit worse! Standard IP routing is frequently suboptimal! + + But even in this case, the estimate obtained using this method is a + reasonable upper bound on the ping time. (Also it has the advantage + of returning immediately and not sending any packets.) + + In a few cases we might not able to estimate the route. In this case + a negative value is returned. k_nSteamNetworkingPing_Failed means + the reason was because of some networking difficulty. (Failure to + ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot + currently answer the question for some other reason. + + Do you need to be able to do this from a backend/matchmaking server? + You are looking for the "ticketgen" library. + + + + Destroy a listen socket. All the connections that were accepting on the listen + socket are closed ungracefully. + + + + + Represents a Steam Achievement. + + + + + Gets whether or not the achievement has been unlocked. + + + + + Gets the identifier of the achievement. This is the "API Name" on Steamworks. + + + + + Gets the display name of the achievement. + + + + + Gets the description of the achievement. + + + + + If is , this value represents the time that the achievement was unlocked. + + + + + Gets the icon of the achievement. This can return a null image even though the image exists if the image + hasn't been downloaded by Steam yet. You should use if you want to wait for the image to be downloaded. + + + + + Gets the icon of the achievement, yielding until the icon is received or the is reached. + + The timeout in milliseconds before the request will be canceled. Defaults to 5000. + + + + Gets a decimal (0-1) representing the global amount of users who have unlocked the specified achievement, or -1 if no data available. + + + + + Unlock this achievement. + + + + + Reset this achievement to be locked. + + + + + Provides information about a DLC. + + + + + The of the DLC. + + + + + The name of the DLC. + + + + + Whether or not the DLC is available. + + + + + Represents download progress. + + + + + Whether or not the download is currently active. + + + + + How many bytes have been downloaded. + + + + + How many bytes in total the download is. + + + + + Gets the amount of bytes left that need to be downloaded. + + + + + Sent for games with enabled anti indulgence / duration control, for enabled users. + Lets the game know whether persistent rewards or XP should be granted at normal rate, half rate, or zero rate. + + + + + appid generating playtime + + + + + is duration control applicable to user + game combination + + + + + playtime since most recent 5 hour gap in playtime, only counting up to regulatory limit of playtime, in seconds + + + + + playtime on current calendar day + + + + + recommended progress + + + + + Represents details of a file. + + + + + The size of the file in bytes. + + + + + Returns the color of the pixel at the specified position. + + X-coordinate + Y-coordinate + The color. + If the X and Y or out of bounds. + + + + Returns "{Width}x{Height} ({length of }bytes)" + + + + + + Represents a color. + + + + + the name of a leaderboard + + + + + Submit your score and replace your old score even if it was better + + + + + Submit your new score, but won't replace your high score if it's lower + + + + + Attaches a piece of user generated content the user's entry on a leaderboard + + + + + Fetches leaderboard entries for an arbitrary set of users on a specified leaderboard. + + + + + Used to query for a sequential range of leaderboard entries by leaderboard Sort. + + + + + Used to retrieve leaderboard entries relative a user's entry. If there are not enough entries in the leaderboard + before or after the user's entry, Steam will adjust the range to try to return the number of entries requested. + For example, if the user is #1 on the leaderboard and start is set to -2, end is set to 2, Steam will return the first + 5 entries in the leaderboard. If The current user has no entry, this will return null. + + + + + Used to retrieve all leaderboard entries for friends of the current user + + + + + Represents a Steam lobby. + + + + + Try to join this room. Will return on success, + and anything else is a failure. + + + + + Leave a lobby; this will take effect immediately on the client side + other users in the lobby will be notified by a LobbyChatUpdate_t callback + + + + + Invite another user to the lobby. + Will return if the invite is successfully sent, whether or not the target responds + returns if the local user is not connected to the Steam servers + + + + + Gets the number of users in this lobby. + + + + + Returns current members in the lobby. The current user must be in the lobby in order to see the users. + + + + + Get data associated with this lobby. + + + + + Set data associated with this lobby. + + + + + Removes a metadata key from the lobby. + + + + + Get all data for this lobby. + + + + + Gets per-user metadata for someone in this lobby. + + + + + Sets per-user metadata (for the local user implicitly). + + + + + Sends a string to the chat room. + + + + + Sends bytes to the chat room. + + + + + Sends bytes to the chat room from an unsafe buffer. + + + + + Refreshes metadata for a lobby you're not necessarily in right now. + + You never do this for lobbies you're a member of, only if your + this will send down all the metadata associated with a lobby. + This is an asynchronous call. + Returns if the local user is not connected to the Steam servers. + Results will be returned by a LobbyDataUpdate_t callback. + If the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to . + + + + + Max members able to join this lobby. Cannot be over 250. + Can only be set by the owner of the lobby. + + + + + Sets the lobby as public. + + + + + Sets the lobby as private. + + + + + Sets the lobby as invisible. + + + + + Sets the lobby as friends only. + + + + + Set whether or not the lobby can be joined. + + Whether or not the lobby can be joined. + + + + [SteamID variant] + Allows the owner to set the game server associated with the lobby. Triggers the + Steammatchmaking.OnLobbyGameCreated event. + + + + + [IP/Port variant] + Allows the owner to set the game server associated with the lobby. Triggers the + Steammatchmaking.OnLobbyGameCreated event. + + + + + Gets the details of the lobby's game server, if set. Returns true if the lobby is + valid and has a server set, otherwise returns false. + + + + + Gets or sets the owner of the lobby. You must be the lobby owner to set the owner + + + + + Check if the specified SteamId owns the lobby. + + + + + only lobbies in the same immediate region will be returned + + + + + only lobbies in the same immediate region will be returned + + + + + only lobbies in the same immediate region will be returned + + + + + Filter by specified key/value pair; string parameters + + + + + Numerical filter where value is less than the value provided + + + + + Numerical filter where value is greater than the value provided + + + + + Numerical filter where value must be equal to the value provided + + + + + Numerical filter where value must not equal the value provided + + + + + Test key, initialize numerical filter list if necessary, then add new numerical filter + + + + + Order filtered results according to key/values nearest the provided key/value pair. + Can specify multiple near value filters; each successive filter is lower priority than the previous. + + + + + returns only lobbies with the specified number of slots available + + + + + sets how many results to return, the lower the count the faster it is to download the lobby results + + + + + Run the query, get the matching lobbies + + + + + A server query packet. + + + + + Target IP address + + + + + Target port + + + + + This data is pooled. Make a copy if you don't use it immediately. + This buffer is also quite large - so pay attention to Size. + + + + + Size of the data + + + + + Represents a RemotePlaySession from the SteamRemotePlay interface + + + + + Returns true if this session was valid when created. This will stay true even + after disconnection - so be sure to watch SteamRemotePlay.OnSessionDisconnected + + + + + Get the SteamID of the connected user + + + + + Get the name of the session client device + + + + + Get the name of the session client device + + + + + Represents a screenshot that was taken by a user. + + + + + Tags a user as being visible in the screenshot + + + + + Sets the location of the screenshot. + + + + + Gets the individual tags for this server + + + + + Add this server to our history list + If we're already in the history list, weill set the last played time to now + + + + + If this server responds to source engine style queries, we'll be able to get a list of rules here + + + + + Remove this server from our history list + + + + + Add this server to our favourite list + + + + + Remove this server from our favourite list + + + + + An optional interface to use instead of deriving + + + + + The actual connection we're managing + + + + + The last received ConnectionInfo + + + + + We're trying to connect! + + + + + Client is connected. They move from connecting to Connections + + + + + The connection has been closed remotely or disconnected locally. Check data.State for details. + + + + + Sends a message to multiple connections. + + The connections to send the message to. + The number of connections to send the message to, to allow reusing the connections array. + Pointer to the message data. + Size of the message data. + Flags to control delivery of the message. + An optional array to hold the results of sending the messages for each connection. + + + + Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and + you're not creating a new one every frame (like using .ToArray()) + + + + + Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and + you're not creating a new one every frame (like using .ToArray()) + + + + + This creates a ton of garbage - so don't do anything with this beyond testing! + + + + + We started connecting to this guy + + + + + Called when the connection is fully connected and can start being communicated with + + + + + We got disconnected + + + + + Received a message + + + + + Must call Accept or Close on the connection within a second or so + + + + + Called when the connection is fully connected and can start being communicated with + + + + + Called when the connection leaves. Must call Close on the connection + + + + + Received a message from a connection + + + + + Used as a base to create your networking server. This creates a socket + and listens/communicates with multiple queries. + + You can override all the virtual functions to turn it into what you + want it to do. + + + + + Default behaviour is to accept every connection + + + + + Client is connected. They move from connecting to Connections + + + + + The connection has been closed remotely or disconnected locally. Check data.State for details. + + + + + Which app we're querying. Defaults to the current app. + + + + + When a new server is added, this function will get called + + + + + Called for every responsive server + + + + + Called for every unresponsive server + + + + + A list of servers that responded. If you're only interested in servers that responded since you + last updated, then simply clear this list. + + + + + A list of servers that were in the master list but didn't respond. + + + + + Query the server list. Task result will be true when finished + + + + + + Exposes a wide range of information and actions for applications and Downloadable Content (DLC). + + + + + Posted after the user gains ownership of DLC and that DLC is installed. + + + + + Posted after the user gains executes a Steam URL with command line or query parameters + such as steam://run/appid//-commandline/?param1=value1(and)param2=value2(and)param3=value3 etc + while the game is already running. The new params can be queried + with GetLaunchQueryParam and GetLaunchCommandLine. + + + + + Gets whether or not the active user is subscribed to the current App ID. + + + + + Gets whether or not the user borrowed this game via Family Sharing. If true, call GetAppOwner() to get the lender SteamID. + + + + + Gets whether or not the license owned by the user provides low violence depots. + Low violence depots are useful for copies sold in countries that have content restrictions + + + + + Gets whether or not the current App ID license is for Cyber Cafes. + + + + + Gets whether or not the user has a VAC ban on their account. + + + + + Gets the current language that the user has set. + This falls back to the Steam UI language if the user hasn't explicitly picked a language for the title. + + + + + Gets a list of the languages the current app supports. + + + + + Gets whether or not the active user is subscribed to a specified App ID. + Only use this if you need to check ownership of another game related to yours, a demo for example. + + The App ID of the DLC to check. + + + + Gets whether or not the user owns a specific DLC and if the DLC is installed. + + The App ID of the DLC to check. + + + + Returns the time of the purchase of the app. + + The App ID to check the purchase time for. + + + + Checks if the user is subscribed to the current app through a free weekend. + This function will return false for users who have a retail or other type of license. + Before using, please ask your Valve technical contact how to package and secure your free weekened. + + + + + Returns metadata for all available DLC. + + + + + Install control for optional DLC. + + The App ID of the DLC to install. + + + + Uninstall control for optional DLC. + + The App ID of the DLC to uninstall. + + + + Gets the name of the beta branch that is launched, or if the application is not running on a beta branch. + + + + + Force verify game content on next launch. + + If you detect the game is out-of-date (for example, by having the client detect a version mismatch with a server), + you can call MarkContentCorrupt to force a verify, show a message to the user, and then quit. + + Whether or not to only verify missing files. + + + + Gets a list of all installed depots for a given App ID in mount order. + + The App ID. + + + + Gets the install folder for a specific App ID. + This works even if the application is not installed, based on where the game would be installed with the default Steam library location. + + The App ID. + + + + Gets whether or not the app is owned by the current user. The app may not actually be owned by the current user; they may have it left over from a free weekend, etc. + + The App ID. + + + + Gets the Steam ID of the original owner of the current app. If it's different from the current user then it is borrowed. + + + + + Gets the associated launch parameter if the game is run via steam://run/appid/?param1=value1;param2=value2;param3=value3 etc. + + Parameter names starting with the character '@' are reserved for internal use and will always return an empty string. + Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game, + but it is advised that you not param names beginning with an underscore for your own features. + + The name of the parameter. + The launch parameter value. + + + + Gets the download progress for optional DLC. + + The App ID to check the progress for. + + + + Gets the Build ID of this app, which can change at any time based on backend updates to the game. + Defaults to 0 if you're not running a build downloaded from steam. + + + + + Asynchronously retrieves metadata details about a specific file in the depot manifest. + + The name of the file. + + + + Get command line if game was launched via Steam URL, e.g. steam://run/appid//command line/. + This method of passing a connect string (used when joining via rich presence, accepting an + invite, etc) is preferable to passing the connect string on the operating system command + line, which is a security risk. In order for rich presence joins to go through this + path and not be placed on the OS command line, you must set a value in your app's + configuration on Steam. Ask Valve for help with this. + + + + + Check if game is a timed trial with limited playtime. + + The amount of seconds left on the timed trial. + The amount of seconds played on the timed trial. + + + + Initialize the steam client. + If is false you need to call manually every frame. + + + + + Shuts down the steam client. + + + + + Checks if the current user's Steam client is connected to the Steam servers. + + If it's not, no real-time services provided by the Steamworks API will be enabled. The Steam + client will automatically be trying to recreate the connection as often as possible. When the + connection is restored a SteamServersConnected_t callback will be posted. + You usually don't need to check for this yourself. All of the API calls that rely on this will + check internally. Forcefully disabling stuff when the player loses access is usually not a + very good experience for the player and you could be preventing them from accessing APIs that do not + need a live connection to Steam. + + + + + Gets the Steam ID of the account currently logged into the Steam client. This is + commonly called the 'current user', or 'local user'. + A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat + rooms, and used to differentiate users in all parts of the Steamworks API. + + + + + returns the local players name - guaranteed to not be . + This is the same name as on the user's community profile page. + + + + + Gets the status of the current user. + + + + + Returns the App ID of the current process. + + + + + Checks if your executable was launched through Steam and relaunches it through Steam if it wasn't. + + This returns true then it starts the Steam client if required and launches your game again through it, + and you should quit your process as soon as possible. This effectively runs steam://run/AppId so it + may not relaunch the exact executable that called it, as it will always relaunch from the version + installed in your Steam library folder/ + Note that during development, when not launching via Steam, this might always return true. + + + + + Called in interfaces that rely on this being initialized + + + + + Class for utilizing the Steam Friends API. + + + + + Invoked when a chat message has been received from a friend. You'll need to enable + to recieve this. (friend, msgtype, message) + + + + + Invoked when a chat message has been received in a Steam group chat that we are in. Associated Functions: JoinClanChatRoom. (friend, msgtype, message) + + + + + Invoked when a friends' status changes. + + + + + Invoked when the user tries to join a game from their friends list. + Rich presence will have been set with the "connect" key which is set here. + + + + + Invoked when game overlay activates or deactivates. + The game can use this to be pause or resume single player games. + + + + + Invoked when the user tries to join a different game server from their friends list. + Game client should attempt to connect to specified server when this is received. + + + + + Invoked when the user tries to join a lobby from their friends list. + Game client should attempt to connect to specified lobby when this is received. + + + + + Invoked when a friend's rich presence data is updated. + + + + + Invoked when an overlay browser instance is navigated to a + protocol/scheme registered by . + + + + + Gets an of friends that the current user has. + + An of friends. + + + + Gets an of blocked users that the current user has. + + An of blocked users. + + + + Gets an of friend requests that the current user has. + + An of friend requests. + + + + Opens a specific overlay window. Valid options are: + "friends", + "community", + "players", + "settings", + "officialgamegroup", + "stats", + "achievements". + + + + + "steamid" - Opens the overlay web browser to the specified user or groups profile. + "chat" - Opens a chat window to the specified user, or joins the group chat. + "jointrade" - Opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API. + "stats" - Opens the overlay web browser to the specified user's stats. + "achievements" - Opens the overlay web browser to the specified user's achievements. + "friendadd" - Opens the overlay in minimal mode prompting the user to add the target user as a friend. + "friendremove" - Opens the overlay in minimal mode prompting the user to remove the target friend. + "friendrequestaccept" - Opens the overlay in minimal mode prompting the user to accept an incoming friend invite. + "friendrequestignore" - Opens the overlay in minimal mode prompting the user to ignore an incoming friend invite. + + + + + Activates the Steam Overlay to the Steam store page for the provided app. + + + + + Activates Steam Overlay web browser directly to the specified URL. + + + + + Activates the Steam Overlay to open the invite dialog. Invitations sent from this dialog will be for the provided lobby. + + + + + Mark a target user as 'played with'. + NOTE: The current user must be in game with the other player for the association to work. + + + + + Requests the persona name and optionally the avatar of a specified user. + NOTE: It's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them. + returns true if we're fetching the data, false if we already have it + + + + + Returns a small avatar of the user with the given . + + The of the user to get. + A with a value if the image was successfully retrieved. + + + + Returns a medium avatar of the user with the given . + + The of the user to get. + A with a value if the image was successfully retrieved. + + + + Returns a large avatar of the user with the given . + + The of the user to get. + A with a value if the image was successfully retrieved. + + + + Find a rich presence value by key for current user. Will be null if not found. + + + + + Sets a rich presence value by key for current user. + + + + + Clears all of the current user's rich presence data. + + + + + Listens for Steam friends chat messages. + You can then show these chats inline in the game. For example with a Blizzard style chat message system or the chat system in Dota 2. + After enabling this you will receive callbacks when ever the user receives a chat message. + + + + + Gets whether or not the current user is following the user with the given . + + The to check. + Boolean. + + + + Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations + to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation callback to your game. + + + + + Class for utilizing Steam Input. + + + + + You shouldn't really need to call this because it gets called by + but Valve think it might be a nice idea if you call it right before you get input info - + just to make sure the info you're getting is 100% up to date. + + + + + Gets a list of connected controllers. + + + + + Return an absolute path to the PNG image glyph for the provided digital action name. The current + action set in use for the controller will be used for the lookup. You should cache the result and + maintain your own list of loaded PNG assets. + + + + + + + + Return an absolute path to the PNG image glyph for the provided digital action name. The current + action set in use for the controller will be used for the lookup. You should cache the result and + maintain your own list of loaded PNG assets. + + + + + Return an absolute path to the SVF image glyph for the provided digital action name. The current + action set in use for the controller will be used for the lookup. You should cache the result and + maintain your own list of loaded PNG assets. + + + + + Class for utilizing the Steam Inventory API. + + + + + Call this if you're going to want to access definition information. You should be able to get + away with calling this once at the start if your game, assuming your items don't change all the time. + This will trigger at which point Definitions should be set. + + + + + Will call and wait until Definitions is not null + + + + + Try to find the definition that matches this definition ID. + Uses a dictionary so should be about as fast as possible. + + + + + We will try to keep this list of your items automatically up to date. + + + + + Update the list of Items[] + + + + + Get all items and return the InventoryResult + + + + + This is used to grant a specific item to the user. This should + only be used for development prototyping, from a trusted server, + or if you don't care about hacked clients granting arbitrary items. + This call can be disabled by a setting on Steamworks. + + + + + Crafting! Uses the passed items to buy the target item. + You need to have set up the appropriate exchange rules in your item + definitions. This assumes all the items passed in aren't stacked. + + + + + Crafting! Uses the passed items to buy the target item. + You need to have set up the appropriate exchange rules in your item + definitions. This assumes all the items passed in aren't stacked. + + + + + Deserializes a result set and verifies the signature bytes. + This call has a potential soft-failure mode where the Result is expired, it will + still succeed in this mode.The "expired" + result could indicate that the data may be out of date - not just due to timed + expiration( one hour ), but also because one of the items in the result set may + have been traded or consumed since the result set was generated.You could compare + the timestamp from GetResultTimestamp to ISteamUtils::GetServerRealTime to determine + how old the data is. You could simply ignore the "expired" result code and + continue as normal, or you could request the player with expired data to send + an updated result set. + You should call CheckResultSteamID on the result handle when it completes to verify + that a remote player is not pretending to have a different user's inventory. + + + + + Grant all promotional items the user is eligible for. + + + + + Trigger an item drop for this user. This is for timed drops. + + + + + Trigger a promo item drop. You can call this at startup, it won't + give users multiple promo drops. + + + + + Start buying a cart load of items. This will return a positive result is the purchase has + begun. You should listen out for SteamUser.OnMicroTxnAuthorizationResponse for a success. + + + + + Methods for clients to access matchmaking services, favorites, and to operate on game lobbies + + + + + Maximum number of characters a lobby metadata key can be + + + + + Invoked when the current user is invited to a lobby. + + + + + Invoked when the current user joins a lobby. + + + + + Invoked when the current user creates a lobby. + + + + + Invoked when a game server has been associated with a lobby. + + + + + Invoked when a lobby's metadata is modified. + + + + + Invoked when a member in a lobby's metadata is modified. + + + + + Invoked when a member joins a lobby. + + + + + Invoked when a lobby member leaves the lobby. + + + + + Invoked when a lobby member leaves the lobby. + + + + + Invoked when a lobby member is kicked from a lobby. The 3rd param is the user that kicked them. + + + + + Invoked when a lobby member is kicked from a lobby. The 3rd param is the user that kicked them. + + + + + Invoked when a chat message is received from a member of the lobby. + + + + + Creates a new invisible lobby. Call to take it online. + + + + + Attempts to directly join the specified lobby. + + + + + Get a list of servers that are on the current user's favorites list. + + + + + Get a list of servers that the current user has added to their history. + + + + + Methods for clients to access matchmaking services, favorites, and to operate on game lobbies + + + + + Functions to control music playback in the steam client. + This gives games the opportunity to do things like pause the music or lower the volume, + when an important cut scene is shown, and start playing afterwards. + Nothing uses Steam Music though so this can probably get fucked + + + + + Invoked when playback status is changed. + + + + + Invoked when the volume of the music player is changed. + + + + + Checks if Steam Music is enabled. + + + + + if a song is currently playing, paused, or queued up to play; otherwise . + + + + + Gets the current status of the Steam Music player + + + + + Plays the music player. + + + + + Pauses the music player. + + + + + Forces the music player to play the previous song. + + + + + Forces the music player to skip to the next song. + + + + + Gets and sets the current volume of the Steam Music player + + + + + Class for utilizing the Steam Network API. + + + + + Invoked when a wants to send the current user a message. You should respond by calling + if you want to recieve their messages. + + + + + Invoked when packets can't get through to the specified user. + All queued packets unsent at this point will be dropped, further attempts + to send will retry making the connection (but will be dropped if we fail again). + + + + + This should be called in response to a . + + + + + Allow or disallow P2P connects to fall back on Steam server relay if direct + connection or NAT traversal can't be established. Applies to connections + created after setting or old connections that need to reconnect. + + + + + This should be called when you're done communicating with a user, as this will + free up all of the resources allocated for the connection under-the-hood. + If the remote user tries to send data to you again, a new + callback will be posted + + + + + Checks if a P2P packet is available to read. + + + + + Checks if a P2P packet is available to read, and gets the size of the message if there is one. + + + + + Reads in a packet that has been sent from another user via SendP2PPacket. + + + + + Reads in a packet that has been sent from another user via SendP2PPacket. + + + + + Reads in a packet that has been sent from another user via SendP2PPacket. + + + + + Sends a P2P packet to the specified user. + This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections. + NOTE: The first packet send may be delayed as the NAT-traversal code runs. + + + + + Sends a P2P packet to the specified user. + This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections. + NOTE: The first packet send may be delayed as the NAT-traversal code runs. + + + + + Get the identity assigned to this interface. + E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned + to the gameserver. Returns false and sets the result to an invalid identity if we don't know + our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID + even if they are not signed into Steam.) + + + + + Creates a "server" socket that listens for clients to connect to by calling + Connect, over ordinary UDP (IPv4 or IPv6) + + To use this derive a class from and override as much as you want. + + + + + + Creates a "server" socket that listens for clients to connect to by calling + Connect, over ordinary UDP (IPv4 or IPv6). + + To use this you should pass a class that inherits . You can use + SocketManager to get connections and send messages, but the ISocketManager class + will received all the appropriate callbacks. + + + + + + Connect to a socket created via CreateListenSocketIP. + + + + + Connect to a socket created via CreateListenSocketIP. + + + + + Creates a server that will be relayed via Valve's network (hiding the IP and improving ping). + + To use this derive a class from and override as much as you want. + + + + + + Creates a server that will be relayed via Valve's network (hiding the IP and improving ping). + + To use this you should pass a class that inherits . You can use + to get connections and send messages, but the class + will received all the appropriate callbacks. + + + + + + Connect to a relay server. + + + + + Connect to a relay server. + + + + + Begin asynchronous process of allocating a fake IPv4 address that other + peers can use to contact us via P2P. IP addresses returned by this + function are globally unique for a given appid. + + For gameservers, you *must* call this after initializing the SDK but before + beginning login. Steam needs to know in advance that FakeIP will be used. + + + + + Return info about the FakeIP and port that we have been assigned, if any. + + + + + + Creates a server that will be relayed via Valve's network (hiding the IP and improving ping). + + To use this derive a class from and override as much as you want. + + + + + + Creates a server that will be relayed via Valve's network (hiding the IP and improving ping). + + To use this you should pass a class that inherits . You can use + to get connections and send messages, but the class + will received all the appropriate callbacks. + + + + + + Provides Steam Networking utilities. + + + + + A function to receive debug network information on. This will do nothing + unless you set to something other than . + + You should set this to an appropriate level instead of setting it to the highest + and then filtering it by hand because a lot of energy is used by creating the strings + and your frame rate will tank and you won't know why. + + + + + The latest available status gathered from the SteamRelayNetworkStatus callback + + + + + If you know that you are going to be using the relay network (for example, + because you anticipate making P2P connections), call this to initialize the + relay network. If you do not call this, the initialization will + be delayed until the first time you use a feature that requires access + to the relay network, which will delay that first access. + + You can also call this to force a retry if the previous attempt has failed. + Performing any action that requires access to the relay network will also + trigger a retry, and so calling this function is never strictly necessary, + but it can be useful to call it a program launch time, if access to the + relay network is anticipated. + + Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t + callbacks to know when initialization has completed. + Typically initialization completes in a few seconds. + + Note: dedicated servers hosted in known data centers do *not* need + to call this, since they do not make routing decisions. However, if + the dedicated server will be using P2P functionality, it will act as + a "client" and this should be called. + + + + + Return location info for the current host. + + It takes a few seconds to initialize access to the relay network. If + you call this very soon after startup the data may not be available yet. + + This always return the most up-to-date information we have available + right now, even if we are in the middle of re-calculating ping times. + + + + + Same as PingLocation.EstimatePingTo, but assumes that one location is the local host. + This is a bit faster, especially if you need to calculate a bunch of + these in a loop to find the fastest one. + + + + + If you need ping information straight away, wait on this. It will return + immediately if you already have up to date ping data. + + + + + [0 - 100] - Randomly discard N pct of packets. + + + + + [0 - 100] - Randomly discard N pct of packets. + + + + + Delay all packets by N ms. + + + + + Delay all packets by N ms. + + + + + Timeout value (in ms) to use when first connecting. + + + + + Timeout value (in ms) to use after connection is established. + + + + + Upper limit of buffered pending bytes to be sent. + If this is reached SendMessage will return LimitExceeded. + Default is 524288 bytes (512k). + + + + + Minimum send rate clamp, 0 is no limit. + This value will control the min allowed sending rate that + bandwidth estimation is allowed to reach. Default is 0 (no-limit) + + + + + Maximum send rate clamp, 0 is no limit. + This value will control the max allowed sending rate that + bandwidth estimation is allowed to reach. Default is 0 (no-limit) + + + + + Nagle time, in microseconds. When SendMessage is called, if + the outgoing message is less than the size of the MTU, it will be + queued for a delay equal to the Nagle timer value. This is to ensure + that if the application sends several small messages rapidly, they are + coalesced into a single packet. + See historical RFC 896. Value is in microseconds. + Default is 5000us (5ms). + + + + + Don't automatically fail IP connections that don't have + strong auth. On clients, this means we will attempt the connection even if + we don't know our identity or can't get a cert. On the server, it means that + we won't automatically reject a connection due to a failure to authenticate. + (You can examine the incoming connection and decide whether to accept it.) + + This is a dev configuration value, and you should not let users modify it in + production. + + + + + Allow unencrypted (and unauthenticated) communication. + 0: Not allowed (the default) + 1: Allowed, but prefer encrypted + 2: Allowed, and preferred + 3: Required. (Fail the connection if the peer requires encryption.) + + This is a dev configuration value, since its purpose is to disable encryption. + You should not let users modify it in production. (But note that it requires + the peer to also modify their value in order for encryption to be disabled.) + + + + + Log RTT calculations for inline pings and replies. + + + + + Log SNP packets send. + + + + + Log each message send/recv. + + + + + Log dropped packets. + + + + + Log P2P rendezvous messages. + + + + + Log ping relays. + + + + + Get Debug Information via event. + + Except when debugging, you should only use + or . For best performance, do NOT + request a high detail level and then filter out messages in the callback. + + This incurs all of the expense of formatting the messages, which are then discarded. + Setting a high priority value (low numeric value) here allows the library to avoid + doing this work. + + + + + So we can remember and provide a Get for DebugLevel. + + + + + We need to keep the delegate around until it's not used anymore. + + + + + This can be called from other threads - so we're going to queue these up and process them in a safe place. + + + + + Called regularly from the Dispatch loop so we can provide a timely + stream of messages. + + + + + Undocumented Parental Settings + + + + + Parental Settings Changed + + + + + + + + + + + + + + + + + + + + + + + This API can be used to selectively advertise your multiplayer game session in a Steam chat room group. + Tell Steam the number of player spots that are available for your party, and a join-game string, and it + will show a beacon in the selected group and allow that many users to “follow” the beacon to your party. + Adjust the number of open slots if other players join through alternate matchmaking methods. + + + + + Invoked when the list of possible Party beacon locations has changed + + + + + Invoked when the list of active beacons may have changed + + + + + Gets the amount of beacons that are active. + + + + + Gets an of active beacons. + + + + + Functions that provide information about Steam Remote Play sessions, streaming your game content to another computer or to a Steam Link app or hardware. + + + + + Invoked when a session is connected. + + + + + Invoked when a session becomes disconnected. + + + + + Gets the number of currently connected Steam Remote Play sessions + + + + + Get the currently connected Steam Remote Play session ID at the specified index. + IsValid will return if it's out of bounds + + + + + Invite a friend to Remote Play Together. + This returns if the invite can't be sent + + + + + Class for utilizing the Steam Remote Storage API. + + + + + Creates a new file, writes the bytes to the file, and then closes the file. + If the target file already exists, it is overwritten + + The path of the file. + The bytes of data. + A boolean, detailing whether or not the operation was successful. + + + + Opens a binary file, reads the contents of the file into a byte array, and then closes the file. + + The path of the file. + + + + Checks whether the specified file exists. + + The path of the file. + Whether or not the file exists. + + + + Checks if a specific file is persisted in the steam cloud. + + The path of the file. + Boolean. + + + + Gets the specified file's last modified date/time. + + The path of the file. + A describing when the file was modified last. + + + + Returns the specified files size in bytes, or 0 if the file does not exist. + + The path of the file. + The size of the file in bytes, or 0 if the file doesn't exist. + + + + Deletes the file from remote storage, but leaves it on the local disk and remains accessible from the API. + + A boolean, detailing whether or not the operation was successful. + + + + Deletes a file from the local disk, and propagates that delete to the cloud. + + + + + Gets the total number of quota bytes. + + + + + Gets the total number of quota bytes that have been used. + + + + + Number of bytes remaining until the quota is used. + + + + + returns if AND are . + + + + + Checks if the account wide Steam Cloud setting is enabled for this user + or if they disabled it in the Settings->Cloud dialog. + + + + + Checks if the per game Steam Cloud setting is enabled for this user + or if they disabled it in the Game Properties->Update dialog. + + This must only ever be set as the direct result of the user explicitly + requesting that it's enabled or not. This is typically accomplished with + a checkbox within your in-game options + + + + + Gets the total number of local files synchronized by Steam Cloud. + + + + + Gets a list of filenames synchronized by Steam Cloud. + + + + + Class for utilizing the Steam Screenshots API. + + + + + Invoked when a screenshot has been requested by the user from the Steam screenshot hotkey. + This will only be called if is true, in which case Steam + will not take the screenshot itself. + + + + + Invoked when a screenshot has been successfully written or otherwise added to the library and can now be tagged. + + + + + Invoked when a screenshot attempt failed. + + + + + Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format. + The return value is a handle that is valid for the duration of the game process and can be used to apply tags. + + + + + Adds a screenshot to the user's screenshot library from disk. If a thumbnail is provided, it must be 200 pixels wide and the same aspect ratio + as the screenshot, otherwise a thumbnail will be generated if the user uploads the screenshot. The screenshots must be in either JPEG or TGA format. + The return value is a handle that is valid for the duration of the game process and can be used to apply tags. + JPEG, TGA, and PNG formats are supported. + + + + + Causes the Steam overlay to take a screenshot. + If screenshots are being hooked by the game then a + callback is sent back to the game instead. + + + + + Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or if the game handles them. + + Hooking is disabled by default, and only ever enabled if you do so with this function. + If the hooking is enabled, then the callback will be sent if the user presses the hotkey or + when TriggerScreenshot is called, and then the game is expected to call or in response. + + + + + Provides the core of the Steam Game Servers API + + + + + Invoked when aser has been authed or rejected + + + + + Invoked when a connection to the Steam back-end has been established. + This means the server now is logged on and has a working connection to the Steam master server. + + + + + This will occur periodically if the Steam client is not connected, and has failed when retrying to establish a connection (result, stilltrying). + + + + + Invoked when the server is disconnected from Steam + + + + + Invoked when authentication status changes, useful for grabbing once availability is current. + + + + + Initialize the steam server. + If is you need to call manually every frame. + + + + + Run the callbacks. This is also called in Async callbacks. + + + + + Sets whether this should be marked as a dedicated server. + If not, it is assumed to be a listen server. + + + + + Gets or sets the current MaxPlayers. + This doesn't enforce any kind of limit, it just updates the master server. + + + + + Gets or sets the current BotCount. + This doesn't enforce any kind of limit, it just updates the master server. + + + + + Gets or sets the current Map Name. + + + + + Gets or sets the current ModDir. + + + + + Gets the current product. + + + + + Gets or sets the current Product. + + + + + Gets or sets the current ServerName. + + + + + Set whether the server should report itself as passworded. + + + + + Gets or sets the current GameTags. This is a comma seperated list of tags for this server. + When querying the server list you can filter by these tags. + + + + + Gets the SteamId of the server. + + + + + Log onto Steam anonymously. + + + + + Log off of Steam. + + + + + Returns true if the server is connected and registered with the Steam master server + You should have called etc on startup. + + + + + To the best of its ability this tries to get the server's + current public IP address. Be aware that this is likely to return + for the first few seconds after initialization. + + + + + Enable or disable heartbeats, which are sent regularly to the master server. + Enabled by default. + + + + + Enable or disable heartbeats, which are sent regularly to the master server. + Enabled by default. + + + + + Force send a heartbeat to the master server instead of waiting + for the next automatic update (if you've left them enabled) + + + + + Update this connected player's information. You should really call this + any time a player's name or score changes. This keeps the information shown + to server queries up to date. + + + + + Sets a Key Value. These can be anything you like, and are accessible + when querying servers from the server list. + + Information describing gamemodes are common here. + + + + + Remove all key values. + + + + + Start authorizing a ticket. This user isn't authorized yet. Wait for a call to OnValidateAuthTicketResponse. + + + + + Forget this guy. They're no longer in the game. + + + + + If true, Steam wants to send a packet. You should respond by sending + this packet in an unconnected way to the returned Address and Port. + + Packet to send. The Data passed is pooled - so use it immediately. + True if we want to send a packet + + + + We have received a server query on our game port. Pass it to Steam to handle. + + + + + We have received a server query on our game port. Pass it to Steam to handle. + + + + + Does the user own this app (which could be DLC). + + + + + Downloads stats for the user. + If the user has no stats, this will return . + These stats will only be auto-updated for clients playing on the server. + + The SteamId of the user to get stats for. + A task describing the progress and result of the download. + + + + Set the named stat for this user. Setting stats should follow the rules + you defined in Steamworks. + + The SteamId of the user to set stats for. + The name of the stat. + The value of the stat. + + + + Set the named stat for this user. Setting stats should follow the rules + you defined in Steamworks. + + The SteamId of the user to set stats for. + The name of the stat. + The value of the stat. + + + + Get the named stat for this user. If getting the stat failed, will return + . You should have called for this SteamID - which downloads + the stats from the backend. If you didn't call it this will always return . + + The SteamId of the user to get stats for. + The name of the stat. + The value to return if the stats cannot be received. + + + + Get the named stat for this user. If getting the stat failed, will return + defaultValue. You should have called Refresh for this userid - which downloads + the stats from the backend. If you didn't call it this will always return defaultValue. + + The SteamId of the user to get stats for. + The name of the stat. + The value to return if the stats cannot be received. + + + + Unlocks the specified achievement for the specified user. Must have called on a SteamID first. + Remember to use after use. + + The SteamId of the user to unlock the achievement for. + The ID of the achievement. + + + + Resets the unlock status of an achievement for the specified user. Must have called on a SteamID first. + Remember to use after use. + + The SteamId of the user to clear the achievement for. + The ID of the achievement. + + + + Return if available, exists and unlocked + + + + + Once you've set a stat change on a user you need to commit your changes. + You can do that using this method. The callback will let you know if + your action succeeded, but most of the time you can fire and forget. + + The SteamId of the user to store stats for. + A task describing the progress and result of the commit. + + + + Functions for accessing and manipulating Steam user information. + This is also where the APIs for Steam Voice are exposed. + + + + + Invoked after an item is downloaded. + + + + + Invoked when a new item is subscribed. + + + + + Start downloading this item. You'll get notified of completion via . + + The ID of the file to download. + If this should go straight to the top of the download list. + + if nothing went wrong and the download is started. + + + + Will attempt to download this item asyncronously - allowing you to instantly react to its installation. + + The ID of the file you download. + An optional callback + Allows to send a message to cancel the download anywhere during the process. + How often to call the progress function. + + if downloaded and installed properly. + + + + Utility function to fetch a single item. Internally this uses Ugc.FileQuery - + which you can use to query multiple items if you need to. + + + + + Suspends all workshop downloads. + Downloads will be suspended until you resume them by calling or when the game ends. + + + + + Resumes all workshop downloads. + + + + + Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not. + + + + + Retrieve information related to the user's acceptance or not of the app's specific Workshop EULA. + + + + + Functions for accessing and manipulating Steam user information. + This is also where the APIs for Steam Voice are exposed. + + + + + Invoked when a connections to the Steam back-end has been established. + This means the Steam client now has a working connection to the Steam servers. + Usually this will have occurred before the game has launched, and should only be seen if the + user has dropped connection due to a networking issue or a Steam server update. + + + + + Invoked when a connection attempt has failed. + This will occur periodically if the Steam client is not connected, + and has failed when retrying to establish a connection. + + + + + Invoked when the client has lost connection to the Steam servers. + Real-time services will be disabled until a matching OnSteamServersConnected has been posted. + + + + + Sent by the Steam server to the client telling it to disconnect from the specified game server, + which it may be in the process of or already connected to. + The game client should immediately disconnect upon receiving this message. + This can usually occur if the user doesn't have rights to play on the game server. + + + + + Invoked whenever the users licenses (owned packages) changes. + + + + + Invoked when an auth ticket has been validated. + The first parameter is the of this user + The second is the that owns the game, which will be different from the first + if the game is being borrowed via Steam Family Sharing. + + + + + Used internally for . + + + + + Used internally for . + + + + + Invoked when a user has responded to a microtransaction authorization request. + ( appid, orderid, user authorized ) + + + + + Sent to your game in response to a steam://gamewebcallback/(appid)/command/stuff command from a user clicking a + link in the Steam overlay browser. + You can use this to add support for external site signups where you want to pop back into the browser after some web page + signup sequence, and optionally get back some detail about that. + + + + + Sent for games with enabled anti indulgence / duration control, for enabled users. + Lets the game know whether persistent rewards or XP should be granted at normal rate, + half rate, or zero rate. + + + + + Starts/Stops voice recording. + Once started, use GetAvailableVoice and GetVoice to get the data, and then call StopVoiceRecording + when the user has released their push-to-talk hotkey or the game session has completed. + + + + + Returns true if we have voice data waiting to be read. + + + + + Reads the voice data and returns the number of bytes written. + The compressed data can be transmitted by your application and decoded back into raw audio data using + DecompressVoice on the other side. The compressed data provided is in an arbitrary format and is not meant to be played directly. + This should be called once per frame, and at worst no more than four times a second to keep the microphone input delay as low as + possible. Calling this any less may result in gaps in the returned stream. + + + + + Reads the voice data and returns the bytes. You should obviously ideally be using + ReadVoiceData because it won't be creating a new byte array every call. But this + makes it easier to get it working, so let the babies have their bottle. + + + + + Decodes the compressed voice data returned by GetVoice. + The output data is raw single-channel 16-bit PCM audio.The decoder supports any sample rate from 11025 to 48000. + + + + + Lazy version + + + + + Advanced and potentially fastest version - incase you know what you're doing + + + + + Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you. + + + + + Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you. + This waits for a positive response from the backend before returning the ticket. This means + the ticket is definitely ready to go as soon as it returns. Will return if the callback + times out or returns negatively. + + + + + Checks if the current users looks like they are behind a NAT device. + This is only valid if the user is connected to the Steam servers and may not catch all forms of NAT. + + + + + Gets the Steam level of the user, as shown on their Steam community profile. + + + + + Requests a URL which authenticates an in-game browser for store check-out, and then redirects to the specified URL. + As long as the in-game browser accepts and handles session cookies, Steam microtransaction checkout pages will automatically recognize the user instead of presenting a login page. + NOTE: The URL has a very short lifetime to prevent history-snooping attacks, so you should only call this API when you are about to launch the browser, or else immediately navigate to the result URL using a hidden browser window. + NOTE: The resulting authorization cookie has an expiration time of one day, so it would be a good idea to request and visit a new auth URL every 12 hours. + + + + + Checks whether the current user has verified their phone number. + + + + + Checks whether the current user has Steam Guard two factor authentication enabled on their account. + + + + + Checks whether the user's phone number is used to uniquely identify them. + + + + + Checks whether the current user's phone number is awaiting (re)verification. + + + + + Requests an application ticket encrypted with the secret "encrypted app ticket key". + The encryption key can be obtained from the Encrypted App Ticket Key page on the App Admin for your app. + There can only be one call pending, and this call is subject to a 60 second rate limit. + If you get a null result from this it's probably because you're calling it too often. + This can fail if you don't have an encrypted ticket set for your app here https://partner.steamgames.com/apps/sdkauth/ + + + + + Requests an application ticket encrypted with the secret "encrypted app ticket key". + The encryption key can be obtained from the Encrypted App Ticket Key page on the App Admin for your app. + There can only be one call pending, and this call is subject to a 60 second rate limit. + This can fail if you don't have an encrypted ticket set for your app here https://partner.steamgames.com/apps/sdkauth/ + + + + + Get anti indulgence / duration control + + + + + Invoked when an achivement icon is loaded. + + + + + Invoked when the latests stats and achievements have been received + from the server. + + + + + Result of a request to store the user stats for a game. + + + + + Result of a request to store the achievements for a game, or an + "indicate progress" call. If both m_nCurProgress and m_nMaxProgress + are zero, that means the achievement has been fully unlocked. + + + + + Callback indicating that a user's stats have been unloaded + + + + + Get all available achievements. + + + + + Show the user a pop-up notification with the current progress toward an achievement. + Will return false if RequestCurrentStats has not completed and successfully returned + its callback, if the achievement doesn't exist/has unpublished changes in the app's + Steamworks Admin page, or if the achievement is unlocked. + + + + + Tries to get the number of players currently playing this game. + Or -1 if failed. + + + + + Send the changed stats and achievements data to the server for permanent storage. + If this fails then nothing is sent to the server. It's advisable to keep trying until the call is successful. + This call can be rate limited. Call frequency should be on the order of minutes, rather than seconds.You should only be calling this during major state changes such as the end of a round, the map changing, or the user leaving a server. This call is required to display the achievement unlock notification dialog though, so if you have called SetAchievement then it's advisable to call this soon after that. + If you have stats or achievements that you have saved locally but haven't uploaded with this function when your application process ends then this function will automatically be called. + You can find additional debug information written to the %steam_install%\logs\stats_log.txt file. + This function returns true upon success if : + RequestCurrentStats has completed and successfully returned its callback AND + the current game has stats associated with it in the Steamworks Partner backend, and those stats are published. + + + + + Asynchronously request the user's current stats and achievements from the server. + You must always call this first to get the initial status of stats and achievements. + Only after the resulting callback comes back can you start calling the rest of the stats + and achievement functions for the current user. + + + + + Asynchronously fetches global stats data, which is available for stats marked as + "aggregated" in the App Admin panel of the Steamworks website. + You must have called and it needs to return successfully via + its callback prior to calling this. + + How many days of day-by-day history to retrieve in addition to the overall totals. The limit is 60. + + indicates success, means you need to call first, means the remote call failed + + + + Gets a leaderboard by name, it will create it if it's not yet created. + Leaderboards created with this function will not automatically show up in the Steam Community. + You must manually set the Community Name field in the App Admin panel of the Steamworks website. + As such it's generally recommended to prefer creating the leaderboards in the App Admin panel on + the Steamworks website and using FindLeaderboard unless you're expected to have a large amount of + dynamically created leaderboards. + + + + + Adds this amount to the named stat. Internally this calls Get() and adds + to that value. Steam doesn't provide a mechanism for atomically increasing + stats like this, this functionality is added here as a convenience. + + + + + Adds this amount to the named stat. Internally this calls Get() and adds + to that value. Steam doesn't provide a mechanism for atomically increasing + stats like this, this functionality is added here as a convenience. + + + + + Set a stat value. This will automatically call after a successful call. + + + + + Set a stat value. This will automatically call after a successful call. + + + + + Get an stat value. + + + + + Get a stat value. + + + + + Practically wipes the slate clean for this user. If is , will also wipe + any achievements too. + + + + + + Interface which provides access to a range of miscellaneous utility functions + + + + + Invoked when the country of the user changed. + + + + + Invoked when running on a laptop and less than 10 minutes of battery is left, fires then every minute. + The parameter is the number of minutes left. + + + + + Invoked when Steam wants to shutdown. + + + + + Invoked when Big Picture gamepad text input has been closed. Parameter is if text was submitted, if cancelled etc. + + + + + Returns the number of seconds since the application was active. + + + + + Returns the number of seconds since the user last moved the mouse and/or provided other input. + + + + + Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time) + + + + + returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database) + e.g "US" or "UK". + + + + + Returns true if the image exists, and the buffer was successfully filled out. + Results are returned in RGBA format. + The destination buffer size should be 4 * height * width * sizeof(char). + + + + + returns the image in RGBA format. + + + + + Returns true if we're using a battery (ie, a laptop not plugged in). + + + + + Returns battery power [0-1]. + + + + + Sets the position where the overlay instance for the currently calling game should show notifications. + This position is per-game and if this function is called from outside of a game context it will do nothing. + + + + + Returns true if the overlay is running and the user can access it. The overlay process could take a few seconds to + start and hook the game process, so this function will initially return false while the overlay is loading. + + + + + Normally this call is unneeded if your game has a constantly running frame loop that calls the + D3D Present API, or OGL SwapBuffers API every frame. + + However, if you have a game that only refreshes the screen on an event driven basis then that can break + the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also + need to Present() to the screen any time an even needing a notification happens or when the overlay is + brought up over the game by a user. You can use this API to ask the overlay if it currently need a present + in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you + refresh the screen with Present or SwapBuffers to allow the overlay to do it's work. + + + + + Asynchronous call to check if an executable file has been signed using the public key set on the signing tab + of the partner site, for example to refuse to load modified executable files. + + + + + Activates the Big Picture text input dialog which only supports gamepad input. + + + + + Returns previously entered text. + + + + + Returns the language the steam client is running in. You probably want + instead, this is for very special usage cases. + + + + + Returns if Steam itself is running in VR mode. + + + + + Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition. + + + + + returns if Steam and the Steam Overlay are running in Big Picture mode + Games much be launched through the Steam client to enable the Big Picture overlay. During development, + a game can be added as a non-steam game to the developers library to test this feature. + + + + + Ask Steam UI to create and render its OpenVR dashboard. + + + + + Gets or sets whether the HMD content will be streamed via Steam In-Home Streaming. + + If this is set to , then the scene in the HMD headset will be streamed, and remote input will not be allowed. + If this is set to , then the application window will be streamed instead, and remote input will be allowed. + The default is unless "VRHeadsetStreaming" "0" is in the extended app info for a game + (this is useful for games that have asymmetric multiplayer gameplay). + + + + + Gets whether this steam client is a Steam China specific client (), or the global client (). + + + + + Initializes text filtering, loading dictionaries for the language the game is running in. + Users can customize the text filter behavior in their Steam Account preferences. + + + + + Filters the provided input message and places the filtered result into pchOutFilteredText, + using legally required filtering and additional filtering based on the context and user settings. + + + + + Gets whether or not Steam itself is running on the Steam Deck. + + + + + In game launchers that don't have controller support: You can call this to have + Steam Input translate the controller input into mouse/kb to navigate the launcher + + + + + Class for utilizing the Steam Video API. + + + + + Return if currently using Steam's live broadcasting + + + + + Returns the number of viewers that are watching the stream, or 0 if is . + + + + + Represents the ID of a Steam application. + + + + + Is the clan an official game group? + + + + + Asynchronously fetches the officer list for a given clan + + Whether the request was successful or not + + + + Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') + This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in + our state loops, instead of trying to place it in all of your state transitions. + + + + + Returns the current state of the supplied digital game action + + + + + Returns the current state of these supplied analog game action + + + + + Returns true if this is the local user + + + + + Return true if this is a friend + + + + + Returns true if you have this user blocked + + + + + Return true if this user is playing the game we're running + + + + + Returns true if this friend is online + + + + + Sometimes we don't know the user's name. This will wait until we have + downloaded the information on this user. + + + + + Returns true if this friend is marked as away + + + + + Returns true if this friend is marked as busy + + + + + Returns true if this friend is marked as snoozing + + + + + Invite this friend to the game that we are playing + + + + + Sends a message to a Steam friend. Returns true if success + + + + + Tries to get download the latest user stats + + True if successful, False if failure + + + + Gets a user stat. Must call RequestUserStats first. + + The name of the stat you want to get + Will return this value if not available + The value, or defult if not available + + + + Gets a user stat. Must call RequestUserStats first. + + The name of the stat you want to get + Will return this value if not available + The value, or defult if not available + + + + Gets a user achievement state. Must call RequestUserStats first. + + The name of the achievement you want to get + Will return this value if not available + The value, or defult if not available + + + + Gets a the time this achievement was unlocked. + + The name of the achievement you want to get + The time unlocked. If it wasn't unlocked, or you haven't downloaded the stats yet - will return DateTime.MinValue + + + + Shortcut to call GetProperty( "name" ) + + + + + Shortcut to call GetProperty( "description" ) + + + + + Shortcut to call GetProperty( "icon_url" ) + + + + + Shortcut to call GetProperty( "icon_url_large" ) + + + + + Shortcut to call GetProperty( "price_category" ) + + + + + Shortcut to call GetProperty( "type" ) + + + + + Returns true if this is an item that generates an item, rather + than something that is actual an item + + + + + Shortcut to call GetProperty( "exchange" ) + + + + + Get a list of exchanges that are available to make this item + + + + + Shortcut to call GetBoolProperty( "marketable" ) + + + + + Shortcut to call GetBoolProperty( "tradable" ) + + + + + Gets the property timestamp + + + + + Gets the property modified + + + + + Get a specific property by name + + + + + Read a raw property from the definition schema + + + + + Read a raw property from the definition schema + + + + + Gets a list of all properties on this item + + + + + Returns the price of this item in the local currency (SteamInventory.Currency) + + + + + If the price has been discounted, LocalPrice will differ from LocalBasePrice + (assumed, this isn't documented) + + + + + Return a list of recepies that contain this item + + + + + Only available if the result set was created with the getproperties + + + + + This item is account-locked and cannot be traded or given away. + This is an item status flag which is permanently attached to specific item instances + + + + + The item has been destroyed, traded away, expired, or otherwise invalidated. + This is an action confirmation flag which is only set one time, as part of a result set. + + + + + The item quantity has been decreased by 1 via ConsumeItem API. + This is an action confirmation flag which is only set one time, as part of a result set. + + + + + Consumes items from a user's inventory. If the quantity of the given item goes to zero, it is permanently removed. + Once an item is removed it cannot be recovered.This is not for the faint of heart - if your game implements item removal at all, + a high-friction UI confirmation process is highly recommended.ConsumeItem can be restricted to certain item definitions or fully + blocked via the Steamworks website to minimize support/abuse issues such as the classic "my brother borrowed my laptop and deleted all of my rare items". + + + + + Split stack into two items + + + + + Add x units of the target item to this item + + + + + Will try to return the date that this item was aquired. You need to have for the items + with their properties for this to work. + + + + + Tries to get the origin property. Need properties for this to work. + Will return a string like "market" + + + + + Small utility class to describe an item with a quantity + + + + + A structured description of an item exchange + + + + + The definition ID of the ingredient. + + + + + If we don't know about this item definition this might be null. + In which case, DefinitionId should still hold the correct id. + + + + + The amount of this item needed. Generally this will be 1. + + + + + The item that this will create. + + + + + The items, with quantity required to create this item. + + + + + Checks whether an inventory result handle belongs to the specified Steam ID. + This is important when using Deserialize, to verify that a remote player is not pretending to have a different user's inventory + + + + + Serialized result sets contain a short signature which can't be forged or replayed across different game sessions. + A result set can be serialized on the local client, transmitted to other players via your game networking, and + deserialized by the remote players.This is a secure way of preventing hackers from lying about posessing + rare/high-value items. Serializes a result set with signature bytes to an output buffer.The size of a serialized + result depends on the number items which are being serialized.When securely transmitting items to other players, + it is recommended to use GetItemsByID first to create a minimal result set. + Results have a built-in timestamp which will be considered "expired" after an hour has elapsed.See DeserializeResult + for expiration handling. + + + + + Gets the owner of the beacon. + + + + + Gets metadata related to the beacon. + + + + + Will attempt to join the party. If successful will return a connection string. + If failed, will return + + + + When a user follows your beacon, Steam will reserve one of the open party slots for them, and send your game a ReservationNotification callback. + When that user joins your party, call this method to notify Steam that the user has joined successfully. + + + + + To cancel a reservation (due to timeout or user input), call this. + Steam will open a new reservation slot. + Note: The user may already be in-flight to your game, so it's possible they will still connect and try to join your party. + + + + + Turn off the beacon. + + + + + Used to set up the server. + The variables in here are all required to be set, and can't be changed once the server is created. + + + + + The version string is usually in the form x.x.x.x, and is used by the master server to detect when the server is out of date. + If you go into the dedicated server tab on steamworks you'll be able to server the latest version. If this version number is + less than that latest version then your server won't show. + + + + + This should be the same directory game where gets installed into. Just the folder name, not the whole path. I.e. "Rust", "Garrysmod". + + + + + The game description. Setting this to the full name of your game is recommended. + + + + + Is a dedicated server + + + + + If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE into usQueryPort, then it causes the game server API to use + "GameSocketShare" mode, which means that the game is responsible for sending and receiving UDP packets for the master + server updater. + + More info about this here: https://partner.steamgames.com/doc/api/ISteamGameServer#HandleIncomingPacket + + + + + Represents the ID of a user or steam lobby. + + + + + Create a Normal Workshop item that can be subscribed to + + + + + Create a Collection + Add items using Item.AddDependency() + + + + + Workshop item that is meant to be voted on for the purpose of selling in-game + + + + + Workshop item that is meant to be managed by the game. It is queryable by the API, but isn't visible on the web browser. + + + + + Adds a key-value tag pair to an item. + Keys can map to multiple different values (1-to-many relationship). + Key names are restricted to alpha-numeric characters and the '_' character. + Both keys and values cannot exceed 255 characters in length. Key-value tags are searchable by exact match only. + To replace all values associated to one key use RemoveKeyValueTags then AddKeyValueTag. + + + + + Removes a key and all values associated to it. + You can remove up to 100 keys per item update. + If you need remove more tags than that you'll need to make subsequent item updates. + + + + + https://partner.steamgames.com/doc/features/workshop/implementation#Legal + + + + + The actual ID of this file + + + + + The given title of this item + + + + + The description of this item, in your local language if available + + + + + A list of tags for this item, all lowercase + + + + + A dictionary of key value tags for this item, only available from queries WithKeyValueTags(true) + + + + + App Id of the app that created this item + + + + + App Id of the app that will consume this item. + + + + + User who created this content + + + + + The bayesian average for up votes / total votes, between [0,1] + + + + + Time when the published item was created + + + + + Time when the published item was last updated + + + + + The item's visibility, i.e. public, friends-only, unlisted or private + + + + + True if this item has been banned + + + + + Whether the developer of this app has specifically flagged this item as accepted in the Workshop + + + + + The number of upvotes of this item + + + + + The number of downvotes of this item + + + + + Dependencies/children of this item or collection, available only from WithDependencies(true) queries + + + + + Additional previews of this item or collection, available only from WithAdditionalPreviews(true) queries + + + + + If we're downloading, how big the total download is + + + + + If we're downloading, how much we've downloaded + + + + + If we're installed, how big is the install + + + + + If installed, the time and date of installation + + + + + File size as returned by Steamworks, + no download/install required + + + + + If we're downloading our current progress as a delta betwen 0-1 + + + + + A case insensitive check for tag + + + + + Allows the user to subscribe to this item + + + + + Allows the user to subscribe to download this item asyncronously + If CancellationToken is default then there is 60 seconds timeout + Progress will be set to 0-1 + + + + + Allows the user to unsubscribe from this item + + + + + Adds item to user favorite list + + + + + Removes item from user favorite list + + + + + Allows the user to rate a workshop item up or down. + + + + + Gets the current users vote on the item + + + + + Return a URL to view this item online + + + + + The URl to view this item's changelog + + + + + The URL to view the comments on this item + + + + + The URL to discuss this item + + + + + The URL to view this items stats online + + + + + The URL to the preview image for this item + + + + + The metadata string for this item, only available from queries WithMetadata(true) + + + + + Edit this item + + + + + Found items must have at least one of the defined tags + + + + + Found items must have all defined tags + + + + + Set to false to disable, by default following stats are loaded: NumSubscriptions, NumFavorites, NumFollowers, NumUniqueSubscriptions, NumUniqueFavorites, NumUniqueFollowers, NumUniqueWebsiteViews, ReportScore, NumSecondsPlayed, NumPlaytimeSessions, NumComments, NumSecondsPlayedDuringTimePeriod, NumPlaytimeSessionsDuringTimePeriod + + + + + Returns the current Unix Epoch + + + + + Convert an epoch to a datetime + + + + + Convert a DateTime to a unix time + + + + + Returns a buffer. 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Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Hyper.ComponentModel.NetStandard.pdb new file mode 100644 index 00000000..e85f9219 Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Hyper.ComponentModel.NetStandard.pdb differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Icon.ico b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Icon.ico new file mode 100644 index 00000000..1c7b910c Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Icon.ico differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lidgren.NetStandard.dll b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lidgren.NetStandard.dll new file mode 100644 index 00000000..39ed00a2 Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lidgren.NetStandard.dll differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lidgren.NetStandard.pdb b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lidgren.NetStandard.pdb new file mode 100644 index 00000000..7318ecc3 Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lidgren.NetStandard.pdb differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/CompatibilityLib.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/CompatibilityLib.lua new file mode 100644 index 00000000..524818c5 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/CompatibilityLib.lua @@ -0,0 +1,97 @@ +-- Contains things to be removed later, they exist only for compatibility reasons. + +local compatibilityLib = {} + +local networking = LuaUserData.RegisterType("Barotrauma.LuaCsNetworking") + +LuaUserData.AddMethod(networking, "RequestGetHTTP", Networking.HttpGet) + +LuaUserData.AddMethod(networking, "RequestPostHTTP", Networking.HttpPost) + +compatibilityLib.CreateVector2 = Vector2.__new +compatibilityLib.CreateVector3 = Vector3.__new +compatibilityLib.CreateVector4 = Vector4.__new + +local luaRandom = {} + +luaRandom.Range = function (min, max) + return math.random(min, max - 1) +end + +luaRandom.RangeFloat = function (min, max) + return math.random() + math.random(min, max) +end + +compatibilityLib["Random"] = luaRandom + +local luaPlayer = {} + +luaPlayer.GetAllCharacters = function () + return Character.CharacterList +end + +luaPlayer.GetAllClients = function () + return Client.ClientList +end + +luaPlayer.SetClientCharacter = function (client, character) + client.SetClientCharacter(character) +end + +luaPlayer.SetCharacterTeam = function (character, team) + character.TeamID = team +end + +luaPlayer.SetClientTeam = function (client, team) + client.TeamID = team +end + +luaPlayer.Kick = function (client, reason) + client.Kick(reason) +end + +luaPlayer.Ban = function (client, reason, range, seconds) + client.Ban(reason, range, seconds) +end + +luaPlayer.UnbanPlayer = function (player, endpoint) + Client.Unban(player, endpoint) +end + +luaPlayer.SetSpectatorPos = function () + +end + +luaPlayer.SetRadioRange = function (character, range) + if (character.Inventory == nil) then return end + + for item in character.Inventory.AllItems do + if item ~= nil and item.Prefab.Identifier == "headset" then + item.GetComponentString("WifiComponent").Range = range; + end + end +end + +luaPlayer.CheckPermission = function (client, permissions) + return client.CheckPermission(permissions) +end + +compatibilityLib["Player"] = luaPlayer + +Hook.Add("character.created", "compatibility.character.created", function (character) + Hook.Call("characterCreated", character) +end) + +Hook.Add("character.death", "compatibility.character.death", function (character, causeOfDeathAffliction) + Hook.Call("characterDeath", character, causeOfDeathAffliction) +end) + +Hook.Add("client.connected", "compatibility.client.connected", function (client) + Hook.Call("clientConnected", client) +end) + +Hook.Add("client.disconnected", "compatibility.client.disconnected", function (client) + Hook.Call("clientDisconnected", client) +end) + +return compatibilityLib \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultHook.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultHook.lua new file mode 100644 index 00000000..520e884f --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultHook.lua @@ -0,0 +1,68 @@ +Hook.Patch("Barotrauma.Item", "TryInteract", +{ + "Barotrauma.Character", + "System.Boolean", + "System.Boolean", + "System.Boolean" +}, +function(instance, p) + if Hook.Call("item.interact", instance, p["user"], p["ignoreRequiredItems"], p["forceSelectKey"], p["forceUseKey"]) == true then + p.PreventExecution = true + return false + end +end, Hook.HookMethodType.Before) + +Hook.Patch("Barotrauma.Item", "ApplyTreatment", +{ + "Barotrauma.Character", + "Barotrauma.Character", + "Barotrauma.Limb" +}, +function(instance, p) + if Hook.Call("item.applyTreatment", instance, p["user"], p["character"], p["targetLimb"]) then + p.PreventExecution = true + return false + end +end, Hook.HookMethodType.Before) + +Hook.Patch("Barotrauma.Item", "Combine", +{ + "Barotrauma.Item", + "Barotrauma.Character" +}, +function(instance, p) + if Hook.Call("item.combine", instance, p["item"], p["user"]) == true then + p.PreventExecution = true + return false + end +end, Hook.HookMethodType.Before) + +Hook.Patch("Barotrauma.Item", "Drop", +function(instance, p) + if Hook.Call("item.drop", instance, p["dropper"]) == true then + p.PreventExecution = true + return false + end +end, Hook.HookMethodType.Before) + +Hook.Patch("Barotrauma.Item", "Equip", +{ + "Barotrauma.Character" +}, +function(instance, p) + if Hook.Call("item.equip", instance, p["character"]) == true then + p.PreventExecution = true + return false + end +end, Hook.HookMethodType.Before) + +Hook.Patch("Barotrauma.Item", "Unequip", +{ + "Barotrauma.Character" +}, +function(instance, p) + if Hook.Call("item.unequip", instance, p["character"]) == true then + p.PreventExecution = true + return false + end +end, Hook.HookMethodType.Before) \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibClient.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibClient.lua new file mode 100644 index 00000000..eb94d18f --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibClient.lua @@ -0,0 +1,91 @@ +local defaultLib = {} + +local CreateStatic = LuaSetup.LuaUserData.CreateStatic +local CreateEnum = LuaSetup.LuaUserData.CreateEnumTable +local AddCallMetaTable = LuaSetup.LuaUserData.AddCallMetaTable + +local localizedStrings = { + "LocalizedString", "LimitLString", "WrappedLString", "AddedPunctuationLString", "CapitalizeLString", "ConcatLString", "FallbackLString", "FormattedLString", "InputTypeLString", "JoinLString", "LowerLString", "RawLString", "ReplaceLString", "ServerMsgLString", "SplitLString", "TagLString", "TrimLString", "UpperLString", "StripRichTagsLString", +} + +for key, value in pairs(localizedStrings) do + defaultLib[value] = CreateStatic("Barotrauma." .. value, true) +end + +local sounds = {} +sounds.LowpassFilter = CreateStatic("Barotrauma.Sounds.LowpassFilter") +sounds.HighpassFilter = CreateStatic("Barotrauma.Sounds.HighpassFilter") +sounds.BandpassFilter = CreateStatic("Barotrauma.Sounds.BandpassFilter") +sounds.NotchFilter = CreateStatic("Barotrauma.Sounds.NotchFilter") +sounds.LowShelfFilter = CreateStatic("Barotrauma.Sounds.LowShelfFilter") +sounds.HighShelfFilter = CreateStatic("Barotrauma.Sounds.HighShelfFilter") +sounds.PeakFilter = CreateStatic("Barotrauma.Sounds.PeakFilter") +defaultLib["Sounds"] = sounds + +defaultLib["SpriteEffects"] = CreateStatic("Microsoft.Xna.Framework.Graphics.SpriteEffects") + +defaultLib["SoundPlayer"] = CreateStatic("Barotrauma.SoundPlayer") +defaultLib["SoundPrefab"] = CreateStatic("Barotrauma.SoundPrefab", true) +defaultLib["BackgroundMusic"] = CreateStatic("Barotrauma.BackgroundMusic", true) +defaultLib["GUISound"] = CreateStatic("Barotrauma.GUISound", true) +defaultLib["DamageSound"] = CreateStatic("Barotrauma.DamageSound", true) +defaultLib["WaterRenderer"] = CreateStatic("Barotrauma.WaterRenderer", true) + +defaultLib["TextureLoader"] = CreateStatic("Barotrauma.TextureLoader") +defaultLib["Sprite"] = CreateStatic("Barotrauma.Sprite", true) +defaultLib["PlayerInput"] = CreateStatic("Barotrauma.PlayerInput", true) + +defaultLib["Keys"] = CreateStatic("Microsoft.Xna.Framework.Input.Keys", true) + +defaultLib["GUI"] = { + GUI = CreateStatic("Barotrauma.GUI", true), + Style = CreateStatic("Barotrauma.GUIStyle", true), + Component = CreateStatic("Barotrauma.GUIComponent"), + RectTransform = CreateStatic("Barotrauma.RectTransform", true), + LayoutGroup = CreateStatic("Barotrauma.GUILayoutGroup", true), + Button = CreateStatic("Barotrauma.GUIButton", true), + TextBox = CreateStatic("Barotrauma.GUITextBox", true), + Canvas = CreateStatic("Barotrauma.GUICanvas", true), + Frame = CreateStatic("Barotrauma.GUIFrame", true), + TextBlock = CreateStatic("Barotrauma.GUITextBlock", true), + TickBox = CreateStatic("Barotrauma.GUITickBox", true), + Image = CreateStatic("Barotrauma.GUIImage", true), + ListBox = CreateStatic("Barotrauma.GUIListBox", true), + ScrollBar = CreateStatic("Barotrauma.GUIScrollBar", true), + DropDown = CreateStatic("Barotrauma.GUIDropDown", true), + NumberInput = CreateStatic("Barotrauma.GUINumberInput", true), + MessageBox = CreateStatic("Barotrauma.GUIMessageBox", true), + ColorPicker = CreateStatic("Barotrauma.GUIColorPicker", true), + ProgressBar = CreateStatic("Barotrauma.GUIProgressBar", true), + CustomComponent = CreateStatic("Barotrauma.GUICustomComponent", true), + ScissorComponent = CreateStatic("Barotrauma.GUIScissorComponent", true), + VideoPlayer = CreateStatic("Barotrauma.VideoPlayer", true), + Graph = CreateStatic("Barotrauma.Graph", true), + SerializableEntityEditor = CreateStatic("Barotrauma.SerializableEntityEditor", true), + SlideshowPlayer = CreateStatic("Barotrauma.SlideshowPlayer", true), + CreditsPlayer = CreateStatic("Barotrauma.CreditsPlayer", true), + DragHandle = CreateStatic("Barotrauma.GUIDragHandle", true), + ContextMenu = CreateStatic("Barotrauma.GUIContextMenu", true), + ContextMenuOption = CreateStatic("Barotrauma.ContextMenuOption", true), + + Screen = CreateStatic("Barotrauma.Screen"), + + Anchor = CreateStatic("Barotrauma.Anchor"), + Alignment = CreateStatic("Barotrauma.Alignment"), + Pivot = CreateStatic("Barotrauma.Pivot"), + SoundType = CreateEnum("Barotrauma.GUISoundType"), + CursorState = CreateEnum("Barotrauma.CursorState"), + + GUIStyle = CreateStatic("Barotrauma.GUIStyle", true), +} + +setmetatable(defaultLib["GUI"], { + __index = function (table, key) + return defaultLib["GUI"].GUI[key] + end +}) + +AddCallMetaTable(defaultLib["GUI"].VideoPlayer.VideoSettings) +AddCallMetaTable(defaultLib["GUI"].VideoPlayer.TextSettings) + +return defaultLib \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibServer.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibServer.lua new file mode 100644 index 00000000..68bfe97e --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibServer.lua @@ -0,0 +1,14 @@ +local defaultLib = {} + +local CreateStatic = LuaSetup.LuaUserData.CreateStatic +local CreateEnum = LuaSetup.LuaUserData.CreateEnumTable + +local localizedStrings = { + "LocalizedString", "AddedPunctuationLString", "CapitalizeLString", "ConcatLString", "FallbackLString", "FormattedLString", "InputTypeLString", "JoinLString", "LowerLString", "RawLString", "ReplaceLString", "ServerMsgLString", "SplitLString", "TagLString", "TrimLString", "UpperLString", "StripRichTagsLString", +} + +for key, value in pairs(localizedStrings) do + defaultLib[value] = CreateStatic("Barotrauma." .. value, true) +end + +return defaultLib \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibShared.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibShared.lua new file mode 100644 index 00000000..7f053655 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/LibShared.lua @@ -0,0 +1,194 @@ +local defaultLib = {} + +local AddCallMetaTable = LuaSetup.LuaUserData.AddCallMetaTable +local CreateStatic = LuaSetup.LuaUserData.CreateStatic +local CreateEnum = LuaSetup.LuaUserData.CreateEnumTable + +defaultLib["SByte"] = CreateStatic("Barotrauma.LuaSByte", true) +defaultLib["Byte"] = CreateStatic("Barotrauma.LuaByte", true) +defaultLib["Int16"] = CreateStatic("Barotrauma.LuaInt16", true) +defaultLib["UInt16"] = CreateStatic("Barotrauma.LuaUInt16", true) +defaultLib["Int32"] = CreateStatic("Barotrauma.LuaInt32", true) +defaultLib["UInt32"] = CreateStatic("Barotrauma.LuaUInt32", true) +defaultLib["Int64"] = CreateStatic("Barotrauma.LuaInt64", true) +defaultLib["UInt64"] = CreateStatic("Barotrauma.LuaUInt64", true) +defaultLib["Single"] = CreateStatic("Barotrauma.LuaSingle", true) +defaultLib["Double"] = CreateStatic("Barotrauma.LuaDouble", true) + +-- Backward compatibility +defaultLib["Float"] = CreateStatic("Barotrauma.LuaSingle", true) +defaultLib["Short"] = CreateStatic("Barotrauma.LuaInt16", true) +defaultLib["UShort"] = CreateStatic("Barotrauma.LuaUInt16", true) + +defaultLib["SpawnType"] = CreateEnum("Barotrauma.SpawnType") +defaultLib["ChatMessageType"] = CreateEnum("Barotrauma.Networking.ChatMessageType") +defaultLib["ServerLog_MessageType"] = CreateEnum("Barotrauma.Networking.ServerLog+MessageType") +defaultLib["ServerLogMessageType"] = CreateEnum("Barotrauma.Networking.ServerLog+MessageType") +defaultLib["PositionType"] = CreateEnum("Barotrauma.Level+PositionType") +defaultLib["InvSlotType"] = CreateEnum("Barotrauma.InvSlotType") +defaultLib["LimbType"] = CreateEnum("Barotrauma.LimbType") +defaultLib["ActionType"] = CreateEnum("Barotrauma.ActionType") +defaultLib["AbilityEffectType"] = CreateEnum("Barotrauma.AbilityEffectType") +defaultLib["StatTypes"] = CreateEnum("Barotrauma.StatTypes") +defaultLib["AbilityFlags"] = CreateEnum("Barotrauma.AbilityFlags") +defaultLib["DeliveryMethod"] = CreateEnum("Barotrauma.Networking.DeliveryMethod") +defaultLib["ClientPacketHeader"] = CreateEnum("Barotrauma.Networking.ClientPacketHeader") +defaultLib["ServerPacketHeader"] = CreateEnum("Barotrauma.Networking.ServerPacketHeader") +defaultLib["RandSync"] = CreateEnum("Barotrauma.Rand+RandSync") +defaultLib["DisconnectReason"] = CreateEnum("Barotrauma.Networking.DisconnectReason") +defaultLib["CombatMode"] = CreateEnum("Barotrauma.AIObjectiveCombat+CombatMode") +defaultLib["CauseOfDeathType"] = CreateEnum("Barotrauma.CauseOfDeathType") +defaultLib["CharacterTeamType"] = CreateEnum("Barotrauma.CharacterTeamType") +defaultLib["ClientPermissions"] = CreateEnum("Barotrauma.Networking.ClientPermissions") +defaultLib["OrderCategory"] = CreateEnum("Barotrauma.OrderCategory") +defaultLib["WearableType"] = CreateEnum("Barotrauma.WearableType") +defaultLib["NumberType"] = CreateEnum("Barotrauma.NumberType") +defaultLib["ChatMode"] = CreateEnum("Barotrauma.ChatMode") +defaultLib["CharacterType"] = CreateEnum("Barotrauma.CharacterType") +defaultLib["VoteType"] = CreateEnum("Barotrauma.Networking.VoteType") +defaultLib["CanEnterSubmarine"] = CreateEnum("Barotrauma.CanEnterSubmarine") +defaultLib["InputType"] = CreateStatic("Barotrauma.InputType") + +defaultLib["EventPrefab"] = CreateStatic("Barotrauma.EventPrefab", true) +defaultLib["TraitorEventPrefab"] = CreateStatic("Barotrauma.TraitorEventPrefab", true) +defaultLib["TraitorEvent"] = CreateStatic("Barotrauma.TraitorEvent", true) +defaultLib["EventSet"] = CreateStatic("Barotrauma.EventSet", true) +defaultLib["EventManagerSettings"] = CreateStatic("Barotrauma.EventManagerSettings", true) + +defaultLib["NetConfig"] = CreateStatic("Barotrauma.Networking.NetConfig") +defaultLib["NetworkConnection"] = CreateStatic("Barotrauma.Networking.NetworkConnection") +defaultLib["Inventory"] = CreateStatic("Barotrauma.Inventory", true) +defaultLib["CharacterInventory"] = CreateStatic("Barotrauma.CharacterInventory", true) +defaultLib["ItemInventory"] = CreateStatic("Barotrauma.ItemInventory", true) +defaultLib["ContentPackageManager"] = CreateStatic("Barotrauma.ContentPackageManager") +defaultLib["GameSettings"] = CreateStatic("Barotrauma.GameSettings") +defaultLib["RichString"] = CreateStatic("Barotrauma.RichString", true) +defaultLib["Identifier"] = CreateStatic("Barotrauma.Identifier", true) +defaultLib["LanguageIdentifier"] = CreateStatic("Barotrauma.LanguageIdentifier", true) +defaultLib["ContentPackage"] = CreateStatic("Barotrauma.ContentPackage", true) +defaultLib["WayPoint"] = CreateStatic("Barotrauma.WayPoint", true) +defaultLib["Submarine"] = CreateStatic("Barotrauma.Submarine", true) +defaultLib["Client"] = CreateStatic("Barotrauma.Networking.Client", true) +defaultLib["Character"] = CreateStatic("Barotrauma.Character") +defaultLib["CharacterHealth"] = CreateStatic("Barotrauma.CharacterHealth", true) +defaultLib["CharacterPrefab"] = CreateStatic("Barotrauma.CharacterPrefab", true) +defaultLib["CharacterInfo"] = CreateStatic("Barotrauma.CharacterInfo", true) +AddCallMetaTable(defaultLib["CharacterInfo"].HeadPreset) +AddCallMetaTable(defaultLib["CharacterInfo"].HeadInfo) +defaultLib["CharacterInfoPrefab"] = CreateStatic("Barotrauma.CharacterInfoPrefab") +defaultLib["Item"] = CreateStatic("Barotrauma.Item", true) +AddCallMetaTable(defaultLib["Item"].ChangePropertyEventData) +defaultLib["MapEntityPrefab"] = CreateStatic("Barotrauma.MapEntityPrefab") +defaultLib["ItemPrefab"] = CreateStatic("Barotrauma.ItemPrefab", true) +defaultLib["TalentTree"] = CreateStatic("Barotrauma.TalentTree", true) +defaultLib["TalentPrefab"] = CreateStatic("Barotrauma.TalentPrefab", true) +defaultLib["FactionPrefab"] = CreateStatic("Barotrauma.FactionPrefab", true) +defaultLib["MissionPrefab"] = CreateStatic("Barotrauma.MissionPrefab", true) +defaultLib["Mission"] = CreateStatic("Barotrauma.Mission", true) +defaultLib["Level"] = CreateStatic("Barotrauma.Level") +defaultLib["LevelGenerationParams"] = CreateStatic("Barotrauma.LevelGenerationParams", true) +defaultLib["OutpostGenerationParams"] = CreateStatic("Barotrauma.OutpostGenerationParams", true) +defaultLib["RuinGenerationParams"] = CreateStatic("Barotrauma.RuinGeneration.RuinGenerationParams", true) +defaultLib["Job"] = CreateStatic("Barotrauma.Job", true) +defaultLib["JobPrefab"] = CreateStatic("Barotrauma.JobPrefab", true) +defaultLib["JobVariant"] = CreateStatic("Barotrauma.JobVariant", true) +defaultLib["AfflictionPrefab"] = CreateStatic("Barotrauma.AfflictionPrefab", true) +defaultLib["SkillSettings"] = CreateStatic("Barotrauma.SkillSettings", true) +defaultLib["ChatMessage"] = CreateStatic("Barotrauma.Networking.ChatMessage") +defaultLib["Structure"] = CreateStatic("Barotrauma.Structure", true) +defaultLib["Hull"] = CreateStatic("Barotrauma.Hull", true) +defaultLib["Gap"] = CreateStatic("Barotrauma.Gap", true) +defaultLib["Signal"] = CreateStatic("Barotrauma.Items.Components.Signal", true) +defaultLib["SubmarineInfo"] = CreateStatic("Barotrauma.SubmarineInfo", true) +defaultLib["Entity"] = CreateStatic("Barotrauma.Entity", true) +defaultLib["MapEntity"] = CreateStatic("Barotrauma.MapEntity", true) +defaultLib["Physics"] = CreateStatic("Barotrauma.Physics") +defaultLib["FireSource"] = CreateStatic("Barotrauma.FireSource", true) +defaultLib["TextManager"] = CreateStatic("Barotrauma.TextManager") +defaultLib["NetEntityEvent"] = CreateStatic("Barotrauma.Networking.NetEntityEvent") +defaultLib["Screen"] = CreateStatic("Barotrauma.Screen") +defaultLib["AttackResult"] = CreateStatic("Barotrauma.AttackResult", true) +defaultLib["TempClient"] = CreateStatic("Barotrauma.Networking.TempClient", true) +defaultLib["DecalManager"] = CreateStatic("Barotrauma.DecalManager", true) +defaultLib["AutoItemPlacer"] = CreateStatic("Barotrauma.AutoItemPlacer") +defaultLib["PropertyConditional"] = CreateStatic("Barotrauma.PropertyConditional", true) +defaultLib["StatusEffect"] = CreateStatic("Barotrauma.StatusEffect", true) +defaultLib["OutpostGenerator"] = CreateStatic("Barotrauma.OutpostGenerator") +defaultLib["DamageModifier"] = CreateStatic("Barotrauma.DamageModifier", true) +defaultLib["TraitorManager"] = CreateStatic("Barotrauma.TraitorManager", true) +AddCallMetaTable(defaultLib["TraitorManager"].TraitorResults) + +defaultLib["Md5Hash"] = CreateStatic("Barotrauma.Md5Hash", true) +defaultLib["ContentXElement"] = CreateStatic("Barotrauma.ContentXElement", true) +defaultLib["ContentPath"] = CreateStatic("Barotrauma.ContentPath", true) +defaultLib["XElement"] = CreateStatic("System.Xml.Linq.XElement", true) +defaultLib["XName"] = CreateStatic("System.Xml.Linq.XName", true) +defaultLib["XAttribute"] = CreateStatic("System.Xml.Linq.XAttribute", true) +defaultLib["XContainer"] = CreateStatic("System.Xml.Linq.XContainer", true) +defaultLib["XDocument"] = CreateStatic("System.Xml.Linq.XDocument", true) +defaultLib["XNode"] = CreateStatic("System.Xml.Linq.XNode", true) +defaultLib["SoundsFile"] = CreateStatic("Barotrauma.SoundsFile", true) + +defaultLib["Voting"] = CreateStatic("Barotrauma.Voting") +defaultLib["TimeSpan"] = CreateStatic("System.TimeSpan") +defaultLib["IPAddress"] = CreateStatic("System.Net.IPAddress") +defaultLib["ContentPackageId"] = CreateStatic("Barotrauma.ContentPackageId") +defaultLib["Address"] = CreateStatic("Barotrauma.Networking.Address") +defaultLib["AccountId"] = CreateStatic("Barotrauma.Networking.AccountId") +defaultLib["Endpoint"] = CreateStatic("Barotrauma.Networking.Endpoint") + +defaultLib["Explosion"] = CreateStatic("Barotrauma.Explosion", true) + +defaultLib["ConvertUnits"] = CreateStatic("FarseerPhysics.ConvertUnits") +defaultLib["ToolBox"] = CreateStatic("Barotrauma.ToolBox") + +defaultLib["AIObjective"] = CreateStatic("Barotrauma.AIObjective", true) +defaultLib["AIObjectiveChargeBatteries"] = CreateStatic("Barotrauma.AIObjectiveChargeBatteries", true) +defaultLib["AIObjectiveCleanupItem"] = CreateStatic("Barotrauma.AIObjectiveCleanupItem", true) +defaultLib["AIObjectiveCleanupItems"] = CreateStatic("Barotrauma.AIObjectiveCleanupItems", true) +defaultLib["AIObjectiveCombat"] = CreateStatic("Barotrauma.AIObjectiveCombat", true) +defaultLib["AIObjectiveContainItem"] = CreateStatic("Barotrauma.AIObjectiveContainItem", true) +defaultLib["AIObjectiveDecontainItem"] = CreateStatic("Barotrauma.AIObjectiveDecontainItem", true) +defaultLib["AIObjectiveEscapeHandcuffs"] = CreateStatic("Barotrauma.AIObjectiveEscapeHandcuffs", true) +defaultLib["AIObjectiveExtinguishFire"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFire", true) +defaultLib["AIObjectiveExtinguishFires"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFires", true) +defaultLib["AIObjectiveFightIntruders"] = CreateStatic("Barotrauma.AIObjectiveFightIntruders", true) +defaultLib["AIObjectiveFindDivingGear"] = CreateStatic("Barotrauma.AIObjectiveFindDivingGear", true) +defaultLib["AIObjectiveFindSafety"] = CreateStatic("Barotrauma.AIObjectiveFindSafety", true) +defaultLib["AIObjectiveFixLeak"] = CreateStatic("Barotrauma.AIObjectiveFixLeak", true) +defaultLib["AIObjectiveFixLeaks"] = CreateStatic("Barotrauma.AIObjectiveFixLeaks", true) +defaultLib["AIObjectiveGetItem"] = CreateStatic("Barotrauma.AIObjectiveGetItem", true) +defaultLib["AIObjectiveGoTo"] = CreateStatic("Barotrauma.AIObjectiveGoTo", true) +defaultLib["AIObjectiveIdle"] = CreateStatic("Barotrauma.AIObjectiveIdle", true) +defaultLib["AIObjectiveOperateItem"] = CreateStatic("Barotrauma.AIObjectiveOperateItem", true) +defaultLib["AIObjectiveOperateItem"] = CreateStatic("Barotrauma.AIObjectiveOperateItem", true) +defaultLib["AIObjectivePumpWater"] = CreateStatic("Barotrauma.AIObjectivePumpWater", true) +defaultLib["AIObjectiveRepairItem"] = CreateStatic("Barotrauma.AIObjectiveRepairItem", true) +defaultLib["AIObjectiveRepairItems"] = CreateStatic("Barotrauma.AIObjectiveRepairItems", true) +defaultLib["AIObjectiveRescue"] = CreateStatic("Barotrauma.AIObjectiveRescue", true) +defaultLib["AIObjectiveRescueAll"] = CreateStatic("Barotrauma.AIObjectiveRescueAll", true) +defaultLib["AIObjectiveReturn"] = CreateStatic("Barotrauma.AIObjectiveReturn", true) +defaultLib["AITarget"] = CreateStatic("Barotrauma.AITarget", true) + +defaultLib["Order"] = CreateStatic("Barotrauma.Order", true) +defaultLib["OrderPrefab"] = CreateStatic("Barotrauma.OrderPrefab", true) +defaultLib["OrderTarget"] = CreateStatic("Barotrauma.OrderTarget", true) + +local componentsToReference = { "DockingPort", "Door", "GeneticMaterial", "Growable", "Holdable", "LevelResource", "ItemComponent", "ItemLabel", "LightComponent", "Controller", "Deconstructor", "Engine", "Fabricator", "OutpostTerminal", "Pump", "Reactor", "Steering", "PowerContainer", "Projectile", "Repairable", "Rope", "Scanner", "ButtonTerminal", "ConnectionPanel", "CustomInterface", "MemoryComponent", "Terminal", "WifiComponent", "Wire", "TriggerComponent", "ElectricalDischarger", "EntitySpawnerComponent", "ProducedItem", "VineTile", "GrowthSideExtension", "IdCard", "MeleeWeapon", "Pickable", "Propulsion", "RangedWeapon", "RepairTool", "Sprayer", "Throwable", "ItemContainer", "Ladder", "LimbPos", "MiniMap", "OxygenGenerator", "Sonar", "SonarTransducer", "Vent", "NameTag", "Planter", "Powered", "PowerTransfer", "Quality", "RemoteController", "AdderComponent", "AndComponent", "ArithmeticComponent", "ColorComponent", "ConcatComponent", "Connection", "DelayComponent", "DivideComponent", "EqualsComponent", "ExponentiationComponent", "FunctionComponent", "GreaterComponent", "ModuloComponent", "MotionSensor", "MultiplyComponent", "NotComponent", "OrComponent", "OscillatorComponent", "OxygenDetector", "RegExFindComponent", "RelayComponent", "SignalCheckComponent", "SmokeDetector", "StringComponent", "SubtractComponent", "TrigonometricFunctionComponent", "WaterDetector", "XorComponent", "StatusHUD", "Turret", "Wearable", "CustomInterface" +} + +defaultLib["Components"] = {} + +for key, value in pairs(componentsToReference) do + defaultLib["Components"][value] = CreateStatic("Barotrauma.Items.Components." .. value, true) +end + +defaultLib["Vector2"] = CreateStatic("Microsoft.Xna.Framework.Vector2", true) +defaultLib["Vector3"] = CreateStatic("Microsoft.Xna.Framework.Vector3", true) +defaultLib["Vector4"] = CreateStatic("Microsoft.Xna.Framework.Vector4", true) +defaultLib["Color"] = CreateStatic("Microsoft.Xna.Framework.Color", true) +defaultLib["Point"] = CreateStatic("Microsoft.Xna.Framework.Point", true) +defaultLib["Rectangle"] = CreateStatic("Microsoft.Xna.Framework.Rectangle", true) +defaultLib["Matrix"] = CreateStatic("Microsoft.Xna.Framework.Matrix", true) + +return defaultLib diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/Math.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/Math.lua new file mode 100644 index 00000000..84698a5d --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/Math.lua @@ -0,0 +1,40 @@ +math.lerp = function (a, b, t) + if type(a) ~= "number" then error(string.format("bad argument #1 to 'lerp' (number expected, got %s)", type(a)), 2) end + if type(b) ~= "number" then error(string.format("bad argument #2 to 'lerp' (number expected, got %s)", type(b)), 2) end + if type(t) ~= "number" then error(string.format("bad argument #3 to 'lerp' (number expected, got %s)", type(t)), 2) end + + return a * (1 - t) + b * t +end + +math.clamp = function (value, min, max) + if type(value) ~= "number" then error(string.format("bad argument #1 to 'clamp' (number expected, got %s)", type(value)), 2) end + if type(min) ~= "number" then error(string.format("bad argument #2 to 'clamp' (number expected, got %s)", type(min)), 2) end + if type(max) ~= "number" then error(string.format("bad argument #3 to 'clamp' (number expected, got %s)", type(max)), 2) end + + return math.max(min, math.min(max, value)) +end + +math.round = function (value, decimals) + if type(value) ~= "number" then error(string.format("bad argument #1 to 'round' (number expected, got %s)", type(value)), 2) end + if type(decimals) ~= "number" then error(string.format("bad argument #2 to 'round' (number expected, got %s)", type(decimals)), 2) end + + decimals = decimals or 0 + local mult = 10 ^ decimals + return math.floor(value * mult + 0.5) / mult +end + +math.sign = function (value) + if type(value) ~= "number" then error(string.format("bad argument #1 to 'sign' (number expected, got %s)", type(value)), 2) end + + return value >= 0 and 1 or -1 +end + +math.remap = function (value, inMin, inMax, outMin, outMax) + if type(value) ~= "number" then error(string.format("bad argument #1 to 'remap' (number expected, got %s)", type(value)), 2) end + if type(inMin) ~= "number" then error(string.format("bad argument #2 to 'remap' (number expected, got %s)", type(inMin)), 2) end + if type(inMax) ~= "number" then error(string.format("bad argument #3 to 'remap' (number expected, got %s)", type(inMax)), 2) end + if type(outMin) ~= "number" then error(string.format("bad argument #4 to 'remap' (number expected, got %s)", type(outMin)), 2) end + if type(outMax) ~= "number" then error(string.format("bad argument #5 to 'remap' (number expected, got %s)", type(outMax)), 2) end + + return outMin + (outMax - outMin) * ((value - inMin) / (inMax - inMin)) +end \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/SteamApi.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/SteamApi.lua new file mode 100644 index 00000000..4e9608f6 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/SteamApi.lua @@ -0,0 +1,26 @@ +local descriptor = LuaUserData.RegisterType("Barotrauma.LuaCsSteam") + +LuaUserData.AddMethod(descriptor, "GetWorkshopCollection", function (id, callback) + id = tostring(id) + + Networking.RequestPostHTTP("https://api.steampowered.com/ISteamRemoteStorage/GetCollectionDetails/v1/", function (result) + local data = json.parse(result) + + if data.response.collectiondetails[1].children == nil then + callback() + return + end + + local workshopItems = {} + + for key, value in pairs(data.response.collectiondetails[1].children) do + table.insert(workshopItems, value.publishedfileid) + end + + if callback then + callback(workshopItems) + end + end, + "collectioncount=1&publishedfileids[0]=" .. id, + "application/x-www-form-urlencoded") +end) \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/String.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/String.lua new file mode 100644 index 00000000..3a79448c --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/String.lua @@ -0,0 +1,13 @@ +string.startsWith = function(str, start) + if type(str) ~= "string" then error(string.format("bad argument #1 to 'startsWith' (string expected, got %s)", type(str)), 2) end + if type(start) ~= "string" then error(string.format("bad argument #2 to 'startsWith' (string expected, got %s)", type(start)), 2) end + + return string.sub(str, 1, string.len(start)) == start +end + +string.endsWith = function(str, ending) + if type(str) ~= "string" then error(string.format("bad argument #1 to 'endsWith' (string expected, got %s)", type(str)), 2) end + if type(ending) ~= "string" then error(string.format("bad argument #2 to 'endsWith' (string expected, got %s)", type(ending)), 2) end + + return ending == "" or string.sub(str, -string.len(ending)) == ending +end \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/Util.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/Util.lua new file mode 100644 index 00000000..d4372ef9 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultLib/Utils/Util.lua @@ -0,0 +1,86 @@ +Util = {} + +local itemDictionary = {} +local itemGroups = {} + +local function AddItem(item) + for _, itemGroup in pairs(itemGroups) do + if itemGroup.func(item) then + table.insert(itemGroup.items, item) + end + end + + local id = item.Prefab.Identifier.Value + if itemDictionary[id] == nil then + itemDictionary[id] = {} + end + + table.insert(itemDictionary[id], item) +end + +Hook.Add("item.created", "luaSetup.util.itemDictionary", function (item) + AddItem(item) +end) + +Hook.Add("roundEnd", "luaSetup.util.itemDictionary", function (item) + itemDictionary = {} + for _, itemGroup in pairs(itemGroups) do + itemGroup.items = {} + end +end) + +for _, item in pairs(Item.ItemList) do + AddItem(item) +end + +Util.RegisterItemGroup = function(groupName, func) + if type(groupName) ~= "string" then + error(string.format("bad argument #1 to 'RegisterItemGroup' (string expected, got %s)", type(groupName)), 2) + end + + if type(func) ~= "function" then + error(string.format("bad argument #2 to 'RegisterItemGroup' (function expected, got %s)", type(func)), 2) + end + + local items = {} + for _, item in pairs(Item.ItemList) do + if func(item) then + table.insert(items, item) + end + end + + itemGroups[groupName] = { + func = func, + items = items + } +end + +Util.GetItemGroup = function(groupName) + if type(groupName) ~= "string" then + error(string.format("bad argument #1 to 'GetItemGroup' (string expected, got %s)", type(groupName)), 2) + end + + if not itemGroups[groupName] then + error("bad argument #1 to 'GetItemGroup' couldn't find the specified groupName", 2) + end + + return itemGroups[groupName].items or {} +end + +Util.GetItemsById = function(id) + if id == nil then + error(string.format("bad argument #1 to 'GetItemsById' (string expected, got %s)", type(id)), 2) + end + + return itemDictionary[id] +end + +Util.FindClientCharacter = function(character) + if CLIENT and Game.IsSingleplayer then return nil end + + for _, client in pairs(Client.ClientList) do + if client.Character == character then + return client + end + end +end \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterClient.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterClient.lua new file mode 100644 index 00000000..6f074747 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterClient.lua @@ -0,0 +1,150 @@ +local Register = LuaSetup.LuaUserData.RegisterType +local RegisterBarotrauma = LuaSetup.LuaUserData.RegisterTypeBarotrauma + +local localizedStrings = { + "LocalizedString", "LimitLString", "WrappedLString", "AddedPunctuationLString", "CapitalizeLString", "ConcatLString", "FallbackLString", "FormattedLString", "InputTypeLString", "JoinLString", "LowerLString", "RawLString", "ReplaceLString", "ServerMsgLString", "SplitLString", "TagLString", "TrimLString", "UpperLString", "StripRichTagsLString", +} + +for key, value in pairs(localizedStrings) do + RegisterBarotrauma(value) +end + +RegisterBarotrauma("EditorScreen") +RegisterBarotrauma("SubEditorScreen") +RegisterBarotrauma("EventEditorScreen") +RegisterBarotrauma("CharacterEditor.CharacterEditorScreen") +RegisterBarotrauma("SpriteEditorScreen") +RegisterBarotrauma("LevelEditorScreen") + +RegisterBarotrauma("Networking.ClientPeer") +RegisterBarotrauma("Networking.GameClient") +RegisterBarotrauma("Networking.VoipCapture") + +RegisterBarotrauma("Media.Video") + +RegisterBarotrauma("SoundsFile") +RegisterBarotrauma("SoundPrefab") +RegisterBarotrauma("PrefabCollection`1") +RegisterBarotrauma("PrefabSelector`1") +RegisterBarotrauma("BackgroundMusic") +RegisterBarotrauma("GUISound") +RegisterBarotrauma("DamageSound") + +RegisterBarotrauma("Sounds.SoundManager") +RegisterBarotrauma("Sounds.OggSound") +RegisterBarotrauma("Sounds.VideoSound") +RegisterBarotrauma("Sounds.VoipSound") +RegisterBarotrauma("Sounds.SoundChannel") +RegisterBarotrauma("Sounds.SoundBuffers") +RegisterBarotrauma("RoundSound") +RegisterBarotrauma("CharacterSound") +RegisterBarotrauma("SoundPlayer") +RegisterBarotrauma("Items.Components.ItemSound") + +RegisterBarotrauma("Sounds.LowpassFilter") +RegisterBarotrauma("Sounds.HighpassFilter") +RegisterBarotrauma("Sounds.BandpassFilter") +RegisterBarotrauma("Sounds.NotchFilter") +RegisterBarotrauma("Sounds.LowShelfFilter") +RegisterBarotrauma("Sounds.HighShelfFilter") +RegisterBarotrauma("Sounds.PeakFilter") + +RegisterBarotrauma("Particles.ParticleManager") +RegisterBarotrauma("Particles.Particle") +RegisterBarotrauma("Particles.ParticleEmitterProperties") +RegisterBarotrauma("Particles.ParticleEmitter") +RegisterBarotrauma("Particles.ParticlePrefab") + +RegisterBarotrauma("Lights.LightManager") +RegisterBarotrauma("Lights.LightSource") +RegisterBarotrauma("Lights.LightSourceParams") + +RegisterBarotrauma("LevelWallVertexBuffer") +RegisterBarotrauma("LevelRenderer") +RegisterBarotrauma("WaterRenderer") +RegisterBarotrauma("WaterVertexData") + +RegisterBarotrauma("ChatBox") +RegisterBarotrauma("GUICanvas") +RegisterBarotrauma("Anchor") +RegisterBarotrauma("Alignment") +RegisterBarotrauma("Pivot") +RegisterBarotrauma("Key") +RegisterBarotrauma("PlayerInput") +RegisterBarotrauma("ScalableFont") + +Register("Microsoft.Xna.Framework.Graphics.Effect") +Register("Microsoft.Xna.Framework.Graphics.EffectParameterCollection") +Register("Microsoft.Xna.Framework.Graphics.EffectParameter") + +Register("Microsoft.Xna.Framework.Graphics.SpriteBatch") +Register("Microsoft.Xna.Framework.Graphics.Texture2D") +Register("EventInput.KeyboardDispatcher") +Register("EventInput.KeyEventArgs") +Register("Microsoft.Xna.Framework.Input.Keys") +Register("Microsoft.Xna.Framework.Input.KeyboardState") + +RegisterBarotrauma("TextureLoader") +RegisterBarotrauma("Sprite") +RegisterBarotrauma("GUI") +RegisterBarotrauma("GUIStyle") +RegisterBarotrauma("GUIComponent") +RegisterBarotrauma("GUILayoutGroup") +RegisterBarotrauma("GUITextBox") +RegisterBarotrauma("GUITextBlock") +RegisterBarotrauma("GUIButton") +RegisterBarotrauma("RectTransform") +RegisterBarotrauma("GUIFrame") +RegisterBarotrauma("GUITickBox") +RegisterBarotrauma("GUIImage") +RegisterBarotrauma("GUIListBox") +RegisterBarotrauma("GUIScrollBar") +RegisterBarotrauma("GUIDropDown") +RegisterBarotrauma("GUINumberInput") +RegisterBarotrauma("GUIMessage") +RegisterBarotrauma("GUIMessageBox") +RegisterBarotrauma("GUIColorPicker") +RegisterBarotrauma("GUIProgressBar") +RegisterBarotrauma("GUICustomComponent") +RegisterBarotrauma("GUIScissorComponent") +RegisterBarotrauma("GUIComponentStyle") +RegisterBarotrauma("GUIFontPrefab") +RegisterBarotrauma("GUIFont") +RegisterBarotrauma("GUISpritePrefab") +RegisterBarotrauma("GUISprite") +RegisterBarotrauma("GUISpriteSheetPrefab") +RegisterBarotrauma("GUISpriteSheet") +RegisterBarotrauma("GUICursorPrefab") +RegisterBarotrauma("GUICursor") +RegisterBarotrauma("GUIRadioButtonGroup") +RegisterBarotrauma("GUIDragHandle") +RegisterBarotrauma("GUIContextMenu") +RegisterBarotrauma("ContextMenuOption") +RegisterBarotrauma("VideoPlayer") +RegisterBarotrauma("CreditsPlayer") +RegisterBarotrauma("SlideshowPlayer") +RegisterBarotrauma("SerializableEntityEditor") +RegisterBarotrauma("CircuitBoxWireRenderer") +RegisterBarotrauma("CircuitBoxLabel") +RegisterBarotrauma("CircuitBoxMouseDragSnapshotHandler") +RegisterBarotrauma("CircuitBoxUI") + +RegisterBarotrauma("SettingsMenu") +RegisterBarotrauma("TabMenu") +RegisterBarotrauma("Widget") +RegisterBarotrauma("UpgradeStore") +RegisterBarotrauma("VotingInterface") +RegisterBarotrauma("MedicalClinicUI") +RegisterBarotrauma("LoadingScreen") +RegisterBarotrauma("HUD") +RegisterBarotrauma("HUDLayoutSettings") +RegisterBarotrauma("HUDProgressBar") +RegisterBarotrauma("Graph") +RegisterBarotrauma("HRManagerUI") +RegisterBarotrauma("SubmarineSelection") +RegisterBarotrauma("Store") +RegisterBarotrauma("UISprite") +RegisterBarotrauma("ParamsEditor") + +RegisterBarotrauma("Inventory+SlotReference") +RegisterBarotrauma("VisualSlot") diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterServer.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterServer.lua new file mode 100644 index 00000000..0de67a7f --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterServer.lua @@ -0,0 +1,20 @@ +local Register = LuaSetup.LuaUserData.RegisterType +local RegisterBarotrauma = LuaSetup.LuaUserData.RegisterTypeBarotrauma + + +local localizedStrings = { + "LocalizedString", "AddedPunctuationLString", "CapitalizeLString", "ConcatLString", "FallbackLString", "FormattedLString", "InputTypeLString", "JoinLString", "LowerLString", "RawLString", "ReplaceLString", "ServerMsgLString", "SplitLString", "TagLString", "TrimLString", "UpperLString", "StripRichTagsLString", +} + +for key, value in pairs(localizedStrings) do + RegisterBarotrauma(value) +end + +Register("Steamworks.SteamServer") + +RegisterBarotrauma("Character+TeamChangeEventData") + +RegisterBarotrauma("Networking.GameServer") + +RegisterBarotrauma("Networking.ServerPeer") +RegisterBarotrauma("Networking.FileSender") diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterShared.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterShared.lua new file mode 100644 index 00000000..a3603fe5 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/DefaultRegister/RegisterShared.lua @@ -0,0 +1,478 @@ +local Register = LuaSetup.LuaUserData.RegisterType +local RegisterExtension = LuaSetup.LuaUserData.RegisterExtensionType +local RegisterBarotrauma = LuaSetup.LuaUserData.RegisterTypeBarotrauma + +Register("System.TimeSpan") +Register("System.Exception") +Register("System.Console") +Register("System.Exception") + +RegisterBarotrauma("Success`2") +RegisterBarotrauma("Failure`2") + +RegisterBarotrauma("LuaSByte") +RegisterBarotrauma("LuaByte") +RegisterBarotrauma("LuaInt16") +RegisterBarotrauma("LuaUInt16") +RegisterBarotrauma("LuaInt32") +RegisterBarotrauma("LuaUInt32") +RegisterBarotrauma("LuaInt64") +RegisterBarotrauma("LuaUInt64") +RegisterBarotrauma("LuaSingle") +RegisterBarotrauma("LuaDouble") + +RegisterBarotrauma("GameMain") +RegisterBarotrauma("Networking.BanList") +RegisterBarotrauma("Networking.BannedPlayer") + +RegisterBarotrauma("Range`1") + +RegisterBarotrauma("RichString") +RegisterBarotrauma("Identifier") +RegisterBarotrauma("LanguageIdentifier") + +RegisterBarotrauma("Job") +RegisterBarotrauma("JobPrefab") +RegisterBarotrauma("JobVariant") + +Register("Voronoi2.DoubleVector2") +Register("Voronoi2.Site") +Register("Voronoi2.Edge") +Register("Voronoi2.Halfedge") +Register("Voronoi2.VoronoiCell") +Register("Voronoi2.GraphEdge") + +RegisterBarotrauma("WayPoint") +RegisterBarotrauma("Level") +RegisterBarotrauma("LevelData") +RegisterBarotrauma("Level+InterestingPosition") +RegisterBarotrauma("LevelGenerationParams") +RegisterBarotrauma("LevelObjectManager") +RegisterBarotrauma("LevelObject") +RegisterBarotrauma("LevelObjectPrefab") +RegisterBarotrauma("LevelTrigger") +RegisterBarotrauma("CaveGenerationParams") +RegisterBarotrauma("CaveGenerator") +RegisterBarotrauma("OutpostGenerationParams") +RegisterBarotrauma("OutpostGenerator") +RegisterBarotrauma("OutpostModuleInfo") +RegisterBarotrauma("BeaconStationInfo") +RegisterBarotrauma("NPCSet") +RegisterBarotrauma("RuinGeneration.Ruin") +RegisterBarotrauma("RuinGeneration.RuinGenerationParams") +RegisterBarotrauma("LevelWall") +RegisterBarotrauma("DestructibleLevelWall") +RegisterBarotrauma("Biome") +RegisterBarotrauma("Map") +RegisterBarotrauma("Networking.RespawnManager") +RegisterBarotrauma("Networking.RespawnManager+TeamSpecificState") + +RegisterBarotrauma("Character") +RegisterBarotrauma("CharacterPrefab") +RegisterBarotrauma("CharacterInfo") +RegisterBarotrauma("CharacterInfoPrefab") +RegisterBarotrauma("CharacterInfo+HeadPreset") +RegisterBarotrauma("CharacterInfo+HeadInfo") +RegisterBarotrauma("CharacterHealth") +RegisterBarotrauma("CharacterHealth+LimbHealth") +RegisterBarotrauma("DamageModifier") +RegisterBarotrauma("CharacterInventory") +RegisterBarotrauma("CharacterParams") +RegisterBarotrauma("CharacterParams+AIParams") +RegisterBarotrauma("CharacterParams+TargetParams") +RegisterBarotrauma("CharacterParams+InventoryParams") +RegisterBarotrauma("CharacterParams+HealthParams") +RegisterBarotrauma("CharacterParams+ParticleParams") +RegisterBarotrauma("CharacterParams+SoundParams") +RegisterBarotrauma("SteeringManager") +RegisterBarotrauma("IndoorsSteeringManager") +RegisterBarotrauma("SteeringPath") +RegisterBarotrauma("CreatureMetrics") + +RegisterBarotrauma("Item") +RegisterBarotrauma("DeconstructItem") +RegisterBarotrauma("PurchasedItem") +RegisterBarotrauma("PurchasedItemSwap") +RegisterBarotrauma("PurchasedUpgrade") +RegisterBarotrauma("SoldItem") +RegisterBarotrauma("StartItem") +RegisterBarotrauma("StartItemSet") +RegisterBarotrauma("RelatedItem") +RegisterBarotrauma("UpgradeManager") +RegisterBarotrauma("CargoManager") +RegisterBarotrauma("HireManager") +RegisterBarotrauma("FabricationRecipe") +RegisterBarotrauma("PreferredContainer") +RegisterBarotrauma("SwappableItem") +RegisterBarotrauma("FabricationRecipe+RequiredItemByIdentifier") +RegisterBarotrauma("FabricationRecipe+RequiredItemByTag") +RegisterBarotrauma("Submarine") + +RegisterBarotrauma("Networking.AccountInfo") +RegisterBarotrauma("Networking.AccountId") +RegisterBarotrauma("Networking.SteamId") +RegisterBarotrauma("Networking.EpicAccountId") +RegisterBarotrauma("Networking.Address") +RegisterBarotrauma("Networking.UnknownAddress") +RegisterBarotrauma("Networking.P2PAddress") +RegisterBarotrauma("Networking.EosP2PAddress") +RegisterBarotrauma("Networking.SteamP2PAddress") +RegisterBarotrauma("Networking.PipeAddress") +RegisterBarotrauma("Networking.LidgrenAddress") +RegisterBarotrauma("Networking.Endpoint") +RegisterBarotrauma("Networking.SteamP2PEndpoint") +RegisterBarotrauma("Networking.PipeEndpoint") +RegisterBarotrauma("Networking.LidgrenEndpoint") + +RegisterBarotrauma("INetSerializableStruct") +RegisterBarotrauma("Networking.Client") +RegisterBarotrauma("Networking.TempClient") +RegisterBarotrauma("Networking.NetworkConnection") +RegisterBarotrauma("Networking.LidgrenConnection") +RegisterBarotrauma("Networking.SteamP2PConnection") +RegisterBarotrauma("Networking.VoipQueue") +RegisterBarotrauma("Networking.ChatMessage") + +RegisterBarotrauma("AnimController") +RegisterBarotrauma("HumanoidAnimController") +RegisterBarotrauma("FishAnimController") +RegisterBarotrauma("Limb") +RegisterBarotrauma("Ragdoll") +RegisterBarotrauma("RagdollParams") + +RegisterBarotrauma("AfflictionPrefab") +RegisterBarotrauma("Affliction") +RegisterBarotrauma("AttackResult") +RegisterBarotrauma("Attack") +RegisterBarotrauma("Entity") +RegisterBarotrauma("EntityGrid") +RegisterBarotrauma("EntitySpawner") +RegisterBarotrauma("MapEntity") +RegisterBarotrauma("MapEntityPrefab") +RegisterBarotrauma("CauseOfDeath") +RegisterBarotrauma("Hull") +RegisterBarotrauma("WallSection") +RegisterBarotrauma("Structure") +RegisterBarotrauma("Gap") +RegisterBarotrauma("PhysicsBody") +RegisterBarotrauma("AbilityFlags") +RegisterBarotrauma("ItemPrefab") +RegisterBarotrauma("ItemAssemblyPrefab") +RegisterBarotrauma("InputType") + +RegisterBarotrauma("FireSource") +RegisterBarotrauma("SerializableProperty") +LuaUserData.MakeFieldAccessible(RegisterBarotrauma("StatusEffect"), "user") +RegisterBarotrauma("DurationListElement") +RegisterBarotrauma("PropertyConditional") +RegisterBarotrauma("DelayedListElement") +RegisterBarotrauma("DelayedEffect") + + +RegisterBarotrauma("ContentPackageManager") +RegisterBarotrauma("ContentPackageManager+PackageSource") +RegisterBarotrauma("ContentPackageManager+EnabledPackages") +RegisterBarotrauma("ContentPackage") +RegisterBarotrauma("RegularPackage") +RegisterBarotrauma("CorePackage") +RegisterBarotrauma("ContentXElement") +RegisterBarotrauma("ContentPath") +RegisterBarotrauma("ContentPackageId") +RegisterBarotrauma("SteamWorkshopId") +RegisterBarotrauma("Md5Hash") + +RegisterBarotrauma("AfflictionsFile") +RegisterBarotrauma("BackgroundCreaturePrefabsFile") +RegisterBarotrauma("BallastFloraFile") +RegisterBarotrauma("BeaconStationFile") +RegisterBarotrauma("CaveGenerationParametersFile") +RegisterBarotrauma("CharacterFile") +RegisterBarotrauma("ContentFile") +RegisterBarotrauma("CorpsesFile") +RegisterBarotrauma("DecalsFile") +RegisterBarotrauma("EnemySubmarineFile") +RegisterBarotrauma("EventManagerSettingsFile") +RegisterBarotrauma("FactionsFile") +RegisterBarotrauma("ItemAssemblyFile") +RegisterBarotrauma("ItemFile") +RegisterBarotrauma("JobsFile") +RegisterBarotrauma("LevelGenerationParametersFile") +RegisterBarotrauma("LevelObjectPrefabsFile") +RegisterBarotrauma("LocationTypesFile") +RegisterBarotrauma("MapGenerationParametersFile") +RegisterBarotrauma("MissionsFile") +RegisterBarotrauma("NPCConversationsFile") +RegisterBarotrauma("NPCPersonalityTraitsFile") +RegisterBarotrauma("NPCSetsFile") +RegisterBarotrauma("OrdersFile") +RegisterBarotrauma("OtherFile") +RegisterBarotrauma("OutpostConfigFile") +RegisterBarotrauma("OutpostFile") +RegisterBarotrauma("OutpostModuleFile") +RegisterBarotrauma("ParticlesFile") +RegisterBarotrauma("RandomEventsFile") +RegisterBarotrauma("RuinConfigFile") +RegisterBarotrauma("ServerExecutableFile") +RegisterBarotrauma("SkillSettingsFile") +RegisterBarotrauma("SoundsFile") +RegisterBarotrauma("StartItemsFile") +RegisterBarotrauma("StructureFile") +RegisterBarotrauma("SubmarineFile") +RegisterBarotrauma("TalentsFile") +RegisterBarotrauma("TalentTreesFile") +RegisterBarotrauma("TextFile") +RegisterBarotrauma("TutorialsFile") +RegisterBarotrauma("UIStyleFile") +RegisterBarotrauma("UpgradeModulesFile") +RegisterBarotrauma("WreckAIConfigFile") +RegisterBarotrauma("WreckFile") + +Register("System.Xml.Linq.XElement") +Register("System.Xml.Linq.XName") +Register("System.Xml.Linq.XAttribute") +Register("System.Xml.Linq.XContainer") +Register("System.Xml.Linq.XDocument") +Register("System.Xml.Linq.XNode") + + +RegisterBarotrauma("SubmarineBody") +RegisterBarotrauma("Explosion") +RegisterBarotrauma("Networking.ServerSettings") +RegisterBarotrauma("Networking.ServerSettings+SavedClientPermission") +RegisterBarotrauma("Inventory") +RegisterBarotrauma("ItemInventory") +RegisterBarotrauma("Inventory+ItemSlot") +RegisterBarotrauma("FireSource") +RegisterBarotrauma("AutoItemPlacer") +RegisterBarotrauma("CircuitBoxConnection") +RegisterBarotrauma("CircuitBoxComponent") +RegisterBarotrauma("CircuitBoxNode") +RegisterBarotrauma("CircuitBoxWire") +RegisterBarotrauma("CircuitBoxInputOutputNode") +RegisterBarotrauma("CircuitBoxSelectable") +RegisterBarotrauma("CircuitBoxSizes") + +local componentsToRegister = { "DockingPort", "Door", "GeneticMaterial", "Growable", "Holdable", "LevelResource", "ItemComponent", "ItemLabel", "LightComponent", "Controller", "Deconstructor", "Engine", "Fabricator", "OutpostTerminal", "Pump", "Reactor", "Steering", "PowerContainer", "Projectile", "Repairable", "Rope", "Scanner", "ButtonTerminal", "ConnectionPanel", "CustomInterface", "MemoryComponent", "Terminal", "WifiComponent", "Wire", "TriggerComponent", "ElectricalDischarger", "EntitySpawnerComponent", "ProducedItem", "VineTile", "GrowthSideExtension", "IdCard", "MeleeWeapon", "Pickable", "AbilityItemPickingTime", "Propulsion", "RangedWeapon", "AbilityRangedWeapon", "RepairTool", "Sprayer", "Throwable", "ItemContainer", "AbilityItemContainer", "Ladder", "LimbPos", "AbilityDeconstructedItem", "AbilityItemCreationMultiplier", "AbilityItemDeconstructedInventory", "MiniMap", "OxygenGenerator", "Sonar", "SonarTransducer", "Vent", "NameTag", "Planter", "Powered", "PowerTransfer", "Quality", "RemoteController", "AdderComponent", "AndComponent", "ArithmeticComponent", "ColorComponent", "ConcatComponent", "Connection", "CircuitBox", "DelayComponent", "DivideComponent", "EqualsComponent", "ExponentiationComponent", "FunctionComponent", "GreaterComponent", "ModuloComponent", "MotionSensor", "MultiplyComponent", "NotComponent", "OrComponent", "OscillatorComponent", "OxygenDetector", "RegExFindComponent", "RelayComponent", "SignalCheckComponent", "SmokeDetector", "StringComponent", "SubtractComponent", "TrigonometricFunctionComponent", "WaterDetector", "XorComponent", "StatusHUD", "Turret", "Wearable", +"GridInfo", "PowerSourceGroup" +} + +for key, value in pairs(componentsToRegister) do + RegisterBarotrauma("Items.Components." .. value) +end + +LuaUserData.MakeFieldAccessible(RegisterBarotrauma("Items.Components.CustomInterface"), "customInterfaceElementList") +RegisterBarotrauma("Items.Components.CustomInterface+CustomInterfaceElement") + +RegisterBarotrauma("WearableSprite") + +RegisterBarotrauma("AIController") +RegisterBarotrauma("EnemyAIController") +RegisterBarotrauma("HumanAIController") +RegisterBarotrauma("AICharacter") +RegisterBarotrauma("AITarget") +RegisterBarotrauma("AITargetMemory") +RegisterBarotrauma("AIChatMessage") +RegisterBarotrauma("AIObjectiveManager") +RegisterBarotrauma("WreckAI") +RegisterBarotrauma("WreckAIConfig") + +RegisterBarotrauma("AIObjectiveChargeBatteries") +RegisterBarotrauma("AIObjective") +RegisterBarotrauma("AIObjectiveCleanupItem") +RegisterBarotrauma("AIObjectiveCleanupItems") +RegisterBarotrauma("AIObjectiveCombat") +RegisterBarotrauma("AIObjectiveContainItem") +RegisterBarotrauma("AIObjectiveDecontainItem") +RegisterBarotrauma("AIObjectiveEscapeHandcuffs") +RegisterBarotrauma("AIObjectiveExtinguishFire") +RegisterBarotrauma("AIObjectiveExtinguishFires") +RegisterBarotrauma("AIObjectiveFightIntruders") +RegisterBarotrauma("AIObjectiveFindDivingGear") +RegisterBarotrauma("AIObjectiveFindSafety") +RegisterBarotrauma("AIObjectiveFixLeak") +RegisterBarotrauma("AIObjectiveFixLeaks") +RegisterBarotrauma("AIObjectiveGetItem") +RegisterBarotrauma("AIObjectiveGoTo") +RegisterBarotrauma("AIObjectiveIdle") +RegisterBarotrauma("AIObjectiveOperateItem") +RegisterBarotrauma("AIObjectivePumpWater") +RegisterBarotrauma("AIObjectiveRepairItem") +RegisterBarotrauma("AIObjectiveRepairItems") +RegisterBarotrauma("AIObjectiveRescue") +RegisterBarotrauma("AIObjectiveRescueAll") +RegisterBarotrauma("AIObjectiveReturn") + +RegisterBarotrauma("Order") +RegisterBarotrauma("OrderPrefab") +RegisterBarotrauma("OrderTarget") + +RegisterBarotrauma("TalentPrefab") +RegisterBarotrauma("TalentOption") +RegisterBarotrauma("TalentSubTree") +RegisterBarotrauma("TalentTree") +RegisterBarotrauma("CharacterTalent") +RegisterBarotrauma("Upgrade") +RegisterBarotrauma("UpgradeCategory") +RegisterBarotrauma("UpgradePrefab") +RegisterBarotrauma("UpgradeManager") + +RegisterBarotrauma("Screen") +RegisterBarotrauma("GameScreen") +RegisterBarotrauma("GameSession") +RegisterBarotrauma("GameSettings") +RegisterBarotrauma("CrewManager") +RegisterBarotrauma("KarmaManager") + +RegisterBarotrauma("GameMode") +RegisterBarotrauma("MissionMode") +RegisterBarotrauma("PvPMode") +RegisterBarotrauma("Mission") +RegisterBarotrauma("AbandonedOutpostMission") +RegisterBarotrauma("EliminateTargetsMission") +RegisterBarotrauma("EndMission") +RegisterBarotrauma("BeaconMission") +RegisterBarotrauma("CargoMission") +RegisterBarotrauma("CombatMission") +RegisterBarotrauma("EscortMission") +RegisterBarotrauma("GoToMission") +RegisterBarotrauma("MineralMission") +RegisterBarotrauma("MonsterMission") +RegisterBarotrauma("NestMission") +RegisterBarotrauma("PirateMission") +RegisterBarotrauma("SalvageMission") +RegisterBarotrauma("ScanMission") +RegisterBarotrauma("MissionPrefab") +RegisterBarotrauma("CampaignMode") +RegisterBarotrauma("CoOpMode") +RegisterBarotrauma("MultiPlayerCampaign") +RegisterBarotrauma("Radiation") + +RegisterBarotrauma("CampaignMetadata") +RegisterBarotrauma("Wallet") + +RegisterBarotrauma("Faction") +RegisterBarotrauma("FactionPrefab") +RegisterBarotrauma("Reputation") + +RegisterBarotrauma("Location") +RegisterBarotrauma("LocationConnection") +RegisterBarotrauma("LocationType") +RegisterBarotrauma("LocationTypeChange") + +RegisterBarotrauma("DebugConsole") +RegisterBarotrauma("DebugConsole+Command") + +RegisterBarotrauma("TextManager") +RegisterBarotrauma("TextPack") + +local descriptor = RegisterBarotrauma("NetLobbyScreen") + +if SERVER then + LuaUserData.MakeFieldAccessible(descriptor, "subs") +end + +RegisterBarotrauma("EventManager") +RegisterBarotrauma("EventManagerSettings") +RegisterBarotrauma("Event") +RegisterBarotrauma("ArtifactEvent") +RegisterBarotrauma("MonsterEvent") +RegisterBarotrauma("ScriptedEvent") +RegisterBarotrauma("MalfunctionEvent") +RegisterBarotrauma("EventSet") +RegisterBarotrauma("EventPrefab") + +RegisterBarotrauma("Networking.NetConfig") +RegisterBarotrauma("Networking.IWriteMessage") +RegisterBarotrauma("Networking.IReadMessage") +RegisterBarotrauma("Networking.NetEntityEvent") +RegisterBarotrauma("Networking.INetSerializable") +Register("Lidgren.Network.NetIncomingMessage") +Register("Lidgren.Network.NetConnection") +Register("System.Net.IPEndPoint") +Register("System.Net.IPAddress") + +RegisterBarotrauma("Skill") +RegisterBarotrauma("SkillPrefab") +RegisterBarotrauma("SkillSettings") + +RegisterBarotrauma("TraitorManager") +RegisterBarotrauma("TraitorEvent") +RegisterBarotrauma("TraitorEventPrefab") +RegisterBarotrauma("TraitorManager+TraitorResults") + +Register("FarseerPhysics.Dynamics.Body") +Register("FarseerPhysics.Dynamics.World") +Register("FarseerPhysics.Dynamics.Fixture") +Register("FarseerPhysics.ConvertUnits") +Register("FarseerPhysics.Collision.AABB") +Register("FarseerPhysics.Collision.ContactFeature") +Register("FarseerPhysics.Collision.ManifoldPoint") +Register("FarseerPhysics.Collision.ContactID") +Register("FarseerPhysics.Collision.Manifold") +Register("FarseerPhysics.Collision.RayCastInput") +Register("FarseerPhysics.Collision.ClipVertex") +Register("FarseerPhysics.Collision.RayCastOutput") +Register("FarseerPhysics.Collision.EPAxis") +Register("FarseerPhysics.Collision.ReferenceFace") +Register("FarseerPhysics.Collision.Collision") + +RegisterBarotrauma("Physics") + +local toolBox = RegisterBarotrauma("ToolBox") +if CLIENT then + LuaUserData.RemoveMember(toolBox, "OpenFileWithShell") +end + +RegisterBarotrauma("Camera") +RegisterBarotrauma("Key") + +RegisterBarotrauma("PrefabCollection`1") + +RegisterBarotrauma("PrefabSelector`1") + +RegisterBarotrauma("Pair`2") + +RegisterBarotrauma("Items.Components.Signal") +RegisterBarotrauma("SubmarineInfo") + +RegisterBarotrauma("MapCreatures.Behavior.BallastFloraBehavior") +RegisterBarotrauma("MapCreatures.Behavior.BallastFloraBranch") + +RegisterBarotrauma("PetBehavior") +RegisterBarotrauma("SwarmBehavior") +RegisterBarotrauma("LatchOntoAI") + +RegisterBarotrauma("Decal") +RegisterBarotrauma("DecalPrefab") +RegisterBarotrauma("DecalManager") + +RegisterBarotrauma("PriceInfo") + +RegisterBarotrauma("Voting") + +Register("Microsoft.Xna.Framework.Vector2") +Register("Microsoft.Xna.Framework.Vector3") +Register("Microsoft.Xna.Framework.Vector4") +Register("Microsoft.Xna.Framework.Color") +Register("Microsoft.Xna.Framework.Point") +Register("Microsoft.Xna.Framework.Rectangle") +Register("Microsoft.Xna.Framework.Matrix") + +local friend = Register("Steamworks.Friend") + +LuaUserData.RemoveMember(friend, "InviteToGame") +LuaUserData.RemoveMember(friend, "SendMessage") + +local workshopItem = Register("Steamworks.Ugc.Item") + +LuaUserData.RemoveMember(workshopItem, "Subscribe") +LuaUserData.RemoveMember(workshopItem, "DownloadAsync") +LuaUserData.RemoveMember(workshopItem, "Unsubscribe") +LuaUserData.RemoveMember(workshopItem, "AddFavorite") +LuaUserData.RemoveMember(workshopItem, "RemoveFavorite") +LuaUserData.RemoveMember(workshopItem, "Vote") +LuaUserData.RemoveMember(workshopItem, "GetUserVote") +LuaUserData.RemoveMember(workshopItem, "Edit") + +RegisterExtension("Barotrauma.MathUtils") +RegisterExtension("Barotrauma.XMLExtensions") \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/LuaSetup.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/LuaSetup.lua new file mode 100644 index 00000000..05163a0d --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/LuaSetup.lua @@ -0,0 +1,50 @@ +LuaSetup = {} + +local path = table.pack(...)[1] + +package.path = {path .. "/?.lua"} + +setmodulepaths(package.path) + +-- Setup Libraries +require("LuaUserData") + +require("DefaultRegister/RegisterShared") + +if SERVER then + require("DefaultRegister/RegisterServer") +else + require("DefaultRegister/RegisterClient") +end + +local function AddTableToGlobal(tbl) + for k, v in pairs(tbl) do + _G[k] = v + end +end + +if SERVER then + AddTableToGlobal(require("DefaultLib/LibServer")) +else + AddTableToGlobal(require("DefaultLib/LibClient")) +end + +AddTableToGlobal(require("DefaultLib/LibShared")) + +AddTableToGlobal(require("CompatibilityLib")) + +require("DefaultHook") + +Descriptors = LuaSetup.LuaUserData.Descriptors +LuaUserData = LuaSetup.LuaUserData + +require("DefaultLib/Utils/Math") +require("DefaultLib/Utils/String") +require("DefaultLib/Utils/Util") +require("DefaultLib/Utils/SteamApi") + +require("PostSetup") + +LuaSetup = nil + +require("ModLoader") \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/LuaUserData.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/LuaUserData.lua new file mode 100644 index 00000000..387fc7f2 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/LuaUserData.lua @@ -0,0 +1,97 @@ +local clrLuaUserData = LuaUserData +local luaUserData = {} + +luaUserData.Descriptors = {} + +LuaSetup.LuaUserData = luaUserData + +luaUserData.IsRegistered = clrLuaUserData.IsRegistered +luaUserData.UnregisterType = clrLuaUserData.UnregisterType +luaUserData.RegisterGenericType = clrLuaUserData.RegisterGenericType +luaUserData.RegisterExtensionType = clrLuaUserData.RegisterExtensionType +luaUserData.UnregisterGenericType = clrLuaUserData.UnregisterGenericType +luaUserData.IsTargetType = clrLuaUserData.IsTargetType +luaUserData.TypeOf = clrLuaUserData.TypeOf +luaUserData.GetType = clrLuaUserData.GetType +luaUserData.CreateEnumTable = clrLuaUserData.CreateEnumTable +luaUserData.MakeFieldAccessible = clrLuaUserData.MakeFieldAccessible +luaUserData.MakeMethodAccessible = clrLuaUserData.MakeMethodAccessible +luaUserData.MakePropertyAccessible = clrLuaUserData.MakePropertyAccessible +luaUserData.AddMethod = clrLuaUserData.AddMethod +luaUserData.AddField = clrLuaUserData.AddField +luaUserData.RemoveMember = clrLuaUserData.RemoveMember +luaUserData.CreateUserDataFromDescriptor = clrLuaUserData.CreateUserDataFromDescriptor +luaUserData.CreateUserDataFromType = clrLuaUserData.CreateUserDataFromType +luaUserData.HasMember = clrLuaUserData.HasMember + +luaUserData.RegisterType = function(typeName) + local success, result = pcall(clrLuaUserData.RegisterType, typeName) + + if not success then + error(result, 2) + end + + luaUserData.Descriptors[typeName] = result + + return result +end + +luaUserData.RegisterTypeBarotrauma = function(typeName) + typeName = "Barotrauma." .. typeName + local success, result = pcall(luaUserData.RegisterType, typeName) + + if not success then + error(result, 2) + end + + return result +end + +luaUserData.AddCallMetaTable = function (userdata) + if userdata == nil then + error("Attempted to add a call metatable to a nil value.", 2) + end + + if not LuaUserData.HasMember(userdata, ".ctor") then + error("Attempted to add a call metatable to a userdata that does not have a constructor.", 2) + end + + debug.setmetatable(userdata, { + __call = function(obj, ...) + if userdata == nil then + error("userdata was nil.", 2) + end + + local success, result = pcall(userdata.__new, ...) + + + if not success then + error(result, 2) + end + + return result + end + }) +end + +luaUserData.CreateStatic = function(typeName) + if type(typeName) ~= "string" then + error("Expected a string for typeName, got " .. type(typeName) .. ".", 2) + end + + local success, result = pcall(clrLuaUserData.CreateStatic, typeName) + + if not success then + error(result, 2) + end + + if result == nil then + return + end + + if LuaUserData.HasMember(result, ".ctor") then + luaUserData.AddCallMetaTable(result) + end + + return result +end \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/ModLoader.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/ModLoader.lua new file mode 100644 index 00000000..828b5620 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/ModLoader.lua @@ -0,0 +1,193 @@ +local LUA_MOD_REQUIRE_PATH = "/Lua/?.lua" +local LUA_MOD_AUTORUN_PATH = "/Lua/Autorun" +local LUA_MOD_FORCEDAUTORUN_PATH = "/Lua/ForcedAutorun" + +local function EndsWith(str, suffix) + return str:sub(-string.len(suffix)) == suffix +end + +local function GetFileName(file) + return file:match("^.+/(.+)$") +end + +local function ExecuteProtected(s, folder) + loadfile(s)(folder) +end + +local function RunFolder(folder, rootFolder, package) + local search = File.DirSearch(folder) + for i = 1, #search, 1 do + local s = search[i]:gsub("\\", "/") + + if EndsWith(s, ".lua") then + local time = os.clock() + local ok, result = pcall(ExecuteProtected, s, rootFolder) + local diff = os.clock() - time + + print(string.format(" - %s (Took %.5fms)", GetFileName(s), diff)) + if not ok then + printerror(result) + end + end + + end +end + +local function AssertTypes(expectedTypes, ...) + local args = table.pack(...) + assert( + #args == #expectedTypes, + string.format( + "Assertion failed: incorrect number of args\n\texpected = %s\n\tgot = %s", + #expectedTypes, #args + ) + ) + for i = 1, #args do + local arg = args[i] + local expectedType = expectedTypes[i] + assert( + type(arg) == expectedType, + string.format( + "Assertion failed: incorrect argument type (arg #%d)\n\texpected = %s\n\tgot = %s", + i, expectedType, type(arg) + ) + ) + end +end + +local function ExecutionQueue() + local executionQueue = {} + executionQueue.Queue = {} + + executionQueue.Process = function() + while executionQueue.Queue[1] ~= nil do + local folder, rootFolder, package = table.unpack(table.remove(executionQueue.Queue, 1)) + print(string.format("%s %s", package.Name, package.ModVersion)) + RunFolder(folder, rootFolder, package) + end + end + + executionQueue.Add = function(...) + AssertTypes({ 'string', 'string', 'userdata' }, ...) + table.insert(executionQueue.Queue, table.pack(...)) + end + + return executionQueue +end + +local QueueAutorun = ExecutionQueue() +local QueueForcedAutorun = ExecutionQueue() + +local function nocase(s) + s = string.gsub(s, "%a", function(c) + return string.format("[%s%s]", string.lower(c), string.upper(c)) + end) + return s +end + +local function ProcessPackages(packages, fn) + for pkg in packages do + if pkg then + local pkgPath = pkg.Path + :gsub("\\", "/") + :gsub(nocase("/filelist.xml"), "") + fn(pkg, pkgPath) + end + end +end + +ProcessPackages(ContentPackageManager.EnabledPackages.All, function(pkg, pkgPath) + table.insert(package.path, pkgPath .. LUA_MOD_REQUIRE_PATH) + local autorunPath = pkgPath .. LUA_MOD_AUTORUN_PATH + if File.DirectoryExists(autorunPath) then + QueueAutorun.Add(autorunPath, pkgPath, pkg) + end +end) + +-- we don't want to execute workshop ForcedAutorun if we have a local Package +local executedLocalPackages = {} + +ProcessPackages(ContentPackageManager.EnabledPackages.All, function(pkg, pkgPath) + table.insert(package.path, pkgPath .. LUA_MOD_REQUIRE_PATH) + local forcedAutorunPath = pkgPath .. LUA_MOD_FORCEDAUTORUN_PATH + if File.DirectoryExists(forcedAutorunPath) then + QueueForcedAutorun.Add(forcedAutorunPath, pkgPath, pkg) + executedLocalPackages[pkg.Name] = true + end +end) + +if not LuaCsConfig.TreatForcedModsAsNormal then + ProcessPackages(ContentPackageManager.LocalPackages, function(pkg, pkgPath) + if not executedLocalPackages[pkg.Name] then + table.insert(package.path, pkgPath .. LUA_MOD_REQUIRE_PATH) + local forcedAutorunPath = pkgPath .. LUA_MOD_FORCEDAUTORUN_PATH + if File.DirectoryExists(forcedAutorunPath) then + QueueForcedAutorun.Add(forcedAutorunPath, pkgPath, pkg) + executedLocalPackages[pkg.Name] = true + end + end + end) + + ProcessPackages(ContentPackageManager.AllPackages, function(pkg, pkgPath) + if not executedLocalPackages[pkg.Name] then + table.insert(package.path, pkgPath .. LUA_MOD_REQUIRE_PATH) + local forcedAutorunPath = pkgPath .. LUA_MOD_FORCEDAUTORUN_PATH + if File.DirectoryExists(forcedAutorunPath) then + QueueForcedAutorun.Add(forcedAutorunPath, pkgPath, pkg) + end + end + end) +end + +setmodulepaths(package.path) +setmodulepaths = nil + +local allExecuted = {} +for key, value in pairs(QueueAutorun.Queue) do table.insert(allExecuted, value[3]) end +for key, value in pairs(QueueForcedAutorun.Queue) do table.insert(allExecuted, value[3]) end + +if SERVER then + Networking.Receive("_luastart", function (message, client) + local num = message.ReadUInt16() + + local packages = {} + + for i = 1, num, 1 do + table.insert(packages, { + Name = message.ReadString(), + Version = message.ReadString(), + Id = message.ReadUInt64(), + Hash = message.ReadString() + }) + end + + Hook.Call("client.packages", client, packages) + end) +elseif Game.IsMultiplayer then + local message = Networking.Start("_luastart") + + message.WriteUInt16(#allExecuted) + + for key, package in pairs(allExecuted) do + local id = package.UgcId + local hash = package.Hash and package.Hash.StringRepresentation or "" + + if id == nil then id = 0 end + + message.WriteString(package.Name) + message.WriteString(package.ModVersion) + message.WriteUInt64(UInt64(id)) + message.WriteString(hash) + end + + Networking.Send(message) +end + +QueueAutorun.Process() +QueueForcedAutorun.Process() + +Hook.Add("stop", "luaSetup.stop", function() + print("Stopping Lua...") +end) + +Hook.Call("loaded") \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/PostSetup.lua b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/PostSetup.lua new file mode 100644 index 00000000..f5441725 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Lua/PostSetup.lua @@ -0,0 +1,75 @@ +if CSActive then + return +end + +local function IsAllowed(typeName) + if string.startsWith(typeName, "Barotrauma.Lua") or string.startsWith(typeName, "Barotrauma.Cs") or string.startsWith(typeName, "Barotrauma.LuaCs") then + return false + end + + if string.startsWith(typeName, "System.Collections") then return true end + + if string.startsWith(typeName, "Microsoft.Xna") then return true end + + if string.startsWith(typeName, "Barotrauma.IO") then return false end + + if string.startsWith(typeName, "Barotrauma.ToolBox") then return false end + if string.startsWith(typeName, "Barotrauma.SaveUtil") then return false end + + if string.startsWith(typeName, "Barotrauma.") then return true end + + return false +end + +local function CanBeReRegistered(typeName) + if string.startsWith(typeName, "Barotrauma.Lua") or string.startsWith(typeName, "Barotrauma.Cs") or string.startsWith(typeName, "Barotrauma.LuaCs") then + return false + end + + return true +end + +local originalRegisterType = LuaUserData.RegisterType +LuaUserData.RegisterType = function (typeName) + if not (CanBeReRegistered(typeName) and LuaUserData.IsRegistered(typeName)) and not IsAllowed(typeName) then + error("Couldn't register type " .. typeName .. ".", 2) + end + + local success, result = pcall(originalRegisterType, typeName) + + if not success then + error(result, 2) + end + + return result +end + +local originalRegisterGenericType = LuaUserData.RegisterType +LuaUserData.RegisterGenericType = function (typeName, ...) + if not (CanBeReRegistered(typeName) and LuaUserData.IsRegistered(typeName)) and not IsAllowed(typeName) then + error("Couldn't register generic type " .. typeName .. ".", 2) + end + + local success, result = pcall(originalRegisterGenericType, typeName, ...) + + if not success then + error(result, 2) + end + + return result +end + +local originalCreateStatic = LuaUserData.CreateStatic +LuaUserData.CreateStatic = function (typeName, addCallMethod) + if not (CanBeReRegistered(typeName) and LuaUserData.IsRegistered(typeName)) and not IsAllowed(typeName) then + error("Couldn't create static type " .. typeName .. ".", 2) + end + + local success, result = pcall(originalCreateStatic, typeName, addCallMethod) + + if not success then + error(result, 2) + end + + return result +end \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Microsoft.CSharp.dll b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Microsoft.CSharp.dll new file mode 100644 index 00000000..9d9fbd20 Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Microsoft.CSharp.dll differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Microsoft.CodeAnalysis.CSharp.Scripting.dll b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Microsoft.CodeAnalysis.CSharp.Scripting.dll new file mode 100644 index 00000000..dcce1405 Binary files /dev/null and b/Daedalic Entertainment 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mode 100644 index 00000000..9b78a39f Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/Mono.Cecil.dll differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MonoGame.Framework.Windows.NetStandard.dll b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MonoGame.Framework.Windows.NetStandard.dll new file mode 100644 index 00000000..55929c14 Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MonoGame.Framework.Windows.NetStandard.dll differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MonoGame.Framework.Windows.NetStandard.pdb b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MonoGame.Framework.Windows.NetStandard.pdb new file mode 100644 index 00000000..46f345d4 Binary files /dev/null and b/Daedalic Entertainment 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"signature": "" + }, + "compilationOptions": {}, + "targets": { + ".NETStandard,Version=v2.1": {}, + ".NETStandard,Version=v2.1/": { + "MoonSharp.Interpreter/2.0.0": { + "runtime": { + "MoonSharp.Interpreter.dll": {} + } + } + } + }, + "libraries": { + "MoonSharp.Interpreter/2.0.0": { + "type": "project", + "serviceable": false, + "sha512": "" + } + } +} \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MoonSharp.Interpreter.dll b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MoonSharp.Interpreter.dll new file mode 100644 index 00000000..6c336b0b Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MoonSharp.Interpreter.dll differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MoonSharp.Interpreter.pdb b/Daedalic Entertainment 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b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/MoonSharp.VsCodeDebugger.pdb differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/NLog.dll b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/NLog.dll new file mode 100644 index 00000000..9034c14b Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/NLog.dll differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/NVorbis.dll b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/NVorbis.dll new file mode 100644 index 00000000..cb7ba204 Binary files /dev/null and b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/NVorbis.dll differ diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/OpenALSoft_LICENSE b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/OpenALSoft_LICENSE new file mode 100644 index 00000000..8d5d0000 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/OpenALSoft_LICENSE @@ -0,0 +1,437 @@ + GNU LIBRARY GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1991 Free Software Foundation, Inc. + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + +[This is the first released version of the library GPL. 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All rights reserved. +© 2019-2024 Daedalic Entertainment GmbH. The Daedalic logo is a trademark of Daedalic Entertainment GmbH, Germany. All rights reserved. +Privacy policy: http://privacypolicy.daedalic.com + +See the wiki for more detailed info and instructions: +http://barotraumagame.com/wiki + +------------------------------------------------------------------------ + +Port forwarding: +You may try to forward ports on your router using UPnP (Universal Plug and +Play) port forwarding by selecting "Attempt UPnP port forwarding" in the +"Host Server" menu. + +However, UPnP isn't supported by all routers, so you may need to setup port +forwards manually. The exact steps for forwarding a port depend on your +router's model, but you may be able to find a port forwarding guide for +your particular router/application on portforward.com or by practicing +your google-fu skills. + +These are the values that you should use when forwarding a port to your +Barotrauma server: + +Game port (used to communicate with clients) + Service/Application: barotrauma + External Port: The port you have selected for your server (27015 by default) + Internal Port: The port you have selected for your server (27015 by default) + Protocol: UDP + +Query port (used to communicate with Steam) + Service/Application: barotrauma + External Port: The port you have selected for your server (27016 by default) + Internal Port: The port you have selected for your server (27016 by default) + Protocol: UDP \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2559634234/Binary/RestSharp.dll b/Daedalic Entertainment 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+------------------------------------------------------------------------------------------------------------------------------------------------- +v1.7.7.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed damage modifiers not working on creature variants (meaning that e.g. mudraptor hatchlings and veterans did the same amount of damage as normal mudraptors). +- Fixed crew list appearing empty when freecaming in single player. +- Fixed alien coils blocking the boss at the end of the campaign. +- Fixed a waypoint issue in Camel. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.7.6.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +Changes: +- Added a "toggle run" input (so you no longer have to keep holding shift to run). Not bound to anything by default, but can be set in the settings menu. +- Improvements to environment visuals: the inside of level walls fades to black to make the texture tiling less obvious when zoomed far out, improvements to the shapes of the level walls (more natural shapes, less long and straight wall segments). +- Ruin scan missions show a progress bar indicating the status of the scans. +- Made dry or partially dry rooms more common in wrecks. +- Option to change the sound of the alarm sirens to a claxon horn sound (the "traditional" AWOOGA-AWOOGA submarine alarm sound). +- "giveaffliction" console command now auto-completes identifiers as well as names. +- Reworked Berilia (kudos to WJohnston): layout improvements, added a bottom docking port, more windows, replaced cameras with searchlights, simplified battery setup and increased reactor output, minor visual improvements and a lot of miscellaneous tweaks. +- Reworked Kastrull drone (less ugly, a little sturdier, the ballast can be accessed through a hatch). +- New playstyle banners. +- Added an option in the settings to launch the game on a specific display. +- Option to refresh the available audio devices (both playback and input devices) in the game settings. The game should now also automatically attempt switch to another device if the current one is disconnected. However, whether this can be done automatically can depend on the audio device, driver and the operating system, and in some cases it may be necessary to choose a new device manually from the game settings. +- Made electrician's goggles easier to get (spawns as a part of the sub's initial supplies, can be purchased from outposts, doesn't require fulgurium to fabricate). The goggles are intended to help less experienced engineers get a hang of wiring in particular, so it doesn't make sense for them to be so difficult to get. +- "Safe rooms" are no longer indestructible in beacon stations (felt confusing, especially when it wasn't apparent from the look of the walls). +- One new research outpost events to foreshadow the longer ruin event chain. + +Optimization: +- Rendering optimizations that should give a major performance boost to situations in which there's lots of structures visible. +- Changes to the physics engine to improve collision detection performance. In technical terms, the game now disregards potential collisions between things that can never collide (such as two characters and most items) much earlier in the collision detection logic. +- Significant optimizations to memory usage. These will mainly reduce load times and lag spikes as the game needs to do less cleanup to free memory that's no longer needed by the game. +- Optimized character ragdolls (building them out of simpler collision shapes). +- Optimized LevelTriggers (things in the level that can react to objects and apply effects to them, such as water currents). +- Optimized the logic for refreshing the positions of items that are inside a moving inventory (such as a character's inventory). +- Miscellaneous optimizations to things such as explosions, AI logic when a bot is operating a turret, psychosis effects, idling NPCs' AI. +- Text rendering optimizations. +- Optimizations to periscopes, chairs and other items that force the character to a certain pose. +- Optimizations to piezo crystals. +- Optimized lighting in the nightclub module. +- Minor miscellaneous optimizations to the physics logic, such as simplifying math and the way positions of entities are set. + +AI: +- Fixed bandits occasionally failing to power up the beacon station they reside in. +- Fixed non-humans enemies not firing ranged weapons if there's a dropped riot shield (or other "blocking" item) in the way. +- Fixed bots sometimes getting stuck walking towards a door if the button/mechanism for opening the door is somewhere far away the bot can't reach. +- Fixed bots and husks being unable to enter Barsuk, Camel and Remora through the airlock. +- Fixed bots being unable to enter through Camel's bottom hatch. +- Fixed bots spotting characters that should be indetectable by AI (e.g. camouflaged Mantises). +- Fixed some bot dialog using the "technical" names (e.g. Mudraptor_passive) of characters instead of the proper display name. + +Multiplayer/networking fixes: +- Implemented lag compensation for hitscan weapons. Should make cases of shots seemingly landing client-side just for the health to rubberband back shortly after significantly less likely. The issue had to do with the lack of lag compensation by the game: a client might fire exactly at a monster, but when the server found out about that shot some fraction of a second later, the monster might've moved and the server would consider the shot to have missed. Now the server takes the latency into account, and checks if the shot would've hit at the point when the client fired the gun. The maximum amount of lag compensation is currently 150 milliseconds, but this can be changed in the server config with the setting "MaxLagCompensation". +- Improvements to syncing character positions (further reducing issues such as shots missing): fixed a bug that caused minor inaccuraries in character velocities between the server and clients, and made the clients better at extrapolating positions while waiting for the next positional update from the server. +- Fixes to syncing ragdolled characters' positions. Should fix corpses and unconscious characters often getting stuck in a glitchy state around platforms, rubberbanding up and down. +- Fixed inability to disable Steam authentication for LAN play if the server is connected to Steam. +- Fixed clients sometimes choosing an incorrect biome in the sandbox, mission and PvP modes, leading to a "level equality check failed" error at the start of the round. +- Fixed character occasionally teleporting out of the sub for a split-second in multiplayer, particularly when the sub was travelling fast during bad networking conditions. +- Fixed occasional crashes with an error message about "SpamFilter.IsFiltered" after getting disconnected from a server and kicked back to the server list. +- Fixed "herpes threshold" server setting doing nothing (should determine how low a player's karma needs to drop for them to contract space herpes). +- Fixed networking errors when multiple clients have died during a permadeath round, and you attempt to continue to the next level. +- Fixed loot that can only go in specific kinds of inventory slots (e.g. mudraptor shell) failing to spawn in the monsters' inventories if they don't have slots of the correct type. +- Fixed occasional "entity event data exceeds the size of the buffer" errors. These happened when the server failed to write a network event for some item (in which case the server should've just skipped that event), which can be caused by issues in mods for example. +- Fixed other clients not seeing creature attacks if the creature is being controlled by a player. +- Fix to clients often getting stuck behind closing doors in MP despite the character seeming to make it through in time client-side. +- Fixed server lobby sometimes appearing empty/nonfunctional when clients join a server. In technical terms, this happened when the lobby's update ID had reached a very large value, which could happen if the server has run for a very long time or if there's been some issues that have caused the server to create a very large number of lobby updates. +- Fixed PvP outpost setting causing unnecessary server lobby updates (even when the PvP mode was not selected), potentially leading to the lobby becoming unusable due to the issue described above. +- Fixed flipping monsters behaving inconsistently in multiplayer when controlling a monster: other clients saw the monster facing in the position of the cursor, even if it hadn't turned at all at the end of the client controlling it. +- Fixed "ignore" and "unignore" orders not working on stacks of items in multiplayer (just marking the first item in the stack). +- Fixed components inside a circuit box losing their settings when saving the game while the box is in a player's inventory. +- Fixed moving an item UI potentially moving it outside the screen on other clients' screens when using different resolutions. +- Fixed clients syncing the selected outpost PvP setting unnecessarily to the server when a non-PvP mode was changed. When there were no outposts to select from, the clients would think the setting has changed (since the selected value of "nothing" doesn't match the server setting), and send the value. This could potentially have caused the reported issue of multiple admins constantly changing settings and messing up the lobby. +- Fixed clients sending the value of the win condition slider too eagerly (whenever it moves, as opposed to when it's released). Also changed it adjust in steps of 10 for a little nicer values. +- Fixed occasional "Unexpected error" console errors when the game attempts to unlock an achiement on the Epic Store or with EOS crossplay enabled. + +Extra logging for diagnosing networking errors: +- Mention the entity that caused an error to be thrown when reading a network event, and the content package that entity is from (makes it easier to tell when the error is caused by some specific mod). +- Improved logging of the "event count very high" errors: mention the content package the events are from if they're non-vanilla, log the errors client-side too. We are suspecting the occasional "expected old/removed event" disconnects could be due to the server creating so many events the clients can't keep up, and this should give us some more clues for diagnosing the issue. +- Added more info to the "component event creation failed" error messages, the errors are logged into GameAnalytics. + +Balance: +- Each successive use of the Mindwipe item increases the penalty to talent points, making it more costly to use it to "farm talents" by repeatedly unlocking talents that unlock other talents or give extra talent points. +- XP gain balancing: the XP is no longer directly tied to mission rewards, but adjusted based on the difficulty of the mission. +- Lowered cost of high-skilled NPCs to hire. High reputation with Coalition or Separatists results in more cost-effective hires. +- Tweaks to monster nest missions: higher reward (as they're some of the riskiest missions in the game) and less monsters in SP (in MP it's the same amount). +- Campaign setting for adjusting the XP gain rates. +- Higher XP gains in later biomes. +- Concussions wears off faster. +- Beds are a bit more effective for some afflictions like nausea and drunkness. +- Added chem addiction and chem withdrawal reduction to beds/bunks. +- Reduced how fast chem addiction and chem withdrawal build up. +- Reduced the amount of devices you need to repair to get the effects of the "Machine Maniac" talent. +- Health scanners spawn as a part of the sub's initial supplies, not given to every respawning medic (a too easy source of free resources). +- Deconstructing headsets no longer yields materials (a too easy source of free resources). + +Fixes: +- Fixed choosing "retry" in the pause menu after you've started playing from a backup save loading that same backup save instead of the most recent save. +- Fixed relay components not passing power until they've been toggled on and off. +- Fixed ability to sell the 2nd gene of a combined genetic material in stores. +- Fixed combined genes appearing untainted if the 2nd gene is tainted instead of the 1st one. +- Fixed NPCs still offering services (stores, submarine upgrades, etc) despite their faction being hostile to you, leading to weird situations where you could be trading with a merchant who's actively trying to run away from you. +- Fixed Artie Dolittle continuing to follow you if you refuse to hire him. +- Fixed "Miracle Worker" talent keeping husks from dying if you're friendly with husks (e.g. because you're wearing Zealot Robes). +- Fixed alien turrets not working properly in mirrored ruins (they were using circuits with hard-coded turret rotation angles, which broke in mirrored ruins). +- Fixed alien turrets set to auto-operate failing to fire inside hulls. +- Fixed auto-operated turrets trying to fire at monsters inside ruins. +- Fixed signal components being automatically placed inside circuit boxes in your inventory when you purchase them while there's no free slots in your inventory. +- Fixed holes on overlapping walls multiplying flooding rates (a hole was created on all of the walls, and they'd act independently of each other). +- Fixed lights being visible on contained items (e.g. handheld sonars in cabinets) in the sub editor. +- Fixed crashing when attempting to give contextual orders to a defense bot (i.e. when middle-mouse-clicking a defense bot). +- Reactors attempt to rapidly adjust to the load in the first 5 seconds of a round, during which time junction boxes don't take damage from overvoltage. Intended to address overvoltage in cases where the reactor is outputting a lot of power, and the load suddenly drops when a new round starts (e.g. due to the engines powering down). +- Fixed alien devices (or more specifically, items with a static physics body) shifting from their original position when loaded for the first time if they're used in a normal sub. +- Fixed "Crusty Seaman" talent giving characters medical skill as it heals the character's bleeding. +- Fixed certain level resources (e.g. piezo crystals) facing the wrong way on level walls. +- Fixed certain elements in the debugdraw view (submarine borders, damage texts on walls, gaps, water level indicators on hulls, lines pointing to walls enemies are targeting) "twitching" when the sub moves. +- Fixed headsets purchased with immediate item delivery getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew. +- Fixed headsets whose fabrication was started on the previous round getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew. +- Fixed pets (including defense bots) spawned in an outpost being assigned to the "friendly NPC" team, which would e.g. mean that they wouldn't attack the enemy team in the PvP mode. +- Fixed PvP outposts sometimes spawning as alien ruins. +- Fixed multi-tools detaching detonators (the multi-tool is not intended to detach any items, because that would conflict with the repair functionality). +- Fixed unopenable hatch at the top of ResidentialModule01_Colony (rarely caused any issues in the vanilla game, because other modules almost never attach on top of that module). +- Fixed Terminal component's Readonly field not working when it's set in the editor (only if the item is by default set to readonly). +- Fixed large hardpoints not having the "set_auto_operate" and "toggle_auto_operate" inputs. +- Fixed components being attachable inside walls/floors in some subs. +- Fixed broken junction boxes sometimes zapping players despite seemingly not being powered. +- Improved thalamus brain spawning to prevent it from ending up in dry rooms, and dying if it does: + - Avoid spawning in rooms with doors, hatches or duct blocks. + - The brain no longer dies in dry rooms. +- Fixed mudraptor beak from mudraptor genes showing through exosuits and other wearable items that should hide the character's head. +- Fixed bandoliers not going in cabinets' "container slots". +- Fixed "man and his raptor" mission failing if you don't speak to the man and spawn the mudraptor. +- Fixed wrecked doors and hatches not being weldable. +- Fixed the hover text saying that you can "open" or "force open" a door when it's already opened. +- Waypoint fixes in Camel. +- Fixed 'Traveling Tradesman' sell bonus not working. +- Fixed chat-linked wifi components sometimes failing to receive messages from the chat (most often in circuit boxes?). Had to do with the order in which the headsets and wifi components are created. +- Fixed conversation prompts not blocking conversations from other events if you've moved past the initial prompt (e.g. answered the first question and gotten a follow-up). +- Fixed treatment suggestions not being shown on some afflictions (e.g opiate addiction). Happened because we used the same thresholds to determine if bots should treat the affliction and to determine if the suggestion should be shown. + +Modding: +- Added AddScoreAction: can be used to make scripted events modify a team's score in the PvP mode, which should open up a lot of new possibilities for custom PvP mission types. +- Added RangedAttackMultiplier stat type. +- Beacon stations are no longer automatically damaged, but instead are only damaged through the DamageBeaconStationAction in ScriptedEvent. Recommended (and default) setting for beacon stations is to enable all three: Allow damaged walls, Allow damaged devices, Allow disconnected wires. +- Fixed ragdolls failing to load when inheriting creatures whose ragdolls are not in the default path ("Ragdolls" folder inside the character's folder), but e.g. defined using a direct path to a ragdoll file in the character's or some other character's folder. +- Added option to set the handle positions (Handle1 and Handle2) of a holdable item using status effects. +- Fixed character variants failing to load the correct texture for limbs that use a different texture than the rest of the ragdoll (e.g. the alien bits on a variant of the Cyborgworm). +- Fixed WaitForItemUsedAction not working if there's multiple instances of the same scripted event active at the same time. +- Fixed characters' damage overlays not being affected by the ragdoll's texture scale. +- Fixed stacking ability resistances past 100% making the resistance negative. +- Fixed texts with color tags not working in some UI elements: fabricator, sub editor, store, speech bubbles. +- Made the game load the vanilla human ragdoll (or in the case of monsters, crawler ragdoll) if loading a modded character's ragdoll fails. Should make it easier to diagnose and address issues in the character configuration. +- Fixed hair and other "wearables" in character portraits (in the bottom-right corner and the health interface) getting misaligned if they use a different origin or sourcerect than the head sprite. +- Fixed health multipliers defined in a HumanPrefab not working. +- Fixed crashes when a PvP outpost contains shuttles or other moving parts. +- If an item variant inherits a sprite without the full texture path from the base item, it uses the texture path of the base item instead of that of the variant. Fixes mods being unable to create variants of things like diving suits without reconfiguring all the sprite paths. +- Fixed character variants overriding the targeting parameters of the parent character incorrectly: just overriding the parameters in the order they're defined in, as opposed to overriding a parameter with a matching tag. +- Status effects can make a character say a line in the chat: used by adding a subelement called forcesay, with the attributes "message" and optionally "sayinradio". +- Fixed OnUse sounds not playing when attaching an item to a wall in MP. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.6.19.1 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed chat input box getting cleared whenever someone changes their team, or when the game mode or team selection mode changes. +- Fixed stun resistance PvP setting doing nothing. +- Made Crimson Acid less powerful against large monsters. +- Fixed everyone's name tags being shown in red until you spawn when you join a campaign mid-round. +- Fixed stackable items with a non-default quality (e.g. grenades) failing to stack in the fabricator's output slot, instead just falling to the floor. +- Fixed very large PvP outposts often clipping into the level walls. +- Fixed decorative structures such as background walls not showing up on hostile (non-player) subs in multiplayer. +- Fixed "giveitem" command crashing the game when used with no arguments. +- Fixed Gravity Flak Shell's "gravity pull effect" being affected by gravity. +- Fixed Fulgurium Batteries sometimes spawning automatically in tools at the start of a campaign. +- Changed cargo scooter recipe to be more consistent with the normal scooter recipe (Underwater Scooter + x2 Ti-Al Alloy). + +Modding: +- Fixed freezes / lag spikes in multiplayer when a scripted event uses StatusEffectAction when there's lots of mods with custom events enabled. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.6.18.1 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed several issues when the server rejects a name change due to a client trying to change their name too often: the server would start spamming the "can't change name" message, team and job preference selection would stop working too, and the game would crash when attempting to open the job preferences. +- Fixed equipped genes becoming tainted if you die due to disconnection. +- Fixed kill/death counters not working in the Sub vs. Sub PvP missions. +- Fixed gravity spheres not rotating in the sub editor. +- Fixed current generators not getting properly mirrored in ruins in mirrored levels. +- Fixed spawnpoints for escorted characters and prisoners not working. +- Fixed crashing if an AI character's husk infection is removed when they're using a ranged weapon. +- Fixed psychosis effect persisting if you leave the outpost midway through the "minds unraveled" event. +- Fixed night club merchants spawning in outposts without a night club. +- Fixed night club merchants not selling beer or rum (literally unplayable). +- Fixed bots cleaning up live grenades. +- Fixed server getting stuck in an infinite "restart loop" if autorestart or starting when everyone is ready is enabled and the selected perks are not suitable for the selected sub. The server would just attempt an immediate restart if the players wanted to cancel and reselect the perks. +- Fixed "All" option not working in the server browser's language filter dropdown. +- Fixed Raate Colony pvp map missing hulls near upper turrets. + +Modding: +- Fixed outpost generation parameters that reference non-existent NPC prefabs causing a crash during outpost generation. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.6.17.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed water currents stopping subs entirely (regardless of the size of the sub or the current). + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.6.16.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +PvP and combat: +- Added outpost deathmatch mission type. Teams spawn at different sides of a colony, and need to get x kills to win (configured using a slider in the server lobby). There are periodic weapon/ammo drops around the outpost. The ammo drops spawn more destructive weapons and ammo as the round progresses. +- Added "king of the hull" mission type. The teams must stay in control of a beacon station for x seconds to win (configured using a slider in the server lobby). +- Separatists spawn with different gear in the PvP mode to make it easier to differentiate between the teams. +- New settings for the PvP mode: multiplier for stuns, option to disable monster and wreck spawns. +- Added a perk system that can be used to purchase perks such as extra gear, turrets, submarine upgrades and talents for PvP and mission rounds. +- Added "boarding pod", an item you can go inside and launch through a depth charge tube. The pod penetrates through submarine walls, allowing rapid boarding of enemy subs. +- Added railgun and coilgun harpoons. Can be used to reel enemy subs and other large targets closer to your sub. +- More options for controlling the team assignment logic in the PvP mode: + - Split team choice logic into two modes: Player Preference (the old behavior) and the new Player Choice mode (players are free to choose their team). + - Added a server setting for auto-balance threshold (how big of a difference there can be in team sizes before the server forces them to be rebalanced). +- Option to send chat messages only to your team in the server lobby. Only works when Player Choice mode is enabled (because in the Player Preference mode the teams aren't known in the lobby yet). +- Three new background music tracks for the outpost deathmatch mode. +- Option to select the outpost in the outpost deathmatch mission type (or any modded mission type that supports selecting the outpost). +- Show the opposing team's names as red, even when spectating (previously separatists were always red when you're not controlling a character). +- Name tags are more visible in PvP (they're no longer hidden when the character is in a different room, nor faded out when the cursor is not near the character). +- The team you're on is shown above the crew list. +- Option to choose different submarines for both teams. +- Sonars display the approximate position of the enemy submarine in sub vs sub PvP missions. Can be disabled from the server lobby. +- PvP mode levels are much smaller, making submarine vs submarine matches faster. +- Stun weapons reworked and now cause movement spasms before stunning. +- Flamers can set characters on fire. +- Grenades can be "cooked" (pulling the pin to trigger a timed explosion) by pressing E while holding one. +- Stun grenades blind and deafen the target for a while. +- Incendium grenades no longer set the whole room on fire; instead, they start a more localized fire that can also set characters on fire. +- Acid grenades now spread gas around a bit more. +- Detonators now get damaged by explosions and always have a 0.2 second delay before triggering and made them craftable +- Added a timed detonator variant that can be set to explode with a 0-60 countdown, which doesn’t require wiring to use. + +Alien ruins: +- New modules: shrine, research facility, current generator room and workshop. +- Updated all alien ruin modules: new puzzles and traps, improvements to old puzzles, visual improvements. +- New lore-heavy three-part event chain that takes place in research outposts, and progresses when ruin missions are completed. +- Made walls and doors much harder to destroy to encourage getting past the puzzles and obstacles in other ways. +- Added a weaker version of the ruin walls, to be used in specific spots in the ruins. +- Alien power cells can be charged in alien generators. +- Most alien devices are now destructible. +- Alien terminals have been reworked to send out a signal when there's a trinket inside: can be used for creating puzzles that require keeping the trinket in the terminal, meaning you can't just reuse the same trinket for every terminal but need to think about where to place it at any given time. +- Improvements to alien device sprites. +- New alien containers/storages: alien assembly device, alien storage vat and alien sample display. +- New alien devices: alien current generator and alien toxins generator. +- New decorative alien structures. +- Additional loot spawning to chests and other containers, making exploring ruins more worthwhile and especially expands the ability to pick up (unidentified) genes along the way. +- Fractal guardians were given additional guardian-only pathways and doorways in ruins, so they can navigate through the modules more effortlessly. +- Alien turrets deal significantly more damage. +- Alien generators indicate more clearly when they're enabled or disabled (adjusted the lights). +- Alien current generators show more clearly (with bubbles) that they're enabled, pushing the player back. +- New alien module: workshop. Introduces repair pods where guardians can hide in. + +Husks: +- Three new husk variants: Prowler, Exosuit and Chimera. +- Improved the appendages (ovipositors) coming from the husks’ mouths. +- There's a chance that corpses in wrecks are husks. +- Husks can play dead. +- The amount of husk infection resistance given by e.g. antibiotics stays constant over the duration of the meds. Makes the effects of the meds a lot more intuitive / predictable. +- Significantly buffed calyxanide damage on husks. +- Fixed failed calyxanide injections not doing anything (happens occasionally when the medical skill is low enough). Now applies halved duration instead, like on other poisons/meds. +- Added minor burn reduction on all husks allowing them to (slowly) recover from burn wounds. +- Cultist robes require less reputation to buy, Zealot robes require more. +- Zealot robes no longer block transformation. Full husk transformation immunity was too powerful, which made husk genes and husk symbiosis much less valuable. + +Gene splicing: +- Various changes to gene splicing to make it easier to refine genes, swap between different types of genes at will, and make tainted genes more useful (rather than something that's essentially "permanently ruined"): + - Removing genetic materials from a splicer doesn't destroy the material. + - Combining genes can remove taints if one gene is 100% pure. + - Dying with genetic materials equipped taints the material. + - When refining genes, the lower quality gene's quality now affects how much it will improve the quality of the higher quality gene - meaning that using higher-quality genes for refining is more effective than low-quality genes. +- Changed the husk immunity genes to instead slow down the infection at lower quality to make higher quality husk genes actually worth getting. +- Mudraptor gene quality affects the damage and damage protection of the beak. +- Spineling gene quality affects the damage done by spineling spikes. +- Effects from gene splicing aren't shown on health scanners (which made it difficult to see the relevant afflictions when treating someone). + +Optimizations: +- Optimizations to character creation. Reduces the lag spikes when players respawn. +- Optimized the way afflictions apply overlays to limbs (had an unnecessarily large performance impact when there were lots of characters with a large number of afflictions). +- Minor optimization to the way items in a characters' inventory stick to the position of the character. +- Minor UI optimizations. +- Improved performance when debugdraw is enabled. +- Minor optimizations to level wall rendering. + +Talent changes and fixes: +- Reworked Europabrew to be more of a double-edged sword: it's a cheap cure for any poison, but it also increases ALL types of damage taken (works on monsters too!), not just acid damage. +- Fixed "Extra Powder" talent not affecting depth charges. +- Fixed weapons skill gain and medical skill gain from certain talents working the wrong way around. +- Sulphuric Acid Syringe recipe changed and renamed to Crimson Acid. Now causes a very significant slow and much more damage over a longer duration. +- "Macrodosing" talent had acid burn damage boost removed, but increased the amount of poison applied, making it much easier to poison big enemies. +- "What A Stench" talent had acid burn damage bonuses reduced, to allow acid burn weapons to be stronger even for those without these specific talents. +- Buffed "Modular Repairs" talent: repair pack is now a "multitool", essentially a combination of a screwdriver and wrench which repairs slightly faster, and is no longer consumed when used. The talent also gives one free "Modular Repairs" submarine upgrade. +- Differentiated the "Art of Submarine Warfare" book given by talents from the one you can purchase from outposts (different names and sprites). Previously these looked identical, and it seemed like a bug when they didn't stack and gave a different amount of skill. +- Fixed "War Stories" book seemingly giving no skill increase sometimes. The amount of skill the book gives is proportional to the number of kills the "author" of the book got, and diminishes the higher the reader's skill is. That meant the book sometimes increased the skill by less than 1 (only making it progress toward the next level), which didn't cause a skill increase notification to pop up. +- Fixed "Bounty Hunter" and "Logistics Expert" not showing the additional reward in UI in multiplayer. +- Fixed "Tasty Target" still making characters super loud (and visible on the sonar). +- Fixed "Lightning Wizard" talent description not mentioning it only affects melee attacks. +- Fixed reputation gain bonus from the "Protect and Serve" talent being multiplicative, meaning you could get ridiculous amounts of rep if you have multiple security officers with the talent. +- Fixed "Mule" talent not working with physicorium bars. + +Miscellaneous changes and additions: +- 2 new research modules. +- 3 new medical modules. +- 2 new security modules. +- 6 new admin modules. +- 4 new crew modules. +- 4 new docking modules. +- 4 new engineering modules. +- 4 new clown modules. +- 2 new Church of Husk modules. +- New bath house and nightclub modules. +- 3 new storage modules, with 4 new events (providing extra loot and some potential challenges). +- Added module ‘probability’, meaning some optional modules (such as storage modules) do not always spawn. +- New "gravity shell" ammo types for railgun and flak cannon. Fabricated from dementonite. +- New "mindsense" item that temporarily gives you the ability to sense living characters through walls. Fabricated from dementonite. +- Clown crates can be carried with a character inside. +- Jukeboxes play music, the track can be changed by interacting with the jukebox. Also added new "speaker" items that work the same as jukeboxes. +- 7 new achievements: + - Get Out Alive: get through the entirety of the Cold Caverns without losing your character in permadeath mode. + - The Abyss Beckons: lose a character in the permadeath mode. + - King of the Hull: win a PvP King of the Hull mission. + - Hide And Seek: kill a Cave Mantis. + - Ancient Novelty: destroy an alien terminal using alien curio. + - What Smirks Below: kill a psychoclown on a beacon station. + - Europa's Finest: complete a campaign in ironman mode in multiplayer! +- Added the ability to load saves from back-up save slots, rather than just one save slot per campaign (allows going back further into the past, to avoid getting stuck). +- Disabled portable item finders working outside of the player subs. The intention is that they can't be used as a map of unknown places. Can be adjusted in xml for modding. +- Some new stair variants. +- Made the water ambience sounds inside the sub a little more quiet. +- Adjusted the low pass filter that muffles audio that's coming from far away or from behind obstacles: the sounds are now muffled more heavily. +- Made the ping estimations in the server list more accurate. They are still not perfect, because due to the way SteamP2P works (with the connection potentially getting relayed through Valve's intermediary servers), it can be hard to determine the ping in advance without actually connecting to the server. +- Adjusted railgun shells and depth charges to show the 'explosives' icon. Other items can still be placed into them, but most don't actually do anything. This should help players to understand it's mainly intended for explosives. +- Adjusted the names and descriptions of turret ammunition, to be more clear (and more easily searchable) on what turret they're used with. +- Circuit boxes can be set to require a specific ID card tag to access. +- The docking circuit boxes in vanilla subs require a captain's ID card to access. +- One-handed riot shields (to make them actually useful!). +- Added "surveillance center" item which can be connected to multiple cameras, which can be toggled through with buttons on the UI. There's an example item assembly showing how to connect the center to multiple cameras using the new output selector components. +- Output selector component (the technical term is "demultiplexer"). A component that has one input connection, and multiple output connections, and allows you to choose which of the output to send the input signal to. +- Input selector component (the technical term is "multiplexer"). A component that has multiple input connections, and one output connection, and allows you to choose which of the input signals should be forwarded to the output. +- Made the sound effects and camera shake a lot more noticeable when approaching crush depth. +- Option to make circuit boxes require a specific ID card to access. +- Removed the restriction of 2 security officers and 2 medics per crew in multiplayer. +- Spectators can focus the camera on a character by clicking on one on the crew list. +- Easier testing of outpost modules in the sub editor: when launching the test mode with an outpost module that's suitable for some outpost, the editor generates the whole outpost as opposed to just the single module. +- Higher-res collider indicators (visible in the character editor and when debugdraw is on). +- Adjusting the audio level sliders changes the volume immediately (as opposed to when you click "apply") to make the volume easier to preview. +- Added options for renaming and deleting local mods. +- Added an option to copy a workshop mod to a local mod. +- Fixed the context menu's "unsubscribe" button not working. +- Copying a waypoint while holding Ctrl automatically links it to the original waypoint in the sub editor. +- Option to choose the level difficulty in the level editor. +- Crush depths for different levels of hull upgrades are visualized in the level editor. +- Fixed BrokenSprites not showing up in the sprite editor. +- Ctrl+C copies the sourcerect of the selected sprite or sprites in the sprite editor. +- The total mass of the character is shown in the character editor. Note that the masses don't correspond to any "real units", but they may be of use if you e.g. want to make some status effects affect large monsters. + +AI: +- Fixed an issue in the medic AI that made them often use suboptimal medicine when there were better options available. The issue happened when the medic didn't have the meds readily available: when they started searching for the sub for suitable meds, they would accept any of the 4 most suitable ones even if there were more suitable options available. +- Medic bots no longer use saline to treat infections. Saline has such a minor effect on infections that the bots could end up wasting huge amounts of it. +- Bots are now able to change the fuel rods on exosuits. +- Fixed bots being too eager to use welding tools and plasma cutters as weapons. +- Defense bots are now much better at navigating inside the sub, and they can open doors and use ladders. +- Fixed defense bots always being friendly to all humans, regardless of the team. +- Defense bots can now be told to unfollow by interacting with "E" (play). You can also tell someone else's defense bot to follow you. +- Defense bots show a green light when they are following a target. +- Monsters can now see and target searchlights. +- Fixed escorted NPCs getting turned hostile by the negative side-effects of medicine way too easily. +- Fixed security officers starting to consider everyone in the outpost as "belonging to another crew" after they've been alerted in a jailbreak mission, causing them to do constant security inspections on each other. +- Fixed low amounts of poisoning making bots say the target is mildly injured and doesn't need treatment. +- Fixed bots being unable to heal husk infections. +- Fixed bots recharging fulgurium batteries as soon as they're below 100% condition. +- Fixed bots being unable to defend themselves if they are holding an item that cannot be placed in the inventory, such as a cargo scooter or a box. Now they can put the item on their back or drop it when necessary. +- Fixed bots trying to store items like HMG in cabinets instead of putting it on their back when they don't need it. +- Fixed bots wearing both diving mask and diving suit when the suit has no oxygen left and when a mask would suffice. +- Fixed bots using repair tools in combat from an incorrect distance. +- Fixed bots sometimes getting stuck in a flooding room. Happened in situations where the centers of the nearby safe hulls were far away from the current room, e.g. if the rooms were very large. +- Fixed bots refusing to fix small leaks when there are no diving masks available but there are diving suits that they could use. + +Fixes: +- Fixed "mission equality check failed" error when you join an ongoing campaign in which the players have selected missions in an outpost, but not departed yet. +- Fixed "lock default wiring" server setting locking components in all circuit boxes (even ones placed mid-round). +- Fixed headsets not working on characters spawned via console command. +- Fixed iron man mode staying "partially on" when the checkbox is left ticked, and a respawn mode other than permadeath is enabled, causing e.g. character loss to not get reverted when restarting the round. +- Fixed escort and cargo missions still sometimes leading to locations with no outpost. Now these missions should not be offered if there's no adjacent outposts. +- Fixed the sonar marker sometimes disappearing in one of the levels at the end of the campaign if the player stays too long in the level. +- Fixed dropping a melee weapon mid-swing leaving its hit detection active, causing characters to take damage if they touch it afterwards. +- Fixed monsters being unable to walk/swim backwards in multiplayer, causing the animations to look off in the case of e.g. monsters that back off after attacking. +- Fixed mineral scanners working without power. +- Fixed some faction events getting stuck when you choose the "ignore" option in the dialog. +- Fixed wrecked coilgun loader still using the old sprite (that doesn't look like the normal loader). +- Fixed lower docking port not being connected to the power grid in Camel, Orca 2, R-29 and Remora. +- Fixed chitin being damageable. +- Fixed beacon stations being often positioned in a different spot in mirrored levels (e.g. it might be near the outpost at the end of the level, but if you entered that outpost and returned to the level, it might’ve been near the other end of the level). +- Handheld item finders no longer work in ruins, wrecks and outposts (makes it too easy to locate loot - they were originally intended just for finding items on your own sub). +- Fixed "access denied" console errors when you attempt to open a restricted folder in the file selection dialog (e.g. when selecting a preview image in the sub editor). Now folders you don't have access to open a hidden from the menu. +- Fixed lights sometimes going through doors. +- Fixed dropped items sometimes seemingly disappearing client-side in multiplayer (most often, cargo scooters around ruins). +- Fixed inability to select containers that make you automatically pick up the item inside (e.g. weapon holders and fire extinguisher brackets) in the sub editor. +- Fixed occasional "invalid wallet" errors when finishing the campaign with talents that give extra money at the end of the round. +- Fixed rescuing Jacov Subra still not changing the abandoned outpost back to normal. +- Fixed characters losing skills and items if they die due to a disconnection, and then despawn before the end of the round. +- Fixed loading an autosave in the submarine editor not refreshing the list of layers in the sub. +- Disabled drop item hotkey in editors. It seems this is frequently bound to keys that are used in editors too, leading to e.g. people dropping screwdrivers around the sub when they're trying to toggle the entity list. +- Fixed outdated skill requirements in some weapon tooltips (Autoshotgun, HMG and Machine Pistol). +- Fixed crew list order shuffling around whenever characters are added or removed in MP. +- Fixed smoke from volcanoes and lava vents rendering in front of level walls. +- Fixed "man and his raptor" mission completing even if the mudraptor dies. +- Fixed crashing when trying to join a dedicated server via an IPv6 address. +- Fixed logbooks sometimes spawning in locked cabinets in wreck missions, which may make the mission impossible to complete if there's no corpse with an appropriate ID card in the wreck. +- Fixed deleting a wire with a label behind it from a circuit box also deleting the label. +- Fixed incorrect opium skill requirement tooltip. +- Fixed pulse laser loader's light flashing when it's rewired. +- Fixed certain affliction-specific animations, like the "drunken run" animation increasing movement speed when wearing a diving suit. +- Fixed psychosis artifacts sometimes causing excessive amounts of psychosis when the number of characters inside their area of effect changed. +- Fixed bots being able to start deconstructors from a distance if the item they're trying to deconstruct is already inside the deconstructor. +- Fixed a very rare issue that sometimes caused there to be now path between biomes on certain campaign map seeds. +- Fixed missions never triggering in levels that don't lead to an outpost if there's any paths to outposts available. +- Fixed outpost NPCs being unable to sit in cafeteria chairs (literally unplayable). + +Modding: +- More modder-friendly event set handling. Previously it was very difficult to ensure custom events always trigger without overriding all of the vanilla event sets. We had support for "additive sets", which can trigger in addition to the normal event sets, but no way to guarantee one triggers. Now an attribute called "SelectAlways" can be added to an event set to ensure the game always selects the set when it's suitable for the current level. If the set is additive, it is guaranteed to get chosen regardless of what other sets get selected. If the set is NOT additive, the game will choose the first available non-additive set that is configured to be always selected. +- Made beacon events more modding-friendly: previously which beacon events were allowed to trigger was based on which layers are present in the beacons, but this was not a good idea because it breaks the events in all existing beacon mods (which for the most part don't use layers). Now trigger based on what kind of spawnpoints there are available in the beacon station. +- Added OnInserted and OnRemoved action types, which can be used in Containable definitions to trigger a status effect when something is placed into or removed from a container. +- Option to allow severing monsters' heads without killing them. +- Add an option to trigger motion sensors by species name or group. +- Monster AI: Added support for multiple targeting tags per target (e.g. an item having two different tags that a monster can target with different targeting params: the guardians now use this when targeting traps: they can either hide in them or flee to them for the repairs). +- Monster AI: Added support for multiple targeting params with the same tag. Currently not used in the vanilla game. +- Add support for targeting only items and for specifying multiple target types in the attack definitions. Or in other words, a monster attack can be configured to work against both characters and items. +- Fixed property conditionals targeting item components always requiring a match for all of the components of the same type, instead of any of them. Can be adjusted in the xml. +- Fixed NPCChangeTeamAction crashing the game if the target doesn't have a character info (= it's a monster or a pet). +- Increased the shadow casting light limit to 100 in the sub editor (can still be bypassed by enabling the "debugdraw" command). +- Made hostile abandoned outpost NPCs able to react offensively to the player even if the mission takes places in a friendly outpost (i.e. assassination/rescue missions can take place elsewhere than abandoned outposts without the hostile NPCs fleeing from the players). +- Made it possible for a CustomInterface to periodically refresh the UI to match the properties of the item (e.g. if there's some timer field, to get the value of the timer from the item).Configured with the attribute "GetValueInterval". Previously it was only possible to make the UI control the values of the properties or send signals, but not the other way around. +- Support for defining characters "the normal way" (using human prefabs, as opposed to the "character types") in pirate missions. +- Support for applying status effects on the pirates in pirate missions. +- Fixed toggling layers not working in outpost modules. +- Fixed contained items not getting hidden when the layer the parent item is in gets hidden. +- Fixed Sprite elements in wearables being case-sensitive. +- Fixed SpawnAction sometimes choosing spawnpoints in the abyss, ruins or caves when set to spawn at the MainPath. +- Fixed items not being positioned/rotated correctly when contained inside a "grandparent container" (item inside a container inside a container). +- Added "researchmaterial" tag to items containable in a research station. Doesn't affect any vanilla content, but allows modders to make research stations usable for things other than genetic materials. Also allow putting medium and small items into the output slots. +- Option to make TriggerComponents trigger based on a species name, species group or a conditional. +- "HUDOverlay" element which can be used to show a full-screen overlay on any arbitrary item the view is focused on. Used on cameras. +- Fixed there being no guarantee that there's a suitable start outpost in the first biome, especially when using mods that add a lot of new location types. +- Fixed removing an item with multiple inventories using status effects only removing the items inside its first inventory. +- Fixed MissionStateAction always incrementing the state by 1 when set to "Add", disregarding the value set in XML. +- Fixed delayed effects not filtering the targets properly (ignoring e.g. TargetIdentifiers and TargetItemComponent). +- Fixed character variants overriding the targeting parameters of the parent character incorrectly. +- Mission types are no longer hard-coded.The name of the XML element determines the actual mission class used by the game, but the mission type can be any arbitrary string. Can be used if you for example want to add special types of salvage missions, and categorize them separately in the menus. +- Fixed NPCs losing the reference to the HumanPrefab if they're hired in the crew and a new round has started. Didn't cause any issues in the vanilla game, but made it impossible to refer to the NPC using the human prefab id in events. +- Non-humanoids can now use ladders, if they have both "CanInteract" and "CanClimb" enabled in the character params. +- Fixed making an NPC stop operating an item with NPCOperateItemAction not working. +- Fixed StatusEffectAction not working client-side when it's executed immediately at the start of the round before clients have loaded in. +- Fixed "sprite not found" console errors when the game tries to preload a modded creature with damaged sprites. +- Fixed MeleeWeapon StatusEffects not being synced correctly (the effect didn't specify the MeleeWeapon component as the target client-side). Doesn't seem to have affected any vanilla content. +- Fixed conditional sprites in limbs completely ignoring the texture path defined in the xml and always using the default path. +- Fixed inability to make structure prefabs indestructible (the setting only applied to individual wall instances placed in the sub editor). +- Instead of having to define the pirate sub files in the mission, you can also just leave it out and let the mission choose a random enemy sub. The reward, preferred difficulty, and tags that restrict which mission a sub can be used in, can be configured in the sub editor. +- Fixed specific kinds of item variants causing "sprite not found" errors. Specifically, when a variant in Mod A inherited an item from Mod B, and that item had sprite paths configured using %ModDir%, the game would attempt to find the sprite from Mod A even though it should be looking for it from Mod B. +- Fixed items that take up both the OuterClothes and InnerClothes slots being possible to put in just either of them by swapping them with other items in a specific way. +- Made "RemoveIfLinkedOutpostDoorInUse" affect ladders too (making it possible to remove unused ladders from outpost modules by linking them to doors). +- Fixed inability to set an item's condition or quality using OnSpawn status effects. +- Fixed PowerTransfer.CanTransfer not working. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.5.9.2 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed an exploit that allowed clients to crash servers when hosting through SteamP2P. +- Fixed crashing when loading a save in which a character has a deconstruct order and an item marked for deconstruction is outside hulls. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.5.9.1 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed outpost security being way too eager to arrest characters who attempt to escape a security inspection, to the point that getting inspected while running past a guard would immediately make them arrest you. +- Fixed some thalamus items being hidden for no reason in some wrecks. +- Fixed "assault enemy" order not working in abandoned/enemy outposts. +- Added a configurable multiplier for the cost of hiring a new character to replace a permanently killed one. Makes it possible to host permadeath servers without having to assign hiring or money permissions to clients. +- Players are allowed to rename the character they take over in the permadeath mode. + +Modding: +- Fixed forceOutpostGenerationParamsIdentifier (which can be used to force specific outpost generation params to be used in a location type) only working in single player. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.5.8.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed crashing when killing a defense bot or a leucocyte. +- Fixed directional flak ammo box still being carried with 2 hands. +- Fixed set_auto_operate and toggle_auto_operate disappearing at the start of the round if AutoOperate is not enabled. Now there's a setting called "Allow Auto Operate With Wiring" which can be enabled in the sub editor to enable the connections. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.5.7.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed certain modules failing to spawn in colonies. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.5.6.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed "Junction Junkie"" talent giving an incorrect number of XP. +- Fixed "Machine Maniac" and "Quickfixer" talents not affecting fabricator and duct block repairs. +- Fixed "Better Than New" talent not affecting reactor repairs. +- Reverted the changes to colony module tags introduced in the previous build. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.5.5.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +Changes and additions: +- Added a new, optional, permadeath mode in the multiplayer campaign. When your character dies, they stay dead, along with all their XP and talents. You will have to acquire a new character to respawn and continue playing. This can happen in two ways: you can wait to hire a new character for yourself from the next non-hostile outpost, or take control of a bot to resume playing right away. +- Added a new, optional, iron man mode in the multiplayer campaign for those looking for an insane extra challenge. Players who have died in Ironman mode can only spectate, and hope that the rest of the crew will make it. +- Added a new wreck mission: clear Thalamus. +- Added more beacon stations with bandits. +- Added giving items to others by dragging and dropping. It's always enabled when targeting pets and bots (on the same team), but can also be enabled in the server settings for targeting players. +- Added a slider at the bottom of the tab menu that allows you to set the salary of all crew members whose salary has not been manually set, and also determines new characters salary for late joiners. +- Added support for new outputs in item containers: + - "contained_conditions" (sum of the conditions of contained items) + - "contained_conditions_percentage" (sum of the condition percentages of contained items) + - "contained_items" (total number of contained items) +- Turret auto operate settings now transfer to the other turrets that are swapped in place of the original. +- Turret auto operate functionality can now be enabled or disabled with signals. +- Reduced the minimum length of the outpost hallways. Should get rid of the horizontal hallways and reduce the length of some vertical hallways. +- Monsters can now hear when the players are using the text chat and in-game voice chat. +- Changes to carrying turret ammunition: + - Can now be carried with one hand, instead of requiring two. + - Each shell/box now slows the character by 20%. + - Adjusted the hold positions. +- Made small and medium mudraptor eggs glow the same way as the large version. The small version can now spawn in mudraptor nest missions, and they're extremely difficult to find without the glow. +- Improved the hireable husks and clowns. Added titles, made the gear more appropriate, and added high-level versions of the NPCs. +- Optimization: Fixed medical clinic UI refreshing and the server sending updates to clients whenever the number of afflictions on a character changes (which can in extreme cases be several times per frame). +- Pumps and engines now deteriorate faster when being operated at full power for a while. +- Changes to the highlighting to make it easier to interact with items near pets. +- Made combat diving suits and slipsuits reduce visibility less than the other suits. +- Added support for hosting servers in a local network without a connection to Steam or EOS. You need to set requireauthentication="false" in the server config to allow clients to join without Steam/EOS authentication. +- Updated Crawler and Crawler Husk textures to a higher resolution. +- Changed the logic of assigning jobs for the bots in the multiplayer game mode. Previously the jobs were assigned based on the number of spawnpoints for that job in the sub, now the game instead tries to distribute jobs evenly to the bots. +- Changed the logic of generating hireable characters in the outposts: + - All outposts now offer at least one hireable for a given job, if that job is missing from the crew. + - Added medics, security and captains as hireables in mines. + +Balance: +- HMG has less severance chance and always applies a slow to characters, rather than just when carried in hands. +- Assault Rifle magazine size is now 30, up from 20. +- Flamer and Prototype Steam Cannons are better as weapons when used with Incendium Fuel Tank. +- Lead and Uranium can now be launched with the Scrap Cannon too, increased the Scrap Cannon damage with some materials. +- Auto-Shotgun is now less accurate than the Riot Shotgun. +- Grenade Launcher can now hold 6 grenades, and fires faster. +- Bandolier is now held in the bag slot, replacing the Toolbelt/Backpack but only accepting munition-type items (includes grenades). +- Reduced bonuses given by money-related talents of the Captain's "Politician" tree. Stacking all bonuses was too effective. +- Adjusted Captain's "Politician" talent tree. +- Fixed the talent "Your reputation..." not giving double money for cities. +- Minor speed buffs to Combat Diving Suit, PUCS, Slipsuit (only when swimming). +- Added a bit more level generation variation to later biomes. +- Changed the Great Sea a tiny bit in appearance (tweaking the chunks available). +- Fixed some XML oversights, some plants had 0 commonness in all biomes and thus never appeared (for seemingly no reason). + +AI: +- Outpost NPCs now blame the character who equipped a diving mask with welding fuel inside it for the deaths caused by it. +- Security bots don't inspect characters for stolen items in the first 30 seconds of a round. Prevents "unfair" inspections you have no chance to react to if you happen to spawn right next to a security NPC with stolen items on you. +- Outpost guards will now hold fire for a while, give two warnings, and after that attack the target, unless it complies (e.g. by ragdolling). They still prefer stun weapons while trying to arrest, but can also use lethal weapons, unless the target is on the same team. +- Targets that have escaped, resisted being arrested, or acted aggressively, will now be considered as criminals. Criminals will be immediately arrested with no warnings, if they do something illegal. The criminal status persists only for one round. +- The outpost guards should now also always confiscate all weapons and stolen items when they arrest a target. Previously this happened inconsistently. +- Fixed outpost security guards only attacking thieves when they can stun the target. +- Fixed outpost guards not letting go of the target they’re inspecting for stolen items when their objective changes (e.g. when someone is attacked). +- Fixed inconsistent guard reactions on interacting with handcuffs. They are now always considered illegal items, unless equipped (handcuffed). +- Fixed/changed: guards can now follow the player to the player sub. They will now wait for a while, after which they'll return back to the outpost, if able to. +- Fixed bots sometimes yelling incorrectly that they can't find a path when following/holding a position. +- Human enemies and outpost guards can now react to noises (ai targets that have the tag "ProvocativeToHumanAI"). +- Fixed automatically created hulls in the docking ports not being marked as wet rooms, allowing the bots to drop the suits there. +- Bots no longer automatically take diving suits off in shuttles. +- Bots no longer take off diving suits while climbing. They should now drop the suits in the next platform instead. +- Bots no longer cancel (looping) orders outside of the submarine. Some orders are still cancelled. +- Added a separate job for outpost managers. Fixes outpost managers trying to operate the navigation panels in the outposts. +- Fixed bots getting stuck in some outpost stairs. +- Fixed bots sometimes stopping in the stairs while idling around. +- Bots don't take items from magnetic suspension crates or the crates recovered from a wreck in the "lost cargo" missions. +- Fixed bots "cleaning up" items from magnetic suspension crates and crates salvaged from a wreck. + +Submarine layers (previously "groups"): +- Added CheckDifficultyAction. Can be used to check the difficulty of the current level. +- Option to require a specific layer to be present for an event or event set to be triggered. +- Stop updating items that are in a hidden layer (previously e.g. reactors and other devices would work fine despite being hidden) +- Hide wires that are connected to a hidden item. These are still visible in the connection panel though (just locked). +- Added DamageBeaconStationAction. Can be used to disconnect wires and break devices and walls in beacon stations. +- Fixed the "layers visible by default" sometimes showing the layers incorrectly. +- Fixed entities getting hidden when loading a sub with some hidden-by-default layers in the sub editor. +- Disabling a layer with spawnpoints in it now also disables the spawnpoints. + +Circuit box UX: +- Fixed selecting wires causing you to also select components if they overlapped. +- Added character count indicator to circuit box labels and turn the text red if it goes over. +- Show a prefab icon on the cursor of the wire that is being dragged when you start dragging a wire. +- Input and output connections can be renamed by right clicking. +- Labels can be renamed by double-clicking. + +Tools: +- Fixed editing water or fires using the console commands not working while on the freecam mode. +- Water edit mode: you can now double click with the primary mouse button to set a room flooding with water instantly. Double click with the secondary mouse button to completely drain the room. +- Fire edit mode: you can now use the secondary mouse button to gradually extinguish the flames in a room. Double click with the secondary mouse button to put off the flames instantly. +- Copy-pasting multiple commands into the console executes all of them in order. +- Added a parameter for specifying a location in the "teleportcharacter" console command. +- The auto-completions in the console can now be browsed backward by holding left shift. +- Added some subcategories shown in the value inspector views. Not yet used extensively. +- Fixed turret rotation limits seemingly inverting when the angle wraps around at 360 or -360 degrees. + +Modding: +- Fixed "holdpos" attribute no longer working on throwable item components. +- Added "PropulsionSpeed" StatValue and use it instead of "PropulsionSpeedMultiplier" in status effects. The latter doesn't stack, meaning if you wear multiple items that affect the propulsion speed, the last one would take priority. +- Added a new attribute "ShouldBeOpen" to doors. Can be used by status effects to tell the door to open/close. +- The game now prefers English texts when a localized text isn't found. This means that if your mod is only translated to English, e.g. mission and item names use the English text if someone is playing the game in another language, as opposed to displaying the text configured in the xml directly (e.g. missionname.mycustommission). +- Fixed "TransferAfflictions" setting of StatusEffect (which can be used to transfer afflictions from the character executing the effect to a new one spawned by the effect) not working correctly if the characters have a different amount of vitality. +- Changed how outpost modules are configured for abandoned outposts: Special outpost module types are now used: "AbandonedAirlock", "AbandonedAdminModule", etc. Previously these special modules used the same module types as normal outposts, but were restricted to only spawn in outposts of the appropriate type. That meant a mod could not add a new module that's used in all types of “normal” outposts by setting the location type to "Any", because it would also be used in abandoned outposts. +- Made vision obstruction effect adjustable: instead of being just on/off, there's a ObstructVisionAmount value that can be set to a value between 0 and 1. A value of 0.5 roughly corresponds to the old obstruction effect, and setting the obstruction using the old ObstructVision boolean sets it to that value. +- Better support for including non-human characters in the crew: CharacterInfo (which defines a characters job, skills and such, and is required for characters in the crew) can be enabled on any type of character by adding HasCharacterInfo="true" to the character config. +- Fixed crashing when you try to spawn a character defined to use human AI but doesn't have CharacterInfo or a job. +- Added an option to supply "addtocrew" argument to the "spawncharacter" console command. Makes it easier to test the above changes, and allows spawning "nonhuman crewmates" using console commands. +- Added a new parameter for upscaling character textures: SourceRectScale. It's intentionally not exposed in the character editor, but can be used together with the existing TextureScale to adjust the scaling of the textures. E.g. TextureScale 0.5 and SourceRectScale 2.0 doubles the resolution without having to adjust the other values of the ragdoll. +- Fixed DamagedByRepairTools not working if the item doesn't also take damage from projectiles or melee weapons. +- Fixed artifact events causing a crash if the item the event is supposed to spawn can't be found. + +Fixes: +- Fixed the game sometimes crashing on welding a leak. +- Fixed store stocks of most items increasing constantly, all the way up to 100. +- Fixed ID cards not getting assigned the appropriate tags when you choose to get them delivered immediately. +- Fixed antibiotics not applying "drunkweakness" as intended. +- Fixed characters holding throwables, like grenades, weirdly in an unintentional pose. +- Fixed "exhibitionism" event failing if clothes or a diving suit are held in the hand slots. +- Fixed outposts giving an endless supply of missions if you keep taking up the missions, and then saving the game and reloading it again. +- Fixed flipping of the item not being taken into account when launching a projectile (making left-facing projectiles launch backwards). +- Fixed inability to hire/fire/rename/heal "twin bots" (bots with the same name, appearance and job). +- Fixed characters moving faster on underwater scooters while wearing a backpack and an exosuit than when wearing other equipment or none at all. Also affected the movement speed of the characters while wearing/holding other items. +- Fixed some CJK characters, for example ㅎ and A not drawing in the game properly. +- Fixed item container sorting behaving inconsistently when there's instances/stacks of the same item in multiple slots (randomly shuffling the items around). +- Fixed label tags sent via Wi-Fi components not using the localized text in the chat interface. +- Fixed "minleveldifficulty" and "maxleveldifficulty" attributes being ignored in the single mission mode. +- Fixed vertical gaps not emitting particles if the top of the gap is not above the top of the hull the water is flowing to. +- Fixed some draw order issues on alien hatches and doors. +- Fixed decorative items on held items glowing for no reason. +- Fixed a potential softlock if you accidentally start a round in a level that's too deep for the sub. The crush depth warnings on the campaign map now take the start/end position of the level into account, and the sub doesn't take depth damage in the first minute of the round, giving you a chance to return if you end up in a level that's too deep. +- Fixed BeaconStation and Wreck info (e.g. place on the ceiling and the difficulty settings) resetting when you enter the sub editor's test mode. +- Fixed skin tint (both the normal skin color and tints applied by afflictions) affecting the color of the damage overlay (i.e. darker-skinned characters seemed to have darker blood). +- Fixed melee weapons losing collision with platforms and level walls after being swung. +- Moved the alien terminals a bit farther from the guardian pods, so that the player operating the terminal won't get damaged by the exploding pod. +- Fixed inability to open some item interfaces in the sub editor (more specifically, items without an item container). +- Fixed attempting to flip items that cannot be flipped on the X axis, for example crate shelves, not doing anything and looking broken when the submarine is flipped on the X axis (for example in PvP). +- Fixed sprite bleeding on some structures and items. +- Fixed clients sometimes displaying missions as having failed even though they succeeded server-side. +- Fixed fabricating getting interrupted if you start fabricating an item whose recipe is unlocked by a talent on some bot, and then switch to that bot. +- Fixed items that are marked for "relocation" (automatically moved to the main sub) after a bot drops them in the outpost disappearing if you save and quit. Now we also handle the relocation when saving and quitting mid-round, not just when starting a new round. +- AutoInteractWithContained fixes: + - Ignore AutoInteractWithContained in editors (e.g. don't force picking up an item from an artifact container when trying to rewire it in the editor). + - Enabled AutoInteractWithContained on fire extinguisher brackets and weapon holders (interacting with one automatically picks up the item). +- Fixed all walls taking double damage. +- Fixed portable pump UI flickering on and off when picked up in MP. +- Adjusted Camel airlock layout: removed the inner horizontal wall and moved the wires and components. +- Fixed the oxygen generator not being wired on KopraKoht beacon station. +- Fixed respawn shuttle spawning when a respawn triggers, even if all the characters spawned directly in the main sub (e.g. because they had an existing character who was previously on the sub). +- Fixed docking ports and hatches being very difficult to interact with when they overlap with a door or a hatch. +- Fixed flak cannon shrapnel not damaging the character who fired the cannon. +- Fixed campaign map sometimes auto-opening at the beginning of the round (more specifically, when traversing backwards to certain kinds of levels). +- Fixed crashing when the game doesn't have access to certain folders or files (e.g. if the folder the saves are stored in is set to be read-only). Should now throw a console error instead. +- Fixed selected container staying open if you lose access to it by e.g. putting the ID card that's required for access into another item in your inventory. +- Fixed characters teleporting outside when they pass from hull to another, and there's a tiny sliver of "outside space" between the hulls. +- Fixed hanging end disappearing from a wire when you connect the other end. +- Fixed marking a stack for deconstruction only marking the first item for deconstruction server-side, even though the deconstruct icon is displayed on all client-side. +- Fixed an issue that caused duplicate characters in the HR manager menu. Happened when you moved a hire to the pending list, closed the menu and then reopened it. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.4.6.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed monsters sometimes spawning immediately after the round starts (often happened between levels, when there was no outpost between them). +- The 'Art of Submarine Warfare' book granted by the 'War Stories' talent is now a separate item and the original book has been reverted to its original state. +- Fixed Thalamus' fleshgun ropes not being able to stick to a submarine anymore. +- Fixed Thalamus' flesh spike crashing the game in the multiplayer game mode. +- Added a scrollbar to the submarine warning list. Fixes the list not fitting on the screen, when there were multiple, long errors. +- Fixed server list filters not saving properly. +- Fixed marking a stack of items to be ignored or deconstructed only taking into account the first item of the stack, instead applying to all items of the stack. +- Removed duplicate localization lines that caused old versions of text to show up in some places. +- Fixes to the Chinese localization. +- Fixed the inability to edit tags that contained the same word as one of the predefined tags. +- Fixed a crash on opening the contextual order menu for an item of another character's inventory while the health interface is open. +- Fixed a crash when editing and resizing the circuit box label texts. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.4.5.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed crew remaining dead, mission remaining completed/failed, etc when you return to the lobby an restart the round. The issue was that the server did not properly load the previous save when opting to continue the ongoing campaign. +- Added a button to the server lobby which opens the server description in a popup to make it easier for players to find. We are still thinking of the best way to handle the description/MOTD, this is more of a quick band-aid solution for the description being too easy to miss / difficult to find at the moment. +- Fixed descriptions being outdated on some of the modified XP talents. Currently only fixed in English, the descriptions in other languages are still outdated. +- Fixed "command not found" error when trying to use the new "converttowreck" console command. +- Fixed items in a container in the submarine not being counted in the "owned items" count in the store interface. +- Fixed bots being unable to properly clean up some items, just taking them into their inventory and leaving them there. +- Fixed drinkable items (such as ethanol) giving the full effect with just a tiny sip. +- Fixed effect from the "revenge squad" talent only lasting 60 seconds. +- Fixed combat diving suit being slower than intended when using an underwater scooter. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.4.4.1 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed welding objective completing automatically in the basic tutorial due to the reduced flooding rates. +- Small fixes to localization issues. +- Bots don't consider opiates valid treatments for burns, because the amount of burns they heal now is so low it just leads to wasting meds. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.4.4.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Updated localizations. +- "Lock default wiring" server setting locks components in circuit boxes too. +- Fixed circuit box labels being resizeable to a negative size, making them impossible to select afterwards. +- Fixed inability to remove circuit box labels in multiplayer. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.4.3.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +Changes and additions: +- Added new lost cargo missions, in which you must recover cargo from a sunken sub. +- Added six new beacon stations, and updated existing beacon stations. +- Added seven new wrecks. +- Chat messages and NPC dialog is shown in speech bubbles above the character's head. Can be disabled in the game settings. +- Improved the particle effects when the sub hits a level wall, and when cutting/destroying level walls. +- Certain afflictions and talents change the character's walking/running animations (e.g. drunkenness, the "musical talents", vigor, hyperactivity, concussion). +- Removed the randomization of quality from fabricated stackable items. The randomization made them annoying to fabricate, because the items of different quality couldn't be stacked in the fabricator's output slot. +- Motion sensor ranges are visualized when wearing engineer's goggles. +- Made fabricators and deconstructors faster in outposts (it's not fun to force everyone to wait while someone is working a fabricator in an outpost). +- Fire no longer damages husk eggs, fruit and explosives over time. Allowing them to be partially damaged made them really difficult to handle when they happened to be in a stack. Now husk eggs are immune to fire, and the rest get destroyed completely after being in fire for a moment. +- Improvements to the visual effects of lava vents and hydrothermal vents. +- Pets leave behind a corpse when they die. Having them just "pop" often meant you couldn't be sure if the pet had gone missing or died. +- Added a hotkey for dropping the held item. Not bound to any key by default. +- Added a hotkey (by default Alt) that displays a label on all nearby interactable items. The label can be clicked on to interact with the item. Should make it easier to e.g. find loose items on the floor or pick up a specific item when there's many close to each other. +- Tons of changes and improvements to outpost events: the main goal has been to make the things described by the event popups "actually happen", as opposed to just describing them in text. There's now more visual and audio effects in the events, and the things described by the texts tend to actually exist in the game world. There's also been lots of changes to the outcomes of the events: the choices you make should now generally be more meaningful. +- Most outpost events can now be started by another player if the first player who encounters them chooses to ignore them. +- Made the bilge pump circuits non-interactable and the bilge pumps non-wireable in outposts. It was too easy to abuse them to drown the outpost. +- All the pathways from the location you start at in the campaign lead to an outpost. Choosing a new destination at an uninhabited location seems confusing to new players, who haven't yet seen how transitions between levels work. +- Improvements and fixes to harpoons and ropes: the user can now pull towards the target by pressing space (but only when diving), added sounds to reeling and the rope snapping, adjusted the forces and changed how the forces were applied to both the user and the target. +- Added ON_DOCK and ON_UNDOCK outputs to docking ports. +- New automatic docking hatch assembly (much simpler than the old one, now built using a circuit box with labels that explain how it works). +- Added an option to add labels inside circuit boxes (can be used to e.g. explain parts of the circuit). +- Added a menu to the submarine editor that lists all the container tags used in the submarine, explains which tags are available and how they're used, and allows adding them to containers more easily. There's also now a warning on saving if the submarine is missing any common/recommended tags. +- Clown crates now have pressure immunity, making them potentially useful for more than just fooling around. + +Monsters: +- Added Viperling, a venomous variant of Spinelings. +- Reintroduced the legacy monster Mantis. Keep an eye out for anything unusual on the walls when exploring caves! +- Changes to make big monsters more of a threat to characters inside the sub, not just the submarine itself: + - Charybdis can poke its head inside the sub, bite and pull characters out. + - Made monsters better at targeting positions on the hull with a character on the other side (meaning they're more likely to be able to cause shrapnel damage). + - Made the shrapnel particles more noticeable. + - Endworm can poke its mandibles inside the sub and damage characters inside. + - Heavy impacts can launch off very high-velocity shrapnel that can penetrate a couple of inner walls, similar to spineling spikes. + - Added some weaknesses to abyss monsters: Endworm has a weak spot in its mouth, Charybdis flees for a moment if it takes heavy damage to the head or mouth (a feature that initially was there but had been bugged for a while). +- Updated husk's ragdoll, textures and animations. +- Husks can now go unconscious and eventually get back up if not "properly" killed, the same way as huskified humans. +- Adjustments to the loot dropped by Latcher and Charybdis. + +Diving suit changes: +- Several changes to to make it less obvious choice to wear diving suits indoors all the time: + - Hull breaches flood the sub more slowly now, giving you more time to find a suit. + - Reduced walking speed when wearing a suit (with adjustments to the animation to make the suits feel more "tanky", as opposed to just making the character look like it's walking in slow-motion). + - Reduced the damage protection of suits - it was previously so high it encouraged wearing the suits in all situations just for the damage protection they offer. + - Wearing a suit obstructs your vision more now. + - Reduced the crush depths of diving suits to make them match the maximum crush depth of a fully upgraded sub. Allowing players to survive below the sub's crush depth didn't make that much sense: it was practically impossible to recover the sub, so it's better to treat as a "game over" state and kill the players, as opposed to leaving the game in an unrecoverable "soft-locked" state. +- Decreased the armor ratings (damage modifiers) of the (early-game) diving suits. +- Added Explosion Damage resistance to diving suits and protective gear (and clown outfits, ka-honk). +- Made the exosuit more powerful by giving it more damage resistance, a chance to ignore stuns and increasing its speed + +Balance: +- Minor adjustments to the turret balance (most noticeably, made explosive ammo less OP, armor piercing ammo more effective against structures). +- Removed threshers from Cold Caverns. Thresher bites can now cause infected wounds, which can be treated with antibiotic glue, broad-spectrum antibiotics or by applying ethanol or rum to the wound. +- Acid grenades have a slightly longer duration. +- Increased the amount of hyperactivity given by energy drinks. It's still pretty weak, but the previous effect was practically meaningless (making the item more harmful than useful due to the nausea it can cause). +- Dual-wielding ranged weapons reduces reload times and accuracy. + +Medical system: +- Made opiates less of a "solution for everything": they have a much higher risk of causing addiction and overdoses, and morphine heals much more slowly, making it less viable for combat-heavy situations. +- Added "infection" affliction type to add some variety to afflictions. Thresher bites and, on high world hostility campaigns, bleeding wounds and untreated burns have a chance of becoming infected. +- Added "alcohol sensitivity" as a side-effect of antibiotics. This causes drunkenness to build up much faster, so avoid using antibiotics and alcohol together! +- Stabilozine's effects no longer stack: it stops the progress of poisons, but doesn't cure poisonings. +- Added "adrenaline rush" as an effect for adrenaline. "Adrenaline rush" keeps the patient conscious for its duration, removes all active stun when inflicted and applies short-term stun resistance. +- Husk infections can be treated with sufforin and cyanide (but you must be careful to have a cure at hand!). +- Antibiotic glue can be used multiple times. +- Ethanol and rum can be poured on limbs to treat infections and burns. +- Removed skill requirements from tonic liquid. +- Alien blood causes organ damage, making it less viable as a risk-free cheap alternative for blood packs. +- Saline can be used to treat infections. +- Resting in bunks heals injuries a little faster now. +- Europabrew can now act as a universal poison cure, but also speeds up husk infection in addition to vulnerability to acid burns. +- Rum can now also be made from pomegrenade. + +Submarines: +- Fixed Azimuth's periscope being too high up, causing the characters to float when using it. +- Fixed hulls being set up strangely in Camel's humps (not extending all the way up to the ceiling, making it possible for there to be holes in the walls without water getting in). +- Various fixes and improvements to the shuttles. +- Fixed too low oxygen output in Typhon's brig, causing characters inside to eventually suffocate without an additional oxygen supply. +- Fixed Azimuth's cargo and engine rooms not draining full due to the hulls extending below the floor and the bilge pumps. +- Fixed sloped wall piece making it difficult to move from Remora to its drone. +- Fixed grenades sometimes going through certain walls (one common spot was Camel's bow). +- Adjusted the hulls in Orca's lower airlock. The small in-between hull with the pump prevented the sub from flooding, because water couldn't flow out from that small hull fast enough to counter the rate of the pump. + +Additional campaign difficulty settings: +- Oxygen tank duration. +- Reactor fuel duration. +- Crew vitality. +- Non-crew NPC vitality. +- Shop purchase prices. +- Shipyard purchase prices (buying new subs and upgrades). +- Severity of injuries from failed repairs. +- Mission income. +- Option to disable the husk infection warning messages. +- Renamed the generic "difficulty" setting as "world hostility", since it only affects things such as monster spawns and environmental hazards. + +Wrecks: +- Added wrecked variants of chaingun, pulse laser, flak cannon, double coilgun and their loaders. +- New wrecks: Barsuk, Camel, Humpback, Typhon 2, Remora, R-29 and Venture. +- Fixes to the wreck spawning logic: linked submarines and non-hulled spaces are taken into account in the placement, preventing them from ending up inside walls. +- Various improvements and fixes to the existing wrecks. +- Added new, higher-res wrecked versions of the shuttle sprites. Marked the old ones as legacy structures. +- Fixed wrecked hatches' broken sprite rendering in front of characters. +- Added console command ‘converttowreck’ to convert submarines to wrecks more easily. + +AI: +- Bots can now be ordered to deconstruct items. There's a separate contextual order for marking items to be deconstructed and a regular order that makes the bots start deconstructing those marked items. +- Improvements to medic AI: they're now better at taking the negative effects of drugs into account, meaning they should be less eager to cause opiate overdoses. +- Made bots better at choosing suits adequate for the current depth. +- Fixed escaped prisoners being unable to seek for weapons in the prisoner transport missions. +- Fixed inability to order bots to turrets that are connected to the periscope via wifi components inside circuit boxes. +- Fixed bots cleaning up active glow sticks and flares. +- Fixed bots sometimes deciding to idle inside docking ports. +- Fixed bots being unable to put two-handed items on their back when trying to use an underwater scooter. +- Fixed medic bots sometimes taking meds from inside their autoinjector headset even if they have suitable meds in a toolbelt or some other container in their inventory. +- Fixed escorted characters (e.g. separatists) attacking you if you steal items from bandits. + +Multiplayer: +- Added player-specific voice chat volume sliders (i.e. if a specific player is very loud in the voice chat, you can reduce their volume or vice versa). +- Fixed inability to remove invisible symbols (= special symbols not included in the fonts the game uses) from your name using the name text box in the server lobby. This seemed to be the cause for the mysterious "name contains symbols disallowed by the server host" errors: if your Steam name contained special symbols the game can't render, you couldn't remove them by editing the name in the server lobby. +- Fixed an exploit that allowed getting free items from stores. +- Replaced Reaper's Tax with optional extra skill loss when respawning mid-round. +- Fixed clients' wallets appearing empty when spawning mid-round. +- Reworked the server lobby layout. The goal was to reorganize the UI to group things in a more logical way and to make things easier to find. +- Adjusted the local voice chat range significantly shorter (comparable to the range of the local text chat now). +- Fixed VOIP breaking after changing the resolution. +- Fixed characters sometimes getting assigned different personality traits between clients and the server. +- Fixed inability to hire more crew if you've reached the maximum crew size, and then fire some to make room for more characters. +- Fixed clients not getting notified in any way when a server has disabled downloading mods directly from the server, causing them to just get stuck in the mod download screen. +- Fixed servers without an active host or anyone else managing the rounds getting stuck if the settings were configured in a specific way: if the respawn transport time was set to infinite (shuttle will spawn once, but will never leave the level and allow a 2nd respawn), the shuttle had spawned and all the players left, and someone new joined the server, they wouldn't be able to end the round because they've never spawned, and could also never respawn. + +Talents: +- Reworked most of the XP-giving talents to make them more meaningful and balanced. +- Fixed "Fireman's Carry" talent not working on stunned characters. +- Fixed tinkerer talent (which allows repairing items above 100%) causing some oddities with repair thresholds: the item would show up as repairable when the condition percentage (relative to the above-normal maximum condition) was below the threshold, but the repair UI wouldn't show up until it was "actually" below the condition where it should become repairable. +- Fixed talent options displaying as locked (gray frame and a lock icon in the corner) even if you've unlocked them if another sub tree is incomplete. +- “Residual Waste" can no longer be exploited for duplicating FPGA circuits. + +Improvements to sub editor's grouping: +- Groups are now called "layers", which reflects their common uses better than "groups". +- Layer options are more easily available in the right-click context menus. +- When a layer is selected, all new entities you place are automatically placed into that layer, so you don't need to manually move every new item you place. +- Added LayerAction as a way for ScriptedEvents to enable or disable layers, useful for modders. + +Fixes: +- Fixed some items sometimes falling through holes on the submarine's floor (and sometimes also getting stuck partially inside the floor). +- Fixed campaign saves getting bricked if you save the game during the brief moment when your crew has died, but the "game over" popup hasn't appeared yet. +- Fixed campaign saves getting bricked if you save the game after you've fired some of your crewmates through the HR manager and the remaining characters have died (or vice versa). +- Fixed (traitor) events that require you to fabricate a specific item complete regardless of what you fabricated. +- Fixed being able to fabricate items from just one ingredient, when the one ingredient matches multiple 'variable' ingredients (ingredients where multiple materials are valid, such as assault rifle magazines which require a munition tip, core and jacket). +- Fixed thalamus organs sometimes spawning in dry hulls, making them die without the player having to do anything. +- Fixed diving suits emitting light when placed in cabinets in the sub editor. +- Fixed waytoascension2 event getting stuck if you choose the "I'll need to think about this" dialog option, end the round, and start a new one. +- Fixed being able to switch submarines using the submarine switch terminals in abandoned outposts or the "dummy outposts" inside normal levels. +- Fixed piezo crystals sometimes spawning close enough to wrecks and beacon stations to zap them. +- Fixed character hover texts (e.g. "[G] grab") not refreshing when you change keybinds. +- Fixed CPR pump animation often causing impact damage to the patient. +- Fixed sonar sometimes not showing parts of the mountain on the ocean floor. +- Fixed beacon stations you've restored during the round not displaying as active on the campaign map until you start a new round. +- Fixed inability to pick up dropped stun batons. +- Wire nodes are placed at the center of the grid cells instead of the corners to get them to align with signal components placed on walls. +- Fixed being able to quickly swap the suit you are currently wearing with a broken suit, by just clicking the broken suit. +- Fixed status effects on certain monster's limbs not working: Charybdis had one that should've made it retreat when it takes heavy damage to the head or mouth, and Fractal Guardian, Moloch and Latcher should've emitted special particles when hit on the weak spots. +- Fixed genetic materials not getting destroyed when a gene splicer gets moved to a duffel bag when a character despawns. +- Fixed language of the units (km/h, m) not changing on the nav terminal when you change the language mid-round. +- Fixed crosshair being mispositioned for a split-second when the character turns around while aiming. +- Fixed leaks sometimes being impossible to repair on "Tail Fin E P2". +- Fixed freezing when you press tab in the sub editor's wiring mode. +- Fixed duct blocks sometimes casting shadows strangely (leaving a see-through gap between the duct block and the adjacent walls). +- Fixed deconstructing a nuclear depth decoy fabricated with the cheap recipe outputting incendium (even though it's not included in the recipe). +- Characters that have thresher genes or who don't need oxygen for some reason (husk infection/symbiosis) don't consume oxygen from tanks. +- Fixed a rare level generation issue that sometimes prevented certain levels from loading, kicking the game back to the main menu or server lobby with the error message "maximum amount of entities exceeded". +- Fixed door's sound muffling effect behaving inconsistently in MP (sometimes muffling sounds even though the door open). +- Fixed certain keys on an AZERTY keyboard not being recognized as keybinds. +- Fixed steep but short wall pieces launching characters downwards too aggressively. +- Fixed buoyancy still affecting docked subs differently than other subs. A sub with docked subs/shuttles would ascend and descend slightly slower than one where the hulls are all part of the same sub. +- Fixed gaps' and waypoints' groups resetting in the sub editor when saving and loading. +- Fixed monsters in the idle (or observing) state moving at too slow speed and changing the direction in which they were heading too rapidly when they wander around. +- Fixed enemy subs' and respawn shuttle's crush depths not being set correctly, sometimes causing them to get crushed in late-campaign levels. +- Fixed items in a character's inventory, who's in the main sub, being counted twice in the "owned item" count displayed in the store interface. +- Fixed purchased items spawning attached to a wall if there's no room in your inventory. +- Fixed characters spawned using console commands not getting ID card tags for the sub they spawn in. + +Modding: +- Fixed inability to publish mods when the language is set to Japanese. +- Added support for defining the ragdoll by a content path, instead of having to define it by a folder. Allows decoupling a ragdoll from a character. +- Added support for (temporarily) overriding character animations using status effects. Allows, for example, wearable items and afflictions to change the character's walking and running animations (see divinggear.xml and afflictions.xml for usage examples). Note that the vanilla animations are configured using the file name, which makes the game search for the animation file from the folder the rest of the character's animations are in. If you want to make your mod add a custom animation to a vanilla character, you need to configure the animation using a file path instead (e.g. path="%ModDir%/CustomWalkAnimation.xml"). +- Fixed variants of character variants not working. +- Added an option to force location types to be owned by a specific faction by adding faction="somefaction" or secondaryfaction="somefaction" to the location type config. +- Fixed inability to drag and drop items into hidden inventories. That can't be done with any vanilla items, but turns out some mods had functionality that relied on this behavior, and we broke it in the latest update. +- Sub editor now warns about rooms with insufficient oxygen output (= if the vents output too little oxygen to support one character). +- Made the joint limit widgets in the character editor (hopefully) a bit more intuitive and easy to use. There's now a gray line that indicates the angle of the limb, and that gray line is what gets clamped between the joint limits. +- Fixed widgets and indicators jittering in the character editor when the character moves. +- The "pitch slide" of turret and ranged weapon charge sounds (used in the vanilla chaingun and rapid fissile accelerator) is now editable using the “ChargeSoundWindupPitchSlide” attribute. +- The deattach speed of repair tools can be edited ("DeattachSpeed" attribute). +- Fixed events that are not allowed at start not triggering if you're in the abyss (or somewhere else a long way away from the destination). +- Fixed PerCave/PerRuin/PerWreck event settings not working correctly in event child sets (the game created the correct number of events, e.g. 3 if there's 3 caves, but each event happened in a random cave). +- Added an option to make TagAction require the target to be in a module with specific tags +- Fixed NPCOperateItemAction being hard-coded to select Controller components, meaning you could only use it to make the character interact with an item that has a Controller component. +- EventManager now works also in the editor test modes. +- Fixed the “interval” attribute of status effects not working when the effect was defined in limbs. +- Added an option to select a specific wreck and a beacon station in the level editor (simplifying testing when you want to test a specific one). +- Fixed room name selection (accessible in the sub editor when editing a hull) being empty if any text file in a mod includes overrides. +- Fixed reputation bars always showing -100 and 100 as the minimum and maximum, even if a custom faction has a different min/max value. +- Fixed crashing when spawning a humanoid character that doesn't have any head sprite configured for it. +- Fixed crashing when placing a door item that's set to be open by default. +- Fixed OnOpen and OnClose action types only working for playing sounds when a door opens or closes, but not for actual status effects. +- Fixed "custom skills" the character's gained during the round (skills levels the character/job originally doesn't have) disappearing between rounds, and only reappearing when the character gains some skill level. +- Fixed MissionActions that are set to choose from a pool of missions always choosing the same mission. +- Fixed inability to take specific kinds of items from a container that requires holding some item. For example, if you needed to hold a crowbar to access a cabinet, and took an item from the cabinet in a way that forces that crowbar item to be unequipped. +- Fixed WeldedSprites not appearing in the sprite editor. +- Fixed connection panel interface's borders overlapping with the connector sprites on certain resolutions if the panel is very tall. +- Fixed OnImpact effects not working on broken items even if AllowWhenBroken is set true. +- Fixed TriggerComponents no longer applying forces or other effects to characters when they ragdoll. +- Made OnSuccess and OnUse effects usable in Repairables (previously only OnFailure effects worked). +- Fixed event editor crashing if you tried to load an event that had action with attributes set to incorrect types of values (e.g. with a CheckMoneyAction with amount set to a string). +- Fixed "Collider" spawn rotation type when spawning items via a status effect not taking the flipping of the parent item into account, causing e.g. projectiles to launch to the right when aiming to the left. +- Fixed tracer particles not showing up when a projectile is spawned using a status effect indoors. +- Fixed crash if a non-attachable item is made attachable mid-round (e.g. via status effects or console commands) and the submarine then saved. +- Fixed monsters always aiming ranged attacks at the position of the target character regardless of which limb they're targeting. Was not noticeable in the vanilla game, because none of the vanilla enemies tried to aim at a specific limb. +- RequireAimToUse is no longer forcibly enabled on ranged weapons (i.e. it's possible to create a ranged weapon you can fire just by left clicking). + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.3.0.4 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed another exploit that allowed crashing servers by sending them specifically crafted malformed data. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.3.0.3 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed an exploit that allowed crashing servers by sending them specifically crafted malformed data. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.3.0.2 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed inability to download missing mods from the Steam Workshop when you're joining a server. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.3.0.1 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed character face selection not working in the singleplayer campaign setup menu. +- Made the "connection lost" error messages when connecting to a server fails more descriptive. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.3.0.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Epic Games Store release. +- Steam players have the option to enable crossplay between Steam and the Epic Store. When you launch Barotrauma for the first time following our EGS release, you will see a prompt asking whether you want to enable crossplay. If you do not wish to do so, you can decline, and that will be all. You can also update your preferences at any time in the game settings. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.2.8.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +Changes: +- Allow scaling most items below 0.1 in the submarine editor again. We set 0.1 as a hard limit because smaller scales caused issues with tiling items (such as labels), without realizing some sub builders have found some creative uses for heavily downscaled items (such as tiny turrets used as "dials"). + +Fixes: +- Fixed escorted characters trying to leave the sub if they can't find a safe hull to get to (e.g. when the sub is flooded). +- Fixed rotated structures not appearing rotated on the status monitor. +- Fixed wires getting misaligned when saving them in an item assembly. +- Fixed security NPCs being unable to swap batteries in stun batons. +- Fixed inability to edit the false output of a switch in multiplayer. +- (Finally) fixed texture offsets on tiled sprites such as background walls behaving erratically on non-default texture scales and mirrored entities. + +Modding: +- Fixed crashing if an affliction prefab contains stat values with a duplicate type, or multiple stat values whose type can't be parsed. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.2.7.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed an issue that sometimes caused the game to crash without generating a crash report (which would lead to a "pipe was broken" error if the issue happened server-side). The issue had to do with a stack overflow when throwing specific kinds of console errors: one common case was when the game failed to connect to our server to check the GameAnalytics consent, which lead to a crash on startup. +- Fixed piezo crystals sometimes spawning right at the start of the level. +- Fixed assistants not being able to pick all tier 1 and 2 talents. +- Fixed location names disappearing when locations change their type in saves started in pre-1.2 versions. +- Fixed selection rectangle disappearing from items when zoomed in by more than x2 in the sub editor. +- Fixed "killcrawlerswarmlarge2" mission not having a description. +- Fixed bots sometimes choosing to wear broken diving suits. +- Fixed currently visible particles freezing when lowering the particle limit. +- Fixed dragged characters always colliding with stairs, making it impossible to drag them past the stairs. +- Fixed "drunken sailor" talent not nullifying the negative effects of drunkenness. +- Fixed stun from the "lightning wizard" talent activating if you cause damage to yourself (e.g. by breaking a wall and taking damage from the shrapnel). +- Fixed escorted security officers sometimes inspecting the crew for stolen items during escort missions. +- Fixed basics tutorial sometimes getting stuck in the "weld leak" objective. +- Fixed ancient weapon not flipping horizontally when aiming it to the left. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.2.6.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Added some more logging to diagnose the mysterious "pipe was broken" crashes. These seem to happen when the server crashes in some way that prevents it from generating a crash report or communicating the reason of the crash to the clients. Now the "pipe is broken" crash report should include the exit code of the server process, giving us more clues for diagnosing the issue, and the server should create simplified crash report if there's some kind of an issue with creating the normal crash report. + +Changes: +- Structures can now be rotated in the sub editor! +- Outpost security is now better at catching thieves: they can do random inspections to check for stolen items (more frequently if your reputation is low or if they've caught someone in your crew stealing), and notice if you're visibly carrying or wearing any stolen items. +- Option to get the items you're buying from an outpost store in your inventory immediately, as opposed to them being delivered to the sub at the start of the round. There's also now an anti-griefing setting for disabling this, in case you want to make sure a griefer can't easily gain access to dangerous items in the outposts. Players with campaign management permissions aren't affected by the setting. +- Added new variants of the Monsters Nearby and Submarine Flooded tracks. +- Minor adjustments to level layouts: all the levels now slope down a bit to give the impression you're actually heading deeper. +- Clicking on a door that's set to not toggle when clicked (= door that just send out an activate_out signal when clicked) doesn't activate the door's "toggle cooldown". +- Bots operating turrets can now lead targets (i.e. aim ahead of a moving target). Bots with a higher weapon skill are better at estimating the future position of the target. +- Minor balance change to sub vs sub combat. AI-controlled subs get at least 2 security instead of 1, so more turrets will be manned. +- Bots can see through windowed walls (also making it easier for them to spot stealing). +- Added bilge pumps and duct blocks throughout outposts. Otherwise the outposts can never drain if the player causes a flood. +- Removed karma restrictions from jobs. This feature wasn't communicated anywhere, and it often just seemed like a bug when someone didn't get assign the job they wanted due to their karma being too low. +- Added bullet casing particles to firearms. +- Adjusted default throwing pose a bit: characters don't extend their arm as high up, because it could cause the throwable item to hit the ceiling in roughly door-height rooms. +- Most message boxes can be closed by pressing enter (more specifically, all boxes that are created with just the "ok" button). +- ID cards left in a duffel bag are automatically removed at the end of the round. +- Added a light to handheld sonar to indicate when it's on + made the ping a bit higher in pitch to differentiate it from the sub's sonar. +- Reduced the forces applied on characters by fractal guardian's melee attacks. The previous values were so high they often lead to characters getting stunlocked when the attacks threw them against the walls of the ruin. + +Traitors: +- Three new Danger Level 1 traitor events: Exhibitionism, Firing Blanks, The Original Honkero. +- Five new multi-traitor events: Gnawing Cold, The Clobbery Robbery, Husk Roulette, Duck Side of the Moon, Powered by Faith. +- Fixed "Insurgency" achievement not unlocking when completing a traitor event. +- Fixed traitor-specific items sometimes being requested by stores. +- Fixed visibility checks in some traitor events having infinite range. +- Don't allow the victim's body to despawn in the "dead or alive" event because it'd interfere with completing the event (others finding the body). + +Optimization: +- Significant optimization to situations where a bot is idling and has trouble finding a path to another hull. Caused performance issues in colonies in particular. +- Fixed a memory leak that caused the memory usage to increase every round. +- Fixed firing turrets (or doing any other action that spawns lots of new entities) causing an enormous performance drop in some situations. Had to do with specific scripted events re-checking their targets whenever a new entity spawned, which was needlessly heavy and was done unnecessarily often. +- Miscellaneous small optimizations. +- Optimized labels (large labels with a scaled down texture in particular were unnecessarily heavy). +- Optimized Watcher's status effects. + +Multiplayer: +- Option to hide servers from the server list. +- Option to report inappropriate servers on the server list. +- Added "MinimumMidRoundSyncTimeout" server setting. Determines how long the server waits for a mid-round joining client to get in sync before disconnecting them. +- Fixed workshop item downloads sometimes getting stuck when opting to install server mods from the workshop. Happened if the mod had already been installed, was in the process of being installed, or if it couldn't be installed for some reason. +- Fixed dedicated servers with lots of mods enabled not showing up in the server browser. +- Fixed Text and NPCConversation files being required to be in sync between clients and the server, meaning if you were using a mod that changes the game to a different language, it'd get disabled when you joined a server that's not using the mod. +- Fixed lack of unban option in the "manage client" menu and the client context menu. + +Talents: +- Five new assistant talents: Starter Quest, Mule, Jenga Master, Indentured Servitude, Tasty Target. +- Fixed "junction junkie" not working on sonar monitors. +- Fixed a couple of inaccurate talent and mission descriptions in Russian. + +Skill gain balancing: +- Now takes longer to reach max skill level, the Helm skill especially was leveling way too fast. +- Helm skill levels up based on the submarine's speed. +- Added an exponent factor to the skill increases for diminishing returns at higher skill level. +- Increased skill gains at lower levels to compensate. +- Welding gives more skill. +- Fabricating items gives less skill. + +Fixes: +- Fixed "camera zoom effect" taking a very long time to appear when pressure is increasing inside the sub, giving you very little time to react when the pressure gets to a lethal level. +- Fixed turret lights always being forced on at the start of the round. +- Fixed lighting artifacts that looked like thin slivers of light and strange jagged lighting that sometimes occurred in corners of rooms or places where multiple walls meet. +- Fixed lights shining through obstacles in some very specific situations (one common spot was the windowed door at the left side of Dugong's command room). +- Fixed turret lights sometimes disappearing from view when you're far from the turret (but still close enough to see the light). +- Fixed "bad vibrations 2" event getting stuck if you choose the option to sleep. +- Fixed components disappearing from a circuit box if you delete one in the sub editor and undo the deletion. +- Fixed a rare crash when you'd selected text in a textbox and changed the language of the game to one where the word in the textbox is shorter than in the previous language. +- Fixed handcuffs appearing to continuously drop from characters in certain situations in multiplayer (more specifically, if the character has been disabled and re-enabled during the round). +- Workaround to a rare mystery issue that seems to sometimes cause save files to get corrupted. It seems in some situations the submarine doesn't get included in the save: now the game checks whether the submarine is included before attempting to save the file, and refuses to save if it isn't. This does not solve the underlying issue, but should make it easier for us to diagnose why the submarine gets left out, and prevent corrupting the save when it occurs. +- Fixed "operate turret" orders showing the order marker on the turret instead of the periscope. +- Fixed respawn shuttle lights shining through the top of the level. +- Fixed flares (or other "provocative" items) not attracting monsters when you're wearing a diving suit, because the diving suit was also considered a "provocative" item. +- Fixed ability to put items into circuit boxes by dragging and dropping and with the inventory hotkeys. This caused the components to end up in an invalid state, leading to errors when loading the next round. +- Fixed custom ID card tags not getting applied to ID cards when switching subs. +- Fixed subinventories constantly opening and closing when you're hovering the cursor over the inventory slot with 2 different containers equipped (e.g. 2 storage containers). +- Fixed bots being able to take ammo out from non-interactable items or items whose inventory is set to be inaccessible. +- Fixed progress bars being visible through walls when someone uses a repair tool, damages an item with a projectile or a melee weapon, or crowbars a door open. +- Fixed crashing if you're in an outpost level with no outpost. Should normally never happen, but can occur with e.g. outdated save files or mods. +- Fixed ballast flora spores (or any other level object with no actual sprite) not being visible. +- Fixed bots "cleaning up" items from inside artifact transport cases. +- Fixed ability to sell components from inside circuit boxes in outposts. +- Fixed outpost NPCs not caring about the players starting fires. +- Fixed purchased items sometimes spawning in the cargo crates when you've got a cargo mission active, making them potentially very hard to find. +- Fixed inability to select a component you've just placed in the circuit box until you move the component for the first time. +- Fixed health scanner HUD texts overlapping on high resolutions. +- Fixed "maintain position" marker being misplaced on the navigation terminal on some resolutions. +- Fixed chance of tainting the genetic material when refining sometimes being displayed incorrectly on research stations. +- Disable the health interface of the patient in the "good samaritan" event. Prevents being able to heal the opiate overdose "normally" before triggering the event. +- Fixed item hover texts (e.g. "[E] Repair") not refreshing when changing keybinds. +- Fixed fabricator listbox scroll always resetting to the top when someone selects the fabricator. +- Fixed bandoliers not affecting pulse laser fire rate. + +Modding: +- When running an outdated executable (i.e. a mod that overrides the game executable, but hasn't been updated yet after a new vanilla update has been released), there's a notification in the main menu and the "host server" menu warning you about the potential issues caused by running an outdated executable with the other up-to-date vanilla files. +- Console errors and warnings caused by modded content include the name of the mod to make it easier to diagnose which mod is causing some issue or whether it's an issue in the vanilla game. +- Support for overriding texts. Works using elements, the same way as overriding any other content. +- Fixed decorative sprites not being visible on items placed in a container. Did not affect any vanilla content (there were no decorative sprites on any item that can be visible in a container). +- Fixed characters with no AI defined causing crashes. +- Fixed inability to make StatusEffectAction modify the properties of an ItemComponent (only worked on the actual Item). +- Option to have multiple conditionals in CheckConditionalAction. +- Option to limit how many times a GoTo action can be executed (i.e. to create loops that only repeat a given number of times). +- TutorialHighlightAction can now be used in multiplayer too, renamed it as HighlightAction. +- Fixed first matching Containable definition of an ItemContainer determining the hiding, position and rotation of a contained item, disregarding which subcontainer the item is actually in. E.g. if a weapon had 2 subcontainers for magazines, both with a different ItemPos, the ItemPos defined in the first subcontainer would be used for both magazines. +- Fixed stun batons not accepting modded batteries because the RequiredItem s were configured using identifiers instead of tags. +- Fixed Character.CameraShake setting the camera shake regardless if the character the effect is being applied on is the controlled one or not. +- Location names can now be translated. In the vanilla game the names are only translated if you're playing in Chinese. +- Fixed some ConversationAction options going outside the bounds of the dialog if there's a very large number of them. +- Fixed inability to use %ModDir% in LevelGenerationParams.ForceBeaconStation. +- Fixed status effects configured to spawn an item in ContainedInventory not spawning the item if it can't go inside the first item in the contained inventory. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.1.19.3 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed shrapnel from flak cannon ammo always launching upwards. +- Fixed wall damage shrapnel going through walls and being a little excessive overall. +- Fixes to pressure distribution logic: fixes pressure sometimes being lethal in breached rooms that weren't full of water. +- Fixed clients not regaining control of their braindead character after rejoining if the character's taken any amount of damage while braindead. +- Fixes to inconsistent stack sizes (e.g. certain ammo types stacking up to 12 in character inventories, but only 8 holdable/wearable items like backpacks and toolbelts. +- Fixed console errors when switching subs with circuit boxes on board. +- Fixed items that are inside a container that doesn't get transferred getting duplicated during item transfer when switching subs. +- Fixed bots not cleaning up circuit boxes from the floor. +- Fixed stack size being displayed incorrectly in the tooltip when dragging a stack of items to an already-occupied slot. +- Fixed nav terminal's docking button not working if the signal is routed from the terminal to the docking port through a circuit box. +- Fixed double-clicking a component while a circuit box is equipped making the component vanish inside the circuit box. +- Fixed chat messages sent when accusing someone as a traitor not triggering the spam filter. +- Fixed connection names not being translated in circuit boxes (always showed up in English). +- Fixed right-side crew panel overlapping with the mission panel in the PvP mode round summary. +- Fixed depleted and fulgurium fuel rods stacking up to 32 (should be 8 like all other fuel rods). + +Modding: +- Added "UseHumanAI" property to characters (can be used to enable the human AI on characters other than humans). While using the human AI on non-humans isn't a fully supported or tested feature, it was previously possible to do that by creating a human prefab using a different species than human, but that no longer worked as of the Treacherous Tides update. +- Attachable holdable items don't count as "HoldableOrWearableInventories". Fixes e.g. tanks only stacking up to 1 in things like movable cabinets and shelves. Does not affect any vanilla content. +- Fixed fabricator reducing the condition of all the available ingredients if the crafting recipe reduces condition instead of consuming the whole item. +- Fixed TagAction continuing in some situations when it can't find targets, even if it's been configured not to with the "ContinueIfNoTargetsFound" attribute. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.1.18.1 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed opening the "load game" menu crashing the game if you have any corrupted/unloadable saves in the save folder. In multiplayer, this would just prevent opening the campaign setup menu without any error messages. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.1.18.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Updated translations. +- Modding: Added ContinueIfNoTargetsFound property to TagAction. Can be used to allow the event to continue even if the TagAction can't find any valid targets (by default the event wont continue until at least one target is found). + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.1.17.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Changed traitor event selection logic a bit: most of the more dangerous events can trigger as long as a less dangerous event has been selected previously, even if that event wasn't completed successfully. Previously many of the dangerous events were extremely rare, because they required 1. completing an easier event first 2. a specific mission to be selected on the following round. +- Adjusted traitor event probabilities a bit to make some of the rarer ones more common. +- Fixes to some oddities and inconsistencies in containers: backpacks can't go in crates, duffel bags or outpost cabinets, fixed storage containers going in outpost cabinets. +- Fixed searchlights appearing as turrets in the "operate weapon" order (and the bots would complain about not being able to load ammo into them if you ordered them to operate one). +- Fixed security fleeing from the player during jailbreak missions. +- Fixed security not spawning in jailbreak missions in the mission mode. +- Fixed morphine not being shown as a suitable treatment for the concussion in the medic tutorial. +- Fixed abandoned outpost you're supposed to rescue Jacov Subra from sometimes turning into a normal outpost and cancelling the mission. +- Fixed some scripted events throwing unnecessary "no conditionals defined" console errors. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.1.16.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed several issues when editing traitor events in the event editor (console errors, some actions not loading properly, inability to set a new event as a traitor event). +- Backpacks can't be put in cargo scooters. +- Fixed some traitor events being impossible to complete (harbringer of honks, faulty robes, handcuff shortage). + +- Fixed latcher's tongue failing to attach to submarines. +- Fixed crashing when deleting a circuit box in the submarine editor. Undoing the deletion still does not work unfortunately, but we are looking into fixing that. +- Fixed errors when modifying any properties of an ItemLabel or Turret component in multiplayer. +- Fixed flashlights in guns (or other contained items) not getting flipped in the same direction as the container when put inside the container. +- Monsters don't get damaged by the hull shrapnel when they break a wall themselves. +- Fixed "can't create an entity event" error when ending a multiplayer round when there's dropped stacks around. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.1.15.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +- Fixed console errors when there are swarm feeders (or other monsters that immediately despawn when killed) in an irradiated level. +- Fixed occasional crashes when firing a turret makes a supercapacitor drop to 0% charge. +- Fixed circuit box only outputting to one pin when wired directly from input to multiple output pins. +- Fixed tutorial reactor starting already powered up, making the first engineer tutorial objectives complete immediately. +- Miscellaneous tutorial fixes. + +------------------------------------------------------------------------------------------------------------------------------------------------- +v1.1.14.0 +------------------------------------------------------------------------------------------------------------------------------------------------- + +Traitor overhaul: +- Completely redesigned traitor system, which also now works in the campaign mode. +- The traitor missions (now called "events") have been implemented using the scripted event system, and can be created in the event editor. We unfortunately had to drop support for the old system; even though we aim to not do any backwards-compatibility breaking changes now that we're past 1.0, after evaluating the number of mods that include custom traitor missions and seeing how few there are, we felt that it's better to depreciate the old system instead of maintaining two separate systems. We're sorry for the inconvenience, but we're hopeful the move to the scripted event system will allow modders to create more complex traitor events much more easily! +- A total of 27 completely new traitor events. +- Multi-traitor events and code words are back! +- Instead of the yes/no/maybe traitor setting, you can choose the probability of a traitor event per round (e.g. 50% = a traitor event happens on half the rounds on average). +- Each event has a "danger level" that describes how destructive/dangerous the event is. You can choose how dangerous events can get chosen in the server lobby, for example if you don't want very destructive traitor objectives in the campaign mode. +- If a traitor completes their objective successfully, they may get assigned a more dangerous objective on future rounds (up until the maximum defined danger level is reached). +- Players who haven't been traitors before/recently have a higher chance of getting selected as traitors. +- In the campaign mode, completing a traitor objective gives the traitors rewards such as getting to "steal" a portion of the mission experience. +- The players can vote which player they suspect as the traitor. At the end of the round, if at least half of the players have voted for the same player, that player will be accused as a traitor. If the accusation is correct, the traitor's objective will fail and they will receive no rewards. If the accusation is incorrect, the crew will receive a monetary penalty. +- Added various new traitor items, perhaps most notably the Radio Jammer, a handheld battery-powered device that temporarily disables radio communications (both text and voice chat). + +Stacking and storage changes: +- Added Backpack, essentially a larger variant of the toolbelt with a small speed debuff. Can be obtained through the new assistant talent "Bag It Up", and purchased in stores around mid-way through the campaign. +- Oxygen and fuel tanks no longer stack in player inventories, but their capacity has been increased to compensate. A stack of oxygen tanks would last nearly 45 minutes (and that's not even accounting for high-quality tanks), which meant you could easily carry so much oxygen that running out is practically never a risk. +- Increased stack sizes of most items (such as materials, ammo, meds) to 32. +- Increased cabinet capacities. +- Storage containers can no longer be put in normal cabinet slots. The intention is to prevent being able to use storage containers as a way to significantly increase cabinet capacity (all the way up to 2880!). The larger stack sizes and increased cabinet capacities still allow storing a very large number of items, without having to resort to storage containers which make managing the items in the cabinet more inconvenient. +- Cabinets now have a handful of special "extra slots" specifically for storage containers. Storage containers have other uses besides just increasing storage capacity, and these extra slots are intended to keep them a viable option for those other uses. +- Added buttons for merging stacks and alphabetical sorting to all cabinets. +- Dropped stacks of items behave as one physical object and can be picked up by clicking once, instead of the stack becoming a bunch of individual items that need to be picked up one-by-one. +- Restricted the maximum stack sizes of character inventories and holdable/wearable containers to 8. Meaning you can carry 8 items per slot, but cabinets and crates can fit the "full" x32 stacks. + +Talents: +- Fixed "By the Book" giving you the bonuses regardless if you complete a mission or not. +- Changed how Scavenger talent works: previously it had a chance of doubling the loot in a container, which often led to excessive amounts of loot (and other times, no extra loot at all). Now the chance works per-item instead. +- Fixed nuclear shells and depth charges fabricated with the "Nuclear Option" talent providing incendium when deconstructed, even though it's not used in the fabrication recipe. +- Fixed having one captain with the "Leading by Example" talent and another with "Family" messing up the afflictions applied by them (one trying to apply "Excellent Morale" and the other trying to remove it). + +Misc changes and additions: +- Added Circuit Box, an item that allows creating circuits without having to fabricate and place each component individually on the sub's walls. +- Added lights that indicate the ammo status to turret loaders. +- Characters "grab" the device/item they're interacting with, making it easier to see e.g. whether a character is taking something from a cabinet or just standing next to it. +- Allowed any type of ammo box to be used in the turret ammo box recycling recipes. +- Improved explosion particle effects. +- Added a new abandoned outpost mission variant (relating to one of the shadier factions). +- Pets become unhappy faster. Previously the happiness decrease rate was so low the pets were more likely to starve to death than to become unhappy. +- Pets no longer regenerate health when they're well-fed. This was a leftover from the 1st implementation of the pets, and is no longer necessary, because they now regenerate health while eating. +- Repositioned item interfaces retain their positions between rounds. +- Killing/handcuffing the terrorists during escort missions is no longer required to complete the mission. Fixes other means of detaining them (such as brigging, stunning or paralyzing) not being considered valid before. +- It's now possible to access the gene splicer slot of dead/incapacitated characters. +- Increased fruits' impact tolerances to prevent them from breaking when falling. +- Tweaks to the sound effects when under high pressure. +- Underwater scooter's light turns on when aiming (not just when actually using the scooter). +- Captain's pipe and cigar are used by holding RMB (not LMB+RMB) to make their usage consistent with other "consumables". +- Added broken state sprites for Thalamus' fleshspike and fleshgun. Adjusted the fleshgun particle effect. +- Made characters only flip from one side of a ladder to another when aiming. Makes it easier to interact with things next to the ladder, when the character doesn't automatically flip to the "wrong side" when you try to highlight something. +- Beacon station and cave markers are removed from the sonar once the beacon/cave mission is completed. +- The Output and FalseOutput of switches and periscopes are editable. +- Added a "disable_output" pin to supercapacitors and batteries. Particularly useful for auto-operated turrets, as it can be used to power them down. +- Made auto-operated turrets much better at using pulse lasers, chainguns and other turrets that need to wind up before firing. Previously the AI was too eager to switch between targets, as opposed to waiting for the turret to wind up and actually fire. +- Added "activate_out" output to doors (outputs a signal when someone toggles the door) + an option to make the door NOT open/close when someone tries to toggle it. Can be used to run a signal through some external circuit when someone tries to open a door with integrated buttons. + +Balance: +- Adjusted ammo fabrication recipes to fix lead being too scarce (considering it's needed for almost all ammo types). Now ammunition can be fabricated from different materials, not just lead. +- Revisited the contents, the difficulty, and the rewards of monster missions. +- Balanced reputation gains from missions: it should now be less easy to maintain a positive reputation with all factions. +- Slightly increased character impact damage (i.e. damage taken when you fall or get thrown against something). +- Being under high pressure causes organ damage. Without this, it's possible to basically ignore high pressure as long as you're quick (e.g. you can briefly go outside or to a breached ballast to fix walls). +- Made gravity sphere, guardiansteamcannon and guardianbeamweapon cause a bit of radiation sickness. Afflictions that can't be treated with morphine + bandages should be more common, so here's some! +- Piezo crystals cause a bit of stun and burns on characters. +- Nerfed fractalguardian_emp a bit: longer attack cooldown, shorted EMP range. The previous values made it too easy to get softlocked. +- Added 50% flow resistance to makeshift armor to make it more effective in indoors combat. +- Revisited the effects of liquid oxygenite and the oxygen related effects of deusizine to keep them balanced. Reduced the required skill for applying liquid oxygenite to compensate for the failure effects. +- Reduced Mudraptor's priority of eating dead bodies with the intention of making it not as easy to distract them killing one in a pack. +- Improved the monster nest mission progression by introducing harder variants of all the missions. Adjusted the existing nest missions a bit. +- Buffed the ancient weapon: increase the burn damage from 40 to 50, make them ignore 50% of armor protection, allow them to cut off limbs and break (some) armor. Add stun for stopping power. +- Defined fire damage (on ballast flora) and AI combat priority for the ancient weapon. +- Set the treatmentthreshold for oxygen loss to 100, so that the bots won't try to treat patients so eagerly. Now they should react only slightly before the target faints. Note that this also affects when the suitable treatments are shown in the health interface. + +Optimization: +- Optimizations to situations when there's lots of NPCs nearby. Particularly noticeable in very crowded outposts. +- Optimized the Load Game menu in both singleplayer and multiplayer, dramatically reducing the time the game freezes when opening it. +- Optimized flashlights and other directional lights. +- Loading optimizations (loading screens should now be noticeably quicker). +- Thalamus: spawn the initial cells when the AI is loaded (at the round start) instead of doing that when the player is close by. Gets rid of the notable lag spike when approaching a Thalamus infested wreck. +- Miscellaneous smaller optimizations. + +Submarines: +- Reworked Berilia. +- Reworked R-29. +- Linked fabricators to the cabinets next to them in all vanilla subs. +- Various fixes and improvements to Orca. +- Fixed waypoints outside the submarine not being disabled as obstructed when the connection doesn't overlap a wall. +- Waypoint fixes to most player subs. +- Fixes to transferring items between subs: some items that didn't fit into cabinets weren't put into crates even if they could've been, and some items spawned unnecessary crates because they were configured to spawn in a crate despite being too big to put in one. +- Fixed incorrect "low on fuel" warning when switching to a new sub with no fuel, even if you have fuel in your current sub and opted to transfer them to the new one. + +Multiplayer: +- The skill loss on death can be adjusted in the server settings. Defaults to 50% (previously 75%). +- Fixed characters keeping all the injuries they've received while being "braindead" (killed due to disconnecting), meaning if you for example hack the character to pieces while braindead, and the character respawns next round, they'll spawn dead. +- If a client joins when their character is "braindead" (killed due to disconnection), the character is now revived and the client immediately regains control of it. But only if the character's vitality is above 0 - if they have received other lethal injuries or despawned, they'll have to wait for a "normal" respawn. +- Fixed icon in server details panel in the server list saying that every server is modded. +- Fixed clients spawning as characters even if they've opted to spectate if the game mode is switched from campaign to some other mode and back. +- Fixed fabricator sometimes starting to fabricate an incorrect amount if you click the "start" button quickly after adjusting the amount. +- Fixed occasional "received invalid SetAttackTarget message" errors in multiplayer. Happened when some attack caused the target to be killed and despawned immediately (e.g. when a pet was instakilled by a monster). +- Fixed inability to attach items to walls outside the sub in MP. +- The outpost manager is always killable in the Tormsdale report event even if the killing outpost NPCs is disallowed on the server. +- Fixed certain kinds of network messages being sent using an unreliable delivery method (potentially causing occasional issues with file transfers and traitor messages). +- Fixed inability to choose or vote for a sub if you don't have all the content packages required for the sub. +- Fixed clients not seeing the votes of anyone who voted before them on the ready check. +- Fixed dropping off ladders when you open your own health interface in multiplayer. +- Fixed changing character appearance triggering the "wait X seconds until you can rename again" warning. +- Fixed replaced shuttles not getting repaired client-side when you purchase the replacement, making it look like you can't repair them (because they're already repaired server-side). +- Fixed handheld sonar beacon's textbox becoming empty when you enter something in it in multiplayer. +- Fixed "Attempted to create a network event for an item That hasn't been fully initialized yet" console error when spawning a sonar beacon mid-round. +- Fixed characters getting removed at the end of the round if they've died and then been revived with the "revive" console command. + +AI: +- Fixed bots "cleaning up" (or stealing) batteries from portable pumps. +- Fixed bots never cleaning up detached wires. +- Fixed bots sometimes ignoring the leaks right next to doors/hatches. +- Fixed bots cleaning up items that are being eaten by a pet. +- Monsters not ignore provocative items in the inventories of characters they're configured to ignore (with the targeting state "Idle"). Fixes husks attacking characters that are wearing cultist robes with a diving suit. +- Autopilot now avoids the floating ice chunks using the same logic it uses to avoid ice spires. +- Defined AI combat priority for the alien pistol. +- Adjusted the combat priorities of flamer and steam prototype gun. +- Fixed bots sometimes drowning in the ballast because they didn't think they'd need diving gear if the ballast is not full (but still has enough water to drown). +- Fixed bots sometimes preferring to get a new weapon instead of reloading their current one, even if they had easy access to more ammo. +- Fixed bots accepting orders but not doing anything while handcuffed. The bots will now refuse to do things that they need hands when they are handcuffed. +- Fixed bots still sometimes getting stuck on corners around staircases. +- Bots don't attempt to repair or fix leaks in non-friendly subs (e.g. wrecks or ruins). +- Bots don't attempt to clean items in the main sub in outpost levels. +- Fixed bots sometimes just swimming around when they should be able to get back to the sub. +- Fixed orders persisting even if the target no longer exists after a sub switch (e.g. a bot might attempt to operate a turret that doesn't exist, resulting in them doing nothing). +- Fixed "follow" order not always persisting between rounds. +- Bots don't try to use stabilozine to treat deliriumine poisoning. It only slows down the progress of the poisoning, which is kind of pointless in the case of the non-lethal deliriumine poisoning. + +Alien ruins and artifacts: +- The ruins now start smaller and grow bigger gradually, depending on the difficulty level. +- Ruins start to appear a little later in the campaign (in the second biome). +- Initially only "scan ruin" missions are given, "ruin salvage" and "clear ruin" missions don't appear until later. +- Adjusted the loot distribution in the ruins. +- Fixed guardians and defensebot(?) spawning the blood decal when they get dismembered. +- Fixed guardian pod damage sounds sometimes being inaudible. +- Artifact transport cases require batteries to nullify the effects of the artifacts. The batteries last a little over 8 minutes. Also added some animations and lights to the case when powered. +- Made Faraday Artifact's EMP effect a little stronger, and added a discharge coil effect out of water. +- Thermal Artifact now emits steam in water that burns and damages walls. +- Nasonov Artifact now also disrupts the sonar. Added particle effects. +- Psychosis Artifact now generates watcher's gaze periodically, causing psychosis/nausea and strengthening nearby monsters. +- Sky Artifact now drains water on top of draining oxygen, making them a little more tricky to deal with. +- Doubled the price of all artifacts. +- Fixed artifacts never spawning as random loot in ruins. + +Fixes: +- Fixed 2nd end level being impossible to complete if you've already completed the campaign once, because the logbooks didn't respawn on the 2nd loop. +- Fixed inability to equip one-handed items when you're holding a one-handed container that item can go inside (e.g. trying to equip a revolver while holding a storage container would just put it in the container). +- Fixed an exploit that allowed giving your ID card access to places it shouldn't have access to (by placing it in the inventory of e.g. a bot captain and saving and reloading). +- Fixed mollusk and skitter genes giving much less vigor/hyperactivity than intended, making them practically useless. +- Fixed crashing if you change the language when there's scrolling texts (such as "your skills might be insufficient...") visible on the screen. +- Fixed an exploit that allowed using beds/chairs and crouching to trigger a sort of "noclip". +- Fixed particle "z-fighting" (particles flickering in front of each other). Was particularly noticeable with smoke particles. +- Fixed lighting and LOS behaving strangely on very long walls (not extruding far enough to cover the whole screen, allowing you to see through the wall). +- Fixed rifle reload sounds sometimes not playing if you fire in very rapid succession. +- Fixed files listed in file dialogs (such as when choosing a thumbnail for a mod) being in an inconsistent order on Linux. +- Fixed gaps generating strangely on "Shuttle Shell A Glass A". +- Fixed autoturrets being unable to fire inside hulls. +- Fixed “badvibrations3” event (last part of the event chain where you're assigned to salvage a psychosis artifact) never triggering. +- Fixed "sleight of hand" event not giving you the trinket if you choose the 1st dialog option. +- Fixed husk symbiosis getting removed from characters after finishing the campaign. +- Fixed heavy wrench not stunning unskilled users like it should. +- Fixed Jovian radiation no longer causing any noticeable radiation sickness, because it healed faster than the Jovian radiation causes it. +- Fixed chaingun's "winding up" sound not following the sub. +- Only allow putting syringes in autoinjectors (autoinjecting bandages doesn't make much sense, and doesn't work properly). +- Fixed submarines getting stopped by the collider of the acid mist emitted by acid grenades. +- Fixed connection panel layout not working properly on very large resolutions (pins being excessively large and/or going below the borders of the panel's frame). +- Fixed an issue in the "toy hammer" task given by the Jestmaster. The event would never complete, and instead just endlessly increase your reputation when hitting the monster with the hammer. +- Fixed occasional "no suitable return target found" console errors when leaving a location. +- Fixed explosive slugs exploding in the barrel when shot into the void in the sub editor's test mode. +- Fixed attaching items in-game not aligning them with the grid the same way as in the sub editor (offsetting them by half the size of the grid). +- Fixed event trigger icon (the yellow exclamation mark) hiding the conversation icon when an event targets the outpost manager. +- Fixed husks sometimes moving at an unintendedly slow speed on land, making the walking animation look strange (sort of sliding while barely moving their feet). +- Fixed text display's light turning off when copying one in the sub editor. +- Fixed 40mm grenades not exploding in nuclear shells. +- Fixed bringing the cursor over the inventory interrupting using tools and weapons. +- Minerals can't be grabbed before they've been detached with a plasma cutter (it was confusing to be able to grab the item and have the "detaching" progress bar appear, despite it doing nothing). +- Fixed sonar not displaying markers for other subs in the sub editor test mode. +- Fixed fabricator UI not refreshing the skill/time requirements when selecting a linked cabinet instead of the fabricator itself. +- Fixed fabricator not being able to pull materials from the user's inventory if the user selected a linked cabinet instead of the fabricator itself. +- Fixed submarine preview highlighting hulls that have the same name even if they're not linked or near each other. +- Fixed rope pull force originating from the item's origin instead of the barrel. +- Improved how electrical discharge coils determine which walls are outer walls: use the actual position of the structure's body, and check if there's hulls at either side of it. +- Fixed submarine wall "shell a combo 1 1" being incorrectly configured as a horizontal wall. Caused EDC to behave strangely on these walls. +- Fixed monsters sometimes spawning within the player's sight in wrecks (or ruins). +- Fixed corpses carried to the sub from a wreck just disappearing at the end of the round along with the items in their inventory. +- Fixed infinite loop in Character.CanInteractWith if the target item is in a container it's linked to, and has been configured to be displayed side-by-side. For example, if you place a cabinet linked to a fabricator inside the fabricator. +- Fixed incorrect type of airlock module being sometimes used in levels between outposts (e.g. a colony airlock module even though the outpost is a normal one). +- Fixed 40mm acid grenades sometimes appearing to explode in the grenade launcher client-side. +- Fixed nuclear reactor's explosion effects sometimes not being visible client-side. +- Fixed holdable item's sprite origin not getting mirrored on the x-axis. There was a previous attempt at fixing this, but it didn't work correctly: it adjusted the position where the item is held, in a way that made the sprite appear at the correct position. The sprite origin shouldn't affect the position of the item's body though, just where the sprite is drawn relative to the body. The previous fix also didn't take flipping into account, causing the body to be "the wrong way around" when facing left. +- Turn the reactor auto temp on at round end, if the reactor is actively managed by a bot. Fixes reactor sometimes generating too much power at the beginning of the rounds. Only happens later in the game when the bot operating the reactor is skilled enough to manually manage the reactor. +- Fixed thalamus being allowed to load the cheap nuclear shells (talent item) when it loads the railgun. +- Fixed a rounding error making some hairs/attachments in mods impossible to select. +- Fixed some properties of wearable InheritLimbDepth, InheritScale, InheritSourceRect, InheritOrigin being forced to true, and ObscureOtherWearables being forced to None on all wearable sprites except items regardless of what's set in XML. +- Fixed repair tools hitting severed (or hidden) limbs, which sometimes caused the target to not take damage. +- Fixed ancient weapons not being able to cut minerals. +- Fixed "hidden in game" entities + propeller's damage area indicator being visible in images generated with "wikiimage_sub". +- Fixed gaps that aren't linked to anything (e.g. gaps fully inside a hull) counting as hull breaches on the status monitor. +- Fixed contained items in a held item (e.g. flashlight in a rifle, harpoons in a harpoon gun) rotating "choppily". +- Fixed particle "z-fighting" (flickering in front of each other). Was particularly noticeable with alpha-blended particles like smoke. +- Fixed damage from structure damage "shrapnel explosions" being very inconsistent. The explosion didn't ignore obstacles, meaning any structures between the explosion and the character (including the wall the shrapnel comes from) would drastically reduce the damage. This meant the damage was usually very low, but with specific kinds of wall configurations could be enough to instakill a character. +- Fixed characters letting go of the character they're dragging when moving out from or into a sub. +- Changed the formula that converts the rectangular steering vector on the nav terminal to circular. The previous formula caused the "steering arrow" to point at a slightly different direction than where the submarine was actually trying to head to. Most noticeable when controlling turrets using the nav terminal. +- Fixed diving masks reducing movement speed. +- Fixed water in docked shuttles/drones not affecting the buoyancy of the main submarine as much as it should. +- Fixed sub editor sometimes deleting previously selected entities when deleting something using the right-click context menu. +- Fixed monsters sometimes spawning inside the sub after you restore a beacon station. +- Fixed trying to return back from a "deadend location" with no outpost sometimes not working. +- Fixed fractal guardians damaging themselves with their steam cannons. +- Fixed a rare crash caused by an exception in Explosion.RangedStructureDamage. Happened when structure damage triggered an explosion, and said explosion caused another explosion that caused more structure damage. Could happen e.g. when the shrapnel from a breach kills a terminal cell, which explodes and causes more structure damage. +- Fixed auto-operated turrets being able to function without power. +- Fixed it being possible for the last location before the end levels to turn into an outpost if you manage to spread habitation all the way there. +- Changed sonar flora sprite depths to prevent them from being obscured by the edge chunk objects. +- Fixed some headgear (such as separatist captain hats) clipping through PUCS's helmet. +- Fixed lights shining through items characters are holding. +- Fixed ability to clip your turrets through enemy subs' hulls and launch projectiles inside the sub. +- Fixed "heal [H]" hint being visible when focusing on other characters while climbing ladders, and the health interface opening for one frame if you attempt to heal. +- Fixed inability to damage doors with melee weapons from outside the sub. +- Fixed riot shield rotating in a really strange way when swimming (in the wrong direction relative to the character's rotation). +- Fixed Electrical Discharge Coil behaving strangely (drawing huge amounts of power, but never discharging) when there's not enough power and power flowback through EDCs. +- Fixed "show hidden afflictions" button not scaling correctly when switching the resolution. +- Fixed the abandoned outpost you rescue Subra from never turning to a normal outpost. +- Fixed flashlight not being turned off when swapping the item to the belt slot, if there's something else in the slot (like a toolbelt). +- Fixed incorrect draw order of the diving suit's arms (the "shoulder pad" rendered behing the upper arm). +- Fixed "chem withdrawal" and "drunknodebuffs" (variant of drunkenness if you have a talent that nullifies the negative effects) not healing by itself, meaning it was impossible for them to fully heal except by using the medical clinic. +- Fixed captains spawning without tobacco in the pipe (literally unplayable). + +Modding: +- Added "AllowAsBiomeGate" property to location types to make it possible to prevent specific location types from being used as the biome gate locations. Previously this was hard-coded: any location with an outpost was allowed, excluding the vanilla "abandoned" location type. +- The equipment slot icons are now defined in the style xml, making them moddable. +- Fixed crashing when the particle a particle emitter is configured to emit can't be found. +- Fixed bots trying to sit in chairs someone is carrying (not possible in the vanilla game). +- Fixed crashing if a mod contains a wearable that alphaclips other wearables (e.g. diving helmet) and its texture can't be found. +- Fixed linked shuttles getting disconnected from ruins and beacon stations when moving them into place. +- Fixed shuttles attached to ruins, beacon stations and outposts having default crush depth. Now it's forced to at least the depth at the bottom of the level + 1000 m. +- Fabricators can now be made equippable without crashing the game. +- Added "TargetItemComponent" property to statuseffects. Can be used to restrict which components of an item the effect targets. +- Fixed inheriting ragdoll texture not working correctly if you have monster A which is a variant of monster B, and monster B is overridden by a mod (e.g. large crawler when the base crawler is overridden by a mod). +- Fixed StatusEffects that target the parent (= the container an item is inside) not being able to access the properties of the container's components, just the properties of the Item class. +- Fixed crashing if a bot tries to repair with a repair tool that doesn't need any kind of fuel. +- Fixed outpost generator being too eager to use modules meant for a different type of outpost (e.g. abandoned outpost modules in normal outposts) if it can't fit the correct kind of module in the current outpost layout. Now the generator instead tries to change the layout to accommodate for the correct kind of module. +- Fixed MatchOnEmpty and RequireEmpty requiring the whole inventory to be empty even if targeting a specific slot. +- Fixed contained items in contained items being positioned incorrectly when the "middle" container has been flipped from right to left (e.g. railgun shell whose tip is a separate contained item). +- Added IsFlipped property to limbs and characters. +- Conditionals that target limbs can check the character's SpeciesName/SpeciesGroup. +- Always and OnActive effects can be used on limbs. +- Fixed items that are set to display the state of a contained item on the inventory slot (like a gun showing how full the magazine is) always displaying the condition of the contained item, not how full it is. This wasn't a problem in the vanilla game because all vanilla magazines use the condition to simulate the amount of ammo left, but made it impossible to display the state of a magazine that actually contains the bullets as individual items. +- Throwable components can be used in conjunction with Projectile components to create throwable items that can hit and damage characters. +- Fixed bots detaching repairable items from walls when they're trying to repair. Doesn't affect any vanilla content because there's no detachable repairable items. +- Fixed projectiles not sticking to level walls in multiplayer. Does not affect any vanilla content, because there are no projectiles that stick to level walls. +- Fixed ParticleEmitter's DrawOnTop attribute being ignored, causing the DrawOnTop attribute of the particle prefab to always take priority. +- Fixed items deactivating themselves if they have OnContained/OnNotContained effects but nothing else that needs to update (i.e. OnContained/OnNotContained effects not working on items that don't do anything except executing those effects). +- Fixed "packet size exceeded" errors when there's a very large number of items in an inventory (previously only possible in mods, but with the larger stack sizes, also affected the vanilla game). +- Hidden files and directories (ones starting with a dot, e.g. source control folders) aren't uploaded when publishing a mod on the Workshop. +- Fixed penetration defined in RangedWeapon not doing anything. +- Improvements to decorative level object culling. Fixes level objects disappearing from the screen too eagerly when there's lots of objects visible. Rarely occurred in the vanilla game, but was a common problem with mods that significantly increase the amount of level objects. +- Motion sensors set to detect monsters ignore creatures in the "human" group (i.e. you can have friendly non-human characters that are technically monsters, but not have them trigger motion sensors set to only detect monsters). +- Fixed bots ignoring ItemContainer's ContainableRestrictions when reloading ammo (e.g. if you'd set only certain types of ammo to be contained in a loader, bots wouldn't care). +- Fixed only properties that are editable in the editor getting copied to cloned entities in the sub editor. E.g. if you'd edited something like a door's welding state in an item assembly, copypasting the door would make it unwelded. +- New actions for scripted events: CheckVisibilityAction, CountTargetsAction, WaitForItemUsedAction, WaitForItemFabricatedAction, OnRoundEndAction, EventLogAction. +- Made the tutorial objective list non-tutorial-specific and usable in multiplayer, and renamed TutorialSegmentAction as EventObjectiveAction. + +--------------------------------------------------------------------------------------------------------- +v1.0.21.0 +--------------------------------------------------------------------------------------------------------- + +Fixes: +- Fixed LOS effect sometimes "lagging behind" when the sub is moving fast. +- Fixed some minor visual issues (occasional jitter/flickering) on the LOS effect. +- Fixed some issues in the bot AI that we're causing a large performance hit particularly in situations when there's lots of bots in a sub with leaks. +- Fixed bots abandoning their orders (such as operating a turret) if the room is unsafe (e.g. flooded). +- Fixed an issue in character syncing that occasionally caused disconnects with the error message "Exception thrown while reading segment EntityPosition, tried to read too much data from segment". +- Fixed wires set to be hidden in-game (e.g. invisible circuits built outside the sub) being visible on the Electrician's Goggles. +- Fixed an issue with level resources that caused crashes with certain mods (e.g. ones that include subs with piezo crystals). +- Fixed NPCs waiting on some outpost modules never reaching their targets, causing peculiar behavior. +- Fixed waypoints sometimes not getting connected between outpost modules if there's a very short hallway between them. Addresses some cities missing connections between waypoints, causing AI to be unable to navigate through the modules. +- Fixed some UI layout issues (most noticeably, ultra-wide crew list) on certain resolutions like 3440x1440. +- Fixed campaign saves occasionally failing to load with the error "an item with the same key has already been added". Seemed to only occur when using certain mods. +- Fixed crashing when you e.g. use a pet from some mod in the campaign, disable the mod and reload the save. +- Waypoint adjustments to most submarines, outposts, wrecks, and beacons. Especially on ladders. Should take care of the remaining AI issues on ladders (the old subs in the saves don't get updated, but the fixes apply to new subs that you don't yet own. And ofc all the subs in a new game!) + +--------------------------------------------------------------------------------------------------------- +v1.0.20.1 +--------------------------------------------------------------------------------------------------------- + +Fixes: +- Fixed hidden structures not colliding anymore. +- Wiring debugger: Fixed tooltip rendering under the outer frame of the connection panel. +- Wiring debugger: Fixed the glow sprite on connections having an inconsistent size in different resolutions. +- Fixed jailbreak_sootman event getting stuck at the 1st SpawnAction, preventing most of the event from working at all. + +--------------------------------------------------------------------------------------------------------- +v1.0.20.0 +--------------------------------------------------------------------------------------------------------- + +Optimization: +- Major optimizations to situations where there's lots of items in the submarine (especially water-reactant items and minerals). +- Significantly reduced loading times when loading subs with lots of items in cabinets. +- Partially multithreaded lighting: FindRaycastHits (the heaviest individual part of the lighting algorithm) is now handled in a separate thread. + +Line of sight rework: +- Improved the LOS effect to get rid of weird, jagged geometry in spots with intersecting walls. +- Improved the wall damage effect to make leaks easier to see. +- Added a command called "debugdrawlos" which visualizes the LOS geometry, making it easier to adjust the walls if you want to tweak the LOS in the sub editor. +- Note that some submarines may require small manual adjustments to get the LOS to work perfectly with the new algorithm (especially if the sub includes “unnecessary” structures that were used to work around issues in the previous algorithm). You can also disable the “cast shadows” setting on a wall to make it see-through. + +Changes: +- Added "electrician's goggles", an item that visualizes power and signals on wires. It also makes connections on the connection panel flash when they're sending/receiving something, and allows you to see what exactly is going through (amount of power, signal values) by hovering the cursor over the connection. +- Added "debugwiring" console command which enables the same visualization as the electrician's goggles. +- Oxygenite tanks can be recycled. +- Shutting down the reactor doesn't automatically turn off automatic control. +- Allow monsters to damage flares and glowsticks. +- Jacov Subra needs to be escorted to the next location after he's rescued (it was weird to have him just disappear after the mission). +- Taking items from trash cans is no longer considered stealing. +- Sulphurite shards explode when thrown (causes an acid cloud that inflicts mild burns). +- Adjusted music intensity ranges: now the "intensity tracks" kick in later (i.e. they require a higher-intensity situation) meaning the "actual songs" play a little more often. +- Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you. +- Made clown and husk events and missions more common. +- Added category buttons to the fabricator interface to make it easier to find items. +- Changed fabricator's "skills required" texts to make it clearer insufficient skills don't prevent you from fabricating the items. +- Hospital beds heal injuries faster than normal beds. + +Fixes: +- Fixed "hash mismatch" errors when publishing an update to a mod after you've given it a different name in the Steam Workshop in the language your Steam UI is set to. +- Fixed publishing an update to a mod always overriding the English description, instead of the language your Steam UI is set to. +- Fixed nav terminal's sonar control panel disappearing when switching resolution or display mode if the terminal has a mineral scanner. +- Fixed secure steel cabinet in abandoned outposts being openable with a randomly selected bandit's ID card, not the bandit leader's card as intended. +- Workaround to Sootman potentially getting stuck in the jailbreak mission if it can't find a way to the sub (e.g. due to broken waypoints in a custom sub or outpost module): if he can't find a way to the sub in 2 minutes, he'll start following the player instead. +- Fixed some z-fighting issues in various outpost modules. +- Fixed flak cannon shells exploding in loaders if there's a monster near the loader. +- Fixed oxygenite tanks not being set to 0 condition when they explode in a welding tool or flamer. +- Fixed/changed welding a door shut not protecting the door from damage. Modding: Added a new tag "weldable" to define targets that can be welded. +- Fixed flamer damaging duct blocks, unlike intended. +- Fixed Harpoons only reeling in when facing the target. +- Fixed wires that aren't connected to anything not getting copied (with Ctrl+Z or by dragging and dropping with Ctrl) in the sub editor. +- Fixed Hognose event being possible to get multiple times, potentially allowing you to hire multiple Captain Hognoses. +- Fixed lights ignoring constant set_color signals after the color is changed manually. +- Fixed both biome gate locations sometimes belonging to the same faction (and in general, random locations getting changed into Coalition outposts across the map). +- Fixed server log stopping to update after there's 800 messages in it. +- Fixed missions that take place in a location further away on the map sometimes not unlocking when there was no suitable location available. +- Fixed 3rd part of the Honkmotherian Scriptures not being available anywhere. +- Fixed tutorials reappearing after finishing the campaign. +- Fixed progressive stun's visual effect and speed multiplier abruptly resetting when passing affliction strength 9. +- Fixed certain special symbols (the BlockElements unicode range) not showing up on text displays. +- Fixed characters with husk symbiosis transforming to an AI-controlled husk when the host dies. +- Fixed rewards not being shown in the round summary unless the mission was completed successfully (i.e. you couldn't see what the reward is when you start the mission). +- Fixed advanced gene splicer deconstruction output. +- Fixed weird behavior when selecting a periscope a bot is controlling (UI disappearing as if you were operating the turret). +- Fixed waypoint visibility checkbox not being selected when you generate waypoints in the sub editor, even though generating the waypoints toggles their visibility on. +- Fixed water moving erratically in rooms with lots of connected hulls (with weird spikes and water level jumping up and down). +- Fixes anaparalyzant not reducing paralysis. +- Fixed some Chinese characters not displaying correctly when the language is set to something else than Chinese. +- Adjusted fire particles to make them clip through walls less. +- Fixed characters not falling through holes appearing in the floor below them until they move. +- Fixed characters twisting to a weird pose if you grab them while they're lying in bed. +- Miscellaneous tutorial fixes: don't allow the player to access the areas of the other jobs in the roles tutorial, fixed getting stuck if you enter the rightmost room (where the role tutorials start) as an assistant, fixed bots sometimes wandering outside the initial room. +- Fixed a rare crash caused by a null reference exception in Rope.Update. +- Fixed characters being allowed to aim with weapons in single player when incapacitated/ragdolled. They couldn't actually move the aim position, but the crosshairs appeared and harpoon ropes could be kept from snapping, even though they're set to snap when not aiming. +- Fixes to some of the UI layout issues on ultrawide resolutions. The UI is still not optimal on ultrawide resolutions, but the most severe issues (such as the non-functional crew list) should be fixed now. +- Fixed negative treatment suitability definitions not working correctly, which has had some effect on the bots’ decisions and the suitable treatment listing on the health interface. +- Fixed the min and max strength thresholds of periodic effects not working. Of the vanilla afflictions, affects paralysis, sufforine poisoning, and morbusine poisoning, causing them to trigger stun effects earlier than intended. +- Fixed hanging end of the wire sometimes being "at the wrong end" of the wire after copying entities or saving/reloading. +- Added an option to disable the "remote content" (update notifications, changelogs) in the main menu by adding RemoteContentUrl="" to the player config file. We're suspecting the freezes some players are experiencing when they open the main menu are related to the content in the main menu being fetched from our server, and testing if disabling it makes the issue go away would give us more clues for diagnosing the issue. + +Talents: +- Fixed "Medical Expertise" not increasing bandage effectiveness. +- Fixed "Mudraptor Wrestler" not affecting unarmored or veteran Mudraptors. +- Fixed monsters not properly ignoring characters with the "Non-Threatening" talent. +- Fixed Moloch, Black Moloch, Crawler Broodmother and Giant Spineling not having enough inventory space for extra loot given by "Bloody Business" and "Gene Harvester" talents. +- Fixed "Rifleman" talent damage bonus not applying to Assault Rifles. + +Multiplayer fixes: +- Increased the default packet limits. It seems the previous defaults were so low it was possible to get kicked due to "sending too many network messages" in some situations even if you weren't actually trying to spam the server using a modified version of the game. +- Fixed rate limiter kicking in too eagerly when the server is configured to use a higher-than normal tickrate. +- Fixed an exploit that allowed getting new subs for free. +- Fixed submarine store displaying the client's subs instead of the server's. +- Fixed Hangul (Korean symbols) not being included in the default allowed client name characters. +- Fixed headset/radio channel resetting between multiplayer rounds. +- Fixed clients hearing radio static when someone talks in a different channel near them. +- Fixed tainted genetic materials in someone's inventory appearing to become untainted when a new round starts. +- Fixed local voice chat icon switching to radio icon (from yellow to gray) at the end of conversations when you release the push-to-talk key. +- Fixed server description getting cut off after 22 lines. +- Fixed changing the name of a dedicated server using the textbox in the server lobby not changing it in the server list. +- Fixed clients not getting positional info for remotely controlled turrets if the character controlling them is far away (> 250 m), meaning you wouldn't see a turret move if you're watching some e.g. operate a remotely controlled turret on a drone. +- Fixed mission minerals spawning with an incorrect rotation (always facing up) in multiplayer. +- Fixed inability to unlock some achievements (such as "Nuclear blast survivor") in multiplayer. +- Fixed cursor positions sometimes "desyncing" when the cursor is very far from the character (e.g. when operating a far-away drone). +- Fixed characters sometimes getting stuck on the wrong side of a door client-side, and not getting corrected until the client moves in the opposite direction or opens the door. + +Bot and AI fixes: +- Improved how the bots navigate on ladders. +- Fixed bots sometimes not being able to release the ladders when there's two ladders close to each other. +- ClownDistrict_Colony_01: Fix a ladder waypoint not being linked to the ladder, causing bots to get stuck. +- Adjusted the waypoint generation logic on ladders. Fixes bots sometimes not being able to open the hatches, because they couldn't get close enough to the waypoints just below/above them. +- Improvements to medic bot AI: they should now be better at determining which injuries are minor enough to ignore, making them waste less medicine. +- Fixed outpost NPCs who should stay in a specific room (e.g. outpost manager) never returning to the room if they leave it e.g. due to a fire, flood or someone attacking them. +- Fixed bots picking up non-pickable items (items that have CanBePicked disabled in the Pickable component settings). +- Fixed bots saying "Cannot reach [name]!", when they can't reach a wait target. +- Fixed bots removing diving suits when they shouldn't, if they are ordered to wait using the contextual wait order. Should behave the same as when told to wait without using the contextual order. +- Fixed bots having issues with doors that are both broken and welded (which is another bug that shouldn’t happen anymore). +- Fixed NPCs running towards doors if they somehow get on another sub, because they didn't detect the access restrictions correctly. +- Set Remora's and Kastrull's drones, outpost jail rooms and (automatically generated) hulls in docking ports as AvoidStaying zones, which makes the bots to try not to idle there. +- Waypoint fixes to Typhon, R-29, and Camel. +- Fixed bots never leaving the drones (or other connected subs) and returning back to the main submarine in the idle state (i.e. without giving them an order or reacting to an emergency situation etc.) +- Addressed bots and NPCs sometimes twitching between two waypoints after reaching their target position. +- Fixed bots not always being able to open the doors in beacons or wrecks while attempting to return back to the main sub. +- Fixed the start and the end node of the vertical hallways in the outposts being incorrectly linked, causing some pathing issues for the bots. +- Fixed bots operating turrets shooting at handcuffed enemies. +- Fixed defense bots attacking husk containers. +- Fixed monsters never ignoring targets that they fail to damage. They should leave those be after a while (depending on the initial priority). +- Fixed pets becoming hostile to all humans (except the owner) when attacked by a hostile human (a bandit in an abandoned outpost for example). +- Potential fix for (hard to repro) issues where a bot runs towards a door without being able to open it, because they happen to skip the nodes past the door when it closes. +- Fixed NPCs and bots sometimes not being able to open the hatch, because they couldn't get close enough to skip the last node before the node connected to the hatch. +- Fixed incorrect linking of the start and the end waypoints in the vertical hallway modules. Caused the bots to open the hatches too early. + +Modding: +- Fixed "hair with hat sprite" (the short hair the characters switch to when wearing a hat) being visible even if the whole head should be hidden by another wearable. Not noticeable in the vanilla game, but can affect some mods. +- Fixed crashing when trying to create a character that doesn't have any health parameters. +- Fixed submarine spawning docked to a random docking port of the outpost even if one of them is marked as a main docking port. Doesn't affect vanilla content, since there's only ever one docking port per outpost. +- Fixed round not ending when you dock with an outpost if the outpost module contains any linked subs (lifts, drones, etc). +- Fixed items with absurd amounts of health (more than 38 digits) causing the item to have infinite health, which would lead to various issues and crashes. Now an item's health can't be set above a million. If you want to have an item whose condition never goes down, use the property "Indestructible" instead. +- Autoinjecting can be enabled on specific subcontainers (as opposed to having to make the item autoinject anything inside it). +- Fixed bots being unable to use diving gear that goes in the InnerClothes slot. Doesn't affect any vanilla content, because all diving gear goes in the OuterClothes slot. +- Items' FireProof and WaterProof properties can be changed using status effects. +- Fixed monsters' SimplePhysicsEnabled staying enabled when a client takes control of it. + +--------------------------------------------------------------------------------------------------------- +v1.0.13.2 +--------------------------------------------------------------------------------------------------------- + +- Fixed "hash mismatch" errors when trying to enable a mod that's been updated in the most recent patch. +- Fixed "the submarine contains entities with duplicate IDs" error message when loading a submarine that contains multiple shuttles/drones. + +--------------------------------------------------------------------------------------------------------- +v1.0.13.1 +--------------------------------------------------------------------------------------------------------- + +- Updated localizations. +- Fixes to Japanese and Russian translations. +- Fixed Azimuth not going up in Silent Running mode. + +--------------------------------------------------------------------------------------------------------- +v1.0.13.0 +--------------------------------------------------------------------------------------------------------- + +Misc changes and improvements: +- NPCs who offer services don't get turned hostile regardless of your reputation. If you've got money, they'll be happy to serve! +- Attacking outpost NPCs can't decrease your reputation by more than 20 points per round. Works as a safeguard against enormous reputation losses e.g. in the case of a trigger-happy griefer or a nuclear mishap. +- Destroying outpost walls can't decrease your reputation by more than 10 points per round. +- Outpost NPCs don't allow players to grab them for longer than 10 seconds to prevent being able to drag them around the outpost. +- Minor visual improvements to biomes: biome-specific outpost levels (instead of all outpost levels looking like Cold Caverns), more level objects in Hydrothermal Wastes and the Great Sea. +- Spawn abyss and combat suits in enemy subs and wrecks instead of normal ones in later biomes. +- Fixed minerals still sometimes spawning on the wrong side of cave walls (when the other side of the wall is outside the boundaries of the level). +- Fixed pressure stabilizer only affecting the player for 100 seconds, instead of the intended 1000 seconds (16 mins). +- Fixed clients not getting assigned the "None" permission preset when using a language other than English (meaning it wasn't possible to customize what permissions clients have by default). +- Fixed enabling cheats not actually disabling Steam achievements for the rest of the campaign (it was possible to re-enable unlocking achievements by saving and reloading). +- Fixed Tormsdale mission not completing unless you bring the item to the sub. Now retrieving the item counts as "bringing it to the sub" in friendly outposts. +- Optimized/simplified exosuit and FB3000 status effects. +- Made huskified humans' items move to a duffel bag on death. +- Increased the priority of turret lights to prevent them from getting hidden when using a low light limit. +- Reduced the minimum mass required for a character to be visible with thermal goggles, always show at least the main limb regardless of the mass. Fixes thresher hatchlings being invisible to the goggles. +- Alien power cells can be deconstructed. + +Bots: +- Fixed bots targeting crawler eggs when they are inside an inventory (also in the Broodmother's inventory). +- Fixed bots being allowed to shoot items from very long distances. +- Fixed bots wasting ammunition on crawler eggs that are not dangerously close to the sub. +- Fixed bots using an unintentionally long delay before shooting. +- Fixed bots targeting (but not shooting) enemies inside abandoned outposts. +- Adjusted the delays and the targeting ranges. Remove the "grace" distance modifier. Improves the bots' general usage of turrets. +- Fixed "fight intruders" order causing bots to attack enemies in abandoned outposts again. +- Bots are allowed to use meds from an unconscious patient's inventory. +- Fixed bots falling off the ledge in DockingModule_02_Colony (again). +- Fixed bots not prioritizing the leaks as they should when multiple bots are fixing leaks simultaneously. +- Fixed bots not preferring the items that lie on the ground. +- Fixed bots often not being able to reach small items like battery cells or rifle rounds that lie on the ground. +- Fixed bots sometimes holding the flashlight in their mouth. +- Fixed bots acting weird when picking up items and having their inventory full. +- Fixed bots not being able to find an alternative container for the items they are cleaning up, when the path to the preferred container is blocked. Didn't affect bots getting a specific item, like a diving suit when they need it. +- Bots are no longer allowed to wear the items (other than in hands) when they are cleaning them up. +- Improved bots' abilities to find items. They should be much quicker at it than previously. +- Possibly fixed bots sometimes ignoring targets that they shouldn't ignore. +- Fixed bots not being able to change the oxygen tanks when they are in a safe room with no enemies. +- Fixed bots using both diving mask and the suit simultaneously. +- Fixed bots holding to old paths that shouldn't be valid anymore (= not complying when you order them to follow outside of the submarine). +- Fixed bots not being able to use pathing when the player has just controlled them, leaving them in a ruin, wreck, or a beacon. Only happened when the bot hadn't been AI controlled before during the round. +- Fixed bots using the waypoints not linked to any sub when they should use the waypoints linked to a sub and vice versa. +- Fixed bots trying to use the gaps when they could just use a path to get to the target. +- Fixed missing links between doors and waypoints in Alien_Entrance3. +- Fixed bots sometimes not being able to release from the ladders when they were trying to exit a wreck or beacon to get back to their own submarine. +- Fixed bots sometimes still idling on ladders, which they shouldn't do (There are some unaddressed cases where it might seem like they'd do this, but actually don't. They just can't reach the buttons linked to the door.) +- Fixed bots sometimes failing to climb up the ladder all the way up and falling down just before reaching next floor. Happened only in the idle state. +- Fixed bots sometimes getting stuck on the long ladder in EngineeringModule_02_Colony. +- Fixed waypoints on ladders leading to a hatch on many subs (using old waypoints), which caused the bots to fail to reach the hatch while trying to fix it. +- Fixed bots not being able to operate properly in high pressure levels when they don't have a suit that protects from the pressure (e.g. a regular diving suit later in the campaign). +- Bots now prioritize suits that give a better pressure protection (there's a separate attribute for it in the item definition: called "botpriority", which can and should be taken into account with the modified items). +- Fixed bots not healing theirselves while swimming outside of the submarine (they only do that when the wounds are relatively severe). +- Fixed bots treating theirselves when there's a medic onboard, which is currently unable to treat them (if the medic is able to treat the bot, they should not try to heal theirselves). +- Fixed bots ignoring targets that are currently fixing leaks (which was intentional, but seems to have been a bad decision). +- Added new dialogue for the bots about the lethal pressure levels and insufficient protection for it. +- Fixed some minor buts regarding the dialogue. +- Fixed bots not being able to use harpoon coil rifles properly. +- Fixed bots accepting random items as weapons when they can't find any weapon. Note that many tools, like welding tools and wrenches, can intentionally be used as weapons. +- Fixed prepare for expedition order and another order, like clean items, possibly resulting in looping behavior where the bot can't decide which one to follow. +- Adjustments to how the bots prioritize combat targets under fight intruders objective. +- Fixed bots not reacting when they are non-intentionally damaged by friendly NPCs (e.g. security smashing a player character). + +Multiplayer fixes: +- Changes to make starting a round more robust: fixes various equality check errors ("submarine/mission doesn't match") if starting a multiplayer round takes a long time. +- Fixed dedicated servers' content package info getting truncated to 255 bytes, causing the content package list to just display "unknown" if the server has lots of mods enabled. +- Fixed "input contains duplicate packages" error when trying to join a server that has certain types of mods enabled (more specifically, mods that only contain client-side content, identical content or files of the type "Other", which could result in the MD5 hashes of the mods to be identical). +- Fixed projectile spread not being as random as it should be in multiplayer (successive hitscan rounds usually launched in the same direction). +- Fixed spectators not hearing others if their character is dead before the character despawns. +- Campaign rounds aren't forced to end if there's only one client on the server using freecam. +- Fixed crashing when a traitor missions starts when the host isn't controlling a character. +- Fixed sonar beacon tickbox sometimes flickering on and off in multiplayer. +- Fixed clients not seeing wall damage in outposts if the server has made outpost walls damageable, and the client doesn't have permissions to manage server settings. +- Fixed arc emitter briefly stunning the user client-side. +- Unconscious players can't end the round. + +Countermeasures against multiplayer exploits: +- Fixed an exploit that allowed you to equip 2-handed weapons in only one hand. +- Added protection against deliberately lagging the server. + - Added an option to enable "DoS Protection" in the server settings under "Anti-Griefing". + - Enabled by default. + - When enabled, the server will automatically kick players who are causing the server to perform poorly. + - Added a new "Max Packet Auto-Kick" in the server settings under "Anti-Griefing". + - Enabled and set to 3000 by default. + - Can be disabled by setting the limit to 1200 or below. + - When enabled, the server will automatically kick players who are sending a certain amount of network packets in a minute. +- Added "Spam Immunity" server permission. + - Gives immunity to getting kicked from DoS protection, chat spam and from sending too many packets. +- Added a rate limit to console commands in multiplayer. +- Added a rate limit to creating new characters in multiplayer. + +Balance: +- Buffed Harpoon Coil Rifle a bit (shorter charge time). +- Reduced Focused Flak Shell penetration slightly. + +Talents: +- Engine Engineer, Helmsman and Affiliation talents no longer stack (allowed gaining insane engine speed boosts and bonuses by having large numbers of crew with the same talent). +- Fixed makeshift shelves no longer being placeable in pre-1.0 saves. +- Fixed some incorrect talent icons. +- Fixed Networking talent only giving a discount for faction-specific items. +- Fixed Machine Maniac requiring 5 repaired items instead 3 like the description says. +- Gene harvester doesn't spawn genetic materials on pets. +- Dying due to a disconnect doesn't trigger talents (like "Revenge Squad") or get recorded as a kill. + +Submarines: +- Reworked Typhon (kudos to uberpendragon): replaced legacy items and structures, got rid of double walls, layout adjustments, visual improvements, improvements to the power grid and many smaller changes. +- Fixed waypoint in Herja's airlock not being linked to the door. +- Fixed fabricators not being linked to the cabinet next to them in Azimuth, Berilia, Kastrull, Orca2, Typhon, Typhon2, Winterhalter. +- Fixed some unhulled spaces inside Kastrull, Azimuth and Berilia. +- Fixed improperly wired smoke detectors in Typhon 2. +- Replaced the wall between gunnery and engineering (that every sane person cuts a hole in) with a door in Kastrull. +- Fixed medic not being given proper ID card tags in R-29, preventing them from accessing the toxin cabinet. +- Fixed Venture's exterior airlock door being repairable with a welding tool instead of a wrench. +- Fixed water detector in Dugong's oxygen generator room not being connected to the flood alarm circuit. +- Added "Silent Running" to Azimuth, as well as 1 diving suit and exterior cameras to make it more worthy of tier 2 (despite a lack of guns) + +Fixes: +- Fixed all shadow-casting lights going through the outpost walls when docked to one. +- Oxygen generator sprite and animation fixes. +- Fixed escorted characters being hostile to you if they belong to a hostile faction. +- Safeguard against getting pinned under flooded enemy subs. The sub can now be pushed off as long as the enemies inside it are dead/incapacitated. +- Fixed enemy subs not affecting monster spawns (meaning monsters could spawn very close to enemy subs, and fighting an enemy sub didn't decrease the probability of monster spawns as it should've). +- Fixed submarines sometimes getting stuck when trying to squeeze through a tight passage in the level. +- Fixed pets being considered hostile in hostile outposts (causing AI crew to report them as intruders). +- Fixed monsters sometimes spawning inside walls during nest missions. +- Fixed paths between biomes sometimes being unlocked from the start on certain map seeds. +- Fixed launching an alien turret (or any modded turret that spawns it's own ammo inside itself) causing a crash. +- Fixed crashing when you exit Steam while the Workshop menu is open. +- Fixed some of the fonts not working properly in Japanese (but using roughly similar Chinese symbols instead). +- Fixed campaign's end boss moving away from you if you attack it with melee weapons. +- Fixed enemy crews not being able to switch between turrets and being very reluctant to operate multiple turrets at the same time. +- Fixed reputation reward text sometimes overflowing in the round summary (e.g. when the mission modifies both the husk cult and clown rep). +- Fixed characters holding and eating bananas weirdly. +- Fixed all friendly characters using the "hostage" dialog and all hostile characters the "bandit" dialog in abandoned outposts. +- Fixed characters sometimes becoming briefly immobilized (as if stunned) when the surface of the water rises up to the character's chest. +- Fixed cultist hood overlapping with the exosuit. +- Fixed exosuit and FB3000 not being tagged as "provocative" (meaning enemies didn't care about the sounds they make or the lights on them). +- Adjusted FB3000 fabrication recipe (the previous required so many materials they don't fit in the fabricator's input slots). +- Fixed PUCS not having an AI target unlike all other diving suits. +- Fixed sonar monitor's "sonar circle" overlapping with the control panel on some resolutions / HUD scales. +- Fixed occasional invisible barriers around alien ruins. +- Fixed protein bars only healing 1/60 of the intended amount. +- Fixed "Engineers_are_special" event no longer appearing. +- Fixed characters sometimes being able pass through level walls by swimming down through the broken floor of a wreck. +- Fixed "acquire a wrench" popup appearing multiple times in the mechanic tutorial. +- Fixed black squares on docking ports and hatches. +- Fixed crashing when trying to increment the version number of a mod whose version number consists of only numbers (i.e. no periods) or is empty. +- Fixed hireable cultists and clowns being the wrong way around (i.e. high clown rep allowed you to hire cultists and vice versa). +- Fixed wikiimage_sub and wikiimage_character crashing the game if the file is being used by another process. +- Fixed wikiimage_sub not sorting the entities the same way as the sub editor and game screen. +- Fixed status monitor displaying very small amounts of water in linked hulls as 1%. +- Faction reputation is reset after finishing the campaign. +- Fixed colony docking modules spawning with a bit of water in them. +- Fixed minerals sometimes spawning in normal caves in abyss mining missions. Happened if no abyss islands with caves happened to generate - now we always generate a cave in at least one of the islands. +- Fixed lights on the items the character is wearing being visible when inside a clown crate. +- Fixed mudraptor eggs (or other items set to be damaged by repair tools) not being damaged by flamers. +- Fixed handheld sonars not working in the end levels. +- Fixed rebinding the Use key not working in the sub editor. +- Fixed Ctrl+A not selecting connected wires in the sub editor. +- Fixed ability to climb ladders while lying in bed. +- Fabricator input slot tooltips don't show duplicate item names when the item can be crafted from multiple different items with the same name (e.g. petraptor egg can be crafted from 3 different egg items, all called "mudraptor egg"). +- Fixed attacking others with the husk appendage not healing the user. +- Fixed pet name tag getting stuck mid-air when equipped. +- Fixed next round's missions not being displayed in the round summary when leaving a location that has missions (e.g. outpost with a jailbreak mission). +- Fixed inability to hire Jacov Subra if you miss/ignore the event the first time you get it. +- Outpost generator only takes walls with a collider into account when determining the bounds of the modules. Fixes husk modules being placed unnecessarily far from the outpost due to the decorative structures outside the door, leaving a very short hallway between the modules. +- Fixed characters sometimes dying from barotrauma despite the pressure icon not being visible. Happened when the pressure was just above the lethal threshold, but not as high as outside the sub. +- Fixed character interact texts (like "[H] Heal") not changing when you change the language. +- Fixed treatment suggestion for husk infection being shown when wearing zealot robes. +- Fixed inability to fabricate high-quality nuclear depth charges. +- Fixed exosuits getting autofilled with batteries. +- Fixed exosuits' lights not turning off when the wearer dies. +- Fixed 0% grenades (stun grenade and fixfoam) detonating if a player has one in their inventory when a mission starts. +- Fixed pre-unlocked talents not being visible client-side on the special faction NPCs hired during the round. +- Fixed escort and cargo missions sometimes leading to an abandoned outpost even if there's an inhabited one available. +- Fixed characters (ragdolls) sometimes getting stuck to the corners near platforms. + +Modding: +- Fixed thalamus items fading from the prefab color to a darker tint, disregarding the actual sprite color of the item. +- Fixed LevelTrigger statuseffects not doing anything when triggered by a submarine. +- Added a scrollbar to the campaign setup's crew tab to make it work properly when there's more than 3 initial crew members. +- Support for using OnWearing in Containable StatusEffects. +- Fixed ability to "relaunch" a projectile that has already been launched or that's stuck to some target using status effects, which lead to various strange results. +- Fixed ItemContainer StatusEffects working in a different way than other effects, applying the effect separately to each target. Prevents e.g. having an effect that does something to an item if a condition is met on the character wearing it. + +--------------------------------------------------------------------------------------------------------- +v1.0.9.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed crashing when you move from one textbox to another using tab and go past the last available textbox. +- Fixed inability to enter the final levels on some subs that include shuttles/drones. +- Fixed autoinjectors (PUCS, autoinjector headset) wasting the syringe without any effects on the character. +- Fixed bots failing to operate turrets in Typhon 1 due to them being partially inside the ceiling. +- Fixed lights going through walls in outposts. +- Fixed language selection prompt not showing up when launching the game for the first time. +- Fixed bots doing objectives during the roles tutorial, e.g. repairing the leaks for you. + +--------------------------------------------------------------------------------------------------------- +v1.0.8.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed loading screens sometimes getting stuck when playing in Chinese, Japanese or Korean. +- Fixed certain mods that override outpost generation parameters causing crashes due to missing outpost NPC prefabs. +- Fixed outpost NPCs never attacking you (just aiming their guns at you) if you attack them, but your reputation is not low enough to turn the outpost hostile. +- Fixed broken dialog line in the waytoascension1 event. +- Fixed healing your crewmates causing your karma to decrease. + +--------------------------------------------------------------------------------------------------------- +v1.0.7.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed mechanic tutorial getting stuck at the point where you need to weld a leak. +- Fixed treatment suggestions not showing up in the naloxone part of the medic tutorial. +- Fixed patient spawning dead in the CPR part of the medic tutorial. +- Fixed bots being unable to move through Herja's airlock due to an unlinked waypoint. +- Fixed tutorial Dugong spawning with empty ammo boxes. + +--------------------------------------------------------------------------------------------------------- +v1.0.6.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed some new Steam achievements not unlocking. + +--------------------------------------------------------------------------------------------------------- +v1.0.5.0 +--------------------------------------------------------------------------------------------------------- + +- Fixes to Japanese translations. +- Implemented support for some upcoming Steam achievements. +- Improved backwards compatibility: fixed outpost managers no longer spawning in mods that override outpost generation parameters due to the generic non-faction-specific outpost manager prefab being removed. + +--------------------------------------------------------------------------------------------------------- +v1.0.4.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed outpost NPCs getting randomized every time you re-enter an outpost. +- Fixed inability to gain more than 15 talent points in the multiplayer campaign. + +--------------------------------------------------------------------------------------------------------- +v1.0.3.0 +--------------------------------------------------------------------------------------------------------- + +- Adjusted plant spawn rates in caves. +- Made lead more common in stores. +- Fixed mission listing shown on the top of the screen spoiling enemy faction ambushes. +- Fixed enemy faction ambushes being possible everywhere on the map (they should only happen within 3 steps of outposts belonging to an enemy faction). +- Fixes bots sometimes running towards doors that are closed by something else (another person or an automatic logic). +- Fixes bots ordered to wait outside of the submarine not being able to switch their oxygen tanks. +- Added a couple of endgame-foreshadowing lore bits. + +--------------------------------------------------------------------------------------------------------- +v1.0.2.0 +--------------------------------------------------------------------------------------------------------- + +- Exosuits are powered by fuel rods instead of batteries. +- Fixed affliction probabilities being evaluated twice, meaning that e.g. 50% probability of getting some affliction from an attack was actually a 25% probability. +- Fixed item highlights from the previous round remaining visible the next round. +- Fixed swapping items in a container sometimes causing too many items to be visible in it. +- Fix the vitality modifiers on husk not working properly, because health indices on the limbs were not defined. Effectively husks always took 2x damage. +- Fixed characters still spawning inside outposts that have turned hostile due to low reputation. +- Fixed all special faction hire events getting stuck if you say you need to "think about it", return, and say you still need to think about it. +- Fixed missing "place in ceiling" text in beacon station save dialog. +- Fixed basic depth charges being cheaper than intended (only 30 mk). +- Fixed inability to make lights blink at a high frequency by rapidly turning them on and off with e.g. oscillators. +- Fixed ranged weapons emitting particles in the wrong direction. There haven't been any changes to this code in years, so it must've been an issue for a long time, I guess we just never noticed because no gun before the scrap cannon emitted particles with a noticeable velocity? +- Fixed a pathfinding issue that often made bots swim against cave walls. +- Fixed inability to join servers with a submarine switch/purchase vote running. +- Fixed votes passing if the client who initiated them disconnects before anyone else votes. +- Fixed follow orders not being persistent between singleplayer rounds. + +--------------------------------------------------------------------------------------------------------- +v1.0.1.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed Mailman talent giving you the 150 mk bonus every time you open the campaign map or mission menu and there's a cargo mission visible. +- Fixed missions available from the destination location to some other location being listed as "outpost missions" in the campaign map's mission selection. +- Fixed outposts that faction missions take place in being allowed to turn into abandoned outposts when next to hunting grounds, making the missions impossible to complete. +- Fixed hidden items (e.g. Separatist deco that's disabled in Coalition outposts) sometimes getting chosen as targets for scripted events, resulting in non-interactable, glowing "ghost items". +- Fixed mysterious floating status monitor in AdminModule_02_Colony. +- Miscellaneous optimizations. +- Fixed Separatist jailbreak mission causing a crash. +- Fixed ranged weapons (most noticeably, scrap cannon) emitting particles in the wrong direction. +- Fixed acid burns not having a cause of death text. +- Fixed "skedaddle" not giving a 10% movement boost like the description says. +- Fixed odd fabrication list sorting: the items that require a recipe to fabricate were split into ones you have the skills to fabricate and ones you don't, even though that isn't visible in the UI, making the list just seem out of order. +- Fixed red glow around the light switch's green button. +- Fixed banana being held weirdly. +- Fixed inability to hold a captain's pipe or cigar in your left hand. +- Fixed ready checks not working. + +--------------------------------------------------------------------------------------------------------- +v1.0.0.0 +--------------------------------------------------------------------------------------------------------- + +Faction overhaul: +- Outposts are controlled by the Europa Coalition or Jovian Separatists, and some of them include a module belonging to the Church of Husk or Children of the Honkmother. +- Got rid of location-specific reputation. Now all the events/missions give faction reputation instead (excluding missions that aren't related to or given by a faction, e.g. abandoned outpost missions). +- Lots of new outpost events, and a longer "event chain" for the secondary factions. +- Lots of new faction-specific missions: some variants of existing missions, some new. +- Faction-specific hires: "generic" high-level characters with more experience points and better gear than normal hireable NPCs. Available for hiring when Coalition or Separatist reputation is high enough. +- Special, named characters who can be hired via scripted events after reaching a high enough reputation. +- Faction-specific vendors (separatists, husks, clowns) who sell special items (many of which are completely new) if your reputation is high enough. +- If your Coalition/Separatist reputation is low enough, you may get attacked by their vessel during missions. +- There's now always two paths from biome to another, one controlled by the Coalition and one by the Separatists. +- Improvements to the campaign map. +- Added a 3rd talent tree, "Politician", for the Captain. Focused around faction relations and reputation. + +Endgame: +- Completely remade the ending of the campaign. Now you'll get to see what's beyond the Eye of Europa and perhaps uncover the cause for the increasing levels of radiation. +- New types of enemies/bosses. +- Some new events to foreshadow the ending during the course of the campaign. + +Misc changes: +- New loading screen / location portraits. +- Two new music tracks. +- Items' skill requirements are shown in their tooltips (the same way as damage resistances). +- Tweaks to poisons. +- Adjusted Europan Handshake to work better with the overhauled morbusine poisoning. +- Acid Grenades and 40mm Acid Grenades are now properly affected by talents +- Acid Grenades and 40mm Acid Grenades deal more damage and slow enemies down, making them more viable against fast monsters. +- Made regular 40mm grenades penetrate armor more efficiently. +- Made Diving Suits resist Acid Burns a bit more. +- Europa Brew's Acid Vulnerability is now double as effective (200% damage taken instead of 100%). +- Adjustment to throwable items (shorter throw distance and reduced speed in water). +- Made flares float in place to make them more useful. +- Made high-quality stun guns more effective (stunning the target faster). +- The health scanner always shows poisons and paralysis on monsters to make it easier to determine whether the poisoning is progressing or wearing off. +- A pass on sound ranges: the ranges should now be more consistent and sensible. +- Made moloch shell fragment and riot shield medium items instead of small to fix them going inside e.g. toolbelts. +- Made husk eggs consumable. +- Made it more difficult to repeatedly enter an abandoned outpost and re-loot the bandits: now the bandits immediately attack you if you re-enter the outpost. +- Monsters you haven't encountered yet are now hidden by default in the character editor. Can be enabled using the command "showmonsters" and re-hidden using "hidemonsters". The value is saved in creaturemetrics.xml. Doesn't affect custom creatures. +- Fixed character crush depths behaving inconsistently (varying between levels, e.g. sometimes crushing the character at the depth of 2000 meters, sometimes 3000). +- Improvements to submarine crush depth effects: previously the breaches were easy to deal with because pressure did small amounts of damage to all walls, now it instead does heavier damage to some walls (and the amount of damage and walls to damage increases with depth). +- Added a round light component variant. +- Increased the hard-coded max mission count back from 3 to 10. It'd be preferable to not change the value above 3 in the vanilla game, but since campaign settings are not moddable, we shouldn't be too strict about it (because it can be useful for a mod that this value can be adjusted). +- Miscellaneous optimizations. +- New slot indicator icons (= the icons that show what can go inside some items, like tanks/ammo). +- Made outpost hull repair service cheaper. +- Doors can now be damaged by melee weapons and ranged (handheld) weapons. (They were already destructible by submarine mounted weapons and explosives) +- Adjusted and rebalanced item damage for most items, to take into account doors being destructible. +- Reduced time needed for a crowbar to open doors, 7.5s for regular doors, 6s for wrecked doors (down from 10 s). +- Boosted Plasma Cutter damage against doors and items (walls not touched). +- Made galena more common in order to make lead easier to get. +- Added Auto Operate option for all turrets. Can be enabled in the submarine editor. Not currently used on vanilla submarines. Auto operated turrets don't require a person to operate them, but they still require power and ammunition (-> someone needs to reload them). + +Multiplayer: +- Added a language filter to the server browser. +- Fixed reports given by dragging and dropping them on the status monitor always targeting the room the character is inside. +- Improvements to medical clinic syncing (should fix some of the afflictions a character has sometimes not being visible on the list). +- Fixed crashing if you close a server when mod downloads are disabled. +- Improved projectile syncing: spread now behaves the same client-side as it does server-side (as opposed to being completely random). +- Improvements/fixes to dialogs that are shown to multiple clients: disable the option buttons when another client chooses an option, and highlight the option that was chosen. +- Fixed server randomizing the game mode at the end of the round when playing a campaign with the game mode selection set to Random. + +AI: +- Fixed bots considering certain multi-hull rooms flooded when they are not. +- Fixed bots deciding prematurely that they can't fix an item when it's deteriorating (e.g. when it's submerged). +- Fixed bots removing battery cells from exosuits when ordered to charge batteries. +- Fixed bots sometimes getting stuck in automatic doors and/or double doors, because they didn't wait for the door to open entirely before pressing the button again. +- Improved bot ‘extinguish fires’ behavior. Fixes bots sometimes not being able to extinguish larger fires, because they stopped too far and didn't keep advancing towards the target. +- Fixed bots claiming that they can't return back to the sub and then following the order anyway. +- Improved the ‘find safety’ calculations so that the bots give more preference to the distance of the room. +- Fixed some remaining issues and edge cases in the logic over when the bot needs diving gear and when it can be taken off. +- Fixed captains (and some NPCs) idling in the airlock if they equip a diving suit. +- Bot can now target items (like projectiles) with turrets and have different targeting priorities on different monsters. +- Fixed bots being allowed to reach items that are too far to be interacted with. + +Fixes: +- Fixes and improvements to translations (Japanese and Chinese in particular). +- Fixed light components with a range of 0 and a hidden sprite being invisible against dark backgrounds. +- Various fixes to Typhon 1: most notably, adjusting the hulls to prevent some rooms from being impossible to drain fully. +- Fixed "kill" command not killing characters under the influence of "Miracle Worker". +- Fixed some lights becoming invisible when their range is set to 0 and they're against a dark background. +- Fixed lights turning on without power when they receive a toggle or set_color input. +- Fixed changing the amount of items to fabricate inadvertently starting(or activating) fabrication in MP if you've previously started fabricating something +- Fixed campaign settings resetting in the campaign setup menu every time you relaunch the game (meaning you'd always need to e.g. remember to toggle the tutorial off if you want to play without it). +- Fixed inverted mouse buttons not working properly since the last update: the left mouse button was considered the primary mouse button regardless of your OS settings. +- Fixed status monitor not properly displaying condition on tinkered items. +- Fixed machines smoking when above 100% condition with tinkering. +- Fixed inventory overlapping with the chatbox on low aspect ratios (small width, large height). +- Fixed some layering issues in abandoned outposts. +- Fixed water-sensitive items sometimes spawning as loot in wrecks. +- Fixed radio static still playing even if you don't have a headset. +- Fixed rifle grenade sounds not working. +- Fixed crashing on startup if the MD5 hash cache file is empty. +- Fixed research stations and loaders not being visible on the status monitor's electrical view. +- Fixed artifact missions sometimes choosing the same artifact as a target if you happen to have multiple missions active at a time, which would lead to console errors when the round ends. +- Fixed exosuit playing the warning beep if there's empty or almost empty tanks in any of its slots. +- Fixed oxygen generators deteriorating in some of the outpost modules. +- Fixed reputation loss when a character other than the player (e.g. crawlers in the 'crawleroutbreak' event) damages the outpost walls. +- Fixed outpost modules sometimes being placed in a way that makes them overlap with the sub. +- Fixed characters trying to walk in flooded spaces that are too low to stand in (like some of the tight passages in alien ruins). +- Genetic material backwards compatibility to fix old unidentified genetic materials disappearing from saves prior to v0.21.6.0. +- Fixed genetic materials being too rare in outposts now. +- Fixed hunting grounds affecting outposts 2 steps away, not just ones in adjacent locations. +- Fixed "residual waste" talent duplicating genetic materials. +- Fixed monsters sometimes spawning inside destructible ice chunks in caves. +- Fixed respawn shuttle sometimes spawning inside floating ice chunks. +- Fixed equipping a ranged weapon setting its reload timer to 1, making it possible to reduce some weapons' loading times by unequipping and equipping them. +- Fixed partially consumed items not staying on top of the stack they're in. +- Fixed submarine tier and class affecting the prices of the submarine upgrades: e.g. a tier 2 upgrade would cost more on a submarine where tier 2 is the maximum than on a submarine with a higher maximum. +- Fixed reputation loss when you steal items from bandits in a beacon station. +- Fixed equipped flares igniting when you click on the inventory. +- Fixed "Quickdraw" talent not affecting Alien Pistols. +- Fixed toolbelts and other items worn on the torso getting hidden when wearing a safety harness. +- Fixed advanced syringe gun and slipsuit fabrication recipes. +- Fixed floating pumps and ladder layering issues in Herja. +- Limited the number of makeshift shelves per sub to 3 (similar to portable pumps). Otherwise you can use them to expand the sub's cargo capacity indefinitely. +- Fixed dementonite and hardened crowbars spawning in respawn containers (= respawn shuttle cabinets). +- Fixed alien blood no longer causing psychosis, + made it slightly less effective to make fabricating blood packs more worthwhile +- Fixed fire extinguisher spray getting blocked by characters. +- Venture: Fixed the battery room not flooding properly (again), fixed the two hulls in the airlock not being linked, adjusted the waypoints a bit. +- Selkie: Disconnect the outer nodes from the ladder/door nodes, because the docking ports can't be opened manually. +- Fixed Thalamus AI not running properly when there's no player characters or submarines around (e.g. when all the players are in the freecam mode). +- Fixed the ammo indicator not showing correctly on the advanced syringe gun. +- Fixed bots sometimes getting confused by outside waypoints while being inside an outpost. +- Fixed item relocation logic running also on NPCs that are not in the player team, which could cause diving suits dropped by NPCs to get spawned in the player sub. + +Modding: +- Fixed crashing if a StatusEffect is configured to SpawnItemRandomly but doesn't configure anything to spawn. +- Improved the error handling of item/character variants. Previously if the parent prefab wasn't found, there was no error message, but the variant was still created, causing crashes in various situations. +- Added AITurretPriority and AISlowTurretPriority on items and characters. Setting the priority to 0 can be used for telling the bots to ignore the target entirely. Items also need to have IsAITurretTarget="True" enabled to make them a valid target. +- Added ItemDamageMultiplier on items. Can be used for increasing the damage caused by other items, like weapons. Works like the existing ExplosionDamageMultiplier. + +--------------------------------------------------------------------------------------------------------- +v0.21.6.0 +--------------------------------------------------------------------------------------------------------- + +- Minor localization fixes. +- Fixed some occasional crashes in the character editor. + + +--------------------------------------------------------------------------------------------------------- +v0.21.5.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed delete save button not working in the singleplayer "load game" menu. +- Fixed depleted fuel revolver round recipe requiring too many materials. +- Reduced medical item cooldown to 0.5 seconds. +- Minor fixes to Chinese localization. +- Fix bugged sufforing poisoning when it reaches the full strength. +- Fixed crashing when you save a sub that contains item variants with decorative sprites (most wrecks) as a new content package. + +--------------------------------------------------------------------------------------------------------- +v0.21.4.0 +--------------------------------------------------------------------------------------------------------- + +Unstable only: +- Fixed crashing when an item spawns after upgrades with material requirements have been purchased in the multiplayer campaign. +- Fixed crashing if the submarine preview is closed before generating the preview finishes. + +Changes: +- Some submarine upgrades cost materials in addition to money. +- Crush depths are displayed on the submarine switch terminal. +- Miscellaneous fixes to all translations. +- The "max missions" campaign setting is restricted to a maximum of 3. +- Minor improvements to ragdoll animation when falling prone due to stun/unconsciousness/ragdolling. +- Revisited the skill requirements and the OnFailure conditions on welding tool, plasma cutter, flamer, and steam gun. Flamer and steam gun now apply burns on the user only when they don't have enough skills to use the item. All these items are now less efficient when used with low skills. +- Changed Alarm Buzzer sound to differentiate it from the diving suit warning beep. +- Depth charge tweaks: require UEX, increase non-contained item explosion radius and damage, allow quality to affect explosion, increase pricing. +- Reduced Flak Cannon effectiveness (in particular Spreader Ammo and Explosive Ammo), against large enemies in particular. +- Lights flicker when hit by EMP. +- Large monsters no longer drop the loot when they die. This was implemented as a workaround to it being difficult to grab large monsters, but now they're much easier to grab - you can grab them anywhere near their main limb, instead of having to find the "origin" somewhere at the center of the monster. +- Bots now prefer PUCS over the other diving suits and the other diving suits over exosuit. +- Made drinks and other consumables work more consistently. +- Adjusted the aim poses used while holding certain melee weapons. +- Harpoons: Adjusted the damage on walls and the projectile launch forces. Spears can now stick to the walls. Inversed the reeling logic: ragdoll key = reel in. + +Poison overhaul: +- Reworked most poison afflictions with the goal that a medic can now use them offensively on monsters and humans alike. +- Sufforin, Morbusine, Cyanide, Paralyzant now work on most monsters. Bigger monsters are generally more resistant than the smaller. +- Sufforin poisoning: Slowly makes the target fall sick. Eventually leads to death. Stronger monsters may recover. +- Morbusine poisoning: Kills the target relatively quickly from gradual oxygen deprivation/organ damage. Stronger monsters may recover. +- Cyanide poisoning: Doesn't do much at first, but progresses rapidly and kills the target suddenly. Lethal even to the strongest monsters. +- Paralysis: Advances more quickly than previously. Effective even on larger monsters. (Leucocytes don't always apply enough paralysis for it to progress. They also use a version of the affliction that progresses using the old, slower speed.) +- Poisons (and paralysis) now wear off when the affliction level is low. +- Made medic AI react sooner to treat poisons. +- Attempts to poison the target can now fail when the user has a low medical skill. +- Added a short cooldown to applying medical items. Prevents being able to spam medicine (or poisons) at a nearly unlimited rate. +- Adjusted the syringe and stun gun dart trajectories. +- Reworked the weapons and the medical skill gains: instead of always increasing the weapons skill when a target takes damage, afflictions like poisons now increase the medical skill. Also applying the buffs now increases the medical skill. The skill increases are defined per affliction. +- Fixed the skill gains on low levels (0-15) being ridiculously high. + +Talents: +- Fixed "Down With the Ship" sometimes having an incorrect description. +- Fixed "Bounty Hunter" and "Logistics Expert" not giving 15% experience bonus. +- Pet raptor eggs can be fabricated from raptor eggs of any size. +- Fixed Flamer being craftable by anyone, even though it should only be possible with the "Pyromaniac" talent. +- Fixed ability to move in an unpowered exosuit when you've got any speed buff. +- Fixed "True Potential" and "Chonky Honks" not requiring clown power to work. +- Reduced the chance of finding genetic materials with the "Gene Harvester" talent, fixed genetic materials sometimes being found on defense bots. +- Fixed "Spec Ops" not working properly with shotguns and other weapons that fire multiple projectiles per shot. Only the first projectile that hit did double damage. +- Fixed some parts of Hemulen and Venture not flooding properly. +- "Mass production" talent only applies to items in the "material" category. Fixes e.g. recycle recipes sometimes allowing you to keep the original item. +- Fixed "Lone Wolf" not giving any damage/stun resistance. +- Fixed "Scrap Savant" having a 80% chance of finding scrap instead of 20%. +- Fixed "Steady Tune" not doing what the description says (giving a constantly diminishing 7.5% resistance instead of 60%), made the talent give 100% immunity instead. +- Fixed "Multifunctional" talent not giving a boost to crowbar damage. +- Fixed inaccurate "Unstoppable Curiosity" and "Ph.D in Nuclear Physics" descriptions. +- Fixed skill boost from "Journeyman" not matching the value in the description. +- Fixed "Quickdraw" damage bonus. +- Fixed inaccurate "Journeyman" description. +- Fixed "Oiled Machinery" not increasing fabrication speed. +- Fixed tinkered doors requiring a higher condition percentage to become repaired. +- Fixed "Drunken Sailor" not protecting entirely from the negative effects of drunkness. + +Multiplayer: +- Better support for playing the MP campaign without a host or someone with campaign management permissions on the server: + - You can vote to end the round in the campaign as well. + - Automatic restart works in the campaign mode as well. + - Anyone can manage salaries if there's no-one allowed to do it. + - If there's no host or anyone with permissions in the server, anyone is able to setup a new campaign. + - Campaign can be voted for when game mode voting is enabled. +- Made ragdoll syncing more robust: reduces cases of teleportation/desync when manually ragdolling the character in multiplayer. +- Fixed rejoining clients not regaining control of their character even if the character is still alive, if the client's IP address has changed. A respawn would also not trigger. +- Fixed "failed to write a network message, too much data is being stored in SegmentTable" errors that could occur in various situations: for example when the host has a large ban list, lots of submarines, and when rewiring a device with lots of connections. +- Fixed "Create new character" button not appearing in the tab menu when dead or spectating. +- Fixed clients not entering the server lobby if they accept a server invite during a single player round or tutorial. +- Fixed inability to join IPv4 servers when IPv6 is disabled. +- Fixed hidden submarine list sometimes desyncing if you have specific custom submarines. +- Fixed characters spawning with their inventory, skills, etc intact if they die during a round and the round ends when the client is no longer in the server. Or, to put it another way, spawning as if they hadn't died at all. +- Fixed an issue that prevented some dedicated servers from appearing in the server list. +- Fixed chat-linked wifi components not receiving order and report messages. +- Save the server settings after starting up the server to create the default settings file if it doesn't exist, instead of only when the server is shut down or the settings changed. +- Fixed list of hidden submarines sometimes desyncing. +- Fixed inability to start Linux dedicated server using LinuxGSM due to an incorrect EOL character in DedicatedServer.exe. + +Bugfixes: +- Fixed high-quality items spawning earlier in the campaign when playing with a higher campaign difficulty setting. +- Fixed multiple issues in the tutorials: missing text, events not progressing when not following tutorial's steps, infographics usability issues. +- Fixed attacking with a melee weapon making you unable to turn (flip) for a while. +- Fixed ragdolling affecting the character's velocity, allowing it to be used as a way to avoid fall damage. +- Hull fixes to vanilla subs and wrecks. +- Fixed alien flares practically never spawning in ruins. +- Fixed status effects defined inside an attack definition still using the old OnUse/OnFailure logic instead of OnSuccess/OnFailure. +- Fixed "save as item assembly" and "snap to grid" buttons taking cursor focus in the sub editor even when they're not visible. +- Fixed inability to launch custom dedicated server executables from the main menu on mac and linux. +- Fixed inability to drag and drop items from the entity list to small containers (such as battery charging docks) in the sub editor. +- Fixed item condition not decreasing client-side if the condition decreases very slowly: for example when using a thorium rod with the "Cruisin'" talent. +- Fixed flares still emitting light after running out. +- Fixed Electrical Discharge Coil preview not working in the sub editor. +- Fixed alien flares not activating when clicking LMB. +- Fixed crawler's arms getting broken when the character flips (turns) in water. +- Fixed the recycle recipe of flak explosive ammo. +- Fixed misaligned shells in wrecked railgun shell rack. +- Fixed misaligned light component light sprite. +- Fixed crashing if the select audio device is disconnected while in the initial loading screen. +- Fixed inability to sell genetic materials that aren't 100% refined. +- Fixed liquid oxygenite exploding too easily. +- Fixed Hemulen's bottom airlock never fully draining. +- Fixed incorrect damage values in "Genetic Material (Hunter)" tooltip. +- Fixed exosuit not playing the warning beep when low or out of oxygen. +- Fixed "taste test" event showing for everyone and not progressing past the 1st prompt. +- Fixed "special training required" and "too many of this item" messages being shown to everyone when someone tries to place a portable pump. +- Added a pump to RemoraDrone's engine room, otherwise it's impossible to drain. +- Fixed some lighting sprites appearing dimmer than they should (most notably, junction boxes and supercapacitors). +- Fixed submarine's crush depth being displayed incorrectly on the campaign map when a submarine switch is pending: the hull upgrades of the current sub weren't taken into account, even though they carry over to the new sub. +- Fixed item assembly descriptions not showing up in the sub editor unless they're configured in a text file. +- Fixed rapid fissile accelerator ammo causing an explosion when launched, instead of when it hits something. +- Fixed bots sometimes trying to contain multiple ammo boxes when reloading turrets (also affected other items). +- Fixed "Manually Outfitted" not doing anything when starting a campaign. +- Fixed guardians trying to heal themselves in inactive pods (not destroyed pods, but ones deactivated via wiring). +- Fixed bots having trouble with fixing Barsuk's top hatch and leaks around it. +- Fixed sprite bleed in turret icons. +- Fixed radio channel presets resetting between rounds. +- Fixed some lines in the "shockjock" event being shown to everyone. +- Fixed radio noise playing even if you don't have a headset. +- Fixed hitscan projectiles going through subs when you're firing from inside another sub. +- Fixed lights set to flicker/pulse eventually getting out of sync even if they're set to the same frequency. +- Fixes to submarine preview: wires are now visible, scaled doors work correctly, camera is now correctly centered on the sub when opening the preview. +- Fixed the affliction type of some afflictions (like drunk) being "poison", causing them to be treated as poisons. They are now "debuffs" instead. +- Fixed defense bots not attacking pirates or bandits. Also fixed them not protecting the owner when attacked by the outpost guards. +- Fixed bots not knowing how to handle diving suits that don't have an oxygen tank inside them. Now they should be able to use them and refill them with an oxygen tank. + +Modding: +- Added a button for updating core mods into the Mods menu. +- Addressed various inconsistencies, issues and limitations in how status effects are used in certain cases: + - Status effects defined for attacks with the type "UseTarget" now correctly target the use target, instead of the attacker like they used to. + - Changed the status effects of type "Character" to "UseTarget" for MeleeWeapon and Projectile components. The motivation behind this change is that previously we couldn't target the attacker at all within these item components, which might be desirable for some melee weapons. + - MODDERS, PLEASE NOTE: Effects that target "Character" in the previously mentioned components now affect the user - if that's not the intention, the target should be changed to "UseTarget". + - The use target can now be a character, an item, or a structure, depending on the context. This allows effects that weren't previously possible, but due to it we'll now need to introduce some restrictions in the definitions in some cases. For example, we might want to use a conditional to check whether the target is of the right type, before triggering the status effect (). + - Added a new attribute for the MeleeWeapon component, "HitOnlyCharacters", which can be used for ignoring the hits to walls and items entirely. + - Due to the changes, some status effects that previously worked, might now need the "AllowWhenBroken" set to true in the definition to keep them working as they used to. So e.g. the "OnImpact" doesn't work anymore on your custom explosive, try that. +- Fixed crashing when trying to place a wreck with no hulls in a level. +- Fixed mod descriptions getting truncated to 255 characters when selecting an already-published item in the Mods menu. +- Fixed HMG's requiring hmgmagazine instead of any item with the type "hmgammo", making the use of modded ammo impossible without overriding the gun too. +- Fixed crashing when an upgrade tries to increase an integer value. +- Changed the affliction type of some afflictions, which might have implications on mods if they targeted them by type. +- Added AimAngle on Holdable item components. Can be used for defining a different hold angle for the aim and the rest poses. Note that on Holdables, the angles are mutually exclusive (defined separately), but on MeleeWeapons they are cumulative (added together). Therefore, no need to change the existing items! +- Fixed definitions not triggering the status effects that have the target type "UseTarget". + +--------------------------------------------------------------------------------------------------------- +v0.20.16.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed console errors when firing a Flak Cannon using spreader ammo in multiplayer. + +--------------------------------------------------------------------------------------------------------- +v0.20.16.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed non-hitscan projectiles going through doors. +- Fixed electrical discharge coils hitting characters very unreliably, unless the character happens to be right next to a wall. +- Fixed makeshift shelves being containable in crates and cabinets, allowing for infinite recursive storage space. +- Fixed the effects of the "Grid Maintainer" and "Egghead" talents. +- Fixed incorrect "I Am That Guy" description (it gives a flat 20 skill bonus, not 20%). +- Fixed "Cruisin'" talent increasing fuel consumption by 10% instead of decreasing it by 20%. +- Optimized Steam Workshop queries done by the game (less bandwidth usage and stress on Steam's servers). + +--------------------------------------------------------------------------------------------------------- +v0.20.15.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed Revenge Squad talent doing nothing. +- Fixed Quickdraw talent's 8 second cooldown not working. +- Fixed flamer being fabricable without the appropriate talent. +- Fixed incorrect Aggressive Engineering talent description. + +--------------------------------------------------------------------------------------------------------- +v0.20.14.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed missing Rifle fabrication recipe. +- Fixed command devices (nav terminals, status monitors) not being in the electrical category, preventing "Better Than New" talent from having an effect on them. +- Fixed Graduation Ceremony still unlocking double the talents in multiplayer. +- Spawn husk eggs instead of husk syringes as creature loot. +- Cultist events require husk eggs instead of syringes. +- Adjusted shotgun fabrication recipe. + +--------------------------------------------------------------------------------------------------------- +v0.20.13.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed incorrect admin module sometimes being used in colonies, making it impossible to get to. +- Fixed a performance issue (character vitality logic being unnecessarily heavy) caused by some of the recent talent changes. +- Fixed inability to fabricate Rifle Bullets. +- Fixed contained items that have been configured to be hidden not being positioned correctly (meaning any positional effects done by the contained item would not work correctly). + +--------------------------------------------------------------------------------------------------------- +v0.20.12.0 +--------------------------------------------------------------------------------------------------------- + +Talent overhaul: +- Redesigned and rebalanced talents: lots of new talents, changes and balancing to existing ones and replacing some of the more broken ones with new ones. +- Redesigned talent tree structure: there's now a selection of "generic" talents, and after you've unlocked 4 of them, you can choose a specialization talent tree. After completing a specialization tree, you can choose another one. +- Lots of new talent-related items and 2 new pets. +- Players can select talents for bots in multiplayer. +- Anyone can fabricate the items bots have unlocked using talents. + +Balance: +- Slightly adjusted values of handheld weapons. + - Damage values of weapons have been adjusted to be more in line with their cost + - Damage to structures has been revised (f.e. knives shouldn't be so efficient at cutting through walls). + - Improved ammo availability for basic weapons. + - Usage of a minimum difficulty level to have some weapons appear in stores only later in the game. Even some previously talent-only items can appear in stores now in very late biomes. +- Made some weapons available later in the game to increase the feeling of progression. +- Slightly adjusted values of apparel (armor, clothing, diving suits) to better highlight strengths and weaknesses. + - Combat Diving Suit is now actually better for combat than the regular diving suit, due to higher damage resistances. + - PUCS no longer gives a bonus to speed when using Underwater Scooter, as it has plenty of other strengths. + - Mechanic's apparel now has higher laceration protection than Engineer's apparel, as that's typically the damage they'd get from failing to repair. + - All starter clothing gives less protection now, while some shop/npc clothing now gives some benefit. +- Chance of finding good/excellent/masterwork quality items in higher-difficulty levels. +- Plasma cutter is now much better at cutting. +- Rebalanced damage dealt by tools. Damage should be a bit higher overall. (don't actually try to fight mudraptors with a wrench though) + +Tutorial improvements: +- A new campaign-integrated tutorial that teaches the basics of the campaign mode in the first outpost. +- Various fixes and improvements to the Basic and Role tutorials. +- Added popups when completing tutorial chapters that allow you to restart or continue and to return back to the menu. +- Added a reactor infographic designed to help new players better understand the reactor interface. It's accessible through a help button on the top right corner of the interface. +- Added in-game hints for the genetic system. + +Changes and additions: +- New weapons: Rifle, Heavy Machine Gun, Machine Pistol, Harpoon Coil-Rifle. +- Flashlight can now be attached to all ranged weapons held with two hands. +- Limit which submarines are available in each outpost: high-tier subs become available as you get further in the campaign, and the submarine class selection depends on the type of the outpost. +- Two new music tracks. +- Added a slider to the fabricator that can be used to select how many items to fabricate. +- Added an option to hide enemy health bars. +- Items' damage modifiers are shown in store tooltips. +- Added a button for treating all characters in one go in the medical clinic. +- Breaches through the submarine's outer hull throws shrapnels that can cause minor damage to nearby characters, making monsters that can't get inside more of a threat to the crew (as opposed to just the submarine itself). +- Added a new honking scary random event to beacon stations. +- Water-sensitive materials now explode when they've been in water for 3 seconds, not immediately. Added particle, sound and light effects. +- Affliction descriptions change depending on the strength of the affliction, and whether you're treating someone else or yourself. +- Added a button for opening the Steam Workshop to all tabs of the workshop menu. +- Added tooltips that explain how the bot spawn modes work to the server lobby. +- Added various new loot items to different creatures. +- Large monsters (Abyss monsters, Moloch, Watcher) now also drop items upon death. +- Husk eggs now come in two forms: Husk eggs with actual egg-like appearance and the syringe version. Typically syringes are crafted, so finding a syringe on creatures felt a bit out of place. The eggs look as yucky as you’d expect. +- Made saline significantly less effective as a treatment for bloodloss to make blood packs more useful. +- Nerfed flak cannon's explosive ammo. +- Emp damage now stuns and damages electrical characters (Fractalguardian and Defensebot). Modders note: it’s implemented as an affliction, so it's not tied to the "empstrength" attribute defined for explosions. +- Allow putting medium items (e.g. storage container) in medical and toxic cabinets. +- Some changes to wrecked item sprites (replacing the old low-res pictures with modified versions of the normal items' sprites). +- Optimized the server lobby: there was an issue in the logic that updates the microphone icon that caused the game to check available audio devices every frame. +- Optimized status monitors: previously some parts of their UI were always updated regardless if anyone is viewing the UI. + +Multiplayer: +- Quality of the radio voice chat diminishes with distance (gradually fading into radio static), similar to the way as the quality of the text chat. +- Voice chat range also affects spectators (= spectators can't hear players talking at the other side of the level). +- Fixed speech impediments only affecting the text chat, not the voice chat. +- Fixed radio voice chat not working properly if the range of the radio is larger than 250 meters. Happened because characters' positions aren't synced if they're further away than 250 meters from the client. In practice, the quality/volume of the chat would stop diminishing after 250 meters, and then immediately cut off when outside the radio range. +- Fixed inability to connect to IPv4 servers when IPv6 is disabled. +- Fixed occasional crashes when shutting down a server (for example with the error messages "pipe is broken" or "ChildServerRelay readTask did not run to completion"). +- Fixed "no core packages in the list of mods the server has enabled" error when trying to join a server that's using a different version of the core package you have enabled. +- Fixed "Input contains duplicate packages" error still occurring if you try to join a server that has empty content packages when you don't have those packages yourself. +- Fixed networking errors when the connection to the server is momentarily lost and then re-established. +- Added a cooldown to client name changes to prevent using it for spamming. +- Fixed bans issued with the "banaddress" command using a client's Steam ID not working. +- Server visibility can be adjusted in the server lobby (instead of having to restart the server). +- The "respawnnow" console command forces a respawn even if there's less than the minimum amount of players waiting for a respawn. + +Bugfixes: +- Fixed candidate box not being visible when using the Chinese input method. +- Fixed switching characters interrupting outpost events (even if there's currently no dialog active). +- Fixed certain events preventing other events from triggering when half-finished (e.g. preventing you from unlocking missions when an event is still running and for example waiting for you to talk to some other NPC). +- Fixed bots sometimes firing in a random direction when they equip a weapon. Happened because the aim and shoot inputs could already be active when the bot switches from another item to the weapon (e.g. from underwater scooter to some gun). +- Fixed pirates sometimes being unable to operate multiple turrets at the same time (even if there's enough crew to operate multiple), and attempting to operate hardpoints. +- Fabricator chooses the available ingredient that's in the worst condition when there's multiple suitable ingredients available. +- Fixed Esc not closing the campaign interfaces (map, store, shipyard, etc) but opening the pause menu instead. +- Fixed piezo crystals no longer spawning in the Great Sea. +- Fixed characters falling off ladders when using aimable tools. +- Fixed currently selected mission being included in the mission count displayed on the campaign map (i.e. showing "1/2" when you're choosing a new destination at an empty location). +- Fixed inability to sit in cafeteria chairs. +- Fixed projectile impacts getting triggered by gravity spheres and other TriggerComponents (meaning you couldn't hit monsters near a gravity sphere). +- Fixed blood pack fabrication recipe outputting only one item. +- Fixed tutorial not progressing when inserting a welding fuel tank inside the welding tool straight away, rather than inventory first. +- Fixed PUCS not beeping when you're underwater without a tank if you're inside a hull that has oxygen in it. +- Fixed some issues in sonar AITargets which made monsters hear the sonar when they shouldn't: switching to passive would immediately make the current directional ping cover 360 degrees, and whether the ping was directional or not would actually depend on whether the previous ping was directional, not what the mode is now. +- Fixed items getting autofilled into non-interactable containers in wrecks and outposts. +- Fixed ID cards looted from the corpses of a wreck not giving access to the secure containers in the wreck. +- Fixed verifying file integrity on Steam resetting the server settings file. +- Fixed crashing if you try to open an access-restricted directory in the file selection dialog. +- Fixed a typo in physicorium shell's damage config, causing it to not do bleeding damage. +- Fixed money gain/lose popups no longer showing in the campaign. +- Fixed bloodloss and drunkenness never fully healing, just dropping below the threshold at which the icon appears. As a result e.g. drunkenness and bloodloss never fully went away, which caused issues with some talent effects. +- Fixed bots always opening the door/hatch they're trying to repair. +- Fixed power indicator not rotating with batteries. +- Fixed lights on welding tools and plasma cutters emitting light the next round if the round ends while using them. +- Fixed Camel's airlock not draining fully. +- Fixed Berilia's bottom EDC not being wired to a supercapacitor and a loose wire between the flak cannon and the right supercapacitor. +- Fixed status effects targeting "NearbyCharacters" or "NearbyItems" being applied twice. Modders: if you used this, double the effects (e.g. damage) to get the same results as previously. +- Fixed a rounding error that caused Health Scanner HUD to display every level of bleeding below 100% as "minor". +- Fixed speech impediment from the husk infection making the bots unable to register any new targets on their own (= without being ordered). +- Fixed bots having unintentionally long reaction times on reporting the issues, causing them to ignore new enemies for a while when they first encounter them, unless being attacked. +- Fixed the default aim assist being 50% instead of 5%. Fixed aim assist not resetting when the reset button is pressed on the settings window. +- Fixed other players not seeing the spray particles when someone uses a sprayer in multiplayer. +- Fixed ability to "fire" (just dropping the projectile) hardpoints that are connected to a periscope and loader. +- When throwing an item (such as a grenade), the whole throw animation is played before the item is actually launched. Prevents being able to throw items at a ridiculous rate by spamming the hotkeys and LMB. +- Fixed portable pump's per-sub limit not working if you attach them at a spot with no background wall. +- Fixed oxygenlow resistance not affecting the time it takes to die in an unconscious state. +- Fixed bloodloss resistance not affecting how fast bleeding causes bloodloss. +- Fixed numpad keys toggling the chat when the Chat key is bind to nothing. +- Fixed main menu sometimes appearing half obstructed when starting the game on Mac. +- Fixed husk appendage breaking if the character already has extra limbs from e.g. genes. +- Fixed blocked doorways in Alien_Entrance3. +- Fixed Cyrillic symbols not being visible in the server list's server info panel when playing in a language other than Russian. +- Fixed certain genetic effects (such as regeneration from Hammerhead Matriarch genes) not working properly when multiple characters have the same effect. +- Adjusted railgun, coilgun and double coilgun firing offsets to make the projectile spawn closer to the end of the barrel. +- Fixed loot sometimes spawning in vending machines' output slots. +- Fixed water level sometimes "flickering" up and down when water is leaking to a room from the left or right. +- Fixed resetting the UI position doing nothing to equipped items' UIs (e.g. handheld status monitor). +- Fixed items equipped in the health interface slot being sellable. +- Fixed inconsistent view ranges of large turrets. +- Fixed SMG magazine shape being inconsistent with the shape of the mag well on the SMG sprite. +- Fixed character portrait and health bar buttons being clickable (despite being hidden) when the health interface is open. +- Fixed occasional crashes due to location store being null when teleporting from location to another with console commands. +- Fixes to impact-sensitive items exploding at the start of the round (e.g. at the start of explosive transport missions or when purchasing explosives). +- Fixed bots occasionally being unable to operate turrets when starting a new round until they're re-ordered to man the turret. +- Fixed focus staying on the highlighted item/character indefinitely if you keep holding LMB, even if you're outside interaction range. +- Fixed some creatures not having enough space in their inventory for the genetic materials to spawn into. +- Fixed minerals still sometimes being placed outside the level in mineral missions. +- Fixed cave tunnels sometimes being too narrow to pass through. +- Fixed "man and his raptor" outpost event giving 1000 marks in an incorrect branch of the dialog (the one where you immediately accept the NPC on board, instead of the one where the NPC says they'll pay you 1000 mk). +- Fixed cases of interaction texts for focused item (most notoriously, the planter) not being updated correctly. +- Fixed "snap to grid" causing door gaps to get misaligned. +- Fixed weird equipping behavior on fruit and paints, causing them to be equipped in both hands when trying to unequip. +- Fixed junction boxes not getting damaged by water. +- Fixed opiate withdrawal only reducing down to 20%, but never fully healing by itself. +- Fixed engines reverting back to the non-damaged sprite when they're damaged badly enough that the sprite starts shaking. +- Fixed walls being set up incorrectly in vertical abandoned outpost hallway modules, causing them to stick out into the connected modules. +- Fixed bots being unable to fix Typhon 2's top docking hatch or the wall right next to it. +- Fixed crashing when applying upgrades to linked subs, and there's more than one linked sub. +- Fixed Research Station being in the "Outpost" subcategory in the sub editor. +- Fixed bots dropping medicine from PUCS when changing its oxygen tank. + +Modding: +- Added a button to the main menu that can be used to update all installed mods when there's updates available. +- Mods with errors can no longer be enabled. This change should encourage modders to fix errors in their mods and report bugs, as well as discourage players from ignoring errors. +- Removed most of the debug console error spam seen when launching the game or opening the settings menu when faulty mods are installed. +- Fixed mods failing to show up in the mods list at all when they have certain kinds of errors. +- Implemented the status effect type "OnSuccess" where "OnUse" was used instead. Changed "OnUse" to be neutral, meaning it always triggers, regardless of the (skill) requirements. You may need to switch using "OnSuccess" instead of "OnUse", if it's intended for the status effect to trigger only when the (skill) requirements are matched. +- Fixed increasing an item's HealthMultiplier making the items appear damaged in existing subs/saves (e.g. if you doubled an item's maximum condition, the items would remain in the old maximum condition and appear 50% damaged). +- Fixed crashing if a talent is triggered when the character receives some affliction, and that talent applies the same affliction on the character. +- Fixed crashing if the ingredient of a fabrication recipe can't be found. +- Fixed inability to sync properties of ItemComponents that the item has multiple of (meaning that it was only possible to e.g. edit the light color of the item's first LightComponent if it has multiple). +- Added 'launchimpulse' on RangedWeapon to affect projectile's speed (sum of launch impulses). +- Added 'penetration' on RangedWeapon to affect projectile's penetration (sum of penetration). +- Added 'DontApplyToHands' property to Propulsion, preventing extra force applying to hands when the item is held in hands (instead applying only to the character's whole body). +- Added a skill requirement conditional for StatusEffect, example: to make a status effect occur only if the target has less than 35 weapon skill. +- Added ReloadSkillRequirement and ReloadNoSkill to RangedWeapon. E.g. a weapon with reload=2s, ReloadSkillRequirement=40, ReloadNoSkill=5s will have a character with 20 weapons skill reload at 3.5 s. +- Fixed sound's frequency multiplier not working in many cases (status effects, specific item sounds like turret movement sounds). +- Made it possible to check if some value is null or not with PropertyConditionals (e.g. CurrentHull="eq null"). +- Added UseEnvironment.None to Propulsion component. +- Fixed the debug console command "head" causing the character to disappear. The command can be used for changing the appearance of the character at runtime. +- Status effects of type "OnUse" on projectiles now trigger when the projectile is launched. Previously it launched when the projectile hit the target. Use OnImpact (or OnSuccess/OnFailure) when you want something to happen when the projectile hits the target. +- Added an option to multiply the damage by max vitality (relative damage) per affliction definition, in addition to the "multiplyAfflictionsByMaxVitality" attribute defined for the status effects. If you want to define it for an affliction separately, leave the status effect level definition undefined, because it'd override the affliction specific value. +- Fixed item's OnSpawn effects being applied twice. +- Fixed item components that inherit the status effects from another item component (e.g. the medical syringes) triggering the status effects twice when the effect is triggered via the item and not via the item component. Didn’t cause issues with the vanilla items, but might affect some mods. If your item e.g. suddenly does only half of the damage after the update, it’s possible that it was affected by the bug. Just double the effect to fix it. + +--------------------------------------------------------------------------------------------------------- +v0.19.14.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed submarine upgrades getting clamped to the maximum of that upgrade between rounds, disregarding class/tier bonuses. + +--------------------------------------------------------------------------------------------------------- +v0.19.13.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed "failed to find the end of the bit field after 100 reads" error when trying to join a server that has a large number of mods enabled. +- Fixed "Tandem Fire" talent causing a crash due to the changes in the previous version. + +--------------------------------------------------------------------------------------------------------- +v0.19.12.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed submarine upgrades getting lost if you switch to a lower-tier sub that can't have as many levels of upgrades as the current sub, and then back again. +- Fixed some monster events not being as common/uncommon as intended. In more technical terms (which may be of interest to modders): the commonness defined as an attribute of an EventSet did nothing, making the event default to a commonness of 1. The commonnesses defined for specific level types worked correctly. +- Fixed clients getting stuck in a non-functional lobby if they happen to disconnect or get kicked back to the lobby at a specific point when loading a new round. +- Fixed large turret hardpoint origin being off, causing turrets installed on a large hardpoint to be misaligned. +- Attempt to fix crashing when disconnecting from the server you're hosting. +- Fixed Ctrl+Shift+S shortcut (quicksave) not working in the sub editor. +- Fixed toolbelts and storage containers in old subs going inside toolbelts. +- Fixed submarine tier resetting to default when reopening the sub editor's save dialog. +- Fixed sub editor not taking filename case into account when saving an existing sub: if you'd try to save the file with a different filename case, it'd ask about overwriting the existing sub, but save it as a new file even if you opt to overwrite. +- Fixes to Herja room names (use Engineering, Gunnery compartment, etc. labels), add camera to the front, with a periscope for the captain. +- Fixed non-purchaseable talent items not being available as extra cargo. +- Sorted extra cargo alphabetically + added a filter box. +- Fixed taking items that spawned inside another item (e.g. tanks in a diving mask) from NPCs spawned by an event not counting as stealing. +- Fixed characters falling off ladders when using aimable tools. +- Fixed money gain/lose popups no longer showing in the campaign. +- Fixed inability to manage the campaign if there's no-one with permissions alive. Previously we allowed anyone to manage the campaign if there's no-one with permissions present in the server, but that's not enough, because the players with permissions can't end the round if they're dead. Now if there's no-one with permissions alive, anyone is allowed to manage the campaign. +- If Select and Deselect have been bound to the same key, the deselect input is ignored when interacting with another item than the selected one. Prevents e.g. falling off ladders when trying to open a hatch when both Select and Deselect have been bound to E. +- Made it possible to enter a hostname (e.g. someserver.com) in the direct join prompt. +- Adjusted the size of the submarine list elements in the server lobby to reduce the amount of empty space on large resolutions. +- Fixed event texts for the "scan ruin" mission being in an incorrect language. +- Attachable items cannot be attached inside walls. +- Fixed distance at which you can attach items being slightly longer than the interact distance, making it possible to attach items out of reach. +- Fixed inability to turn when you're dual wielding melee weapons and attacking continuously. +- Fixed inability to cancel deconstruction if there's non-deconstructible items in the queue. +- Fixed local copy of a mod you're publishing not using the version number you've entered in the publish menu. +- Fixed crashing when trying to open the tab menu's character tab with a character who has no personality trait (may happen e.g. if you use a mod that adds custom personality traits and try to play that save without the mod). +- Fixed sourcerect issue in alien generator + decorative sprite not disappearing when the fuel rod is taken out. +- Fixed corrupted mods causing a nullref exception when autodetecting required mods in the sub editor. +- Fixed minerals not disappearing from mineral scanner if they get detached by something else than a character picking them up (e.g. by the destructible ice wall they're on breaking). +- Fixed event-specific metal crate deconstructing to steel. +- Fixed inability to join servers that have enabled multiple mods with identical content. +- Fixed tandem fire not working if there's a character between you and the other character on a periscope. + +--------------------------------------------------------------------------------------------------------- +v0.19.11.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed some old campaign saves being impossible to continue due to the new submarine upgrade restricions. +- Fixed "update all mods" button doing nothing in the Workshop menu. +- Fixed inability to create mod lists that include Workshop mods. + +--------------------------------------------------------------------------------------------------------- +v0.19.10.0 +--------------------------------------------------------------------------------------------------------- + +- Updated translations. Includes various fixes to existing translations. The Japanese translations in particular has been significantly improved. +- Fixes to Camel waypoints. +- Fixed pump in Camel's airlock not pumping out by default. +- Fixed high-quality fuel rods and other high-quality consumable items resetting to 100% between rounds. + +--------------------------------------------------------------------------------------------------------- +v0.19.9.0 +--------------------------------------------------------------------------------------------------------- + +Fixes to new issues in the previous build: +- Fixed missions always giving rewards even if you fail them! +- Fixed clients sometimes failing to reconnect to the server if the connection is momentarily lost. +- Fixed item conditions resetting to 100% between rounds. +- Fixed mineral missions always causing a crash. + +--------------------------------------------------------------------------------------------------------- +v0.19.8.0 +--------------------------------------------------------------------------------------------------------- + +- Minor improvements and fixes to the tutorials (e.g. safeguards to prevent dying or getting stuck). +- Fixed Typhon 2's chaingun being placed inside solid walls. +- Fixed Tandem Fire talent causing a crash if there's no allies alive. +- Fixed bots being unable to shoot at ice spires with pulse laser or chaingun. +- Removed outdated Deep Diver loading screen tip. +- Fixed misaligned connection panel interface when repairing a status monitor. +- Fixed Winterhalter battery recharge speed being limited by the relay that supplies power to them, making recharge speed upgrades useless. +- Fixed a networking issue that caused afflictions' periodic effects (e.g. nausea-induced vomiting) to happen too frequently client-side. +- Fixed none of the contextual orders except "wait here" showing the name of the order in the tooltip. +- Fixed inconsistencies in some crawler swarm mission names (large swarms not being described as large). +- Fixed mineral mission resources sometimes spawning in separate caves. +- Fixed minerals mission resources sometimes spawning outside the level. +- Moved handheld sonar's drag icon to a more appropriate position. +- Fixed buoyancy making locked subs slowly move vertically. +- Reactors don't explode if they reach 0 condition without fuel. +- Fixed motion sensor not detecting pets. +- Fixed cargo capacity displayed in the mission selection screen including the cargo containers in the outpost the sub is docked. +- Fixed clients being unable to select the respawn shuttle if they have to download it from the server. +- Fixed duplicate banlist entires when a client gets banned due to an incorrect password. +- Some wire and waypoint cleanup to R-29 and Remora. +- Removed a wall in Remora to allow for better movement inside. +- Changed one railgun shelf to boxes shelf on Remora. +- Added a coilgun and a couple more diving suit cabinets to R-29. +- Fixed "completed initialization before receiving content package order" error when trying to reconnect to a SteamP2P server. + +--------------------------------------------------------------------------------------------------------- +v0.19.7.0 +--------------------------------------------------------------------------------------------------------- + +Changes and additions: +- Completely remade tutorials. There is now a Basics Tutorial to cover basics like moving, inventory and repairs. More specific tasks are explained in the Roles Tutorial, where every job has their own tutorial to go through, explaining what it means to be e.g. an Engineer or a Captain. +- Added new mining missions, including some in the abyss. +- Reintroduced separate local/radio voice chat keys as a legacy option. Now it's again possible to speak with voice activation by default and use a push-to-talk button for radio, the same way as before, by setting the chat mode to Local and using the new radio voice chat hotkey. +- Device/item UIs can be moved around by dragging. +- Allow using devices while on a ladder or sitting on a chair. +- Changed reactor temperature bar colors (from blue to red). +- Higher quality stun batons cause heavier stun. +- Changed unit load device capacity to 12 (because the sprite has space for 12) and made them waterproof. +- Changed fabricator skill calculations: the most inadequate of the required skills determines the fabrication time (instead of the average). +- Made dying drop a characters' skills towards the maximum initial skill instead of minimum. +- Added a new keybind for opening and closing the chat box. The default bind is B. +- Added a warning if a new keybind overlaps with any of the player's existing binds. +- Overvoltage makes devices perform better, increasing the output of engines, making fabricators, deconstructors and pumps operate faster, electrical discharge coils do more damage, batteries recharge faster and oxygen generators generate more oxygen. Encourages operating the reactor manually and hopefully makes it a little more engaging. +- Added more randomness to junction box overvoltage damage, and made partially damaged boxes take more damage from overvoltage. Prevents all boxes from breaking at the same time, making overvoltage less of a pain to deal with and intentionally overvolting devices more worthwhile. +- Added manual temperature adjustment buttons which immediately increase/decrease the temperature of the reactor for a brief amount of time on manual control (bumps the gauge up/down by a fifth, and the boost fades out in 20 seconds). Allows reacting to load fluctuations very quickly, and conserving fuel by operating the reactor at a lower fission rate � a new benefit to operating reactors manually. +- Signals no longer set the fission and turbine rates of the reactor instantaneously, making automated reactor circuits less overpowered. They are still viable, but especially now with the addition of the extra incentives for operating the reactor manually, they're no longer as clearly the best and most efficient way to operate the reactor, making manual operation more worthwhile. +- Made the "distort" camera effect a little less obtrusive and glitchy-looking (smoother texture + less heavy effect). +- Made water-sensitive materials (lithium, potassium, sodium) spawn in waterproof chemical crates. +- Made crates deconstruct much faster to make them easier to get rid of. +- Sonar disruptions now hide minerals. +- Grayed out ranged weapons' crosshair when reloading (similar to turret crosshairs). +- Disabled the autodocking prompt (which verifies whether you actually want to dock when docking is initiated by an automated circuit) in single player. +- Improved the way drag is applied on submerged items. Fixes heavy items dropping at unnaturally high speeds in water. +- Added a splash effect when an item falls into water. +- The deconstructor UI shows what the input items deconstruct to (particularly important now with the lossy deconstruction recipes - it can be risky to deconstruct something just to see what materials it gives out if that results in material loss). +- Wall and device repair costs in outposts are calculated based on the amount of damage on your sub, instead of always having a fixed price. +- Inflamed lung doesn't affect characters that don't need oxygen. +- Added swarm behavior for crawler husks. +- Added some more oomph to nuclear explosions. +- Adjust the alpha of the outpost service icons according to distance to make it easier to estimate where the NPC is at. Show the title of the NPC when hovering the cursor over the icon. +- Added "unlockmission" console command. +- Added "setcampaignmetadata" console command (may be useful for modders creating custom scripted events for the campaign). +- Changed how NPC "titles" work. Previously we defined "titles" for the pirates (e.g. "Pirate Lord" and such), and the title replaced the name of the NPC (which made their dialog a little awkward). Now we display both the name and the title over the character, and special outpost NPCs also have titles. +- Gave diving masks to most NPCs. +- Changed the burn overlay formula: now also the non-affected limbs get half of the effect, because the sharp contrast between limbs looked weird. +- Restored the 3-shell Railgun rack as a legacy option. +- Reworded the "respawn with penalty" prompt to make it less confusing: you always get a penalty to your skills when you die now, and Reaper's Tax is an "extra penalty" you get on top of that if you opt to respawn mid-round. The intention behind this is to incur a cost to respawning, as it shouldn't be possible to get unlimited free reinforcements and supplies mid-round. +- Made SIGTERM close the linux server gracefully. +- Made respawn items (suits, scooters) spawn in the respawn shuttle's cabinets when possible. +- Show a healthbar on items (e.g. eggs and thalamus organs) when damaging them with handheld weapons (melee or ranged). + +Submarines: +- Added a new intermediate transport sub, Camel. +- Added submarine tiers. Higher-tier submarines can be upgraded further than lower-tier submarines. +- Overhauled and balanced submarine upgrades. +- Added Large Weapon Hardpoints. +- Added Flak Cannon and Double Coilgun as new Large Weapons. +- Railgun is now considered a Large Weapon. +- Added an upgrade that adds a mineral scanner to nav terminals and sonar monitors.cannon +- Submarine class now affects which upgrades are available for the sub. +- Removed the Deep Diver class: the way we see it, Deep Divers didn't have a clear enough role in the game, especially considering that hull upgrades served pretty much the same purpose. In practice, the only clear benefit of a Deep Diver was being able to get through the very last levels of the campaign, and having to switch to one just for that purpose wasn't fun. Now any submarine with full hull upgrades can get all the way to the end of the campaign. +- Fixed messy wiring in Typhon 2's bottom left hardpoint. +- Winterhalter and Remora are now Scout class ships. +- Added some loose vents and panels to Herja, Winterhalter and Barsuk, fixed invisible "loose panel" (news stand) in Orca 2. +- Fixed floating light component in Orca 2. +- Medical fabricator now consumes 500 power on all submarines, to be consistent with other fabricators. +- Updated prices of all submarines to match tiers. +- Gave Typhon 2 better stats and even more firepower, to outclass the original Typhon. +- Improved R-29's speed and gave it a Flak Cannon. +- Added Large Weapon hardpoints to Berilia to make it a Tier 3 transport. +- Tweaked the hulls and waypoints around Herja's top docking hatch to make it easier for bots to reach and weld. +- Fixed a waypoint/hull issue in Typhon's stowage compartment (waypoint in such a tight space the bots couldn't reach it). + +Balance: +- "Mission cheesing" by repeatedly undocking and redocking to an outpost to reroll the mission events no longer works: new mission events don't reappear until one "world step" has passed (~10 minutes or traversing through one level). +- Balance pass on handheld weapons: adjusted reload times, damages, stun durations, recoil and ammo stack sizes. +- Reduced tools' structure damage (dual-wielded storage containers no longer chew through submarine walls in seconds). +- Increased heavy ruin wall health to make it less easy to cheese your way into the artifact room in ruins. +- Made boomstick fire in bursts of 2 (similar to deadeye carbide) to prevent ridiculous fire rates with quick-reloading. +- Added EMP effect to nuclear depth charges for consistency. +- Pulse Laser and Railgun now have similar power consumption as other turrets. +- Changed how skill levels affect the quality of fabricated items. Previously having a skill level equal to or higher than the item's skill requirement would result in a good quality item, meaning that practically everyone could e.g. fabricate good quality oxygen tanks. Now your skill needs to be >20% from the minimum skill requirement towards 100 (e.g. if the item requires 20 skill to fabricate, 36 results in a higher quality item). +- Reduced PUCS's radiation resistance from 100% to 90%. Complete invulnerability to radiation has way too much potential for exploits and overpowered strategies. +- Adjusted supplies in pirate submarines. +- Turned some weapons' burn damage into explosion damage. +- Made the extra sales from "traveling tradesman" talent stack. +- Terminal ignores empty signals. +- Reduced commonness of molochs (as they can take a lot of time to kill, running into multiple of them can quickly become a chore) +- Removed steel requirement for depth charges. Fabricate decoy depth charges from depth charges, rather than from the base material. +- Reduced the Pulse Laser tri-laser bolt spread. +- Explosions are now calculated differently, using the number of limbs to divide the damage (up to a maximum of 15 limbs). Adjusted explosion damage values to match new calculations. +- Coilgun costs 5000 marks to install, Pulse Laser and Chaingun 6000. Large turrets each cost 7500 each. +- Made mudraptor eggs modestly profitable for farming (decreased cost from shop, increased deconstruction yields). +- Mineral yield and spawn rates rebalance: minerals found are now much more dependent on location (biome, cave, abyss). +- Balanced existing mineral missions: adjusted rewards & required minerals, and required some minerals to be handed over to the outposts as proof of their existence. +- Rebalanced Engine Force values to better match hull size. Most Scouts (Azimuth, Orca2, Remora, Winterhalter) are now faster. Humpback, Typhon and Orca are slightly slower. + +Multiplayer: +- Fixed missions sometimes unlocking in incorrect locations in MP campaign, making them either unselectable or causing a "mission mismatch" error when the round starts. +- Fixed clients downloading submarines they already have from the server if the mods those submarines are in are not currently enabled. +- Significantly sped up file transfers (mods, submarine files, campaign saves). +- Clients who've recently joined (by default 2 minutes) are not allowed to vote to kick others, and vote kicking someone always requires at least 2 votes. +- Servers don't allow selecting hidden jobs (jobs only used by NPCs) as job preferences. +- The minimum kick vote counts are no longer rounded down. Previously if you had for example four players on the server and the minimum vote count set to 60%, kicking would require 2 votes, now it requires 3. +- Fixed inventory and wallet resetting if a campaign round ends when a client's character has spawned, but the client is not currently controlling it (e.g. due to getting kicked to the lobby). +- Fixed spectator checkbox overlapping with the character info if you get kicked to the lobby mid-round. +- Fixed "kick" button staying disabled indefinitely if you vote to kick someone and the vote doesn't go through. +- Fixed Steamworks publish tab showing the "free weekend" message when using Steam family sharing. +- Minor tweaks to the end of PvP missions to make them a little less underwhelming: instead of ending the round immediately when one team is dead (without even giving enough time to see the enemy die), there's a brief delay, a message box and a camera transition to let the players see what happened. +- Fixed PvP team assignment sometimes being wildly imbalanced, even when there were enough players with no preference to make the team sizes equal. +- Fixed clients getting stuck in the loading screen if they happen to disconnect at the right moment between rounds. +- Fixed bank balance not getting corrected if it's become desynced by e.g. client-side commands. +- Fixed server not registering a client's character as disconnected if the client disconnects and reconnects before the round has fully started, causing the client to get stuck as a spectator when they rejoin. +- Fixed clients disabling their client-side-only mods when they join a server. +- Fixed hull/item repairs purchased from an outpost sometimes not getting applied client-side. +- Fixed "missing entity" errors in a specific situation in multiplayer. Occurred when a respawn shuttle was enabled and loaded on the server (= i.e. in a non-outpost level), and a client disconnected and immediately reconnected. This would cause the client to deselect the respawn shuttle and make them start the round without loading one, leading to the "missing entity" issues due to the shuttle only existing server-side. +- Fixed damage visuals not showing on characters who've died off-screen. +- Fixed ability to upgrade the sub when there's a switch pending in multiplayer. +- Fixed friendly fire and karma always showing up as disabled on dedicated servers in the server list. +- Fixed spineling spikes fired by a human with spineling genes not damaging any human characters (enemies in PvP, pirates in pirate missions) when friendly fire is disabled. +- Fixed "invalid ExecuteAttack message: limb index out of bounds" errors when you join a server where a character has fired spineling spikes with spineling genes mid-round. +- Fixed "entity not found" errors if a shuttle or submarine ends up absurdly deep in multiplayer (>100 km). We don't even know how someone managed to pull this off. +- Fixed rapidly clicking on the mission giver sometimes not giving all the available missions when the "Use" input is set to LMB. Happened because the conversation logic didn't check if there's another conversation active, causing the server to show a new conversation when clicking the NPC, without interrupting/continuing the previous conversation. +- Made shockjock event only show for the player triggering the event (making it visible for everyone works kind of weirdly, when the event involves talking to an NPC next to the character who triggered the event). +- Fixed outpost events getting stuck at the last ConversationAction if another client has finished the action. + +Optimization: +- Updated our runtime to .NET 6, which should yield significant performance improvements. Do note that this unfortunately means we'll have to drop support for macOS versions older than 10.15, but we have taken some measures to help the affected Mac players continue having access to Barotrauma. More info here https://store.steampowered.com/news/app/602960/view/3367025204056277713. +- Optimized afflictions that apply other afflictions on the character (e.g. radiation sickness, drunkenness, opiate withdrawal). +- Optimizations to the talent system, particularly when the talent menu is open and when there's a large number of talents (e.g. when using mods that make all talents available to every class). +- Physics optimization: fixed submerged items' physics bodies staying active indefinitely even after they've come to rest due to buoyant forces being applied on them constantly. Now we stop updating bodies that have come to rest on the floor and aren't light enough to float. +- Optimized AI objectives that make bots fetch items (combat, contain item, decontain item, get item). + +Submarine editor: +- Fixed door gaps not appearing in the sub editor until you select the door. +- Fixed sub editor background images not saving. +- Fixed turret lightsource rotation not refreshing in the sub editor when flipping the item. +- Fixed prefab placement breaking in the sub editor if LMB is held while moving the cursor outside of the selection panel. +- Fixed several instances of janky UI interactions in the submarine editor: dragging the selection rectangle now works even if the cursor reaches into the prefab list; letting go of a dragged entity works even if the cursor reaches into the prefab list; the dragged entity no longer goes invisible when reaching into the prefab list. +- Made PowerContainer recharge speed always default to 0. +- Fixed adding resizeable items (like ladders) not being registered in the sub editor's command history, preventing undoing it. +- Changed default reactor output from 10,000 kW to 5000 kW. +- Decreased Winterhalter reactor output and increased its fuel consumption rate. +- Fixed some gap issues in Winterhalter. +- Fixed medics not having access to the toxin cabinet in Barsuk. +- Fixed medic, engineer and mechanic spawnpoints having no tags in Typhon. +- Fixed crashing when trying to multi-edit a string value in the sub editor. +- Fixed dragged objects becoming invisible if you bring the cursor over a UI element in the sub editor. +- Fixed screwdrivers and wires in your "inventory" being included in the total item count in the sub editor's wiring mode. +- Fixed entities that were below the cursor when starting to resize a structure staying highlighted during resizing. +- Fixed sub editor treating the autosave interval as minutes instead of seconds (saving every 300 minutes instead of 300 seconds). + +Fixes: +- Fixed "power flowback" issue in turrets. As of the power rework, wires connected to the same input or output pin of a device are considered to be in the same grid, which in practice meant a turret could be connected to another supercapacitor through the power_in connection of another turret, even if there was no direct connection between the 1st turret and the supercapacitor. Now the turrets (and electrical discharge coils) need to be wired directly to the supercapacitor. +- Fixed brief freezes when monsters spawn mid-round. +- Fixed turrets linked to the same loader messing up the upgrade store UI and causing item swaps to cost more than they should. +- Fixed submarines always saving in the root folder of a local mod, instead of the subfolder they were originally in. +- Fixed Reaper's Tax not stacking. +- Fixes to ruin decals in a bunch of ruin modules. +- Fixed a waypoint issue in the Alien_Entrance3 ruin module. +- Removed oxygen tanks from DockingModule_01_Colony. +- Fixed duct block's misaligned broken sprite. +- Fixed status monitor calculating linked hulls' water amounts incorrectly (displaying the average of their water percentages, which isn't correct if the hulls aren't the same size). +- Fixed inactive components (components not currently sending any signal) not reactivating if their output is set to a non-empty value. +- Fixed missing gap in SecurityModule_02. +- Fixed lack of outpost events in difficulties past 80 (which no longer occur normally but still exist in old saves and mods). +- Fixed lithium and magnesium descriptions. +- Adjusted hulls in DockingModule_02_Colony to prevent bots from jumping off the ledge. +- Fixed motion sensors detecting pets as monsters (pets are now a separate target type). +- Fixed helmets not protecting against concussions. +- Fixed safety harness not protecting against lacerations. +- Fixed increasing an item's HealthMultiplier not increasing the current condition (so e.g. doubling the item's max health would cause it to have 50% condition). +- Fixed successive event dialogs in the same prompt scrolling the prompt back up and then down. +- Fixed missing "pirateclothes" inventory icon. +- Made bots better at figuring out which button controls a door when there's some complex circuit involved. Previously the bots would try to find a button connected to any of the door's connections via wires/circuits, now only the toggle and set_state inputs are considered. +- Bots now clearly prefer using buttons linked to the door in the sub editor. Can be used as another way to help bots figure out which button they should press in situations with multiple buttons and complex door control logic. +- Fixed bots failing to find a path to a couple of spots on Herja. +- Fixed alien materials (physicorium, incendium, fulgurium, dementonite, paralyxis) not being shown on the mineral scanner. +- Another fix to cave generation to prevent it from creating impassable paths. +- Fixed inability to use manual assignment for bot orders with options. +- Fixed all boolean components (And, Or, Xor) using the And Component's tooltip for the "timeframe" property. +- Fixed boolean operator component (And, Or, Xor) timeframes not working correctly in some situations (non-zero timeframe, empty false output). The component would deactivate as soon as it stops sending an output, which could prevent some inputs from timing out (meaning that the component could send a signal again as soon as it receives signal A, even if signal B hasn't been received within the timeframe). +- Fixed PUCS consuming the medical item inside it when a welding fuel or incendium tank is inserted. +- Fixed a level generation issue that sometimes made the level impassable if there happened to be a cave right above the outpost. +- Fixed holes on sloped walls being impossible to pass through when you're swimming straight down/up (or straight right/left depending on the wall): the walls are technically considered either horizontal or vertical (depending on the angle of the slope), and you would have to swim in a direction perpendicular to this "technical" direction of the wall. +- Fixed retrying the Hognose mission making a new Hognose join your crew every time. +- Fixed idling NPCs sometimes getting stuck on ladders. +- Fixed mirrored turrets being displayed backwards on the status monitor. +- Fixed character's hands getting "stuck" if you handcuff yourself while dragging someone. +- Fixed dragged character's arms not being pulled towards you, making it look like you're dragging them without touching if you run or walk away while dragging. +- Fixed dragged bots slowly moving constantly, preventing them from switching to the normal standing pose. +- Fixed bots having trouble fixing leaks in multi-hull rooms: they were required to be in the same hull as the leak, which prevented them from fixing leaks in e.g. R-29's bilge. +- Fixed combat missions not ending the round if both crews are dead. +- Fixed bots stating the name of the character they're firing at with turrets, making it seem like they know the name of every pirate they come across and magically recognize them through the walls of the enemy sub. +- Fixed Chaingun rotation speed not being affected by the weapons skill. +- Fixed crashing when using ':' in item assembly names on Linux platforms. +- Fixed ImmuneToPressure ability flag being ignored on characters who don't need air (in practice meaning that you can get killed by pressure if you get huskified even if you have a talent that makes you immune to pressure). +- Fixed geneticmaterialcrawler_unresearched3 producing mudraptor genes. +- Fixed linked subs still sometimes getting placed on the wrong side of the docking port when switching subs. +- Fixes to ruin door connections, wiring and connection panels. +- Fixed "insurance policy" giving the money to the dead character instead of the bank. +- Fixed damage to mirrored wall pieces resetting between rounds. +- Increased the minimum width of cave tunnels to prevent impassable paths. +- Fixed deconstructor input slots becoming unlocked when starting a new round while the deconstructor is running. +- Fixed Grenade Launcher quality doing basically nothing, because it increased the minuscule amount of blunt force trauma the grenade causes on impact instead of the explosion damage. +- Fixed vitality modifiers not being taken into account in the readings in the health interface. For example, gunshot wounds on the head cause a x2 larger vitality drop than on other limbs, but this wasn't displayed on the health interface. +- Fixed Planet Neon Sign sprite bleed. +- Fixed level resource spawn rate not properly respecting the resource spawn chance values of level generation parameters. +- Fixed some text overflows in the hiring menu when using a small HUD scale. +- Fixed name on an ID card resetting to the original name if you rename a character and then start a new round. +- Fixed handcuffs in the backmost hand being drawn in front of the character. +- Fixed water splashes appearing in an incorrect hull when a character's limb moves from a flooded hull to another hull, where the limb is no longer underwater. +- Fixed crashing when a signal causes a wired item to be dropped (e.g. when you attach a detonator to a destructible ice wall and blow it up). +- Oxygen generators and shelves don't fill up oxygen tanks when on fire. Caused repeated explosions when the tank constantly refilled and re-exploded. +- Fixed "gene harvester" and "deep sea slayer" working on all enemies, not just monsters. +- Fixed floating point inaccuracy sometimes preventing items from being used as fabrication ingredients (e.g. an oxygen generator may sometimes only fill tanks up to something like 99.9998%, which prevented it from being used in recipes that require a full tank). +- Fixed item picking timer (e.g. detaching an item from a wall) ticking down when the game is paused. +- Fixed outpost supply cabinets missing the oxygen tank spawns. +- Made the water current outside the levels start from the same point where monsters start heading towards the level, to make sure monsters can't escape too far from subs with a weak engine. +- Fixed hardened diving knife recipe. +- Fixed probability multiplier not being shown in wearable tooltip if the damage multiplier is 1. +- Yet another attempt to prevent beacon missions from failing for apparently no reason: sonar monitors won't get damaged by water after the beacon's been activated. +- Fixed text selection in a textbox stopping when the cursor goes outside the box. +- Fixed fire, breach and intruder report icons not being shown to anyone. +- Fixed missing/unwired lighting in ResearchModule_02_Colony. +- Remove particles when switching screens (otherwise e.g. particles from the previous round are still in the level if you happen to be looking at the right spot). +- Thalamus or ice walls can't be welded. +- Quick-reloading tries to reload the item whose contained items have the lowest condition. In other words, if you've equipped 2 weapons, quick-reloading reloads the one with the least ammo instead of the one that's the first in your inventory. +- Fixed erroneous dementonite and depleted fuel tool recipes. +- Fixed swapping a scaled turret/hardpoint causing the new one to be misplaced. +- Fixed inability to upgrade the sub or do maintenance if you buy and opt to switch to a new sub, and then go to the submarine switch terminal to cancel the switching. +- Fixed stolen items becoming non-stolen when deconstructed. +- Fixed ItemContainer UI popping up (with no visible inventory slot) when you pick one up, e.g. picking up a detonator from the floor. +- Fixed "[E] Rewire" hover text being shown on attachable items that haven't been attached to a wall (even though they can't be rewired until attached). +- Fixed trying to bind multiple console commands to the same key with the "bindkey" command crashing the game. +- Fixed high-quality revolvers having no difference to normal-quality ones. They should get a 10% damage boost per quality level but didn't, due to incorrectly configured quality stats. +- Fixed multiple monster missions sometimes spawning the monsters close to each other, causing them to attack each other. +- Fixed monsters sometimes using the wrong animation parameters while idling (or moving slowly). +- Fixed nuclear depth decoy using the same sprite as the normal depth decoy. +- Fixed fractal guardian VitalityMultipliers being configured incorrectly (using the "type" attribute but with affliction identifiers instead of types). +- Fixed incorrectly sized thalamus wall colliders, added background sprites to the walls. +- Fixed "tried to overwrite a submarine that's not in a local package" error when loading and trying to save a submarine autosave file. +- Fixed location portraits sometimes not showing up in the mission tab. Happened when we initialized the mission tab before the portrait had been loaded. +- Fixed Coilguns and Chainguns not always playing the firing sound when fired. Happened because their audio clips were so long (albeit mostly silent) that firing them continuously led to a ton of clips playing simultaneously, exhausting the available audio channels. +- Fixed monster missions' sonar marker being placed incorrectly if a monster ends up inside the sub, making it look as if the monster was far outside the level. This often made it look like the monster was moving away from the sub when trying to approach its position as it appeared on the sonar? +- Fixed bandolier (and other items that give bonuses when worn) giving bonuses when the item is held. +- Fixed mod texts being briefly misaligned when scrolling down the list of unpublished mods. +- Fixed light sprite rotation not getting refreshed when placing an attachable item on a wall when lighting has been disabled with console commands. +- Fixed supercapacitors showing 1% as the initial recharge rate because the recharge rate defaulted to 10. +- Fixed some ending options of the "good samaritan" outpost event not ending the event. +- Fixed random (non-mission) events disappearing from outposts when you save and quit. + +Modding: +- The tutorials are now implemented using the scripted event system, and are fully moddable. New tutorials can be implemented in xml or using the event editor, and the system could potentially be used for other types of content too (scripted "scenarios" perhaps?). +- Added DamageMultiplier and LaunchImpulse to Turret. LaunchImpulse is now defined on turrets instead of ammunition (total impulse is the sum of turret + ammunition). +- Added SnapRopeOnNewAttack property to Attacks: allows characters to switch attacks without snapping ropes from previous attacks. +- Added dividebylimbcount to Explosion, which determines whether the damage is spread out among limbs (if set to true). +- UpgradeCategories with no upgrades in them are hidden from the upgrade menu (i.e. if you modify the upgrades so some of the vanilla categories no longer contain any upgrades, those categories won't be shown). +- Added CheckTalentAction, which can be used in events to check whether a target has unlocked a specific talent. +- Changed how submarine upgrades are calculated: now no longer adds previous levels' cost to the price, but rather relies on higher increasehigh values. +- Made NPC personality traits a separate content type instead of defining them in the localization files. +- Fixed OnDeath status effects defined in afflictions not working. Did not affect any vanilla content. +- Fixed crash when controlling a character with more than 10 "Any" inventory slots. Did not affect any vanilla content. +- Fixed custom husk appendages' textures failing to load. +- Added new properties to StatusEffect's SpawnCharacter feature: Stun, AfflictionOnSpawn, AfflictionStrength, TransferControl, RemovePreviousCharacter, TransferBuffs, TransferAfflictions, TransferInventory. +- Fixed bots always choosing their "personality trait" from the first 6 even if more are modded in. +- Fixed affliction names and descriptions being empty if they're not available in the selected language or configured in the affliction .xml file directly. +- Fixed custom husk afflictions not always working properly, because the vanilla husk affliction was sometimes used instead of the custom husk affliction. +- Fixed ExtraLoad working the wrong way around on PowerTransfer components that generate/consume power (the extra load would supply power to the grid). Does not affect the vanilla game, because neither junction boxes or relays generate or consume power. +- Fixed crashing if Afflictions defined in an Attack can't be found. +- Fixed crashing if a Throwable has an OnActive StatusEffect that removes or kills the user. +- Fixed items/structures falling back to the description defined in the .xml even if it's empty, if the description is not defined for the selected language. Now descriptions fall back to English when not defined for the selected language. +- Fixed the "reloadwearables" and "loadwearable" console commands crashing the game when used outside the character editor. +- Fixed character editor crash if you first reload textures and then recreate the ragdoll. +- Fixed inability to localize item names if the name is defined directly in the item config. +- Allowed defining where mineral mission resources are spawned using the "positiontype" attribute. The supported types are "MainPath", "SidePath", "Cave", and "AbyssCave". +- Fixed console errors when trying to check int values with PropertyConditionals. +- Fixed melee weapon's StrikingPowerMultiplier only affecting the afflictions defined in the Attack, not the ones defined in the status effect. + +--------------------------------------------------------------------------------------------------------- +v0.18.15.2 (MacOS only) +--------------------------------------------------------------------------------------------------------- + +- Fixed crashes on MacOS 10.13 and 10.14. This seems to have happened because Microsoft quietly dropped support for these versions in .NET Core in late 2021, and we didn't realize until this hotfix when we deployed with a sufficiently new version of the technology. +- Fixed inability to use the voice chat on some MacOS versions, due to the game not having permissions to access the microphone as a result of the aforementioned .NET Core upgrade. + +--------------------------------------------------------------------------------------------------------- +v0.18.15.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed frequent crashing in the submarine editor. The crashes were caused by modifying multiple entities at the same time, such as by selecting an entity of the same type as the last entity that was edited. +- Fixed dragged objects becoming invisible if you bring the cursor over a UI element in the submarine editor. +- Fixed a bug that sometimes caused radio voice chat to be muffled. + +--------------------------------------------------------------------------------------------------------- +v0.18.15.0 +--------------------------------------------------------------------------------------------------------- + +Changes: +- Show a warning when trying to switch to a submarine that's low on fuel or to a submarine that has no manually placed items to prevent softlocking the campaign if you switch to a sub that has no fuel. Whether a submarine is considered to have manually placed items can be set when saving it in the submarine editor (the checkbox "manually outfitted" in the saving dialog). +- Also show the low fuel warning when leaving an outpost without enough fuel. +- Handheld sonars can't detect minerals from inside the sub. +- Changed the plus and minus button in the campaign settings into arrows. The button on the right increases difficulty, which in the case of the starting balance and supplies means reducing them, making the plus and minus buttons misleading. +- Reduced costs of handheld weapon ammunition significantly. +- Up revolver & harpoon shop availability (especially at military outposts / armory merchants) +- Slightly reduced effectiveness of harpoons and revolver round to compensate for the cheaper / more available ammo. +- Changed recipes for Handcannon, Assault Rifle and Auto-Shotgun. Weapon crafting is more expensive, to compensate for cheaper ammo. +- Adjusted numerous other recipes and price costs of materials. Previously little used materials (like tin) are now used more. +- Partially reintroduced the "toggle inventory" keybind, now called "toggle entity list". Even though toggling the in-game inventory is no longer possible, the keybind can be used to change the hotkey for toggling the sub editor's entity list. + +Fixes: +- Fixed shuttles getting misplaced when switching and transferring items to a new sub with shuttles. +- Fixed inability to damage items (such as monster eggs) with melee weapons or handheld weapons. +- Fixed "failed to parse the string 'COLOR.GUI.GREEN' to Color" errors when using the submarine upgrade interface in Spanish. +- Fixed items with a projectile component (e.g. bullets, harpoons, syringes) going through external walls when dropped. +- Fixed incorrect value in the "too many lights" error message in the sub editor. +- Fixed lightcomponent not getting refreshed when flipping a lightcomponent horizontally. +- Fixed extra cargo defined in the server settings spawning every round in multiplayer campaign. +- Fixes wreck corpses' damage visuals (bloodstains, burns) not showing client-side. +- Fixed wearables that are worn (or held) in multiple limbs applying skill bonuses multiple times (e.g. when holding a bandolier with both hands). +- Fixed console error when deselecting all target types from a motion sensor in the sub editor. +- Fixed crashing when multi-editing motion sensor targets in the sub editor. +- Fixed one of the path unlock event texts still using the old price (talking about 12,000 mk even though the price is 4,000 mk). +- Fixed money getting incorrectly deducted on the client side when buying items from the vending machine. +- Fixed item transfer taking items from non-interactable containers. +- Made depleted fuel sprite darker to match the rest of the "depleted" items. +- Fixed PUCS's autoinjection feature sometimes causing performance drops in multiplayer. +- Fixed "tried to overwrite a submarine that's not in a local package" error when you delete a sub that's in a local package and try to resave it. +- Fixed misaligned broken duffelbag sprite. +- Fixed full-white x-ray monitors. +- Fixed FPS drop when adjusting character appearance in the campaign setup menu or server lobby. +- Fixed tunnels at the beginning or end of the level sometimes being too narrow to pass through (especially with a small sub) when there's no outpost at that side of the level. +- Fixed missing background sprite in duct block. +- Fixed water particles not showing up when water is flowing down a duct block. +- Fixed changing the scale of resizeable structures (such as background doors) messing up the outline of linked subs in the sub editor. +- Fixed non-player-team interactable items getting transferred on sub switch. +- Fixed ballast flora root emitting particles when damaged client-side, even if it's already been destroyed. +- Fixed recycle recipes for Piercing Ammunition Box and Pulse Tri-Laser Fuel Box. +- Fixed some lights (e.g. vending machines, neon lights, holographics displays) looking different in the sub editor than they do in-game. +- Fixed undocked shuttles remaining undocked if you save and start a new game with the same submarine during the same session. Restarting the game fixed the issue though. +- Fixed sonar markers going crazy if the start and end locations have the same name + added some more variety to location names to prevent duplicate location names. +- Fixed multiediting an ItemComponent modifying all the components of that type in all the selected items (e.g. when editing the 1st light component of a switch, all lights in all switches would be edited). +- Fixed melee weapons not damaging structures from outside. + +Modding: +- Fixed removing a door mid-round crashing the game. Does not affect the vanilla game, because doors are never removed mid-round. +- Fixed having a vending machine in your inventory crashing the game due to the 0-capacity input inventory of the machine. + +--------------------------------------------------------------------------------------------------------- +v0.18.12.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed medical doctor tutorial throwing an error and freezing in most languages other than English. +- Fixed occasional disconnects with the error "the given key was not present in the dictionary" when giving orders or reporting things in multiplayer. +- Fixed occasional crashes caused by AIObjectivePumpWater. +- Fixed certain looping item sounds (oxygen generators, vents, reactor) being too quiet to hear. +- Fixed one of texts not appearing in the "captive souls" event. +- Fixed inability to fabricate rubber shells. + +Modding: +- Fixed crashing when a MonsterEvent fails to find the character prefab. + +--------------------------------------------------------------------------------------------------------- +v0.18.11.0 +--------------------------------------------------------------------------------------------------------- + +Bugfixes: +- Disabled project-wide invariant globalization, which was meant to address "couldn't find a valid ICU package installed on the system" errors on some Linux distributions. The fix caused issues with case-insensitive comparisons and converting to upper or lower case in non-latin alphabets. +- Fixed tutorial characters spawning without a headset. +- Fixed inability to bind keys to LMB by clicking on the input box. + +--------------------------------------------------------------------------------------------------------- +v0.18.10.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed "index out of range" error when joining a server where's someone's rewired items. +- Fixed some mission messages being displayed as "missionmessage0.nameofthemission". + +--------------------------------------------------------------------------------------------------------- +v0.18.9.0 +--------------------------------------------------------------------------------------------------------- + +- Updated translations. +- Fixed crashing when a mod includes event sets that reference a non-existent event. +- Backwards compatibility: readded some mission events we'd removed since the previous update. + +--------------------------------------------------------------------------------------------------------- +v0.18.8.0 +--------------------------------------------------------------------------------------------------------- + +Balancing: +- Added some new campaign settings: starting balance, amount of starting items and difficulty. +- Cargo mission reward of construction materials has been reduced to be less balance-breaking. +- Revisited all item spawns. Drastically reduced and adjusted the spawns everywhere. Disabled some spawns in campaign. All the subs should now start with a bare minimum in the campaign. +- Reduced selling price to ~25% of base price to avoid getting too rich from looting too early/easily +- Increased effect of "Requested Goods" to be 2x to compensate for the decreased selling price. +- Alien artifacts and trinkets can still be sold for a high price at research stations. (2x modifier, to compensate for the reduced selling price) +- Removed batteries from Headset, to reduce the value of selling/deconstructing these. +- Duffelbag deteriorates over time when in use, and now is carried with both hands. +- All items now deconstruct into less materials than it takes to construct them. Avoiding infinite construction/deconstruction loops for easy skill leveling. +- (Temporarily?) Removed most hand-placed items from the vanilla subs to make balancing and debugging the auto item placement easier. +- Revisited crew corpse spawns. The id cards are no longer manually placed. The cards found from the crew now actually work. +- Minor adjustments to bandit loadouts. +- Changes to chaingun. Now fires 500 shots instead of 200 per ammo box, at the cost of DPS. +- Added shredder rounds for chaingun, as an option against armoured targets. +- Adjusted the armor penetration of all turrets. +- Made location evolution take a little longer, colonies cannot be formed closer than three steps to another colony. +- Made wreck missions a little more common. +- Adjustments to the preferred containers (= where things are spawned and where they should be placed). +- Changes to the existing missions and how they are distributed. Added new missions. +- Reduced the costs for unlocking the biomes. +- Adjustments to the monster spawns. +- Changes to the item "gating". Some items don't appear early in the game anymore. +- Adjustments to the mission specific variants of the monsters. +- Added a large Crawler variant for some missions (removed the Swarmcrawler that was used for crawler missions). +- Halved Mudraptors' priority for eating dead bodies. +- Reduce nausea chance of energy drink to 25%. +- Changes to the campaign progression in general. +- Changes to the level generation parameters, especially in Cold Caverns and the Ridge. +- Changes to the level resources distribution. +- Changes to the event manager settings (that affect the monster spawns). +- Adjusted and normalized the item loadouts for all the jobs. + +Chat improvements: +- Chat mode (radio/local) can be toggled using a dropdown next to the chat box or with a dedicated "ToggleChatMode" keybind (R by default). +- Voice chat now has only one push-to-talk keybind (V by default) which respects the selected chat mode. +- There's now a dedicated "ActiveChat" keybind (T by default) to open the chat using the currently active chat mode. +- If you want to keep the chat keybinds the way they were (separate keybinds for local and radio), you can rebind the "Chat" and "RadioChat" inputs back to T and R and the new "ToggleChatMode" and "ActiveChat" inputs to something else. + +Changes and additions: +- Added damage overlays to characters (characters who've taken damage look damaged). +- Added two new beacon stations. +- Added a bunch of new UI sounds (tickbox toggling, confirming transactions, increase/decrease sounds for number inputs, cart sound for adding/removing items in store interfaces, selecting/clicking components, sliders and modlist). +- Added UI volume slider. +- Show a verification prompt if an automated circuit tries to make the submarine undock from or dock with an outpost. Prevents campaign getting softlocked if someone rewires the docking port in a way that makes it dock/undock immediately at the start of around. +- Color subs in the sub editor's list to indicate whether they're vanilla, workshop or local subs, added a tooltip that explains why some of them cannot be deleted through the editor. +- ID cards can now be purchased from outposts. The card gets assigned the appropriate tags for the character doing the purchase. +- Clients need to wait 1 minute if their vote gets rejected before they can start another vote of the same type. +- Increased the priority of explosion particles to make it less likely for them to not appear when the particle limit has been reached. +- Made matriarch genes slowly heal bleeding (not just afflictions of the type "damage") to get it to be more in line with the description. +- Adjusted small water flow sounds: lower max volume, lerp volume according to the water flow (-> small leaks are much more quiet). +- Added energy drinks and protein bars to vending machines. +- Reduced Winterhalter engine power drain (from 6000 total to 4250). +- Decorative level objects (plants and whatnot) can spawn on outpost walls. +- Adjustments on the particle effects of chaingun and coilgun. +- Added non-lethal rubber bullets for riot shotgun. +- Added a server setting to change if the looted money goes to the player or to the bank. +- Improved tooltips in the wallet menu to make their function more clear. +- Corpses can now be grabbed in singleplayer to loot money. +- Made the crew wallet menu update when the players permissions change. +- Prevented selling items from submarine containers tagged with "dontsellitems", instead of "donttakeitems". +- Removed merchant balance effect on item prices. +- Replaced "item sell value" with the location reputation effect on the store interface. +- Hide AppData path from tooltips in the sub editor to prevent exposing the user's name. +- Made the descriptions of some materials (that used to just say "useful for crafting") more descriptive. +- Increased oxygen generator output in some vanilla subs. +- Made handheld sonar beacon sound less grating. +- The client who initiated a vote cannot take part in that vote (except if they're the only client who can vote, in which case the vote automatically passes). +- Made flashlight flicker before the battery runs out. +- Added some lootable money to corpses found in wrecks. +- Removed the small equipment indicators next to the character portrait. +- Weapon holders now use the tag "mountableweapon" instead of "weapon" to determine which items can be placed in them. Allows tagging non-weapon items as mountable in the holder, without making bots consider it a weapon due to the "weapon" tag. Also allows to keep some weapons not-mountable. +- Ammunition Shelf can now also store Depth Charges ("depthchargeammo" tag added) +- Doors and hatches can now be mirrored in the sub editor (making them open from top to bottom, or from right to left). +- Depth charges can be stored in coilgun ammo shelves. +- Adding preview images to wrecks, beacon stations, outposts or enemy subs isn't allowed in the sub editor (unnecessarily bloats up their file size, as the preview images aren't visible anywhere). + +Performance: +- Improved the performance statistics view that's enabled with the "showperf" console command: more fine-grained stats and easier-to-read visuals. +- Optimized AI pathfinding when they're trying to find a safe hull. Particularly noticeable in colonies when the NPCs are fleeing from something. +- Optimized character status effects (e.g. health regen and other constant damage reductions). +- Optimized watcher's acid clouds. +- Optimized loading submarines. Reduces loading times especially when there's lots of items in the sub. +- Lighting optimization: now some unimportant (dim and small) lights are hidden when there's lots of light sources visible on the screen at the same time. The maximum number of visible lights can be adjusted in the game settings. +- Lighting optimization: the number of light recalculations per frame is limited, meaning that when there's lots of moving, shadow-casting lights visible, the game doesn't try to recalculate the shadows all at the same time. +- Lighting optimization: simplify the light rendering when zoomed very far out (e.g. when looking through a periscope). +- Optimized status effects that modify items' conditions every frame (for example, oxygen tank shelves that fill up oxygen tanks). +- Optimized many status effects by making them only execute once per second instead of every frame (most importantly, diving suits and volatile fuel rods). +- Optimized talents: buffs are applied to characters periodically instead of every frame. +- Optimized the logic that bots use to determine the safety of hulls. +- Optimized items: stop updating items that don't need to be updated more aggressively. +- Optimized bot AIs: in particular, the cleanup, repair, pump water and load items objectives. Should significantly improve performance when the bots are doing these objectives when there's a large number of items in the sub. +- Optimized entity culling logic (determines which items/structures are currently visible in the screen). +- Optimized a bunch of textures. + +Fixes: +- Fixed server not refreshing the power grid when a client disconnects and reconnects a power wire. +- Fixed hull updates not being sent if the water/oxygen/fire in the hull doesn't change server-side, preventing the hull's status from getting corrected if a client somehow ends up out of sync. +- Fixed ballast flora sometimes becoming unkillable in multiplayer. +- Attempt to fix tab menu crew list sometimes getting stuck to a broken state at the beginning of a round. +- Fixed inability to access the character tab in the tab menu when dead (preventing you from creating a new character). +- Fixed occasional "hash calculation for content package xxxx didn't match expected hash" errors when updating/enabling certain mods. +- Fixed preview sometimes breaking in the character customization menu when switching the hair or accessories on Linux or Mac. +- Fixed fonts not getting rescaled when changing resolution. +- Fixed misplaced hull in the beacon stations. +- Fixed ability to pick up items and take items from other characters when controlling a character whose inventory is inaccessible while alive. +- Fixed message box about a too large preview image not being shown when trying to publish one in the Workshop (instead throwing the generic "publishing failed" error). +- Fixed Venture airlock (missing button, inner door wiring). +- Fixed level floor not being visible on the sonar. +- Fixed bots being unable to shoot with a turret whose line of sight is blocked by another turret (even though the projectiles can go through the turret). +- Fixed switching a sub making its preview image disappear from the submarine switch menu. +- Fixed an issue where the client was adding mission rewards into the bank on their screen causing desync. +- Fixed item assemblies still getting misaligned when saving. +- Fixed crashing when there's no audio device available (no speakers/headset connected) and a character enters water. +- Fixed crashing when trying to save an item assembly with a space at the end of the name. +- Fixed crashing when a character tries to operate a turret from outside the sub. +- Fixed submarine name being set to a truncated value in the submarine save dialog if the submarine name text at the top of the screen gets truncated, leading to a crash if you try to save the sub with that name. +- Fixed devices whose power consumption is set to 0 not working when not connected to a grid. +- Fixed outpost NPCs choosing the item to spawn for the device they're operating randomly, occasionally causing them to for example load reactors with volatile rods. +- Clients replicate sending chat messages to wifi components in mp. Fixes radio-linked wifi components not receiving the signals client-side. +- Fixed tab menu staying open during loading screens. +- Signal components' and terminals' sprites don't mirror horizontally in mirrored subs (what's a DNA, RO, ROX or XEGER component??). +- Fixed inability to rewire any docking ports in outpost levels, even if the port is not docked with anything (should only apply to the port docked with the outpost). +- Fixed "Ignore This" orders being wiped when loading an existing multiplayer campaign save. +- Fixed abyss area being very small in the Aphotic Plateau, preventing the abyss monster from reaching you if you go deep enough. +- Fixed status monitor displaying small amounts of water as 1% even though water detectors output 0%. +- Fixed autopilot conflicting with VELOCITY_IN inputs (now signals override the autopilot for 1 second). +- Fixed ConversationAction getting interrupted when opening an input-blocking menu in single player. +- Fixed sprite bleed in chaingun ammunition boxes. +- Fixed appearance of specific named NPCs being inconsistent (e.g. Captain Hognose sometimes being a woman or not having an eyepatch). +- Fixed certain scripted events getting stuck if you switch characters in single player (e.g. the events that require you to interact with fliers on the wall). +- Fixed crashing when the source of a rope is removed (e.g. when a latcher despawns while latched on to the sub). +- Fixed votes always going through if no-one votes. +- Fixed energy drink giving x10 more haste when used via the health interface. +- Fixed the monster spawns for the new game plus not working (currently a placeholder set). +- Fixed monsters spawning from missions not avoiding the engines. +- Split campaign state networking messages into multiple ones. Previously all the campaign-related data (map state, reputation, upgrades, purchased items, selected missions) was included in the same message, and whenever anything in the data changed, the server would send all of it to clients. This would cause performance and bandwidth issues in some situations, for example when reputation was changing rapidly. +- Fixed some pumps in Kastrull working without power. +- Fixed quick-reloading working incorrectly when trying to reload from a stack that doesn't fully fit in the weapon (e.g. when double clicking on a full stack of revolver rounds with a half-loaded revolver in hand). +- Fixed inability to quick-reload weapons with more than 1 inventory slot (e.g. autoshotgun). +- Fixed outpost NPCs having x3 more health than they should. +- Fixed morbusine not killing NPCs with higher-than-default health. +- Fixed graphics errors when using Razer Cortex overlay. +- Fixed bots being unable to repair Winterhalter's top hatch. +- Fixed server crashing if you disable all mission types and try to start a mission round. +- Fixed Chinese/Japanese/Korean text not wrapping properly on terminals. +- Fixed bots sometimes walking towards a wall or holding the ladders when they are idling. +- Fixed "main docking port" property not being taken into account when placing outposts (= the outpost was placed with the assumption that the docking port closest to the sub's center is the main docking port). Sometimes caused the outpost to be placed too close to the level walls, preventing the sub from docking with it. +- Fixed ladders not being visible in the sub preview. +- Fixed some UI elements being too large when switching from a large resolution to a smaller one, or vice versa. +- Fixed weapon holder sprite depth. +- Fixed level editor's test mode generating a different level than the editor itself. +- Fixed ballast flora branches that have been disconnected from the root not being considered disconnected after a level transition (allowing them to keep growing). +- Fixed "set default bindings" not doing anything in the settings menu. +- Fixed door/hatch gaps not getting moved when snapping to grid in the sub editor. +- Vertically mirrored beds can't be laid on. +- Fixed wrecked reactors being forced to non-interactable even if made interactable in the sub editor. +- Fixed keybinds shown in the controls tab not refreshing when resetting the binds. +- Hopefully fixed colonies sometimes not including some modules (most often the armory module). +- Fixed ready checks sometimes ending at a slightly different time client-side compared to the server, allowing you to answer the prompt even though the time to answer already ended server-side. +- Fixed large terminal welcome messages going slightly outside the bounds of the listbox. +- Fixed overlapping in the tab menu's mission tab when there's more than one mission selected. +- Fixed fabricators and deconstructors playing the sounds even if they're out of power. +- Fixed occasional "hash mismatch for downloaded mod" errors on Linux. +- Fixed clients occasionally spawning as the old character after they've opted to create a new one. Only happened if the client hadn't died and was still controlling the old character at the end of the round. +- When a client creates a character with a new name, the client's name is changed to match it after they spawn as that character. +- Fixed enabled mods getting disabled when updating them in the mods menu. +- Fixed a rounding error in Sprite.DrawTiled that sometimes caused an extra 1-pixel line on some scaled and flipped structures (e.g. certain wall pieces scaled to 0.6). +- Fixed Orca 2 still using the old chaingun charge time. + +Modding: +- Added "mod lists" which can be used to enable/disable sets of mods more easily. +- Option to choose which local mod(s) to add a submarine to when saving one in the submarine editor. +- Mods can be unsubscribed from by right-clicking on them in the mod list, and it's possible to unsubscribe from multiple ones at the same time by using ctrl+click or shift+click to select more than one. +- Local mods can be merged in the mod list by selecting the ones you want to merge and selecting "merge all selected" from the right-click context menu. +- Better filtering in the mod list: option to only show local mods, Workshop mods, published mods, submarines and/or item assemblies. +- Added "SameInventory" spawn position type to status effects (allows spawning items in the same inventory the entity applying the effect is in). +- Added support for multiple light components in wearables. +- Fixed permanent stats given by talents not getting synced to clients in multiplayer (doesn't affect any vanilla talents). +- Fixed nullref exception when trying to trigger a location type change to a type that doesn't exist (doesn't happen in the vanilla game). +- Added an extra tag to the "canned heat" talent to make it easier to add custom upgradeable tanks that aren't compatible with vanilla tools. +- Option to make status effects drop the items contained inside the target item (usage example in the duffel bag). +- Level object, cave and mineral commonness can be defined based on the biome instead of the level generation parameters (= no need to define commonness for "coldcavernsbasic", "coldcavernsmaze" etc separately). +- Option to define ConversationAction texts directly in the event xml (instead of having to always define them in a spearate text file). +- Extended CustomInterface functionality with NumberInput elements that allow using float values ("numbertype") and defining the increment size ("step") the number of decimal places ("decimalplaces"). (Thanks, mLuby!) +- Implemented element for removing all the child elements of an element in a variant file. +- TriggerComponent now supports negative forces: negative force value will cause the it to pull triggerers towards it. +- Multiple TriggerComponent properties can now be modified through signals and CustomInterface components. + + +--------------------------------------------------------------------------------------------------------- +v0.17.16.0 +--------------------------------------------------------------------------------------------------------- + +Changes: +- Added some tutorial information to the data sent to GameAnalytics. + +Fixes: +- Fixed an exploit that allowed modified clients to execute console commands server-side without the appropriate permissions. +- Fixed NPCs spawning without any items when the system language is set to Turkish. + +--------------------------------------------------------------------------------------------------------- +v0.17.15.0 +--------------------------------------------------------------------------------------------------------- + +Fixes: +- Fixed crashing if a custom language doesn't configure NPC personality traits or conversations. +- Fixed crashing when you try to disguise as someone else when using a mod that overrides the vanilla human config. +- Fixed characters getting instakilled if you dive too deep in the sub editor test mode. + +--------------------------------------------------------------------------------------------------------- +v0.17.14.0 +--------------------------------------------------------------------------------------------------------- + +Changes: +- Display both wallet and bank balance on campaign interfaces when the player has access to the bank funds. + +Fixes: +- Hopefully fixed the frequent "SteamP2P connection timed out" errors during loading screens. +- Fixed "missing entity" error when a character who's stats have been modified by a talent gets removed (e.g. eaten by a monster, despawning). +- If starting a multiplayer round takes a long time, instead of throwing the "did not receive STARTGAMEFINALIZE message" error, you're asked whether you want to keep waiting or return to the lobby. +- Fixed "failed to parse the string 'COLOR.GUI.GREEN' to Color" errors when using the submarine upgrade interface in Spanish. +- Fixed junction boxes not deteriorating over time. +- Fixed turrets being able to fire without consuming power when the power is wired to some other connection than power_in. +- Fixed broken supercapacitors providing unlimited power to turrets. +- Fixed IsMale/IsFemale properties resetting when saving and reloading (not used by the vanilla game). +- Fixed haloperidol not healing psychosis. +- Fixed ballast flora sometimes becoming unkillable client-side when entering a new level. +- Fixed the Server Log button overlapping campaign interfaces by hiding it whenever a campaign interface is open. +- Fixed an inconsistency in the assault rifle mag recipe. +- Fixed job not showing up in ID card description. +- Fixed store interface not being updated when the player balance changes. + +--------------------------------------------------------------------------------------------------------- +v0.17.13.0 +--------------------------------------------------------------------------------------------------------- + +Changes: +- Players who are allowed to manage money in the multiplayer campaign can use money directly from the bank without having to transfer it to their wallet first. +- Managing money always requires permissions: unlike other campaign-related permissions, not having anyone with permissions on the server doesn't give everyone permissions. + +Fixes: +- Fixed deconstructors, fabricators and research stations not being powered in some colony modules. +- Fixed power connections not getting recalculated server-side when disconnecting and reconnecting a wire. +- Fixed client context menu not working in the tab menu if the client's not controlling a character. +- Fixed preview image disappearing when saving a sub. +- Fixed custom jobid tags not working on ID cards. +- Fixed crashing with the error "Coroutine Barotrauma.SinglePlayerCampaign+d__16 threw an exception" when trying to give items to a human prefab instance that has no item sets configured. +- Fixed installed mods list not refreshing when uninstalling an unsubscribed mod. +- Fixed outpost reactors using mechanical skill for repairs instead of electrical. +- Fixed outdated Dugong preview image. +- Fixed Deadeye Carbine firing an inconsistent number of rounds per burst in multiplayer. +- Fixed crashing when launching the server with a fresh config file due to the language being set to None. +- Fixed crashing on startup if the workshop mod directory doesn't exist. +- Fixed "Canned Heat" not having an effect on oxygenite tanks. +- Fixed entity list's search results being in a random order in the sub editor. +- Fixed crashing when trying to view an item assembly that contains entities that can't be found in the sub editor. +- Fixed bots not taking medical items' negative effects into account when determining which meds to use, often leading to overdoses/suffocation when using opiates. +- Fixed bots trying to clean up items into deconstructors. +- Fixed clients failing to spawn items with console commands when there's a structure prefab with the same identifier (e.g. ladders). +- Fixed characters being unable to gain skills added by a mod if the job doesn't initially have those skills defined. +- Automatically correct linked submarine paths in the submarine editor. +- Fixed electrical discharge coils sometimes working with insufficient power. +- Fixed crashing when creating a humanoid character in character editor. +- Fixed cargo missions putting cargo in non-interactable and hidden-in-game containers. +- Fixed only the first Powered component being considered when determining how much power an item is supplying to the grid. Prevented alien generators from working. +- Fixed textbox's text position breaking when there's overflow and you're editing in the middle of the string. + +--------------------------------------------------------------------------------------------------------- +v0.17.12.0 +--------------------------------------------------------------------------------------------------------- + +- Updated translations. + +--------------------------------------------------------------------------------------------------------- +v0.17.11.0 +--------------------------------------------------------------------------------------------------------- + +Fixes: +- Fixed occasional crash when talking to an outpost merchant. +- Fixed cargo missions putting cargo in non-interactable and hidden-in-game containers. +- Don't show wallet info on character portrait in other multiplayer game modes than the campaign. +- Fixed certainstructure names not showing up properly in the submarine editor in languages other than English. +- Fixed relays that have "can be overloaded" set to true breaking when overloaded (should never happen because relays can't be repaired). +- Fixed occasional mission mismatch errors in multiplayer when there's a hunting grounds or beacon mission in the level. + +--------------------------------------------------------------------------------------------------------- +v0.17.10.0 +--------------------------------------------------------------------------------------------------------- + +Changes and additions: +- Overhauled colonies: completely new modules, improved layouts, new structures and items, new events. +- Split outposts stores into several different vendors who sell different types of items. +- New store (and sub editor) categories: weapon, medical, diving, and fuel. Reorganized the items into categories. +- Adjusted the amount of colonies in Cold Caverns. +- Added personal wallets. Everyone in the crew now has their personal wallet that they can use to purchase whatever they wish in outposts. The host (or people with campaign management permissions) can distribute a portion of the mission rewards to the crew or transfer money from the shared funds to the players. +- Reworked campaign permissions: removed BuyItems and CampaignStore permissions (no longer needed, since everyone can buy), added ManageMap and ManageHires permissions, ManageCampaign allows gives you all the other campaign-related permissions. +- Items can be purchased from outpost vending machines using the personal wallet. +- Reworked the power distribution logic. Should fix unstability and inconsistencies in power grids involving relays and batteries. +- Adjustments to reactors and supercapacitors to prevent the increased supercapacitor loads from crippling the subs on default recharge rates: slightly increased Humpback reactor output and decreased the default recharge rate of the capacitors, reduced recharge rates in the 3 new subs and set the supercapacitor efficiency to match the rest of the subs. +- Ballast flora improvements: improved damage visuals, branches die when cut from the root, the flora regenerates health at a rate relative to it's size. +- Made text displays and terminals craftable/attachable/detachable. +- Made Concat component's separator field editable mid-round. +- Made Deadeye Carbine fire in bursts. +- Animation adjustment: The head now rotates towards the mouse cursor while aiming or swimming. +- Swim animation adjustment: The body now rotates towards the aim target also when the character is moving, and not only while staying still. Moving while not facing the movement direction results in reduced movement speed. +- Set the bottom hole probability to 0 in Cold Caverns, which reduces the size and the frequency of holes in the level bottom. +- Characters spawn at a spawnpoint appopriate for their job when using the console command "spawn [job] inside". +- Added "low_oxygen" output to oxygen detectors. +- Beacon missions can spawn other types of monsters than just crawlers. +- Made supercapacitors take some damage when they're being charged faster than 70%. +- Increased Orca 2's reactor output. +- Adjustments to mission distribution: only easy missions at the beginning of the campaign, moved some of the more difficult missions later into the campaign. +- Made Not Component's ContinuousOutput property editable in-game. +- Show warnings when saving a sub in the sub editor if any of the entity counts (walls, items, lights, etc) are very high, don't allow saving if the light counts are above the upper limits. +- Added "power_value_out" and "load_value_out" connections to relays, batteries and supercapacitors. +- Boosted the structure damage from the small crawler eggs from 150 to 200. +- Adjusted structure and item damage for coilgun ammunition: piercing 50% less damage, exploding 100% more damage (from explosions), physicorium 50% more damage. +- Don't populate the abyss in difficulty levels 0 to 10 in single mission mode. +- Modified Selkie emergency hatch: can only use it if the shuttle is flooded. +- Reduce the probability for the coilgun to dismember limbs (or break armor). +- Removed submarine download confirmation prompt. All subs that are required to play in a server will be downloaded automatically, which shouldn't be a problem since they're only stored temporarily. +- Buffed ethanol's and tobacco's effects. +- Renamed "details" to "manage" and "permissions" to "rank" in the client management context menu to make them a little more clear. +- Changes to character aiming behavior. +- Water no longer dirties up walls. +- Disabled store category buttons for categories that contain no items. + +Modding: +- An extensive rewrite of how the game handles content packages and loading content. Addresses a ton of issues, inconsistencies and usability issues regarding modding. +- The Mods folder has been replaced by folders called "WorkshopMods" and "LocalMods". "WorkshopMods" is used to store mods installed from the Workshop, and any mods stored in it should never need to be modified manually. "LocalMods" is used for developing mods: installing/updating mods never modifies the contents of this folder to prevent any work from being lost. +- Submarines are no longer saved in the Submarines folder, because it made it easy to get vanilla and custom subs mixed up. The sub editor now automatically creates a new local mod for each saved submarine. +- Remade the Workshop menu and made it a tab of the settings menu. +- More robust handling of mod load order, overrides and variants. +- Clients now download the mods a server is using directly from the server, fixing content mismatches when for example trying to join a server that uses outdated mods. +- Mods now have version numbers to make it easier to determine which of the players are out of date. +- The Workshop preview images are no longer saved into the game folder, fixing the folder gradually growing in size as you use browse mods in the Workshop menu. +- Switching languages no longer requires restarting the game. +- Music can be overridden by identifiers. +- Reimplemented ServerExecutable to be usable in non-core packages. Now, players must select a server executable from a dropdown in the "Host server" menu if multiple are available. +- Character gender and ethnicity are no longer hard-coded: modders can use any kind of arbitrary tags to categorize character sprites.- Option to set the condition of an item spawned with status effects. +- Added new "accessiblebyowner" property to inventories. Allows making a character able to access their inventory even when "accessiblewhenalive" is false. +- Fixed clients not gaining control of the final stage of a husk affliction when "controlhusk" is enabled. +- When using a mod that doesn't set the InitialCount of any job, choose the first 3 jobs as the starting crew. Otherwise the crew customization menu will be empty and starting the campaign will lead to an immediate game over. +- Made it possible for attack StatusEffects to target the character doing the attack instead of the limb by using "Parent" as the target type. +- Using RemoveCharacter on a limb removes the character that limb belongs to. +- Fixed editing human character in the character editor sometimes making the inventory inaccessible. +- Fixed character editor crashing when trying to copy a character (unstable only). +- ItemContainers apply the OnContaining effects even when the item is broken. Doesn't affect any vanilla items. +- Ropes attached to limbs now automatically snap when another attack is chosen. +- Ropes can now be set to break from the end instead of always breaking from the middle (see the new abyss monster for an example). +- Ropes can be set to break if they are in too steep angle to the target. +- Projectiles always stick permanently unless a stick duration is defined. +- Characters (with deformable sprites) can be set to be drawn after (on top of) other characters. Normally characters are drawn in the order of spawning. +- AI Triggers can now be permanent. +- Added a generic damage threshold that currently defines how much damage the character needs to take from a single hit to hit the avoiding and releasing captured targets. +- Added a support for multiple identifiers and types in the limb health definitions. +- Added a support for min range for ranged attacks. +- Fixed monsters not being able to shoot faster than every ~1.5 second if they change the attacking limb. +- Added new after attack behaviors: Reverse and ReverseUntilCanAttack. +- Fixed "targetcontaineditem" still not working correctly. +- Fixed crashing when trying to remove fog of war at the very edges of the campaign map. Doesn't affect the vanilla game because there's enough padding at the edges of the map. +- Made DockingPort.ApplyEffectsOnDocking editable in the sub editor. +- Option to make missions force a ruin in the level if there isn't one. +- Character editor: don't check the validity of the texture path when copying humans (because the path is not valid and will be parsed later). Allows creating custom human characters by copying the vanilla human (even though they are not fully supported). +- Level editor no longer attempts to save the vanilla content. + +Monsters: +- Added Latcher, a new abyss monster. +- Added a difficulty hierarchy for the abyss monsters. Easier monsters should spawn more frequently on an easier difficulty level, the harder should spawn more frequently on higher difficulty levels. Currently the new abyss monster is defined as the easiest, and Endworm the hardest. Charybdis is in between. +- Revisited endworm: the armor now breaks less easily, reduced the change of cutting the worm towards the head, adjusted the bleeding speed. +- Adjusted abyss resource spawning: less resources per level, the number of resources is relative to the difficulty, the spawned resources aren't guaranteed to always be the 5 least common alien materials. +- Made molochs, abyss monsters and fractal guardians immune to poisons. +- Fixed monsters sometimes trying to follow targets after losing the track of them even when they should be falling back from them (according to the after attack behavior). +- Fixed monsters sometimes using the after attack behavior of the current attack even when the cooldown of that attack is not active. +- Fixed monsters sometimes being unable to target the submarine, because their attack was incorrectly considered invalid. +- Fixed fractal guardians fleeing to a shelter immediatedly after taking some damage when they have targeted the guardian pod once and have not changed the target yet (e.g. if you shoot a guardian that is returning from the pod and if it has not yet spotted you). +- Adjusted the probabilities for spawning the Thalamus in the wrecks. +- Rebalanced mudraptors: slightly more health, less damage at head. +- Crawler: adjusted the vitality multipliers of hands and tail from 50% to 75%. +- Fixed Giant Spineling targeting doors after being attacked, which it shouldn't do by design. Might affect other creatures too. +- Fixed calyxanide not damaging the "naturally spawning" husks. +- Giant Spineling doesn't flee anymore when being shot with coilgun, chaingun, or small arms. +- Adjusted the kill hammerhead missions. + +Balance: +- Increased the price of calyxanide to make it more in line with the price of husk eggs. +- Fixed wrecked supply cabinets being treated as normal supply cabinets. Reduces the amount of loot spawned in them. +- Adjust the medical item spawns in wreck and abandoned med cabinets: less powerful medicines. Basic ingredients and consumables are more common, but come in low quantities. +- Increased the amount of scrap in wrecks. +- Increased Gene Splicer's price from 200 to 500. +- Increase the commonness of Esperite and Galena, which are sources of lead. + +AI: +- Fixed bots accidentally shooting with a weapon if they have it equipped when they try to use the underwater scooter. +- Fixed bots still sometimes getting stuck when trying to get something from or put something to secure lockers. +- Fixed bots acting weird while trying to use underwater scooters inside. +- Fixed bots failing to heal characters in a docked sub/shuttle. +- Adjusted bot behavior around ballast flora: priority of some objectives now drops to 0 when the target's been claimed by ballast flora, items claimed by ballast flora aren't valid targets for some objectives anymore. +- Made bot healing dialog reflect if CPR was performed or not. +- Fixed security from the player's own crew attacking the player in multiplayer when the player attacks someone in an outpost. +- Fix bots not ignoring items marked to be "Hidden In Game". +- Bots prefer not to take diving suits off in rooms marged with the "IsWetRoom" flag. +- Docking ports are now automatically considered as "wet rooms". +- Fixed bots trying to target through doors and walls even though there's no line of sight between the end node and the target. +- Added some dialogue to bots when they get infected with the husk infection. +- Fixed bots sometimes getting stuck to doors when they are trying to fix a hull behind it. Happened because the goto objective was completed before the bot could open the door. +- Attempt to fix a crash in AIObjectiveExtinguishFire. +- Fixed bots not being able to repair leaks between rooms (leaks that are not in the outer walls). +- Waypoint fixes on abandoned outpost modules, some regular outpost modules, and Winterhalter. +- Fixed bots occasionally getting stuck while climbing ladders connecting outpost modules. +- Fixes to waypoint generator, mainly on stairs. +- Fixed a null reference exception when a bot is dismissed while being told to follow the player and still in the combat state. +- Fixed items flagged as "HiddenInGame" being considered interactable and therefore e.g. valid repair targets. +- Fixed outpost guards not arresting the offender when it's very far from them. +- Fixed bots sometimes failing to navigate back to the sub (when they are on the other side of the sub than where the hatch is). + +Talents: +- Fix to yet another issue that sometimes prevented unlocking additional talents after unlocking "All-seeing Eye". +- Fixed "Curiosity" talent not giving experience to allies. +- Removing or changing order priority doesn't trigger the "Commander" talent buff. +- Fixed "Mass Production" talent allowing you to power devices by tinkering. +- Fixed "Pyromaniac" giving 39.9% damage resistance instead of 40%. +- Fixed ability to tinker indefinitely by interrupting the tinkering by switching to repairing the item. +- Fixed "Trusted Captain" and "Esteemed Captain" giving medals even when no missions have been completed. +- Fixed disconnected players preventing talents that require everyone to survive from working (e.g. "Field Medic", "Bootcamp"). +- Fixed "Deep Sea Slayer" always giving you a 50% buff to harpoons regardless if you're inside or not. +- Fixed "Deep Sea Slayer" talent not affecting explosive harpoons. + +Fixes: +- Fixed monsters being able to attack with practically no cooldown when they're taking constant damage from a player. +- Fixed crawler eggs not being displayed on the sonar. +- Fixed aiming being slightly off when crouching and not moving. +- Fixed item interfaces getting misaligned when there's several linked item UIs visible at the same time. +- Fixed inability to interact with doors/hatches through docking ports. +- Fixed escort missions failing if the escorted characters are in a shuttle docked to the main sub. +- Fixed pumps rounding the pumping rate value to -39 instead of -40. +- Fixed shell shields dropping from moloch's inventories when they spawn (because they could only be placed in hand slots which the molochs don't have). +- Fixed linked subs not being taken into account in the cargo capacity displayed in the sub's info panel. +- Fixed ID card descriptions disappearing between rounds. +- Fixed ID card description not being added if the ID card tags are empty. +- Fixed "error" text in the medical clinic UI when trying to heal a character who's disconnected. +- Fixed texts overlapping on health scanner hud when using a text scale above 100%. +- Fixed "snap to grid" not working on structures. +- Update items' hulls after creating the hulls between docking ports. Fixes e.g. water detectors between docking ports still thinking they're outside after the ports lock and the area between them drains. +- Fixed decorative sprites rotating incorrectly on vertically mirrored items. +- Disable collisions between subs when "locking" the docking ports between them. Fixes the ports leaving a gap between them if some structures of the sub prevent them from aligning exactly. +- Fixed wifi components ignoring signals to the "signal_in" connection if the signal originated from another wifi component that can't transmit to this one (i.e. if a wifi component passes a signal through a wire to another wifi component that uses a different channel). +- Fixed dropped signal components being drawn behind devices (now they're only drawn behind devices when attached to a wall). +- Fixed SMGs autofilled into the subs sometimes spawning without magazines. +- Fixed misaligned "Label Number 6" decal. +- Attempt to fix occasional performance drops in the store interface. +- Fixed clients seeing a blank server lobby if they join when a round is running with respawning disabled. +- Fixed arithmetic and trigonometric components not passing the sender of the signal forwards, preventing e.g. helm skill from boosting engines if the signal goes through a component. +- Fixed occasional crashes when transitioning between levels with showperf enabled in multiplayer campaign. +- Fixed wearables not affecting movement speed when godmode is on. +- Fixes periscopes not focusing on turrets if there's certain components (e.g. arithmetic components) between them. +- Fixed crashing when trying to use the "dumpeventtexts" command with no arguments or a disallowed path. +- Made smoke detectors a little more sensitive (should fix small fires sometimes not being detected even if they're in the same room). +- Fixed reactor sometimes not catching fire again if you start overheating it again immediately after a fire. +- Fixed recycling a non-empty SMG magazine dropping the bullet inside it on the floor. +- Fixed EntitySpawnerComponent's SpawnAreaOffset.Y being inverted. +- Fixed gaps generating incorrectly on "Shell A 70 Degrees". +- Fixed items powered by battery cells not working correctly (certain devices like handheld sonar beacons never powering up, and items staying powered indefinitely when you put in a battery and take it out). Unstable only. +- Fixed turret lights starting in an incorrect rotation in the sub editor. +- Fixed "commander" talent still not correctly giving the buff (giving orders that a character already had didn't move the buff). Unstable only. +- Fixed nav terminals sometimes determining which docking port the docking button controls incorrectly (specifically, when the correct docking port is also connected to other ports). +- Fixed an exploit in the depleted fuel SMG magazine recipe. +- Fixed reactor gauges' background sticking out from the gauges when selecting a reactor in the editor. +- Fixed fractal guardians fleeing to the shelter immediatedly after taking some damage when they have targeted the guardian pod once and have not changed the target yet (e.g. if you shoot a guardian that is returning from the pod and if it has not yet spotted you). +- Fixed Crawler Broodmother regenerating really fast while eating. Broodmother no longer eats her own eggs. +- Fixed spinelings accidentally killing each other with their spikes. +- Fixed burn being ignored in the damagemodifier of Charybdis' head. The jaw worked correctly. Affects pulse laser damage for example. +- Fixed lights that are drawn behind subs counting as shadow-casting in the sub editor. +- Fixed server host creating 2 disconnect message boxes if the server crashes. +- Fixed text scale not being taken into account on scrolling text displays. +- Re-filled Typhon 2 oxygen tank shelves. +- Fixed spawnpoint editing panel being too small on large resolutions. +- Fixed inability to equip one-handed items when there's a suitable container in the other hand (e.g. flashlight when there's a storage container in the other hand). +- Cargo missions don't require the cargo to be inside a hull: being in the sub is enough. Fixes inability to complete cargo missions with unconventional subs where the cargo is stored outside hulls. +- Fixed non-equipped items that can't be put into a duffel bag disappearing when a character despawns. +- Fixed incorrect animation parameters being used for swimming while wearing a regular diving suit. +- Fixed projectiles sometimes staying attached to the target even when they are far from it. +- Fixed multiplayer campaign saves with semicolons or pipes in their name causing "path to a save file was empty" errors in the server lobby. +- Fixed performance drops in multiplayer when someone attacks the outpost NPCs and causes the reputation to drop. +- Moved the showperf view to the right to prevent it from overlapping with the crew list. +- Fixed status monitor's electrical view and item finder not showing items in docked subs. +- The sound of crowbaring a door open can't be heard from other subs. +- Fixed "a gaze into the abyss" achievement working unreliably. The achievement didn't unlock until you returned to 50% of the crush depth, which isn't possible in some levels (e.g. if the level starts at 3500 m and crush depth at 5000 m). Now it's unlocked if you get to 500 m above the crush depth or to the end of the level. +- Fixed certain achievements (last man standing, lone sailor, finishing a round with a specific job) not unlocking if you're in a docked sub instead of the main sub at the end of the round. +- Readjusted all sitting animations so that they characters shouldn't twitch anymore while sitting. +- Doubled the rate limit for medical clinic which should reduce "No response from server" errors. +- Fixed swimming characters sometimes being unable to stand up on stairs/platforms even if the water is shallow enough. +- Fixed guitar and harmonica being rendered on top of the water effect. +- Fixed guitar, harmonica, accordion and captains pipe having neutral buoyancy. +- Fixed mid-round joining clients not seeing subs purchased during that round. +- Fixed research station being repairable by clicking on it instead of pressing E. +- Fixed medical curtains disappearing before they're off-screen. +- Fixed karma preset being forced to default when starting a new server. +- Fixed Herja's rear motion detector being connected to an incorrect display, and the bottom turret display having an incorrect text. +- Fixed crash caused by selection not being cleared when autocompleting or running a console command. +- Fixed occasional performance dips when spineling spikes get stuck to the sub's exterior walls. +- Fixed item assemblies getting misaligned with the grid after saving. +- Fixed "Shell A 18" not aligning with the other shell pieces. +- Fixed welding tool's, plasma cutter's and watering can's particle effects getting "clamped" to the edges of the hull they're inside. +- Fixed permission icon in the client list not updating mid-round. +- Fixed "lock default wires" server setting not affecting docked subs. +- Fixed Dugong's small pumps working without power. +- Fixed buttons in structure editing menu using a different style than other types of entities in the sub editor. + +--------------------------------------------------------------------------------------------------------- +v0.16.7.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed excessive loading times when playing in Chinese, Japanese or Korean. +- Fixed certain logic components (and/or/xor with an empty output and non-empty false output) stopping to work altogether when they stop sending a signal. +- Fixes to crashes when trying to interact with certain elements in the server lobby while getting disconnected. + +--------------------------------------------------------------------------------------------------------- +v0.16.6.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed captain tutorial being impossible to complete due to the docking button not activating on the nav terminal. +- Fixed door lights appearing to be off in the tutorials. +- Fixed crashing when you try to use the hotkeys or double-clicking to put an item inside another item you're holding in your left hand, but there's an item with no inventory in your right hand. +- Fixed inability to repair research stations. +- Fixed status monitors crashing the game if the selected UI style doesn't define "IconOverflowIndicator". +- Fixed crashing when trying to view the specs window of a sub that hasn't been saved yet (= if you create a new sub, go to the test mode and open the submarine tab in the tab menu). +- Fixed some of Spineling's spikes getting hidden for 30 seconds instead of 15. + +--------------------------------------------------------------------------------------------------------- +v0.16.6.0 +--------------------------------------------------------------------------------------------------------- + +Changes and additions: +- Added a medical clinic to outposts that allows you to heal your crew for a price. +- Added three new sub: Barsuk, Herja and Winterhalter. +- Improvements and polish to the human sprites. +- Improvements and polish to clothing and headgear sprites. +- Added the Submarine tab to the multiplayer campaign store to allow selling items on the submarine. +- Prevented selling items from submarine containers tagged with "donttakeitems", e.g. constructors, deconstructors. +- Added new campaign store related client permissions: use campaign store, buy items, sell inventory items, and sell submarine items. +- Entities can be grouped together and the groups selectively hidden in the submarine editor. +- Balanced mission rewards, commonness and difficulties. +- Added some new decorative items and structures. +- Adjusted medical items' effects on bleeding and burns. Bandages, plastiseal and antibiotic glue are now much more effective at treating them, and morphine & fentanyl only heal them by a negligible amount. +- Heavily increased supercapacitor's power consumption and made the recharge speed increase exponentially when the recharge rate is increased. +- Optimizations to signal logic, status effects and property conditionals. +- Item update optimizations. +- Optimizations to gap logic. +- Optimized multiplayer store interface. +- Added "separator" property to Concat Component. +- Added "power_value_out" and "load_value_out" connections to junction boxes. +- Added "set_output" connection to Greater Than Component, Equals Component and Regex Component. +- Made alien materials spawn in abyss islands. +- Exposed wall healths in the sub editor. +- Modified Orca 2 and R-29 reactor values so they're more in line with other subs. +- Made ballast flora toxins more visible and made them emit a sound. +- Made impacts toss items around less effectively, especially when the item is heavy. +- "Allow rewiring" server setting doesn't affect wrecks, pirate subs or ruins. +- Added an option to disable all in-game hints to the hint message box. +- Option to make sonar displays center on the connected sonar transducer. +- Made the sizes of signal components consistent (32x32px, they also align to the grid now). +- Don't allow fabricators to take items from linked containers the user doesn't have access to. +- Connected diving suit lockers to oxygen in vanilla subs. +- Pulse laser ammo can be bought from outposts and cities. +- Chaingun tweaks: doubled turning speed when firing, reduced charging up time, reduced ammo consumption and made the ammo boxes more expensive. +- Simplified Remora drone docking system. +- Show notifications about reputation changes mid-round. +- Escorted NPCs drop the items they took from the sub (like suits) at the end of the round. +- Added warnings when the game fails to run the physics at the desired 60 updates per second (which would cause rubberbanding in multiplayer). The warnings are shown below the FPS when the client is running slowly, and in the debug console of the host/moderators/admins when the server is. +- Made turret icons on the minimap gray instead of red when not manned (easy to think there's something wrong with the turret when it's red). +- Abandoned outpost's oxygen generators now consume power. +- Made characters crouch a little lower (enough to make it possible to shoot while standing behind a crouching character). +- Added a "sendchatmessage" console command with an option to configure the color of the message. +- Added button to align selected items and wire nodes to grid to the sub editor. +- Allow using cheats in editors. +- Don't show "hidden in-game" docking ports on the sonar, option to disable the docking port's particle and sound effects. +- The prompt about forbidden words in the server's name is only shown when trying to start a public server. +- Show prices in the submarine specs window (previously there was no way to see a sub's price in the server lobby). +- Allow wiring non-interactable items and accessing non-interactable containers in the sub editor. +- Chaingun projectiles and canister shells cause lacerations instead of gunshot wounds. +- Added recycle recipe to SMG magazines. +- Significantly reduced the speed at which welding tools fix walls. +- Changed the small arms max stack sizes to either 6 or 12 when the clip size is 6. Makes it less tedious to use the extra ammunition. +- Added damage sounds to doors when they take 10 or more damage. +- Made outpost containers' sprite depths more consistent with other containers. +- Added tags to outpost medical compartments and made them linkable. +- Mission completion and failure icons are now displayed mid-round in the tab menu. + +Monsters: +- Added 3 new monster variants: Giant Spineling, Crawler Broodmother and Veteran Mudraptor. +- An overall balance and behavior fix pass on all monsters. Feedback is welcome. +- Monster mission reward and difficulty level adjustments. +- Adjustments to the random monster spawn events. +- Adjusted the loot dropped by Crawler Broodmother, Giant Spineling, and Bonethresher. +- Moloch Pupa and Hammerhead Matriarch now also drop some loot. +- Crawler Eggs now deconstruct into suplhuric acid (and adrenaline gland, if they are not the smallest variants). +- Fixed mudraptors being unable to hit the targets that are very near. +- Fixed monsters sometimes getting stuck near the Humpback's bottom railgun. +- Fixed monsters getting stuck on trying to reach open gaps that are on the other side of the sub. +- Fixed aggressive boarders not being aggressive enough inside the player sub, because they couldn't target things that were blocked by a wall. +- Fixed Molochs not doing anything when there's babies around. +- Fixed Mudraptors not staying together in swarms. +- Fixed monsters continuing to eat a characters who've been revived with console commands (leading to weird results, such as the character being able to run around after being dismembered).. +- Fixed some monsters, like crawlers, trying to target walls with lots of gaps even though there are better targets closer to them. +- Fixed monsters being unable to target inner walls when they are technically outside of the sub (= when there's no hull where they are). Such places, between the outer and the inner walls, can be found e.g. in Humpback. +- Tigerthreshers can now target doors. +- Monsters that try to get inside the sub, should now notice and priorize doors more overall. Affects e.g. Mudraptors, and to lesser extent Crawlers (and Tigerthreshers). +- Monsters' burns don't heal by themselves. +- Fixed hammerhead matriarchs sometimes spawning in low-difficulty levels. +- Fixed endworm not having a burn damage modifier in the right tooth. +- Changed Golden Hammerhead's behavior towards stronger monsters. + +AI: +- The order of the crew list is saved between rounds in single player. +- Indicate when a bot is following someone else than you on the crew list's order icons. +- When quick-assigning orders, prioritize the characters with the same Operate order only when they are targeting the same item. +- When quick-assigning orders, don't prioritize characters with the same Maintenance order. Otherwise, Maintenance orders will always be quick-assigned to characters who already have the samer order. This will prevent giving out multiple Maintenance orders of the same type to multiple characters using the quick-assignment logic. +- Allow quick-assigning the same kind of Operate order to multiple characters. Previously, it would always be given to the character that already had the same kind of order. +- Added a new "Assault Enemy" order: bots with the order will seek out and attack any hostile characters in any connected submarines or outposts. +- Made the order quick-assigning logic prefer characters who don't have the order yet (among the characters with the appropriate job). +- Made it possible to use the order quick-assignment to give the Fix Leaks order to all character (although mechanics, engineers, and assistants are still preferred). +- Fixed bots sometimes getting stuck while trying to fix a leak that's not in the same sub (e.g. bot in Remora and the leak in the drone). +- Reduced the range where the bots can spot enemies outside of the sub. +- Improved bots' ability to return back to the submarine from caves. +- Fixed oxygen shards from old saves still being used as oxygen sources by bots. +- Fixed bots getting stuck in certain spots with ladders (e.g. Berilia's reactor room). +- Fixed contextual "clean up" order not being visible for weapons. +- Defined preferred containers for some items and added "locker" as the secondary preferred container for most items. Helps bots clean up things even when they can't find the primary container for the items. +- Fixed bots sometimes halting briefly next to a door when they shouldn't. +- "Fight intruders" order doesn't make the bots enter abandoned outposts to fight the enemies there. +- Disable aggressive behavior towards the player for the friendly crew members in single player (= accidental friendly fire never turns the security hostile in single player). +- Fixed bots saying they can't find items to load when someone takes an item they were targeting. +- Fixed bots saying they can't reach a leak when someone else fixes it before them. +- Fixed bots sometimes trying to adjust auto-controlled pumps when doing the autonomous Pump Water objective. +- Arrested pirate captains don't try to give orders to their crew. +- Change how captains (and theoretically other bots with an autonomous fight intruders order) behave: instead of idling around, they'll flee to the safety. And if there's no security officers around, they should fight the enemy aggressively. +- Fixed bots filling target containers with items that can't be refilled/recharged when given the Load Items order (e.g. putting welding fuel tanks in oxygen tank shelves). +- Made bots prefer the same fuel rods or ammo as already loaded when they're operating a reactor or a turret and need to find new ones. +- Bots that follow a character who's going inside/outside stick closer to the character they're following. Helps the bots to get back inside with you. +- Fixed pets becoming hostile towards the crew and other pets if a human attacks the character they're protecting. +- Fixed pirates not operating turrets when they have no power. +- Fixed bots not unequipping diving suits when they have an order but not actively following it (i.e. they are on idle). +- Fixed Operate orders not being dismissed automatically when another character is ordered to operate the same device. +- Fixed the dialogue reserved for rearranging character orders not being used in multiplayer. +- Fixed bots sometimes getting stuck on ladders while swimming. +- Fixed bots returning to the sub even when they have an active wait order. Happened when the order was given inside and then when e.g. the character is controlled by the player, and then when the player changes the character, the bot falls to the "find safety objective", because it's not allowed to stay outside. +- Bots can find buttons connected to a door using links made in the sub editor. Allows working around complex circuits that prevent the bots from figuring out which button controls a door. +- Fixed bots taking battery cells from portable pumps without considering their condition when acting on the Recharge Battery Cells order. +- Fixed bots not always reacting to monsters when they should be able to see them, while swimming outside. +- Fixed bots accidentally damaging friendly characters while trying to hit Swarmfeeders latched on to them. +- Fixed bots not using melee weapons when there's Swarmfeeders latched on to them. +- Fixed bots being able to shoot without any delay if they already have a weapon equipped. +- Fixed bots dropping the syringe inside PUCS when replacing the oxygen tank. +- Fixed bots sometimes failing to find a path to a docked shuttle or drone. +- Fixed NPCs reacting to combat between other characters when they shouldn't (e.g. when they don't witness it). +- Fixed bots not re-equipping body armor/ballistic helmet/something else when they drop the diving gear. +- Fixed bots having issues with some stairs. Note: these changes might require alterations on stair waypoints. Currently the generator doesn't do perfect job there. Look for the examples on how to fix them manually in the vanilla subs. +- Fixed bots sometimes trying to put items they're cleaning up into containers inside fabricators/deconstructors (e.g. an oxygen tank into a diving suit in a fabricator). +- Fixed bots equipping gene splicers when cleaning them up, causing the genetic material to get destroyed when the bot puts the splicer in a container. + +Talents: +- Removed the special stat boosts from "Olympian" (now it only increases the skill cap to 200). +- Halved the amount of damage "Still Kicking" heals (100 -> 50) +- Reduced gunshot wounds inflicted by handcannon. +- "True Potential" only has a chance of instakilling things smaller than a moloch. +- Halved damage buff from "Quickdraw" (80% -> 40%). +- Reduced skill gain from "Field Medic" (7 -> 3). +- Nerfed "Warlord" (20% chance of doubling the damage -> 5% chance). +- Reduced damage buff from "Expert Commando" (40% -> 20%). +- Health scanner doesn't show buffs from talents. +- Fixed "unused talent points" indicator staying visible after all talents have been unlocked if the character's gained extra talent points from other talents. +- Fixed incorrect talents sometimes unlocking server-side when unlocking "All-Seeing Eye". Happened because the server checked how many talents the client can unlock before applying All-Seeing Eye, which meant that the 3 extra talents would not be available, and the server would leave the last 3 talents unlocked. +- Fixed "Inspired to Act" talent only giving a skill bonus of 9.98 instead of 10. +- Fixed "Atmos Machine" talent not spawning psychosis artifacts or alien pistols. +- Fixed "Hazardous Materials" considering any reactor outside the main sub (e.g. beacon station) a wreck reactor. +- Fixed ranged weapons (including turrets) triggering "Electrochemist" talent's stun. + +Bugfixes: +- Fixes character resetting in MP campaign if you join mid-round and don't get to spawn in before the next round in a campaign you've previously played in. +- Fixed equipping two of the same genetic material and then unequipping one of them removing all the genetic effects. +- Fixed "novice seafarer", "experienced seafarer" and "naval architect" achievements being possible to unlock even if cheats are enabled. +- Fixed kills in multiplayer sessions not progressing the "xenocide" and "genocide" achievements, and kills being reported to Steam unreliably. +- Fixed clients not spawning the respawn shuttle if they join after the server had disabled the shuttle mid-round, leading to an "entity not found" kick. +- Fixed medical effects being different when the medical item is fired with a syringe gun. +- Fixed wall healths being half of what they should be on vanilla subs, increased structure damages to compensate. +- Fixed fabricator sometimes desyncing in MP when some of the ingredients are in the user's inventory. +- Fixed clients trying to reconnect to SteamP2P indefinitely if establishing the initial connection fails, eventually leading to a crash. +- Fixed "allow linking wifi to chat" server setting causing syncing problems with headsets. The setting wasn't synced with clients who don't have settings management permissions, which would cause them to get some of the wifi components' properties mixed up and sometimes prevent them from communicating using the headsets. +- Fixed motion detector requiring the target's velocity to be higher than the specified minimum velocity, instead of higher than or equal. As a result, a minimum velocity of 0 would not sometimes detect targets in range. +- Fixed an exploit that allowed combining genetic materials in deconstructors. +- Fixed "fixitems" command setting genetic materials' condition to 100. +- Fixed "reset to prefab" not resetting wall healths. +- Fixed certain logic components not passing forwards the character who sent the signal, preventing e.g. the character who undocked a drone from being logged or the character who killed something from being determined if the signal activates a weapon. +- Orca 2: Fixed missing power wires to a couple small pumps, neutral ballast level, gunnery marked as wet room. Added a duct block between upper and lower deck. Some minor visual fixes. +- Fixed voronoi sites sometimes getting placed outside the level's bounds, leading to messed up level geometry. +- Fixed turrets always starting at rotation 0 at the beginning of the round (instead of halfway between the min/max angles like in the editor). +- Fixed changing a delay component's delay using the editing hud not having an effect in-game when the component is receiving a continuous signal. +- Take structures/items with a collider into account when calculating a sub's dimensions (as opposed to just hulls). Fixes dimensions being incorrect in the submarine's info if the sub includes structures that extend far outside the hulls. +- Fixed crashing when swimming up from hull to another in a specific kind of hull configuration (two hulls side-by-side, with a gap leading up to another one). +- Fixed oxygen shards from old saves still being used as oxygen sources by bots. +- Fixed changes not being applied to all selected items when multi-editing a string field in the sub editor and deselecting the items without applying the changes by pressing enter. +- The game doesn't try to save a campaign if an exception occurs at any point during the saving process (should fix rare occurrences of campaign saves getting corrupted). +- Don't allow signals to deactivate ItemContainers. Fixes portable pumps' "toggle" input not working. +- Fixed removed items staying visible on the status monitor's electrical tab. +- Fixed plants still using the old values in old saves (i.e. dying too fast when not watered). +- Outposts can't request the "psychosisartifact_event" item (an event-specific special artifact that looks identical to the normal ones). +- Fixed size of a door's gap relative to the door changing when rescaling the door in the sub editor. +- Fixed fabricator consuming all the suitable ingredients when the ingredient is configured using a tag instead of an identifier (e.g. fabricating a stun gun dart would consume all the wires in the input slots). +- Fixed motion detector's detect offset getting mirrored when copying a mirrored detector. +- Fixed status monitor's submarine blueprint refreshing when initiating docking with a shuttle, instead of when the docking ports lock (sometimes causing the shuttle to appear slightly off from the docking port on the monito). +- Fixed fabricator failing to stack oxygenite tanks. +- Fixed items in the player's inventory not getting highlighted as valid ingredients when using a fabricator. +- Attempt to fix a rare crash caused by ScalableFont.DrawStringWithColors. +- Fixed freezing when trying to enable GameAnalytics from the settings menu on Mac. +- Fixed locked connection panel and non-interactable lights in R-29. +- Fixed Delay Component failing to parse set_delay inputs on systems that use comma as the decimal separator. +- Fixed charge rate not being displayed correctly on batteries in Chinese. +- Fixed junction box load not being displayed on status monitors in Russian. +- Fixed oxygen tanks being misaligned in oxygen generators. +- Fixed motion sensor not being able to detect subs in the sub editor test mode. +- Fixed recycled volatile fulgurium rods incorrectly using mechanical instead of electrical skill. +- Consider the character who severed a limb as the character who inflicted the afflictions caused by severing the limb. + Consider the character who caused bleeding as the character who caused the resulting bloodloss. Fixes achievements not unlocking and talents not triggering if you kill a target by cutting its limbs off or by making it bleed to death. +- Fixed characters sometimes becoming momentarily unresponsive when swimming out from a hull. +- Fixed speed penalty caused by the vegetation in caves sometimes not disappearing after passing through the vegetation. +- Fixed links from a docking port to a linked sub not being considered valid in the sub editor (only a link from linked sub to a docking port). Now the order of the link doesn't matter. +- Fixed repair window showing up if you use a periscope wired to a broken device. +- Fixed sonar getting misaligned when switching to the docking mode (the amount of misalignment being relative to the distance of the docking port from the sub's center). +- Fixed light textures not rotating with the lamps in the sub editor. +- Fixed elements in CustomInterface getting misaligned if the signal_out connections aren't used in sequential order (e.g. if you only connect a wire to outputs 2 and 3). +- Fixed server including lines multiple times in the saved server logs (e.g. the 2nd saved log file would include some lines that were already saved to the 1st log file). +- Fixed initial husk infection message being displayed immediately after getting infected, not after the infection advances. +- Fixed equip slots being misplaced if you open the health interface when the equip slots have been hidden. +- Fixed wrecks sometimes not spawning in levels despite a wreck mission being selected. +- Fixed characters moving slowly downwards when aiming underwater. +- Fixed moloch shell shields not protecting the user from non-hitscan weapons or melee weapons. +- Fixed messed up mining crane sprite. +- Fixed crashing when pirates try to operate the sub using a nav terminal that doesn't control any sub (doesn't affect vanilla subs because they don't contain that kind of nav terminals). +- Fixed fabricator showing the info of the selected item wrong when selecting the fabricator with another character (e.g. fabrication time still calculated based on the previous user's skills). +- Fixed characters reading skillbooks upside-down. +- Fixed personality traits changing after every round in mp campaign. +- Fixed monsters always eating the character they're grabbing, even when the monster is configured as not being able to eat (in practice only happened when a player controlled something like a fractal guardian and grabbed another character). +- Fixed characters sometimes using the "priorities have changed" dialogue when giving a new order. +- Fixed pumps' auto-controlled status not being updated correctly. +- Added some extra logging to diagnose the "did not receive STARTGAMEFINALIZE message from the server" errors. +- Misc localization fixes and improvements. +- Fixed tab menu's character tab not refreshing when switching to another character. +- Fixed ballast flora still being present when you replace an infested lost shuttle in an outpost. +- Fixed occasional crashes and entity ID errors when entering a new level with a ballast flora infested sub. +- Fixed inability to swap SMG magazines (or other items that go inside the held item) by double-clicking. +- Fixed "failed to parse the string to Vector2" when loading bot orders that have been saved on a system that uses comma as a decimal separator. +- Fixed rounding error in RespawnManager that caused it to require 1 extra dead player to trigger a respawn (e.g. 9 players and a minimum of 30% players to respawn required 3 players, but the client-side texts showed 2). +- Fixed "stairs left" appearing mirrored in the status monitor's sub blueprint and in the sub editor's entity selection menu. +- Fixed Wifi Component's "set_channel" input not working when sending signals to it via chat in multiplayer. +- Fixed autoshotgun not taking stacks into account in the ammo indicator below the inventory slot (= displaying it as being full when there's one shell in each slot, even though more could be stacked on the slots). +- Fixed hitscan turrets sometimes hitting targets inside your own sub when there's linked subs present. +- Fixed faraday and nasonov artifacts' periodic explosions stopping if the round is ended during their 0.5s "reset" period. +- Fixed oxygenite shards not exploding in depth charge shells. +- Fixed killer sometimes being determined incorrectly when a character gets killed by something else than another character: e.g. if a character got crushed by pressure, the character who last did damage to them was considered to be the killer, which could for example lead to achievements being unlocked in inappropriate situations. +- Fixed pumps not taking the volumes/shapes of the linked hulls into account when using "set_targetlevel", causing the neural level to be off in irregularly shaped multi-hull ballasts. +- Fixed artifacts sometimes spawning outside the level when there's no artifact holder to place them in (e.g. when having 2 artifact missions active at the same time). +- The electrical grid in beacon stations is turned indestructible after activating it. Should fix beacon missions sometimes failing for no apparent reason (if something happened to damage the beacon's walls during the round and flood it). +- Attempt to fix a null reference exception in Map.RemoveFogOfWar (suspecting it was caused by a mod that didn't configure the campaign map's sprite for some biome). +- Fixed nav terminal's docking button staying visible if the terminal is disconnected from the docking port by deactivating a relay between them. +- Fixed cursor position jittering when the sub is moving fast. +- Fixed discharge coils in Berilia and Orca 2 being connected to junction boxes instead of supercapacitors. +- Fixed wall colliders generating twice on abyss islands without caves, and the 1st generated wall not getting mirrored along with the level, leading to "invisible walls" in some areas of the abyss in mirrored levels. +- Pirates that are outside or unconscious count as being dead in the pirate missions. Fixes pirate missions failing if e.g. one of the pirates gets stranded outside their sub. +- Fixed some turrets being possible to power with batteries, even though the maximum power output of the batteries shouldn't be high enough. +- Fixed the drug dealer in the "heart of gold" event fleeing from the other bandits. +- Fixed decapitating not working as it should. +- Fixed being able to grab hostile NPCs. +- Fixed sound effects not playing when a monster hits the sub's inner wall. +- Fixed correct sprite not being used in the great sea on the campaign map. +- Fixed "settings" text overlapping in the settings menu when using a very large text size. +- EventManager doesn't consider monsters in a docked non-player sub (e.g. abandoned outpost) to be "inside the sub". Fixes intensity always being at 100% in monster-infested outposts. +- Fixed outpost cabinet's sprite having empty space above it. +- Fixed inability to put syringe guns, toy hammers, welding tools, plasma cutters and sprayers in weapon holders. +- Fixed escort missions giving huge rewards in higher difficulty levels. +- Fixed a nullref exception in CharacterHUD.Draw when an icon can't be found for a campaign interaction. + +Modding: +- Added "HealCostMultiplier" attribute to AfflictionPrefabs that adjusts the heal cost in medical clinic. +- EntitySpawnerComponent treats positive y offset as up to make it more consistent with other components. +- Added an option to define a hard limit for how many entities EntitySpawnerComponent can spawn. +- Fixed "targetself" attack conditionals checking both the attacker and the target. +- Added "delaybetweenspawns" property to MonsterEvents (determines the delay between spawning the individual monsters of a given monster event). +- Don't allow setting an item's or limb's density to 0 (leads to "attempted to apply invalid force/torque" errors). +- Fixed shields blocking projectiles from the user's weapon. Didn't affect any vanilla items, because all the shields are 2-hand items that prevent using a weapon at the same time. +- Fixed ButtonTerminals without an ItemContainer component causing crashes. +- If a mod makes a vanilla item movable/detachable and sets it as being attached by default, attach it to a wall when loading a sub that already had those items placed. I.e. making static devices movable doesn't cause them to deattach in existing subs. +- Fixed monster AI's targeting priorities doing nothing if the threshold is 0 and the target hasn't done any damage. +- Fixed custom ID card tags not working in wrecks. +- Fixed Rope component not attaching to the limb it's fired from in multiplayer (doesn't affect any vanilla content). +- Fixed crashing in multiplayer when there are spectators in the server and someone reaches the final stage of a modded husk affliction that allows remaining in control of the final form. +- Fixed wearables that are equipped into multiple slots (e.g. InnerClothes+OuterClothes) not being visible when worn. + +--------------------------------------------------------------------------------------------------------- +v0.15.23.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed inability to switch subs in multiplayer campaign, unless you opt to switch at the same time as you purchase the new sub. +- Fixed server not loading the previous save, but continuing from where you left off if you return to the server lobby without saving and try to continue. +- Fixed characters who've died and respawned during a round getting a penalty to their skills again on the following round. +- Attempt to fix clients sometimes gaining control of an incorrect character in the multiplayer campaign. + +--------------------------------------------------------------------------------------------------------- +v0.15.22.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed GameAnalytics consent prompt still going outside the window on small resolutions and/or large text sizes. +- Fixed deconstructor not being able to put the items into containers in the output slots. + +--------------------------------------------------------------------------------------------------------- +v0.15.22.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed crashing on startup on some versions of macOS. +- Fixed Kastrull's drone sometimes spawning inside the sub client-side in multiplayer. +- Fixed opening the settings menu resetting the game window, which caused screen capture software to stop capturing the window. +- Fixed certain mods that don't configure the "you are here" circle sprite for the status monitors causing crashes. +- Fixed abilities that give simultaneous skill gain (minor in mechanics, once upon a time in europa, apprenticeship) not giving the extra skill points. + +--------------------------------------------------------------------------------------------------------- +v0.15.21.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed "allow linking wifi to chat" server setting preventing clients without the permission to manage server settings from using their headsets. +- Fixed repair minigame not working correclty if the user has a talent that allows repairing past max condition. +- Fixed "error in Order Pump Water - the number of option names doesn't match the number of options" errors in Russian, Korean and Traditional Chinese. + +--------------------------------------------------------------------------------------------------------- +v0.15.20.0 +--------------------------------------------------------------------------------------------------------- + +Changes: +- New submarine: Orca 2. +- Improved monster spawning: different monsters spawn in different biomes and tougher monsters are introduced gradually during the course of the campaign. WIP, probably requires balancing and adjusting. Feedback is welcome. +- Adjusted gardening: the plants now require less continuous attention, making gardening a more viable "downtime activity" that you can focus on when there's nothing else to do, and ignore when you're busy without killing the plants. +- Readded GameAnalytics, a library that allows us to collect gameplay statistics and error reports automatically. Sending statistics is completely optional: when you launch the game, you're asked whether you want to allow the game to send us data or not. If you decline, no data of any kind is collected. The collected data is completely anonymous and doesn't contain any personal information, but only things such as error reports and statistics about the selected game mode, submarine, missions and mods. +- Added a simple QTE "minigame" to the repair interface. Allows speeding up the repairs slightly and hopefully makes repairing feel a little more engaging. +- Characters can climb up ladders faster by holding the sprint key. +- Changed the way purchasable submarines for the multiplayer campaign are selected: instead of choosing them when creating the campaign, all of the server's visible submarines are made available for purchase. +- Diving suits play a different warning sound when low on oxygen (<5% left in tank). +- PUCS doesn't consume oxygen tanks in rooms with oxygen. +- Added "Pump In" option to the contextual "Pump Water" order. +- Added "fuel_percentage_left" output to reactors. Outputs the sum of the fuel rods' condition percentage, as opposed to the total "heating power" of the rods like the "fuel_out" output. +- Powered down reactors don't zap the user when repairing. +- Improved weapon indicators on the status monitor (they now indicate the rotation of the turrets). +- Damaging outpost NPCs when there's a monster or an instigator nearby doesn't turn the outpost NPCs hostile (i.e. accidentally damaging one of the NPCs when you're fighting a hostile NPC doesn't trigger the guards). +- Damaging outpost NPCs when there's a monster or an instigator nearby doesn't lower outpost reputation. +- Adjustments to job gear and diving suit sprites and inventory icons. +- New depth charge tube sprite. +- Added a verification prompt when saving and quitting a campaign round (mp or sp). +- Added options to adjust karma penalty for containing dangerous items in the server settings. +- Made it a bit more viable to take out enemy humans stealthily: if an attack immediately kills/incapacitates the character, others won't be alerted unless they witness the attack. +- Option to end outpost rounds without saving. +- Made sonar transducer consume less power when the sonar is running in passive mode (or when the transducer isn't connected to anything). +- Treatment suggestions in the health interface take items in subinventories into account as well. +- Added tooltips to treatment suggestions to make it more clear the treatments can be applied by clicking on the suggestions. +- Added "condition_out" pin to fabricators, deconstructors and blank loader. +- Added "set_delay" input to delay component. +- Tagged boarding axe and assault rifle as medium items to allow storing them in cabinets. +- Removed "weapon" and "gun" tags from the bike horn and the syringe gun. +- Added a menu to hide submarines in the server lobby, allowing hosts to remove vanilla submarines from the list without replacing the content package. +- Added LOS effect to the server settings. +- Added line break support to the server message. +- Connected the diving suit lockers on the vanilla submarines to the power grid so that they refill the contained oxygen tanks. +- Connected the oxygen shelves on Humpback to the power grid. +- Allowed in-game editing of lamps in R-29. +- Mudraptor shell shields block projectiles and can be destroyed by firing at them. +- Prototype Steam Cannon can damage ballast flora. +- Water detectors treat minuscule amounts (< 1.0 water volume) as 0. +- Improvements to the "infiltration" outpost event: you can talk to any of the clowns to progress, not just the one that spawned 1st, and the clowns head to the airlock when told to leave. +- Medical curtains can be opened and closed. +- Restricted the amount of additional cargo you can choose in multiplayer: max 10 items of a type, max 20 types of items. +- Allow editing item quality in the sub editor. +- Removed stun tools from riot officer loadout, replaced with riot shotgun. +- Burns slowly heal by themselves, adjusted radiation poisoning accordingly. +- Shotguns now spawn with 6 shells, autoshotguns with 8 (a full stack). + +Multiplayer fixes: +- Fixed campaign character resetting if the client, disconnects, rejoins and respawns on the same round after their character has gotten killed. +- Fixed skill penalties not getting applied when respawning during the same round. +- Fixed several issues (namely mission/submarine mismatches and desyncs) when clients take too long to receive an up-to-date campaign save at the start of a new round. +- Fixed "received data without a transfer initiation message" errors when a client disconnects and reconnects while a file transfer is in progress. +- Fixed respawn not triggering during multiplayer rounds if a client disconnects and rejoins after dying. Happened because the server was expecting the client to answer the "respawn with penalty?" prompt, which wouldn't be shown when the client rejoins mid-round. +- Fixed server making Client A switch their character to Client B's when Client B disconnects if the clients have the same connection endpoint (Steam ID or IP, for example when the players are using the same wifi connection), and Client B's character was created after Client A's. +- Fixed items sometimes teleporting from monster to another or dropping when trying to pick them up by double-clicking. Happened when the monster had selected (= grabbed, started to eat) another monster when they were still alive. +- Fixed crashing if you start the round as a spectator, take control of someone with console commands and try to access the tab menu's character tab. +- Fixed empty exploding coilgun ammo boxes exploding client-side when deconstructed. +- Fixed disabling friendly fire preventing buffs from being applied to crewmates, while allowing harmful afflictions to be applied (= the setting basically worked the wrong way around). +- Fixed other clients' characters sometimes appearing to teleport outside the sub for 1 frame when moving from sub to another, leading to further issues if the client has water-sensitive items in their inventory. +- Fixed whitelist controls getting disabled when adding new players to the list if whitelist wasn't enabled when opening the server settings. +- Fixed bots losing their items if you quit the 1st MP campaign round without saving, continue, and repeat that again. +- Fixed playstyle always being displayed as Serious in the server lobby unless you're hosting yourself. +- Reduced the severity and frequency of the "Maximum packet size exceeded" error in the server lobby. +- Fixed context menus not opening when right-clicking player names in the chat and server log. +- Improved the error message shown when a Steam lobby could not be created. + +Talent improvements and fixes: +- Overall balancing to the stats boots from talents. +- Adjustments to some of the ability descriptions to address some inaccuracies/ambiguities. +- Reworked "implacable": now allows the character to stay conscious for 15 seconds after falling below 0 health. +- Reworked "field medic": if you complete a mission and all crew members survived, you gain medical skill. +- Reworked "beat cop": now gives 25% repair speed and increases inflicted stuns by 25% (and the tackle). +- Reworked "reverse engineer": whenever you deconstruct an alien artifact, you have a 50% chance to gain double output from it and gain 8 to a random skill. Small alien artifacts, when deconstructed, give 4 skill instead. +- Reworked "curiosity": whenever you deconstruct an alien artifact, you and another random allied crewmember gains 125 experience. Small alien artifacts, when deconstructed, give 50 experience instead. +- Reworked "expert commando": now gives, to ranged weapons, 70% spread reduction, 40% attack multiplier and 30% attack speed reduction while crouched. +- Reworked "gene therapist": now gives an additional 25% medical item potency, correctly displays as adding a flat 10% to each refined genetic material. +- Reworked "genetic stability": no longer gives 25% repair speed, and instead gives 15 to all skills. Probability of tainting genetic material reduced to 50%. +- Reworked "still kicking": now rapidly heals over a short duration instead. +- Reworked "stand and deliver": assistant skillbook can no longer be used on another character, instead the nearest ally gains 5 to all skills when the book is read by the talent owner. +- Reworked "first aid training": Now gives a flat 35% increase to medical item potency when applied to the character. +- Reworked "evasive maneuvers": now gives 15% more money for nest/swarm missions instead of giving attack bonus inside submarine. +- Reworked "expanded research": whenever you or another allied crewmember deconstructs depleted fuel, they gain 400 experience. This effect can only occur up to 3 times until you finish another mission. +- "Scrap savant" and "scrounger" only spawn the scrap in items with the tag "container" and only if the container can hold scrap. Fixes ability to generate free scrap by placing containers like detonators and portable pumps in the wrecks. +- "Advanced splicing", "optimized power-flow" and "elbow grease" can now only give up to 100 skill bonus. +- Fixed "canned heat" not increasing the quality of fabricated oxygenite tanks. +- Fixed "pyromaniac" applying the buff to the enemy you're damaging instead of your character. +- Fixed server ending the round if the last player alive is an assistant with the "still kicking" talent and said assistant falls unconscious. +- Electrochemist talent doesn't stun the attacker if the attack doesn't apply any harmful afflictions (e.g. if it only applies buffs or gives experience). +- Fixed autofill not working on the new talent items. +- Fixed "crew layabout" applying stat boosts to enemies as well. +- Fixed "expert commando" talent affecting turrets. +- Fixed hardened/dementonite crowbars not opening doors faster than normal ones. +- Fixed unlocking "all seeing eye" preventing you from unlocking further talents until you've gained enough EXP to compensate for the 3 "free" talents. +- Fixed high-quality items with whose max condition is above 100% not being accepted as fabrication ingredients. +- Fixed "tandem fire" crashing the game if there are no other crewmates present. +- Fixed "safety first" talent giving you mechanical skill when you gain electrical skill instead of the other way around. +- Added PreferredContainers to the new talent items to allow the bots to clean them up. +- Rebalanced combat stimulant: now applies faster, but less in total per dose. Healing reduced. +- Dropped type "poison" from chem addiction, making it non-healable (only chem withdrawal can be healed). + +AI: +- New order: Find Weapon +- New order: Prepare for Expedition. +- New order: "Load Items", with options "Recharge battery cells", "Refill oxygen tanks", and "Reload ammo". Bots will take battery cells to be recharged, take oxygen tanks to be refilled, or place more ammo to loaders depending on the order option. +- Added an option to pump in water. Only applicable to pumps that are not automatically controlled. +- Orders that cannot be completed should now be dismissed automatically instead of keeping active but doing nothing. +- The bots should now tell you when they can't follow an order, instead of always replying positively. +- Changes to the default order assignment priorities, which determine the initial order of the orders when multiple is issued. You can still alter the order manually by dragging the order icons. +- Fixed bots getting stuck with invalid paths for too long. +- Fixed AIObjectiveGetItem not working properly when we try to ignore the items that already are in the inventory. In practice, only affects the find better weapons behavior in the combat objective (Fight Intruders). +- Bots don't automatically unequip PUCS when they don't need diving gear. +- Don't allow bots to heal pets (because they are likely to just kill them). +- Fixed bots trying to equip diving gear when they have spliced genes that give pressure immunity and/or remove the need for oxygen. +- Improved the bots door interaction so that they don't slam the door at your face, nor bump into closed doors so often, or keep "smashing the select key" as frequently. There's now a three second cooldown after succesfully pressing a button before next attempt. +- Bots now hold still while waiting a door to open instead of moving towards it. +- Bots now only put oxygen tanks into oxygen generators with the "Refill Oxygen Tanks" order option. +- Bots take previous heals into account when determining when to react to attacks. Fixes deusizine and liquid oxygenite aggroing the bots when using them to treat oxygen loss. +- Bots now treat handcuffed targets as neutralized, unless they are hostiles spawned from events. Fixes e.g. bots killing captured prisoners, but also allows you to submit to the outpost guards by handcuffing yourself. +- Prevent bots from healing the targets that have recently attacked them. Fixes bots healing and shooting you at the same time. +- Fixed rescue order (healing) not working outside of the sub. +- Fixed bots not knowing how to use the Rapid Fissile Accelerator. Also improves on how they use smg, assault rifle, and autoshotgun. +- Fixed unconscious NPCs being able to see you steal. +- Fixed bots sometimes repathing too eagerly while they are on ladders, sometimes causing them to get stuck in places where they should switch from a ladder to another one nearby. +- Fixed hostages in the abandoned outpost rescue mission refusing to follow a player that has some diving gear on they don't have access to. +- Fixed pirates giving redundant orders and consequently talking too much in the chat. +- Fixed pirates not always shooting monsters if there's only a few of them. +- Fixed bots not always trying to press the right button to interact with a door. +- Fixed bots getting stuck when trying to follow a target with some diving gear they don't have access to. Now they should self-dismiss the order instead. +- Fixed bots sometimes deploying Kastrull's drone for no reason. +- Improvements to cave waypoints: should fix bots getting stuck next to destructible ice chunks even if there's a way past them. +- Husks now remain neutral towards characters that are late in the husk transformation, unless they act offensively. +- Reduced Husk and Humanhusk sight from 1 to 0.5. +- Oxygenite shards are no longer oxygen sources and can't be inserted into diving gear or tools directly. They are still a source of liquid oxygenite, which can be used to craft oxygenite tanks. +- Added some dialog for the bots when they are getting attacked outside a friendly sub to tell the player why they are fleeing from an enemy and that they don't have a weapon. +- Fixed combat objective overriding the priority of find safety objective when the combat objective shouldn't even be active, leading to bots sometimes suffocating after combat if they don't have enough oxygen in the currently equipped tank. + +Misc fixes: +- Exploding the abandoned outpost reactor doesn't damage the player sub in missions that require destroying it. +- Hopefully occasional fixed fires/meltdowns at the start of a round. Was caused by the "warm start" logic that simulates 10 seconds of power grid updates at the start of a round: if the reactor wasn't running on auto or was controlled by some custom circuit, it wouldn't adapt to the changes in the grid load during those simulated 10 seconds, which could lead to overloads. +- Fixed blips not disappearing from the sonar when it's been repaired above 100% condition by using talents. +- Fixed Security Officer Uniform's and Gunner Uniform's icons being swapped. +- Fixed RegExFindComponent handling some inputs incorrectly. +- Fixed sprite bleed in the harmonica inventory icon. +- Fixed crashing when equipping a handheld status monitor that spawned outside subs. +- Fixed ruins sometimes extending above the top of the level. +- Fixed submarine editor failing to generate waypoints on stairs. +- Fixed submarine editor failing to connect some of the waypoints around the sub. +- Fixed non-localized list formatting in the "I need [treatment1], [treatment2] or [treatment3]" bot dialog. +- Fixed crashing if a mineral mission fails to find a long enough edge to spawn the resources on. +- Fixed one of the hulls not covering the whole room in the "Alien_MaintenanceTunnels1" module. +- Widen a gap in the "Alien_Entrance2" module to cover the full width of the hole in the wall. +- Removed non-interactable black wire from inside one of the terminals in Alien_Chasm2. +- Fixed pirate subs sometimes not withstanding the pressure in the level in the deeper biomes. +- Fixed diving gear not affecting the depth at which huskified humans' get crushed by pressure. +- Fixed characters with husk genes + husk infection becoming huskified when they die. +- Fixed the ragdolls breaking when characters with a harpoon/guardian spear (or any other projectile) attached to their body exits a submarine/ruin. +- Fixed harpoon rope pulling with excessive forces when the target is on a platform. +- Always snap the rope between the harpoon and the harpoon gun when the harpoon is detached from the target. Possibly fixes cases where physics forces from the rope are still applied when the projectile has dropped. Also applies to fractal guardians. +- Fixed physics glitches with guardian's tail when it switches subs or goes outside. +- Fixed characters sometimes getting teleported to an invalid position when they are exiting/entering the sub and have more than one swarm feeder latched on them. +- Fixed Kastrull and Typhon 2 using different id card tags than the rest of the vanilla sub ("idjob" instead of "id_job"). +- Fixed artifact transport cases not reliably suppressing thermal artifact fires. +- Fixed ability to stack batteries in wrecked charging docks. +- Fixed certain signal components (boolean operators, artihmetic, equals, trigonometric, string) triggering at the start of a round when they're set to a timeframe larger than 0.1 s. +- Fabricator drops the items inside the fabrication materials instead of consuming them (e.g. fabricating a combat suit from a normal one with a tank inside doesn't make the tank disappear). +- Fixed deconstructor destroying items contained in the deconstructed item if they can't fit in the output slots. +- Fixed lights becoming full-brightness for one frame when their color is set using the "set_color" input. +- Fixed turret lights' rotation being wrong for one frame when the light is toggled on +- Fixed shuttles docked to a shuttle docked to the main sub appearing on sonar in PvP. +- Fixed detonator's contained item position. +- Fixed Jovian Radiation bypassing all damage modifiers, including wearable items that protect from radiation. +- Fixed outpost reactors not accepting volatile fulgurium rods as fuel. +- Fixed some ugly first frames when populating certain listboxes (e.g. server list). +- Fixed spineling spikes given by spineling genes launching in an incorrect direction when the character is mirrored (= facing left) in multiplayer. +- Characters don't consume hull oxygen when their need for oxygen has been removed with thresher genes or pressure stabilizer. +- Fixed cigar and captain's pipe giving practically no psychosis resistance. +- Fixed being able to sell items from inventories of characters who are on the player's sub. +- Fixed occasional "Attempted to set the anchor B of a limb's pull joint to an invalid value" errors when dragging someone underwater. +- Fixed oxygenite tanks not being affected by gas vents in caves. +- Fixed items disappearing when trying to combine stacks of partially consumed items. +- Fixed upgrading devices' max condition causing issues with repairing: the repair thresholds were being treated as condition values instead of percentages, meaning that the devices would need to deteriorate more before they become repairable. +- Fixed ability to combine genetic materials in normal deconstructors. +- Fixed harpoon guns spawning with only 5 harpoons and stun guns with 1 dart. +- Fixed "bombscare" outpost event giving the characters xp for a non-existent "engineering" skill. +- Restrict downwards movement when a character has reached the bottom of a ladder to fix phasing through the floor. +- Fixed characters' feet dangling in the air when moving from a ladder to another (e.g. when climbing from the sub to the outpost). +- Adjusted flamethrower and prototype steam cannon particles to get them to match the range of the weapons more closely. +- Fixed most outpost modules being named as airlock and consequently defined as "wet rooms". Fixes bots still slamming doors and hatches on each others face while moving around in the outposts. +- Fixed portable pump consuming batteries when it's not pumping in/out. +- Fixed waypoint connections on Remora drone causing navigation issues for the bots. +- Fixed undocking a drone (e.g. on Remora/Kastrull) permanently breaking the navigation between the shuttle and the main sub. +- Fixed mudraptors and crawlers trying to swim to the bottom of the ocean. +- Fixed structures without a collider not being taken into account when determining which submarines are visible, causing them to vanish if there are only structures without a collider on the screen. +- Fixed Round and Ceil components returning -0 when rounding a negative value to 0. +- Fixed inability to swim up through a small hull on top of another one (e.g. the upper airlock in R-29). +- Fixed skillbooks, oxygenite shards and sulphurite shards not spawning in crates. +- Fixed name of the currently installed turret not being displayed in the submarine upgrade menu. +- Fixed AI gunners not shooting at visible enemies inside the enemy submarine. +- Fixed status monitor's electrical view not showing the power/load values in Korean. +- Fixed bots trying to equip a scooter when their hands are occupied by something that can't be put in the inventory (e.g. a crate), leading to weird twitching when they drop and immediately pick up the carried item. +- Bots stop moving before starting to repair a device. Fixes bots "flying away" when the repair fails, because they'd start the repair while still running at full speed and would keep the momentum if they get stunned because of the failed repair. +- Fixed looking at the sonar sometimes causing a significant performance hit (most often in the abyss). If a path to a marker couldn't be found when determining the distance to the marker, the game would keep trying to find a path every frame. +- Fixed Alien_Entrance3's left opening getting connected to other modules instead of being used as an entrance. +- Fixed coilgun draining ammo boxes at the same rate regardless of the number of linked loaders. +- Fixed some of the artifacts still playing sounds when inside a transport case. +- Fixed inability to put genetic materials into a container inside another container. +- Fixed characters' legs sometimes bending the wrong way around when climbing (seems to happen most often when trying to get on ladders while swimming up-side down). +- Fixed borked "Front E P2" collider. +- Fixed certain wires in vanilla subs being impossible to remove. +- Fixed gaps sometimes getting connected to incorrect hulls between docking ports, preventing water from flowing down from the space between the ports. +- Fixed mudraptor shell armor's sprite depth getting messed up when climbing ladders. +- Fixed drunkenness, opiate withdrawal and chem withdrawal not causing nausea. +- Fixed wire nodes getting misplaced in the sub editor when loading mirrored wires. +- Fixed campaign setup menu going crazy if you try to scroll it with arrow keys. +- Fixed handheld status monitor drawing the water levels and character icons of the previous sub when it's taken outside. +- Fixed spawnitem command not working in the sub editor. +- Fixed alien pistol not having a crosshair. +- Fixed weapon skill above 100 making weapons less accurate. +- Fixed cargo sometimes spawning inside the floor. Happened because the spawn position was determined based on the purchased item's size, instead of the crate the item spawns in. +- Fixed campaign getting "locked" if the submarine undocks immediately at the start of the round (on the first frame, e.g. as a result of some custom docking circuit). +- Fixed deconstructor being unable to combine the output items if they're inside a container in the output slots. +- Fixed misaligned outpost reactor meters. +- Fixed sprite bleed in the outpost computer terminal sprite. + +Modding: +- Fixed inability to override talent trees. +- Item variants try to load sprites from the base item's directory if the path isn't specified. +- Fixed crashing when trying to fire a projectile with no Attack configured with a turret. +- Made memory component's "writeable" field editable in the sub editor. +- Fixed all ruin generation params displaying "RuinGenerationParams" as their name in the level editor. +- Fixed PropertyConditionals with comparison type "And" that check a parent container's tags being very unintuitive to use because they checked the components of the item as well, not just the item object. +- Made several outpost store parameters editable separately for each location type (see locationTypes.xml). +- Fixed crashing when trying to create a non-humanoid that can walk in the character editor. +- Added a randomize button for level editor seed. +- Fixed fabricators without a repairable component crashing the game when activated. +- Fixed overriding a Controller component (e.g. button) resetting its Toggle and State settings. +- Fixed ParticleEmitter's angle not getting mirrored when spawned by a mirrored item. +- Fixed certain explosion flashduration values causing the light to flicker/loop. +- Allow the enemy AI to target using groups in addition to species names. +- Moved the turret ammo box definitions from containers.xml to where the gun and the ammo are defined. +- Fixed hulls' "hidden in game" setting doing nothing. +- Fixed certain items causing the "analyzeitem" and "deconstructvalue" console commands to crash. + +--------------------------------------------------------------------------------------------------------- +v0.15.13.0 +--------------------------------------------------------------------------------------------------------- + +Changes: +- Remove spawnpoint-based job assignment logic. Previously, the number of job-specific spawnpoints in the sub affected how many players the server would try to assign to a given job, which would often lead to players not getting the job they wanted to. +- Made the captain job optional (i.e. if no-one has captain in their preferences, no-one gets forced to play as one). +- Improvements to the Korean localization. +- Added rewards to side objective missions (hunting grounds, beacon). +- Reduce Pyromaniac's burning damage increase from 40% to 25%. + +Fixes: +- Fixed clients' characters getting reset in the multiplayer campaign if they're spectating at the end of the round. +- Fixed crashing when an event set fails to load any of its sub events. Caused certain mods to crash the game at 42% in the loading screen. +- Fixed crashing on startup when using mods that remove the small icons from job prefabs. +- Fixed bots being unable to find their way to the submarine if the switch to the "find safety" state outside the sub. +- Fixed bots often being unable to find a way to leaks they're trying to weld. +- Fixed crashing when a monster was just about to turn to a husk when the round ends. +- Fixed opened item disappearing when switching to the test mode from the sub editor. +- Fixed Artie Dolittle's ID card not working in the player's sub after he's hired. +- Fixed category labels (sufficient skills to fabricate, requires recipe, etc) disappearing from the fabricator's item list when searching. +- Fixed prisoner's uniform using a wrong texture file. +- Fixed inability to edit pulse laser's power consumption in the sub editor. +- Fixed an exploit in Pressure Stabilizer crafting recipe. +- Fixed an exploit in Fixfoam Grenade deconstruction recipe. +- Fixed crashing when selecting a gene splicer and hovering over its inventory slot in the sub editor. +- Fixed bots being unable to use hardened and dementonite tools. +- Fixed a typo in Tinkering cooldown reduction description. +- Fixed inactive reactors electrocuting low-skill characters when rewired. +- Fixed ignore orders carrying over when switching subs, causing them to target random items in the new sub. +- Fixed dementonite knives being sold in stores. +- Fixed contained items' impact sounds being played when the item they're inside hits the floor. +- Fixed True Potential instant kills not properly giving kill credit (achievements, other talents). +- Fixed Gene Harvester incorrectly checking the owner of the talent's submarine rather than the killer's. +- Fixed certain talents not appearing to have an effect client-side, causing e.g. the high-pressure effects to appear when swimming outside with the Water Prankster talent. +- Fix Scavenger's buff duration multiplier. +- Fixed Insurance Policy not triggering properly. +- Fixed issues with input going through interfaces drawn over inventory slots. +- Fixed bots trying to treat talent afflictions. +- Fixed player-controlled creature attacks sometimes not hitting characters when they should. +- Fixed "x in command room" spam when dragging and dropping orders in multiplayer. +- Fixed pirate missions not being considered completed if any of the pirates have been removed (e.g. eaten or despawned). +- Fixed high-quality items not stacking in the fabricator's output slot. +- Fixed ice shards' colliders taying active after the shard has shattered. +- Fixed bots following the controlled character instead of the order giver in singleplayer. +- Fixed purchased medals spawning on the floor. +- Fixed vision obstruction effect "flickering" when moving the cursor around when an item UI is open. +- Fixed some pumps in Dugong having 0 power consumption. +- Fixed pumps deteriorating when they don't have power. +- Fixed batteries/supercapacitors deteriorating when not charging/discharging. +- Fixed afflictions applying face/body tints on monsters. +- Fixed "select matching items" selecting all gaps if you've selected both a door and its gap in the sub editor. +- Fixed door gaps not being selected if you use "select matching items" on a door in the sub editor. +- Fixed biome ambience loop volume not being affected by the sound volume setting. +- Fixed players wearing a PUCS not using up hull oxygen when no tank is equipped. +- Fixed bots getting stuck on long outpost ladders. +- Restored the sounds for legacy fractal guardians. Fixes console errors when they are spawned/viewed in the editor. +- Fixed Reactor PDA showing hidden and non-interactable reactors. +- Fixed welding tool scale being forced to 0.5. +- Fix crew list content being repositioned when selected character was hovered. + +Modding: +- Made deconstruction recipes' mincondition accept items whose condition equals to the mincondition, not just items whose condition is higher. +- Fixed color values being used incorrectly in explosion flashes. + +--------------------------------------------------------------------------------------------------------- +v0.15.12.0 +--------------------------------------------------------------------------------------------------------- + +- Slightly increased the amount of experience given by missions. +- Fixed crashing when a monster gets huskified. +- Fixed crashing when a client tries to deactivate the husk infection of a character that's been removed. +- Fixed crashing in EnemyAIController.UpdateFollow. +- Fixed console errors when an electrical discharge coil damages a monster that gets instakilled and disappears on death (e.g. swarm feeder). + +--------------------------------------------------------------------------------------------------------- +v0.15.11.0 +--------------------------------------------------------------------------------------------------------- + +- New icons for the new ruin missions. +- Slightly reduced the amount of experience given by missions and increased the amount of experience required to unlock a talent point. +- Made escort missions more common. +- The creature attack keybind is automatically switched from R to the new default keybind F when loading up the new update for the first time. +- Fixes to ruin waypoints. +- Fixes to outdoors pathfinding. +- Fixes to fractal guardians' aiming. + +--------------------------------------------------------------------------------------------------------- +v0.15.10.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed character skills reducing after every round. +- Fixed psychosis artifact doing burn damage when picked up. +- Fixed a bunch of pathfinding issues when bots are trying to navigate out from the ruins and/or return back to the sub. +- Fixed bots not being able to swap oxygen tanks in the ruins. +- Fixed railgun lights having an excessively high power consumption, causing them to immediately drain the supercapacitors. +- Fixed occasional crashes when clearing the item search bar that is already empty in the status monitor. +- Fixed ruin generator sometimes leaving empty space between some of the modules and the hallways connected to them. +- Fixed alien gas vents affecting the monsters inside ruins. +- Fixed background wall not extending all the way to the edge of one of the outpost docking modules. +- Fixed harpoon rope sometimes being drawn when it's already snapped. + +--------------------------------------------------------------------------------------------------------- +v0.15.9.0 +--------------------------------------------------------------------------------------------------------- + +Alien ruin overhaul: +- Overhauled ruins: completely remade sprites, monsters, layouts, items and puzzles. +- New Scan mission: scan an Alien ruin by placing down provided scanners at target locations and take the scanners back to the outpost. +- New Alien Ruin mission: kill the guardians inhabiting the ruin and destroy their pods. +- Added an additional ambience track for the ruins. + +Character overhaul: +- Completely remade character sprites, ragdolls and animations. +- Option to customize the starting crew in the single player campaign. +- More customization options (skin, hair and facial hair colors, more accessories). +- Added a button to randomize character appearance in the character customization menus. + +Health system improvements: +- Streamlined the health interface. +- Allow administering meds by clicking on the "suitable treatments" suggestions in the health interface. +- The health interface displays a prediction of how much a medical item will reduce/increase the afflictions when hovering the cursor over one. +- Certain afflictions can make the characters' face or body change color. +- Physical injuries to the head can cause concussions. +- Improvements to the blood particle effects when a character is bleeding. +- Damage to arms reduces aiming accuracy. +- Crippled legs slow the player down more. + +Talent system: +- The new talent system allows you to unlock things such as special skills, buffs and fabrication recipes in the course of a campaign, with experience points gained from completing missions. +- Three different talent trees for all the character classes. +- Dozens of new items. +- Item quality system: certain talents allow you to fabricate higher-quality versions of items. +- Characters lose some skill points when respawning mid-round. The talent system makes it easier to gain skills and permanent improvements to the character, and this change is intended to balance that out. + +Overhauled status monitor: +- Improved visuals. +- Indicates the locations of the crew's ID cards. +- Indicates the locations of alerts. +- Electrical view, indicating locations and health of junction boxes, reactor and batteries. +- Allows searching for items and indicating the hulls in which they're located. + +Balance changes: +- Reduced loot in wrecks. +- Difficulty affects the amount of loot. +- Reduced the amount of weapons and grenades in wrecks, pirate ships and abandoned outposts. +- Disabled stacking quality-based items (experimental change, feedback is welcome). +- Reduced diving suits damage resistances. +- Buffed vigor and haste. +- Modified characters' base vitalities. +- Adjustments to monster stats. +- Reduced mission experience gains, level difficulty affects mission experience. +- Made welding tools a bit less effective early to compensate for increases to their effectiveness from quality/talents. +- Upgrade system reworked to work better in conjunction with new talents and quality systems. Quality of life upgrades made better or cheaper, hull upgrades are less effective towards the lategame but are better early, reorganized categories. +- Diving suit and human ragdoll damagemodifier changes: the suits now offer less protection, but humans have a bit more natural protection towards physical damage types. +- Adjustments to outpost distribution: natural formations greatly reduced in the 1st zone, cities slightly reduced in the 1st zone, outposts (including specialized ones) increased in the 3rd and 4th zone. +- Made magnesium a little more common in stores and wrecks. + +Additions and changes: +- Gene splicing. You can find alien genetic material inside ruins (and for the time being, wrecks), and use these materials to gain special abilities and buffs. The materials can be processed using a Research Station (which atm can be found in research outposts) and applied on a character using a Gene Splicer. +- Added a new "Return" order for ordering bots to return back to the main submarine. +- Bots can now use level waypoints to help them navigate around when they are outside the submarine. +- Play editor music in the multiplayer lobby. +- Option to specify the amount of items to spawn with the "spawnitem" command. +- Optimized cave vent and ballast flora spore particles. +- Added a 5 second "cooldown" before a junction box broken by overloading can take damage from overloading again. Prevents continuous fires and particles when continuously repairing an overloaded junction box. +- Small monsters don't eat the inventory contents of a character they're eating (the items drop instead). +- Disabled new status monitor features from handheld status monitors. +- Round water and oxygen percentage readings on the status monitor (e.g. 99.999998% shows up as 100% instead of 99%). +- Adjustments to how far creatures can see and hear the submarine and it's devices from. Moving fast now makes more noise, moving slowly less, and the monsters can't see the sub from as far as before. Effectively it should now be more viable tactic to shut the engines down and keep silent. +- Reduce sonar ping's sound range from 10000 to 8000 to make it possible to spot (some) monsters before they target the sub. +- Made a couple of monsters unable to eat characters (hammerheads, terminal cells, leucocytes, molochs, spinelings and watchers). +- Changed default creature attack key to F because R conflicts with the radio keybind. +- Disabled toggling the sonar mode by pressing the Run key. +- Added condition_out pin to various items. +- Bots no longer ignore unconscious targets that regenerate health (i.e. they will finish off downed husks to prevent them from getting back up again). +- Fabricating fuel rods now requires electrical skills instead of mechanical. +- Reactor now requires electrical skills instead of mechanical to repair. +- When the status monitor receives the oxygen/water level for a hull, it registers it on all the linked hulls as well (-> no need to put an oxygen/water detector in all the hulls of a multi-hull room). +- Removed the "burndamage" damage type (not the same as "burn") that was added as a temporary workaround to allow pulse lasers to bypass monster's damage modifiers. +- Changed the look of the skill/xp notifications to accommodate the larger numbers of notifications you can get from talents and skillbooks. +- Added a fabricator and deconstructor to Azimuth and slightly lowered its maximum speed. +- Increased Azimuth's battery out relay max power. +- Temporarily disabled magnesium exploding in water to prevent issues with talents related to it. +- Added "targetlimb" argument to the giveaffliction command (allows applying the affliction to a specific limb). +- Players who wander inside a respawn shuttle don't get automatically killed when the shuttle despawns if they weren't part of the respawning crew. +- Bots no longer ignore severe fires in reactor, engine, or command rooms. The intention for them ignoring the severe fires was to prevent unwanted casualities when the fire can be left untreated and wait for it to fade out when not ordered to extinguish fires. +- Buffs are transferred to AI-controlled husks when a character transforms. +- Projectiles shift to the left in multi-slot loaders when firing. +- Option to make terminals use a monospaced font. +- Player-controlled monsters can now grab and eat bodies. +- Added triangle and sawtooth wave types to oscillator component. +- Added "high_pressure" output to water detector. +- Water detectors round the water percentage output up, so any amount of water will be at least 1%. +- Focus on the password field automatically in the server password prompt and allow submitting it with enter. +- Made pirates a little less accurate when they're operating turrets: they can no longer magically aim exactly at characters inside another sub. +- Biome noise loop volume is tied to sound volume instead of music volume. +- Endworms no longer always bleed to death when their tail is cut. +- Lever state is visualized on its sprite. +- Enabled NVidia Optimus on Windows. + +Fixes: +- Removed duplicate welcome messages from humpack's terminal. +- Fixed start and spectate buttons shrinking in the server lobby every time they're hidden and re-enabled. +- Fixed contained items inside contained items not moving when repositioning a container in the sub editor (e.g. when moving a weapon holder that contains a weapon with a magazine). +- Fixed issues with inaccurate tooltips and incorrectly blocked out order nodes in character-specific command interface. +- Fixed contained items' status effects appearing at the top-left corner of the container if the contained items are not visible (e.g. particle-emitting fuel rods would emit the particles from the top-left corner of the reactor instead of the center). +- Fixed hanging wires not getting selected when selecting the items they're connected to. +- Fixed "divide by zero" console error when scaling construction barrier. +- Fixed ability to wire items between two submarines as long as you stay inside the same sub. +- Fixed crew list background blocking mouse input (again). +- Fixed crashing when the majority of the players are controlling characters belonging to a non-player team while the sub is at the end of the level (e.g. if you're alone in the sub and take control of a monster with console commands). +- Fixed cargo missions sometimes only rewarding the players for 1 crate even when transporting more. +- Fixed the "use as treatment" tooltip showing up when trying to drop an item that can't be used as a treatment on the health interface. +- Fixed characters in the transition phase of a husk infection (i.e. after the stinger has appeared) getting stunned at the start of every round. +- Fixed inability to adjust max mission count in a dedicated server. +- Fixed light components staying powered indefinitely when in a container or inventory (didn't seem to be noticeable on any other vanilla items than sonar beacons, which stayed active indefinitely). +- Fixed some outpost events being possible to activate even if the target NPC is dead. +- Fixed ability to swap contained non-interactable items. +- Fixed crash when loading a container that has no containable restrictions and contains items (e.g. if you put items in a deconstructor and start a new round). +- Fixed bots not swapping oxygen tanks when they are outside and going to a target that is inside. +- Fixed issues with bot combat behavior when outside the submarine. +- Fixed ability to hold 2-handed items with one hand by trying to insert them into an occupied slot in a container that can't hold the item. +- Fixed misaligned nav terminal and status monitor in pirate humpback. +- Fixed inability to install/update mods that have periods in the name. +- Fixed nav terminals "current_position_x" output being in pixels when "current_position_y" is in meters. +- Fixed minerals sometimes spawning in unreachable spots in mining missions (on cells that are next to a cave, but at the wrong side of that cell if there's empty space behind it). +- Fixed items' "allow swapping" property being editable in-game. +- Fixed RegEx components with a non-continuous output always sending a signal out after being loaded. +- Fixed pirate subs sometimes spawning inside floating ice chunks. +- Fixed tracer particles not starting from the position of ranged weapons' barrel. +- Fixed inability to open the pause menu when the cursor is over an inventory slot. +- Fixed handcuffs dropping off from characters' hands when they die or turn into a husk. +- Fixed loadsub command. +- Cap the amount argument of the spawnitem command to 100 to prevent freezing/crashing when trying to spawn a ridiculous amount of the item. +- Fixed "infiltration" event getting stuck on one of the conversation options. +- Fixed signal source being wrong on delayed electrical signals (= signals that were delayed for the next frame after they'd passed through 10 steps). Most noticeably affected status monitors that need to know which oxygen/water detector a signal came from. +- Fixed WifiComponents delaying the signals based on the number of receivers, not how many steps the signal has actually taken, contributing to the previous issue. +- Hopefully fixed an oversight in the sub editor where changing ItemComponent colors with the HSV picker would create an error in the console. +- Fixed paralyzant (and many other meds that don't do direct damage) not triggering guards. +- Fixed sonar monitor's UI being unnecessarily small. +- Fixed contained items inside contained items (e.g. magazines in a rifle on a weapon holder) not rotating in the sub editor. +- The overdosed NPC in the "good samaritan" event can't die until the player has triggered the event (completing the event after the NPC had already died made no sense). +- Fixed console errors when an item a bot has been ordered to target was removed between rounds (e.g. an ignore order targeting a mission item that gets removed at the end of the round). +- Fixes to oxygen generator logic: the generator now periodically recalculates how to distribute the oxygen between the vents, as opposed to doing it once at the start of the round. Just doing it once caused issues if there were e.g. vents or doors that are initially open between the rooms. +- Fixed outpost events always unlocking the same escort mission. +- The hints about flooded rooms and ballast flora aren't shown in ruins, wrecks or enemy subs. +- Fixed "stowaway" event triggering an event cooldown, preventing monsters from spawning at the beginning of the round. +- Fixed clients (excluding the host) always considering friendly fire to be disabled, leading to minor cosmetic desyncs when a player applies afflictions on another one (i.e. there was a brief delay before the afflictions update client-side). +- Fixed inability to apply buffs on the crew when friendly fire is disabled. +- Fixed ItemContainers only applying the StatusEffects from the first matching Containable, even if there's multiple. Prevented the artifact-specific effects of artifact holder from executing. +- Fixed "giveaffliction" command's limbtype argument not working in multiplayer. +- Fixed "linesperlogfile" server setting doing nothing. +- Fixed discharge coils not working when triggered by via a wired button. +- Fixed hatch waypoint and platforms on Remora Drone. +- Memory usage optimizations. +- Fixed bots shooting enemies even when there's a friendly sub between them and the target. +- Bots take their masks off when if they have successfully equipped a suit. +- Fixed a pathfinding issue in Remora caused by too sparse waypoint distribution. +- Fixed disguises not changing the color of a character's name when hovering the cursor over the character. +- Fixed monsters' attack sounds never playing in multiplayer. + +Modding: +- Implemented an item variant system that works similar to the character variants: you can create new items that inherit the properties of another item and only modify specific aspects of it, reducing the amount of duplicate XML code. See "Depleted Fuel Rod" in engineer_talent_items.xml for an usage example. +- Option to configure minimum damage for OnDamage status effects that require a specific type of affliction (see the "vigor on damage" affliction for an usage example). +- Option to make afflictions draw a full-screen overlay when active. +- Option to make property conditionals target contained items using the attribute targetcontaineditem="true". +- Added support for tileable light textures for Structures by using XML element that has the same syntax as does for Items. +- Added "InPressure" property to characters. +- Fixed hidden items appearing in the job loadout preview if there are other items of the same type that are not hidden (didn't affect any vanilla loadouts). +- Removed error message when trying to transfer items to a husk monster and inventory sizes don't match +- Submarine upgrades can be disallowed by category instead of having to do it separately for each upgrade in the sub editor. +- Fixed a modding related crash when trying to apply a property value of a wrong type using status effects. +- Option to create custom husk infections where player control carries over to the transformed creature. +- Display a console warning when an item's deconstruct output defines an out condition and is also set to copy the condition of the deconstructed item. + +--------------------------------------------------------------------------------------------------------- +v0.14.9.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed an exploit that allowed modified servers to send malicious campaign save files to clients. + +--------------------------------------------------------------------------------------------------------- +v0.14.9.0 +--------------------------------------------------------------------------------------------------------- + +Changes: +- If multiple turrets have been linked to the same loader, the turrets can't be swapped individually (both need to be swapped at the same time to prevent turrets from getting linked to an incorrect type of loader). +- Emergency lights don't cast shadows by default (they have such a short range that disabling the shadows usually doesn't make a difference visually, but improves the performance of the subs). +- Allow closing the submarine previews with esc. +- Made ballast pumps in Kastrull's drone indestructible (because they're impossible to access without breaking the walls/floors). +- Made exploding coilgun ammo more expensive and increased the capacity of the ammo boxes a bit. +- Made pirate subs immune to ballast flora. +- Security's stun guns spawn fully loaded. +- Reduced escort missions' base commonness. Doesn't have an effect in the campaign because the commonness is defined in the mission events, but fixes escort missions being much more common than other mission types in mission mode. +- Destroying a reactor with explosives depletes the fuel rods. +- Hide the equipment slots and character portait in wiring mode. +- Added platforms behind Remora Drone's hatches. + +Fixes: +- Fixed enemies sometimes not spawning at all during a mission. Happened when the game selected the "stowaway" event to occur during the mission. +- Fixed pirate and escort missions not being available from late-game outposts. +- Fixed occasional "unauthorized multithreaded access to RandSync.Server" errors when starting a pirate mission in multiplayer. +- Fixed crashing with a "E_INVALIDARG" SharpDXException if an ice spire happens to generate on a very short level wall edge. +- Fixed crashing when trying to spawn inventory items for a character who left before respawning during the previous round. +- Fixed batteries always recharging at "full speed" when not full, regardless of how much power is being drawn from the battery. E.g. a battery that's only connected to a lamp drawing 5 kW of power would always recharge at the full 500 kWmin. +- Fixed traitor items sometimes spawning in non-interactable or hidden containers. +- Fixed turret rotation limit widgets working unreliably in the sub editor. +- Fixed barrels being misaligned on scaled turrets in the sub preview. +- Stores don't offer/request sealed supply crates as daily specials. +- Fixed campaign settings (radiation enabled, max missions) resetting when reopening the campaign settings menu. +- Fixed hitscan projectiles not hitting structures outside hulls when the turret itself is inside a hull. +- Fixed inability to swap items between the character's inventory and a container in some situations in multiplayer (when the container was right at the edge of the character's interaction range). +- Fixed bots being unable to repair the pump in Typhon's bottom airlock. +- Fixed crashing when repairing or fabricating something as a husk (or some other character with no CharacterInfo). +- Fixed crashing when reviving someone using CPR as a character with no CharacterInfo (e.g. husk). +- Fixed upgrades using the original value from a previous item when swapping to a new one (e.g. swapping a railgun to a coilgun sets the power consumption to the railgun's power consumption). More specifically, this happened when the campaign was saved and reloaded after purchasing the upgrade, and the item was swapped after that. +- Fixed wrecks sometimes being positioned right side of the exit position. +- Fixed characters not getting knocked down at the last stage of husk infection if they have the Vigor buff. +- Fixed discharge coil triggering when trying to rewire it. +- Fixed some ActionTypes having the same value (e.g. OnFire == OnDamaged). Caused wrong type of status effects triggering in some cases, for example OnDamage effects when an indestructible thalamus organ is on fire. +- Fixed items that are set to be hidden in-game being visible in the sub preview. +- Fixed bots being unable to weld leaks that are too high above them, even if they're actually in reach. Happened because the distance to the leak was calculated relative to the character's position, even though the range of the welding tool is relative to the character's shoulder. +- Fixed cargo mission rewards being displayed incorrectly when there's multiple cargo missions selected and not enough capacity for all the cargo. +- Fixed caret getting misplaced when clicking on a textbox with padding. +- Fixed headset only being able to send signals to each wifi component once. +- Fixed bots sometimes ignoring broken devices. Happened when another bot had selected the device as their repair target, even if the bot was currently repairing something else. +- Fixed nav terminal labels sometimes being draw under linked status monitor HUDs. +- Fixed bots sometimes not fixing airlock doors/hatches. More specifically, doors whose center point was outside a hull. +- Fixed medic bots grabbing the target and never letting go when there's no suitable treatments available anywhere in the sub, or when they're in an outpost and not carrying any suitable treatments. +- Fixed bots suffocating when they run out of oxygen tanks if ordered to wait wearing a suit. +- Fixed ability to select other items when operating periscopes. Didn't cause problems in vanilla subs, but in custom subs where the turret was placed close to the periscope and other interactable items, it was possible to accidentally select something else when trying to fire. +- Made nav terminal's "velocity_in" input change the target velocity, not just the steering input, making it possible to adjust the velocity with signals when using autopilot. +- Fixed text fields in a component's editing menu not refreshing until you've interacted with another component. +- Fixed ruins sometimes overlapping with level walls (when they happen to spawn next to a very large cell). +- Fixed ability to "partially open" the health interface in the sub editor, causing the inventory layout to get messed up when clicking on the character portrait even though the health interface isn't drawn. +- Fixed ability to keep dragging an item from a stunned/ragdolled character's inventory after they get back up. +- Fixed nuclear weapons not damaging ballast flora. +- Fixed normal uniforms deflecting projectiles even though they shouldn't. +- Fixed clients who've opted to spawn with reaper's tax getting a new character if the round ends before the client respawns. +- Fixed occasional crash with the error message "collection was modified; enumeration operation may not execute" when loading mods on startup. +- Fixed ability to keep dragging the previously equipped wire in the sub editor after you equip another wire with the wire hotkeys. +- Fixed characters' sprite depth changing during the "autowalk" towards a bed or chair. +- Require the sub to move a bit faster to crush characters between the sub and a wall. Previously essentially any non-zero velocity was enough to crush a character, even if the sub didn't appear to move. +- Fixed nests sometimes getting placed outside caves. Happened when the game tried to position the nest above an opening at the bottom of the cave. +- Fixed inability to use the health interface on the escorted characters. +- Fixed 1st client (usually the host) always spawning at the same spawnpoint in multiplayer even if there's multiple suitable ones available. +- Fixed stacked partially used items (e.g. stacked explosives that have been damaged) dropping from character inventories at the start of a round. +- Fixed occasional freezing when replacing lost shuttles after purchasing submarine upgrades. +- Adjusted Endworm's colliders so that you can't hit the tail between the armor segments before first breaking the armor (making it less easy to cut the worm in half). +- Fixed hull properties not carrying over when copying hulls in the sub editor. +- Fixed occasional "collection was modified" exception in CargoMission.DetermineCargo. Happened if the client received an updated campaign save while trying to load the sub between rounds. +- Fixed a broken waypoint in Berilia's cargo bay. +- Fixed seeds sometimes vanishing when trying to plant them in MP. +- Fixed planter boxes displaying the "uproot" message when empty. +- Fixed depth charges going through doors and hatches. +- Fixed ability to dock docking hatches to ports and vice versa. +- Fixed camera being able to focus on a turret when a periscope's "position_out" connection is wired to a turret's "power_in" connection. +- Fixed water detectors not detecting very small (water depth < 1px) amounts of water in hulls. +- Fixed duffel bags not spawning at the end of a round if the character hasn't despawned/respawned yet (i.e. if the character's corpse is still present in the sub). +- Fixed wrecked Dugong's distress signal being impossible to receive due to "allow cross-team communication" being set to false on the wifi component sending the signal. +- Fixed fabricator being unable to stack empty items in the output slots, preventing empty tanks from being fabricated when the output slots are occupied even if additional tanks could be stacked on them. +- Fixed messed up "Shuttle Shell A Glass A" sprite. +- Fixed delay components not working if the delay is set to 0. +- Fixed loaders getting slightly misaligned when swapping an empty hardpoint with some weapon. +- Fixed pumps placed in the sub editor being off by default. +- Fixed weapon skill increases not being capped according to the max vitality of the target. Resulted in enormous weapon skill gains when doing massive amounts of damage (more than the target's max vitality), e.g. by shooting a hammerhead matriarch in the egg sack with a nuke. +- Fixed ability to delete vanilla beacon stations and pirate subs in the sub editor. +- Fixed pirate subs sometimes spawning in side paths that are too narrow for the sub to pass through. +- Fixed an exploit that allowed creating game-crashing infinite signal loops using wifi components. +- Fixed a typo in the abyss diving suit description (100,000 m -> 10,000 m). +- Fixed several vanilla sub docking hatches requiring a welding tool instead of a wrench to repair them. +- Fixed "Operate Weapons" order being available when interacting with a turret directly, leading to a crash when trying to do so. +- Fixed missions disappearing from abandoned outposts after finishing the campaign. +- Fixed canister shells refilling automatically between rounds. +- Fixed turrets working with incorrect loader types (e.g. coilgun being able to fire laser bolts when linked to a pulse laser loader). +- Fixed "exterior pressure exceeds diving suit capabilities" hint popping up when carrying a diving suit. +- Fixed biome noise loops still playing after the round ends. +- Fixed detonator rapidly draining condition from flash powder and incendium instead of exploding them immediately (potentially resulting in partially used items). +- Fixed exploit in plastiseal crafting recipe (plastiseal deconstructing to 1 bandage even though 1 bandage can be used to craft 2 plastiseal). +- Fixed RepairTools applying their effects multiple times to items whose bodies consist of multiple fixtures. Caused minerals to get deattached 3 times faster than they should. +- Fixed AFK kicks when staying in any of the campaign UIs (store, etc) or other input-blocking menus for too long. +- Fixed monsters sometimes targeting owners of targeted items although the owner is ignored. +- Fixed some items held in the left hand rendering in front of the character's thigh. +- Fixed characters being focusable through UI elements (e.g. item interfaces), causing accidental interactions when the NPC interaction key is bind to LMB. + +Modding: +- Added support for "additive" event sets which get added on top of another normal event set, allowing mods to spawn additional types of monsters without having to touch the vanilla event sets. See the "transitevents" event set in OutpostEvents.xml for an usage example. +- Fixed subs appearing to disappear after being published in the Workshop, because the content package the sub gets moved to wasn't automatically selected. +- Fixed MaxTargetsToHit not working on hitscan projectiles. +- Fixed offsets not being taken into account when positioning contained items, causing status effects to happen at the position of the container instead of the position of the contained item. Didn't have a noticeable effect in the vanilla game because most contained items are positioned close to the container's origin. +- Fixed spawnpoint's job restrictions being ignored when spawning pirates and escortees. +- It's now possible to use multiple equipped WifiComponents at the same time: instead of finding the first equipped item and seeing if it can receive/transmit, the game now goes through the items until it finds one that can. +- Fixed crashing when trying to pick an item that can't be put in any type of inventory slot from a container. Doesn't happen in the vanilla game because there are no such items in any container. +- Fixed crashing during wreck generation if there's any thalamus organs outside hulls. +- Fixed crashing if a wall whose max health is set to 0 in the sub editor takes damage. +- Fixed crashing if a reactor's maximum output is set to 0 and it's set to be on by default. +- Fixed a crashing due to a null reference exception if a status effect uses "target" instead of "targets" or "targettypes" in the definition. +- Fixed shuttles docked to a wreck undocking during level generation. + +--------------------------------------------------------------------------------------------------------- +v0.14.6.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed "entity not found" errors when receiving attack data for a character that's been removed (most often a terminal cell). +- Fixed occasional "mission equality check failed" errors when starting a round with multiple missions selected. +- Fixed outpost events not triggering in levels with a difficulty between 40-41. +- Fixed hunting grounds missions only spawning endworms. +- Fixed 2nd part of the Jacov Subra event chain not triggering. + +--------------------------------------------------------------------------------------------------------- +v0.14.5.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed deconstructing chaingun/laser ammo boxes not giving back aluminium. +- Fixes certain particles (e.g. flare) "dragging behind" inside moving subs. +- Fixed Typhon 2's railgun not being connected to the loader. +- Fixed occasional "failed to read event for xxx" errors when syncing a pirate's AI state in multiplayer. +- Fixed atan components working unreliably when using the separate x/y inputs. +- Fixed missing prisoner outfit sprite. +- Crates pre-placed into a submarine's cargo containers or ULD's aren't taken into account when calculating the cargo capacity to display in the submarine preview. +- Fixed limbs getting automatically deselected in the health interface when receiving a new affliction (most noticeable when trying to heal an affliction that's being continuously applied on the character, e.g. burns caused by radiation). +- Added a missing hull to beacon station's airlock room. +- Fixed inventory toggle button being rendered in the top-left corner of the screen when grabbing a character with a 0-capacity inventory (such as a hatchling). +- Fixed an exploit that allowed crashing the game using certain looping circuits that involve trigonometric function components. +- Removed underwater explosion particle effect when vomiting underwater. +- Fixed screen noise effect cutting from white to black with no blending when the oxygen low affliction kicks in while the white noise effect (e.g. radiation sickness) is active. +- Fixed ability to set the reactor's turbine output or fission rate outside the allowed range of 0-100 using the "set_fissionrate" and "set_turbineoutput" inputs. +- Fixed crashing when opening the weapon customization menu when there's non-swappable turrets in the sub. +- Fixed misaligned light sprites on nav terminal and status monitor. + +Modding: +- Fixed crashing when trying to create a thalamus when there's no wreck AI configs available in the selected content packages. + +--------------------------------------------------------------------------------------------------------- +v0.14.4.0 +--------------------------------------------------------------------------------------------------------- + +Changes: +- Submarine weapons can be swapped in the outposts. +- Added Pulse Laser and Chaingun. +- Added Canister Shells (a reloadable burst-type munition for the railgun). +- Added escort missions. +- Added pirate missions. +- Option to choose multiple missions per level. +- Made it possible to sell items on the sub through a new store tab in singleplayer. +- Cargo now spawns in crate shelves and "Unit Load Devices" (large containers mostly used in cargo subs). The amount of cargo you can transport depends on the number of the shelves/ULDs, and the cargo mission rewards scale according to the cargo capacity. If there's no shelves or ULDs, you can still transport a small number of crates on the cargo room's floor like before. +- Made upgrades affect all submarines. Old purchased submarines will have their upgrades overridden by the currently loaded submarine's upgrades. +- The previous music track continues playing when the game switches back from the "intensity tracks" to normal music. +- Made it possible to carry diving suits and toolbelts in hands. We could use some feedback on the way this works: is it intuitive, should there be a separate key for picking them up...? +- The ice shards and exploding mushrooms in caves can be destroyed with weapons and explosives. +- Added tracer particles to raycast projectiles (hitscan). +- Increased sonar beacon range. +- Color character names according to the team when using the Health Scanner HUD. +- Allow combining elastin. +- Character orders and ignore orders now persist between rounds and saved sessions. +- Added indicators for the tasks the bots are currently doing when they are not following the orders. +- Revisited the random (monster) events: more Watchers and Tigerthreshers, less Crawlers. Fixed a number of issues. Feedback appreciated. (WIP) +- Numerous fixes and improvements on particle effects. +- Changed how autonomous steering objective works. Captains now idle near the helm instead of standing next to the nav terminal. +- Only show the "Save and Quit" button when the game can be saved. Renamed the button in the lobby to "Quit". Saving in multiplayer is done like in single player: on level transitions and on exit from an outpost. +- Updated sounds for Endworm and the electrical discharger. +- Increased the stun of smg rounds from 0.125 to 0.15 to give it a bit more stopping power. +- Lowered Husks' health regeneration and bleeding reduction. Crawler Husks now regenerate too. Lowered their health a bit to compensate it. +- Hammerhead and Golden Hammerhead: Increased health, added some protection on claws and the tail end. Slightly increase the slow swimming speed and animations. The claws don't break anymore when shot with coilgun. +- Hammerheads and Husks don't avoid gun fire anymore. Pets now avoid gun fire. +- Removed Endworm's weak point in the mouth. +- Most outpost events no longer trigger automatically, but require interacting with a specific item/character. +- Taking items that contain stolen items counts as stealing, so you can't for example put a toolbox inside an outpost cabinet, load it full of items and then take it. +- Added a button for resetting in-game hints to the settings. +- Mention diving suits' depth limits in their descriptions. +- Modified the locked path tooltips to mention the officer in the outpost. +- Reset reactor fission rate, turbine output and temperature to optimal levels at the start of a round. Prevents the reactor from catching fire at the start of a round if it was being operated at a high fission rate at the end of the previous round. +- Removed ability to drag and drop seeds into planters. +- Added ability to load .sub, .xml, .png and .jpeg files in sub editor by dragging and dropping them onto the game window. +- Added new biome-specific background noise tracks. +- Improved the command interface minimap view by adding connector lines between icons and item positions to better visualize which item each icon is linked to. +- Projectiles go through severed limbs. +- Docking ports can't be rewired in outpost levels because it can be abused to force to submarine to depart from the outpost. +- Allow clicking on the main menu buttons when the credits are open. +- Option to adjust motion sensor's update interval in the sub editor. + +Fixes: +- Fixed clients timing out at the start of a multiplayer round if loading the campaign save takes more than 30 seconds. +- Fixed previous missions still being available in outposts that have become abandoned due to radiation. +- Fixed eggs sometimes spawning partially inside walls in abandoned outpost missions. +- Fixed thalamus walls' colliders still being present even if the wreck doesn't contain a thalamus, preventing entering the sub from places where thalamus walls used to be. +- Fixed minerals sometimes not being mineable in outposts. +- Fixed small characters being unable to avoid the edges of the hulls when idling. +- Save submarine and characters' inventories when saving and quitting an mp campaign round in an outpost. +- Marked "control" console command as a cheat. +- Fixed items sometimes disappearing client-side when the server corrects their position from outside to inside. +- The traitor mission to sabotage the engine doesn't require sabotaging shuttle engines. +- Stacks of seeds can't be put into planters. +- Fixed non-repeatable events (e.g. mission events) no longer appearing after completing the campaign. +- Fixed security officers using head set batteries when their stun batons are out of batteries, causing them to be unable to hear or receive orders (#5681). +- Fixed security officers often handcuffing you after one hit with stun baton (#5649). +- Fixed ignore orders not being properly synced when joining a multiplayer game mid-round. +- Fixed abyss monsters not spawning if there's any player sub (including the respawn shuttle) above the abyss. +- Fixed "are you sure you want to depart without a mission" prompt popping up even if there's no missions available. +- Fixed health bars showing up through walls. +- Fixed horizontal docking ports sometimes docking from the wrong side in mirrored subs. +- Fixed mouse wheel zooming the nav terminal view when the server log (or any other UI element) is blocking it. +- Fixed campaign's initial text popup getting stuck if the sub automatically undocks at the start of a round. +- Non-empty items (ammo boxes, fuel rods, etc) can't be recycled. +- Made airlock door assembly behave a bit more reliably. The circuit in the assembly simply toggles the state of both doors, meaning that one of the doors needs to always be closed and the other open for the logic to work correctly. If using the assembly in a respawn shuttle, it'd break when the shuttle leaves and it's doors are forced to close. +- Fixed inability to go through docking ports when the door/hatch at the other side is broken. +- Fixed other entities' sprites disappearing when reloading a sprite in the sub editor. +- Fixed Remora drone's docking hatch being repairable with a welding tool instead of a wrench. +- Fixed some of Remora drone's walls being transparent. +- Fixed rotation of mirrored items getting messed up when saving and reloading a sub. +- Fixed inability to detach items attached outside the sub. +- Fixed items that are inside a hull being difficult to target from outside the sub (docking ports/hatches in particular). +- Fixed crashing when trying to load a campaign save that contains pets that can't be found (e.g. if you've saved while using a mod that adds custom pets and try to load the save in the vanilla game). +- Fixed crashing when trying to change a location's type to a type that can't be found (e.g. if a mod includes custom location types which are configured incorrectly). +- Fixed "Ignore This" order affecting all NPCs. It should only affect the bots in a player team. +- Fixed "Ignore This" order restricting player access to doors. +- Fixed bots targeting same targets when fixing/repairing. +- Fixed monsters sometimes getting stuck "dancing" near the submarine because they try to avoid and target it at the same time. +- Monster events: Fixed many higher difficulty subsets spawning multiple monster events when they should spawn only one. +- Fixed items taken from abandoned outposts sometimes reappearing when returning to the outpost. +- Fixed highlighting items sometimes breaking after dropping a metal crate or some other container whose inventory is always visible when the item is equipped. +- Fixed bots putting minerals in the closest locker instead of preferring those that have been tagged with the "mineralcontainer" tag +- Fixed bots not respecting the access restrictions when choosing a where to put items into. +- Fixed bots being able to take items from secure cabinets if the item is inside another container inside the cabinet. +- Fixes to hull generation between docking ports. Should fix tiny gaps between the hulls that caused characters to briefly teleport outside the sub when passing through the port, and hulls generating incorrectly when the main submarine has hulls at both sides of the docking port. +- Fixed captain's pipe, harmonica and pipe tobacco not spawning in crates when purchased. +- Fixed console errors when trying to overwrite an existing item assembly in the sub editor. +- Fixed the margin calculations that in some cases made it impossible for Bonethreshers (and possibly other monsters) to reach a moving target. +- Fixed abyss monsters sometimes being unable to hit the sub and just keep pushing the sub. +- Define "tool", "weapon", and "provocative" targeting params to be ignored if the creature is not in the same sub as the target. Fixes some odd cases where the monsters e.g. target some item inside the sub when they are outside. +- Fixed occasional excessive camera shake when a large monster is lodged between the sub and the level. +- Fixed ballast flora not getting cleared from respawn shuttles when the shuttle despawns. +- Fixed ability to switch back to a sub you've left behind using the outpost terminals. +- Fixed doors without integrated buttons getting instantly opened by clicking on them when you have access to the button. +- Fixed ability to switch control to the hostages with Z and X keys during hostage missions. +- Fixed abyss and combat suits not getting autofilled with oxygen tanks when placing the initial supplies to a sub. +- Fixed inability to type in the "max players" field in the "host server" tab. +- Fixed item sell quantity sometimes appearing "maxed out" at a quantity less than what the player is actually selling. +- Fixed crashing when the team id argument for the "spawn" console command is formatted incorrectly, mention the argument in the command's help text. +- Fixed bots trying to clean up seeds and put items into bags that were moved to somewhere the bot can't access them, causing the bot to be stuck trying to reach the target. +- Fixed missions sometimes unlocking in paths leading to an irradiated location even if there's a more suitable path available. +- Fixed white rectangle around selected items in the sub editor being slightly off if the item's position/size is not a whole number. +- Fixed "incorrect password" text overlapping with the buttons in the password prompt. +- Fixed z-fighting in Medium Weapons Display Case. +- Fixed inability to drop through broken hatches. +- Fixed sprite bleed in IC-4 block's inventory icon. +- Fixed healthbar and affliction area being clickable even if there's an UI element in front of them, and even if there's no afflictions in the affliction area. Most noticeable when editing an electrical components properties. +- Fixed some incorrect room names in the beacon stations. +- Fixed propeller damage area triggering very inaccurately, particularly on shuttle engines. +- Fixed hull indicators fading in when loading a sub in the editor (they should only get hidden and fade in when editing the ambient light value). +- Fixed gaps sometimes getting linked incorrectly to the hulls between docking hatches, preventing water from flowing down from the lower hull in mirrored subs. Happened in mirrored Kastrull for example. +- Fixed fires in hulls between docking ports never going out client-side. +- Fixed nav terminal's, sonar monitor's and status monitor's selection rectangles being offset from the sprite in the sub editor. +- Fixed mirrored pumps emitting particles from the wrong side of the pump. + +Modding: +- Made it possible to use StatusHUD components in non-equippable items like turrets. +- Fixed scripted event's StatusEffectAction not being able to target ItemComponents. +- Added support for making missions trigger scripted events. +- Option to configure the color of an explosion's flash. +- Option to configure the number of gates between biomes (see MapGenerationParameters.xml). +- Turret's barrel and rail sprites are shown in the sprite editor. +- Made SecondaryUse status effects work with melee and ranged weapons. +- Renamed "Inflitrate" to "CanOpenDoors" and rewrote the tooltip. +- Added "scalemultiplier" (Vector2) for particle emitters so that the effects can be scaled just in one axis instead of both. +- Fixed overriding nav terminals with a mod resetting the changes to the custom interface buttons. +- Fixed status effect conditionals that check a parent container's tags checking the container's components, not just the item itself. Resulted in tag inequality checks always succeeding, because the components don't have any tags. +- Fixed crashing if a scripted event tries to spawn a human prefab that can't be found (i.e. if a mod uses a non-existent human prefab identifier). +- RemoveItemAction can be used to remove tagged items directly, not just items in a tagged character's inventory. +- Replaced "spawnprobability" attribute in monster events with a generic "probability" attribute that can be used for any type of event. +- Option to spawn particles across the ray cast from a hitscan projectile (see "pulselaserbolt"). +- Fixed linked subs included in outpost modules being positioned incorrectly. +- Added "swapidentifier" to SwappableItem definitions. Can be used to restrict which items in a given category can be swapped with each other (e.g. if you want to add custom upgradeable turrets but not make them swappable with the vanilla turrets). +- Made SecondaryUse status effects work with ranged weapons. +- Added "equal" targeting tag to enemy AI. Makes it possible to define how monsters react to monsters with the same combat strength. +- TagAction can be used to tag characters based on the human prefab identifier. +- Fixed a crash in the character editor that happened when a humanoid character had an elbow joint but didn't (yet) have a wrist joint. +- The "avoid gun fire" parameter now defaults to false. + +--------------------------------------------------------------------------------------------------------- +v0.13.3.11 +--------------------------------------------------------------------------------------------------------- + +Changes: +- Adjusted autopilot logic to make it better at keeping the sub afloat when there's extra water on board. The maximum velocity of the autopilot is limited, which previously prevented it from emptying the ballast fully. Now it's only limited if the submarine is heading in the correct direction with enough speed, so if the sub starts sinking due to extra water, the autopilot can compensate and fully empty the ballast. +- Made large monsters immune to sufforin. + +Fixes: +- Fixes to issues that prevented mods installed from the Workshop from getting automatically updated and caused errors when trying to join modded servers. +- Fixed an issue in the voice chat that caused audio crackling when multiple people were speaking at the same time. +- Fixed inability to drag players who've ragdolled themselves with space bar. +- Fixed "failed to send message to remote peer" error spam when a client's internet connection goes down. +- Fixed certain submarines spawning with a non-neutral ballast level (Kastrull seems to have been the only affected vanilla submarine). Happened because the game would determine the neutral ballast level from the first nav terminal it finds in the sub, without checking whether that terminal controls a shuttle or the sub itself. +- Fixed explosions using wall damage value instead of level wall damage when the explosion happens outside a level wall. +- Fixed inability to place oxygenite tanks in oxygen tank shelves. +- Fixed crashing when a bot tries to find a diving suit inside ruins. +- Fixed minor wall draw order issue in Orca's top deck. +- Fixed bots trying to treat nausea even though the only cure for it is to wait it out. +- Fixed status monitor being messed up on mirrored subs that contain shuttles. +- Fixed railgun payloads not exploding. +- Fixed server sometimes assigning players who haven't set any job preferences as the captain, even if someone else wants to be the captain. +- Fixed ancient weapon propelling the character in an incorrect direction when using it underwater. +- Fixed sonar beacons not appearing on the sonar in the sub editor's test mode. +- Fixed "easterbunny" traitor mission failing after the mudraptor hatches. +- Fixed "changes to your character will be applied after the round ends" texts getting drawn behind the tab menu elements. +- Fixed "IsToggle" setting not working on periscopes. +- Fixed "Praise the Honkmother" mission being impossible to complete because it required more items to be delivered than the crate contains. +- Fixed humanhusk's inventory not being visible while controlling one. +- Fixed sub editor's entity list getting cleared when changing the entity category while a container/cabinet is selected. +- Fixed items that have been edited in the sub editor (e.g. recolored clothing) reverting back to default when starting a new campaign round while the item is in a character's inventory. +- Fixed clicking on command interface nodes crashing the game if the key is rebound to primary mouse button. +- Fixed tiling issues in some of the legacy background wall sprites. +- Fixed Spinelings attacking Leucocytes. Spinelings should avoid Leucocytes if they get close. +- Fixed bots being unable to stand on the platform below Humpback's docking hatch, preventing them from repairing the hatch. +- Fixed "beacon station" text and "generating preview..." in the submarine preview window not being translated when playing in a language other than English. + +Modding: +- Fixed console errors when a character with no gender tries to wear clothing that only has separate male and female sprites. +- Fixed crashing if the current style doesn't define a saving indicator. +- Fixed inability to load ragdoll/animation definitions from mods that override a character. +- Fixed ClearTagAction not properly clearing all the tags assigned by a scripted event. +- Fixed crashing if a mod's version number is incorrectly formatted in filelist.xml. + +--------------------------------------------------------------------------------------------------------- +v0.13.0.11 +--------------------------------------------------------------------------------------------------------- + +Campaign changes: +- Replaced "Lair" locations with "hunting grounds" in the connections between levels. Inhabited locations next to hunting grounds have a chance of getting abandoned and habitation can't spread through those levels to adjacent locations. The hunting grounds can be cleared by killing a boss monster in the level. +- Beacon stations are shown on the campaign map. +- Visual changes to the map to make it a bit more intuitive. +- When you enter a level with a beacon station, you always get an optional side objective to restore it even if you haven't selected a beacon mission. +- Added radiation on the campaign map: the intensity of the radiation around Jupiter is slowly increasing, which is forcing Europans to delve deeper under the ice. In practice, the radiation gradually destroys the outposts starting from the left side of the map, making it more dangerous and costly to stay in these areas. The intention behind this is to prevent players from farming resources indefinitely in the low-difficulty areas of the game before proceeding further. +- Gating progress between biomes: you need a certain amount of money or reputation before you can enter the next biome. +- Reworked exit points at uninhabited locations: there's a hole/tunnel above the start/end of the level the sub needs to enter to leave. + +Abyss: +- Reintroduced Endworm and Charybdis. +- Added floating islands that contain caves and rare minerals to the Abyss. + +New player experience: +- Added in-game hints, designed to help with new player onboarding. Can be disabled in the settings. +- Added text highlighting to mission descriptions. +- Player-controlled characters get automatically assigned an appropriate order when the game starts to guide the player on what they should do and to make it easier to find the relevant device(s). +- Changed the camera animation at the start of the campaign to show the entire outpost. +- Display mission difficulty in the available missions list, the info tab, and the round summary. +- Show an indicator when the campaign is saved. + +Changes and additions: +- Added abandoned outposts. +- New mission types for abandoned outposts: destroying the outpost, clearing a nest, hostage rescue and assassination. +- Added entity subcategories to the submarine editor. +- Added interactive submarine previews to the server lobby and "New Game" screen. +- Added respawning mid-round in the multiplayer campaign mode. Respawning gives you an affliction that can be healed for a cost at outposts. You can also choose not to respawn mid-round, and instead wait for the next round to spawn normally without the affliction, just like before. +- Reworked the impacts to the sub when it's hit by monsters. Increased the screen shake and stunning. There's now a 30 second cooldown for getting knocked down. Fixed the impact not triggering if the colliding limb is not big enough. +- Reworked attacks and effects for the following creatures: Moloch, Black Moloch, Hammerhead, Hammerhead Matriarch, and Golden Hammerhead. They now have a bigger impact on the sub when they hit it. Black Moloch's emp damage is halved. +- Added Abyss Diving Suits which slows down your movement speed but offers more protection against pressure and consumes oxygen more slowly than the normal suits. +- Added Combat Diving Suits which slow you down less than normal suits and offer more protection against damage. +- Added black moloch mission variants. +- Moloch's shell now always breaks when shot with a railgun. +- Increased the audio ranges for Watcher and Hammerhead Matriarch. +- Overhauled tab menu: improved layout, added submarine and reputation tabs, current funds are displayed in the campaign mode. +- Recreated waypoints for the vanilla subs. +- Bots can now be renamed through the outpost crew management interface. +- Certain large monsters' (endworm, charybdis, boss variants of molochs and hammerheads) health bars become visible at the top of the screen when you damage them. +- Added EMP effect to nuclear shells. Increased the damage a bit. +- Added a right click context menu option to copy debug console errors to clipboard. +- Railgun shells now explode instead of piercing armor. Physicorium shells still go through armor. Make all railgun ammunition slightly more likely to break limb joints. +- Added multiple current orders: you can assign up to three simultaneous orders for characters and drag the icons to change their priority. +- NPCs (non-bots) speak report related lines less than they used to. +- The bleeding particles are now emitted from the last matching limb instead of the first. Readjusted particle emit frequency and scale. +- Reduced Moloch's bleeding reductions. +- Trying to pick up a diving suit when you're already wearing one swaps the suits. +- Made monster eggs glow to make them easier to spot in caves and abandoned outposts. +- Exploding oxygen/fuel tanks don't make other tanks explode. +- Added a delay to oxygen/fuel tank explosions. +- Disconnect wires from beacon stations instead of deleting the wires completely. +- The probability of disconnected wires in beacon stations is relative to the level's difficulty, and no wires are removed if the difficulty is less than 20. +- Improved server filters: instead of only being able to search for servers that have a certain setting enabled/disabled, the filter can be set to "Any" (thanks someone972!). +- Show whether a server is player-hosted or dedicated in the server list. +- Show whether a server is public or private in the server lobby. +- Added a server setting for locking all default wiring in subs. +- Added favorite button to the server lobby. +- Banning a player who's using Steam Family Sharing will now also ban the owner's account, solving ban evasion using this method. +- Disabled NPC conversations in sub editor test mode. +- Beacon stations' reactors don't deteriorate or consume fuel to prevent the station from going back down when the player is travelling out from the level. +- The output length of all signal components is now restricted to 200 characters by default to prevent performance and networking issues if the output is set to an excessively long value (such as the entire dialog of the Bee Movie). The limit can be increased in the sub editor. +- Stunning still works on friendly characters even if friendly fire has been disabled on a server. +- Made radiation sickness's icon appear before it starts causing burns (instead of working the other way around). +- Made radiation sickness cause nausea. +- Added a screen distortion effect for radiation sickness. +- Added a checkbox to color component that toggles between RGBA and HSV input. +- Fabricators now display remaining time when fabricating. +- Revisited husk animations, movement speeds, and general balance. Husks regenerate a lot and are a bit tougher than they used to be. Human husks can and will easily rise again, unless properly killed. +- Adjustments and fixes on the thresher attacks. +- Revisit mudraptors' attacks. Fixes unarmored mudraptors and mudraptor hatchlings acting weird when attacking characters in water. +- Lower the overall damage of all the hatchlings. +- Added a link to the wiki to the main menu. +- Drop empty/used oxygen tank from diving suit when trying to swap in a new one when the inventory is full. +- When using an equipped item from a stack (e.g. a medical item), another item from the same stack is automatically equipped. +- The mid-round mission messages (e.g. "the monster is dead, navigate out...") are shown in the tab menu's mission tab. +- Make characters grabbable and the inventories accessible after a half a second delay. Fixes abusing the toy hammer to access NPC inventories. +- Allow fabricating fresh fuel rods, welding fuel and coilgun ammunition using depleted ones. +- Restrict the length of the text that can be entered as a sonar beacon's sonar label. + +Fixes: +- Major improvements to the voice chat: higher audio quality, less intrusive radio effect, fixed clicks/distortion. +- Attempt to fix crashes with the error message "failed to generate OpenAL/stream buffer" on Mac. +- Fixed crashing on startup with the error message "unable to load shared library 'freetype6' or one of its dependencies" on some Linux systems. +- Removed outdated steamclient.so file from the dedicated server (no longer needed because it's automatically installed by Steamworks). Should fix inability to host dedicated servers on Linux. +- Fixed clients' job preferences not being respected in all cases where they should, resulting in some clients getting a job that should be give to another client. +- Items can't be stacked in the equip slots (e.g. you can't hold and throw a stack of grenades). +- Trying to pick up a stack of items with a full inventory doesn't pick up the item in both hand slots. +- Fixes/improvements to item position syncing. When trying to pick up an item whose position has gotten desynced, the server should correct the item's position immediately. +- Fixed turrets getting cropped by the "wikiimage" console command. +- Fixed items with nothing but a holdable component (e.g. medical items) being hidden when hiding wires in the sub editor. +- Fixed ban list not displaying ban reasons or the duration of the ban. +- Fixed items appearing misplaced when switching to the sub editor mid-round with console commands. +- Fixed shuttles spawning undocked in certain custom subs (e.g. DOMA Prototype Mk 8). +- Fixed "tried to add a dead character to CrewManager" console error when reviving a character who died of high pressure. +- Fixed skill levels not getting updated in the "my character" tab mid-round. +- Fixed clients not calculating eventmanager intensity, preventing any high-intensity tracks from playing in multiplayer. +- Fixed campaign map being closed with RMB even if the user has inverted their mouse buttons. +- Fixed damage sometimes desyncing when the sub hits walls/spires: happened because damage was also applied client-side, which sometimes caused the clients to damage walls that weren't actually hit server-side. +- Fixed physics bodies between docking ports not getting mirrored in mirrored subs, sometimes causing impassable areas in spots where the docking port used to be. +- Fixed status monitor in a docked shuttle sometimes not displaying the main sub. +- Fixed campaign stores sometimes displaying prices for a previous location. +- Fixed various scaling issues on higher resolutions. +- Fixed monsters fluttering while pursuing other creatures. Only happened while swimming and was not notable on all monsters). +- Fixed mouse cursor being switched to hand even when the spritesheet is not shown in the character editor. +- Fixed monsters with low head/torso torques moving backwards when they try to turn around 180 degrees. +- Fixed regular Moloch not bleeding correctly. +- Fixed Workshop mod download prompt looping and freezing when there's a hash mismatch after a mod has already been installed. +- Fixed ability to walk through the heavy doors in mining outposts. +- Fixed nav terminal ignoring velocity_in signals when the terminal hasn't been operated by anyone during the round. +- Fixed one of the engineer variants having too many items in the toolbelt. +- Fixed "hide incompatible" checkbox in the server browser. +- Fixed characters getting impact damage from collisions with sensors. Caused characters to get stunned when they're thrown around by a monster while touching a level trigger (for instance, the branches in forest caves). +- Fixed bioluminescent cave's hallucination effect never going fully away and made it treatable with haloperidol. +- Fixed bots treating radiation sickness too eagerly (leading to wasted antirad). +- Added missing platforms to abandoned outpost modules. +- Fixed non-interactable items being counted as owned in the store interface. +- Fixed husk's mouth tentacles rendering on top of the left hand. Also fixed a minor texture bleeding on the waist. +- Fixed possible desync when multiple players use the crew management interface simultaneously. +- Fixed a crash when no valid limb was found for an affliction. Probably only happened with characters that already had some limbs severed. +- Fixed non-multiplied damage to limbs effectively always being clamped to 100, which means that no attack could do more than 100 damage per hit unless there's some damage modifier defined on the target limb. +- Monsters now stop targeting characters that are far enough behind level geometry. Fixes them getting stuck while trying to reach targets that are not easily reachable. +- Fixed players getting prompted to download subs when the server has disabled file transfers. +- Fixed command-spawned characters not getting the "job" tag on their id cards. +- Fixed coilguns consuming ammo faster than they should when linked to multiple loaders. +- Fixed wiring interface labels overlapping when using a high text scale. +- Allow engine propellers to do damage inside the sub. +- Fixed new lights being displayed as off in the sub editor until you toggle the lighting. +- Fixed non-ruin artifacts sometimes spawning on top of the sub. +- Fixed terminal's welcome message getting cleared when using the test mode in the sub editor. +- Fixed fabricator displaying the "not enough room in the input inventory" error even if the items fit in the input inventory by stacking. +- Fixed signal check components being unable to output whitespace. +- Fixed inability to edit smoke detector's parameters in-game. +- Fixed smoke detectors outputting empty signals. +- Fixed "engineers are special" outpost event not giving a price discount. +- Fixed clients being unable to vote for subs they don't have. +- Fixed a bunch of non-suitable items (such as devices that can't be deattached) being displayed in the "extra cargo" menu in the server lobby. +- Fixed crashing if you try to press the server log button in the lobby when connection to the server has been lost. +- Fixed item disappearing from the character's hand when you combine it with an item in a container in a way that doesn't fully deplete/remove it. +- Fixed gaps in the "backwall pipes" sprite. +- Fixed dedicated servers restricting player count to 1 less than the MaxPlayer setting. +- Fixed Kastrull's drone airlock not flooding correctly. +- Replaced legacy small pumps with the new ones in Orca. +- Fixed monsters sometimes spawning very close (or even inside) the respawn shuttle. +- Fixed "attempted to set SoundRange to NaN" error when a reactor's maximum power output is 0. +- Fixed wall damage particles sometimes spawning at an incorrect position. +- Fixed black moloch doing only 62.5% of the structure damage compared to the regular moloch. +- Fixes to R-29: fixed top docking port's control circuit, adjustments to pre-placed supplies, adjusted discharge coil power consumption, minor visual fixes. +- Reduced the amount of clown gear in the "Praise the Honkmother" mission to fit everything in the crate. +- Fixed non-repeatable outpost events starting to repeat once all of them have been triggered. +- Fixed inconsistency in the way vertical velocity in/out signals are handled by the nav terminals. Previously "velocity_in" would interpret positive y as upwards, even though "velocity_y_out" outputs a negative value when going up. Now positive is always down (= corresponds with the "descent velocity" value displayed on the terminal). +- Fixed Hammerhead Spawns not targeting decoys. +- Fixed the abyss monsters not targeting "provocative" items, like flares, glowsticks, scooters etc. +- Fixed Hammerhead Matriarch constantly fleeing from divers. It's intentional that the matriarch avoids the divers, but not as much. Now they should flee briefly only when shot by the player, making it possible for the divers to reach it (#5449). +- Fixed camera shaking/vibrating when moving at high speed. +- Fixed monsters being able to attack through ruin walls. +- Fixed overlapping vending machine and light switch in CrewModule_02. +- Fixed respawn shuttle maintaining an incorrect position after getting dispatched. +- Fixed inventory tooltip not changing when the cursor is hovered on the slot and the condition of the item changes. +- Fixed waypoints not being able to find hulls that have been added since the sub was last saved in the sub editor, causing them to appear blue. +- Fixed resizable outpost hallway modules not having waypoints and thus causing navigation issues. +- Fixed water particle effects not showing up when water flows between certain rooms in Remora. +- Addressed the lag spikes occasionally caused by Spineling's spikes when they hit/get stuck to something. +- Fixed logbooks being empty in the wreck salvage missions. + +Bots: +- Bots now warn when you are running low / out of oxygen or welding fuel tanks, turret ammunition, or reactor fuel. +- Bots no longer report dead monsters on the sonar. +- Disabled the dialogue lines about not finding any targets for the given order, since they don't really improve the feedback. Instead they can give a wrong impression that the bot is not following the order when they actually are. +- Bots no longer speak about not being able to reach the diving suit when they fail to get it because it was taken by someone else. They will target another suit like they used to. +- Bots don't extinguish fires when there's ballast flora in the hull. +- Bots only speak about getting attacked when attacked by players. Fixes security bots throwing ultimatums on other bots that accidentally damage them (e.g. while welding). +- Bots that operate an item (reactor/turret) now drop the empty items on the floor instead of placing them back to a container. This saves time and the empty items should be taken care of by the idle bots. +- Fixed bots not seeking more oxygen before the remaining oxygen level drops to zero when they already have diving gear equipped and when they are staying stationary, leading to suffocation when the bot is repairing/operating while already wearing the diving gear and running out of oxygen tanks. +- Fixed bots trying to swap the oxygen tank too early when they are outside of the sub, which in some cases might lead to bugs where they try to get back inside the submarine. +- Improved the feedback by adding dialogues for swapping the oxygen and for not being able to find more oxygen. +- Fixed bots trying to return the diving suit when it's not a reasonable thing to do, but when they actually don't need it. +- Fixed bots failing to swap an oxygen tank from a diving mask to a diving suit when both items are equipped. +- Fixed bots getting confused when they have a mask without a valid oxygen tank inside it and when there's not enough oxygen in the room to be without the mask. +- Bots now react faster in general to all enemies. +- Bots now automatically attack enemies outside of the main sub, if they have a weapon. While docked to an enemy outpost or submarine, the "fight intruders" order now acts as an offensive order to attack the enemies on the connected submarine/outpost. +- Fixed bots following the player when the player is controlling a monster. +- You can now escape from NPCs by going far enough from them while they are pursuing you. +- Fixed bots reacting to attackers that are outside of the submarine. +- Fixed the "reportrange" parameter not working when the character is attacked. In practice only has effect on NPCs. +- Fixed report icons being shown also for other teams instead of just one's own team. +- Bots now target the closest limb instead of the main collider when they aim with the turret. With small creatures, this should now make any difference. With long creatures, it allows the bots to target the extremities of the body instead of always shooting at the main body. +- Fixed non-security bots fleeing the enemy (in defensive combat state) even when they are ordered to fight intruders. +- Bots no longer automatically unequip weapons after combat if they are outside of a friendly submarine. +- Fixed bots having difficulties in leaving the ruins via gaps. +- Allow bots to use gaps also to exit the sub, but only when following a player character. +- Fixed bots always trying to reach the closest item even when it's unreachable. +- Make bots find items faster. +- Fixed bots sometimes continuing their movement (e.g. walking towards a wall) when they fail to find the diving gear they need to continue with the go to objective (e.g. follow). +- Fixed security officers standing idle next to the stunned target and doing nothing when they don't have handcuffs. Only happened while trying to arrest the target. +- Fixed multiple bots occasionally trying to operate the reactor at the same time. +- Fixed bots "stealing" stuff while cleaning up. Happened when the objective changed (= they decided or were ordered to do something else while cleaning up). Idle bots are no longer allowed to take items from purchased containers. +- Fixed bots running headlessly around while trying to find the container for items while following the clean up order. Now they should walk around instead and only run when the target container is found. +- Fixes and adjustments to security officer reactions for damage done by friendlies. +- Fixed bots sometimes yelling that they can't enter an airlock when the sub is docked. +- Fixed bots taking items from fabricators and deconstructors. +- Fixed bots saying "Can't reach target [name]". + +Modding: +- Fixed custom loading screen tips not showing up if the vanilla content package is enabled. +- Fixed crashing when loading a save where a stack contains more items than the maximum stack size for the item/container. +- The hit impact of a monster's attack can now be adjusted with the new "submarineimpactmultiplier" defined in the attack block. Note that this is a multiplier to the actual impact, hence also the force applied on the attacking monster affects the final impact. +- Explosions now have three new parameters: ignorecover, onlyinside, and onlyoutside. +- Fixed crashing/disconnects when preloading content at the start of a round if random events contain character variants. In practice, mods that used character variants in random events occasionally prevented rounds from starting. +- Fixed crashing when attempting to play a music clip that isn't a valid ogg file or if the file is not found. +- Fixed crashing when trying to spawn a character variant with custom inventory contents. +- Renamed the ai parameter "Threshold" as "DamageThreshold". +- Replaced "spawndeep" with "abyss" spawn type (defined in random events). +- New parameters StayInAbyss and StayInsideLevel that define the area where the creature tries to keep inside while not attacking. +- The creature disable distance, which totally disables the creature, is now exposed in the character parameters. The distance for triggering simple physics, which disables all the limbs and keeps only the main collider updated, is half of this distance. Increased the default from 22 000 to 25 000 (pixels). +- New attack pattern: Circle (around the target). Used by the abyss creatures. +- The aim speed and accuracy of NPC characters can now be adjusted in the npc (spawn) definition. The Aim speed also affects melee attack speed. +- Fixed OnSevered status effects launching also on the limb that the severed limb was attached to. +- Added "bleedingnonstop" affliction, which is just the same as normal bleeding but it never wears off. +- Added and option to target the last matching limb instead of the first (StatusEffect.TargetType.Limb). Implemented targeting other limbs even when the status effect is triggered from the limb, which was previously only implemented for status effects that targeted character. See Endworm for an example. +- Fixed hidden limbs not being ignored in many cases where they should, which potentially could cause issues with some custom monsters. +- Added "bleedparticlemultiplier" parameter in character definition, which can be used to increase/decrease the general amount of bleeding for the character in question. +- Added an option to always ignore an ai target if it's not inside the same sub as the character. +- Attacks can now "blink" limbs when they attack (Endworm). Blinking is a generic way to rotate limbs so that they "animate" (see Watcher's eye). +- Added AITrigger that can be used to trigger an ai state using the status effects (See Charybdis). +- Turned IsTraitor into a property so it can be accessed by status effects. +- Changed husk affliction's type to "alieninfection" because using "huskinfection" as both the identifier and type makes it impossible to add custom husk infections and reference just the custom one in conditionals or statuseffects. +- Fixed affliction statuseffects targeting NearbyItems or NearbyCharacters causing a crash. +- Corpses don't spawn in wrecks that contain no waypoints/spawnpoints. +- Monster events don't spawn monsters in wrecks that don't contain enemy spawnpoints. +- Fixed afflictions caused by status effects being multiplied by deltatime even when setvalue="true". The only vanilla statuseffect affected by this was incremental stun, which would stun the player for 1 frame instead of 1 second, but this may have affected some mods as well. +- Fixed errors when trying to load a beacon station with no reactor. +- Fixed level editor crashing when it tries to place a wreck that contains linked subs in the level. +- Added "onlyplayertriggered" condition for status effects. Currently only implemented for OnDamaged. +- Fixed crashing if you try to create a decal with incorrect casing. +- Fixed affliction's periodic effects being unable to reference afflictions defined later in the affliction xml. +- Fixed crashing if you save a campaign with a large map and try to load it with map generation parameters where the map is smaller. +- Fixed explosions not damaging level walls if their structure damage is set to 0. +- Fixed inability to load more than 5 wires per connection even if the connection is set to allow more. +- Allow to define afflictions (types or identifiers) to trigger the OnDamaged status effects only from certain afflictions and not all that do the damage. If the afflictions property is not defined, no restrictions are used (works as it used to). + +--------------------------------------------------------------------------------------------------------- +v0.12.0.3 +--------------------------------------------------------------------------------------------------------- + +- Fixed inability to permanently ban players who are currently in the server. +- Fixed scrap items failing to load in saves done prior to v0.12. +- Fixed bandage/plastiseal crafting exploit. +- Fixed crashing if a bot tries to operate a turret that's linked to some other item than a loader. + +--------------------------------------------------------------------------------------------------------- +v0.12.0.2 +--------------------------------------------------------------------------------------------------------- + +- Fixed console errors when hatchlings spawn. +- Fixed beds causing injuries instead of healing them. +- Fixed diving suit holder not filling up oxygen tanks. +- Fixed messed up frozen seed display sprite. + +--------------------------------------------------------------------------------------------------------- +v0.12.0.1 +--------------------------------------------------------------------------------------------------------- + +- Adjustments and balancing to monster spawns. +- Modified meds, buffs and poisons fabrication times. +- Potential fix to occasional disconnects with an "index was outside the bounds of the array (ENTITY_POSITION)" error message. Happened when lots of items and characters were being created and removed in rapid succession, for example when using turrets against large numbers of enemies. +- Fixed a rare crash caused by an "index out of range" exception in Hull.Update after loading or mirroring certain custom submarines. +- Fixed submarine class not affecting the depth at which a submarine starts taking pressure damage. +- Linked subs inherit the submarine class of the parent sub. Fixes drones/shuttles on deep diver subs getting crushed in the late game levels. +- Fixed nav terminal displaying pressure warnings when the sub is past the crush depth of a non-upgraded sub. +- Fixed character variants not having inventories. +- Fixed monsters sometimes spawning inside floating ice chunks. +- Logbooks now longer spawn in secure steel cabinets in wreck missions. +- Crystal and rock caves can appear in cold caverns. +- Show cave entrance markers on the sonar during mineral missions. +- Allow using some the new client-side console commands without command permissions in multiplayer. +- Fixed empty container indicators being animated on nearly all item. +- Fixed incorrect contained state indicator on flashlights. +- Display target item name in the tooltip for orders which have no options but have target item icons. +- Decreased the amount of burn on first patient in medic tutorial. +- Removed the deals groups from the store interface when there are no deals set for the current location. +- Fixed wrecks sometimes blocking cave entrances. +- Fixed Kastrull drone flooding when undocking using the button next to the hatch. +- Fixed wire/component placement grid having a too high opacity. +- Fixed bots being unable to shoot ice spires if the point on the spire that's closest to the turret is outside the turret's rotation limits. +- Fixed ancient weapon being sometimes unable to damage ruin walls. + +--------------------------------------------------------------------------------------------------------- +v0.12.0.0 +--------------------------------------------------------------------------------------------------------- + +Cave improvements: +- New cave types and improvements to cave sprites. +- New cave hazards: exploding mushrooms, gas vents that drain oxygen and fuel tanks, sharp crystals that inflict bleeding and lacerations, hallucination-inducing plants. +- Made the caves more narrow. +- Position caves and ruins closer to the main path so the players won't have to swim hundreds of meters just to get to the entrance. +- Completing a nest mission turns adjacent empty locations to "Explored". +- Monster spawns are delayed up to a certain limit when most of the human players are exploring a ruin, wreck or a cave. +- Show a sonar marker at the cave's entrance in nest missions. +- Added some nest-specific level objects. + +Additions and changes: +- Implemented stacking small items. +- Decreased toolbelt capacity to 6 slots. +- Rebalanced level events to have a better difficulty curve. +- Further improvements and balancing to the way locations change to other types of locations. +- The owner of a duffel bag is shown when hovering the cursor over one. +- Increased vanilla drones' range to 400 m. +- Nerfed stunning. The effect is now incremental: for example, a few hits from a stun baton only slows the target down, but a full stun requires several hits. +- Allow laying on beds. +- Added mudraptor, thresher and crawler hatchlings. +- Removed vision obstructing effects from diving mask and diving suit. +- Added "quickstart" console command. +- Added "setfreecamspeed" console command. +- Zoom more slowly when holding Ctrl in freecam. The speed can be adjusted with the "camerasettings" command. +- Added "CauseSpeechImpediment" attribute to afflictions that stops huskaffliction from causing a speech impediment when set to false. +- Added "sendmessages" attribute to affliction prefabs. When set to false it prevents husk affliction from sending messages on the screen. +- Increased the steps in the aim assist slider to make it possible to set it more precisely (there's a big difference between 0% and 10%). +- Show a "waiting for the campaign to start" text for clients without campaign management permissions in the game mode panel when campaign is being set up. +- Disable all the non-campaign-related elements in the server lobby when a campaign or campaign setup is active. +- Added some diving suits to outpost modules. +- Made engine's propeller damage indicator in the sub editor match the damage radius. +- Invert nav terminal velocity_x output and applied engine force for flipped subs. This should make it so that the sub will go forward when the engine is in "forward" state, instead of going to the right which is the default forward direction. +- Made cabinets waterproof. +- Nav terminals display a warning then the autopilot detects an ice spire. +- Modified oxygen tank, welding fuel tank, underwater scooter and duffel bag densities (they don't sink or ascend as quickly as they used to). +- Reduced skill requirements for rewiring. +- Restrict Concat Component's output length. +- Welding tools can now be used to destroy ballast flora. +- Made floating ice chunks easier to destroy. +- Ballast flora can be damaged by explosions and tools even when it's submerged. +- Select the items/structures in an assembly when placing one in the sub editor. +- Fertilizer no longer increases water consumption on plants. +- Replaced fuel rods for uranium in fertilizer recipes. +- Allow adjusting sound volumes at 1% increments. +- Allow opening Command Interface's manual assignment when using hotkeys or "clickless" mode. Can be done by holding Shift (same key used to open the contextual interface) when navigating to the assignment phase. +- Added new editable property "NonPlayerTeamInteractable" for Items. Prevents players or the bots in their crew from interacting with the item, but still allows outpost NPCs to interact with it. +- Made outpost reactors non-interactable for player team characters. +- Monsters can spawn at both sides of the level during PvP missions, as opposed to always spawning near the sub on the left. +- Disable trying to edit human heads in the character editor, because it would break. +- Monsters can now use doors for fleeing and they should be able to break doors that are in the way to the escape target. However, if the target they are fleeing from is in the same room, they still "panic" and just try to run away from the target. +- Previously the swimming speed of monsters was halved. Now it's clamped. This fixes slow monsters like husk swimming really slow inside the submarine, but it also affects the others. +- Added a diving knife in one of the security item sets, so that the security officers always have a lethal weapon and won't have to keep bashing the creatures with a stun baton. +- Added a medic crate for medical items that are bought from an outpost. Previously the medical items were spawned inside a chemical crate. +- Changed the sounds heard in psychosis depending on whether the character is inside or outside of a submarine. +- Husks can now operate doors and hatches. They can also climb ladders and break doors, which they can't open. +- Added ability to set custom background images in sub editor. +- Added a checkbox to skip localization to item labels. +- Made changes to ignore icon visibility: they can now be seen from further and won't fade out when you move close to them. +- Made item selling prices adjust based on the store balance: as the store balance decreases, the store will offer less for the items you are selling. +- Added "wikiimage_character" command, which generates an isolated image of the currently controlled character. +- Added "wikiimage_sub" command, which generates an isolated image of the currently loaded submarine. +- Renamed memory component's "signal_store" input as "lock_state". +- Added visual snap grid into submarine editor and "togglegrid" console command to toggle it. +- Relay's toggle input ignores "0" signals. +- Only allow attaching one wire to a reactor's power_out connection, because more leads to power issues. +- Made motion sensor's IgnoreDead, Offset and Target properties editable in-game. +- Entering the sub while docked to an outpost doesn't make the music switch from an outpost track to a normal one. +- Restricted pet name tag to 32 characters. +- Instead of a static starting wallet of 2500 marks, the players get 8500 minus the price of the starting sub. +- Replaced existing skill progression feedback with skill increase popups. +- Added new music track, "Extraterrestrial Broadcast". +- Fruits now float on water. +- Added a HSV color picker in sub editor that can be accessed by clicking the small color preview rectangle in the property editor. +- Ctrl+V keybind in sub editor now pastes on the position of your cursor instead of at the center of the screen. +- Holding Alt and dragging the mouse now brings up a measuring tape in sub editor. +- Added "bindkey", "unbindkey" and "savebinds" console commands that can be used to assign console commands to keys. +- Disabled hotbar slot keybinds when holding the Windows Key on Linux. +- Allow banning players who've left the server by clicking on their name in the crew list or server log. +- Husks now ignore incapacitated characters. They also know how to crouch to reach stunned/ragdolled characters lying on the floor. +- Improved the waypoint generator. +- Added store-specific Daily Specials and Requested Goods that change as the game progresses: Daily Specials are cheaper to buy and Requested Goods are more profitable to sell. +- Added store-specific price variance: every store has its own small price factor that affects all item prices. +- Hammerhead spawns are no longer afraid of being shot with sub's turrets. They also try to get in more aggressively. +- Readjusted the flame particle positions on the welding tool and the plasma cutter. +- Lowered the electrical skill required for wiring oxygen tank shelves and diving suit lockers. +- Mission cargo items are now marked with the red hand item. Taking them is considered stealing. +- Added glowsticks. +- Added an option to change the text scale. + +Bots: +- Bots report ballast flora when they see it. +- Bots operating turrets now report what they see. They also call "firing" a bit less frequently. +- Bots using a coilgun/railgun report which kind of enemies they see. +- Fixed medics sometimes not letting go of the character they're treating after running out of medical items. +- Fixed medics not ignoring targets that they can't heal, because they don't have the items for it, which caused the medics to be trapped in a looping behavior. +- Outpost NPCs can arrest or kill players who try to cause leaks in the outpost. +- Changes to how the bots operate repair tools, so that they won't fail so easily when the water forces kick in. +- Bots (only the crew) now tolerate a bit more damage from repair tools before reacting. +- Bots should now properly respect ignored targets also when they are already targeting the item when you tell them to ignore it. +- Fixed bots not equipping diving gear when the oxygen level is low and there is no leaks/water in the hull, causing them to suffocate. +- Fixed bots "forgetting" autonomous operate (operate reactor or steer) orders if the objectives happen to fail. +- Fixed bots sometimes incorrectly abandoning a movement objective, when the path requires a diving gear. +- Bots should now know how to get back inside through gaps in the hull. +- Fixed NPCs not being able to repower the reactor if the player somehow manages to unpower it. +- Bots now run when they are ordered to clean up things. +- Bots now ignore mudraptor eggs (to not foil your evil plans by cleaning them up). +- AI Pathing: Fixed a huge penalty given to stairs causing characters to choose weird paths to avoid stairs. +- Fixed bots running towards a door when they can't find a path while following a target, which was not the intended behavior. The bots should now stop moving and wait in place instead. +- Fixed docking port not always being properly connected to a door, causing a missing link between the waypoints and making it impossible for the bots to access the port on some subs. The accepted distance is now relative to the docking port's sprite's height so that all doors inside the sprite should be treated as close enough. Additionally you can manually link a door to a docking port in the sub editor. +- Fixed bots thinking that they need a diving suit to access certain drones/airlocks on subs that the creator haven't manually removed the waypoints on the ladders outside the airlock door. There's no need to remove those waypoints anymore, although it shouldn't matter if you do. +- Bots should now always heal players when ordered to. They still use a threshold for targeting other bots, but it's now slightly higher (90 instead of 85). This only applies when the bots are ordered, not when they act on their own. +- Bots now speak about not having any targets after a 3 sec delay. Fixes bots sometimes complaining that there's no targets even when there are. +- Fixed bots not properly ignoring non-interactable containers. +- Fixed bots dropping off from ladders when they first try to go up using a ladder and then down using another ladder right next to the first ladder. Happened especially in Kastrull. +- Fixed bots taking items from mission cargo containers (e.g. clean up or rescue). +- Fixed bots not properly checking the line of sight while trying to extinguish fires. +- Bots don't anymore drop empty oxygen tanks in the sea, if they have room in the inventory. +- Bots should now take oxygen tanks with less than 80% either to an oxygen generator or an oxygen tank shelf. Secondary places for non-empty tanks are the diving and the supply cabinets. +- Bots should now take battery cells with less than 80% to a battery or charging dock (added "batterycellrecharger" tag for these items). +- Bots don't yell anymore that they need more oxygen when they are running out of oxygen and have a non-empty oxygen tank(s) in their inventory. +- Fixed bots not respecting the Wait order inside ruins. +- Bots now shoot ice spires when the sub is moving towards them or if they are very close to the turret. +- Bots steering the sub now report ice spires they spot on the sonar. +- Bots now switch batteries when operating scooters. They also unequip the scooter if they run out of batteries, instead of just swimming with it. +- Bots now know how to switch batteries to the stun baton. +- Bots don't drop empty welding tanks or ammunition in the sea anymore, if they have room in the inventory. +- Fixed bots not shooting through turrets that block the line of sight. + +Modding: +- Fixed mods not being sorted correctly until changing the order through the settings. +- Fixed mod load order not being restored correctly when leaving a server. +- Status effect definition attributes are now case insensitive. +- TriggerEvent in StatusEffects now supports inline events and the event tags have been renamed to "statuseffecttarget" and "statuseffectentity". +- Added support for defining a contextual name for an order (e.g. "Wait" and "Wait Here"). +- Added support for IntegerInput elements (with "min" and "max" attributes) for the CustomInterface component. +- Option to define character variants that override some parts of another character. See the "Content/Characters/Variants" folder for some usage examples. +- Fixed a number of crashes in custom repair tools, especially if they operate on their own without requiring a user. +- Added "needsair" attribute to husk affliction, when set to true it disables low oxygen resistance granted by husk affliction. +- Fixed crashing when a StatusEffect targets a removed limb. +- Fixed conditional "And" comparisons not always working correctly when targeting items (the conditional needed to be true on the item and all it's components). +- Added support for overriding textures on character variants. Only supports overriding the entire texture, not separate textures per limb. +- Added support for overriding animations on character variants. +- Added min and max conditions (in percentages) for preferred containers. +- Added support for randomized deconstruction output: Deconstruct elements now support "chooserandom" and "amount" attributes, Item elements support "commonness" attribute. +- Added ClearTagAction that removes the specified tag from the event. +- Added CheckAfflictionAction that can be used to check if a character has an affliction. +- Added "InWater" property to characters. +- Planter component now triggers "OnPicked" status effects when interacted with. +- Allow items with a kinematic physics body to have a connection panel component. +- Fixed HasStatusTag conditionals only checking the first active status effect. +- Fixed multiple characters spawning when a character infected with multiple different types of husk afflictions dies. + +Bugfixes: +- Fixed desync when entering a new level when there's a logbook with a very long message in the sub or in someone's inventory in the multiplayer campaign. +- Fixed very large numbers of submarines in the "Submarines/Downloaded/" folder causing excessive loading times, freezes and high memory usage. +- Delete submarines from Submarines/Downloaded when launching the game and hide downloaded subs from menus. The folder is now essentially a temporary folder for storing a server's submarines during a game session, not a place for persistent storage. +- Fixed crashing when trying to "select matching items" when right-clicking a linked sub in the sub editor. +- Fixed filename case issues and using backslashes instead of forward slashes in mod file paths causing errors on Linux and Mac. +- Fixed crashing when trying to respawn a bot in the multiplayer campaign. +- Fixed server list only showing up to 50 servers. +- Fixed connections that have the same start and end location sometimes getting generated on the campaign map, leading to a crash when trying to load the campaign save. +- Number input boxes don't clamp the value until the input box loses focus or enter is pressed. Fixes clamped values being very difficult to edit. +- Fixed a crash in GetDisguisedSprites. +- Mission events unlock the mission even if the conversation gets interrupted. +- Fixed lights on turrets rotating around the origin of the item, not the origin of the barrel. +- Fixed nav terminal's "velocity_in" input doing nothing. +- Fixed newly placed coilguns and searchlights not rotating the light sprite in sub editor. +- Fixed R-29 cargo lights not toggling on. +- Fixed missing waypoints in Berilia. +- Fixed docking ports' DockingDistance not being affected by the scale of the item. +- Fixed KarmaManager's MaxStructureDamageKarmaDecreasePerSecond not working as intended, allowing karma to decrease more than it should when doing lots of structure damage in a short time (e.g. when using explosives). +- Fixed engine's propeller hitbox not being moved or scaled when the engine is rescaled. +- Fixed holes in walls becoming non-see-through when starting a new round in the campaign. +- Fixed corrupted/invalid content packages whose xml file can't be loaded being added to the list of content packages, leading to a crash. +- Fixed devices failing to receive power if connected directly to a docking port's power connection without a junction box or relay in between. +- Fixed "disallowed upgrades" field not being taken into account in the upgrade UI when using prefab identifiers. +- Fixed level generation sometimes failing to generate the complete path to the destination. +- Fixes to docked subs being placed on the wrong side of the docking target in some cases (namely, when neither of the ports is connected to a door). Also added "ForceDockingDirection" setting to docking ports to enforce the direction if the automatic logic still fails due to some weird port setup. +- Fixed "velocity invalid" error if a monster that's indoors eats a corpse that's outdoors or vice versa (e.g. if you drag a corpse through the airlock while a monster is eating it). +- Fixed diving suit not giving any protection for radiation sickness. +- Fixed conversation prompts not disappearing if the controlled character dies when executing subactions (for instance, when the clowns are approaching the players at the beginning of the "clown relations" event). +- Fixed crashing when taking control of a black moloch with console commands. +- Fixed character editor creating tiny limbs if the mouse cursor goes outside of the sprite sheet area when the user is drawing a new limb. Drawing new limbs is no longer restricted to the sprite sheet area (it still works in display screen space!). +- Fixed husks and humanhusks targeting turrets when they are inside the submarine. +- Fixed monsters sometimes choosing weird paths when the hulls are flooding. +- Fixed assignment tooltip sometimes being displayed on command interface when it shouldn't be. +- Fixed ability to open manual assignment for orders targeting all characters. +- Fixed player characters' orders not being reset in between multiplayer rounds. +- Fixed "unignore" icons being displayed in multiplayer. +- Fixed crew list background blocking mouse input. +- Fixed order icons being always displayed over container when the order target is contained. +- Fixed CustomInterface component's UI text not reflecting the actual signal when changed by another player in multiplayer. +- Fixed inconsistencies in meds when fired from a syringe gun. +- Fixed thalamus spawning too many leucocytes in wrecks (particularly on higher difficulties). +- Fixed ability to choose a campaign save filename that's illegal on Windows when hosting a server on Linux or Mac, preventing Windows players from joining the server. +- Fixed workshop item download prompt not fitting on the screen when trying to join a server that has a large number of mods installed. +- Fixed being able to hear ready check ticking when the popup wasn't visible. +- Fixed an occasional lag following a crash when there's Spinelings present in the game (#4453). +- Fixed autopilot trying to steer away from connected subs that aren't directly docked to the main sub (e.g. drone docked to a drone docked to the main sub). +- Fixed a crash in the character editor when editing a limb's source with "adjust collider" enabled and if the source rect's size is zero or negative. +- Fixed docking ports not locking client-side if hulls fail to generate between the ports (e.g. if the thing docking to the sub doesn't have hulls). +- Fixed subs with a tall shuttle docked on top sometimes spawning partially inside the level's top wall. +- Fixed melee weapons being able to hit through walls/doors as long as the origin of the item is on the same side of the wall/door as the user. +- Fixed ballast flora jamming doors permanently if it dies while trying to drown a player in the ballast tank. +- Fixed pets not spawning at the position of the owner. +- Fixed rare "failed to generate a wall (not enough vertices)" error when generating a level. +- Fixed ability to see inside secure steel crates without appropriate access by swapping them with a normal crate. +- Fixed welded doors staying stuck and nav terminal not getting reset when redispatching a shuttle. +- Fixed mudraptor shells spawning outside the mudraptor's inventory. +- Fixed recovered shuttles disappearing if you quit during the round immediately after purchasing shuttle recovery in multiplayer campaign. +- Fixed logbooks always spawning in the same cabinet in a given wreck. +- Fixed items with a physics body disappearing when they are outside hulls during saving. +- Fixed items attached to walls (e.g. signal components) deattaching when resetting them to prefab values in the sub editor. +- Fixed characters that have been turned invisible by psychosis staying invisible when you switch to them. +- Fixed crashing when selecting a client who's controlling a monster in the tab menu. +- Fixed "where no man has gone before" achievement being impossible to unlock due to the depth being calculated incorrectly. +- Fixed submarine switching deleting all upgrades in multiplayer. +- Fixed Hammerhead Matriarch often not being able to break the sub's walls when hitting it. +- Fixed Hammerhead Matriarch's head deforming incorrectly (this fix may affect any modded content using conditional sprites with deformations). +- Fixed crash in sub editor when copying a linked submarine that you lacked the original file to. +- Fixed turrets and searchlights having incorrect light rotation when minimum rotation limit was the same as maximum rotation limit. +- Fixed popup messages preventing you from steering on the navigation terminal. +- Fixed inability to start a server when there's a very large number of subs installed. +- Fixed XP messages flying away when inside a moving sub. + +--------------------------------------------------------------------------------------------------------- +v0.11.0.10 +--------------------------------------------------------------------------------------------------------- + +- Fixed monster missions causing a disconnect in multiplayer mission mode. +- Fixed bots getting removed from the crew when starting a multiplayer campaign, returning to the lobby during the first round and then reloading the campaign. +- Fixed crashing when entering a new level in the campaign when an inactive pump has been infected with ballast flora. +- Fixed ballast flora branches respawning instantly if they're destroyed while they're growing towards a target. +- Fixed crashing when attempting to place components outside of the submarine in test mode. +- Fixed inability to rewire beacon stations when rewiring is disabled on the server. +- Fixed repair tools that aren't held causing a crash upon use (only affects modded items). +- Fixed raycast weapons (revolvers, shotguns, SMGs) sometimes not hitting monsters in specific areas outside the sub. +- Fixed submarine's price field being difficult to edit in the sub editor due to the value getting clamped above the minimum price while typing in the box. +- Potential fix to certain projectiles (e.g. harpoons, spineling's spikes) sometimes causing erratic physics behavior and errors (ragdolls going crazy, submarine getting launched off at a high velocity...) when they stick to the submarine or to characters. +- Fixed occasional crashes when swapping to another character's ID card with a mask or diving suit on. + +--------------------------------------------------------------------------------------------------------- +v0.11.0.9 +--------------------------------------------------------------------------------------------------------- + +- Fixed operating a pump manually causing a disconnect in multiplayer. +- Fixed ruins sometimes spawning partially inside level walls. +- Fixed the game occasionally failing to generate a crash report when it crashes. + +--------------------------------------------------------------------------------------------------------- +v0.11.0.8 +--------------------------------------------------------------------------------------------------------- + +- Fixed monsters being hard to hit with ranged weapons when far from the players in multiplayer (e.g. when operating a drone far away from the sub). +- Fixed occasional console errors when loading a submarine with a ballast flora infection. +- Fixed ambient lighting not affecting the submarine's outer walls. +- Fixed wire nodes getting messed up between campaign rounds if the wire was mirrored horizontally while placing it. +- Fixed ruins sometimes spawning with some of the wires disconnected. +- Fixed ice spires sometimes spawning too close to the start/end of the level. +- Render egg sprites in front of minerals. +- Fixed dancing coilguns. + +--------------------------------------------------------------------------------------------------------- +v0.11.0.7 +--------------------------------------------------------------------------------------------------------- + +Environment overhaul: +- Remade textures. +- Branching level paths. +- More varied level layouts. +- Added small explorable caves alongside the main path. +- Made the floating ice chunks destructible. +- The areas outside the traversable path are solid instead of hollow, so it's no longer possible for monsters to spawn "outside the level" or for the sub to get lost at the wrong side of the level walls. +- Ice spires: tall, protrusions that cut holes in the submarine if you hit them. +- Piezo crystals: environmental objects that drain power from the submarine when you get too close to them. +- The biomes further on the campaign map are deeper down in the ocean, meaning that crush depth starts higher up in the level. The biomes near the end of the map require hull upgrades to traverse safely. +- Improved resource (minerals and plants) spawning: resources now spawn in clusters which can contain multiple instances of the same resource. +- Made thermal artifacts a bit more manageable: they now start a fires periodically, not continuously. + +New missions: +- Nest missions where you need to enter a cave to destroy a monster nest. +- Beacon missions where you have to repair and power up a "beacon station". +- Mineral collection missions where you have to locate and mine a mineral cluster. + +Additions and changes: +- Added ballast flora, a plant-like organism that can infect the submarine and leech power from junction boxes and batteries. A ballast flora infection may be contracted by passing through a colony of ballast flora spores (which are faintly visible on the sonar). +- Added a new monster, "Spineling". +- Adjustments and balancing to the way locations change to other types of locations: habitation now spreads faster as the player explores the campaign map further. +- Added new military outpost music track. +- Submarine hull upgrades increase the submarine's tolerance to pressure, allowing it to dive deeper without getting crushed by pressure. +- Deep Diver subs can dive 20% deeper than other subs without getting crushed. +- Added mineral scanning functionality for sonars: enabled by default for handheld sonars, can be enabled for other sonar devices in the Sub Editor with Sonar component's "HasMineralScanner" property +- Added concatenation component (a signal component that joins two inputs together). +- Added a ready check that can be used to check if everyone is ready to depart from an outpost in multiplayer. +- Added "ignore" order that can be used to prevent bots from using/repairing/taking specific items or devices. +- Discharge coil's range can be visualized by holding space while one is selected in the sub editor. +- Level difficulty affects the way outpost events are chosen (the more difficult events don't occur until later in the campaign). +- Non-wiring-related items become transparent in the sub editor's wiring mode. +- Improved turret range visualization in the sub editor. +- Made skill checks in outpost events probability-based: a low skill doesn't mean you'll always fail, just that you're less likely to succeed. +- Reworked bonethresher's behavior and attacks. Tigerthreshers now protect Bonethreshers with a low priority. Minor tweaks to the ragdolls and animations. +- Added water percentage output to water detector. +- Reduced scrap spawn rates in wrecks. +- Removed the explosive cargo mission variant where one of the explosives spontaneously explodes. +- Split combat missions into a separate game mode. +- Added a toggle for transparent wiring mode. +- The "Leaving Start Location" track isn't played at outposts. +- Increased default KillDisconnectTime to 5 minutes. +- Added pet food item. +- Added support for defining sonar icon colors in XML. +- Neutralize ballasts in submarine test level. +- Items can be attached to level walls. +- Fixed watcher's gaze causing severe effects inside the submarine. +- UI: Moved the navigation controls to the right side of the sonar view and readjusted the layout. +- Moved the cleanup order to the last in the maintenance category. +- Flagged certain parts of the nose and tail of the vanilla submarines as non-targetable, because the monsters tended to go inside the nose/tail parts too often. +- Increased the sound ranges for Tigerthresher, Leucocyte, Terminal cell, Mudraptor, and Crawler (should make them more audible). +- Crawlers, Tigerthershers, and Spinelings now avoid being killed by the engine (more or less). +- Adjusted the avoiding behavior for monsters. + +Bots: +- Bots don't anymore clean up other diving suits when they have one equipped already. +- Bots don't anymore take diving suits off inside outposts (unless they have to). +- Fixed bots getting stuck on ladders when their body is near the floor. +- Fixed bots equipping diving gear too eagerly when the oxygen level drops in the room. +- Fixed all npcs and bots using the "Passive" idle behavior. Changed the guard idling so that they now more and prefer longer distances. Also other crew members should now move slightly more than previously. +- Increase combat priority of some tools so that the bots prefer those to toy hammer. +- More descriptive bot dialog when they can't find items they're looking for. +- Diving suits the bots have dropped in an outpost are automatically moved to the cargo bay when departing from the outpost. +- Outpost security allows "stealing" diving masks and suits if the outpost is flooding. +- Bots keep more distance to the player while following underwater and outside the sub. +- Fixed a rare crash in AIObjectiveIdle.Wander method. +- Bots now defend themselves (if possible) also when they are being attacked outside of the submarine. +- Bots should no longer hoard fuel rods. +- Fixed bots getting stuck while swimming near the submarine, because they kept switching between different steering modes. +- Fixed bots not avoiding other submarines connected to the submarine they are heading to while swimming around the submarine using waypoints. +- Fixed broken walls near hatches/doors sometimes preventing characters from entering the sub/outpost through the hatch/door. +- Fixed security or bots that have been ordered to fight enemies first fleeing from the enemies. +- Fixed bots sometimes failing to put out fires in multi-hull rooms. +- Fixed bots not being able to clean up items that occupy both hands (like the fire extinguisher). +- Fixed bots having issues with empty items while operating the reactor or the turrets, causing them e.g. to not knowing how to load the target item. +- Fixed outpost NPCs sometimes "cleaning up" the spawned toolbox in the event "clownrelations1". +- Fixed bots loading more rods to the reactor when the load is too high, even if the current amount of fuel is already enough to maximize the output. + +Modding: +- Added "IgnoreWhileInside" and "IgnoreWhileOutside" parameters on character targeting parameters. +- Added ranged projectile attacks for monsters. See Spineling for an example. Note that there are five different rotation modes for the projectile aiming: Fixed, Target, Limb, MainLimb, and Collider. +- Added a "sweep attack", which makes the creature sinuate while closing to the target instead of moving straight towards it. Used on Spineling. +- Added limb hiding (permanent or temporary) with status effects. Used on Spineling. +- Added limb breaking with status effects. +- Allow characters to move full speed after attacking, when the cooldown is active. The property is found in the attack definition. +- Allow to use the idle behavior (wandering) after attacking, during the cooldown. +- Added "OnlyOutside" and "OnlyInside" attributes for status effects. Affects only the targets of the effect. +- Fixed particle's "LoopAnim" property doing nothing. + +Bugfixes: +- Fixed occasional "missing entity" errors caused by the server failing to write an ID card's data in a network message. +- Fixed a bug that sometimes caused power to desync in multiplayer: when connecting the second end of a wire to a device other than a junction box, the server would sometimes not register the wire as being connected. +- Fixed previous messages disappearing from terminals and logbooks when transitioning to a new level in the campaign. +- Fixed sprite depths in dockingmodule 2, should prevent z-fighting. +- Fixed crashing when a bot abandons AIObjectiveCombat due to the target being in a different sub (e.g. if a character the outpost security is chasing moves from the outpost to the sub). +- Fixed undocking enabling all disabled nodes instead of just those that were connected to the docking port in question. +- Fixed EventManager to always choosing the same events from identical event sets in a given level. Meaning that if a level for example had 3 monster spawns that spawn either a crawler or a mudraptor, and the first event spawned a crawler, the rest would as well. In practice this lead to there being less variation in monster spawns than intended. +- Kastrull: Added more waypoints around the drone so that bots know how to get around it when it's docked to the main sub. Also fixed the airlock waypoints not being linked to the doors, causing the bots not being able to operate them. +- Fixed Health Scanner HUD showing a disguised character's true identity. +- Fixed health interface showing the original face and occupation of disguised characters. +- Fixed changelog layout getting messed up in the main menu after changing the resolution. +- Fixed some structures turning into wrecked versions when reloading the core content package with the "reloadcorepackage" console command. +- Fixed vent output being calculated incorrectly in multi-hull rooms. +- Fixed switch state being toggled when selecting them in the sub editor's wiring mode. +- Fixed engine not being affected by low power unless the voltage is low enough to turn it off completely (in practice meaning that there's not benefit to supplying the engine more than 50% of it's power consumption). +- Fixed characters getting healed between campaign rounds in single player. +- Fixed atan component output being inconsistent: the output was only correct if the y input was received after the x input during the same frame. +- Fixed crashing if a character's hands get severed while repairing something. +- Fixed stored non-shadow-casting lights being subtracted from the shadow-casting light count in the sub editor. +- Fixed autocalculated submarine price not being saved if the player doesn't touch the price field in the sub editor's save dialog. +- Fixed OnContained/OnNotContained StatusEffects not running if the itemcomponent is not active. In practice prevented oxygenite shards from supplying power until someone moves them. May have caused some other issues as well. +- Fixed console error when deconstruction Bufotoxin. +- Fixed reputation loss when "stealing" fire extinguishers from outposts when there's a fire. +- Fixed periscopes outputting rotation values incorrectly when connected to something else than a turret (e.g. camera). +- Fixed resetting game settings reloading content packages, causing items to disappear if the settings are reset when a round is running. +- Fixed pet's hunger/happiness values and inventories not getting saved between rounds. +- Fixed pet name tags disappearing client-side between rounds. +- Fixed empty oxygen tank not triggering the warning sound of a diving suit's oxygen supply. +- Fixed StatusEffects targeting "NearbyItems" only being able to target the Item instance, not the ItemComponents. +- Fixed "deceased" text wrapping in the health interface on small resolutions. +- Fixed open subinventories remaining visible on screen when using a railgun, coilgun or periscope. +- Fixed zoom getting stuck whenever exiting a railgun, coilgun or periscope and instantly hovering on an inventory slot. +- Fixed turret range upgrades not increasing the range of the turret's spotlight. +- Fixed all monsters spawned by the same monster event having the same sets of items. +- Fixed disconnected, hanging wires sometimes appearing at the wrong end of the wire. +- Fixed progress bar saying "welding" instead of "cutting" when cutting open a welded door. +- Fixed explosion damage to items not being diminished if there are obstacles between the explosion and the item. +- Fixes to flamer particles going through walls. +- Fixed items that are included in multiple categories (e.g. oxygen tanks, battery cells) not appearing in the sub editor's entity list unless using the search bar. +- Fixed psychosis sounds affecting all players. +- Fixed fabricators and deconstructors deteriorating even if they're not running. +- Fixed crashing when selecting a fabricator linked to a deconstructor or vice versa. +- Fixed "hide offensive server names" tickbox working the wrong way around in the server browser. +- Fixed console errors when setting an engine's max force to 0. +- Fixed in ability to damage huskified crew members if friendly fire is disabled. +- Fixed prototype steam cannon particles going through walls. +- Fixed "engineers are special" outpost event not giving XP when successfully helping the NPC. +- Fixed "propaganda" and "clown outbreak" outpost events not triggering. +- Fixed wires not appearing in some item assemblies placed in the sub editor until the sub is saved. +- Fixed decorative sprites being positioned incorrectly on mirrored items (such as pumps and fabricators). +- Fixed rotation limits being incorrect on turrets that have been mirrored before saving the sub. +- Fixed crashing when a bot is left to idle inside ruins. +- Fixed deconstructing an SMG magazine causing an SMG round to drop on the ground. +- Fixed empty SMG magazines not deconstructing to plastic. +- Fixed SMG magazines in character's inventories spawning SMG rounds at the start of a round (again). +- Fixed console errors in StatusEffect.GetPosition when applying a delayed status effect on a removed character. +- Fixed the latching behavior on Crawlers. +- Fixed latched creatures not releasing the sub when the submarine moves fast enough (defined in the latching behavior definition). +- Fixed outpost events sometimes triggering on dead/unconscious players. +- Fixed wifi component accepting input from chat regardless of the "link to chat" setting (the setting only determined if the component outputs the messages to the chat of the player holding the item, making it only useful for headsets). +- Fixed an issue that caused freezes when opening the server browser. +- Fixed "there is not enough room in the input inventory" error when placing a legacy medical fabricator in the sub editor. +- Fixed picking up a captain's pipe selecting it, preventing aiming until the item is deselected. +- Fixed hitscan projectiles briefly dropping out of the weapon client-side when fired. +- Fixed inability to play the campaign from the same local network when hosting with the dedicated server. +- Fixed crashing when clicking "spectate" in the server lobby after connection has been lost. +- Fixed occasional "too much data in network event" error messages. +- Fixed clients assigning different initial location reputations than the server, causing the round summary to display random reputation loss/gain when leaving the first outpost. +- Fixed "No AI Target" property not working properly. +- Fixed a rare crash when crawlers latch to a submarine. +- Fixed the vanilla submarines not always having any wrenches, which causes the bots not being able to fix mechanical items if they don't have a wrench in their inventory. Also made sure that all engineers have a wrench when they spawn. +- Fixed recovering and repairing a shuttle not removing the wall damage client-side. +- Fixed crashing when a hull smaller than 16x16px is painted or becomes dirty. +- Fixed characters not being visible when viewing an area far away from the player with a drone in multiplayer. + +--------------------------------------------------------------------------------------------------------- +v0.10.6.2 +--------------------------------------------------------------------------------------------------------- + +- Adjusted pets' item production rates and hunger/happiness thresholds. +- Fixed inability to pick up chitin chunks. +- Fixed event manager considering pets to be enemies, leading to monster spawns being delayed or disabled altogether when there are pets inside the sub. +- Fixed bots having difficulties in entering/exiting the airlocks. +- Fixed doors not obstructing waypoints after docking. +- Fixes to pet syncing. +- Fixes to pets disappearing when transitioning between levels. +- Removed small crawler egg (was only intended for testing). +- Kastrull: Fixed the airlock waypoints not being linked to the doors, causing the bots not being able to operate them. + +--------------------------------------------------------------------------------------------------------- +v0.10.6.1 +--------------------------------------------------------------------------------------------------------- + +- Added sounds for pets. +- Most fruits can be fed to pets. +- Increased the time it takes for pets to get hungry. +- Decreased pets' item production rate. +- The number of monsters now increases the event intensity more than previously, which should spawn monsters less frequently. +- Added some unarmored mudraptors to low-difficulty levels. +- Fixed crashing when a character takes damage from something else than another character attacking them (e.g. volcanoes). +- Fixed some steering issues where bots would return to the last waypoint instead of continuing with their current path when they should. +- Fixed occasional "velocity invalid" error messages when a character gets hit by a very fast projectile (e.g. coilgun bolt). +- Fixed severed tiger thresher heads doing the "death wiggle" animation. +- Fixed water flow sounds not disappearing over time. +- Fixed throwing an item that has no status effects (such as a flare) causing a crash. +- Fixed chitin helmet spawning in armory cabinets. +- Fixed event intensity going down immediately when the situation gets less intense instead of gradually returning to normal. Should make it happen less that more monsters are spawned soon after the player survives the previous wave of monsters. +- Fixed monsters using the Escape state when they should use the Flee state. +- Fixed Threshers not dying after being beheaded. +- Fixed heads or other extruding limbs being severed also when their root body takes damage. +- Fixed bots trying to get inside outposts (from outside) that they can't and shouldn't be able to enter to. +- Fixed very small creatures getting stuck on waypoints. +- Test changing the assignment logic for maintenance/operate orders: if the player doesn't specify the target character, use the bot who already is following the same order. The intention is to make it easier to change the target item of the order. The draw back is that ordering multiple bots to man the turrets now requires an extra step: specify the target character. + +--------------------------------------------------------------------------------------------------------- +v0.10.6.0 +--------------------------------------------------------------------------------------------------------- + +Changes and additions: +- Reworked Watcher. +- Added pets (can be obtained by buying eggs from outposts). The pets produce items that can be used for crafting if they're kept happy and well-fed. +- Added a new AI behaviors: Observe, Follow and Freeze. +- Added toolbelt (a wearable container with a capacity of 12 and it's own dedicated slot) as a replacement for the toolbox. +- Improvements to the effects caused by psychosis: the affliction icon is not visible to the psychotic character, the fake fires and floods are a bit more convincing, the affliction plays random sounds and can cause other characters to become invisible. +- Added capture group support to RegEx component. +- Added black and white paint. +- Added optional "forbidden word filter" to the server browser. The filter is off by default. The list of forbidden words can be modified by editing the file "Data/forbiddenwordlist.txt" in the game folder. +- Increased the damage of 40mm grenades. +- Misc improvements to the tutorials. +- Added undo and redo functionality to the submarine editor. +- Added animations and lights to pump, fabricator, deconstructor and engines. +- All explosions now inflict explosion damage instead or in addition to lacerations. +- Nerfed the mudraptor slightly: the head and the tail armor should now break more easily; increased the cooldown of some attacks. +- Mudraptor's armor now explodes when destroyed. +- Added an unarmored variation of mudraptor. +- Bonethresher's head is now vulnerable to gunshotwounds and lacerations. +- Adjusted the appropriate jobs for bots. +- Changed the automatic crew selection logic for orders. +- Only show either electrical or mechanical repair order for the contextual selection, depending on which skills the item requires. +- Previous order icons of the same type are no more created, no matter if the target was different than the current. +- Tigerthreshers can now attack inner walls of the submarine. They still need help to get inside. +- Changes to the Tigertherthresher's main collider that should improve the overall movement. +- Option to make particle emitters modify the color of the particles. +- Set a limit to how many bots you can hire in the campaign (currently 16). +- Explosions caused by sodium, potassium, magnesium and lithium being exposed to water don't trigger additional explosions (e.g. oxygen tanks don't explode if they happen to be next to a sodium explosion). +- Pumps and relays placed in the sub editor are on by default. +- Added sounds for the nausea affliction. +- Nausea now inflicts a minor stun and internal damage when the character throws up. +- Monsters now stop fleeing after a while, if they are not being chased and can't perceive the target anymore. +- Implement spread, speed, and rotation for the spawn item status effects. +- Minor damage (less than 1 hp) doesn't spawn particles anymore. +- Rebalanced upgrade parameters, allowing for more noticable benefits. +- Allow closing the splash screens with esc. +- Added more copper to chalcopyrite and bornite deconstruct recipe. +- More calcium for aragonite, adjusted prices. +- Made large monsters immune to paralyzant (mudraptor is the largest affected monster). +- Use player name instead of server name for the server owner when hosting a server. +- Don't draw turret range indicators in the sub editor when the turret isn't selected. +- Adjusted Hammerhead's posture. +- Minor adjustments to Mudraptor's animations. + +Modding: +- Added Scale and Offset to Light Sprite's parameters. +- Fixed the Constant Torque parameter not working right. +- Allow to enable/disable tail angles per limb. Previously the angle was only applied to the first limb of type Tail. +- Added per limb multipliers for sine animations (fish tail movement). +- Exposed the fleeing and avoiding times on the monster AI parameters. +- The Light Sources on characters can now be defined with conditionals. +- Added HealthMultiplier parameter that can be used in StatusEffects like SpeedMultiplier. + +Character Editor: +- Fixed a number of issues with the joint limit widgets. Also allowed to set a joint to rotate clockwise, which inverses the widget direction. Useful for heads or other limbs that extrude right from the main body. +- The colliders of the hidden limbs are now hidden in the game view. +- Changed the hotkey for toggling the parameter editor from "Tab" to "F1" and fix the inability to toggle the editor when a text field is selected. +- Fixed load and save interfaces being broken on lower resolutions. + +Sounds: +- Added 2 new background music tracks +- Added a new, separate sounds for opening and closing the alien doors +- Added a new sound for medium-sized fires +- Added new heartbeat sound for suffering from low oxygen +- Added new sounds for the hull creaking +- Added a new sound for a broken pump +- Added a new sound for tinnitus after an explosion +- Added a new sound for alien artifacts +- Added a new sound for electrocution +- Added a new sound for husk footsteps +- Added new misc. UI sounds +- Added a new variations for some existing sounds +- Improved some existing sounds +- Exposed GUI sound definitions in the sounds.xml file + +AI improvements and fixes: +- Added a new AI behavior and order: cleanup items. +- Fixed severe performance hit when damaging outpost NPCs with a weapon that does continuous damage (for example a flamer). +- Reworked the contextual "Wait" order: the order now targets a position instead of an entity. +- Bots are now allowed to more things even they are not inside the player sub. For example they can be told to extinguish fires in the outpost or rescue crew members inside a wreck (when they are at the same place). WIP. +- Bots now try to put oxygen tanks to oxygen tank containers, before the oxygen generator or supplycab. +- Bots now re-equip hats, helmets, and other clothing that they have unequipped for being able to wear diving gear. +- Bots now use the underwater scooter when they have one in the inventory. +- Bots should now be slightly smarter when putting off fires. +- Bots don't anymore retaliate if they are being shot while there is an enemy around. Fixes #3840. +- Fixed a number of cases where bots would get stuck or fail to fix a leak. +- Fixed bots with steering order targeting the shuttle nav terminal instead of the main nav terminal. +- Fixed NPCs getting aggroed by certain drugs (e.g. anaparalyzant). +- Fixed bots not prioritizing the wall mounts for containing the extinguishers. +- Fixed monsters targeting inner doors when they shouldn't (#3891). +- Fixed outpost guards attacking the player for defending themselves against the aggressors on the event "mediator". +- Fixed NPCs not reacting when the player is attacked. +- Fixed AI considering characters on the opposing combat mission team as friendly. + +Misc fixes: +- Fixed clients always getting the generic "could not connect" error message when connecting to a server fails, even if there's a specific reason to the connection failing (e.g. disallowed symbols in the player's name, mismatching content packages or game version). +- Fixed yet another cause for "missing entity" errors. Occasionally happened in monster missions when a monster happened to get assigned the same ID as an item in a player's inventory. +- Fixed clients spawning a respawn shuttle in non-campaign missions even if the server has disabled respawning, leading to "missing entity" errors. +- Fixed planters dropping removed seeds after a save is reloaded. +- Fixed plants not updating the health after being fully grown in multiplayer. +- Fixed decal syncing working unreliably in multiplayer. +- Fixed "level doesn't match" errors after leaving a shuttle/drone behind in the multiplayer campaign. +- Fixed painted/dirty walls going to full opacity when transitioning to a new level in the campaign. +- Fixed crashing when trying to render a light whose range is less than 1 pixel. +- Fixed crashing when using a repair tool causes an explosion (e.g. when killing a terminal cell with a plasma cutter). +- Mudraptor: Adjusted and fixed the animations. +- Fixed irrelevant damage modifiers (like bleeding) affecting the damageemitter's particles. In practice, this caused damagemodifiers with bleeding modifier 0 not spawn any particle effects when the limb was hit. +- Fixed extinguish fires not working with extinguish fire orders if the room has not enough oxygen. +- Fixed the user set state of the crew list not being respected; autohiding/showing shouldn't change the state set by the player. +- Fixed significant lag spikes at outposts with many NPCs. Caused by too frequent pathfinding calls, when an NPC can't find a path to the target. +- Fixed AIState.Protect throwing exceptions when an attacker has been removed. +- Fixed status effects targeting nearby characters/items failing to launch, unless they used the "Active" effect type. +- Fixed crashing when trying to crouch while swimming in the character editor. +- Fixed pause menu being togglable during level transitions, causing errors if quitting the game during a transition. +- Fixed wire disappearing from the character's inventory and from the walls when getting shocked from attaching the 2nd end of a wire in multiplayer. +- Fixed airlock warning light in Kastrull not turning off when the airlock door is closed. +- Made plants non-combineable. +- Fixed random submarine selection setting for servers occasionally selecting non-submarines. +- Fixed dedicated servers still showing up as "playstyle-less" in the server browser. +- Fixed sounds defined in affliction status effects not working. +- Require at least 1 kick vote before kicking someone, no matter how low KickVoteRequiredRatio is set to. +- Fixed gaps being misplaced on certain wall structures, preventing certain walls from leaking in some subs (for example the wall above Typhon's junction compartment). +- Fixed "Select Matching Items" crashing in the editor when used with submarines with a linked submarine. +- Fixed hull above Kastrull's drone not being connected to the rest of the hulls, preventing oxygen from flowing between the drone and the sub when docked. +- Fixed junction boxes' signal connections passing power/load information. +- Fixed crash when trying to clone a linked sub that you don't have the submarine file for in the sub editor. +- Fixed incorrectly scaled items in the diving gear cabinet/locker assemblies. +- Fixed inability to sell faraday artifacts when the condition of the artifact is 0. +- Fixed monsters not fleeing if the attacker is a bot. +- Fixed OnImpact statuseffects not launching if the impact was negative (e.g. when a moving sub hits an item that's below the sub). +- OnDamaged status effects now launch only when there's any damage. Not when the damage is zero. +- Fixed health bar pulsating even when no damage is done by an attack/status effect. +- Fixed affliction probability not having any effect when used in status effects. +- Fixed EventManager crashing if there are no event sets configured for the current location type (only affected mods that add new location types without adding any events for them). +- Fixed items held in the left hand being drawn in front of the characters. +- Fixed ability to drag and drop items into outpost reactors. +- Set terminal's maximum message length to match maximum chat message length (otherwise chat-linked terminals work differently in multiplayer). +- Fixed diving suit's low oxygen warning beep not following the player wearing the suit. +- Fixed "propaganda" and "clown outbreak" outpost events never triggering. +- Fixed "clown brutality" event getting stuck after the NPCs have been spawned. +- Fixed "impromptu engineering" event giving only one coilgun ammo box despite the text saying 2. +- Fixed "black market" event always giving the player the alien pistol. +- Fixed incendium bars exploding when pressing the Use key while holding one. +- Fixed outpost security not reacting to players throwing items that explode on impact (e.g. flash powder or nitroglycerin). +- Fixed outpost security reacting to raptor bane extract injections with lethal force. +- Fixed mantis' animation. +- Fixed multiple wire nodes occasionally getting placed with one click when rewiring. +- Fixed fire and water flow sounds staying active when returning from a multiplayer session to the main menu. +- Fixed previously discovered map tiles becoming undiscovered when saving and loading a campaign. +- Fixed 1st shot from SMG magazines spawned with console commands doing nothing. +- Fixed calyxanide not damaging huskified humans or crawlers. +- Fixed explosives exploding when combining them results in one being removed. +- Fixed items that don't flip horizontally being positioned incorrectly in mirrored subs. + +--------------------------------------------------------------------------------------------------------- +v0.10.5.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed clients not receiving a message of their character dying if they die far away from the position they were last spectating, causing them to get stuck to a state where they appear alive but can't interact with anything. + +--------------------------------------------------------------------------------------------------------- +v0.10.5.0 +--------------------------------------------------------------------------------------------------------- + +Changes and additions: +- Added gardening: four different growable plants that produce specialed fruits which can be crafted into different items, or just thrown about and splattered on the hulls of the sub. +- Added cleaning: decals are now persistent and water gradually dirties up the submarine's walls. The dirt and the decals can be cleaned with a special tool that can also be used to paint the walls. +- New submarine, the heavy transportation ship R-29. Original design by "Rav2n". +- Overhauled mudraptor: new sprites, more varied attacks and heavier armor. +- Option to change the channel on the headset, making it possible to do things like secret communication on another channel or devices that react to commands sent on a specific channel. +- Added a verification prompt when trying to handcuff yourself. +- The inventory of handcuffed players isn't hidden completely, just locked (with a tooltip that explains why it's locked). Hiding the inventory was confusing to many new players, and it was easy to mistake it for a bug. +- Added directional markers that show the locations of the interactable NPCs in outposts. +- User's helm skill affects engine output. +- The game is paused when the campaign map is open in the single player campaign. +- The campaign map is automatically closed if the submarine gets too far from the end of the level while the map is open in multiplayer. +- Clients are allowed to view the campaign map even if they don't have the permissions to select the destination or the mission. +- The docking confirmation prompt is only shown when attempting to redock to the outpost you just left from. +- Wrecks are now properly initialized when spawned with "spawnsub" console command. +- Readjusted the attacks for the Husk and the Humanhusk. +- Added the option to select the minimum number of players required on the server for traitors to become active to the server settings menu. +- Log when clients modify the properties of an item (e.g. light colors, signal component settings). +- Allow selling items as long as their condition is over 90%. +- ID cards can be sold (as long as they're not in the player's own ID card slot). +- Disallowed selling items in equipment slots. +- Added cancel button to the "reconnecting to server" message box. +- DockingPort, Turret and LightComponent toggle connections ignore 0 signals. +- Traitor victims get a message saying they were killed by a traitor. +- Stack chat message popups when the chatbox is hidden instead of just showing one at a time. +- Switches now have lights that indicate whether they're on or off. +- Added "fuel_out" output to reactors. +- Added "set_light" connection to turrets. +- Made stun gun darts craftable from any type of wire. +- Outpost generator uses the first module type defined in the outpost config as the 1st module instead of forcing it to "airlock" (making it possible for modders to create outposts with another type of entrance module). +- Mission rounds end automatically if there are more living players inside the outpost than outside it, even if the sub is not at the end of the level. +- Made togglehud command usable in the sub editor for nicer screenshots. +- Characters don't gain helm skill when the sub isn't moving. Prevents grinding the helm skill when the sub is docked or maintaining position. +- Improved the way solid obstacles reduce explosion damage. Non-broken doors and walls nullify the damage almost completely. +- Fabricator continues fabricating when transitioning to a new level while it's running. +- Hid movement orders from the contextual command interface when there are orders of another type available. +- Made improvements to store interface tooltips. They now include the item name and should be displayed more consistently. +- Disabled automatic crew list sorting. The order now remains the same throughout the round. +- Added a second previous order icon to the crew list. +- Added character godmode, renamed mainsub godmode command to 'godmode_mainsub'. +- Increased sub editor auto save slots from one to 8 by default. +- Made logbooks sellable. +- Equipping a weapon activates it's reload time (capped to a maximum of 1 second), preventing bypassing the reload times by swapping between multiple weapons. +- Hide campaign NPC icon when the NPC is dead or incapacitated. +- Bots now prioritize stunning melee weapons based on their damage if they run out of battery. +- Made antidotes cheaper and easier to fabricate. +- Location reputations are shown when overing the cursor over a location in the campaign map screen. + +Modding improvements and fixes: +- The order of all installed mods (not just the enabled ones) is now saved into the config file. +- Workshop mods can now be downloaded and installed automatically before joining a modded server. +- Disabled the Executable content type due to issues with cross-platform support. +- Fixed Unsubscribe button sometimes failing to delete mod content. +- Fixed a crash when attempting to modify the currently selected core package when other core packages aren't available. +- Fixed a modding-related crash at startup. +- Increased the "SeverLimbsProbability" cap (for items) from 1 to 10. The value is multiplied together with the joint setting "SeveranceProbabilityModifier", and limiting the value to 1 makes it impossible to boost the probability of some weapons/attacks. +- Fixed negative rotation speeds not working on decorative sprites. +- Fixed ItemPrefabs loading after AfflictionPrefabs. +- Previous enabled mods are restored when leaving a server. +- Added support for "periodic effects" (effects that execute every x seconds) to Afflictions. See the new "nausea" affliction for a usage example. + +AI improvements: +- Using the fire extinguisher when there is a fire is no longer considered stealing by the NPCs. +- NPCs now spawn an oxygen tank if they can't find any. They don't spawn diving gear though. +- NPC guards now spawn more handcuffs if they don't have any and are trying to arrest a target. +- NPCs now spawn a welding fuel tank, if they can't find any. They don't spawn welding tools. +- Some adjustments to the logic on when a diving gear is required and when it's not. +- Bots now avoid idling in narrow hulls. Instead of taking the whole hull volume into account, they now give weight only for the width of the room. +- Bots should now avoid idling in flooding hulls even when they have proper equipment. +- Medics don't anymore try to rescue targets that are fixing leaks. +- Medics now try to replace empty oxygen tanks for their targets before dragging them into safety. They should also take the suit off when it's not needed. +- Security officers and those who are ordered to fight intruders now actively seek new weapons if they have a poor weapon or run out of ammo. +- Bots don't try to move while grabbed by a friendly character. +- Bots now detect and ignore leaks that other bots are targeting. +- Bots don't anymore try to decontain diving suits when the path to the cabinets is flooding. +- All crew members now try to keep the reactor running, unless the player orders someone to shut if down or turns it off manually. +- Bots shouldn't anymore try to operate items that other bots are targeting (previously they used to walk next to the device and only then continue). +- Removed the following autonomous objectives from medic and the security officer: fix leaks, repair systems, and pump water. +- Bots should now give a high priority on items that they are currently repairing, no matter if the decision to repair that item was made by them or the player controlling the character. +- Bots that operate/fix should now wait a few seconds before heading on their business (previously only in idle state). They are not allowed to wait in some circumstances, like when they are underwater or when there's a threat around. + +Bugfixes: +- Fixed items that are added outside hulls not getting saved in the sub editor. +- Fixed "missing entity" errors in multiplayer if the respawn shuttle despawns after its walls have started leaking. +- Fixed submarine upgrades, hired bots and purchased items disappearing if the round immediately after the purchases ends due to returning to the server lobby or the crew dying. +- Fixed characters spawning with a 100% husk affliction on the next round if they've become huskified during a multiplayer campaign round. +- Fixed dedicaters servers not setting a play style. +- Fixed servers with no play style showing up as "Serious". +- Fixed attachable items teleporting back to the player's inventory in multiplayer if they first equip it and then attach it immediately. +- Fixed duplicate saves in the multiplayer campaign's "load save" tab when the server is running on the same machine as the client. +- Fixed broken junction boxes carrying signals from other junction boxes. +- Fixed bots disappearing from the campaign save when loading a save that was done in a level between 2 uninhabited locations. +- Fixed mp campaign sometimes loading an outpost level with no outpost and forcing the player to the map view. Happened when a campaign save that had been done in a level between 2 natural formations was loaded, which would mess up the save and cause the bug when quitting and reloading the save. +- Fixed submarine voting not working in the server lobby. +- Fixed outpost events repeating more often than they should. +- Fixed dedicated servers always being public. +- Fixed right mouse button not behaving correctly in the campaign UI when using left-handed mode. +- Made endpoint checks in the banlist more robust. +- Certain audio errors no longer crash the game. +- More Fabricator syncing fixes. +- Fixed molochs bleeding when they take any damage on the brain/main body. +- Fixed attacks never being able to do more than 100 hp damage per affliction, which resulted for example nuclear explosions and railgun shots being too weak -> re-adjusted railgun and explosion damages. +- Fixed bots failing to get an item if their inventory is full. +- Fixed bots sometimes running towards a wall after extinguishing fires. +- Fixed Husks trying to target floors/ceilings. +- Fixed the security not reacting when being attacked by a friendly character with the husk stinger. +- Fixed the Husk infection not progressing properly in multiplayer (#3673.) +- Fixed taking more husk damage reducing the Husk infection when its strength was higher than 50 (#3673). +- Fixed creatures in the group "human" not being considered friendly, which prevented creating friendly non-human characters. +- Fixed bots not always prioritizing the selected (contextual) targets first when ordered. +- Fixed incorrect priority calculations for repair objectives that causes bots to make weird decisions on what to repair. +- Fixed latched monsters ignoring decoys. Also changed the latching logic a bit, which has some minor implications on the gameplay. +- Fixed a crash when "money" cheat command was used used in the main menu. +- Fixed bots suffocating in diving suits, because they were unable to take the suit off when they should. (#3333) +- Fixed bots sometimes being unable to hit with melee weapons, especially in the "arrest" mode or when the target is down. +- Fixed bots sometimes getting stuck when they are fixing leaks while they are a bit too far from the target. +- Fixed bots insisting on equipping the diving suit before accessing Kastrull's drone. +- Fixed bots rapidly turning left and right when they are positioned between a wall and another bot in the idle state. +- Fixed one of the Thalamus spawn organs always dying because the hull was not flooding in Wreck1. +- Fixed bots failing to take account all the items in the inventory. Addresses cases where bots are confused because there are some empty/broken items and some full/functional items in their inventory. +- Fixed bots getting stuck in the find safety state when they can't find any safe hull (e.g. all the hulls are flooding and they don't have a suit). +- Fixed bots avoiding lethal pressure in some cases even when they have a diving suit. +- Fixed bots being unable to get the diving gear when some of the hulls in the path are flooding. +- Fixed bots failing to switch oxygen tanks when the tanks are empty. They don't yet know how to use the oxygen generator for refilling the tanks (coming later). +- Fixed many AI objectives not resetting properly, causing many separate issues. +- Fixed bots trying to use stabilozine to treat internal damage even though it only treats poisonings. +- Incapacitated bots now forget what they were doing. Fixes bots shooting at the player when revived after being shot by the player. +- Fixes and improvements on NPC/bot reactions when being attacked by the player. +- Fixed the devotion not working right for the subobjectives of looping objectives. Should fix cases where the bots keep switching repair/fix targets, resulting in looping walking behavior. +- Fixed coils not triggering in some alien ruin rooms. +- Fixed misaligned oxygen tanks in the oxygen generator. +- Fixed misaligned railgun shells being in the single loaders. +- Fixed explosives not triggering inside depth charges. +- Fixed damage modifiers overriding each other instead of stacking, causing some protective items to make the characters less protected. +- Fixed skill checks in the "sound in the vent", "mediator" and "big brother" events always failing. +- Fixed conversation prompt staying open after finishing either of the "Mike the Idiot" events. +- Fixed attacks never being able to do more than 100 units of damage per affliction, making some weapons less effective than they should be. +- Fixed inability to override item assemblies with mods. +- Fixed items contained inside another item in an item assembly not getting saved in the sub editor. +- Fixed links between entities not getting saved in item assemblies, causing doors to create a duplicate gap when the assembly is placed. +- Fixed stabbing with a syringe bypassing the medical skill check. +- Fixed piercing coilgun bolts going through level walls. +- Fixed particles sometimes going through walls (example case: Typhon's ballast pumps). +- Fixed SMG magazines always spawning a bullet at the start of a round even if there's already one inside the mag. +- Fixed respawn shuttle sometimes spawning with upwards velocity. +- Fixed mining outposts sometimes failing to generate, causing the game to use one of the old pre-built outposts as a fallback. +- Fixed "acid party" traitor mission causing a crash if there's only one player on the server. +- Fixed ruins sometimes spawning close to the beginning/end of the level, blocking the way to the outpost. +- Fixed crew members that have been removed during the round (e.g. despawning, turning into a husk) reappearing on the next round. +- Fixed round summary displaying "new hire" instead of the status of recently hired characters who've died during the round. +- Fixed monsters often spawning behind the submarine even if there are valid spawnpoint ahead of it. +- Fixed duct blocks in vanilla subs being repairable with a welding tool instead of a wrench. +- Fixed giveperm, revokeperm, giverank, givecommandperm and revokecommandperm not working when executed on a player with spaces in their name by a client. +- Fixed occasional crashes at the end of the round due to a race condition where SteamManager tries to check for damaged walls while the sub is being unloaded. +- Fixed mudraptor eggs never hatching. +- Fixed the "giveaffliction" command not accepting the affliction identifier as a parameter in multiplayer. +- Fixed the contextual repair order being shown even if the item was not in need of repair. +- Fixed a networking bug that caused "index out of bounds" and "missing entity errors" (although there are probably other bugs remaining that can cause these error messages). Happened in multiplayer campaign when a purchased or player-owned item happened to take the ID of an existing structure during the start of the round. +- Fixed inability to give Operate Weapons order when there's only 1 turret. +- Fixed store total not updating properly when location reputation changes. +- Fixed bots not being able to reach leaks that are behind intact walls. +- Fixed pause menu staying open when clicking "Save and quit" in an outpost level. +- Fixed all saves getting hidden from the "load game" menu when deleting a save. +- Fixed projectiles staying active if picked up mid-flight, causing them to hit the character when dropped from the inventory. +- Fixed a crash when taking control of a previously player-controlled character that has turned into husk. +- Fixed attacks working unreliably when controlling a monster in multiplayer. +- Fixed grenade launcher's muzzle flash causing items' OnFire effects to trigger. +- Fixed clicking on the job name not selecting the job as a preference. +- Fixed bots running back and forth after reaching the target waypoint if there's nothing telling them otherwise. Now the bots should continue running towards the target as intended. +- Fixed "sound in the vent" and "giving directions" events not giving any rewards. +- Fixed prices not refreshing in the store screen if the crew's reputation changes while inside the outpost. +- Fixed characters not getting stunned when failing to repair an oxygen generator. +- Fixed missing fire extinguisher in securitymodule_03. +- Fixed secure steel cabinets not requiring a key card to open in securitymodule_01 and 02. +- Fixed campaign setup menu sometimes randomly selecting an invalid sub when opening the menu. +- Fixed monster attacks not working inside ruins. +- Fixed doors not working in AlienDoorAssembly2. +- Fixed ability to link hulls to each other multiple times. +- Fixed bots triggering the campaign map by undocking from outposts. +- Don't allow the current location or the destination to change it's type at the end of a round (i.e. an uninhabited location can't turn to an outpost as you're entering it). +- Bots don't try to power up the reactor unless ordered to in outposts. +- Fixed "invalid docking port network event" error if the ID of the port has changed after the event has been created (e.g. if one of the clients happens to have an item with the same ID in their inventory). +- Fixed changes to spawn point's text properties not saving in the sub editor without pressing enter. +- Fixed ability to "bypass" sonar disruptions by switching to passive sonar before the active ping reaches the disruption. +- Fixed incorrect diving suit deconstruction recipe. +- Fixed faraday artifact not playing the explosion effect in multiplayer. +- Fixed ability to bypass vote kicks by changing your name before you get kicked. +- Fixed killing a character with morbusine not unlocking the "Poisoner" achievement. +- Fixed killing a moloch that's the target of a mission not unlocking the "Killed a Moloch" achievement. +- Fixed Berilia's and Typhon's docking ports not being connected to the power grid. +- Fixed contained item positions not being updated if they're inside a non-equipped item in a character's inventory (e.g. a sonar beacon inside a toolbox). +- Fixed sonar beacon staying active after running out of battery. +- Fixed stationary batteries being able to provide power when broken. +- Fixed pumps being impossible to adjust manually after they've received a signal through the "set_targetlevel" connection in multiplayer. +- Fixed sub names and save times disappearing from the "load campaign" menu in the server lobby after deleting a save. +- Fixed autopilot being turned on automatically at the start of a round on nav terminals that control a shuttle/drone remotely. +- Fixed names not being color coded according to job in the server lobby when a round is running. +- Fixed non-mission artifacts sometimes spawning inside level walls. +- Signal components don't output anything if the result of an arithmetic operation is undefined (square root of a negative value, division by zero, inverse trig function outside the defined range). +- Fixed handcuffs becoming unequipped client-side on successive campaign rounds. +- Fixed copypasting a single docking port/hatch or a wire in the sub editor placing it very far from the submarine. +- Fixed characters not dying, but still being unable to move, if they get crushed by pressure when they have the vigor affliction. +- Fixed crashing if a turret receives a NaN signal in the position_in connection. +- Fixed crashing when trying to reselect the current preview image as the preview image for a workshop item. +- Fixed shadow-casting convex hulls being calculated incorrectly on hatches with windows (only affects mods that add hatches with windows). +- Fixed custom items disappearing when saving a sub if the sub is both the items and the sub are configured in the same content package. +- Fixed nullref exception if a client joins or disconnects when tab menu's crew tab hasn't been initialized. +- Fixed Dugong's oxygen generator being rewireable with a wrench instead of a screwdriver. +- Fixed particles not being emitted when cutting ores. +- Fixed unwired lamp in EngineeringModule_01. +- Fixed tunnel background being interactable in ResearchModule_02. +- Fixed inability to interact with hidden linked containers in multiplayer. +- Fixed undocked linked subs being positioned incorrectly when entering a new level in the campaign. +- Fixed players not getting notified about shuttles being left behind when docking with an outpost in the campaign. +- Fixed salvage missions not completing if the item is inside a subinventory (for example a toolbox). +- Fixed rejoining clients not gaining control of their previous character if they've changed their name. +- Fixed healthbar being positioned incorrectly on large resolutions. +- Fixed fabricator's hover text saying it's repairable with a screwdriver. +- Fixed last hit from a stun baton doing nothing. +- Fixed diving suit lockers that have been recolored in the sub editor reverting to default color when a suit is placed inside them. +- More reliable syncing of doors' stuck state. Should fix doors appearing usable client-side even though they're actually welded server-side or vice versa. +- More reliable memory component and text display syncing. +- Fixed events that require a specific item not taking items in subinventories into account. +- Fixed events where the player has to pay for something being possible to complete even if the player doesn't have enough money. +- Made "goodsamaritan" and "huskcultist" events remove the items from the player immediately after opting to give/use the item. Otherwise it's possible to keep the item by dropping it from the inventory before dismissing the conversation prompt. +- Fixed events that increase the medical skill giving the character a duplicate medical skill entry. +- Fixed light sprites not rotating when rotating an item. +- Fixed contained items not rotating when the container is rotated. +- Fixed legacy railgun controllers being fired with the Use key instead of the Shoot key. +- Fixed XP popups not showing up in multiplayer. +- Shuttle batteries can't be damaged by explosions because they can't be repaired. +- Fixed text overlapping with the icon in the "purchased supplies have been delivered" popup. +- Fixed mission notification appearing in front of the round summary. +- Fixed crawler walking/running animations when the creature is facing left. +- Fixed irrelevant damagemodifiers affecting the final damage when multiple damage modifiers exist. + +--------------------------------------------------------------------------------------------------------- +v0.10.4.0 +--------------------------------------------------------------------------------------------------------- + +- Localization fixes. +- Fixed piercing coilgun ammo boxes never running out. +- Fixed end round button having no text when leaving an outpost. + +--------------------------------------------------------------------------------------------------------- +v0.10.3.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed SalvageMission not spawning the item if the mission has been attempted previously, causing an "attempted to pick up a removed item" error when trying to pick up the artifact/logbook. +- Fixed bots going to operate the reactor/navterminal in the main sub when they are inside the outpost. Now they should only be allowed to do this when ordered to. +- Fixed mechanic tutorial getting softlocked if the oxygen tanks are put in the deconstructor without putting them in the player inventory first (e.g. by putting them inside a diving mask and moving them from there to the deconstructor). +- Fixed "failed to spawn item, component index out of range" error when an item that originally spawned in a container has been moved inside another container whose ItemContainer component doesn't have the same index as the previous one (e.g. when moving items from cabinets in a wreck into a toolbox). +- Fixed dialog prompts in the "clownrelations1" and "engineers_are_special" events being displayed to all players in the server. +- Fixes to localization issues (text overflows, some texts being displayed in English regardless of the selected language). +- Prevent selling items contained inside an item equipped in Head, OuterClothes, or Headset slot (should prevent accidentally selling your headset batteries or oxygen tanks in your diving mask). +- Fixed changes during the last campaign round not being saved. +- Fixed campaign character being recreated on every round start after modifying it via the tab-menu during a campaign. +- Fixed crashing when clicking the "close" button in the end credits in multiplayer campaign. +- Reset stores and unlocked missions when finishing the campaign. +- Fixed open subinventory slots staying visible during the campaign end cinematic. +- Fixed talk icon not disappearing from NPCs when another client finishes the conversation. +- Made end round button more noticeable. +- Added a missing platform to Wreck1. +- Added burn and lacerations resistance for assistant clothes, removed gunshotwound resistance. +- Raised explosive and piercing coilgun ammunition prices, reduced quantity by 25%. +- Limited availability of piercing and explosive rounds at cities to 1 box. +- Fixed bots getting stuck on ladders when there are two ladders next to each other and no non-ladder waypoint between them. +- Outpost medics won't anymore try to heal NPCs that are turned hostile by an event. +- Fixed OnActive StatusEffects not working on Vent components. +- Fixed clients crashing if they can't find a preview image for a campaign sub. +- Fixed characters not getting slowed down when walking/running in a partially flooded hull. +- Fixed end biome being used in sandbox/mission modes. +- Fixed event prompts not having a scrollbar if the first message is too long. +- Made chemical and explosive crates water proof to make it possible to use them for transporting water-sensitive materials. + +--------------------------------------------------------------------------------------------------------- +v0.10.2.0 +--------------------------------------------------------------------------------------------------------- + +- Balanced monster spawns (less mudraptors in the low-difficulty levels). +- Made levels in the Cold Caverns and Europan Ridge biomes a little smaller. +- Gray out upgrades on the UI if the user lacks campaign management permissions. +- Disable elements in crew hiring menu when lacking permissions. +- Idling bots don't try to steer away from each other if there are characters standing on both sides. Fixes groups of bots "spazzing out" in small spaces. +- Fixed all clients seeing the mission-related conversation lines. +- Fixed last conversation the huskcultrelations event showing up for all players. +- Fixed mission notifications being appended to whatever conversation prompt a client has active. +- Fixed Dugong not receiving power through the docking hatch. +- Fixed unwired junction box in ResearchModule_01. +- Fixed occasional "connection index for mission out of range" errors when unlocking missions in multiplayer campaign. +- Refresh upgrade store when granted manage campaign and manage round permissions. +- Fixed client's character data not getting saved in the multiplayer campaign if they disconnect but their character doesn't get killed by the disconnect timer. +- Fixed tiny buttons in wrecks. +- Fixed crawler mask not showing up on characters. +- Fixed returning to lobby not triggering a proper reload of the campaign save when continuing. +- Fixed SmokeDetector's Output and FalseOutput properties doing nothing. +- Fixed some locations sometimes not being connected to the rest of the campaign map (example seed: JKPNeh4f). +- Fixed characters being able to play instruments while stunned. +- Attempt to fix the game process sometimes staying active after the game is closed. +- Fixed mining outposts sometimes failing to generate. + +--------------------------------------------------------------------------------------------------------- +v0.10.1.0 +--------------------------------------------------------------------------------------------------------- + +- Fixed inability select other locations on the campaign map when a mission has been selected in one of the locations. +- Fixed purchased items not spawning if the crew dies and the previous save is loaded in the multiplayer campaign. +- Fixed clients not seeing subs they don't have in the campaign setup's purchasable sub selection. +- Clients who die due to a disconnection in the multiplayer campaign get to keep their character when they rejoin. +- Fixed submarines with spaces or commas in the name breaking campaign saves. +- Fixed favorite and recent server queries causing errors if there's a very high number of them. +- Fixed audio not working on some systems. +- Fixes to incorrectly sized item colliders. +- Fixed monsters not spawning in the first few levels of the campaign. +- Fixed store interface switching to the Buy tab after receiving a campaign state update in multiplayer campaign. +- Gray out items on store lists when the player doesn't have the relevant permissions. +- Putting outpost items into crates and toolboxes now gets the guards riled up. +- Fixed "kill" not being marked as a cheat command. +- Alarm buzzers and sirens turn off if they're deattached and picked up. +- Fixed wire that's connected between two docking ports becoming visible and interactable when leaving an outpost. +- Fixed subinventories being drawn on top of campaing interfaces. +- Fixed selecting purchasable submarines not working on non-host clients with campaign management permissions. +- Fixed ResearchModule_01 not being fully powered. +- Fixed initial campaign cinematic being shown to clients who join mid-campaign. + +--------------------------------------------------------------------------------------------------------- +v0.10.0.0 +--------------------------------------------------------------------------------------------------------- + +Improved campaign mode: +- Explorable, procedurally generated outposts. +- Interactable NPCs: things such as hiring, unlocking missions and purchasing supplies are now done by interacting with NPCs instead of just a menu. +- Multi-step, branching scripted events in outposts. +- A reputation system that affects how outposts and factions relate to you and your crew. High reputation can make NPCs give you discounts for supplies or unlock special events and event outcomes, while low reputation may turn outposts hostile towards you. +- Items can now be sold in outposts. +- Persistent bots in multiplayer campaign. +- Bots can be hired in multiplayer campaign. +- New campaign map. +- The end location is now reachable (do note that the ending is still not completely final). +- Submarines can be upgraded: for example, you can increase the durability of the walls and make devices more powerful, less prone to malfunctions or less power-hungry. +- Submarines can be purchased and switched during the campaign. +- Improved end-of-round summary. + +Miscellaneous changes and additions: +- Overhauled most structure and item sprites to make the artstyle more consistent. +- Balanced economy (item prices, hiring costs). +- The currency is now called the Europan Mark instead of credits. +- 4 new background music tracks. +- Tons of new decorative items and structures. +- Sittable chairs. +- Allow characters to hear messages sent through the radio when within speaking range of the speaker, even if the characters don't have functional headsets. +- Made organ damage non-limb-specific. +- Hostile bots now take stunning into account when evaluating the weapons. I.e. switch from stun baton to diving knife if the target is stunned and back to stun baton if it's not. +- Sodium and lithium explode in water. +- Item sprites can be rotated in the sub editor. +- Purchased adrenaline glands spawn in crates. +- Allow changing audio output device in the game settings. +- Added "Is On" property to pumps to make them easier to turn on in the sub editor. +- Tuned difficulty of level events, now with a less severe difficulty curve and more account taken of intensity. +- Numerous quality of life and visual improvements for stock subs. +- Mission specific creature variants. +- Node based event editor. +- Crawlers tuned to be considerably more dangerous. +- General creature balance improvements. +- Creatures avoid targeting the same targets as other characters of the same swarm/type. Should considerably reduce the "stacking", where multiple creatures attack exactly the same target. +- Bots can rescue/heal targets when they are inside wrecks/outposts.They are not allowed to switch submarines during the objective. +- Molochs' skirts are now fully severable and collide with the sub instead of floating through the walls. +- Grenades and syringe guns can be put inside toolboxes. +- Headsets no longer consume battery power + +Bugfixes: +- Steam networking fixes and additional logging to address issues with some clients being unable to join servers. +- Ignore ballast tanks when calculating flooding in EventManager. Fixes intensity going up when a submarine with large ballast tanks dives. +- Fixed gaps generating incorrectly on sloped walls that have been mirrored vertically (horizontal gaps when they should be vertical and vice versa), preventing water from getting through the wall when it's damaged. +- Fixed sub MD5 hash not getting recalculated when saving a sub, causing a mismatch when trying to host a server without restarting. +- Fixed item highlights being visible in the generated sub preview images. +- Fixed cargo spawning partially inside walls in Azimuth. +- Fixed ragdoll going crazy when trying to run a wire past the maximum length. +- Fixed LOS effect "twitching" when the cursor is close to the character's position. +- Fixed handheld sonar pinging and quickly draining the battery when holding E. +- Fixed PowerContainer's charge indicator going outside bounds if the charge is set higher than the capacity in the sub editor. +- Fixed sub editor's entity list resetting when pressing esc. +- Fixed reactors degrading all the way to 0% condition and exploding when submerged. +- Fixed dumptofile command not including error messages. +- Fixed salvage missions not considering the item to be salvaged if it's inside a container in a character's inventory. +- Fixed ragdolls going crazy when moving directly from the sub to a ruin (e.g. when parking the sub so that the airlock is right against the entrance to the ruins). +- Fixed audio staying disabled when disconnecting and reconnecting the audio device. +- Fixed inability to detach an item the same round it's attached if it's been loaded from a save as a part of a character inventory at the beginning of the round. +- Fixed trying to give an order to a character who can't hear you when using the quick-assignment on the command interface. +- Avoid giving different campaign locations the same name. +- Fixed bots sometimes getting stuck in the "get item" objective, if the item was specified with a reference instead of identifier. +- Fixed bots getting stuck in broken hatches when they climb in ladders. +- Fixed a bug where a waypoint lost all the references when it was selected and the user pressed over an UI element, like the save button. + +--------------------------------------------------------------------------------------------------------- +v0.9.10.0 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- Added 2 new moloch variants: Black Moloch and Moloch Pupa. +- Reworked Moloch. +- Overhauled level layouts and events (longer and more difficult levels). +- Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items. +- Added DXT5 texture compression to reduce memory consumption. Slightly increases loading times; if you're not short on memory, you may want to disable the compression from the game settings. +- Added partial dismemberment for live creatures. Currently enabled only for non-humanoids. (Dismembering dead bodies was already in the game). +- Destructible shells/armor -> Moloch's shell can now be destroyed. +- Added a new monster AI state: Protect. +- Increased the threshold for limping and changed the calculations. +- Added limping for non-human characters. +- Modded servers show up as purple in the server list. +- Added 4 new background music tracks. +- Added parameter autocompletion to the "spawnsub" command. +- All content types except UI styles are now hotswappable. +- Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull). +- Added "Output" and "FalseOutput" properties to smoke detector. +- Option to define ambient light values for individual hulls in the sub editor. +- Characters float in place instead of sinking when staying still underwater. +- Improvements to water flow forces: flowing water can push characters around much more heavily now. +- Balanced item prices and fabrication/deconstruction recipes. +- Balanced medical items. +- UI layout improvements when using an ultrawide resolution. +- Added "set_channel" input to wifi components. +- Added "power_value_out" and "load_value_out" outputs to reactor. +- Added search/filter boxes to content package list in the settings menu and item lists in the Workshop menu. +- Added submarine filter to the server lobby. +- Detonators are only triggered by non-zero signals. +- The state of toggleable controllers (= switches) can be set in the sub editor. +- Made toolboxes purchaseable. +- Added a warning to keep the drone door closed in Remora. +- All Thalamus cells die when the Thalamus dies. +- Removed "hold fire" option from the "operate weapon" order, display turrets on minimap as icons instead of text. +- Added some logic to prevent the game from modifying/deleting any vanilla content in any situation. +- Readded legacy Carrier (doesn't spawn naturally but can be spawned with console commands). +- Modified Typhon 2's coilgun rotation limits a bit so it isn't possible to hit the walls when firing at enemies near the airlock. +- Hulls can be multiedited in the sub editor. +- Placed down wires can now be re-equipped in the sub editor by double clicking a loose end. +- Added charging docks to Remora. +- Adjusted how pixel sizes are converted to meters (which are used to display the submarine's dimensions and distances on the navigation terminal). Previously 100 pixels corresponded to 1 meter, now it's 80px -> 1m, making the human characters about 1.75m tall. +- Distance calculations on the navigation terminal take the shape of the path into account instead of just using the direct distance to the target. +- Made improvements to the manual order assignment by adding always visible name labels, displaying indicators for characters' current orders, and repositioning the nodes. +- Reduced the damage range of fires, characters don't take damage from fires if there's a closed door or a wall in between. +- Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking. +- Added option to give all command perms with the "givecommandperm" command by using "all" as the parameter. +- Wrecks with no predefined Thalamus items can no more be infested by Thalamus. Allows to create wrecks that always spawn without Thalamus. +- The "shut down" reactor order now allows the bot to continue doing other things after powering off the reactor, instead of just standing next to the reactor. +- Removed the "initiative" skill -> all bots should now react better when there's something to do. Note: this doesn't mean that they always react on everything. It's just the end of individualism. At least for now. +- Reduced the physical forces applied on characters when they are hit by melee weapons, harpoons, or frag grenades. Adjusted stun for crowbar and harpoon. +- Disabled retreat/escape behavior for the bots when they take damage from items or explosions. They still escape/fight back when attacked by other characters. +- Refactor the medic priority calculations/logic: Bots should never treat others autonomously, unless they are medics or ordered to rescue. Bots should always give a high priority for treating themselves, unless there's a medic on board. +- Adjusted the flipping logic of non-humanoids to make them flip less frequently. +- Monsters won't anymore target nasonov artifact unless it is inside the player submarine or in the player inventory. + +Modding: +- Made it possible to use repair tools with StatusEffect's UseItem. +- Made pressure deaths more moddable. Dying because of high pressure isn't hard-coded anymore, the characters are just given the barotrauma affliction which (by default) kills them. +- Added "HideConditionBar" property to items. +- Fixed wearables staying on the character when the item is removed by a status effect. +- Character light sprites can now deform. The cells of Thalamus (Leucocyte and Terminal cell) now use the deformable light sprites. +- Creature flipping parameters are now exposed. Adjusted the flipping for all creatures. +- Allow to define character joints as weld joints in addition of normal revolute joints. Weld joints don't rotate. +- Allow sound definitions to ignore the muffling effect. +- Exposed the "scatter" value and added new "offset" attribute for monster events. +- Added support for status effects in limb definitions (ragdoll file). +- Status effects defined in the character definition can now also target limbs. +- Added ActionType.OnSevered status effect for limbs. +- Creatures can now be set to disrupt sonar. +- Player attacks can now also use the conditionals (i.e. when player is controlling a character). Previously only the AI used the conditionals. +- Conditional sprites don't anymore require a texture definition. +- Conditional Sprites can now be non-exclusive -> Draw more than just one sprite at a time. +- Fixed conditional sprites not being able to target limbs. + +Bugfixes: +- Fixed crashing when opening the tab menu when there are clients present with no job preferences set. +- Fixed "ColdCavernsMaze" levels sometimes being extremely short. +- Fixes to level generation when playing with a very large submarine. +- Fixed bots being unable to shoot at enemies from another room/hull. +- Fixed bots being unable to get items from dead bodies. +- Fixed submarines being unable to move vertically in the submarine test mode. +- Fixed crashing when starting a new round with no audio device (speakers, headset) available. +- Improvements to shadow/LOS rendering. +- Fixed double click being ignored if it's been less than 0.4s since the last double click. +- Fixed all servers sometimes not showing up in the server list (showing only the servers in the same/nearby region). +- Fixed "lone sailor" achievement not unlocking in single player. +- Fixed "Gaze in to the Abyss" achievement sometimes unlocking as soon as the round starts. +- Fixed characters sometimes being unable to exit the submarine when outside the borders of the level. +- Fixed ruin/wreck monsters not spawning if the submarine is too close to them. +- Fixed ruin items sometimes getting saved as a part of the main submarine in the campaign. +- Fixed rare "item with the same key has already been added" errors when starting a round (particularly when playing with a submarine with very large numbers of items/structures). +- Thalamus entities can't be selected in the sub editor when they're hidden. +- Fixed "spawnsub" console command not working. +- Fixed projectiles, welding tools and plasma cutters hitting destroyed Thalamus organs. +- Fixed reactor not shutting down if the turbine/fission rate are controlled via signals even the power switch is toggled off. +- Fixed reactor sliders not moving when they're controlled by signals. +- Fixed level triggers sometimes affecting entities that have left the trigger. The most noticeable effect was characters getting burn damage indefinitely after they've been close to a hydrothermal vent. +- Made flamers fire proof to prevents the flames from blowing up the fuel tank inside it. +- Don't allow harpoons to stick to very small limbs (such as mudraptor's "mouth tentacles"), because it lead to physics glitches. +- Fixed the husk infection crashing when turning the character, if either the non-husk or the husked variation has no inventory defined. +- Fixed characters getting weapon XP after using a turret, until someone else operates the same turret. +- Fixed characters being able to crouch when their pose is controlled by a controller (e.g. periscope, modded chair). +- Fixed bots being unable to aim correctly when operating a turret in another submarine (such as a remotely controlled coilgun in a shuttle). +- Fixed bots sometimes taking too much time to interrupt their current objective when the room they're in floods, causing them to get crushed by pressure. +- Fixed bots sometimes letting go of ladders too soon, preventing them from reaching certain areas (such as the upper platform in Berilia's cargo bay). +- Fixed multiple bots sometimes trying to treat the same person. +- Bots stop grabbing the character they're treating after they're done. +- Fixed harpoons going through doors. +- Fixed depth charges going through level walls. +- Fixed husks attacking human husks wearing a diving suit. +- Fixed first shot from a firearm that uses a magazine/clip not doing anything. +- Fixes to waypoints in Kastrull, Berilia and Remora. +- Fixed chat-linked wifi components not working in single player. +- Fixed chat-linked wifi components not working in multiplayer outside of combat missions. +- Fixed Azimuth using tutorial junction boxes instead of normal ones (the tutorial variants are indestructible and don't have signal connections). +- Fixed autopilot not being able to navigate past wrecks. +- More reliable syncing of door's breaking state. Fixes doors sometimes being impassable or impossible to repair client-side, particularly when joining mid-round. +- Fixed repairing doors getting interrupted at 50% when the door's collider is re-enabled and the character pushed out of the doorway. +- Fixed items getting used in the health interface when dropped on a subinventory slot in front of the interface. +- Fixed dedicated servers letting clients join with an invalid name when there's no server owner. +- Fixed server letting clients join with a name that's already taken. +- Changed "creating hulls between docking ports failed" from errors to warnings. Allows creating exterior docking ports that aren't next to a hull without having the console pop up every time the port is used. +- Fixed changing resolution not updating character inventory slot sizes properly, causing invalid spacing in dead characters' inventories. +- Don't allow detaching signal components when rewiring is disabled or the item's connection panel is locked. +- Fixed misaligned hull next to Wreck1's airlock. +- Fixed "attempting to remove an already removed item" errors when mass-deleting items. Happened because removing items a wire is connected to removes the orphaned wires automatically. +- Fixed multi-part subs (example case: The Aeche III) getting teleported to oblivion when flipped. +- Fixes to bots getting stuck or killed for no apparent reason when the player is very far from them, due to the bots switching to a "simple physics mode" which prevents them from doing certain kinds of interactions. +- The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination. +- Disabled crush depth in the submarine test mode. +- Fixed monsters staying invisible if they die far away from the camera view. +- Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion. +- Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded"). +- Fixed a couple of waypoints in Berilia that prevented bots from using the ladders. +- Fixed Husked Crawler bleeding red blood. +- Fixed the priority of the operate order being 69 when it should be 70, which sometimes caused bots to get stuck between two objectives (like repairing or fixing leaks). +- Fixed enemies always using the priority defined for "room" when they should use the priority for "sonar". +- Fixed monsters not being able to drop down from platforms/hatches etc. In practice they still have difficulties in getting down from the hatches when they don't swim because they are so big. +- Fixed bots ignoring themselves as a target when they are rescuing others. +- Fixed numerous issues in the monster behavior when simple physics is enabled. e.g. Ignoring targets or not being able to attack or eat them. +- Fixed hitting damage modifiers emitting a ridiculous amount of particles. +- Fixed some cases where bots fail to open the door that they should be able to open (because they skipped a waypoint without checking the doors). +- Fixed monsters not keeping inside the level. +- Fixed a crash when the command interface button was pressed while the player is controlling a custom monster that didn't have character info but was able to speak. +- Fixed monsters sometimes ignoring their target after attacking. + +--------------------------------------------------------------------------------------------------------- +v0.9.9.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed bots being unable to fire turrets due to the visibility raycast hitting the turret's collider. +- Fixed submarine's version number resetting to 0.0.0.0 when saving in the sub editor (didn't affect the actual saved sub file, only the in-game metadata that got fixed by restarting the game - so there's no need to do anything to fix the sub files you saved with the previous version). +- Fixed server list occasionally crashing when trying to filter based on game mode. +- Fixed an issue in multiplayer campaign that occasionally caused clients to get kicked with a "missing entity" error message. +- Fixed clients occasionally crashing when joining a server mid-round. Happened when the client tried to execute the attack of a monster that has already despawned server-side. +- Fixed local changes an user has made to a mod getting overwritten when the item gets autoupdated. +- Changed the hotkey to toggle the entity list in the sub editor from Q to the "toggle inventory" keybind to make it a little more user-friendly on AZERTY keyboards. +- Fixed corpses in wrecks being considered dead members of the crew in SteamAchievementManager, preventing "lone sailor" from unlocking and making it possible to unlock "last man standing" with just one character. + +--------------------------------------------------------------------------------------------------------- +v0.9.9.0 +--------------------------------------------------------------------------------------------------------- + +- Added wrecked submarines to levels. +- Reimplemented carrier (now called Thalamus). +- New submarine, Azimuth. +- Miscellaneous performance optimizations. +- Improvements to traitor missions (slightly simpler, with clearer instructions). +- Reduced the skill requirements for mechanical repairs. +- Reduced the damage when a mechanical repair fails. +- Rebalanced mission rewards. +- New water ambience sounds. +- Speed up despawning when there are lots of bodies inside the sub, enemies despawn x2 faster. +- Salvage missions can be completed by taking the artifact to the start outpost (the descriptions don't specify which outpost to return it to). +- Characters with insufficient skills can fail at mechanical repairs, causing minor injuries. +- Gaps that are inside a hull don't flood the sub, a warning icon is displayed on those gaps in the sub editor. +- Added submarine test mode to the sub editor. +- Moved the entity filter panel and "previously used" panel in the sub editor to the top left corner of the screen. +- Pressing enter after modifying the value of a text field in the sub editor is no longer required. +- "teleportsub" console command can be used to teleport the sub to the position of the cursor. +- The engine vibrates and plays a loud sound when it's damaged to indicate more clearly that it needs repairs. +- Added animated lights to alarm buzzers and sirens. +- Sonar beacon's label can be edited in-game. +- Assistants gain skills faster than other characters. +- Skills increase faster during non-campaign rounds. +- More noticeable particle effects on damaged devices. +- Added "itemdamage" parameter to the explosion command. +- Huskified characters turn to the final stage faster. +- Using the "dumptofile" and "findentityids" commands doesn't require a permission from the server. +- Added Scale and Color properties to DecorativeSprites. +- Added OnDamaged status effect type. +- Added lights that indicate the state of a docking port. +- Significantly increased the item damages of all explosives. +- Replaced the old husk stinger with tentacles (similar to Husked Crawler). +- Minor adjustments to Husk, Human Husk, and Husked Crawler. +- Modding: Added "probabilitymultiplier" attribute for damagemodifiers. Can be used to make items/armor affect the probability of getting an affliction. +- Diving suits now give some protection against husk infections. +- Light components can be set to flicker in the sub editor. +- Fixed odd movements when pressing the ragdoll button while stunned. +- Made it easier to interact with doors that are overlapping with a docking port/hatch. +- Option to disable bot conversations in multiplayer in the server config file. + +Submarine editor improvements: +- Removed character mode. All the functionality of the character mode is now supported in the default mode. +- It's possible to modify the properties of multiple selected entities at the same time. +- Autosaving (the submarine is automatically saved to a temporary file which can be recovered if the game crashes). +- Added hotkeys for a bunch of actions (the hotkeys are visible in the tooltips). +- Pressing F focuses the camera on the selected entities. +- Control + A to select/deselect everything. +- Hold shift to ignore the grid when placing / resizing. +- The outlines of all wires are shown in wiring mode. +- Orphaned wires are deleted automatically. +- The content of the search box isn't reset when switching entity categories. +- Mouse middle mouse dragging is now 1:1, previously the view moved too fast. +- Linked submarines now have visuals when dragging. +- Holding down arrow keys now continues to move the entity after a small delay. +- Changing the background color by shift right clicking. + +Antigriefing improvements: +- Players can be kicked/banned/muted/votekicked and their ranks changed by right clicking the name in the crew list or chat. +- Karma penalty for stunning: gets progressively more severe the more stuns a player causes. +- Stealing weapons or ID cards from stunned/unconscious characters reduces karma. +- Added karma category to server log. + +Tab menu improvements: +- Improved layout. +- Show the roles of the players (moderator, admin, host) in the player list. +- Characters can be muted/kicked/banned from the player list. +- List the players who have joined/left the server. +- Display spectators in the list. +- Show player pings in the list. + +Command interface improvements: +- Contextual commands: characters can be ordered to operate/repair/use specific items by holding shift while enabling the command interface. +- Job icons are shown in the command interface to make it a little faster to differentiate between characters. +- Added separate orders for repairing electrical and mechanical devices. + +VOIP improvements: +- Added a keybind for local voice chat (= it's possible to only speak to players next to you without everyone within headset range hearing it). +- Added an adjustable delay for cutting audio capture after the push-to-talk key has been released. +- Fixed audio being suppressed when someone speaks even if VOIP volume is low or completely muted. + +Workshop improvements: +- "Enabling" a mod through the ingame Workshop screen is no longer a thing; subscribing to a mod is all you need to do for the game to install it once it's downloaded. +- Loading preview images and installing mods is done asynchronously (= no lag spikes). +- Added notifications to the main menu to indicate when mods are being downloaded and have been installed. +- Files are automatically added to the Workshop item publish menu as they're added to a to-be-published content package's directory. + +Bugfixes: +- Fixed achievements not unlocking. +- Fixed positions of artifacts spawning in caves and on level walls getting desynced between the server and clients. +- Fixed new wire node being created at an item client-side if connecting the wire fails due to an electric shock server-side. +- Fixed clients executing console commands they don't have permission to use. +- Fixed enablecheats command not being relayed to server. +- Fixed light component and alarm siren/buzzer states occasionally getting desynced. +- Fixed inability to enter the sub through very small hulls. +- Fixed antibiotics not giving husk infection resistance when shot from a syringe gun. +- Fixed text overflows in the player management panel in the server lobby in languages other than English. +- Fixed searchlight toggle doing nothing. +- Fixed hulls that have minuscule amounts of water in them (too small to be even rendered) being able to trigger InWater effects and water footstep sounds. +- Fixed pumps dicarding the previously received set_targetlevel signal after 0.1 seconds, preventing manual control systems from working if the pumps aren't receiving a continuous set_targetlevel signal. +- Fixes to occasional crashes when rendering alien artifacts. +- Fixed radio chat key not working. +- Fixed reconnected clients not gaining XP. +- Fixes to sprite depth issues in Berilia's decorative fin structures. +- Fixed bots with an active order not switching to idle state when they have nothing to do, causing them to stand in place or walk against a wall. +- Fixed docking ports without a door sometimes getting linked to an incorrect door, preventing the door's linked gap from working correctly. +- Fixed monsters not spawning in ruins if the submarine hasn't left the starting outpost. +- Fixed freezing caused by SoundManager.InitStreamThread. +- Fixed generic Powered components (= charging dock) always using the default power consumption value defined in XML even if the power consumption is changed in the sub editor. +- Fixed last traitor objective's end message not being shown. +- Fixed command interface showing non-interactable devices as valid targets. +- Fixed dragged characters sometimes getting stuck on staircases. +- Fixed serious performance issues triggered by bot's combat and rescue objectives when there are no safe hulls left. +- Fixed characters being grabbable through walls. +- Potentially fixed a crash in GameMain.WindowActive caused by voice chat capture when the game is exiting. +- Spawn cargo above the floor structure of the cargo room, not above the bottom of the cargo hull. Fixes items spawning partially inside structures where the hull extends below the floor. +- Fixed all monsters bleeding red blood. +- Fixed light sprite's scale not being taken into account in light culling, causing lights with a large scaled-up light sprite to disappear before they're off-screen. +- Fixed damageable items not taking damage from repair tools. +- Fixed hitscan projectiles not hitting items. +- Fixed the short freeze when switching to the sub editor. +- Fixed sprites not being included in the xml element when using "copy to clipboard" in the particle editor. +- Fixed clients being able to use the number inputs in the multiplayer campaign store without the appropriate permissions. +- Fixed ability to buy more than 100 items of a kind despite 100 being the limit of how many purchased items of a kind can spawn. +- Fixed handheld sonar pinging when LMB is held, quickly draining the battery. +- Added some checks to prevent character sounds from crashing the game when audio playback is disabled. +- Fixed character collider's angular damping getting set to 0 if the character gets frozen, which caused the character's swimming animation to get wobbly. +- Fixed private messages not having the [PM] tag when dead. +- Fixed inability to open the health interface when hovering the cursor over another character, even if the character's health interface is inaccessible. +- Fixed bots being inactive when far away from all player characters. +- Fixed some particles (like muzzle flash) not being drawn on top of structures that are outside hulls. +- Fixed enemies being unable to target entities outside the submarine if they are inside it. +- Fixed oxygenite shards and tanks causing characters to move at turbo speed. +- Fixed waypoint links to gaps, doors, and ladders etc being removed when linking waypoint to another in the sub editor. Allow to remove links between waypoints. +- Fixed "teleportsub" console command teleporting also the connected outposts. +- Fixed characters getting stuck on platforms that extend outside the sub. +- Fixed diving suit lockers that have been recolored in the sub editor switching back to the default color when a suit is placed inside them. +- Coilgun/railgun loaders don't deteriorate if launching the turret fails. Fixes loaders deteriorating rapidly if the turret is receiving a continuous signal. +- Fixed rendering glitches on the surface of water when there's steep angles on the surface. +- Fixed inability to fire ranged reapons from sub to another through docking ports. +- Fixed inability drag characters from sub to another through docking ports. +- Fixed bots trying to shoot targets inside the alien ruins. + +--------------------------------------------------------------------------------------------------------- +v0.9.8.0 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- Added husked Crawler. +- Re-worked Crawler. +- Moloch: Changed behavior. Added attacks on the tentacles. Fixed some behavior and targeting related issues. +- Improved eating animations. +- Rebind monster attack to "R", because the middle mouse button is now reserved for the command interface. Fixes attacking while controlling a husk or some other monster. +- Calculate the direction from the limbs separately when attacking. Fixes some issues when an attack applies forces on multiple limbs. +- Added damage protection on Hammerhead Matriarch's and Moloch's skirts/tentacles. +- Changed the ai target calculations for characters. +- Adjusted the AI targets for: navterminal, sonar, flashlight, diving suit, underwater scooter, flare, fire extinguisher, and many weapons. +- Husk infection progress is now a bit different: The thresholds are different, and the damage is taken only in the final phase before turning. + The final phase now causes minor twitching in the body. +- Husk faces are now only visible on fully turned (human) husks. +- Fixed rapid turning into husk when taking a a lot of damage from husks. +- Monsters with "flee health threshold" defined now only flee when they are being chased. +- Adjusted Bonethresher's attacks. +- Adjusted the AI priorities for Hammerhead Spawn, Husk, Tigerthresher, Moloch, Mudraptor. +- Mudraptors don't flee anymore when on low health. +- Improvements and fixes on the medic AI. +- Add medical autonomous objectives for also other jobs than medics. +- Improvements and fixes on the extinguish fires behavior. +- The bots don't anymore report about low priority issues while fighting or fleeing. Also fixes bots always reporting theirself as the target for the required treatments. +- Movement speed modifiers now adjust the swimming animations and steering forces too. +- Removed deprecated Molochboss. The boss will be reimplemented later. +- Forced aggressive behavior for creatures that are spawned as mission targets, make an exception with the Matriarch. +- Pressing enter is not required after changing values in text fields in the sub editor. + +Modding: +- Husk affliction mechanics now fully support different species. +- Added "Visibility" parameter for the characters (similar to Noise). +- Added "Attack Force Multiplier" for all limbs. +- Implemented per joint and per limb scaling. +- New LimbType: "Jaw". Used for eating animations. +- Added "Attack Distance" parameter, which is currently only used for Aggressive and PassiveAggressive behaviors. +- Added "Constant Angle" and "Constant Torque" for keeping a limb constantly rotated in a desired orientation. +- Allow to define world forces for the root movement in three phases of the attack: start, middle, end. Set the main collider position to the main limb position when the attack ends to fix the rubberbanding behavior after the attacks. +- Implemented "After Attack Delay": A property for adding a delay after the attack has hit the target, before starting to update the after attack behavior (e.g. falling back). +- Renamed "AttackContext.NotDefined" to "AttackContext.Any". +- Added "Retreat" parameter for attacks. When enabled, the character tries to steer away from the target while attacking it. +- Accept the plural "requireditems" when overriding items. +- Replaced "identifiers" with "items" on "RequiredItems" elements. Both strings are handled in code -> no functional difference. Fixed just for clarity. + +Bugfixes: +- Fixes to crashes when autoupdating Workshop items during startup. +- Fixes to disconnections with the error message "expected old event" when loading a round takes a long time. +- Fixed crashing if the selected core content package contains errors (missing files, invalid XML files). +- Fixed splash screen causing a crash on some Mac systems. +- Fixed corrupted save files causing the game to crash during loading. +- Fixed clients being able to run the "enablecheats" command client-side without the permission to use the command. +- Fixed AI inputs not being synced with clients, preventing clients from seeing when the bots aim/shoot/attack. +- Don't allow using the "flipx" console command while playing online. +- Fixed portrait area & health bar being clickable (despite being hidden) when grabbing another character. +- Fixed a case of characters getting stuck facing one direction. Happened when you switched a character when the command interface was enabled. +- Fixed previous order disappearing from the crew list on resolution change. +- Fixed text not being colored according to message type (default/radio/pm/dead) in the chat input box. +- Fixed "collection was modified" exception if drawing a subinventory causes highlighted inventory slots to change. +- Fixed coilgun/railgun projectiles occasionally hitting the wall next to the turret when launched. +- Fixed text overlays "vibrating" when using the Health Scanner HUD while the sub is moving. +- Fixed level editor not saving level generation parameters that are inside an element. +- Fixed job icons overflowing from the job selection panel when using mods that add more jobs. +- Fixed clients being unable to cancel file transfers. +- Fixed StatusEffects with a delay or a duration "transferring" to another target when the same effect is applied on another entity (for example when using the same stabilozine syringe on multiple characters). +- Fixed particles spawned in StatusEffects only copying the emission angle of the parent item, but not the rotation when CopyEntityAngle is set to true. +- Fixed terminals not sending any outputs server-side. +- Fixed bots unequipping diving suits when they shouldn't. Only happened while doing a low prio objective. +- Fixed retreating bots attacking with adhoc weapons like tools. If the bots retreat, they shouldn't use weapons at all. +- Fixed the priority calculation for the rescue all objective. Should fix bots refusing to treat seriously injured characters and also fixes the priority of the targets. +- Fixed occasional rapid flipping (usually noticeable only in debug draw mode) when a bot has no valid path or the path has ended. +- Fixed bots sometimes not being able to climb ladders because they skip a node too early. Happened especially in Katrull. +- Fixed some cases where bots fail to release the ladders when they should. +- Fixed bots occasionally disgarding an autonomous objective with low priority after starting to follow it. +- Fixed bots ignoring unsafe hulls (= any threats) when they shouldn't and consequently heading into danger. +- Fixed some monster attacks causing internal damage instead of bitewounds. +- Fixed Hammerhead Matriarch's head damage modifier ignoring bitewounds. +- Fixed latched creatures not reacting on being damaged. +- Fixed monsters flipping constantly while swimming. +- Fixed Husks not regenerating health properly. +- Fixed AI targets not being decreased on inactive items. +- Fixed fire extinguisher definition (xml): the identifier and the tag shouldn't be the same string. +- Fixed monsters sometimes moving slower than they should when walking inside. +- Fixed charge indicator not being flipped in horizontally/vertically flipped batteries. +- Fixed fabricators occasionally getting stuck to the active/inactive state client-side when the fabrication is paused due to insufficient power. +- Fixed ancient weapon not cutting through holes in walls. +- Fixed ambient light being brighter in the submarine editor than in-game. +- Fixed walk speed not being affected by speed reductions. +- Fixed all enemies ignoring the speed modifiers. +- Fixed wires appearing as loose items on the floor after saving and reloading if they've been disconnected from both ends. +- Fixed non-stackable status effects with a duration having no effect. + +--------------------------------------------------------------------------------------------------------- +v0.9.7.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed crashing when attempting to publish Workshop items. + +--------------------------------------------------------------------------------------------------------- +v0.9.7.0 +--------------------------------------------------------------------------------------------------------- + +UI/UX improvements: +- Graphical and functional overhaul of all user interfaces. +- Cursor changes according to what it's hovered on (hand icon when on a button, caret icon when on a textbox, etc). +- New loading screen. +- Better feedback on shooting. +- Double clicking on an item moves it to the equipped inventory (e.g. ammo to the equipped weapon). +- Periscopes can be deselected by pressing esc. +- Fabricators can pull ingredients directly from the user's inventory without having to place them in the fabricator's input slots. +- Lock the on/off switch in the pump interface when the state is controlled by signals, same with the engine slider. +- 1 second cooldown before doors can be opened/closed after someone else has opened/closed them. Makes it less likely for doors to be opened/closed accidentally when multiple people are trying to use them at the same time. +- Show a warning if trying to start a campaign for the first time without playing the tutorials. +- Diving suits and fire extinguishers are not automatically picked up from the lockers/brackets when clicking on them to make it less likely to accidentally pick them up. Instead, clicking on them opens the inventory of the container, the same way when interacting with e.g. a steel cabinet. +- Subinventories (= inventories inside items, toolboxes for example) open/close faster and cannot be interacted with until fully open. +- Contents of toolboxes and crates are shown in the tooltip when hovering the cursor over the slot. +- In-game message boxes (mission/traitor notifications) close automatically after 15 seconds if not interacted with. +- Right-clicking in the sub editor opens a context menu that can be used to remove, cut, copy and paste entities (making it possible to remove them when using a keyboard that doesn't have a delete key). +- Hide cursor when aiming with a turret or a ranged weapon. +- Hide inventory when operating a turret. +- Added filtering to sprite and particle editors. +- Added a "Decorative" category to the submarine editor. +- Made docking indicators more visible on the sonar. +- Show mic input level also when Push-to-Talk mode is selected to make it easier to adjust the level without having to switch the mode to Voice Activity. +- Pressing the up arrow brings up previously sent chat messages, making it easier to resend them. +- The filter in the sub editor only searches from the currently selected category. + +Optimizations: +- Major physics optimization. Most importantly, the physics are now multithreaded, making the game perform much better when there are large numbers of characters active. +- Item optimizations. Items that don't currently have any components active are not updated, which significantly improves the performance especially in large subs with lots of items. +- More aggressive character culling (characters stop being rendered as soon as they exit the camera view). +- Dead bodies despawn after a few minutes (or when the character respawns in multiplayer). The despawning character's items are placed in a duffel bag and dropped near the body. Prevents performance issues when lots of bodies start to accumulate in the submarine. +- Preload necessary monster assets at the start of the round to prevent lag spikes when a monster spawns. +- Fixed serious performance issues when creatures are on the borders of the sub (some issues still remain). +- Improved the performance of human AI (bots). + +Additions and changes: +- Added Korean translation. +- Added an improved version of Typhon. +- Reworked Berilia. +- New shuttle, "Hemulen". +- Merged Selkie and Bunyip into a new, improved shuttle (just called Selkie now). +- Increased level sizes. +- Rebalanced monster spawns. +- Balanced skill levels and skill gains. +- Skill gain values are now moddable (see Content/SkillSettings.xml). +- Added a few new artifact missions. +- The job gear variants are not just visually different versions of the same item, but completely separate items. The job variants now allow the players to choose what kind of gear they want to spawn with, not just the look of the uniform. +- Attachable items and wire nodes can now be freely placed around the character instead of always being placed at the position of the character. When attaching items/wires, there's a placement grid that makes it much easier to neatly attach/wire things mid-round. +- The submarines now get automatically outfitted with a semi-random selection of supplies when starting a campaign. The items that have been manually placed in the submarine editor are kept as-is. +- Split internal damage into multiple subtypes: blunt force trauma, lacerations and bite wounds. The new afflictions are functionally identical to the default internal damage affliction, but can be used to identify the source of the injuries. +- Humans are more resistant to gunshot wounds, lacerations and blunt force trauma than monsters. The intention is to allow making weapons more effective towards monsters without making killing your crewmates with them too easy. +- Added a "terminal" item that can be used to send and display textual signals. Could be used for things such as terminals that send commands to devices or display some data received from devices. +- Added muzzle flashes to small firearms. +- Added a crosshair when aiming with small firearms. The crosshair also indicates the spread of the weapon. +- Increased the skill requirements to operate the reactor. +- New background music for editors. +- Characters with an insufficient electrical engineering skill may get electrocuted when rewiring powered devices. +- Added holes in the level walls next to the outpost at the end of the level, so the player doesn't have to backtrack through most of the level if they approach the outpost from the wrong side of the level wall. +- Added heavy water currents at the sides of the level to make it more obvious that you're not supposed to go that way. +- Added subtle chromatic aberration & blur when suffering from heavy bloodloss. +- Nerfed hull damage from plasma cutter and welding tool explosions. +- Removed repair thresholds from items; any device that's not in perfect condition can now be repaired. +- Rebalanced medical items: stat-boosting effects last much longer. +- Modified vigor buffs from steroids and hyperzine to be intantaneous instead of delayed. +- Tweaked opiates. They now do less overdose damage, produce a lower addiction for skilled users, but produce a serious addiction for unskilled users. +- Bandages now have 3 uses. +- Removed oxygenite shards as a product of deconstructing liquid oxygenite to prevent production loops. +- Screwdrivers can be used as shivs! +- Fuel rods now always return their steel on deconstruction. +- Constructing fuel rods now requires lead. +- Mouse button names are now translated. +- Improved tiger thresher texture and lights. +- Replaced the legacy ladder, stair and docking port sprites. +- New alarm buzzer sprite that actually looks like an alarm buzzer. +- New (smaller) small pump sprite. +- Decreased the range and brightness of the "halo" around the players. +- Exposed pump's MaxFlow parameter in the sub editor. +- Added a lot more oomph to nuclear explosions. +- Added damage particle effects that are rendered on top of the characters (also under water). +- Split internal damage into categories: gunshot wound, blunt trauma, lacerations, monster bites, and internal damage. +- Gunshot wound is no longer a bleeding affliction. +- Humans are more resistant to damage caused by weapons (means we can increase the damage on monsters without making the weapons too lethal on humans) +- Added damage protections on some clothes. +- Major SMG buff: larger magazine, less spread, more damage, but slightly lower fire rate. +- Minor Shotgun buff: more damage and stun. +- Slightly decreased the stun effect from revolver ammunition. +- Modding: Removed all texture paths from limbs where they are not required. Fixes issues when trying to create a copy with a custom texture based on an existing character. Note that the "Copy Character" functionality does not automatically replace texture paths that have been defined in limbs, because that could lead into issues. If there are texture paths in the limbs, you'll have to handle it manually. The texture paths defined in limbs are limb specific overrides to the common path defined in the ragdoll's properties. +- Use "weldingequipment" tag instead of "weldingtool" identifier when seeking the equipment for fixing the leaks to enable support for custom welding equipment. +- Use "cuttingequipment" tag instead of "plasmacutter" identifier as required items for collecting minerals to enable support for custom cutting equipment. +- Artifact mission markers are shown on the sonar even after the artifact is on board to make it harder to lose the artifact. +- Made monster mission markers more imprecise. +- Made the "name contains illegal symbols" error message more descriptive (with instructions to change the name to something else). +- CPR damage can be modded by editing the affliction xml. +- A warning when attempting to start a campaign that was saved with different mods than the ones that are currently active. +- Switched from .NET Framework 4.5/Mono to .NET Core 3.0: + - Improves general stability, especially on macOS and Linux. + - Lowers number of dependencies, simplifying the installation process. + - Introduces features that will translate into further stability and performance improvements in the future. +- Switched from MP4 to WebM to minimize bloat and dependencies on patented tech. +- Cap the framerate to 200 FPS when VSync is off to prevent overloading the GPU. The cap can be adjusted by changing the "framelimit" attribute in config_player.xml. +- Wifi components in the respawn shuttle can't communicate with components in other submarines/shuttles. +- Power consumption of damaged devices doesn't increase as much anymore. +- Made tonic liquid purchasable. +- Added combat priorities to alien weapons to allow bots to use them. +- Improved name tag hiding. +- Give job items to humans spawned with the "spawn" command. +- Slightly increased the view range of the coilguns and railguns. +- Continue playing the main menu and editor music from the previous position instead of restarting when switching between screens. +- Marked "editsubs" a cheat command (so you can't just switch to the sub editor, spawn whatever you need and go back to the game without enabling cheats). + +AI: +- Bots can now undock the sub. +- Humanoids now use the "group" property like non-humanoids. This allows non-humanoid creatures to be treated as friendly/neutral subjects by the bots. +- Replaced the generic "cannot reach target" messages with context-specific and more descriptive messages. +- Bots now take the other bots into account when they evaluate the importance of the tasks. Fixes multiple bots going to fix the same leaks or repair the same items. +- Bots should now abandon the combat objective only when not fleeing from an enemy. If they fail to flee from an enemy, they will fight (or avoid) instead. +- Fixed bots loading the turrets only with the default ammunition. +- Fixed multiple bots trying to navigate the submarine at the same time. +- Fixed pathfinding applying 10x more penalty on vertical distance when the host is outside (should only apply inside). +- Fixed bots starting the path from obstructed waypoints or waypoints that are inside when they are outside or vice versa. +- Fixed issues when bots are trying to enter the airlock from outside. +- Fixed bots getting stuck in the combat mode (with 100 priority) when they try to retreat to a target that cannot be reached. +- Fixed two-handed items like ammoboxes not being visible when the bots carry them. +- Fixed issues when the bots try to equip items or contain them inside other items. +- Fixed bots sometimes going to repair leaks/fix things without a mask or a suit. +- Fixed bots being unable to put diving suits into lockers when there already is a diving suit in the targeted container. Instead of dropping it on the ground, the bots now try to find a new place for the suit before abandoning the objective. +- Fixed bots seeking paths through doors when they have a crowbar/wrench equipped. +- Fixed bots sometimes being unable to put off fires and dying while trying to do it (because of a failing raycast). +- Fixed bots not shooting hostile submarines. + +Monsters: +- New behaviors: avoiding, passive-aggressive, and aggressive. +- Adjusted Bonethresher, added a berserker attack when the creature is low in health. +- Revised Matriarch's behavior: Matriarchs now spawn in swarms, protected by other Hammerheads, and they try to keep the distance to the submarine. Boosted the explosion and increased the Spawn count. +- Added new missions about Hammerhead Matriarch. +- Revised all the creatures using the new behaviors. +- Changed how "attack when provoked" works. The previous state is now reset when the target changes. Also fixed several relate issues. Rename the property (requires action if custom characters use it). When a creature is attacked and "attack when provoked" is false and the attacker is not found in the predefined ai targets, the creature flees by default instead of just ignoring the attacker. +- Refactored the eating behavior: fixes small creatures not being able to eat significantly larger creatures. +- Adjusted the commonness and the reward of the Thresher swarm mission. +- Improved the indoors escaping behavior. +- Reduced the linear velocity when not facing the movement direction. Should fix monsters moving unnaturally when abruptly changing directions. +- Increased the swimming speeds of all monsters and adjusted the animations accordingly. +- Improved the path steering while swimming inside the submarine. +- Halved the swimming speeds inside the submarine. +- Increased the attack ranges for Hammerhead and Hammerhead gold to help them reach the targets. +- Don't allow large creatures like Bonethreshers or Hammerheads enter the submarine, because they easily get stuck and it's glitchy. +- Fixed characters that cannot enter the submarine still trying to target the inner walls. +- Fixed Tigerthresher and other creatures that can't attack the submarine bumping on the doors. +- Fixed characters occasionally getting stuck while trying to reach the last known position of the previous target. +- Fixed a crash when the creature is set to attack when provoked and when the damage source is null. +- Fixed extra creature being spawned when using the elements in the monster mission definitions. +- Fixed Hammerhead Matriarch's skirt going throught the walls. +- Fixed performance issues when creatures are trying to find a path out from the submarine while escaping. Also improved the escaping behavior in general. +- Fixed Mudraptors sometimes squeezing themselves towards doors without being able to attack them. +- Fixed monsters not reacting to being fired with turrets unless they can target the attacker. +- Fixed minor slipping in Mudraptor's walking animation. +- Weapons and tools now have ai targets that are only activated when the items are used -> shooting monsters should make you much more attractive target than just swimming peacefully around. + +Multiplayer: +- Fixed a bunch of bugs that caused "missing entity" errors. However, there are many different reasons the error can occur, so even though we have not run into the issue anymore during out testing rounds, there is still a chance it may occur in some situations. +- Fixed inventory items occasionally getting mixed up in the multiplayer campaign. +- Fixed a bug that caused clients to get disconnected with an "invalid object header" error when a character has a large amount of different afflictions. +- Fixed collider tunneling when client is slow to send inputs. Caused characters to occasionally noclip through walls when the connection or framerate is poor. +- Fixed server owner occasionally timing out if loading the round takes too long. +- Fixed server owner's character occasionally being killed due to round start timeouts. +- Fixed players not getting notified in any way when their connection to the server has timed out, allowing them to keep playing without being able to interact with anything. +- Made giveperm/giverank commands suck less by allowing names, endpoints and SteamIDs instead of clientlist id, and allowing users to skip question prompt by adding rank or perm as a second parameter. +- Fixed multiplayer campaign saves appearing in the single player "load game" menu if they're placed in the singleplayer save folder (leading to a crash if a player starts to load the save). +- Fixed server not sending condition updates for inactive items, potentially causing the condition to get desynced when all of the components of the item go inactive. +- Fixed clients only being informed of the reason for their ban the moment they're banned, but not if they try to rejoin. +- Fixed clients not attempting to reconnect to the server automatically when the connection is lost, forcing the client to rejoin the server manually. +- Fixed clients sometimes being able to noclip through walls when the framerate or connection is poor. +- Karma system can be enabled/disabled in the "host server" menu. +- Option to set the number of password retries before a ban. +- Fixed voice chat indicators not working in the in-game crew list. +- Moved "End Round" button to the pause menu. +- Added a separate server log category for wiring. +- Fixed clients not relaying console commands that don't exist client-side to the server (i.e. custom commands implemented by a server mod can now be used by clients). +- Added "killdisconnectedtime" command that can be used to set the time after a disconnected player's character gets automatically killed. +- Increased default killdisconnectedtime to 2 minutes. +- Player cap can be adjusted in the server settings. +- Made "showseed" console command usable by clients. +- Fixed lobby command (which switches to the single player lobby) being usable in multiplayer. + +Bugfixes: +- Fixes to render order oddities (structures with a depth > 0.5 always rendering behind all items, inconsistent render order between sub editor and in-game). Now structures with a depth of >= 0.9 are always behind everything (and visible through the LOS effect), and item's sprite depth is capped to 0.9. +- Fixed background structures that are resizeable on both axes always being drawn behind other background structures regardless of the sprite depth. +- Fixed Kastrull flooding when the drone undocks. +- Fixed ballast pumps deteriorating in Kastrull's drone despite being unreachable by the players. +- Fixed sonar transducers consuming no power. +- Fixed EventManager intensity being calculated incorrectly in multiplayer, causing monster spawns to be more sparse in multiplayer than in singleplayer. +- Fixed autopilot overshooting and compensating too heavily when attempting to maintain position, causing it to never fully stop on the target position. +- Fixed charactes being unable to get through multi-layer walls from inside the sub (for example the walls above Humpback's command room). +- Fixed plasma cutter not cutting through holes in walls. +- Fixed melee weapons not working inside ruins due to the colliders that block subs from entering the ruins. +- Fixed fabricator cancellation failing to be communicated under certain circumstances. +- Fixed fabricator and deconstructor operating faster when run on overvoltage, making it possible to fabricate/deconstruct things almost instantaneously by using relays. +- Fixed camera position "twitching" when moving the cursor around while unconscious. +- Fixed crashing if there's no audio device available. +- Fixed texts in mission/traitor notifications occasionally overflowing outside the border of the message box. +- Fixed subinventories not opening when trying to heal an unconscious character. +- Fixed engines causing crashes if MinVoltage is set to 0. +- Fixed small "twitch" when a character enters or exits a submarine. +- Fixed starting a combat mission with just 1 player counting as winning the mission. +- Fixed linked shuttles occasionally spawning at the wrong side of a sub's docking port. +- Fixed clients being assigned as traitors in combat missions even if there's no-one else in their team. +- Fixed server lobby screen not scaling correctly after changing to a bigger resolution. +- Made the screen distortion effects caused by afflictions change less abruptly when the condition of the character changes quickly. +- Fixed items being swapped from slot to another when combining an item with one that has a higher condition. +- Fixed lights in deviced bleeding through characters and blurry black "shadow" around characters. +- Fixed '+' and '-' signs in number input fields being misaligned in Chinese and Japanese. +- Fixed Workshop item descriptions only showing the first 256 characters. +- Fixed reactor highlight effect extending outside the reactor sprite. +- Fixed ID-restricted doors only taking the first ID card in the inventory into account. +- Fixed crashes in the character editor when creating a humanoid with incomplete limb definitions. +- Fixed the character editor crashing if no textures were found. +- Don't allow to save invalid texture paths in the character editor. +- Decreased the range of some of the motion sensors inside alien ruins to prevent certain rooms from being nearly impossible to get past without getting zapped by an alien coil. +- Fixed excessively large tonic liquid collider. +- Fixed accordion collider. +- Fixed doors not blocking hitscan weapons. +- Fixed sonar showing everything around the sub when sending out a directional ping and immediately switching to passive. +- Fixed inability to drag characters from room to another in alien ruins. +- Fixed crashing if a modded UI style contains multiple child styles with the same name. +- Fixed wire nodes getting misplaced when flipping wires in the sub editor. +- Fixed groups of items that include wires sometimes not getting placed at the position of the cursor when pasting them in the sub editor. +- Fixed currents heavily slowing down the submarine regardless of the force or direction of the current. +- Fixed some held items vibrating/twitching when moving. +- Fixed turrets emitting muzzle flash particles in an incorrect direction (the rotation of the particle was correct but the direction it flew towards not, which isn't noticeable with the non-moving vanilla particles). +- Fixed "skip tutorials" returning to the main menu instead of opening the correct tab when starting a new game. +- Fixed all items being highlighted in the multiplayer campaign store menu when another player buys something. +- Fixed setting the number of items to buy by typing a number in the text box being practically impossible in the multiplayer campaign store. +- Fixed grenades exploding multiple times if you throw one, pick it up before it explodes and rethrow it. +- Fixed bots occasionally letting go of ladders too soon when going to operate an item, causing them to fall down. +- Fixed some waypoint issues in Orca. +- Fixed wifi components in the respawn shuttle being able to communicate with the main sub in non-combat missions. +- Fixed engine sound range being up to 20 times larger than it should be. +- Fixed monsters occasionally being able to attack through walls. +- Fixed alarm buzzer not returning to the original rotation when the alarm stops. +- Fixed a couple of unfair ruin traps (rooms with coil/sensor placement that makes it impossible to pass through without getting zapped). +- Fixed mechanic tutorial getting softlocked if the player never has an oxygen tank (or aluminium) and sodium in their inventory at the same time. I.e. if they deconstruct the oxygen tanks first and put the aluminium in the fabricator, and then get the sodium and put it in the fabricator. + +--------------------------------------------------------------------------------------------------------- +v0.9.6.0 +--------------------------------------------------------------------------------------------------------- + +Networking/multiplayer fixes: +- Fixed the game occasionally freezing when joining a server. +- Fixed a bug that occasionally caused clients to disconnect with an "entity not found" error in the multiplayer. In technical terms, the issue occurred when the server spawned an entity with a given ID, sent a network event for that entity, and then spawned another entity that took up the ID of the previous entity. This could happen, for example, if in the multiplayer campaign a player happens to get an item with the same ID as an item in the inventory of another player who isn't currently present, and the other player joins the server. There are still most likely additional bugs that can cause similar error messages, so this fix will probably not get rid of the errors entirely. +- Fixed start button staying disabled in the server lobby when switching from the campaign mode to another game mode. +- Fixed clients occasionally getting disconnected due to the campaign store. Happened if a location had changed from one type to another (for example, natural formation to outpost), the players had bought something that wasn't originally available from the location and a new client joined. +- Fixed clients occasionally being prompted to download subs from the server even if they already have a matching sub. +- Fixed server having a password even if the password box is left empty in the in-game "host server" menu when hosting with the Linux version. +- Fixed server name being shortened to one word when hosting from the in-game "host server" menu with the Linux version. +- Fixed server name length not being restricted when set from serversettings.xml or using console commands. +- Fixed "ready to start" tickbox disappearing if a client joins while a round is running. +- Fixed traitors remaining as traitors client-side after restarting the round, allowing them to access the sabotage interface despite not having a traitor objective. +- Fixed characters occasionally not selecting/deselecting a periscope client-side, causing them to walk in place or not grab the periscope. +- Fixed male asian heads not appearing in the server lobby. +- Fixed campaign servers never being filtered out from the server browser when filtering based on game mode. +- Fixed clients not displaying the "could not connect" popup if the initial connection to a server times out. +- Fixed door weld state occasionally getting desynced, causing the door to be welded server-side but possible to open client-side. + +Electricity fixes: +- Fixed junction boxes not passing signals to relays. +- Fixed broken junction boxes and relays carrying power. +- Fixed devices not receiving power if they're connected directly to batteries/supercapacitors with no relays or junction boxes in between. +- Fixed light components that receive power from somewhere else than a power input connection not going out when they lose power (e.g. lights on the diving suits). +- Fixed pumps and batteries operating/recharging faster when receiving overvoltage, with no upper limit, making it possible to for example operate pumps at 10x the speed by connecting them to a relay that's receiving 10x more power than is being drawn from it. +- Fixed LightComponents being toggled twice when they receive a signal to the toggle connection. + +Misc fixes: +- Fixed "last used" listbox overlapping with the entity visibility tickboxes in the submarine editor on low resolutions. +- Fixed misaligned colliders on the "Shell A Cap 0 deg A/B" wall pieces. +- Fixed links disappearing between linked subs and docking ports when loading in the sub editor. +- Fixed loading freezing for up to 10 seconds if the game cannot fetch the remote content for the main menu (update notifications, changelogs, etc). +- Fixed lights on devices (junction boxes, nav terminals, reactor) being rendered on top of characters. +- Fixed lights lagging a little behind moving objects (e.g. diving suit light). +- Fixed characters being able to grab/heal others when handcuffed. +- Character editor: don't switch to the limb mode when clicking a limb in the joint edit mode. Fixes difficulties in using the joint angle widgets when the widgets are interloping limb source rects. +- Character editor: Fixed the texture path field not being copied if the source character has no texture path defined. In this case, we can use a texture path found in one of the limbs. +- Fixed bots incorrectly reporting problems in the room they are in instead of the room the issues is spotted at. +- Fixed bots reporting broken devices or asking medical attendance even if they are taking care of those things. +- Fixed bots saying "put out a fire in hull" instead of using the name of the room when they extinguish a fire. +- Fixed AITargets staying active even if the entity is not active (for example, the sonar could still be heard by monsters after it's turned off). +- The bots now only report about issues that have not been already been reported. +- Fixed monsters attacking doors that are open. +- Monsters keep pursuing the target if the behavior is "pursue" even when they cannot attack. +- Bots stop operating devices if a player starts operating them (unless they have been ordered to operate the device). +- Fixed bots playing the rewiring sound when repairing an item with a screwdriver. +- Fixed bots sometimes stopping behind a closed door when trying to extinguish a fire. +- Fixed chat messages occasionally extending below the lower bound of the chatbox. +- Fixed searchlight and turret lights disappearing before the light is fully off-screen. +- Waypoint fixes in Kastrull and the drone. +- Fixed Kastrull flooding when the drone is undocked. +- Fixed ballast pumps in Kastrull's drone being off by default. +- Fixed enormous in-game ballistic helmet sprite. +- Fire extinguishers can't be placed inside toolboxes anymore. +- Fixed lobby screen not scaling correctly after changing to a bigger resolution. + +--------------------------------------------------------------------------------------------------------- +v0.9.5.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed crashing when attempting to start a tutorial. +- Fixed Kastrull's drone not being docked to the sub by default. +- Fixed items occasionally launching through walls/floors when they're spawned or dropped. +- Nerfed Hammerhead Spawns. +- Fixed occasional disconnections when the Hammerhead Matriarch releases her spawns. +- Fixed Hammerhead Matriarch exploding twice when it attacks. +- Fixed bots sometimes getting stuck in an objective loop, causing them to repeatedly drop and pick up diving suits or spam doors. +- Fixed bots being allowed to go outside without a diving suit. +- Fixed characters with a rectangular main collider being unable to use path finding. +- Fixed microphone volume scrollbar resetting to the maximum value when opening the settings menu. +- Fixed a bug that caused occasional crashes on Linux when pinging servers in the server list menu. + +--------------------------------------------------------------------------------------------------------- +v0.9.5.0 +--------------------------------------------------------------------------------------------------------- + +Misc additions and changes: +- A new submarine, Kastrull. +- 6 new traitor missions with much more varied objectives. +- More variants of all job outfits. +- 30 new character face sprites. +- Overhauled job assignment logic to make the job distribution a little more balanced. Now each client gets assigned one of the spawnpoints (and its associated job) according to their job preference, which means that if the sub for example has 2x as many engineer spawnpoints than medic spawnpoints, there tend to be 2x more engineers. When playing with a mod that adds new jobs to the game, spawnpoints that have no job associated with them are considered spawnpoints for the non-vanilla jobs. + - We would like to get feedback from players about this: does the job assignment seem fair, are people generally getting the jobs they want? +- New logic components: sin, cos, tan, asin, acos, atan, modulo, round, ceil, floor and factorial. +- Improved autopilot: much faster and less likely to get stuck. + - We would like to get feedback from players about this: Is there still incentive to steer manually? +- AI characters don't set stationary batteries to recharge unless ordered to do so. +- Items can be made damageable by projectiles, melee weapons and explosions by adding DamagedByProjectiles="true", DamagedByMeleeWeapons="true" or DamagedByExplosions="true" to the config. +- Nerfed welding fuel + diving mask combo. The tank depletes much faster and one tank is only enough to make the target fall unconscious, not to kill them. +- Added deconstruction recipes to all drugs. +- Added huskified face sprites to all characters. +- Question prompts in the debug console and dedicated server console (such as "enter the reason to ban XXX") can be cancelled by pressing Ctrl+D or Ctrl+Z (or Ctrl+C in the in-game debug console). +- Welding tools and plasma cutters explode when loaded with the wrong fuel. +- Removed sodium as a product of recycling fire extinguishers. +- Added some loose vents and panels to Orca and Typhon. +- Option to set a name for a character added by a mod without having to configure it in a separate text file. Use displayname="somemonster" in the character element to set the name. +- Balanced splash screen audio volumes. +- Alarm buzzers twitch when active to make it more clear where the sound is coming from. +- Scrollbars that work as on/off switches (e.g. power switches and autotemp sliders in item interfaces) can be toggled by clicking on them. +- Decreased the chance of selecting a traitor mission that's already been selected during the session. + +Multiplayer: +- Option to choose a "play style" for the servers to tell the players what kind of gameplay and rules they can expect on the server. +- Improved server browser: + - More filtering options + - Same version + - Show whitelisted + - Karma enabled + - Traitors enabled + - Friendly fire off + - Voice chat enabled + - Modded + - Option to filter by play style. + - Option to filter by game mode. + - Added the option to favorite servers. + - Added a list of recent servers. + - Added a friends list, you can keep track on which servers your friends are playing at as well as join them directly from the friends list. + - Miscellaneous layout improvements. +- Improved server lobby: + - Improved character customization interface: players now have full control over their appearance. + - Improved job preferences interface: players can now more easily switch around their class preferences, as well as pick which variation of an outfit they would like to wear. + - Mission selection is more flexible: mission types can be toggled separately. + - The campaign interface is displayed directly in the menu, not in a separate view. + - The submarine preview is displayed directly in the menu without having to open a separate window. + - The job preferences of other players are indicated in the player list. + - Voice chat icon now indicates the loudness of the audio being transmitted/received. + - Voice chat settings are indicated in the bottom-right corner of the chat box. + - The server log is integrated into the chat box. + - Added new server settings under anti-griefing tab which previously were only accessible through serversettings.xml. + - Allow friendly fire. + - Allow rewiring. + - Allow disguises. + - Miscellaneous layout changes. + +Human AI: +- Changed the logic for automatically unequipping the diving gear, extinguishers or items that are held in hands. +- Taught the bots to place diving suits, fuel rods and fire extinguishers into right places, if they can't unequip the items without dropping them AND if the current objective is not high priority. The system uses tags/identifiers and two new attributes: "preferredcontainers" in Items and "containablerestrictions" in ItemComponents so it can be adjusted both in the editor and in xml. +- Improved the code to prevent dead-locks between the AI states. +- Start looking new oxygen when the current oxygen tank is at 10% instead of starting when it's empty (which often lead the bot to suffocate while doing the objective). +- Combat: Don't ignore empty weapons when evaluating weapons for the first time (allows to try reloading a weapon before ignoring it as useless). +- Fight Intruders: Automatically switch weapon when the current weapon runs out of ammo. Find ammunition for the current weapon if no other decent weapon is found. Don't allow to go offensive while armed with poor weapons, like a wrench. +- Fix Leaks: Improved the operating of welding tools. +- Rescue: Major refactoring. Allow to heal self. Improve the priority calculation. The priority is now based on the severity of wounds. +- Taught the bots to look deeper into the inventories (recursive) when seeking items. +- Changed the decision making on whether or not a bot needs diving gear. +- The bots now avoid unsafe paths in the idle state or when doing low priority objectives. +- The bots don't follow targets outside of the submarine. +- The bots don't stay still when idling underwater.They swim in place instead. +- Adjusted the combat priorities for the weapons. +- Increased the minimum initiatives. +- Adjusted the target evaluation for the Fix Leaks objective. +- Improved the distance approximations for all AI objectives. +- Increased the base devotion (how much the current objective priority is boosted). +- Reduced the shooting distance when the bots are operating turrets. +- Adjusted the idle waiting, standing, and walking times. +- Fixed bots getting stuck if the next node was behind a door. +- Fixed bots getting stuck on ladders when the main collider bottom was slightly lower than the floor level, even though the bot should be able to take off from the ladders. +- Fixed bots getting stuck on ladders when they need a new target while climbing. +- Fixed bots ignoring/avoiding targets in hulls when there were dead enemies inside them. +- Fixed issues in switching empty oxygen tanks to new. +- Fixed bots unequipping and re-equipping diving gear while ordered to follow another character. +- Fixed bots not being able to handle things when they cannot find diving gear. Now they should first try to get the gear and if it fails, they should just target a safe hull. +- Fixed bots shooting friendly characters with turrets. +- Fixed bots always treating weapons as revolvers. +- Fixed the loading of smg magazines/fuel tanks etc (because they are different from revolver rounds). +- Fixed autonomic objectives overriding the user-defined settings (steering, batteries). +- Fixed bots being able to do things while hand-cuffed. +- Fixed a dead-end when an item is taken by another character after the target item was defined and before the objective is completed. +- Fixed item prioritization calculations. +- Fixed hull safety calculations always using the current visible hulls (which should only be taken into account when the hull is the current hull). +- Fixed bots abandoning the operate item objective if there was another character operating the item. +- Fixed bots speaking about success/failure to repair when another character fixes their target. +- Fixed bots reporting individual failures when doing a loop objective. Should fix bots spamming with the "Cannot reach the target" msgs. +- Fixed the current objective not being reassigned after sorting the objectives, leading to sorting the subobjectives of the old current objective, which would be fixed only after the next time the objectives were sorted (after 1 sec). +- Fixed the gap size being misinterpreted when calculating the priority for a fix leak objective. +- Fixed bots switching repair targets while repairing an item. +- Fixed bots in some situations facing the wrong direction. The bots should now always face the item they are operating. +- Fixed bots' ragdolls getting unstable due to constant flipping in some rare cases. +- Fixed bots not immediately targeting the other rooms when they reach the airlock (when entering the submarine). + +Monsters: +- New monster: Hammerhead Matriarch +- New monster: Hammerhead Spawn +- New diving suit sprite for husks. +- Characters now have a separate property that defines whether or not they can walk, meaning that characters can now enter the submarine even if they cannot walk. When there is no water, the character will fidget around. +Also fixes Fractal Guardians flying in non-flooded alien ruins. +- Monsters now remember the position of the last target even when idling. The memories fade, however. +- Monsters now flee briefly when being fired at with the turrets. Fixes swarming characters being easy to exploit. +- Don't allow the monsters to retaliate unless they are in the same submarine as the attacker. Removed the CanRetaliate parameter on character AI that was added in the previous update. +- Refactored ConditionalSprite: ConditionalSprite now takes Sprite or DeformableSprite as child elements. +- StatusEffects can now be used to spawn characters. +- Monster missions now support multiple monsters of different species. +- Minor adjustments on eating. Fixes Bonethresher's eating animation. +- Improved the avoid steering logic (used when the character is not using pathfiding, i.e. outside the submarine). +- Charybdis: Increase the damage against structures for all attacks. +- Adjusted Mudraptor, Bonethresher and Tigerthersher behavior. Threshers now hunt in packs. +- Fixed incorrect flipping and mirroring. Disable mirroring on characters that don't need it. +- Fixed Mudraptors preferring doors over humans. +- Fixed targeting at wall center position instead of the section position. Fixes hammerheads and bonethreshers targeting destroyed wall sections. +- Fixed the damage modifiers on hammerheads not working properly. +- Fixed a crash when trying to create a swarm with characters that have no swarming behavior defined. +- Fixed monsters not targeting the closest limb when they should. +- Fixed ai targets not being updated when the character is dead, causing the characters to be too perceivable/not perceivable enough by the monsters. +- Fixed limbs' lightsources not being visible inside the submarine. +- Fixed immobilized characters (e.g. stunned, monsters on dry land) occasionally "hanging" mid-air. +- Fixed draw order issues due to normal sprites and deformable sprites being used on the same characters. + +Character editor: +- Added "TailTorqueBoost" parameter that can be used to prevent long and fast-moving characters, like the Tigerthresher, to get tangled around themselves. +- "TailTorque" no longer affects the swimming sine amplitude (how strong the tail moves). +- Sprite orientation no longer affects the damage modifiers. +- Exposed the ragdoll main limb. +- Exposed the damage emitters. +- Exposed the damage sound of damage modifiers. +- The radial widget angles are now rounded to the closest 10. +- Fixed characters being able to collide with the submarine, which often caused large monsters to get stunned and impact sounds to be played when they're spawned. +- Fixed characters moving when they shouldn't. + +Bugfixes: +- Rewrote power distribution logic to resolve several issues and oddities in the way power was distributed across electrical grids, particularly when relays were used. The new system is also less performance intensive, so submarines that had performance issues due to large and complex power grids should now run better. +- Fixed inability for mods to override jobs. +- Fixed pumps calculating targetlevel incorrectly when receiving a "set_targetlevel" signal, causing neutral ballast level value in the sub editor to be off. +- Fixed clients being able to join servers when they're using content packages the server doesn't have, which usually causes the client to get disconnected when a round starts. +- Fixed clients being able to join servers after enabling a required content package in the settings, even though they need to restart first (leading to errors when a round starts). +- Fixed "attempted to access a potentially removed character" console errors if a character dies while the client is waiting to apply the character's remote inventory state. +- Fixed broken waypoints in Typhon that prevented bots from opening some of the doors. +- Fixed characters being very hard or impossible to hit with melee weapons when they're lying on the floor. +- Fixed characters placing their feet above a platform when not actually standing on the platform (noticeable in rooms where there's a platform on top of the "actual" floor). +- Fixed husk eggs not causing a husk infection when injected. +- Fixed depth sorting not working on damageable structures. +- Fixed characters stepping on nothing if their feet are below the lowest step of a ladder. +- Fixed door components being selectable when the door is broken, causing characters to drop from ladders if they interact with a door while climbing. +- Alien motion sensors don't react to dead bodies to prevent bodies from blocking the way through the ruins by constantly activating coils. +- Fixes to waypoints and outdated structure sourcerects in Bunyip, Selkie & Venture. +- Put the shotgun shells in Dugong's, Kastrull's and Humpback's armory inside the shotgun. +- Fixed clients retaining their original character when taking control of another one in the multiplayer campaign, but keeping the items of the new character. +- Fixed sourcerects being moved when going through the sprite lists with arrow keys in the sprite editor. +- Fixed servers occasionally appearing in the server list twice. +- Improved color input layout in EntityEditors to prevent overlaps. +- Fixed flares not depleting when in inventory. +- Fixed propeller position becoming unmirrored when saving and reloading a mirrored engine. +- Fixed detection area offset becoming unmirrored when saving and reloading a mirrored motion sensor. +- Fixed a couple of doors and hatches in vanilla subs being repairable with welding tools instead of wrenches. +- Fixed ruins occasionally having rooms too narrow to pass through. +- Fixed door gaps occasionally getting misplaced when placing them in ruins, preventing water from flowing through the room. +- Fixed "picked/selected required" fields disappearing from the item editing panel in the submarine editor if left blank. +- Fixed being able to hit through walls with melee weapons. +- Fixed framerate issues when using passive sonar near large amounts of sound emitters (right outside a submarine for example). +- Fixed empty exploding ammo boxes exploding when deconstructed. +- Fixed old chat messages overlapping in the server lobby after the scrollbar of the chatbox becomes active. +- Fixed textbox selection not being cleared when pressing Ctrl+Z or Ctrl+R, causing a crash if the selection is outside the bounds of the current text and the player attempts to remove text from the box. +- Don't allow reporting things while inside ruins. +- Fixed crashing if a client has written something in the chatbox, gets disconnected and sends the message. +- Fixed servers showing up in the server lobby after the server has been shut down. +- Fixed traitor missions not ending when the traitor dies and the traitor retaining their old mission info in the info menu. +- Fixed dead characters still appearing in the crew list when a client joins mid-round. +- Fixes to decorative sprites: Rotation property is in degrees, fixed offset anim type being used as the rotation anim. + +--------------------------------------------------------------------------------------------------------- +v0.9.4.0 +--------------------------------------------------------------------------------------------------------- + +Monster additions and changes: +- New character: Bonethresher. +- New character: Golden Hammerhead. +- Completely remade the Tigerthresher (new skin, ragdoll, behavior and attacks). +- Reworked Hammerhead (new ragdoll, adjusted behavior and attacks). +- Adjusted the behavior of most characters. +- Medium sized monsters can now more easily trigger impact effects when ramming the submarine. +- Characters are now allowed to move faster than previously (9 -> 15). +- Changed the mouth position calculations and redefined the values for all monsters that have the eating behavior. +- Removed Moloch Baby (Which was just a test. Molochs will be revisited later). +- Better bend deformations on limbs. +- Better feedback about hit impacts on limbs when the character takes damage. +- AI monsters should hit moving targets more easily. +- Added configurable health regeneration, which is applied when the character is eating a corpse. +- Added configurable affliction reductions (bleeding, burn, damage). +- Added an option for the monsters to ignore retaliation when they are attacked. +- Added an option to target the attack on specific limb types. +- Added an option to continue the movement, "following through" the target after the attack. + +Modding improvements: +- Mods can override specific content without having to create a completely new content package. This can +be done by surrounding the element with "" (for example, an Item or a Character +config element you want to replace a vanilla Item/Character with). The overrides work based on identifiers; +for instance, if you configure an item with the identifier "wrench" and surround it with the override +tags, it will replace the vanilla wrench. +- Content package load order: the game will first load the core package, then other content in the order + of selection (proper ui still pending). The load order is saved in the config_player.xml. +- Made AI orders and event manager settings moddable. +- The engine and reactor sound ranges can now be modified in the item XML. +- The husk affliction can now be modified and applied on any character. +- Support for multiple simultaneous husk afflictions based on the same system. +- Support for multiple husk appendages. Made the attachment limb configurable in the affliction definition. +- Additional content package validity checks during startup: make sure all XML files in the package can +be loaded, and disable the package if they can't. Fixes tons of console errors on startup when a mod with +invalid XML files is enabled. +- Don't allow publishing workshop items that contain invalid XML files. +- Don't allow selecting invalid content packages in the settings menu. +- Fixed disabled content packages becoming active when they're autoupdated. + +Character editor improvements: +- Improved layout, hotkeys, general UI/UX improvements. +- Support for editing the character configuration files including health, ai, inventory, sounds, particles etc. +- Support for limb sounds. +- Support for light sources attached to limbs. +- Support for adding and removing attacks. +- Support for afflictions in attacks. +- Support for damage modifiers in limbs. +- New functionality: creating limbs (without having to operate on duplicates). +- Support for creating humanoids. +- Allow to create new characters based on an existing character (copy character). +- Added a limb specific "sprite orientation" that overrides the universal "spritesheet orientation". +- Option for mirroring limb sprites. +- Option for hiding the limb sprite (invisible limbs). +- Multiple minor additions and changes, like an option to enable lights or to display the damage modifiers +drawn on the character. +- Exposed structure sound types. +- Exposed the mouth position. +- Exposed the angular damping and density for limbs (removed mass, which was not used). +- Added a default texture path for ragdolls so that the texture can only be defined once. Limb specific +texture definitions override this. +- Allow to define a group for different species. The characters in the same group are friendly to each other. +- DecorativeSprites can now be used on character limbs (like on items). +- Made it easier to adjust the source rect's position with the arrows. Hold CTRL to change the size. +- Fixed a rare case where characters got stunned in the character editor. + +Misc improvements: +- New husk faces. +- Increased default VOIP and microphone volume and the maximum values. +- Force a restart when switching the language. +- More detailed "x is not a valid XML file" error messages. +- Improved mission and traitor info popups. +- Show the number of lights (total and shadow-casting) in the sub editor. +- When rewiring, clicking the right mouse button only removes one node from the wire. +- Wire nodes are added by left clicking in the sub editor, and can be laid out horizontally/vertically +by holding shift. +- Improved logging for DXGI_ERROR crashes on startup. +- Made level ambient lighting darker. +- Added "pause" console command (only usable in single player). + +Bugfixes: +- Fixed crashing when the recharge speed of a PowerContainer with no interface (e.g. Alien Generator) is +adjusted by a signal or a bot. +- Fixed docking interface becoming active on navigation terminals when any of the submarine's docking +ports are close to another docking port, even if the terminal in question is not wired to that port. +- Fixed an occasional crash when a bot starts retreating away from an enemy immediately after spawning. +- Fixed clients not creating a download prompt when a sub they don't have is selected by vote. +- Fixed traitor missions almost always placing the mission-related items inside the same containers. +- Fixed traitor goal durations being displayed as "duration(xx) seconds" instead of "xx seconds". +- Fixed Traitor's "find an item" objectives not being considered complete if the target item is inside +another item within the traitor's inventory. +- Fixed server using the provided campaign savefile name as-is (without the required .save file extension) +when starting a new campaign through the console. Caused clients to throw "File transfer failed (wrong +file extension """!)" errors and prevented them from receiving the save files. +- Fixed servers being able to start the round multiple times by spamming the "start" console command +before loading the round finishes. +- Fixed rewiring sound playing whenever a remote player is using a rewireable device. +- Fixed subinventories not opening when grabbing another character with no items in the corresponding slot. +- Fixed draggable inventories getting stuck to a half-open state if the item is equipped when +the inventory is opening/closing. +- Fixed light sprites being mirrored when the item is mirrored, even if the mirroring the item's sprite +had been disabled (e.g. junction boxes). +- Fixed motion sensor detection area not being flipped when the item is mirrored. +- Fixed status monitor not mirroring rooms on the display in mirrored subs. +- Fixed engine propeller position not being flipped when the item is mirrored. +- Fixed diving suits being displayed in an incorrect position when the locker has been flipped on either axis. +- AI characters turn autotemp back on when leaving the reactor. +- Fixed item sprites becoming unmirrored when a damaged sprite is fading in. +- Fixed damaged item sprites that are set to fade in according to the damage always being drawn at full opacity. +- Fixed spectators being distributed into teams in combat missions, potentially leading to imbalanced crew sizes. +- Notify the client using the "togglekarmatestmode" command about the test mode being enabled/disabled. +- Send karma change notifications when karma has changed by 1 unit or more when test mode is enabled, not +just when an action causes an immediate change of 1 unit or more. +- Fixed adjacent sprites bleeding into the platform and topwindow sprites. +- Fixed autocompleting submarine/shuttle names when using the submarine/shuttle console commands. +- Fixed some items (like sonar beacon) attracting monsters even when they're powered off. +- Fixed inability to open the pause menu if an inventory slot had been highlighted when exiting +the game screen. +- Fixed welded door sprites "twitching" when the submarine moves. +- Fixed crashing when a character with no hands or arms drops a holdable item. +- Non-humanoids (i.e. monsters controlled by a player) cannot be assigned as traitors. +- Traitor missions are considered unsuccessful if the objectives cannot be completed (for example if the +submarine doesn't have suitable containers to place the traitor items inside). +- Fixed the "Barotrauma" title text staying invisible in the main menu when coming back from the credits. +- Fixed clients not refreshing an item's editing hud when a remote player adjusts the values (i.e. if two +players had selected the same lamp and one changed the color value, the other client wouldn't see +the value change in the editing hud). +- Fixed a couple of the additive light sprites being slightly offset from the lamp. +- Clients don't display client-side vitality changes in healthbars until the actual vitality is received +from the server. Fixes health occasionally dropping and then jumping back up if the client predicts damage +incorrectly (e.g. if a melee attack hits client-side but doesn't server-side). +- Fixed character syncing being very inaccurate when switching to freecam and spectating a character +far away from other players. +- Fixed oxygen/fuel tanks attached to a tool being rendered behind the character's legs. + +--------------------------------------------------------------------------------------------------------- +v0.9.3.3 +--------------------------------------------------------------------------------------------------------- + +- Fixed an error when trying to start a multiplayer campaign with voting enabled +- Fixed a character inventory desyncing error in multiplayer that caused random disconnections +- Fixed download prompts for submarines not showing up + +--------------------------------------------------------------------------------------------------------- +v0.9.3.2 +--------------------------------------------------------------------------------------------------------- + +- Fixed a networking error that prevented clients from selecting the correct submarine in multiplayer if +the settings menu had been toggled open, which caused the client to start the round with an incorrect +submarine and get kicked out from the server due to entity ID mismatch errors. +- Added Japanese translation. +- Added Polish, Spanish and Turkish NPC conversations. +- Improvements to Russian and Spanish translations. + +--------------------------------------------------------------------------------------------------------- +v0.9.3.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed clients waiting an excessive amount of time before resending network messages the server has not +acknowledged receiving. Caused clients to occasionally enter a state where they can't interact with devices +or pick up items. +- Fixed fonts getting messed up when playing in Simplified Chinese. + +--------------------------------------------------------------------------------------------------------- +v0.9.3.0 +--------------------------------------------------------------------------------------------------------- + +Traitor improvements: +- Players who haven't been a traitor yet are more likely to get selected as a traitor. +- If both teams have a traitor during a combat mission, traitor win will result in the opposite team's victory. +- Fixed the order of the traitor objective chat messages. +- Fixed flooding the respawn shuttle counting as flooding a part of the submarine when doing the "flood +the submarine" traitor task. + +Multiplayer fixes: +- Fixed server not sending a condition update for an item that gets removed when its condition drops to zero. +Caused potassium and magnesium to explode continuously client-side when immersed in water. +- Fixed server list only displaying servers that are located close to the client. +- Fixed server list displaying the selected game mode incorrectly. +- Fixed Chinese server names and descriptions showing up as "?????" in the server list when not playing in Chinese. +- Fixed occasional "error while reading a message from the server" console errors when joining a server. +- Fixed clients occasionally timing out and disconnecting during the loading screens. +- Fixed character name box resetting in the server lobby when another client joins or disconnects. +- Fixed "collection was modified" error when a client who's been given control of a bot tries to use +the report buttons. +- Fixed server hanging when a client joins if the server has a very large number of submarines installed. +- Fixed a bunch of client-side console commands crashing the game if the client disconnects while a question +prompt is active and then enters something in the console. +- Fixed full SteamP2P servers not showing up on the server list regardless of the filters. +- Fixed "remove ban" and "range ban" buttons in the server settings menu doing nothing. +- Fixed switches occasionally getting desynced between clients. +- Added a tickbox for selecting/deselecting all permissions to the client management panel. +- Fixed clients with campaign management permissions not seeing the permissions of newly joined clients. +- Fixed statuseffects with a duration not having an effect on karma. +- Causing an "oxygen low" affliction decreases karma (for example when injecting large amounts of fentanyl). +- Fixed scroll values resetting in the multiplayer campaign store menu when purchasing/selling items. + +Miscellaneous improvements: +- Attempting to drop an item to an empty inventory slot that's not of the right type (e.g. trying to put +an extinguisher in the normal inventory slots), automatically moves the item to the correct slot if it's free. +- Made irrelevant items (light components, lamps, small automated pumps, etc) non-interactable in the tutorials. +- The first patient cannot be healed in the doctor tutorial until the "take the patient to the medbay" +objective has been completed. +- The docking interface does not become active in the captain tutorial when leaving the first outpost. +- Added sounds for rewiring and repairing. + +Miscellaneous fixes: +- Fixed skills not having any effect on repair durations. +- Fixed inability to enable content packages created for a version prior to 0.9.2.0 (ones that have the +content package in the Data/ContentPackages folder instead of in the mod folder). +- Use a welding tool icon to indicate damaged walls in the mechanic tutorial, because the generic repair +icon caused some players to think the wall needs to be repaired with a wrench. +- Minor changes to the instruction texts in the mechanic tutorial. +- Reduced repair durations in the engineer/mechanic tutorials. +- Fixed draggable subinventories staying visible when stunned. +- Fixed light sprites not being scaled in the sub editor when resizing lamps. +- Fixed contained items not changing their position when flipping the container (e.g. oxygen generator +with some tanks inside). +- Fixed projectiles emitting sparks when they hit a character (not just when they hit a structure). +- Fixed sonar's zoom slider not moving when autodocking zooms in. +- Fixed small creatures being unable to reach waypoints. +- Fixed bots getting stuck while trying to repair items (in practice hatches) while holding ladders. +- Hid SMG rounds and coilgun bolts from the sub editor because they're not usable by themselves, but are +spawned automatically when the SMG/coilgun is fired. +- Hid the junction box tutorial variant from the sub editor. +- Stun guns and darts can be fabricated and purchased. +- More reliable melee weapon hit detection (for example in the security tutorial it was previously very +difficult to hit the crawler after it falls to the ground). +- Enemies steer back towards the level if they end up outside the boundaries. +- Added confirmation popups when exiting the sub editor or character editor to prevent losing unsaved work. +- Fixed reactor warning lights being clickable and becoming invisible when pressed. +- Fixed CPR button becoming invisible when pressed. +- Fixed water occasionally flowing only through one gap in a hull, for example water only draining +through a hole at a one side of a room even if there is another hole at the other side of the room. +- Fixed scrollbars not resizing when filtering lists (e.g. the submarine list in the "new game" menu). +- Fixed being able to fire flamers (and other repair tools) through walls and doors. +- Fixed flamers working underwater when the water is shallow enough for the character to stand. +- Fixed battery recharge rate slider not moving when the recharge rate is set by an incoming signal +or a remote player. +- Fixed some connection panels being rewireable in vanilla subs when a wire is equipped. +- Fixed some pre-placed body armors and grenades in vanilla subs having an incorrect scale. +- Fixed crashing when a character gains a skill level on a skill that's not initially configured +for the character class. +- Fixed "Add File" dialog of the Workshop publish screen always using the mod's root folder as the file +path even if the file is in a subfolder. +- Fixed contentpackage version number not being updated when updating an older workshop item. +- Fixed subinventories closing when items are dropped into or removed from them, which made reloading +weapons or putting several items into a container cumbersome. + +--------------------------------------------------------------------------------------------------------- +v0.9.2.2 +--------------------------------------------------------------------------------------------------------- + +Karma improvements: +- Attacking someone who has just recently attacked you doesn't reduce karma. +- The karma penalty from attacking someone scales according to their karma (i.e. smaller penalty for +attacking a griefer whose karma is low). +- Damaging characters by performing CPR doesn't decrease karma. +- Fixed karma decreasing when moving a wire from a connection to another. +- Reviving characters with CPR increases karma. +- Made the default karma settings a little less strict. +- Fixed clients always getting kicked (never banned) if the "kicks before ban" karma setting is set above 0. +- Players aren't notified about their karma decreasing when it decreases "naturally" towards the neutral +value of 50. + +Bugfixes: +- Fixed mechanic tutorial crashing after the welding task when playing in Russian. +- Less restrictive client name symbol constraints. Fixes clients failing to join servers if their name +contains Chinese symbols for example. +- Fixed inability to enable/update content packages created for a version prior to 0.9.2.0 (ones that have +the content package in the Data/ContentPackages folder instead of in the mod folder). + +--------------------------------------------------------------------------------------------------------- +v0.9.2.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed crashing if a traitor client switches to a non-human creature and their original character dies. +- Traitors don't lose karma by damaging structures if their goal is to flood the sub. +- Traitors cannot be assigned to kill themselves. +- Fixed round summary and traitorlist command displaying incorrect traitor mission info. +- Fixed inability to end the round if there's an active traitor mission but no traitors assigned. +- Disabled traitors in campaign mode. +- Fixed server crashing when attempting to greet a traitor with no objective. +- Fixed dead characters being occasionally selected as traitors. +- Fixed info menu still displaying the old traitor objective after a traitor dies and respawns. +- Allow traitors to re-use the sabotage button when someone starts to repair the device without having +to re-open the interface. +- Fixed grenades exploding multiple times when triggered using a detonator. +- Scaled down alien materials (oxygenite, sulphurite, fulgurium, etc) and fixed their collider sizes. +- Karma doesn't spontaneously decay/increase when dead. +- Increased karma penalties for poisoning someone. +- Option to kick clients with low karma from the server and ban them if they get kicked more than x times. +- Space herpes randomly toggles inverted controls on/off to make it more difficult to bypass the effect +by modifying keybinds. +- Fixed workshop item preview image not being refreshed in the publish tab when adding a preview image +to an item that doesn't have one. +- Fixed "error loading submarine" console error when creating a copy of a submarine, deleting the original +sub and then saving the copy. +- Fixed server logging an "attempted to send a chat message to a null client" error when a client tries +to send a private message to a non-existent client. +- Enable dynamic range compression and VOIP attenuation by default. +- Fixed inability to extinguish fires through holes in walls. +- Fixed some texts not fitting on the submarine's wall labels in Spanish and Polish. +- Fixed "Broken English" character trait not being translated. +- Fixed missing "undock" text in the navigation terminal interface. +- Fixed some of the items in Berilia and Bunyip being impossible to pick up. +- Fixed crashing when less than 3 arguments are passed to the "color" console command. +- Fixed crashing when attempting to rewire two linked devices at the same time. + +--------------------------------------------------------------------------------------------------------- +v0.9.2.0 +--------------------------------------------------------------------------------------------------------- + +Easier server hosting: +- Switched to Steam's networking API, which allows clients to connect to servers without the need for the +host to forward their ports. + +Expanded traitor feature: +- Multi-step traitor missions that not only make things more interesting to the traitors themselves but +also to give the rest of the crew a fighting chance of detecting the traitor. + +Anti-griefing: +- Karma: a system that detects malicious actions and automatically creates a more challenging experience +for griefers, or potentially triggers a kickban. The feature is completely optional and the server hosts +can decide how aggressively it will react to malicious actions. In a nutshell, you can lose karma for doing +dumb things, karma is regained gradually over time and may be increased more rapidly by doing good things, +thus negating false positives and also giving you the chance to redeem yourself. Lose too much karma and +you'll start to experience increasing levels of inconvenience. +- Wire griefing is more difficult: wires have to be disconnected from the connection panels at both ends +before they can be removed. Disconnected wires can be seen visibly hanging from the device, with noticeable +particle effects and sound cues that make it easier to detect and fix wiring problems. +- Added a built-in overheat warning light and siren to reactors and increased the time it takes for the +reactor to catch fire and explode. +- Option to disable friendly fire altogether. + +New items and structures: +- Additional weapons: stun gun, SMG, shotgun, grenade launcher, flamer, two new types of coilgun ammunition (piercing & explosive). +- New monster loot: husk stinger, mudraptor shell, crawler mask, moloch shell. +- Fun stuff: accordion, captain's pipe, toy hammer. +- Tons of new decorative submarine pieces for the sub editor. + +New submarine: +- Berilia, a submarine for 16 players. + +Bugfixes: +- Fixed crashing when selecting doors or gaps in the sub editor. +- Fixed crashing when combining items inside an ItemContainer (e.g. cabinet, deconstructor). +- Fixed shuttles not being able to redock into some submarines with unconventionally positioned docking +ports. Specifically, if a port needed to be docked to from below but was positioned above the center of +the submarine (or vice versa), the docking interface would not activate on the navigation terminal. +- Fixed docking port using the wrong submarine's position for joint adjustment, causing errors when +docking a submarine with greater mass to one with a smaller mass. +- Fixed an issue that caused occasional ID mismatch errors if a client died during a multiplayer +campaign round and disconnected before the round ended. +- Fixed item editing panel not appearing in wiring mode when selecting a wire in the sub editor. +- Fixed ability to throw throwable items while unconscious. +- Fixed bots not using fire extinguishers client-side in multiplayer. +- Fixed clients not hearing the sound when someone crowbars a door open. +- Fixed progress bars not showing client-side when cutting/welding doors. +- Fixed inability to combine items in multiplayer. +- Fixed occasional "index out of range" errors when loading walls that have been set to a non-default +scale in the submarine editor. +- Fixed inability to scroll the crew list with the mouse wheel when the cursor is over certain parts +of the list. +- Fixed sonar pings stopping mid-way when active sonar is turned off, which could be exploited to stop +the pings before they reach a monster further away from the sub. +- Fixed clients not seeing other characters when entering spectator mode after their character has been +eaten by a creature. +- Fixed clients not seeing other characters in spectator mode after the distance between the submarine +and the client's corpse gets great enough. +- Fixed clients getting stuck to a non-functional game screen if they start a new round before the ending +cinematic has finished server-side. +- Fixed projectiles hitting a character you're standing next to when firing. +- Fixed characters automatically equipping handcuffs (i.e. handcuffing themselves) if they were picked up +when the only free inventory space was the hand slots. +- Fixed a rare race condition that occasionally caused the game to crash during the loading screen with +a "no text packs available in English!" error message. +- Fixed husk infection being healable with broad-spectrum antibiotics even when the infection has reached +the final stage. +- Fixed attachable items (detonators, electrical components) becoming deattachable without any tools +if the sub is saved after deattaching them. +- Fixed projectile raycasts not taking wall rotation into account, causing the projectiles to hit sloped +walls when standing next to them. +- Fixed PowerTransfer components checking overloads based on the item the recursive power check starts from, +not the item that's currently being checked. Caused junction boxes to never break or catch fire in some subs +- Fixed crashing in the character editor when no textures were found for the selected character. +- Fixed crashing if a humanoid character has no knees or ankles. +- Fixed EventManager calculating flooding amount incorrectly, causing floods to only have a very small +effect on the intensity value. +- Fixed batteries and supercapacitors being able to provide power through their signal connections +(e.g. "set_charge_rate", "charge_rate_out"). +- Lighting fix: obstruct background lights behind hulls. Previously the background lights would only get +obstructed by background structures, causing light to "bleed through" parts with no structures (e.g. +humpback's docking port) and windows in the background walls. +- Fixed item loading being interrupted if any item XML cannot be loaded, causing some items not to be +loaded if any of the selected content packages are missing files or contain corrupted item XMLs. +- Fixed fire sounds not playing when standing inside a fire source. +- Fixed client names being converted to lower case when comparing them to the name written by the sender, +preventing the message from being sent if the name wasn't written in lower case. +- Pass private messages to the client hosting the server when the message is targeted to the server. +- Private messages appear in the server log. +- Fixed plasma cutter and welding tool hit particles being offset from the flame. +- Fixed steel bar and titanium-aluminium alloy deconstructing to 100% condition items even when degraded +(which could be used as an exploit to get infinite coilgun rounds). +- Fixed holdable items staying in the characters hand(s) when swapping them from a hand slot to another +limb slot (for example, when moving a flashlight from a hand slot to the head slot). +- Fixed text wrapping not working properly with words that are longer than a single line. +- Fixed deconstructor losing some of the material from deconstructed items if the output container couldn't hold all of the new items. +- Fixed discrepancies in door welding & repairing logic regarding collision. +- Fixed a crash when retrieving lobby information with an uninitialized IP. +- Fixed max player count in server list & duplicate lobby entries. +- Fixed arrow keys not changing caret position when typing. +- Fixed doors looking repaired as soon as the condition goes above 0%, even though the collisions aren't +re-enabled until the door gets above 50%. +- Fixed water not leaking through broken doors. +- Fixed inability to throw items through platforms. + +Misc additions and changes: +- Respawn shuttles now spawn inside the level somewhere near the submarine, instead of always spawning +at the beginning of the level. +- Respawn shuttles don't leave and despawn until a new respawn is pending. +- Added "respawnnow" console command which immediately dispatches the respawn shuttle. +- Search for default animation/ragdoll folders from the folder where the character file is located, not +from "Content/Characters". Fixes mods not being able to load animation/ragdoll files if the file paths +are not defined explicitly in the character configuration file. +- Improved performance by deleting dead monsters that are far away from the sub and by disabling physics +on dead bodies when they stay still long enough. +- Added option to use conditionals to activate/deactivate ItemComponents. You can take a look at the +reactor and junction box config files to see how it's used. +- Added some indicator lights to junction boxes and reactors. +- Stun batons don't affect large enemies (molochs, hammerheads, endworms, etc). +- In wiring mode, items are selected by pressing E instead of clicking. Selecting items with the left +mouse button made it very difficult to manipulate the wires because it was easy to accidentally select +some device instead of a wire node. +- Crate/toolbox inventories stay open and can be moved across the screen when the item is equipped. +- Added limits to submarine name and description length. +- Delete incomplete file downloads when disconnecting from a server while a file transfer is active. +Prevents console errors about corrupted submarine/save files caused by the partially downloaded files. +- Increased Humpback's battery capacity. +- Added widgets for manipulating coilgun/railgun rotation limits in the sub editor. +- Added a command for setting the value of a property on all selected entities in the sub editor +(for example, "setentityproperties scale 2" would set the scale of all selected items/structures to 2). +- Show ballast tanks and airlocks in a different color on the status monitor to make it easier to +distinguish which rooms are actually flooding and which are supposed to have water in them. +- Option to define multiple inventory variants for a character (e.g. to add variation to monster loot). +- Start playing the main menu music during the loading screen. +- More reliable human walk sounds (played at specific points of the walk cycle instead of relying on +impacts between the feet and the floor). +- Option to show a 16x16 grid and snap the cursor to it in the sprite editor. +- Reactor can be controlled with movement keys. +- Option to add a probability for afflictions applied by an attack. +- Husk attacks have a 50% chance of causing a husk infection. +- Decreased minimum item scale from 0.1 to 0.01. +- The amount of materials received from deconstructing fuel rods depends on the condition of the fuel rod. +- Reactors keep sending the temperature_out signal after a meltdown. +- Improved file transfer + +--------------------------------------------------------------------------------------------------------- +v0.9.1.0 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- Disabled riot shields for now (too much griefing potential). +- Toolboxes can be fabricated and decontructed. +- Nerfed nitroglycerin's structure damage and increased the impact tolerance from 4 to 6. +- Made alien pistols a little less underwhelming (sounds, recoil, particle effects). +- Deconstructors drop all items that are inside the deconstructed item. Previously they would just get destroyed, +making it a potential exploit to destroy items that should not be possible to deconstruct. +- Modified welding fuel tank and oxygen tank sprites a bit to differentiate them from each other a bit more. +- Modified plasma cutter and welding tool sprites a bit to differentiate them from each other a bit more. +- Diving suits play the warning beep when there's no tank in the suit (not just when the tank is running out). +- Server list can be sorted according to ping, name, compatibility or any of the other property in the list. +- Docking ports of the enemy submarine are not shown on the sonar during combat missions. +- Recharge headset batteries between rounds in single player. +- Disable status monitor displays when out of power. +- Reduce server CPU usage. +- Update ladder and gap references if a waypoint is moved around in the editor. +- More descriptive error messages when publishing a Workshop item fails. +- Allow selecting multiple files at once when adding files to a Workshop item. +- Made the autogenerated submarine preview pictures larger. +- The "Host server" menu remembers the previously used port numbers and the player count. +- Restrict server names to a maximum of 60 characters. +- Items now collide with platforms. +- The game automatically opens the generated crash report when it crashes. +- Added "setmaxplayers" command to the dedicated server. +- Clients can change the server password using the command "setpassword" if they have a permission from the host. +- Reduced the range of the sonar ping sound and added a more subtle ping sound that can be heard further away. +- Watchmen now hold position when attacked. +- Added a subtle glow to alien buttons to make them a bit more noticeable. +- Items that are set to be hidden in-game can still be interacted with in the sub editor. +- EXPERIMENTAL: option to disable rewiring items in multiplayer. At the moment the setting can only be +changed by editing a parameter called "allowrewiring" in serversettings.xml. + +Misc bugfixes: +- Fixed the position of an outpost's docking port not being taken into account when determining how to +place it in the level. Caused large submarines sometimes to collide with walls when docked to outposts +where the port is offset from the center. +- Fixed corrupted sub files causing crashes. +- Fixed item editing HUD not appearing on any other item after one item has been selected in-game +(e.g. editing the channel on a wifi component prevented editing other items). +- Fixed ladders and other resizeable items reverting to their original size if they're resized and +the sub is saved and reloaded. +- Fixed inability to resize gaps in the sub editor after they've been placed. +- Reactors take other power sources into account when calculating how much power they need to generate. +Fixes overloads on Humpback when turning on the backup batteries and operating the reactor normally. +- Fixed watchmen not retaliating when a character does very small amounts of damage to them. +- Fixed bots being able to take handcuffs off from themselves. +- Fixed waypoint and spawnpoints being selectable in the sub editor even if they're hidden. +- Fixed deconstructing coilgun ammo boxes giving out more materials than the materials required to fabricate them. +- Scrollbars can only be dragged if the mouse button is pressed down while the cursor is on the scrollbar, +not by holding the button and moving it on the scrollbar. Fixes accidentally switching from slider +to another (often happens in the reactor interface). +- Fixed crashing when setting limb or joint scale to 0 using console commands. +- Fixed dropdowns in the Workshop item publish menu being draw behind the buttons below them. +- Fixes bots being unable to exit ladders if some part of their body is below the platform. +- Ignore keyboard inputs (delete, arrow keys, copy/paste) in the sub editor when a textbox is selected. +Prevents accidentally deleting items/structures when attempting to delete text from a textbox. +- Toolboxes can't be put inside other toolboxes or in the doctor's clothes. +- Fixed items bought from the store during a singleplayer campaign session being deducted from the credits +when save & quitting from the map. +- Flares stop emitting particles when inside an inventory. +- Fixed oxygen not flowing through horizontal gaps between subs (e.g. between Remora and the drone). +- Decreased the size of the mountain in the RidgeBasic level type to prevent it from blocking the main path. +- Fixed too small collider sizes on a bunch of crafting materials. +- Fixed order options ("hold fire"/"fire at will" etc) being displayed in one button instead of +being split into separate buttons when playing the game in Chinese. +- Fixed "Text Self_CauseOfDeathDescription.Unknown not found" console error if a character gets killed +by being inside a respawn shuttle when it despawns. +- Fixed sonar not scaling properly when resolution is changed mid-round. +- Fixed fabricators & deconstructors displaying the "insufficient power" warning when power is low +(but still high enough for the devices to run). + +Networking fixes: +- Fixed another ID mismatch problem that occasionally caused clients to get kicked out in multiplayer, +usually with an error message warning about a missing item. +- Fixed players always getting range banned when banned by a client. +- Fixed turrets not being aimed correctly in multiplayer if they're in another sub (e.g. the coilgun in +Remora's drone). +- More reliable fabricator and deconstructor syncing. Should fix items disappearing when multiple players +attempt to use the device at the same time and strange timing inconsistencies when deconstructing +multiple items in succession. +- Fixed all servers showing "unknown" as the game mode in the server list. +- Fixed server not allowing forward slashes in host messages. +- Fixed repair interface sometimes getting stuck close to 100% in multiplayer. + +Character editor fixes and improvements: +- Nicer layout, made the panels hideable. +- Added buttons for creating joints, duplicating limbs, and deleting limbs/joints. +- A dropdown for selecting which content package to add the character to. +- Allow creating a new content package during character creation. +- Added hotkeys 1, 2, 3 for limb, joint, and animation modes respectively. +- Change the logic of deciding on which parameters are shown and when. In the ragdoll mode you can now +see the ragdoll, but also scale it and see the main parameters. Source rects are now longer shown on the +sprite sheet if limbs mode is disabled. +- Automatically select edit limbs mode when a new character is created. +- Option to create multiple limbs in the character creation wizard. +- Disallow deleting the main limb because it often causes crashes. +- Only allow selecting PNG files as the texture. +- The spritesheet is shown by default. +- Fixed deleted joints not being saved properly. +- Only lock the axis for torso/head position when alt is down. +- Disable test pose if the character is not a humanoid. +- Clamp camera offset so that the character is always at least partially visible. + +--------------------------------------------------------------------------------------------------------- +v0.9.0.7 +--------------------------------------------------------------------------------------------------------- + +Changes: +- Made husks more common. + +Multiplayer fixes: +- Fixed an ID mismatch problem that occasionally caused clients to get kicked out in the multiplayer +campaign, usually with an error message warning about a missing item. +- Fixed servers using a local campaign save path sent by the client setupping the campaign, preventing +the campaign from starting up if the path does not exist at the server's end. +- Fixed radio communication occasionally not working between characters in the multiplayer campaign. Characters +that had made it through at least one round were not able to communicate through radio with characters that +have just been spawned for the first time. +- Kick votes persist during a multiplayer session even if the client disconnects (= disconnecting and rejoining +just before you get kicked doesn't work anymore). +- The server sends a "this client previously used the name xxx" message when a client rejoins with a different name. +- Fixed GameServer.UnbanPlayer passing the name to BanList in lower case even though BanList was case +sensitive (preventing unbanning clients with the "unban" command if their name is not in lower case). +- Fixed server not saving the whitelist when it's enabled/disabled, causing the setting to revert when +relaunching the server. +- Fixed structure texture scale and texture offset now being reverting to default values when the +submarine is saved by the server, causing them to reset between campaign rounds. +- Fixed client always launching the default "DedicatedServer.exe" even if using a content package that +should replace the server exe. +- Servers only report content packages with files that cause multiplayer incompatibility to the master server. +Fixes servers showing up as incompatible in the server list if they have custom sub files (or other types +of files that don't cause compatibility issues) installed. +- Fixed crashing when clients attempted to kick/ban players through the in-game info menu when a round +was running. +- Fixed client that's hosting a server not being taken into account in the player count visible on the server list. +- Fixed server list not displaying non-English symbols correctly (e.g. Cyrillic or Chinese characters). + +Misc fixes: +- Replaced WinForms with SDL which should resolve most of the fullscreen/resolution issues. It's also now +possible to change the resolution when in fullscreen without having to restart the game. +- Fixes to the DXGI crashes during startup. +- Fixed Character.GetConfigFile searching for the character file from all available content packages, not +just the ones that are currently selected. Caused modded character files to affect the game even when +the mod was not enabled, leading to various issues such as characters failing to equip items if the mod +changes the number or type of inventory slots a character has. +- Fixed a bug in monster/item spawnpoint logic that occasionally caused perfectly valid spawnpoints to be +discarded when there were floating ice chunks in the level, sometimes causing monsters to spawn very +far from the submarine (which often lead to the player not running into them at all). +- Fixed bots not being able to retaliate when attacked with a repair tool. +- Fixed crashing when firing a revolver in the sub editor. +- Fixed items applying their status effects twice if they're put into a container by swapping them with +another item. For example, replacing a fuel rod in the reactor by dropping a new fuel rod on it caused +the reactor behave as if it had two rods in it. +- Switches send out a continuous 0/1 signal that can be flipped by interacting with the switch (as opposed +to working like buttons which send out a pulse when interacted with). +- Fixed an issue that occasionally caused the main menu to look distorted when launching the game on Mac. +- Fixed crash after opening the file browser from the Workshop menu more than once on Linux. +- Fixed combat mission achievements being impossible to unlock. +- Fixed item scales not being saved when the scale is modified in the sub editor. +- Fixed incorrect physicorium shell description. +- Fixed server list & workshop menu not resizing properly when changing resolution. +- Fixed player input being used to determine whether a character should be holding on to ladders, causing +AI characters to let go of ladders when holding RMB. +- Fixed explosion damage bypassing armor (both creature shells and wearable items). +- Fixed OverrideSaveFolder and OverrideMultiplayerSaveFolder settings not being saved. +- Fixed order/rept icons "twitching" when the sub moves. or +- Fixed players being able to repair submerged electrical items indefinitely. +- Fixed a "attempted to access a removed ragdoll" console error when a character wearing the health +scanner HUD is removed. +- Fixed console errors when a battery's or supercapacitor's capacity is set to 0 and the interface is open. +- Fixed ability to drop items into secure lockers (or other containers that require specific items) +without having access to it. +- Automatically move the gaps linked to doors when the door is moved (and vice versa). +- Fixed items disappearing when they're dropped into a full container. +- Fixed crashing when an item that requires aim to use is used by something else than a character +(e.g. a status effect). +- Fixed having a broken device on a sub in the sub editor and switching to Character Mode causing a crash. +- Fixed the bottom of the background ice texture not rendering correctly on high resolutions. + +--------------------------------------------------------------------------------------------------------- +v0.9.0.6 +--------------------------------------------------------------------------------------------------------- + +- Fixed clients failing to connect to servers that have banned clients based on their Steam ID. +- Removed Berilia (vanilla sub that's not ready for release). + +--------------------------------------------------------------------------------------------------------- +v0.9.0.5 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- Automatically fill the client name textbox with the player's Steam username. +- Allow clients (including the host) to change their name in the server lobby. +- Censor password boxes to make joining servers a little more streamer-friendly. +- Show the name of the server in the "connecting to..." popup instead of the IP address. +- Added a close button to the debug console and a text that explains it can be opened/closed by pressing F3. +- Electrical components are attached to walls with the left mouse button instead of E. +- Flares are activated with the left mouse button instead of E. +- Nerfed plasma cutters and welding tools. +- Made coilgun ammunition boxes deconstructable. +- Removed minimum job count requirement from Captain, Engineer & Mechanic (i.e. it's not possible to play +other jobs even when there's 3 or less players on the server). +- Increased default respawn transport time to 5 minutes, decreased respawn interval to 3 minutes. +- Allow muting players mid-round through the info menu. +- Allow to edit the door opening/closing speeds and increase the defaults. +- Reduce the follow-up distance and require the bot to be in the same room than the player before stopping, +so that bots with a follow order don't stay on the doorways when the player is trying to enter the airlocks. +- Stop "breathing" deformations when the character is dead. +- Disable obstructed paths when the submarine docks to another submarine/outpost. +- The location of save files can be changed in config_player.xml using the attributes "overridesavefolder" +and "overridemultiplayersavefolder". + +Bugfixes: +- Fixed crashing during startup due to faulty OpenAL installations. +- Fixed inability to select the voice capture device if the name of the device contains non-latin symbols +(Cyrillic or Chinese characters for example). +- Fixed a networking issue that occasionally caused clients to get kicked with a "disconnected due to +excessive desync" error message. +- Fixed fires being very hard to put out completely in multiplayer. +- Fixed items not being repaired after purchasing repairs in the campaign. +- Removed outdated Launch_BarotraumaServer script from the Linux version (does not work anymore, the +dedicated server should be launched by running the file called "DedicatedServer"). +- Fixed server owners not being able to join their own server if whitelist is enabled and the owner is not +on the whitelist. +- Fixed inability to ban clients by their Steam ID using the console. +- Fixed all servers showing up as "Round has not started" in the server list. +- Fixed server ignoring the max players value set in the "host server" menu and using the setting +configured in "serversettings.xml" instead. +- Fixed spectators not hearing the living players' voice chat. +- VOIP improvements (less crackling and pops). +- Increased oxygen output in vanilla submarines to prevent characters from suffocating when playing with +an oversized crew. +- Fixed occasional console errors when ending a round (causing the round end summary not to appear). +- Waypoint fixes in vanilla subs. +- Disallow shooting and attacking when the cursor is over a UI element (to prevent, for example, +accidentally firing a gun when dismissing a message box). +- Fixed "file not found" errors on Linux when attempting to enable a mod that defines file paths +using a backslash instead of a slash. +- Fixed monsters ignoring decoys. +- Fixed store menu switching back to the equipment category every time something is bought/sold in +the multiplayer campaign. +- Fixed "push to talk" field going outside the audio settings menu on some aspect ratios. +- Fixed long server names overflowing in the server list menu. +- Fixed the character saying "OrderDialogSelf.dismissed" when a player removes an order from themselves. +- Fixed subinventory slots going outside the screen when for example grabbing someone with a toolbox +in the leftmost inventory slot. +- Fixed monsters sometimes spawning inside the floating ice chunks within the levels. +- Fixed physicorium shells not being containable in railgun shell racks. +- Fixed physicorium ammo box not being containable in coilgun ammunition shelves. +- Fixed inability to spawn items in characters' inventories with the "spawnitem" console command. +- Fixed health interface not focusing to the most damaged limb when closing and reopening the interface. +- Prevent welding doors shut during the tutorials (as the player doesn't have access to any tools to +reopen the door). +- Fixed AI pathfinding when the path is from a submarine to another submarine. +- Fixed crashing when AI crew tries to find a path out of the ruins. +- Fixed Watchmen looking at the wrong direction. +- Fixed crashing due to an invalid display resolution. +- Fixed alien item assemblies not being hidden from the sub editor. + +--------------------------------------------------------------------------------------------------------- +v0.9.0.4 +--------------------------------------------------------------------------------------------------------- + +- Fixed "Steam authentication failed" errors when trying to reconnect to a server after cancelling the +connection. +- Fixed clients occasionally failing to spawn items when playing using a different language than the server, +which caused them to get kicked. +- Fixed extra cargo failing to spawn in multiplayer when playing using a different language than the server. +- Fixed legacy items failing to load if a sub is saved with a language other than English and the language +then changed to something else. +- Fixed excessively small password input box when connecting to servers. +- Fixed a bug that occasionally caused items to drop from the inventory when moving items between +inventory slots in the multiplayer. +- Prevent junction boxes from getting damaged due to overvoltage in the engineering tutorial. +- Fixed structures getting scaled incorrectly when cloning a structure with a non-default scale in the +submarine editor. +- Fixed occasional crashes when leaving a multiplayer session while the "cinematic" at the end of the round +is still playing. +- Fixed items not being moved to the humanhusk's inventory when a huskified player dies (= clothes and +other gear seemed to magically disappear when the character "resurrected" as an AI husk). +- Fixed clients not seeing turrets rotating at their end when another client is operating the turret. +- Fixed hitscan projectiles (revolver rounds) going through walls if the weapon is fired while its +barrel is partially inside the wall. +- Fixed welding tools being able to weld doors and burn characters through walls. +- Fixed bots reporting leaks when there are holes in the interior walls. +- Fixes to the colliders of some of the shuttle wall pieces. +- Fixed Linux version crashing when attempting to browse for files in the Steam Workshop menu. +- Fixed credits not resizing when resolution is changed. +- Added an upper limit to impact damage done to ragdolls, preventing characters from getting instakilled if +a Moloch or another large monster smashes against the sub hard enough. + +--------------------------------------------------------------------------------------------------------- +v0.9.0.3 +--------------------------------------------------------------------------------------------------------- + +- Fixed captain tutorial not continuing after the part where the mechanic has to be ordered to do repairs. +- Fixed mechanic tutorial getting stuck if repairing the devices is interrupted before they're fully repaired. +- Fixed Workshop item preview images not working on Mac or Linux. +- Fixed "Add file" and "Browse preview image" file dialogs crashing some Mac/Linux systems. +- Unlock tutorials one by one. +- Fixed crashing when clicking on the "no matching servers found" message in the server list. +- Fixed loading screen being dismissable when the window is not active. +- Fixed connection panel overlay overlapping with the connections on resolutions higher than 1080p. +- Fixed incorrect "mission completed" text in the combat missions. +- Fixed "a swarm of [monster]" description in the crawler swarm mission. + +--------------------------------------------------------------------------------------------------------- +v0.9.0.2 +--------------------------------------------------------------------------------------------------------- + +- Automatically set the keybinds to AZERTY when French is selected as the display language. +- More readable font and a fix to some texts appearing slightly "clipped". +- Additions to the credits. +- Minor tweaks to subs and shuttles. +- Added propeller damage to the shuttle engine. +- Increased maximum voice chat volume. +- Directional voice chat is enabled by default. +- Display the language names in the respective languages in the initial language selection screen. +- Playing the splash screens or tutorial videos doesn't require libvlc and libvlccore to be installed +on the user's system in the Linux version anymore. + +Bugfixes: +- Fixed a bug that caused frequent desync kicks when playing a multiplayer monster mission. +- Fixed private servers showing up in the server list. +- Fixed an index out of range error in DoctorTutorial if proceeding too fast to the submarine. +- Fixed report messages not going through to some clients when there are multiple clients on the server. +- Fixed players not seeing reports made by bots in multiplayer. +- Fixes to missing translations and UI layout problems when using languages other than English. +- Miscellaneous crew AI fixes and improvements. +- Fixed find safety AI objective not working properly. +- Fixed bots loading only half of the target items in the contain item objective. +- Fixed directional sonar indicators not being displayed on the sonar monitor. +- Fixed floating ice chunks occasionally spawning too close to the start of a level, causing them to clip +through the submarin and/or the outpost. +- Fixed incorrect reward amount in the "Chemical shipment" description. +- Fixed inability to use the underwater scooters with LMB. +- Fixes to UI layouts on 4K resolution. +- Fixed unnecessary silence at the end of the "Objective Complete" music track. +- Fixed ruin walls being almost impossible to cut from inside the ruins. +- Fixed the "report leaks" button being highlighted inside ruins. +- Fixes to wall colliders. +- Fixed "Pause on focus lost" setting being always treated as if being enabled. +- Fixed dedicated server overwriting existing crash reports. +- Fixed save time being displayed in UNIX time in the right-hand panel in the campaign setup UI. +- Fixed "Praise the Honkmother" and "Extravehicular activity" achievements not unlocking in multiplayer. +- Fixed "No fun allowed" achievement being possible to unlock by committing suicide while wearing a clown costume. + +--------------------------------------------------------------------------------------------------------- +v0.9.0.1 +--------------------------------------------------------------------------------------------------------- + +- Added a bunch of missing translations. +- Fixed Steam Workshop on Mac. +- Fixed docking interface button not working in the multiplayer. +- Fixed medical doctor tutorial crashing on languages other than English. +- Fixed a bug that caused AI characters to occasionally get stuck next to stairways. +- Fixed animation and ragdoll file paths getting messed up if there are multiple content packages +installed that include monsters with the same name. +- Fixed crashing when a StatusEffect causes an item to be used on a target. +- Fixed a gap between Remora and the drone. +- Added more supplies to Remora. +- Fixed watchman's dialogue getting muffled. + +--------------------------------------------------------------------------------------------------------- +v0.9.0.0 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- Translations to German, Russian, French, Brazilian Portuguese, Traditional Chinese and Simplified Chinese. +- Numerous fixes and improvements to the crew AI. The biggest change is that the AI characters can now do +tasks by themselves even when they haven't been assigned an order. +- One new outpost. +- New docking system. +- New logo and main menu art. +- Added a credits tab to the main menu. +- Some new item and structure sprites. +- Some new environment sprites. +- Increased the amount of credits the player starts with in the campaign. +- Balanced location and mission distribution. +- Balanced mission rewards. +- AI characters can be ordered to fight intruders. +- Lock the inventory when aiming with a railgun or a coilgun. +- Swap the order of the starting location & destination in nav terminals when playing in a mirrored sub. +- Option to automatically pause the game when the window loses focus. + +Bugfixes: +- Fixed splash screens and tutorial videos crashing the Linux version. +- Fixed damaged item sprites not updating client-side after being repaired. +- Fixed characters occasionally taking impact damage when hitting walls while climbing. +- Fixes crashing when attempting to use symbols such as <, > or | in the save file name. +- UI layout/scale fixes on resolutions larger than 1080p. +- Fixed crashing when loading the same sub twice in the sub editor. +- Fixed submarines occasionally being rendered at an incorrect position when viewing them in the sub editor +after they've been used in-game. +- Improved the syncing of ragdolled characters. +- Fixed characters not receiving impact damage when ragdolled. +- Fixed characters' arms occasionally spinning around when standing still. +- Fixed tutorial level generation parameters being used in some normal campaign levels (leading to extremely +small levels and submarines overlapping with the outposts). +- Fixed characters running more slowly when their torso is in a different hull than the feet (for example +in Humpback's bilge). +- Fixed character's feet getting stuck to platforms when climbing ladders while holding A/D. +- Fixed monsters being able to drag characters through walls. +- Fixed items "vanishing" if they move directly from sub to another without going outside first. +- Fixed content package hash calculation failing if the package is not enabled and contains new monster files. +- Fixed inability to enable content packages if some of the files included in the package are already in +the game folder (which may happen, for example, if enabling a content package fails). +- Fixed AllowRagdollButton settings not being synced with clients, leading to strange ragdolling behavior +client-side if the server has disabled ragdolling. +- Fixed incorrect keybinds being displayed in a couple of tutorial texts. + +--------------------------------------------------------------------------------------------------------- +v0.8.10.0 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- Completely remade tutorials (separate tutorial for each job). +- Added a door and hatch variants with integrated buttons. +- New outpost graphics. +- Added swarm behavior to crawlers. +- Added a new mission where you have to kill a swarm of crawlers. +- Numerous crew AI improvements. +- Balanced item deterioration values. +- Mineral sprites change when collected from the environment. +- Added an option to disable directional voice chat. +- Added automatic submarine repair option to the campaign. +- Added "all" tab to the entity list in the submarine editor. +- Hide the crew area, chat box and server buttons when operating a turret or searchlight. +- Doors can be repaired with a wrench. +- Some new lamp variants. +- Display a progress bar when welding doors shut. +- Items that don't give any materials when deconstructed cannot be deconstructed. +- Added a console command that resets selected items and structures to prefab values ("resetselected"). +- Option to toggle structure drop shadows and edit the position of the shadow in the sub editor. +- Minor physics optimizations. +- Disable background music & ambience in the character editor. +- More pronounced limping animation when a character's legs are injured. +- The inventory slots next to the character portrait (ID card, uniform, etc) can be hidden. +- Some new sound effects and background music. +- All walls can be scaled in the submarine editor. +- Structure damage is visualized when using debugdraw. +- Improved font scaling on different resolutions. +- Added Steam overlay support to Workshop. +- Server list shows which servers have voice chat enabled. +- Show a message box notifying respawning traitors that they're no longer a traitor. +- Added a search bar to the store menu. +- Added search bars to sub lists in campaign setup UI and sub editor. + +Bugfixes: +- Don't allow rewiring and deattaching an item at the same time (happened when interacting with an item +while holding both a screwdriver and a wrench). +- Fixed bots being unable to complete almost any task in the multiplayer due to a bug that caused +them to interpret the sub as another crew's submarine. +- When spawning multiple monsters at the same time, spread them around a bit to prevent the players +from getting attacked by a ball of overlapping crawlers. +- Fixed huge lag spikes when a character tries to escape from an enemy but can't find a path away from it. +- Fixed file transfer progress bars not being visible in the server lobby. +- Fixed crashing when attempting to start a mission round with mission type set to None. +- Fixed ElectricalDischarger electricity effect staying visible if the item breaks or the component +is deactivated from outside (e.g. via a StatusEffect or the parent component). +- Fixed specular maps being rendered on top of characters when outside the sub. +- Fixed excessively bright lights around sonar flora and lava vents. +- Fixes to item collider sizes. +- Fixed inability to scroll through long texts in the sub editor's textboxes. +- Fixed clients not being able to see other characters in spectator if they've died far away from the sub. +- Fixed non-latin characters not being displayed correctly in Workshop item texts. +- Don't prevent selecting items in the sub editor when the cursor is on a wire node, because it makes it +very difficult (or impossible) to select small items in the wiring mode. +- Fixed crashing when attempting to use the "spawnitem" command when a round is not running. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.10 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- Added collision sounds to items (e.g. when dropping or throwing items on the floor). +- Devices that are not currently being used never deteriorate spontaneously. +- Added a new submarine, "Berilia". +- Minor improvements to menu layouts. +- Randomize map seed when opening the "new game" tab. +- Show the "starting a round" popup to all clients when the server initiates a new round. +- The CustomInterface ItemComponent can be used to trigger StatusEffects. Buttons apply OnUse effects when +pressed, tickboxes apply OnUse when checked and OnSecondaryUse when not. +- StatusEffects can modify item sound and sight ranges (requires an AITarget). +- Sonar beacons can be toggled on/off. + +Bugfixes: +- Fixed submarines not being able to move horizontally in multiplayer if not accelerating fast enough. +- Fixed an inventory syncing issue that occasionally caused items to be dropped when moving them from the +inventory to a container or vice versa. +- Fixed items occasionally dropping from the inventory at a very high speed, sometimes causing them to +clip through floors. +- Fixed idling AI characters causing lag spikes if they can't find a path out of the room they're inside or +if the submarine has no waypoints. +- Fixes to AI characters getting stuck if they fail to reach a leak they're trying to repair. +- Fixed characters "selecting" equipped railgun shells and depth charges, causing the characters to face +towards the item. +- Prevent AI characters from jumping down from high places. +- Fixed highlighted items being selected when letting go of the Shoot button. +- Fixed inputs still working in multiplayer when the pause menu or the settings menu is open. +- Fixed some Steam achievements being impossible to unlock in single player. +- Fixed "Poisoner" Steam achievement being impossible to unlock. +- Fixed crashing when enabling game mode voting in multiplayer. +- Fixed voice chat volume not being applied on startup (i.e. the default volume was always used until you +went back to the settings menu to change it). +- Fixed power not working correctly in some grids with chained relays and junction boxes. +- Fixed crashing when attempting to publish a sub with a preview image larger than 1MB on the Steam Workshop. +- Don't allow overwriting vanilla submarines/characters even if the vanilla content package is not selected. +- Don't allow deleting vanilla subs or subs that are a part of some content package through the sub editor. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.9 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- New control scheme: items are selected by left clicking, deselected with right click or esc, and held +items are used on devices by pressing E (e.g. when rewiring with a screwdriver or repairing something +with a wrench). The new controls are somewhat experimental; the intention is to make them more intuitive +to new players. You can still switch back to the legacy control scheme from the game settings. +- Set default radio chat keybind to R and creature attack keybind to Mouse3. +- MODDERS, PLEASE NOTE: Moved crafting recipes from the fabricator xml to the xmls of the items. Makes it +possible for modders to add new craftable items without having to modify the fabricators. +- Some menu layout improvements. +- Camera movement is disabled completely when an item interface is open (not just when the cursor is on +the interface). +- Option to disable the camera pan/zoom effects from the game settings. +- Option to set a custom preview image for subs. +- Allow aiming on ladders when not moving. +- Characters play Entrance of the Gladiators on the guitar when wearing a clown mask. +- Display a warning on the status monitor when docked to an outpost ("Docked to X, undock before attempting +to maneuver the submarine"). +- Improvements to the line of sight effect. Prevents ugly-looking artifacts in spots where two wall pieces +meet. +- The server gives the "None" permissions to new clients, allowing server hosts to automatically give +specific permissions to all clients. +- Increased submarine masses to make it less easy for characters to push them around. +- Ping direction is shown on the sonar display when adjusting the direction slider even if directional ping +is not enabled. +- Tweaked charybdis' AI, attacks and animations. +- Nuclear explosions cause radiation sickness. +- Reduced structure damage done by reactor explosions. +- Higher-resolution submarine preview images. +- Added a notification that tells where cargo spawns at the start of a round. +- Let the camera zoom out further when controlling a large monster. +- Added a longer delay to getting killed by pressure (5 seconds in max pressure). +- Made the pressure-zoom-in effect appear as soon as the pressure in a room starts to rise. +- Added blood particle effects when under high pressure. +- Some optimization to reduce loading times. +- Added a search bar to fabricators. +- Increased the range of docking port sounds and added a subtle camera shake when locking the ports to make +it more noticeable when a sub docks. +- Made all new medical items fabricable. +- Automatically put the currently equipped item in the inventory (no matter if it's one or two handed) when +picking up items that require two hands. +- Job preferences can be edited mid-round in the info menu. +- Slightly reduced the amount of oxygen characters consume from hulls. +- Enemies don't attack outposts or targets inside it anymore. + +Multiplayer fixes: +- Fixed characters retaining the last known inputs when a client disconnects, causing the character to +keep welding, honking a bike horn or whatever else they were doing until the server kills the character. +- More reliable throw StatusEffect (= grenade explosion) syncing. Fixes clients not seeing explosions +at their end. +- More reliable item wall attaching syncing. +- Servers don't attempt to send position updates for items that have no enabled physics body (e.g. attached +items). Fixes "received a position update for an item with no physics body" console errors when attaching +items to walls. +- Fixed spectate button staying visible when a round ends while a client is in the lobby. +- Fixed remote characters sliding slowly to the left client-side when standing in place. +- Fixed server creating "attempted to create a network event for an item that hasn't been fully initialized +yet" console errors when spawning LightComponents mid-round. +- Fixes monsters flipping around way too often client-side (especially when inside the sub). + +Bugfixes: +- Fixed wire connections that have been done mid-round not working properly. +- Fixed crashing when attempting to speak as a monster in single player. +- Fixed linked subs not getting docked correctly when loading a saved game. +- Fixed turrets not working if they're placed inside the submarine. +- Fixed calyxanide not being usable in syringe guns. +- Explosive harpoons disappear after exploding. +- Emptying the "required items" field of an item in the sub editor now removes the item requirements (instead +of using the default ones). +- Fixed crashing if a fabricator finishes creating an item after the user has been removed (e.g. eaten). +- Fixed crashing if none of the selected content packages contain location portraits suitable for the main menu. +- Fixed projectiles not applying status effects on impact if they have no attack defined. +- Fixed thorium rods not being usable in the reactor. +- Conditionals return a match when checking status tag inequality and the target has no status tags (e.g. +checking if a character doesn't have a StatusEffect with a "poison" tag returns true even if the character +has no active StatusEffects). +- Fixed severed limbs occasionally noclipping into the submarine. +- Fixed large engine emitting smoke before it becomes repairable. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.8 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- Improved tutorial - better videos, instructional texts, objective list that suggest what you should do +next, option to rewatch the videos and re-read the instructions. +- Overhauled charybdis (still a work in progress though). +- Automatically grab adjacent ladders when the top/bottom of the current ladder is reached. Makes moving +through docking ports a little less confusing. +- Option to configure when afflictions become visible with the health scanner by adding +a "ShowInHealthScannerThreshold" attribute to the affliction. +- Added labels next to periscopes in Humpback and Dugong. +- Modified Humpback's bilge to make it easier for AI characters to fix. +- Enemies can now navigate out from the sub when escaping. +- Bunch of tweaks to monster AIs (targeting priorities, attack cooldowns, etc). +- Made InventoryIconColor and ContainerColor properties saveable. +- Removed descriptive name from alien artifacts (so be extra careful when bringing them on board). +- Allow panning the campaign map with WASD. +- Allow editing selected wires in wiring mode (so it's possible to, for example, modify the colors of +the wires without having to disconnect them). +- Decreased structure damage done by frag grenades and made them disappear after they've exploded. +- Batteries output charge values as integers. +- Made damaged junction boxes less sensitive to overvoltage. Nearly broken junction boxes were barely able +to handle any overvoltage, leading to chain reaction where one junction box breaking causes the grid to be +overloaded, and the rest of the boxes start taking damage at an increasing speed. +- Reactors don't cool down when underwater anymore. +- Removed minimum conditions from battery deconstruction output (= deconstructing an empty battery still +gives the materials used to craft the battery). +- Made a bunch of ItemContainer UI panels larger. +- Items can be dragged and dropped directly from the inventory into containers without having to select +the container first. +- Plants can be picked up from the environment without any tools. +- Added more help texts to highlighted items ("[E] Interact", "[E] Climb"...) + +Multiplayer fixes: +- Changes to event syncing logic to prevent cases where clients fall behind the server and get kicked out +due to the server not being able to send out network events to the clients fast enough. +- Networking optimizations that prevent level objects and continuously deteriorating items from creating +excessive amounts of network events. +- Fixed windows clients being unable to start a campaign in servers running on Linux. +- Fixed clients being unable to start a campaign using a submarine that's not in the default Submarine +folder at the server's side. +- Fixed loading submarine files and campaign saves occasionally failing when running multiple instances +of the game from the same install location (for example, a dedicated server executable and a client +executable). +- Don't transfer files through the network when sending them to the owner of the server (i.e. a client +hosting directly from the main executable). +- Fixed fires and water occasionally getting out of sync between a client using the fire/water console +commands and the server. +- Fixed clients disconnecting with an "unknown object header" error if they fail to read a network event +(when they should instead report the error to the server and wait for a message that contains a more +descriptive error). +- Campaign fix: clear missions from locations that change their type, and all adjacent locations. Not +clearing them caused missions to still be available when they logically shouldn't be (e.g. a transport +mission from an uninhabited location to another) and syncing issues in multiplayer. +- Disable campaign start button if a round is already running when joining. +- Fixed clients being unable to end campaign rounds at all if the sub isn't at the start/end outpost +(regardless if they have the permission to end the round or not). +- Fixed campaign characters still being displayed in the server lobby after the game mode has been +changed to something else. +- Fixed items in the characters inventory always starting at 100% condition client-side even if they had +deteriorated during the previous round. +- Fixed LevelResource (mineral, plant, etc) deattach timers not being synced with clients. +- AI characters can take out excess fuel rods from the reactor when needed. +- Item interfaces and the health interface can be closed with Esc. + +Bugfixes: +- Fixed almost all items using default repair duration values (10 seconds with high skills, 100 seconds +with low skills) instead of the ones configured in the item XMLs. +- Nuclear shells and nuclear depth charges disappear after they've exploded. +- Fixed "trying to add a dead character to crewmanager" errors when attempting to revive a character +killed by some other affliction than internal damage, bleeding or burns. +- Take the position of a sub's docking port into account when determining where to place outposts. +Previously the outposts were simply placed midway between the adjacent walls, which occasionally caused +problems with submarines whose docking port is close to the bow or tail. +- Fixed a bug in relay components that caused a bunch of issues in power grids that utilize relays: +Relays would receive the full amount of power from the grid regardless of the load of the devices +connected to the power_out connection, causing unnecessary overloads and fires. +- Fixed batteries being able to draw power through relay components that are connected directly to +a power source, even if the relay isn't on. +- Don't allow steering the sub with WASD when a textbox is selected. +- Use the SpriteColor of the item when drawing the moving parts of turrets and doors. +- Fixed steering issues that caused monsters to swim in an incorrect direction when they're targeting +something inside the sub. +- Fixed a crash due when scaling the Mudraptor. +- Fixed crashing if a character has neither a head angle or a torso angle configured. +- Fixed characters always being created in the default folder in the character editor. +- Monsters don't target doors/hatches at the exterior of the sub when inside or inner doors when outside. +- Don't display disabled limbs on sonar (i.e. severed limbs that have "faded out"). +- Close the save/load dialogs when leaving the sub editor. Otherwise they'll still be visible when +re-entering the editor, and saving at that point will overwrite the previously loaded sub with an empty one. +- Removing an item after it's been combined doesn't trigger the OnBroken StatusEffects (e.g. combining two +half-full flash powder jars doesn't cause them to explode). +- Fixed welding tools and plasma cutters not hitting targets if the barrel is inside the target (e.g. if +trying to weld a completely broken wall with the cutter partially inside the wall). +- Fixed very small mineral colliders that made them extremely hard to hit with the plasma cutter. +- Fixed items with no sprite crashing the game (now they just cause a console error). +- Don't allow autointeracting with contained items (e.g. picking up an ammunition box from a loader) +if another item is currently selected. Makes it less likely for players to accidentally pick up items +from containers when they deselect another item. +- Fixed characters not letting go of the character they're grabbing when the health interface is closed +by clicking outside the window. +- Fixed CrewManager throwing errors if changing resolutions when a crew member is dead. +- Fixed items emitting light from inside containers in the sub editor. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.7 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- The fission rate gauge on the reactor now visualizes the amount of fuel available. +- Doors and hatches can now also be repaired with wrenches. +- Changed default StatusEffect conditional comparison type back to OR. +- Clients communicate syncing errors to the server, and the server logs a more descriptive error about +what went wrong. Should make it easier to diagnose disconnection issues from now on. +- Ending a multiplayer campaign round by talking to watchman doesn't require any special permissions. +- Server automatically ends rounds if there have been no players alive in 60 seconds and respawning +is not allowed during the round. +- Added a button for resetting an entity's properties to the default values to the sub editor. +- Updated handheld sonar UI graphics. + +Bugfixes: +- Fixed non-radio chat/VOIP having an unlimited distance. +- Fixed a networking bug that caused the server to send item state changes to the clients before sending +a message about the item being spawned. For example, spawning any item with a LightComponent would always +cause clients to get disconnected. +- Changes to the way the clients are put in sync with the server when joining mid-round. Should make it +less likely for clients to get disconnected immediately after starting a round. +- StatusEffects only apply non-limb-specific afflictions to one limb even if targeting the whole character. +Fixes drugs like fentanyl and morphine being way too harmful due to the oxygen loss affliction being +applied once per every limb. +- Fixed TargetItemComponentName not working in StatusEffect conditionals (making it impossible to create +conditionals that target a specific component of an item). +- Made all of the new medical items combinable and usable in a syringe gun (assuming the drug is in a syringe). +- Fixed inability to throw anything in the multiplayer. +- Fixed multiplayer campaign setup UI showing the client's subs instead of the server's. +- Fixed campaign view button overlapping with the "ready to start" tickbox in the server lobby. +- Fixed sub/mode voting not being enabled when changing the setting after the server has been started. +- Fixed character inventories occasionally being saved incorrectly in the multiplayer campaign when an +- Fixed flares not activating by left clicking. +- Fixed affliction icons flickering rapidly in the health interface and above the health bar if their +strength is fluctuating around the threshold where the icon becomes visible. +- Fixed dedicated server crashing when typing in more text than can fit on one line. +- Fixed enemies "fleeing" after they have been shot. There was a steering issue when they targeted characters +inside the sub while being outside. +- Fixed Hammerhead attack causing warping. +- Fixed incorrect submarine and level seed in server logs when playing campaign mode. +- Hide the start button from the campaign UI if the client doesn't have the permission to manage +the campaign or rounds. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.6 +--------------------------------------------------------------------------------------------------------- + +Additions: +- A major overhaul on the crew AI. They should now be much better at executing their tasks, keeping +themselves alive and less likely to get stuck. +- Re-enabled multiplayer campaign. +- New alien ruin art. +- New main menu (still a work in progress). +- New fonts. +- New subs and a new shuttle. +- New husk sprites. +- Improved item/character highlight effect. +- New signal items (divide, multiply, subtract, memory, equals, greater than, color, xor). +- Option to adjust microphone volume in multiplayer. +- Added a console commands for changing the gender and race of the character. +- More intuitive BrokenSprite condition logic: a BrokenSprite with a MaxCondition of 50 will start +fading in at 50 (and be fully visible when the condition drops to 0 or down to the MaxCondition of +the next BrokenSprite). +- Added Mirror X/Y buttons to editing HUDs and tooltips that tell about the keyboard shortcuts. + +Multiplayer fixes: +- Improved item position syncing logic. Less warping or items being impossible to pick up due to +being in a different position server-side. +- Fixed clients not sending a network update to the server when dragging an item out of an inventory +slot, causing situations such as suffocation after dropping a diving suit due to the server not +knowing that you'd dropped it. +- The client hosting a server and spectators don't trigger autorestart. +- The owner of a server is allowed to spectate even if spectating is disallowed in server settings. +- Fixed "play yourself" always toggling to true when a round ends. +- Fixed missing item names in the extra cargo menu. +- Fixed traitor rounds failing to start if the server is not hosted by a client. +- Fixed console command aliases not being taken into account in GameClient.HasConsoleCommandPermission +(meaning that the client needed a permission for each name variant of a command, making it impossible +to for example use "fixwalls" instead of "fixhulls"). +- Made the "control" console command usable to clients. +- Show the "ready to start" tickbox in the server lobby even if the client has the permission to start +the round. +- Fixed server lobby screen not showing the names of the submarines the client doesn't have. +- Fixed inability to select the respawn shuttle as a client host. +- Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no +suitable capture device. +- Fixed crashing when starting a round if a submarine name contains underscores. +- Fixed clients console errors when attempting to modify the properties of an ItemComponent in-game +(for example, the color of a light component). +- Added some more information to the console messages and error popups when a client gets disconnected. +- Fixed enablecheats command crashing the server if it's used when there are no clients present. + +Misc bugfixes: +- Audio fixes (less snap, crackle and pop). +- Fixed particle "jitter" when the submarine was moving fast. +- Fixed damage modifiers affecting all afflictions if they use affliction types instead of affliction +identifiers. +- Fixed end round vote text going outside the screen if there's a 2-digit amount of votes. +- Fixed StatusEffects only applying afflictions to one limb even if the target is "Character" instead of "Limb". +- Disable audio instead of crashing if no audio device is found. +- Fixed item interfaces getting repositioned every frame when the editing HUD is open. +- Fixed held items clipping with the sleeves of the character (e.g. when holding a revolver while an +uniform is equipped). +- Fixed being able to levitate by spamming the ragdoll button. +- Fixed dead characters draining oxygen tanks inside diving suits/masks. +- Fixed reactor gauges getting messed up if the optimal fission rate is more than 100% (which may happen +if the power consumption is larger than what the reactor can generate). +- Fixed mud raptors not having an inventory (nor lootable items). +- Fixed inability to interact with any items when aim assist is set to 0%. +- Fixed info panel flickering out and Tab getting "inverted" (= info panel shown when tab is not being held) +when selecting crew members in the panel. +- Fixed characters arms occasionally getting stuck above their shoulders. +- Fixed wire nodes occasionally being created at the wrong end of a wire (e.g. when moving a wire between +connections in a connection panel, the wire stretched from the device at the other end of the wire to +the device that's being rewired). + +Misc: +- Changed the way arguments are given to the "setclientcharacter" command (no semicolon to separate the +names, quotation marks have to be used for multi-word names just like with any other command). +- Show the amount of credits in the crew tab of the campaign menu. +- Don't spawn new monsters if docked to the start outpost or within 50 meters of the start/end of the level. +- The diving knife now causes also internal damage besides bleeding. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.5 +--------------------------------------------------------------------------------------------------------- + +Bugfixes: +- Fixed alien vents crashing the game when there's a character nearby. +- Fixed chatbox retaining the radio message prefix after being deselected. +- Push-to-talk doesn't trigger when typin in a text box. +- Fixed some server log messages and texts sent to clients being incorrect (= showing the tags that are +used to fetch the texts from the language files instead of the actual texts). +- Fixed AI orders that target a specific item (such as the order to power up the reactor) not working in +multiplayer. +- Fixed crashes when attempting to use voice capture or change voice capture settings when there are no +suitable capture devices available. +- Fixed clients not being notified when an AI character shuts down the reactor. +- Fixed deconstructors staying active without power in multiplayer. +- Fixed sonar labels going outside the screen when at the left side of the display. + +Additions & changes: +- Added some supplies to vanilla submarines. +- Balanced item deterioration rates and adjusted neutral ballast settings in vanilla subs. +- Increased the impact tolerance of crawlers to prevent them from killing themselves by bumping into walls. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.4 +--------------------------------------------------------------------------------------------------------- + +Multiplayer improvements: +- Got rid of the listen server: when hosting as a client, the game actually runs the dedicated server executable +in the background. Makes client-hosted servers a little smoother due to the better performance of the dedicated +server, and also makes it much easier for us to maintain and test the multiplayer because we no longer have +two separate server applications. +- Added multiplayer campaign. +- VOIP support! Still a work in progress, so minor audio glitches are to be expected. +- Improved character and submarine position syncing. Way less rubberbanding and teleporting! +- Fixed servers occasionally starting the round multiple times when autorestarting or starting by voting. +- Fixes players being unable to log in as a client when they're hosting a dedicated server on another machine. +- Option to randomize your job preferences in the server lobby. +- Fixed a server timing issue that occasionally caused the server to kick clients due to desync when a round starts. +- Fixed occasional server-side "maximum packet size exceeded" errors. +- Require the players to either dock with the ending outpost or to get the sub close and enter the outpost before +automatically ending the round. + +Bugfixes: +- Fixed crashing if the round ends while the health window is open. +- Fixed incorrect item panel positioning in the crew command interface when the sub is docked to something. +- Fixed crashing when an incompatible content package is selected in config.xml or if the content package +cannot be found. +- Fixed screen distortion effects on Linux. +- Fixed non-character key input on Linux (arrow keys, tab, etc). +- Fixed fullscreen option not taking effect on game launch. +- Fixes to a bunch of crashes in the character editor. +- Fixed subinventories not being displayed on the inner clothes slot, making it impossible to use the extra +slots in uniforms. +- Fixed game settings resetting every time the game is updated. +- Fixed bots shooting at their own crew with turrets. +- Fixed wifi components not receiving chat messages in single player. +- Fixed AI not reloading coilguns if an empty box of ammunition is inserted in the loader. +- Fixed incorrect deusizine scale. +- Fixed turret light toggle not doing anything. +- Fixed character skills that aren't defined in the job xml never increasing, resulting in all jobs except +the captain always having a helm skill of 0. +- Fixed flashlight & scooter light cones being "clipped". +- Fixed StatusEffects bypassing limb damage modifiers. +- Fixed waypoints not getting connected between docking ports on some subs. +- Fixed target identifiers being bypassed when a StatusEffect is set to target nearby items or characters. +- Fixed the "insufficient skills to use the item" text popping up if a character doesn't have sufficient +skills to operate one of the item's components, even if the component was not interacted with (e.g. captains +got a warning about not being able to use the connection panel of a nav terminal, even if they didn't select +the connection panel). + +Steam Workshop: +- Update installed workshop items automatically on startup. +- Allow adding submarines to workshop items with the "add file" dialog. +- If creating an update for a workshop item that's currently installed, use the installed version instead +of the one downloaded from the workshop. + +Additions: +- Some new random events. +- A bunch of new afflictions and medical items. +- Some new item sprites. +- A couple of new cargo missions. +- Added some new items that can be crafted from alien materials. +- Display linked hulls as one room on the status monitor. +- Tons of new sound effects. +- Display the controlled character in the crew interface. +- Option to "give orders" to the character you're controlling. In single player it can be useful if you want +the controlled character to keep doing something when switching to another one, in the multiplayer it can be +used to let others know what you're doing. +- Added a weak spot to Moloch's bladder. +- Baby Moloch, doo doo doo doo doo doo +- Added damage particles to Mud Raptors and Molochs. +- Added "minimum velocity" property to to motion sensors. Allows making sensors that, for example, keep a door open +when a character is standing in the doorway. +- Option to choose whether to use AND/OR logic in StatusEffects with multiple conditionals. Defaults to AND. +- Added a 1 second "cooldown" to water detector state switches to prevent alarms from toggling on and off constantly +when the water level is fluctuating around the position of the detector. +- Added scram option (reactor shutdown) to the nav consoles in the vanilla subs. +- Support for binding Mouse4, Mouse5 and MouseWheel. +- Made Hammerhead and Mudraptor attracted to light. +- New husk sprite (still WIP). + +Misc: +- Decreased deterioration rates across the board. Repairing a damaged item to full condition also now resets +the deterioration delay, meaning that the item will not start deteriorating again immediately after it's been +repaired. +- Miscellaneous optimization. +- Removed the info button from the top-left corner - the info menu is now opened with TAB. +- Changed default chat/radio keybinds to T and Y. +- Welding tools repair all the walls within the range of the raycast, not just the first wall the raycast hits. +Makes it easier to repair overlapping and multi-layered walls. +- Decreased the range of passive sonar - previously there was often no reason to use the active sonar because +the passive mode showed the area around the sub so clearly. +- Health scanner shows all active afflictions (not just those that are visible in the health interface). +Allows detecting afflictions at an earlier stage, making the item much more useful. +- Nerfed the structure damage done by Molochs and Crawlers. +- Reduced creature HP across the board. +- Increased the amount of minerals in levels. +- Increased flare burn time, making them more useful as path markers during exploration of ruins. +- RepairTool damage is configured using StatusEffects and Afflictions instead of the "limbfixamount" attribute +that always does burn damage. +- Made headsets craftable. +- Battery output doesn't start dropping until the charge is below 10%. +- Restrict the amount of power going through relay components to the MaxPower value of the relay. +- Set Humpback reactor output a bit higher, batteries now start at full charge and relays can't be overloaded. +- Miscellaneous fixes and balancing to vanilla subs. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.3 +--------------------------------------------------------------------------------------------------------- + +- Made molochs slower. +- Watchmen cannot be dragged or grabbed. +- AI characters can give treatment to characters who aren't unconscious. +- Added a button that dismisses the tutorial popups to prevent accidentally closing the popups. +- Underwater scooters now attract monsters. +- Improvements and balancing to vanilla submarines. +- Made alien ruin walls more durable. +- Reduced item deterioration speeds. +- Added "yes to all" and "no to all" buttons to the prompts when deleting containers in the submarine editor. +- Improved the background smoke texture in hydrothermal wastes. +- Baby moloch, doo doo doo doo doo doo + +- Fixed console errors in the chemical shipment mission due to auxiliorizine being still present in the +mission configuration despite the item being removed. +- Made coilgun ammunition boxes craftable and purchaseable, coilgun bolts cannot be purchased anymore. +- Fixed AI-controlled husk not spawning when a huskified player dies. +- Fixed AI crew occasionally going outside to fix leaks. +- Fixed server failing to sync clients who join the server after a character has been removed during +the round (e.g. eaten, turned into a husk). +- Fixed server-side console errors when clients attempt to use a fabricator. +- Display Steam authentication errors in the server logs. +- Fixed status effects with a ReduceAffliction value of 0 freezing the game. +- Fixed sliders not moving in the battery/supercapacitor interface when an AI character is operating it. +- Fixed chatbox being deselected in the net lobby when receiving a lobby update from the server (i.e. +whenever the server host changes any setting). +- Fixed OnBroken status effects firing in the submarine editor when an item's condition is set to zero +(for example, reactors exploding and breaking all the nearby walls). +- Fixed file number being added to the file extension of debug console log files ("file123.txt (2)" +instead of "file123 (2).txt"). +- Fixed battery positioning in charging docks. +- Fixed crashing when ending a single player round while a character is outside the sub. +- Fixed "attempting to remove an already removed item" console errors when ending a round. +- Fixed fire sounds persisting in menus. +- Fixed the layout of the extra cargo menu in server settings. +- Fixed depth charges disappearing from loaders when interacting them with both hand slots full. +- Fixed StatusEffects not being able to target item components. Caused doors to be impossible to weld +and most likely other issues with item StatusEffects as well. +- Artifacts spawn in artifact holders again. +- Fixes to "attempted to move pulljoint extremely far" errors which occasionally caused severe problems +in syncing characters' positions. +- Fixed a bug that occasionally caused monsters to spawn very close to the submarine in monster missions. +- Fixed servers occasionally starting the round multiple times when automatically starting the game via +autorestart or clients being ready. +- Fixed up-to-date content packages being reported as incompatible in the Steam workshop menu. +- Changed the default radio chat hotkey to T. +- Fixed the line of sight effect not working on ruins when looking at them from inside a sub. +- Fixed fabricator allowing new items to be created when the output is not empty, resulting in wasted materials. +- Fixed servers reporting incorrect player counts in the server list. +- Fixed order messages not being visible in single player if the character issuing the order has no headset. +- Fixed riot shields retaining their pushing ability even when the user is stunned or unconscious. +- Fixed rubber ducks not floating like a good duck should. +- Prevent locations from being generated too close to each other in the campaign map. +- Fixed battery and supercapacitor charges not staying in sync between the server and clients. +- Fixed watchmen imploding continuously if they end up outside. +- Fixed non-downloaded workshop items showing zero as the file size. +- Fixed spectate button staying disabled if starting a round fails (due to a missing sub file for example). +- Fixed crashing when teleporting characters from a submarine to ruins in multiplayer. +- Fixed automatic temperature control setting turbine output above 100 if the power consumption is higher +than what the reactor can generate. Caused "failed to write an event for the entity" errors in multiplayer. +- Fixed AI characters attempting to treat dead characters. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.2 +--------------------------------------------------------------------------------------------------------- + +- Fixed "incorrect filename case" errors. +- Fixed crew UI occasionally overlapping with device interfaces (such as the "passive sonar" checkbox). +- Fixed second submarine overlapping with the outpost at the end of the level in combat missions. +- Steam query port can be automatically forwarded using UPnP if your router supports UPnP. +- Fixed water currents inside the sub occasionally being way too strong to break free from. +- Fixed rewards mentioned in the mission descriptions not matching the actual reward of the mission. +- Fixed "can't create an entity event for Hull - the entity has been removed" errors when removing hulls +with fires inside them. +- Fixed submarine/mode selection tickboxes in the server settings menu. +- Fixed crashing when attempting to select an item in Humpback's fabricator interface. +- Fixed crashing when attempting to use active sonar in the submarine editor. +- Fixed the husk appendage not appearing on huskified humans. +- Fixed order/report messages being flagged as spam way too easily, causing frequent spam kicks. +- Fixed sliders buttons being invisible while pressed in device interfaces. +- Fixed an item being spawned in the submarine editor when selecting an item from the menu while another +one is already selected. +- Fixed submarine colliders not taking into account the body offsets of the wall structures, causing +some items outside the submarine's walls to be impossible to interact with (the most noticeable being the +button that opens Orca's airlock from the outside). +- Added a small stun effect to railgun shells. +- Added a little extra fuel to vanilla subs. +- Slowed down item deterioration rates. +- Moved the position of turrets in Orca and Typhon to prevent players getting caught under them. +- Moved humpback's cargo spawn position a bit to prevent the cargo from falling down the hatch under it. +- Added better visual feedback when reactor is in poor condition. + +--------------------------------------------------------------------------------------------------------- +v0.8.9.1 (closed alpha) +--------------------------------------------------------------------------------------------------------- + +Too many changes to list here. :) We've been working on this update for a year now, with a team of about +a dozen people (as opposed to a couple of devs working on it on their free time). + +Almost every aspect of the game has been improved to some extent - some polished a bit, some went through +a more major overhaul and many things are completely new. + +This is by no means a complete list, but here's some of the new things: + +- A full graphics overhaul: almost all of the sprites has been polished or completely remade. +- Improved random event system that tries to keep the overall difficulty of the game at certain level, +delaying additional monster spawns if there's already lots of things going on, or spawning more when +there's a more quiet moment. +- Improved difficulty system: now the difficulty level has a much more noticeable effect on the gameplay. +- General difficulty balancing all across the board: we've tried to make the difficulty curve more approachable +to new players while still keeping things challenging for more experienced players on higher difficulty levels. +- More varied levels, environmental hazards. +- A new more detailed health system with things such as limb-specific injuries, addictions, overdoses, +mental issues... The system is also highly moddable, and makes it much easier to implement things such as +hunger mechanics, more varied poisons or stat-boosting items. +- Completely redesigned in-game HUD (the inventory, crew command interface, chat, etc). +- Redesigned crafting system. +- Minerals scattered across the level (can be used for crafting). +- A command/report system that can be used to communicate with your crew more effectively (in both single +player and multiplayer). +- Tons of additions to alien ruins (traps, puzzles, non-flooded rooms). +- Improved AI (both the crew AI and the enemy AIs). +- NPC dialog (including random chatter and context-specific lines that make it easier to keep track of +what the crew is doing). +- Most of the device interfaces have been redesigned to make them easier to use (and nicer to look at!). +- Many additions to the campaign mode (still a work in progress though). +- Overhauled the skill system: now every character can generally do anything (repair devices, fabricate +new items, apply medical treatments), but characters with higher skill levels will do things more efficiently. +- Skill progression in the campaign mode: characters' skills gradually increase, making them more valuable with +each completed round. +- New music composed specifically for the game. +- Overhauled audio. +- New monsters. +- New items (weapons, tools, medical items, alien items, crafting materials, etc). +- A completely remade tutorial. +- Too many bugfixes to count. +- Improved and much more stable ragdoll animations. +- Additional tools for modders (character editor, sprite editor, level editor, additions to the submarine editor). +- Steam functionality of course: full Workshop support, achievements, banning Steam IDs from servers... +- Improved translation support: it's possible to translate texts in item/job/etc configuration files without +breaking compatibility with existing subs or mods (see the EnglishVanilla file for some instructions). + +--------------------------------------------------------------------------------------------------------- +v0.8.2.3 +--------------------------------------------------------------------------------------------------------- + +- Clients can now join servers that have an IPv6 address. +- Added "unban" and "unbanip" commands. +- Fixed a bunch of bugs that were causing "attempted to apply an invalid force/impulse to a physics body" +errors. +- Fixed a bunch of bugs that were causing "attempted to move a pulljoint extremely far" errors. +- Fixed DebugConsole selecting non-command lines if up/down is pressed when there are no commands in the +console. +- Fixed inventory syncing not working on the controlled character's inventory if the character is +unconscious or wearing handcuffs. +- Verify that the launched exe belongs to the currently selected content package when starting up the game. +- Fixed console messages that have been created before initializing the debug console not being present +in crash logs. Made it difficult to diagnose crashes that occur immediately when the game starts. +- Additional error logging to diagnose SharpDX errors on startup. + +--------------------------------------------------------------------------------------------------------- +v0.8.2.2 +--------------------------------------------------------------------------------------------------------- + +- Fixed clients not seeing explosions from items that explode on impact or when their condition reaches zero. +- Fixed conditionals being ignored on delayed status effects. +- Fixed clients staying in an unsynced state if they rejoin while their character is dead or unconscious, +causing the camera not to follow the character and preventing the player from giving up. +- Fixed LightComponent sprites and broken device sprites not being mirrored in mirrored subs. +- Fixed a few ragdoll animation bugs that caused "attempted to move pulljoint anchor extremely far" errors. +- Fixed AI characters (most often mantises) being able to attack through walls. +- Fixed alien ruins occasionally overlapping with each other or being above the upper boundary of the level. +- Docking ports automatically stretch the hulls between them to cover the area between the docked subs. +Otherwise there may be areas uncovered by hulls if the docking port is positioned slightly outside the +extents of the submarine's hulls, causing characters to implode or get thrown back when they try to pass +from sub to another. +- Fixed client-side docking ports creating duplicate bodies on doors, causing characters to collide with +an invisible door when trying to move between docked subs (until the server forces them through it). +- Fixed characters occasionally getting teleported outside the sub for a few frames when moving between +docked subs. +- Fixed status effects that deplete oxygen affecting characters that don't need air to breathe. +- More error logging to diagnose syncing errors. +- Melee weapons can only hit one character per swing (makes stun batons and medical syringes less OP). +- Option to make RegEx component only send a signal when it receives a signal (not continuously according +to the last received signal). +- Added FalseOutput property to RegEx components. + +--------------------------------------------------------------------------------------------------------- +v0.8.2.1 +--------------------------------------------------------------------------------------------------------- + +- Husks or huskified humans don't gain health by attacking corpses. +- Fixed dragged characters occasionally getting launched away at a high speed when moving from sub to +another. +- Fixed dragged characters staying floating mid-air after they've been dragged up/down ladders. +- Attempt to fix items occasionally dropping client-side when moving them from an inventory to another. +- Fixed incorrect rotation of welding tools and other 2-handed items that are held in one hand when not +aiming. The items were rotated according to the left hand, but positioned on the right hand. +- Spaces and exclamation marks are allowed in client names by default. +- Hitscan weapons like the revolver can hit targets outside the sub when firing from the inside and +vice versa. +- Fixed crashing when attempting to clone linked submarines in the sub editor. +- Fixed crashing when attempting to clone items with non-default required items. +- Fixed autopilot being unable to navigate to the destination in mirrored levels. +- Ragdolls can't be dragged through walls or other colliders. +- Dropped flashlights don't consume and battery and turn off automatically. +- Oxygenite tanks can be stored in cabinets. + +--------------------------------------------------------------------------------------------------------- +v0.8.2.0 +--------------------------------------------------------------------------------------------------------- + +Networking additions: + - Added a server setting for selecting which symbols are allowed in client names (see + AllowedClientNameChars in the server settings file). + - Custom servers can modify all editable item properties mid-round, not just in-game editable ones. + - Clients can be given access to server logs. + - Respawn durations can be changed mid-round. + - Servers have the option to disable the disguise feature. + - Increased midround syncing timeout. + +Misc changes: + - Levels are mirrored when travelling through the backwards in the campaign mode. + - Added colliders to railguns (so they cannot go through walls or enemy subs anymore). + - Melee weapons can hit multiple targets on one swing. Fixes weapons occasionally not hitting + the target in tight spaces due to touching the ceiling/walls first. + - The voltage required for a PowerTransfer item to take damage and the probability for a fire can be + configured in the item xmls. + - Docking ports and hatches aren't damaged by excess voltage. + - Added more color variants of wires. + - Characters point the harpoon gun down when not aiming. + - Added parameter autocompletion to the kill command. + - Added a property that can be used to lock connection panels but still keep the panel rewireable + in the submarine editor. + - Items outside the sub cannot be deattached from walls. + - Fabricators show the list of required items even if the character does not have the skills to craft + the item. + +Networking bugfixes: + - Fixed file transfers failing if the client disconnects during an active transfer, rejoins and + attempts to receive the same file. + - Fixed a bug in door syncing that caused the door states to differ between the server and clients + in some subs with more complex door wiring setups. + - Fixed clients being able to spam kick votes (duplicate votes were not counted but caused unnecessary + chat messages to be sent). + - Fixed item conditions occasionally not matching exactly between the server and clients, causing + issues such as not clients not being able to fabricate items due to the condition being slightly + below the minimum condition at their end. + +Bugfixes: + - Added a workaround to a MonoGame bug that makes the screen turn white when alt-tabbing out of fullscreen. + - Fixed docking ports flooding for no reason in some custom subs. + - Fixed LightComponents staying active on broken items. + - Fixed railguns and depth charge tubes being directly usable by characters (= they could be launched + simply by selecting them and left clicking, without the need to use a railgun controller). + - Fixed items salvaged from ruins not being saved in the campaign mode. + - Fixed LOS effect being brighter than the ambient light in some of the darker levels, causing + the player to see obstructed areas better than unobstructed ones. + - Fixed severed limbs staying disabled when a dismembered character is revived using console commands. + - Fixed characters holding non-aimable two-handed items such as railgun shells in one hand when aiming. + - Fixed stereo sounds not being loaded correctly. + - Fixed modified sprite colors not working correctly on worn items. + - Fixed modified maximum recharge speeds of PowerContainers resetting to the default value after + saving and reloading. + - Fixed handcuffed players being able to perform CPR and grab/drag bodies. + - Fixed diving suit's damage modifiers being bypassed if the character gets hit in the waist. + - Fixed clown costumes not hiding the torso of the wearer. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.12 +--------------------------------------------------------------------------------------------------------- + +- Fixed connectionpanel syncing (wires dropping client-side during rewiring). +- Characters stay alive for 30 seconds after a client disconnects, and if the client rejoins during that +time they regain control of the character. +- Changing the sprite color of an item also affects the color when the item is being worn. +- Cloned items keep the value of the "required items" field of the original item. +- Fixed crashes caused by gaps that are not connected to anything. +- Removed the unused and non-functional monitor item. +- Made medical and toxic cabinets waterproof (= potassium and other water-sensitive items inside them +are not affected by water). +- Fixed docking ports causing flooding in some custom subs. +- Fixed medical items with an immediate effect (such as calyxanide) not working when a player uses them +on themselves in multiplayer. +- Made calyxanide more effective and usable without a medical syringe. +- Fixed engines trying to apply infinite force to the submarine if MinVoltage is set to zero. +- Fixed levels resetting their mission to the previous one if the game is exited after completing a mission +without selecting the level first. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.11 +--------------------------------------------------------------------------------------------------------- + +Networking fixes: + - More error logging to diagnose "unknown object header" errors. + - Fixed output inventory of fabricators and deconstructors not being synced between clients. + - Fixed servers failing to write network events for wires with an excessive number of nodes, causing + clients to get kicked due to desync. + - Fixed client-side error messages when respawning without a respawn shuttle. + - Fixed some issues in inventory and connection panel syncing when joining mid-round. + - Fixed fabricated items always appearing to be in full condition client-side (e.g. oxygen tanks which + should be empty after being fabricated). + - Fixed attachable items dropping on the ground client-side when deattaching them (but still staying + in the inventory of the character detaching them). + - Fixed items occasionally dropping instead of being moved to another inventory client-side. + - The "traitorlist" command is usable by clients who have the permission to use it. + +Misc bugfixes: + - Fixed characters occasionally going inside/through obstacle when leaving a submarine that's right + next to another submarine or a level wall. + - More physics error checks and logging. + - Railgun controllers can be used over wifi components. + - Characters attach items to the walls at the position of their hand, not at the center of the body. + - Wifi components can't communicate with the enemy sub in combat missions. + - Fixed the previously selected location staying selected but start button staying disabled when + returning to the lobby screen in the single player campaign. Made it impossible to progress without + restarting if there were no other selectable locations. + - Fixed holdable components reverting their RequiredItems back to the prefab values during loading. + - Fixed wall-attached sections of a wire not rendering when the item is being rewired outside the sub. + - Fixed artifacts occasionally spawning under the sea floor. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.10 +--------------------------------------------------------------------------------------------------------- + +- Fixed bugs in wall hole creation logic and docking port syncing which caused entity ID mismatches and +"unknown object header" errors. +- Fixed errors when attempting to buy too many items of a given type to fit in one container. +- Fixed crashing when attempting to buy items that don't spawn in a container. +- Fixed crashing when attempting to generate hulls with the "autohull" command when there are no walls +or doors in the sub. +- Fixed docking ports creating duplicate hulls and gaps during loading. +- Fixed missions resetting to the initial ones when loading a campaign. +- Increased revolver ammo capacity. +- Fires can break oxygen generators. +- Oxygenite tanks can be contained in plasma cutters and oxygen generators. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.9 +--------------------------------------------------------------------------------------------------------- + +- Fixed a bug in docking port syncing that caused entity ID mismatches and "unknown object header" errors. +- Fixed a bug that occasionally caused entity ID mismatches and "unknown object header" errors when +a respawn shuttle got damaged before returning back to the starting location. +- Fixed error messages when attempting to use the console commands "\" or "\n". +- Fixed clients not syncing the position of their controlled character with the server when dead/unconscious. +- Fixed swimming ragdolls "dropping down" if the server freezes them due to a connection error. +- Fixed excessive "attempted to apply invalid velocity to a physics body" console errors. +- Fixed crashing when selecting a level seed that has no background portrait defined. +- Fixed crashing if the player clicks yes on the "download sub from the server" prompt after +returning to the main menu. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.8 +--------------------------------------------------------------------------------------------------------- + +- Fixed "invalid cursor position" errors when a client attempts to use console commands in the server lobby. +- Fixed crashing if a character takes damage during the first frame of a round. +- Fixed crashing if suitable prop items are not found when generating alien ruins. +- Some ragdoll and physics optimization. +- More automatic error logging to help with debugging. +- Fixed errors when attempting to change the output type of an oscillator in multiplayer. +- Campaign store menu includes a quantity field which lets the player select how many items to buy instead +of showing each item individually. +- Fixed clients not seeing vote counts on submarines that the client doesn't have. +- Fixed crashing if a player attempts to use an item on themselves and the item has a status effect that +causes the item to be removed. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.7 +--------------------------------------------------------------------------------------------------------- + +- Fixed crashes when trying to load submarines in the sub editor. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.6 +--------------------------------------------------------------------------------------------------------- + +- Fixed a memory leak in submarine preview images which caused crashes in the server lobby screen and +submarine editor. +- Fixed clients not seeing the "vote to end the round" tickbox if they don't have a character assigned to +them (despite the server allowing voting if the client has had a character earlier during the round). +- Fixed clients being able to crash servers if they had the permission to use console commands that +use the position of the client's cursor. +- Fixed crashing if a wire is used by a statuseffect (for example if a detonator tries to trigger a wire +contained inside it). +- Fixed GameAnalytics being stopped if the dedicated server is restarted with the "restart" console command.- +- Fixed wiring items outside the submarine. +- Fixed chatbox discarding the second chat message instead of the first one when the maximum number of +chat messages is reached. +- Some error checking and debug logging to diagnose and prevent a crash caused by doors pushing characters away. +- The spawnitem command doesn't require multi-word item names to be surrounded with quotes anymore. +- Added the option to make powered items immune to electromagnetic pulses. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.5 +--------------------------------------------------------------------------------------------------------- + +- Added the option to automatically send crash reports and anonymous usage statistics to the developers. +The usage statistics include information such as the selected game mode, selected submarine, causes of +death and mission outcomes. When the game is started for the first time, a message box prompts you to +select whether you want to send the information or not. +- Fixed a bug that caused clients to get desynced when purchasing items in the multiplayer campaign. +- Added a signal component that adds the received signals together. +- Devices outside the submarine can be rewired in-game (not just in the sub editor). +- Fixed a crash caused by vision obstruction logic. +- Fixed clients being unable to give non-permanent or range bans. +- Clients are allowed to vote to end the round if they have spawned at some point during the round, +even if the character they controlled doesn't exist anymore. +- Dedicated servers can give clients the permission to use console commands that aren't available in +for dedicated server (e.g. los, lights, control) +- Banip, banid and kickid commands can be used by clients now (if they have the permission to do so). +- Spawnitem [item] inventory, ragdoll and kill commands target the character of the client using +the command instead of the host's character. +- Spawnitem can be used to spawn items in the inventory of a specific character. +- Fixed explosions with an EMP value only damaging reactors (when they should only ignore reactors). +- Fire can only explode oxygen tanks that are >25% full (otherwise the condition of the tank just drops +to 0). Prevents infinite explosions when an oxygen generator is on fire with oxygen tanks inside. +- Fixed projectiles with a damage range of 0 not applying their structuredamage value to structures. +- Items with a physics body can be used as pumps, so now it's possible to make portable items that remove +water from inside the sub. +- Fixed traitor ratio setting being ignored and the minimum number of traitors being 2. +- Fixed crashes caused by custom characters with no AI configuration. +- Character head and gender settings are saved. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.4 +--------------------------------------------------------------------------------------------------------- + +- Fixed clients getting assigned random jobs regardless of job preferences. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.3 +--------------------------------------------------------------------------------------------------------- + +- Fixed server-side crashes during job assignment if a client hasn't sent any job preferences. +- Fixed crashing if the selected respawn shuttle doesn't have a navigation terminal or any other item +with a Steering component. +- Fixed InWater status effects triggering when an item is fabricated, causing issues such as +water-sensitive items to breaking/exploding immediately after being fabricated. +- Fixed motion sensors sending out signals even if the output is set to nothing. +- Fixed crashing when a round starts if the sub has been saved while a fabricator was running. +- Fixed explosives not detonating inside railgun shells. +- Fixed characters spawning inside the respawn shuttle if no suitable spawnpoint is found inside the +main submarine. +- Fixed a timing bug in the dedicated server which prevented clients from ever timing out, AI characters +from fixing leaks and reactor usage from being logged. +- Changed the format of the server log filenames to make them more easily sortable. +- Increased assistant's skill levels. +- Added oxygenite tanks. +- Added a rearward facing variant of railgun controller. +- Added railgun loader variants with 1 shell capacity. +- Added railgun shell rack. +- Decreased the skill level requirements for fixing docking ports. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.2 +--------------------------------------------------------------------------------------------------------- + +- Fixed medicines not having an effect when injected with a medical syringe. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed explosives going off when a character holds them in their hand and left clicks, causing a crash +if done in the submarine editor. + +--------------------------------------------------------------------------------------------------------- +v0.8.1.0 +--------------------------------------------------------------------------------------------------------- + +Items: + - Added searchlights. + - Explosives, chemicals and medical items disappear when their condition falls to 0 + (i.e. when they're fully used). + - Railguns cannot be fired when not being aimed. + - Removed the need for batteries in diving suits. The light stays on as long as the suit is worn + by a living character. + - Junction boxes only take damage underwater when they're powered up. + +Bugfixes: + - Fixed a bug that occasionally caused some characters to not be removed at the end of a round, causing + various bugs and crashes on successive rounds (the most common ones being server-side crashes and + constant "attempted to access a potentially removed ragdoll" console errors). + - Fixed camera shake continuing indefinitely if a character falls unconscious due to impact damage. + - Fixed item removal by right clicking not being synced with clients. + - Fixed being able to gain karma by welding fixed walls. + - Fixed crashing caused by IndoorSteeringManager. + - Fixed all loose items disappearing from respawn subs between respawns. + - Fixed items in cloned/copypasted inventories not being saved. + - Option to edit structure texture scales and offsets. + - Fixed new log messages appearing in the server log even if the type of message has been filtered out. + - Fixed the EndRound music clip occasionally looping forever after a round ends. + - Fixed player-controlled creatures being able to damage themselves. + - Fixed repair tools causing damage to the user regardless of the character's skills. + - Attempt to fix characters occasionally getting launched out of the sub at lightspeed when the sub + crashes into something. + - Fixed StatusEffects not working on child ItemComponents. + - Wearables apply OnWearing StatusEffects in all the components of an item, not just the Wearable component. + - Fixed Equals/NotEquals conditional comparisons. + +Misc additions: + - Added console commands for giving the clients ranks, showing their current permissions and + giving/revoking the permission to use specific console commands. + - Option to set an automatic ban duration for vote kicked players. + - Option to log debug console output into a text file. + - Ladders can be climbed by holding up/down while standing next to them without having to select them first. + - Name tags and healthbars are clamped inside the room a character is inside. + +--------------------------------------------------------------------------------------------------------- +v0.8.0.5 +--------------------------------------------------------------------------------------------------------- + +- Optimized (and less glitchy) line of sight effect. +- Some lighting optimization. +- Added a light to diving suits. +- Attempting to equip an item by double-clicking when another item is already equipped swaps them. +- Syringes are recolored according to the color of the medical item inside them. +- Added a console command for changing the server password. +- Bunch of fixes to relay component logic. +- Fixed a bug in the entity event system that caused "trying to read past buffer size" errors and desync +when entities were removed mid-round. +- Fixed clients getting desynced if the server ends a campaign and starts a new one. +- Fixed the "campaign view" button staying visible in the server lobby after the campaign has ended. +- Fixed message boxes appearing behind the campaign setup menu in the server lobby. +- Fixed round summaries always showing the game over text in multiplayer if the submarine didn't progress +to the next location. +- Fixed missing spark particles when welding/cutting a wall. +- Fixed plasma cutters not affecting hatches, alien doors or duct blocks. +- Fixed welders and cutters not doing damage to characters if the flame hits the collider of the character +instead of a limb. +- Fixed diving mask, headsets and other headgear being rendered in front of diving suits. +- Fixed crashing when attempting to perform CPR on a headless character or AS a headless character. +- Fixed attachable items being deattachable with the select key instead of the use key. +- Fixed clients being unable to open doors with crowbars. +- Fixed items attached mid-round by other clients or the host being impossible to interact with +and occasionally being attached to an incorrect position. +- Fixed batteries not getting recharged in charging docks. +- Fixed monsters being able to spawn under the ocean floor in levels where the floor is high up. +- Fixed effects of the medical items not being stackable, meaning that successive usages of a medicine +did not have an effect until the effect of the first dose has worn off. +- Fixed items in itemcontainers (e.g. shells in railgun loaders, batteries in recharging docks) always +being rendered with the default sprite color. +- Fixed crashing when clicking the "refreshing server list" text in the server list menu. +- Fixed dedicated servers not resetting votes when a round ends. +- Fixed interaction areas of some items being incorrect in the dedicated server. +- Fixed the removal of items that get deleted after being used not being synced. +- Ladder waypoint generation fix: waypoints are not just placed at the top and bottom of the ladders, +but above every platform along the ladders (-> waypoints work correctly on ladders spanning through +multiple floors). + +--------------------------------------------------------------------------------------------------------- +v0.8.0.4 +--------------------------------------------------------------------------------------------------------- + +- Fixed "an item with the same key has already been added" exceptions when trying to start a server. + +--------------------------------------------------------------------------------------------------------- +v0.8.0.3 +--------------------------------------------------------------------------------------------------------- + +- Another attempt to fix relay components: it should be now possible to use relays in series and pass +power to junction boxes through relays. +- Fixed creature disabling in server settings only taking character config files in the Content/Character +folder into account. +- Added ruin structure, particle and decal configuration files to content packages. + +--------------------------------------------------------------------------------------------------------- +v0.8.0.2 +--------------------------------------------------------------------------------------------------------- + +- Doors can be opened with crowbars again. +- Improved fire extinguisher aiming logic which makes it much easier to put out fires. +- Fixed relays burning out when connected to a power grid that carries more power the relay can transfer. +- Fixed crashing when trying to store jumpsuits in themselves. +- Fixed "Text FabricatorRequiredCondition not found" errors when attempting to fabricate specific items. +- Fixed Linux and Windows builds calculating different MD5 hashes for the same content packages. +- Sound configuration files are included in content packages. +- Fixed "file not found" errors when a character is wearing footwear with no configured footstep sounds. +- MODDERS PLEASE NOTE: hit sounds on limbs and wearable items must now use tags instead of direct paths +to the sound file. New sound files and tags can be added by editing the sound configuration files. + +--------------------------------------------------------------------------------------------------------- +v0.8.0.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed crashing when creating items with a PowerTransfer component mid-round (e.g. when fabricating +a relay component) +- Fixed dead/spectator chatting in multiplayer. +- Chatboxes can be deselected with the chat hotkey again. +- Fixed railgun shells not detonating their contents on impact. +- Fixed clients failing to start a new round after downloading a missing submarine file from the server. +- Fixed ruin doors and hatches being possible to open with the select key. +- Unequipped headsets can't be used and don't consume batteries. +- Fixed depth charge tubes launching the depth charges up by default. +- Fixed some pre-placed items not appearing in mirrored subs in the combat missions. +- Fixed text overflows in round summaries with large amounts of text. +- Fixed crashing when attempting to save settings before player name has been set in the server list menu. + +--------------------------------------------------------------------------------------------------------- +v0.8.0.0 +--------------------------------------------------------------------------------------------------------- + +- Made ambient lighting much darker and added a subtle glow around the player. +- Made partially damaged walls leak much more slowly. +- Nerfed wall damage. Crawlers, mantises, threshers and coelanths now take much more time to tear through +the hull and collisions with the level cause less damage. +- Moved a bunch of hard-coded texts to an xml file "Content/Texts.xml". Full translation support is still +in progress, but now it should be possible to translate most of the in-game texts without recompiling the game. +- Optimized rendering. +- More accurate endworm attack hit detection. +- Players can only see the names of characters that are in their field of view. +- Fixed submarines bouncing off monsters and other submarines that are laying against the ocean floor. +- Characters can be crushed between submarines and ice walls. +- Item names can be changed without breaking everything as long as the original name is included as an +alias of the item. +- Console command arguments can be autocompleted by hitting tab. +- Added a console command for automatic hull generation. +- Added a console command for killing a character. +- FPS counter can be enabled separately from DebugDraw. +- Option to display lighting in the submarine editor. +- Added a submarine preview window that displays a preview image and some extra information of the subs. +- Option to configure which content packages a submarine is compatible with. +- Names and health bars fade out when the cursor is not being hovered near the character. +- Added spark and smoke particle effects when welding or cutting something. +- Welding or cutting a door displays its health. +- Added a button for forcing the controlled character into ragdoll mode. +- Option to grab onto the torso of a dead/unconscious character. +- Dead/unconscious characters can be dragged up ladders. +- Improved CPR animations. +- Doing CPR on bleeding characters causes them to take damage. +- Characters can fall through holes in floors. +- Players can pick up corpses and eat them when controlling a monster. +- Husks don't attack huskified humans. +- Characters with severed limbs cannot be resurrected as a husk. +- The humanhusk.xml config file is found based on the name instead of the file path, making it possible +to use a custom config file without modifying the original one. +- More footstep sound variety. +- More gore particles! +- Added a conditional system to status effects. Allows creating status effects that only have an effect +when a specific condition is met (e.g. health above a specific level, charge of an item high enough). +- Option to prevent status effects from stacking. +- Option to make status effects cancel other status effects. + +Items: + - Added syringe guns and a bunch of new chemicals. + - Added ducts, switches and motion detectors. + - Added crowbars (can be used to open locked doors). + - Chemicals and explosives can be thrown. + - Made more items craftable and deconstructable. + - Added sprites for broken doors, hatches and junction boxes. + - Health Scanner HUD displays causes of death. + - Health Scanner HUD only shows the status of the visible character that the cursor is closest to + prevent multiple characters from cluttering the screen + - Added "smallitem" tag to revolver rounds (can be placed in cabinets and pockets now). + - Option to determine which types of targets a projectile can stick to. + - Improved revolver hitscan logic. + - Item descriptions can be changed in the submarine editor. + - Characters can hold flashlights in their mouths. + - Added an inventory slot for ID cards. + - If a character is wearing an item that obscures their face, the game will either hide their name or + show the name that's in the ID card the character is wearing. + - The owner of an ID card is stated in the description of the card. + - Fabricating items requires the ingredients to have a specific minimum condition (can't use + already-used consumables to craft something). + - Deconstructing an item that's not in a full condition may prevent some deconstruction products from appearing. + - Optimized electricity/signal logic. + - Grenades can be triggered by detonators. + - Bought cargo spawns in containers instead of being scattered across the floor. + - Players can't use other items when a railgun controller is selected. Prevents accidentally firing + weapons or hitting people with something while using the railguns. + - Item editing menus display color values as 0-255 instead of 0-1. + - Reactor temperature has to be critical for 30 seconds before the reactor explodes, giving the crew + more time to deal with griefers or incompetent reactor operators. The reactors also have an output + connection that sends out a signal when the temperature is critical. + +Multiplayer additions: + - Added an optional "karma system". Harming other players, damaging structures and blowing up the reactor + reduces karma, while repairing things causes it to increase. A too low karma level prevents the players + from choosing specific jobs + - Clients can be given permission to use specific console commands. + - Client permission presets: the clients can be assigned as moderators or admins which have specific + pre-configured permissions. New presets can be added by editing Data/permissionpresets.xml. + - Option to have more than one traitor. Traitors also now get a set of code words that can be used to + secretly identify other traitors. + - Added an option to make players spawn directly in the main submarine instead of the respawn shuttle. + - Keybinds are disabled when the chatbox is active. Now it's possible to use normal letter/number keys + as the chat hotkey without accidentally deselecting the chatbox by typing a message. + - Chat hotkey can also be used in the server lobby. + - Added a [PM] tag to private chat messages. + - Fixed game over/round end music not playing when a round ends. + - Cutting and repairing walls is included in server logs. + +Multiplayer bugfixes: + - Fixed clients getting disconnected due to desync when a new monster is spawned mid-round by + a repeating monster event. + - Fixed modified clients being able to chat while unconscious due to the lack of server-side checks. + - Fixed modified clients being able to disconnect locked wires due to the lack of server-side checks. + - Fixed chat messages being assigned to the wrong sender when their bodies have been eaten. + - Fixed crashing when setting a server filter while the game is refreshing the server list. + - Fixed wires not being dropped server-side when a player drops a connected wire without dragging it + to their inventory first. + - Fixed 5th server being impossible to select in the server list. + - Improvements to character position syncing. + - Re-enabled logic for preventing players from using visually similar names. + - Fixed client-side null exception when the client is in the lobby and a round ends with the mission + successfully completed. + - Fixed clients being able to votekick/kick/ban themselves in the server lobby. + - Fixed "selected mode" and "mission type" settings not being saved. + - Level seed randomization can be toggled on and off via the debug console. + - Fixed dedicated server not randomizing the submarine or game mode even if randomization is enabled. + - Lighting is forced back on when a client starts a round (-> can't disable lighting by using the + console command before joining a server). + +Bugfixes: + - Fixed wire connections being lost when copy-pasting in the submarine editor. + - Fixed wire nodes being impossible to select in the wiring mode if the nodes are exactly at the same position. + - Fixed artifact holders being occasionally placed inside ruin doors and hatches. + - Fixed particles in water being drawn under ruin structures, making it seem as if plasma cutters and + welders weren't working. + - Fixed all ruin structures having a health of 100. + - Fixed OnActive status effects not being applied on powered items that don't require any power. + - Fixed damage modifiers being applied multiple times when wearing an item that takes up multiple slots. + Meaning that items such as the diving suit gave the players an excessive protection against damage. + - Messagebox overflow fixes. + - Fixed status effects not being able to decrease stun timers. + - Fixed anti-husk medicine being able to reduce husk infection state after the infection has reached + the active state. + - Fixed monsters being able to spawn right next to the spawnpoint of the sub. + - Fixed hulls not being linked to gaps if the center of the gap is exactly at the edge of the adjacent + hulls. + - Miscellaneous crew AI fixes. + - Fixes to fast projectiles going through walls. + - Fixed structure damage sounds not being played when a structure is fully destroyed. + - Fixed glass windows using wrong sound effects. + - Fixed carrier's light falling off when it dies. + - Fixed incorrect positioning of debug console question prompts. + - Fixed being able to use a wrench on multiple items at the same time. + - Fixed double-clicking items in corpses putting them in their hands instead of your own inventory. + - Fixed some level seeds generating a tiny enclosed cave that makes it impossible to reach the destination. + - Fixed opened and broken doors being ignored during waypoint generation, causing waypoint connections + to go through doors which prevented AI characters from opening them. + - Fixed modified structure colors not being cloned. + - Fixed modified wall colors only being visible in the submarine editor. + - Fixed items being dropped when attempting to place them in an itemcontainer slot that's on a normal + inventory slot. + - Fixed stack overflow exceptions caused by signal loops between junction boxes. + - Fixed submarine editor crashing when attempting to use illegal characters in the filename. + - Mouse clicks have to be <10 pixels apart to be considered a double click. + - Fixed subinventory slots going outside the screen when highlighting an item such as a metal crate. + - All creatures all cleared from the tutorial level to prevent any unintended monster attacks. + - Fixed "constructing final path failed" pathfinding errors. + - Fixed particles going through closed gaps (e.g. closed doors). + - Fixed submarines being able to enter ruins. + - Fixed collisions between a sub and the ruins not causing any damage to either the sub or the ruins. + - Whitespace is ignored when calculating MD5 hashes for files. + +--------------------------------------------------------------------------------------------------------- +v0.7.0.1 +--------------------------------------------------------------------------------------------------------- + +- Added console commands for modifying client permissions. +- Fixed content package setting not being saved in the settings menu. +- Item pickup sounds are only played when the controlled character picks up an item. +- Removed serverconfig.xml (the dedicated server now uses the same config file as the normal game). +- Updated the vanilla content package to version 0.7. +- Fixed entity linking in the submarine editor. +- Fixed railgun HUD crashing the game if the railgun is linked to an item that does not have an +ItemContainer component (i.e. any item that can't contain other items). +- Fixed exceptions when the player dies in the tutorial. +- Fixed the start popup saying the host is the target if the host has been selected as the traitor. +- Fixed crashes when attempting to use a railgun controller that's not connected to anything. +- Fixed autorestart counter overlapping with the campaign map in the server lobby screen. +- Fixed characters receiving damage almost exclusively to their feet when wearing a diving suit. +- Armoring reduces damage by a certain percentage, not a fixed value. Now armor doesn't make characters +invulnerable to small amounts of damage. +- The effectiveness of different types of armor depends on the type of damage. For example, diving suits +provide fairly good protection against burn and slash damage, but aren't as affective against blunt damage. +- Fixed light sources attached to limbs not rotating with the limbs. + +--------------------------------------------------------------------------------------------------------- +v0.7.0.0 +--------------------------------------------------------------------------------------------------------- + +- Multiplayer campaign mode! + +Level changes: + - Added ocean floors and hydrothermal vents. + - The commonness of scripted events (monster and artifact spawns) varies between different level types - + some monsters and artifacts now only spawn in specific types of levels. + - Bunch of new level types. + - Level wall color can be changed in level generation parameters. + - Small caves/tunnels are more common now, and groups of monsters can spawn inside them. + - Added salvage mission variants where the artifact is spawned inside a cave. + +Submarine editor: + - Entities can be nudged with arrow keys. + - Structure sprite colors can be changed. + +Particles: + - Particles that are outside the sub don't get rendered inside the sub even if they're overlapping with it. + - The emission rate of particle emitters can be set as particles per second (instead of particles per frame). + - Minor particle optimizations. + +Bugfixes: + - Fixed the "DXGI_ERROR_DEVICE_REMOVED" crashes on specific GPUs when the loading reaches 80%. + - Fixed crashes when projectiles stuck to items on dedicated server. + - Fixed a bunch of bugs that caused crashes when a character was removed mid-round (for example when + a character turns into a husk). + - Fixed a bug that occasionally caused swimming creatures to flip around constantly. + - Fixed a bug that caused creatures to be able to sever limb joints that shouldn't be possible to sever, + causing issues when attempting to sync the positions of the dead bodies. + - Fixed vote count texts persisting in the server lobby after the host disables voting. + - Fixed newly joined clients not receiving the latest voting status until someone votes for something. + - Fixed vote count texts not being updated after a client disconnects and their vote is removed. + - Fixed errors when attempting to save server logs with illegal characters in the server name. + - Fixed AI characters becoming invincible when far enough from the main submarine in multiplayer. + - Fixed AI characters never making any sounds in multiplayer. + - Fixed inability to rebind keys to Mouse2 via the settings menu. + - Fixed destroyed doors being impossible to repair. + - Fixed creatures seeking towards an incorrect position when trying to eat something (causing larger + creatures like threshers and coelanths to swim around the target without ever reaching it). + +Items: + - Added battery recharge docks. + - Added revolvers (the captain always spawns with one). + - Added oscillators (a signal item that sends out a periodic pulse, a sine wave or a square wave). + - Added "state_out" connections to relay components. + - Added sprites for destroyed doors/hatches. + - Added a HUD that shows the charge of the supercapacitors and the amount of shells left when using + a railgun. + - Inventory slots are be highlighted even if the cursor is within the empty space between them. Now + items can't be accidentally dropped by releasing the mouse button between the slots. + - Sounds for picking up and dropping items. + - Medical scanner displays husk infections. + - New C4, detonator and grenade sprites. + - Optimizations and minor visual changes to the sonar display. + - Support for hitscan projectiles. + - Fixed ranged weapons launching projectiles with an incorrect rotation. + - The spread of ranged weapons can be adjusted (separate values for normal spread and spread when + the item is being used by a character with an inadequate skill level). + - Heavier harpoon gun recoil and impulse when the spear hits something. + +- Improved item editing UI: + - Number input fields for numeric values. + - Separate number input fields for the components of vector values (instead of one text input box) + - Color input fields display a preview of the currently selected color. + - Enum fields are displayed as dropdown menus. + +Misc: + - Flowing water pushes characters around much more heavily. + - Warning texts when water pressure is increasing to dangerous levels and when running out of oxygen. + - Made the damage range of limb attacks configurable (instead of having it always be half of the distance + at which the attack activates) and tweaked the damage ranges of all the creature attacks. + - Option to filter the server list based on a bunch of criteria. + - Added a radio chat hotkey. + - Clients can be given a permission the select the submarine or the game mode. + - Option for clients to spactate the game without respawning (assuming the server allows spectating). + - The range and volume of sounds emitted by StatusEffects can be changed and the sounds can be looped. + +--------------------------------------------------------------------------------------------------------- +v0.6.1.4 +--------------------------------------------------------------------------------------------------------- + +- Plasma cutters can cut alien ruins again. +- Fixed reactors staying operational after the fuel rods run out. +- Fixed spawning items at the cursor via the debug console. +- Fixed job assignment logic causing crashes if the maximum amount of players per job has been reached +on the top 3 preferences of a client (which can happen on modded servers that have several jobs with a +player limit). +- Fixed errors during job assignment if a client or the host is controlling a non-human character. +- The server log menu remembers the state of the filters when toggling it. +- Fixed level generation errors in some specific seeds that caused the game to create ruin walls with +a negative width/height (example seed: cBLgZ2im). +- Fixed a submarine position syncing issue that caused erratic physics behavior on some specific +multi-part subs, because the game only moved one part of the sub and the parts docked to it, not taking +into account that more parts may be docked to the docked parts. +- Handcuffed AI characters can't climb ladders. +- Fixed crashing when a huskified human is killed by an explosion. +- Added some GPU info to the crash reports and extra debug logging to hopefully diagnose the +SharpDXExceptions during startup. + +--------------------------------------------------------------------------------------------------------- +v0.6.1.3 +--------------------------------------------------------------------------------------------------------- + +- Fixed hulls not being rendered in the submarine editor. +- Crouching is synced between the server and the clients. +- Plasma cutters and welding tools ignore platforms and stairs - placing a platform on a wall doesn't +prevent welding/cutting the wall anymore. +- Using the SetClientCharacter console command forces the client's line of sight effect back on. +- Fixed null reference exceptions when syncing docking ports that haven't been docked to anything. +- Fixed invisible diving suits in some of the respawn shuttles (specifically ones where the suits spawn +directly on the floor). + +--------------------------------------------------------------------------------------------------------- +v0.6.1.2 +--------------------------------------------------------------------------------------------------------- + +- Dedicated servers can use autorestart. +- Fixed dedicated servers ignoring armor. +- Fixed console messages not appearing in the crash reports if the game crashes during loading. +- Attachable items (buttons, electrical components, etc) are automatically attached to walls when placed +in the submarine editor. +- Fixed crashing if no matching character is found when using the SetClientCharacter console command. +- Fixed wires disconnecting from a connection panel when a player moves any of the wires. +- Tab doesn't autoselect the chatbox when the debug console is open. +- Fixed missing kick/ban buttons in the crew menu. +- Fixed a bug that caused ID mismatches in the hulls between docking ports. This caused, for example, +mysterious client-side fires around docking ports and "unknown object header" errors. + +--------------------------------------------------------------------------------------------------------- +v0.6.1.1 +--------------------------------------------------------------------------------------------------------- + +- Fixed diving suits and masks not providing enough oxygen when in a low-oxygen room or outside the submarine. +- Fixed message boxes being impossible to close in the launcher. + +--------------------------------------------------------------------------------------------------------- +v0.6.1.0 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - Dedicated server application. + - Option to supply a reason for banning/kicking a client. + - Option to set a duration for bans. + - Respawning characters get ID card tags for both the shuttle and the main submarine, i.e. they are + able to open shuttle doors that require a specific clearence. + - Clients now get back control of their character if the server revives them using the debug commands. + - Added a console command for changing the character a client is controlling. + - Job preferences don't reset when quitting the game. + - Added MessageBox chat message type. Allows custom servers to display custom message boxes to the clients. + - Logging when a character throws an item. + - Logging which items are contained inside items characters use on themselves (e.g. which meds are + inside a medical syringe). + - Logging which type of projectile was launched from a railgun and which items were contained inside it. + - More descriptive wiring logging: the logs don't list all the wires in a connection panel but only + the changes players do to the wiring. + +Monsters: + - Some creatures can hunt for smaller creatures (including humans) and eat them. + - Tweaked enemy AI to make their attacks less likely to miss. + - Some creatures flee when their health decreases below a specific threshold. + - Crawlers and mantises can attach to ice walls to "ambush" their prey. + - Enemies don't always move at a fixed speed, now they move faster when attacking or fleeing. + - Shooting watchers with a ranged weapon makes them attack. + - Split tiger thresher's and charybdis' bodies into more parts to make them a bit more agile. + - Option to make monster events spawn more monsters when previous ones are killed. + - The camera zooms further out when controlling a large non-humanoid character. + +Misc: + - Improved item interaction logic: highlighting items is more precise, with items directly under + the cursor taking priority. + - Characters can be dismembered by creatures and explosions. + - New blood particles. + - Blood, explosion and fire decals. + - Added an artifact that attracts creatures. + - Detached buttons and electrical components can be picked up just like any other item, instead of + having to use a wrench and wait for the item to "detach". + - Wires can't be connected to detached items. + - Debug commands can be autocompleted using tab. + - Added a debug command for creating explosions. + +Bugfixes: + - Fixed "loading was interrupted due to an error" crashes on startup. + - Fixed "destination array was not long enough" errors in AddToGUIUpdateList. + - Fixed error messages when a character gets stunned for over 60 seconds in multiplayer. + - Characters don't consume oxygen from rooms when wearing a diving mask or a diving suit. + - Fixed occasionally seeing through walls when swimming outside a submarine. + - Fixed crashes during map generation caused by very large wall cells near the entrance of the level. + - When highlighting a wire in a connection panel, the physical wire and the items connected to it are + highlighted. + - Fixed crashing when selecting a sonar monitor in a submarine with no hulls. + - Fixed submarine/shuttle lists occasionally appearing empty after joining a server. + - Fixed "received a position update for an item with no physics body" errors caused by detaching buttons + or other electrical components from the walls. + - Fixed a bug that caused characters to aim slightly off at the server's side when using a ranged weapon + or other aimable item. + +--------------------------------------------------------------------------------------------------------- +v0.6.0.2 +--------------------------------------------------------------------------------------------------------- + +- Fixed "maximum packet size exceeded" errors when clients join servers. +- Fixed a bug that caused non-interactable checkboxes to always appear unchecked. +- Skill level syncing fix: the syncing isn't dependent on the order of the characters skills anymore. +- IP addresses are included in all login error messages and the errors are also logged to the debug console. +- Servers end rounds if all players are either dead or unconscious when autorestart is on (instead of +waiting for all players to die) +- Fixed nuclear shells and depth charges exploding immediately when launched. +- Fixed a bug that prevented any broken items from being repaired in the single player. +- Fixed items disappearing from inside copypasted items (e.g. cabinets). +- Added character teleporting console command. + +--------------------------------------------------------------------------------------------------------- +v0.6.0.1 +--------------------------------------------------------------------------------------------------------- + +- Readded spam filter. +- Servers log the automatic temperature control setting of nuclear reactors. +- If a client fails to start a round (due to a missing sub file or an error, for example), their character +is automatically killed. This prevents situations where a team can't win a combat mission due to a +disabled, invisible character in the opposing team. +- Fixed clients occasionally displaying the "crew has been defeated" message immediately after a combat +mission starts. +- Fixed a bunch of bugs in the job assignment logic. +- Fixed errors if attempting to send radio messages without a radio in the inventory. +- Fixed "component doesn't have a GUIFrame component" errors when selecting an artifact holder. +- Disabled unnecessary server-side message ID logging. +- Option to enable additional network debug logging by enabling verbose logging in config.xml. + +--------------------------------------------------------------------------------------------------------- +v0.6.0.0 +--------------------------------------------------------------------------------------------------------- + +Rewritten networking code: + - much more robust syncing logic + - proper authoritative servers (i.e. much more more hack-proof) + - the server can transfer multiple files to a client simultaneously + - having multiple submarines with the same name (but different MD5 hash) in the submarine folder + doesn't prevent clients from loading the correct one + - server logs can be viewed in the server lobby, not just in-game + - logs can be filtered by message type + - door, docking port and railgun usage are logged + - the in-game log view isn't cleared when the log is written to a file + - character skill levels are synced + - clients can't vote multiple times by disconnecting and reconnecting + +UI: + - new UI graphics + - smoothly scrolling listboxes + - multi-line chat messages don't overlap + +Items: + - passive sonar: when not active, the sonar shows nearby sources of sound and a faint outline of the + structures around them. Now it's much easier to monitor how much noise the submarine is making and to + hide from enemies. + - new sonar visuals + - texts in labels can be resized + - alien weapons can be used as railgun ammo + - nerfed oxygen and welding fuel tank explosions + - buttons created in fabricators work now + +Submarine editor: + - items/structures that have been copy-pasted from another submarine don't disappear when saving and + loading the sub + - fixed crashes when attempting to load a submarine with no walls + - placing a resizable structure with a height/width of zero is not allowed + - "are you sure" prompt when trying to delete subs + - open menus are closed when opening another one (e.g. the save dialog box is automatically closed if + the item selection menu is opened) + - fixed crashes when switching to character or wiring mode after copypasting waypoints + +Misc: + - background ice formations with a parallax effect + - the level generation algorithm doesn't place walls behind alien ruins + - improved fire and smoke particles + - water puts out fires more slowly + - explosion damage is reduced if there are walls or other solid obstacles between and explosion and a character + - heal and revive commands can also be used on other characters than the controlled one + - fixed fires occasionally causing incorrect sound clips to loop continuously + - AI controlled crew members are better at avoiding hazards such as water and fire + - swimming animation fix: characters don't swim with their legs extended up over their shoulders + after a sharp turn + +--------------------------------------------------------------------------------------------------------- +v0.5.4.5 +--------------------------------------------------------------------------------------------------------- + +- optimized light rendering +- switched fonts again, now to ones that support the cyrillic alphabet +- special symbols are allowed in player names again (unless there's already a player on the server +with a visually identical name) +- fixed monsters not appearing in the position indicated by the sonar in monster missions (or being desynced +whenever they did) +- fixed the game process staying active in the background after a crash +- players can't use headsets that are in the inventory +- the warning message about unlinked vents is only shown once when saving a sub (not for each vent) +- another attempt to fix AddToGUIUpdateList and SetTransformIgnoreContacts errors + +--------------------------------------------------------------------------------------------------------- +v0.5.4.4 +--------------------------------------------------------------------------------------------------------- + +- new fonts +- spectators see indicators for both subs during combat missions +- fixed saves becoming corrupted if the player saves and quits in the "map view" +- fixed "OpenAL not found" errors if trying to run the game with no enabled audio devices +- fixed OpenAL errors when quitting a round +- fixed unconscious/dead characters falling through floors +- the server list accepts multiple servers from the same IP (assuming they're running on different ports) +- fixed autorestart and the start button getting stuck if the server fails to load the respawn shuttle +- fixed server failing to start a round if the cargo spawnpoint has been placed outside the submarine +- fixed AddToGUIUpdateList errors +- fixed SetTransformIgnoreContacts errors +- tickboxes work again in the item UIs in wiring/character mode +- fixed characters standing in an incorrect position when using railgun controllers in a mirrored sub +- spawning a scorpion (an old placeholder enemy) doesn't crash the game anymore +- submarine editor shows a warning if there are structures/items way outside the sub + +--------------------------------------------------------------------------------------------------------- +v0.5.4.3 +--------------------------------------------------------------------------------------------------------- + +- a new enemy +- some new sound effects by Omniary +- some structure-specific damage sounds +- the size of docked subs is taken into account when determining the spawn position of the sub (large +multi-part subs shouldn't spawn inside walls anymore) +- explosion damage is calculated based on the distance to the closest surface of a limb instead of the +center position of the limb (i.e. large monsters can be damaged by smaller explosions) +- added an Undertow Games splash screen +- updated to a newer version of the NVorbis sound library +- fixed a null reference exception caused by wires +- fixed an issue in the way items in alien ruins are initialized, which occasionally caused ID mismatches +(and desync) in items and characters created after generating the ruins +- fixed some item properties not being saved if changed in the editor (e.g. battery recharge speed) +- fixed characters turning into husks when they die, even if the infection has been cured +- fixed docking ports being disconnected in the mirrored subs in the combat missions +- unconscious characters collide with stairs when they're being dragged up +- fixed characters sinking/floating away when using railgun controllers underwater + +--------------------------------------------------------------------------------------------------------- +v0.5.4.2 +--------------------------------------------------------------------------------------------------------- + +- fixed crashes when removing nodes from a wire (i.e. right clicking with a wire equipped) +- fixed inventory not being drawn in the correct position if switching to a character who's been +dragged/grabbed by some other character +- fixed wires becoming disconnected when copypasting them +- wire nodes can't be moved when connecting wires to a connection panel +- fixed repeating crash messageboxes if the game fails to resolve a SharpDX exception on startup +- fixed crashing when switching to wiring mode while editing some value of an item +- fixed keyboard focus staying in textboxes after the textbox has been hidden (for example, +the input fields in the submarine saving prompt) +- fixed error message spam if a docking port is linked to another port in the same sub +- submarine lists in the editor, main menu and server menu are updated when new subs are saved/received +- fixed item editing menu staying on the screen when loading another sub in the editor +- ruins cant span above the top of the level anymore +- the size of the docked subs is taken into account when generating the level +- fixed autorestart timer not resetting at the clients' end if the server fails to start a shift and +resets the timer +- docked subs are forced to correct positions during loading (subs won't get stuck inside each other +even if the submarines are slightly overlapping in the editor) + +- all sounds are paused when switching to submarine editor +- replaced the solid black color inside ice walls with a proper texture +- the background ice texture loops better + +--------------------------------------------------------------------------------------------------------- +v0.5.4.1 +--------------------------------------------------------------------------------------------------------- + +Bugfixes: + - copypasted items are now correctly aligned to the "grid" + - cabinets can be copypasted from a sub to another without the items inside disappearing + - placing explosives inside an item and that item inside another item doesn't prevent explosions + - fixed a bug that occasionally caused crashing when the game happens to generate a very small level + +Sub editor: + - structures/items that are behind something else can be selected using a listbox that appears + when hovering the cursor over them + - wires have to be selected by clicking before any of the points can be moved (makes it possible + to move the correct wire even if it's overlapping with other wires) + - the selected wire is renderer over all structures + - points can be added to wires by clicking while holding ctrl + - disabled music + +Misc: + - some rendering optimization + - pathfinding and waypoint generation improvements + - made mantises more aggressive + - water flows more slowly through partially damaged walls + +--------------------------------------------------------------------------------------------------------- +v0.5.4.0 +--------------------------------------------------------------------------------------------------------- + +Submarine editor: + - copy, paste and cut functionality + - items/structures can be copied by holding ctrl while dragging + - it's possible to move a wire by moving both items it's connected to (without having to move each + individual point of the wire separately) + - "hull volume helper" which makes it easier to select a suitable ballast tank size and + NeutralBallastLevel setting in the navigation terminal + - equipped items are removed when switching from wiring mode to character mode or vice versa + - no need to wait when deattaching items from the walls with a wrench + + +Bugfixes: + - wires are now positioned correctly in mirrored subs + - UI elements (buttons, textboxes, etc) can't be clicked through each other anymore + - fixed a bug that caused crashes when deattaching items from walls + - fixed a game-crashing particle bug + - fixed respawned characters getting assigned to a different team than the rest of the characters + (causing them to be displayed separately in the crew menu) + - pathfinding/autopilot fixes + +Misc: + - server hosts can give players special privileges (kick, ban, end round) + - saving the contents of the server info box and the traitor setting + - changes to battery logic: they can now be used to cover the entire power consumption of the + electrical grid (assuming their maximum output is high enough) + - added "artifact holders" to alien ruins (which can also be used for turning artifacts into power + sources if installed in a sub) + - changes to character collider behavior: crouching changes the size of the collider and it's + easier to step over small obstacles + + +--------------------------------------------------------------------------------------------------------- +v0.5.3.4 +--------------------------------------------------------------------------------------------------------- + +- fixed screen turning black in the tutorial +- the moloch attack in the tutorial is now much easier to survive +- servers readd themselves to the master server if they have been removed from the server list +- fixed a bug that caused lights to flicker even if there's enough power +- fixed items disappearing when dropping them in the submarine editor + +--------------------------------------------------------------------------------------------------------- +v0.5.3.3 +--------------------------------------------------------------------------------------------------------- + +- fixed a bug that caused crashes after a husk-infected player died +- disabled the "zoom effect" when under pressure as a huskified human +- only a limited number of messages are kept in the debug console (prevents performance issues if large +amounts of messages are added) +- some item and electricity logic optimization +- fixed "sprite tigerthresher not found" errors in the Linux version + +--------------------------------------------------------------------------------------------------------- +v0.5.3.2 +--------------------------------------------------------------------------------------------------------- + +- fixed character colliders occasionally getting stuck inside walls when switching from swimming to +walking or standing up after being unconscious +- wires can be dragged outside the sub in the editor without disconnecting them +- easier to climb over small obstacles +- combat missions don't reset the "allow respawn" setting +- submarines outside the camera view aren't rendered +- coelanth collider fix + +--------------------------------------------------------------------------------------------------------- +v0.5.3.1 +--------------------------------------------------------------------------------------------------------- + +- fixed monster movement! + +--------------------------------------------------------------------------------------------------------- +v0.5.3.0 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - submarine vs submarine missions + - server hosts can disable spawning of certain characters + - server hosts can have subs spawn with additional items + +Changes to ragdoll movement/animation logic: + - movement is now controlled by a single invisible physics body which the rest of the ragdoll follows + - character position syncing is now more accurate and there's less "teleporting" + - characters are less likely to take impact damage by stumbling in stairs + - (+ makes working on the new improved netcode much easier) + - ladders can be slid down by holding the sprint key + +Submarine Editor: + - zoom now works relative to the mouse's position rather than the center of the screen + - fixed selection rectangle not being visible when dragging from bottom right to top left + - rectangles now have line widths dependent on the camera zoom (lines are still visible after zooming out) + +Items: + - added a particle trail to railgun shells + - added dim emergency lights which require no power + - a "glow effect" when moving items between inventory slots + - option to select which location the autopilot should navigate to + - fabricator UI shows item descriptions and items that can't be fabricated are grayed out + +Bugfixes: + - attempt to fix "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" errors on startup + - fixed water flow sounds taking up all the audio channels and preventing other sounds from playing + when the sub is heavily flooded + - the start button in the server lobby is re-enabled and autorestart countdown is reset if starting + a new round fails for whatever reason + - the colliders of the ice walls match the shape of the walls more accurately + - player-controlled monsters can damage the submarine from the outside + - waypoint generation and pathfinding bugfixes + +Misc: + - improved line of sight effect (instead of a solid black "fog of war", a faint image of the + surrounding rooms can be seen through walls) + - less ambient light, and it gets darker when diving deeper + - a hull-specific ambient light system: light sources increase the amount of light inside rooms, + preventing shadows from looking unnaturally dark in fully lit submarines + - option to disable vsync + - added a near-indestructible alien ruin wall variant - breaking through the walls with a railgun + or a plasma cutter is not always an option anymore + - added a parallax effect to the particles floating in the ocean + +--------------------------------------------------------------------------------------------------------- +v0.5.2.0 +--------------------------------------------------------------------------------------------------------- + +Level generation improvements: + - customizable level generation parameters (see Content/Map/LevelGenerationParameters.xml) + - different "level types" - each uses a different set of parameters, resulting in more varied levels + - more vegetation and other decorative background sprites + - the entrances and exits of the levels have more variety (not always straight vertical tunnels) + +Improved MiniMap (now called "Status Monitor"): + - shows hull integrity and oxygen levels + - can be configured to only show oxygen/water levels if the rooms have detectors installed + +- improved wall damage visuals +- the single player map shows which locations have been visited and the passageways that have been used +- minor visual improvements to the single player campaign menus +- huskification bugfixes +- oxygen isn't distributed through gaps or vents that are underwater (i.e. air pockets can form when the +sub is flooding) +- molochs (or other large creatures) can't push the sub around as easily anymore + +--------------------------------------------------------------------------------------------------------- +v0.5.1.3 +--------------------------------------------------------------------------------------------------------- + +- server whitelists +- a new monster +- improved autopilot +- background sprites and creatures can be customized via Content Packages +- Linux clients can connect to Windows servers again (and vice versa) +- fixed the upper boundary of the level occasionally being possible to pass through +- textboxes can't be selected through other UI elements anymore + +--------------------------------------------------------------------------------------------------------- +v0.5.1.2 +--------------------------------------------------------------------------------------------------------- + +- hacked clients can't join a full server or change the name of their character anymore +- option to choose which character to control using the "control" command when there are multiple +characters/creatures with the same name +- a console command for spawning items +- the server logs show who sent each chat message + +--------------------------------------------------------------------------------------------------------- +v0.5.1.1 +--------------------------------------------------------------------------------------------------------- + +- fixed non-password protected servers being impossible to join to +- some more security checks + +--------------------------------------------------------------------------------------------------------- +v0.5.1.0 +--------------------------------------------------------------------------------------------------------- + +- getting attacked by a husk will slowly turn the victim into a husk + +- spam filter +- added server options to the ingame HUD +- fixed tiger thresher spawning on Linux +- a more secure password authentication method (again) +- ingame players can't receive messages from lobby players anymore +- more server-side security checks + +- medical doctors always have a high enough medical skill to fabricate any drug +- ai-controlled crew can be spawned using the console in multiplayer +- it's possible to manually attack when controlling a creature +- randomly spawned artifacts are spread out better throughout the level +- characters won't let go of a person they're dragging when entering/exiting the sub +- respawned players get the same ID card tags they would've gotten if they had spawned inside the main sub +- highlighted characters glow in the dark + +--------------------------------------------------------------------------------------------------------- +v0.5.0.3 +--------------------------------------------------------------------------------------------------------- + +- fixed "submarine not found" errors when starting a round after downloading a shuttle from the server +- console command for banning +- a more secure password authentication method +- fixed players with a space in their name being impossible to kick/ban via the console +- banlist is saved immediately after banning someone instead of when shutting down the server +- IP addresses are visible in netstats +- client names are sanitized +- bunch of miscellaneous anti-cheat measures +- fixed docking ports leaking if multiple vessels dock to the main sub +- cargo is always spawned in the main sub even if there are cargo spawnpoints in the docked vessels + +--------------------------------------------------------------------------------------------------------- +v0.5.0.2 +--------------------------------------------------------------------------------------------------------- + +- more server-side sanity checks to prevent (desynced or hacking) players from doing things their +characters shouldn't be able to do +- fixed collision issues at docking ports (such as shooting up in the air when trying to drop down into +a docked shuttle while shuttle hatch is closed) +- fixed crashing when commanding a crew member to use a railgun in the single player mode +- fixed chatbox staying disabled after being stunned (and reappearing when being stunned again) + +--------------------------------------------------------------------------------------------------------- +v0.5.0.1 +--------------------------------------------------------------------------------------------------------- + +- selecting the same sub as the respawn shuttle and the main submarine works now +- fixed the ''end round'' tickbox not appearing if joining and spawning mid-round +- ruin walls/doors can be cut again + +--------------------------------------------------------------------------------------------------------- +v0.5.0.0 +--------------------------------------------------------------------------------------------------------- + +Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming +in future updates!): + - Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can + be docked into each other + - the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance + to the main submarine + - parts of the submarine and characters inside them can be left behind in the single player mode + (and later salvaged if you wish to do so) + +Multiplayer: + - fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which + caused severe syncing issues) + - fixed monster inventory syncing (i.e. husk inventory syncing) + - fixed server description box not being synced with clients + - search bar for server logs + - more server options + - fixed the occasional "queue empty" error messages when attempting to send submarine files to players + - characters can't be freely named anymore - they'll have the same name as the client + +Items: + - items can be equipped/unequipped by double clicking + - longer railgun view distance + - changes to the logic that determines which item is being highlighted - now it's much easier to + select specific items in cramped subs + - highlighted items glow (so it's easier to see which item you're targeting in the dark) + - fixed an electricity bug that sometimes caused parts of the grid to not carry any power after + a junction box has been broken and repaired + - option to choose the output of a signal check component when the signal doesn't match + - fixed fire extinquishers + - item search bar in the submarine editor + - fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems + if the item happened to be a crate full of nitroglycerin) + - flares burn longer + - fixed flashes from explosions/sparks/flares occasionally ''staying on'' + - cameras: can be connected to a railgun controller (or any other selectable controller) to remotely + view rooms or areas around the sub + +Submarines: + - the mass of a submarine depends on its size - larger submarines require more force to move around + (custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a + steerable level) + - changes to depth damage logic: structures with more health need more pressure before they start taking + damage (i.e. submarines with thicker walls and no windows can go deeper) + +Misc: + - stunned characters can't move items in their inventory + - characters can run while grabbing/dragging someone + - fixed a bug that made it impossible to spawn characters through the console in the Linux version + - NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders + - pathfinding bugfixes + + +--------------------------------------------------------------------------------------------------------- +v0.4.1.6 +--------------------------------------------------------------------------------------------------------- + +- vote kicking +- fixed reverting back to the first sub on the list after each round when using manual submarine selection +- fixed lights "bleeding" through walls +- fixed crashing if the submarine contains hulls far away from the rest of the submarine +- corricodone is slightly more effective +- battery charge can be set higher than the default capacity of 2000 (assuming the capacity is set higher) +- job assignment bugfixes +- head sprites can be given tags (e.g. customhead[tag].png) which will make the game select body sprites +with a matching tag (e.g. customtorso[tag].png) for the character +- some new head sprites +- pathfinding errors (which may be caused by missing or incorrectly placed waypoints in custom subs) +don't cause the debug console to pop up +- added missing music clips to the Linux build + +--------------------------------------------------------------------------------------------------------- +v0.4.1.5 +--------------------------------------------------------------------------------------------------------- + +- fixed oxygen distribution through vents not being calculated correctly +- fixed another bug that caused ''object reference not set to an instance of object'' error messages +when starting a new round +- fulgurium batteries can be put in flashlights and sonars +- more powerful oxygen generators in vanilla subs (small rooms aren't deathtraps anymore) + +Linux version: +- fixed ''unable to load coelanth.png'' error messages +- fixed non-matching content packages between the Linux and Windows versions + +--------------------------------------------------------------------------------------------------------- +v0.4.1.4 +--------------------------------------------------------------------------------------------------------- + +- fixed clients failing to select submarines in their "Submarines/Downloaded" folder + +--------------------------------------------------------------------------------------------------------- +v0.4.1.3 +--------------------------------------------------------------------------------------------------------- + +- fixed errors when updating the submarine list if the host is has selected the "play yourself" option + +--------------------------------------------------------------------------------------------------------- +v0.4.1.2 +--------------------------------------------------------------------------------------------------------- + +- fixed the ''queue empty'' error messages when attempting to download a sub from the server + +--------------------------------------------------------------------------------------------------------- +v0.4.1.1 +--------------------------------------------------------------------------------------------------------- + +- changes to connection panel layout: less wire overlap, making it easier to select individual wires + +- fixed missions not appearing in single player + +- clients see the submarines the host has instead of their own subs in the server lobby +- clients can vote for subs they don't have +- servers check whether all the clients have the selected submarine file before starting a round, and if not, +give them some time to start downloading it + +- item sprites are visible in fabricator menus +- some new wall sprites +- fixed small walls being impossible to fix after they've broken +- ruin walls look slightly different from normal walls on sonar +- cargo is placed at the cargo spawnpoint instead of a random position within the hull it's inside +- fixed light emitted by flares not disappearing after the flare burns out +- flares won't stop burning if picked up and placed in the inventory +- minor changes to the lighting - small lights aren't ''skewed'' +- fixed the ''CastShadows'' parameter of light components not being saved +- fixed fires using up all the sound channels and preventing other sounds from playing + +- fixed the ''blood overlay'' still being visible when starting a new round or switching characters +- fixed fractal guardians occasionally killing themselves by slamming against the walls +- enemies use pathfinding inside the submarine + +--------------------------------------------------------------------------------------------------------- +v0.4.1.0 +--------------------------------------------------------------------------------------------------------- + +- alien ruins and some special monsters/items that only spawn inside them +- improved lighting +- flashlights and flares +- depth charges +- items can be moved from the inventory to cabinets/containers by double clicking +- option to choose mission type in multiplayer +- fixed crashes when using medical syringes in multiplayer +- fixed characters occasionally ''exploding'' or being launched to a random direction when +entering/exiting the sub +- fixed long map seeds always generating the same map +- fixed item loading issues when playing the game on a PC using the Turkish locale (and most likely some +other locales with special uppercase/lowercase rules) + +--------------------------------------------------------------------------------------------------------- +v0.4.0.3 +--------------------------------------------------------------------------------------------------------- + +- stun syncing bugfix +- fixed dead/unconscious characters being impossible to select in the info menu +- fixed crashes when detonating nitroglyserine by injecting it +- oxygen level deteriorates more slowly when unconscious +- instructions for dealing with broken junction boxes in the tutorial + +--------------------------------------------------------------------------------------------------------- +v0.4.0.2 +--------------------------------------------------------------------------------------------------------- + +- fire doesn't affect items in characters' inventories (e.g. holding a thermal artifact won't blow up +oxygen tanks in your inventory) +- handheld sonars only consume power when they're on +- cargo missions are more common +- fix for endworms (and possibly other large monsters) teleporting partially inside the sub +- some more chemicals/drugs +- doctor's clothes have some extra slots for chemicals + +--------------------------------------------------------------------------------------------------------- +v0.4.0.1 +--------------------------------------------------------------------------------------------------------- + +- radio messages are visible to spectators +- added a bunch of handheld sonars to the vanilla subs +- junction boxes take more time to break in water +- moved the junction boxes inside Nehalennia's ballast tanks to a drier location + +--------------------------------------------------------------------------------------------------------- +v0.4.0.0 +--------------------------------------------------------------------------------------------------------- + +DOCTORS: + - medical doctors (can fabricate various drugs/chemicals and give CPR to unconscious characters) + - changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0, + and die when it drops to -100 + - medical syringes can be used on other characters + - any chemicals can be inserted in medical syringes + +Items: + - handheld sonars + - crates, small medical/chemical cabinets + - junction boxes, sonar monitors, navigation terminals and engines break if they're underwater long enough + - reactor cools down if it's underwater (multiple fuel rods are required to bring the temperature back up) + - forces are applied to items (not just characters) when the submarine hits something + - changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen + to larger rooms instead of dividing the oxygen output equally between vents + + - autopilot bugfixes + - the amount of oxygen/battery left is visible in the inventory slot of the ''parent item'' + - new inventory slot for masks, headsets, etc + + - fixed ''signal loops'' crashing the game + - OR gates work properly now + - AND/OR gates can be set to send out a signal when the input conditions aren't met + + - fabricating items may require some specific skill levels + + - a bunch of new sprites + +Multiplayer: + - fixed a bug that caused the server to resend a ton of messages to a client who's been temporarily + disconnected, causing syncing issues to every player + - fixed syncing issues related to items breaking (eg junction boxes being broken only for some players) + - fixed dead monsters occasionally ''teleporting'' inside the sub in multiplayer + - fixed missions not matching between Linux and Windows builds + - fixed traitor messages reappearing at the start of a new round after disabling traitors + - mid-round chat messages have a limited range + - players are equipped with a headset which can be used for remote communication (and making + voice-controlled devices/systems) + - speech bubble icon is displayed next to the character when speaking in multiplayer + +Misc: + - level generation improvements: small cave systems, more vegetation, more varied layouts + - option to spawn characters/monsters near, inside or outside the sub + - crouching + - cargo missions + - borderless windowed mode (aka fake fullscreen) + - option to enable some additional debug logging (by setting ''verboselogging'' to true in the config file) + - a menu that shows the mission description mid-round + - game settings can be changed mid-round + - submarine descriptions + - fixed characters getting stuck inside a wall when trying to get inside the sub through a hole + +--------------------------------------------------------------------------------------------------------- +v0.3.6.0 +--------------------------------------------------------------------------------------------------------- + +- bunch of crew AI improvements and bugfixes: they are now much better at keeping themselves alive and +fixing leaks +- crew AI can be toggled on and off using "DisableCrewAi" and "EnableCrewAi" commands +- fixed crashing when switching from wiring mode to character mode +- inventory is visible in wiring mode +- several wiring bugfixes +- emergency sirens and alarm buzzers +- fixed light components throwing errors when receiving an invalid color value to the "set_color" input +- fixed bright lights making it impossible to see whether a light component is on or off +- relay components break if too much power is directed through them +- relay components are active by default and they can be toggled on/off in the editor +- wires can be created in fabricators +- label text color can be changed +- boolean (true/false) properties are displayed as checkboxes in the editor + +--------------------------------------------------------------------------------------------------------- +v0.3.5.1 +--------------------------------------------------------------------------------------------------------- + +- fixed unclickable buttons/checkboxes in the launcher +- fixed battery cells not reloading when placed inside a battery + +--------------------------------------------------------------------------------------------------------- +v0.3.5.0 +--------------------------------------------------------------------------------------------------------- + +- items float and can be moved around by flowing water +- wiring mode which makes wiring more convenient in the editor +- networking bugfixes and improvements +- changes to the logic that determines how far the monsters can see/hear the submarine from - now it's +possible to evade some monsters by turning off noisy devices and/or stopping the submarine +- invisible entities (items inside cabinets, hulls/gaps when they've been hidden) can't be highlighted +or selected in the editor +- fixed monster/item spawnpoints being placed in unreachable locations +- relay and delay components +- fixed lights not being positioned correctly on moving items +- added a ''set_color'' connection to light components +- ladders outside the sub can be climbed +- changes to drowning/suffocation logic: amount of oxygen drops at a fixed rate instead of effects +"stacking" (e.g. when wearing a diving suit with no oxygen tank in a room with low oxygen) +- fixed projectiles not colliding with the submarine when shot from the outside + +--------------------------------------------------------------------------------------------------------- +v0.3.4.2 +--------------------------------------------------------------------------------------------------------- + +- fixed characters passing through walls/windows that have already been repaired +- fixed the spawn command in Linux version +- fixed clients being able to join servers with the wrong password + +--------------------------------------------------------------------------------------------------------- +v0.3.4.1 +--------------------------------------------------------------------------------------------------------- + +- fixed a major bug in the networking code, which caused the server to incorrectly determine the order +of messages received from different clients and discard valid messages +- fixed levels with the same seed appearing different between the Linux and Windows versions +- creatures spawned using the console are synced with clients +- password prompt for password-protected private servers +- holes in the walls can be seen through +- bleeding gradually slows down - making an enemy bleed isn't a guaranteed kill anymore +- mantises don't bleed +- fixed crashing when swapping some specific equipped items with another item in the inventory +- fixed deconstructor, fabricator and railgun connection panels closing immediately after opening + +--------------------------------------------------------------------------------------------------------- +v0.3.4.0 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: +- missing submarine files can be downloaded from the server host +- player syncing bugfixes (aiming is visible to other players, smoother movement in water) +- creature syncing bugfixes (less teleporting around) +- fixed the server lobby displaying wrong numbers of votes at the client's side +- fixed the server list displaying 16/16 players as 0/16 +- saving server settings + +Other: +- skyholder artifacts consume oxygen +- thermal artifacts catch fire even if they're not being held +- placed items/structures can be resized in the editor +- items in the inventory can be swapped between slots by dragging them on top of each other +- cyrillic character support +- slower underwater scooters +- fixed pressure building up in enclosed rooms full of water, even if there were no hull breaches +- an indicator which shows the direction of the sub when spectating +- fixed crashing when loading a submarine with no hulls + +--------------------------------------------------------------------------------------------------------- +v0.3.3.1 +--------------------------------------------------------------------------------------------------------- + +- fixed the chatbox obstructing other player's inventory when grabbing/dragging a character +- fixed characters randomly letting go of bodies they're dragging +- the keybinds configured in the options menu are used when moving the camera as a spectator + +--------------------------------------------------------------------------------------------------------- +v0.3.3.0 +--------------------------------------------------------------------------------------------------------- + +- more visible indicators when taking damage, running out of oxygen or being crushed by pressure +- handcuffs +- changes in the welding/cutting targeting logic: it's now possible to target "corners" of the hull +even if the section of the wall is obstructed by adjacent walls +- fixed submarines spawning in a wrong position (e.g. inside walls) if the submarine has been built +far away from the coordinates (0,0) +- fixed a memory leak caused by item sprites +- character/inventory syncing bugfixes +- fixed spectators not seeing their own chat messages +- scrollable list of clients in the network statistics view +- small changes to the vanilla subs +- fixed the water brightness in Linux version + +--------------------------------------------------------------------------------------------------------- +v0.3.2.6 +--------------------------------------------------------------------------------------------------------- + +- fixed the broken password box +- maximum number of players per server increased to 16 (note that none of the vanilla subs have been +designed for a crew that large) +- junction boxes and power sources can be connected with multiple parallel wires without multiplying +the power output +- velocity and depth readings on navigation terminals +- location types and missions are included in content packages + +--------------------------------------------------------------------------------------------------------- +v0.3.2.5 +--------------------------------------------------------------------------------------------------------- + +- fixed null reference exception when starting a client + +--------------------------------------------------------------------------------------------------------- +v0.3.2.4 +--------------------------------------------------------------------------------------------------------- + +- fixed crashing when highlighting a dead husk +- fixed the unclickable checkboxes in server settings +- sending messages to specific players using ''d; [message]'' and ''name; [message]'' (messages can be +sent to players with spaces in their names now) +- more descriptive log messages when taking items from cabinets or other players + +--------------------------------------------------------------------------------------------------------- +v0.3.2.3 +--------------------------------------------------------------------------------------------------------- + +- fixed characters dropping items when a spectator joins +- fixed any selected textbox in the server lobby accepting keyboard input after a round starts +- praise the honkmother + +--------------------------------------------------------------------------------------------------------- +v0.3.2.2 +--------------------------------------------------------------------------------------------------------- + +- clearing the server log after saving! +- saving the log after every round (even if it isn't full) + +--------------------------------------------------------------------------------------------------------- +v0.3.2.1 +--------------------------------------------------------------------------------------------------------- + +- fixed words missing from chat messages +- the server log UI doesn't scroll to the bottom when new lines appear, making it easier to read it during +a round + +--------------------------------------------------------------------------------------------------------- +v0.3.2.0 +--------------------------------------------------------------------------------------------------------- + +- server logs +- server admins have the option to send messages only to dead players and spectators (/d [message]) or +to one specific player (/name [message]) +- more reliable door syncing +- railgun syncing bugfixes +- longer view distance when outside +- deattaching items takes some time +- welders and cutters do damage to players/enemies again +- a new enemy +- molochs can do damage to players + +--------------------------------------------------------------------------------------------------------- +v0.3.1.5 +--------------------------------------------------------------------------------------------------------- + +- fixed projectiles/weapons not colliding with characters + +--------------------------------------------------------------------------------------------------------- +v0.3.1.4 +--------------------------------------------------------------------------------------------------------- + +- fixed items ''floating'' in some of the custom subs +- fuel rods can't be turned back to uranium/incendium bars if they've been used + +--------------------------------------------------------------------------------------------------------- +v0.3.1.3 +--------------------------------------------------------------------------------------------------------- + +- round end votes can be toggled off +- less confusing way of displaying the number of votes (yes/no instead of yes/number of voters) + +--------------------------------------------------------------------------------------------------------- +v0.3.1.2 +--------------------------------------------------------------------------------------------------------- + +- players can vote to end a round in multiplayer +- fixed fabricator syncing +- fixed hulls being invisible in the editor +- spectators can only speak to dead players +- minor changes to the map generation algorithm: there's now more variety in the cavern shapes +- added a new type of railgun shell +- diving suits wont protect from the water pressure in the abyss anymore +- added some spare buttons to Vellamo + +--------------------------------------------------------------------------------------------------------- +v0.3.1.1 +--------------------------------------------------------------------------------------------------------- + +- fixed a major bug that caused item/monster ID mismatches between the server and the clients, which +accounted for many of the monster/inventory/item syncing issues +- improved player position syncing + +--------------------------------------------------------------------------------------------------------- +v0.3.1.0 +--------------------------------------------------------------------------------------------------------- + +- batteries have separate power_in and power_out connections, which allows recharging and powering devices +simultaneously and using separate recharge circuits +- using supercapacitors as a substitute for batteries now longer works: they have a very low energy storage +capacity and are only suitable for providing short high-energy power surges +- improved connection panel graphics +- fixed a bug that caused the submarine to swoop to a random direction when a character enters it +- fixed crashed caused by EntityGrid.GetEntites() + +--------------------------------------------------------------------------------------------------------- +v0.3.0.5 +--------------------------------------------------------------------------------------------------------- + +- fixed autopilot crashing the game +- fixed reactor not catching fire when going above the configured ''fire temperature'' +- fixed a duplicate "Play yourself" checkbox appearing in the lobby screen after rounds + +--------------------------------------------------------------------------------------------------------- +v0.3.0.4 +--------------------------------------------------------------------------------------------------------- + +- submarine editor can be used without the console now +- autopilot can be set to maintain the current position of the sub +- monster syncing bugfixes +- ladder syncing bugfixes +- fixed server randomly stunning the players +- fixed "submarine not found" errors which occurred in multiplayer if the filename didn't match the +name of the submarine +- fixed new structures not lining up with existing ones if switching to editor while a round is running +- fixed a bug in shadow rendering which caused memory leaks +- the autoupdater only checks the Content folder when deleting files that don't belong to the latest version +(i.e. the autoupdater won't delete your mods as long as they aren't saved in the Content folder) +- molochs and endworms are immune to bleeding! + +--------------------------------------------------------------------------------------------------------- +v0.3.0.3 +--------------------------------------------------------------------------------------------------------- + +- fixed selecting stairs and items outside the sub in editor +- fixed crashing when pressing the ''start'' button while no route is chosen in single player +- fixed fire syncing +- fixed another bug that crashed the game if in the lobby when a round ends +- camera keeps moving with the sub when typing into chatbox in spectator mode + +--------------------------------------------------------------------------------------------------------- +v0.3.0.2 +--------------------------------------------------------------------------------------------------------- + +- fixed crashing when picking up a thermal artifact outside the sub +- fixed clients crashing if in the lobby when a round ends +- fixed crashing when attempting to join a password-protected server +- camera position is set at the position of the sub when entering spectator mode +- AI crew equips a diving suit before going outside the sub + + +--------------------------------------------------------------------------------------------------------- +v0.3.0.1 +--------------------------------------------------------------------------------------------------------- + +- fixed inventory not being visible when using character mode in the editor +- adding hulls and gaps works properly when switching to editor after a round has been started +- fixed item selecting when switching to character mode after a round has been started +- fixed a bug that made it impossible to fix broken walls after saving and reloading +- fixed crashing when trying to place ladders when no submarine has been loaded +- trying to generate waypoints for an empty sub won't crash the game anymore +- when opening the crew commander menu for the first time, there's a text notifying about the hotkey for +opening/closing the menu + + +--------------------------------------------------------------------------------------------------------- +v0.3 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - a summary screen which shows some details about the previous round + - no separate traitor mode: they can be enabled for any game mode + - an option to randomize whether there is a traitor or not + - larger chatbox + - a ton of syncing bugfixes and optimization + +Items: + - fabricators, which can be used for crafting items out of raw materials or other items + - deconstructors, which break items down to their basic components/materials + - a bunch of new sprites + - there are some artifacts scattered around every level regardless of the quest, and they can be collected + and used as a source of useful raw materials for the fabricator + - added hatches (which are basically doors rotated by 90 degrees) + - characters can't get stuck inside doors anymore + - stairs are easier to climb (less tripping down!) + - navigation terminals have a ''default ballast level'' setting which determines how much water there + should be in the ballast tanks when not steering in any direction + - ladders can be climbed with a diving suit on, just very slowly + - ladder climbing animation now works properly even when holding an item + - items have a short description which can be read by hovering the mouse over the inventory slots + - if the reactor is connected to multiple junction boxes, automatic temperature control will adjust + the power output to the highest load instead of the sum of the loads + - reactor state is saved (it will stay running when between levels) + - using a stun baton while running won't make the character trip anymore + +Submarines: + - a new sub, Nehalennia + - the collider of the submarine now matches the shape of the hull + - the airlock pumps in each sub are set to pump water out instead of just turning the pump on when pressing + the button outside the airlock + +Submarine editor: + - items/structures are sorted by category in alphabetical order + - tickboxes for hiding hulls, gaps, waypoints and links between items + - a list of the most recently used items/structures + - placed wires are much easier to move around + - more accurate staircase selecting (the ''bounding box'' of the staircase won't prevent selecting items that + are behind it anymore) + - visible indicators for railgun rotation limits + +Crew: + - the crew members not controlled by the player now have an AI: they can take orders, do some basic tasks + and avoid various hazards + - fixed equipped items disappearing when loading the game + - bodies can be dragged up stairs + +Misc: + - two new monsters + - improved UI graphics + - better looking cavern walls + - major optimization to light/shadow rendering + - some new quests (which are now called ''missions'') + +--------------------------------------------------------------------------------------------------------- +v0.2.6.2 +--------------------------------------------------------------------------------------------------------- + +- added missing stunbaton sound file + +--------------------------------------------------------------------------------------------------------- +v0.2.6.1 +--------------------------------------------------------------------------------------------------------- + +- fixed a bug that caused characters to take bleeding damage for no apparent reason +- fixed autopilot not working when changing the map seed + +--------------------------------------------------------------------------------------------------------- +v0.2.6 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - major changes to the networking code: better lag compensation, more reliable item/character + syncing, lower bandwidth consumption + - spectator mode + +Submarine: + - overloading the electrical grid or the reactor may cause fires + +Characters: + - blood texture drawn on damaged limbs + - fixed limbs clipping through walls + - some new head sprites + +Items: + - underwater scooters + - water detector + - jumpsuits for engineers and mechanics + - new artifact with an effect that makes retrieving it much harder + - less obtrusive ''fow effect'' when wearing a diving suit or a mask + - fire extinguishers + - some new sprites + +Misc: + - fixed placing ladders and labels in sub editor + - fixed a couple of game-crashing bugs in submarine saving + +--------------------------------------------------------------------------------------------------------- +v0.2.5 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - option to randomly select level seed, submarine and/or game mode + - players can be allowed to vote for the next sub and game mode + - option to choose character's head + +Submarine: + - pressure damage if the submarine dives too deep + - added the missing mechanic spawnpoint missing to Aegir + +Creatures: + - a new enemy that only spawns deep below the level + +Items: + - diving suits and mask now obstruct vision when worn + - nicer looking sonar monitor + +Misc: + - the levels aren't just enclosed tunnels anymore and it's possible to dive much deeper + - settings menu + - better UI scaling on small resolutions + - fixed items occasionally disappearing from inventory after loading in single player + +--------------------------------------------------------------------------------------------------------- +v0.2.4.1 +--------------------------------------------------------------------------------------------------------- + +- fixed rewiring not working in the editor +- fixed a game-crashing projectile bug + +--------------------------------------------------------------------------------------------------------- +v0.2.4 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - fixed invincible NPCs + - the target in traitor mode is properly randomized and the host can be selected as a traitor/target + - the "fix list" when repairing items is synced between clients, so the reactor can actually be fixed now + - more networking optimization + - bans can be removed by using a button under the player list, not just by editing the bannedplayers.xml file + +Items: + - wires are removed from connection panels when they're deleted in the editor + - doors can be rewired from either side + - the rewire screen can be deselect by pressing E + - sonar won't work anymore if the power wire is removed + - stun batons can't be double wielded or used for fast underwater movement + +Misc: + - some particles floating in the water, which make it easier to see if the sub is moving just by + looking out of a window + - fixed a bug which may have crashed the game if a character spawned on a platform or stairs + + +--------------------------------------------------------------------------------------------------------- +v0.2.3.2 +--------------------------------------------------------------------------------------------------------- + +- more reliable NPC position syncing +- more reliable method of handling players dying in multiplayer, there should now be less cases of +the server killing players who have equipped a diving suit or switched an oxygen tank just in time for example +- the "you have died" message in multiplayer now also tells your cause of death +- fixed incorrectly placed waypoints in Aegir + +--------------------------------------------------------------------------------------------------------- +v0.2.3.1 +--------------------------------------------------------------------------------------------------------- + +- fixed some broken items in Aegir Mark II which caused inventories to get messed up +- fixed the gap at observation deck which vents water out from the lower level of the room + +--------------------------------------------------------------------------------------------------------- +v0.2.3 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - major changes to the way the game handles sending reliable messages through UDP, should get rid of + the occasional massive lag spikes + - fixed multiple issues in inventory syncing + - fixed attachable items occasionally crashing the game + - players can be banned from servers + - fixed not being able to kick players while a round is running + - misc optimization + +Items: + - screwdrivers and wrenches are used by left clicking now, so it's possible to start rewiring a + button without activating it for example + - the inventory slots are "combined" when equipping an item that takes up more than one slot + - door shadows aren't visible if the door is open when loading a map + - fixed projectiles crashing the game if they're stuck to a wall while a hole appears on it + - wrenches can be used as an ineffective melee weapon + +Submarine: + - another minimap and a sonar monitor at the "observation deck" on Aegir + - changed one of the cabins to a holding cell on Aegir + +Misc: + - fixed a bug in UI listboxes that may have caused crashes in the server list screen + + +--------------------------------------------------------------------------------------------------------- +v0.2.2 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - network statistics view which can be enabled by opening the debug console (F3) and entering "netstats" + (only works if you're running a server) + - updated to latest version of Lidgren networking library, which may or may not have an effect + on the chat lag issues + +Items: + - fixed some game-crashing bugs related to detaching and attaching items (such as buttons) + - railgun shells can be bought in single player + +Submarine: + - more tools, diving suits and misc supplies in both default subs + +Misc: + - fixed Moloch spawning inside the level in the tutorial + - the launcher shows an error message instead of crashing if it can't connect to the update server + +--------------------------------------------------------------------------------------------------------- +v0.2.1 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - fixed a bug that crashed the game after successfully retrieving an artifact in quest mode + - fixed client not disconnecting when going back to the main menu + - fixed a bug that caused some map seeds to throw an error + - players can be kicked out of the server by selecting them in the player list, not just through + the debug console + +Items: + - all wires can be used for electrical repairs, not just ones named ''Wire'' + - broken doors can only be fixed by mechanics + - fixed a bug that sometimes made it impossible to pick/select items after reattaching them on a wall + - wires are disconnected and dropped if the item at either end is removed + +--------------------------------------------------------------------------------------------------------- +v0.2 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - major optimization and much better lag compensation + - tons of bugfixes that should fix most of the syncing issues + - admins can play on their own server without launching another instance of the game + - setting the job preferences actually does something now + - reconnecting to a server if the connection is temporarily lost works much better now + - proper error messages if UPnP port forwarding fails + +Items: + - security guard gear: ballistic vest, helmet and stun baton + - wifi components that can be used for transmitting signals between devices + - wall labels with a configurable text + - a bunch of new sprites and sounds + - wearing a diving suit slows the characters down + - supercapacitors + - attempting to fire the railgun when there are no shells loaded doesn't consume power anymore + +Submarine: + - improved version of Aegir + - a new submarine, "Vellamo" + - nuclear reactors overheat much more slowly and there are warning signals for overheating and a remote + shutdown button in both of the default subs + - ambient sounds change according to the speed of the sub + - fixed parts of the submarine getting stuck in the level on collision + - the autopilot is a much better driver now (although it may still crash at very tight spots) + +Crew: + - aiming underwater is much easier + - improved humanoid animations + - stunned/dead characters can be dragged + - all characters can now use plasma cutters and welders regardless of their skills, but insufficient + skill level will make them flicker and work much less efficiently + - same for the harpoon gun, anyone can shoot but lower levels will make the gun less accurate + - rewiring devices may cause electric shocks if the electrical engineering level is too low + +Creatures: + - some random "prop fish" swimming in the background + - a new hostile creature + +Misc: + - a tutorial going through all the basic tasks and game mechanics (more in-depth tutorials will be + added in future versions, including one for making custom subs) + - an auto-updater in the launcher + - the game generates a detailed report if it crashes + - physics optimization (i.e. using simplified physics and animation for off-screen characters and + disabling them entirely if they're far enough) + - lighting optimization (caching the lights/shadows if a light source hasn't moved instead of + recalculating them every frame) + - two new background music tracks + - better looking explosions + - better looking water particle effects + - minor UI improvements + - better UI scaling on different resolutions + - health/oxygen bar improvements and status icons for bleeding and water pressure + - gap-hull connections are visible in the sub editor + - pumps don't have to be manually connected to a hull in the editor anymore, they automatically + empty/fill the hull they're inside + + +--------------------------------------------------------------------------------------------------------- +v0.1.3.2 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - some major opimization to networked messages (less lag) + - option to disable UPnP port forwarding (which may have prevented some from hosting a server) + - a new round can't be started if a submarine hasn't been selected (which used to crash the game) + - maximum number of players can be changed + - fixed a bug in the net lobby screen that disabled the start button when the chat box was scrolled + to a specific position + - a window that displays some network statistics when hosting a server (can be activated by entering + "debugview" to the debug console) + +--------------------------------------------------------------------------------------------------------- +v0.1.3.1 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - chat messages are sent reliably + +--------------------------------------------------------------------------------------------------------- +v0.1.3 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - fixed master server connection errors in server list screen + - fixed a bug that caused other characters to get "stuck" to the railgun controller, causing them + to fly back to it as they try to move away + +Items: + - putting items inside other items works properly now (i.e. by pulling a spear to the same slot as + a harpoon, not the other way around) + - C4 blocks loaded inside a railgun shell won't explode inside the submarine when firing the railgun + - fixed another game-crashing railgun bug + - fixed a bug that caused characters to spawn with an incorrect number of items + +--------------------------------------------------------------------------------------------------------- +v0.1.2 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - a "lobby screen" showing a list of servers that are currently running + - password protected servers + - traitor rounds end when the traitor dies/disconnects or if the submarine reaches the end of the level + +Items: + - fixed the crashing when firing the railgun or activating a detonator + +Other: + - optimized lightning and "line of sight" rendering + - an unfinished tutorial which can currently only be accessed by entering "tutorial" into the + debug console + +--------------------------------------------------------------------------------------------------------- +v0.1.1 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - player names are shown + - assigning jobs and selecting job preferences works now (jobs are assigned when the round starts) + - a menu that shows the crew members and their jobs and skills + - reduced lag spikes + - fixed a bug that caused disconnected players to stay in the player list + - server admin can see which player is the traitor + +Items: + - plasma cutter / welding tool bugfixes and some light and sound effects + - stun grenades, detonators and c4 blocks work now + - captain's uniform + - items can be placed inside railgun shells (explosives for example) + - buttons can be attached and detached + - on-screen message when trying to use a button without the right ID card + - wire sprites don't overlap and "flicker" on top of each other anymore + - trying to set the color of a lightcomponent to an invalid value doesn't crash the game anymore + 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Name and contact data of the controllers responsible for processing, as well as the company data protection officer + +This data protection information applies to data processing by: + +Controller: + Daedalic Entertainment GmbH + Papenreye 51 + 22453 Hamburg + +represented by the CEO Carsten Fichtelmann and the COO Stephan Harms, + e-mail: info@daedalic.com, + fax: + 49 40 356 741 36 + +The companies’ data protection officer is + + Frederik Bockslaff + +who can be reached under: + + Nimrod Rechtsanwälte + Emser Straße 9 + 10719 Berlin + E-mail: info@nimrod-rechtsanwaelte.de + tel: +49 (0)30 544 61 793 + fax: +49 (0)30 544 61 794 + +2. Collection and storage of personal data and the purpose of their use +Your personal data will be processed by Valve Corporation as the provider of the Steam store. You can find further relevant information regarding your rights in this respect in the privacy statements of Valve Corporation under the following link: + +https://store.steampowered.com/privacy_agreement/ + +Additionally, subject to your consent, for the purposes of quality management, analytics and marketing purposes the following personal data is processed and controlled by GameAnalytics Ltd: + • Time spent playing different game modes + • Round statistics (e.g. selected submarine, duration, mission success/failure, difficulty, selected job, visited caves/wrecks/ruins etc...) + • Campaign statistics (e.g. number of visited outposts and completed missions, amount of money, time used per campaign, purchased/sold items, radiation enabled/disabled, etc...) + • Tutorial completion + • Purchased submarine upgrades + • Character deaths and causes of death + • Info of server settings (anti-griefing and traitor settings) + • Enabled mods + • Error messages + • Crash logs + +The legal basis for the data processing is Art. 6 (1) lit. b, f GDPR. Our legitimate interest is derived from the purposes listed above for data collection. +For more information about privacy related to GameAnalytics Ltd, see the following link: https://gameanalytics.com/privacy/ + +3. Duration of personal data processing +The personal data which is processed according to clause 2, is processed as long, as your player client is active. If you delete your account, any personal data processed so far will be erased. + +4. Forwarding data +Unless stated otherwise under clause 2, your personal data will not be transferred to any third party for any purpose other than those listed below. +We shall forward your personal data to third parties only + • if you have given your explicit consent, in accordance with Art. 6 (1) lit. a GDPR + • if under Art. 6 (1) lit. f GDPR the transfer is necessary for the establishment, exercise or defence of legal claims, and there is no reason to assume that you have an overriding interest, which must be protected, in the non-forwarding of your data + • in the event that there is a legal obligation to forward the data under Art. 6 (1) lit. c GDPR and + • if this is legally permissible and necessary under Art. 6 (1) lit. b GDPR for the processing of contractual relationships with you. + +5. Data subject rights +You have the right: +• pursuant to Art. 15 GDPR, to demand information about your personal data that we have processed. In particular, you can obtain information about the purposes of the processing, The categories of personal data concerned, the recipients or category of recipients to whom you data have been or will be disclosed, the envisaged period for which the data will be stored, the existence of the right to request rectification, erasure, or restriction of the processing, or to object to it, the right to lodge a complaint with a supervisory authority, the source of your data, if these have not been collected by us, and on the existence of automated decision-making, including profiling, and any other meaningful information about their details or the logic involved; + + • pursuant to Art. 16 GDPR, to demand the immediate rectification or completion of inaccurate personal data stored by us; + • pursuant to Art. 17 GDPR, to demand the erasure of personal data stored by us, unless their processing is necessary for exercising the right of freedom of expression and information, for compliance with a legal obligation, for reasons of public interest, or for the establishment, exercise or defence of legal claims; + • pursuant to Art. 18 GDPR, to demand the restriction of the processing of your personal data in cases where you contest the accuracy of the data, where the processing is unlawful yet you oppose the erasure of the personal data, where we no longer need the data but you still require them to establish, exercise or defend legal claims, or where you have objected to the processing of the data pursuant to Art. 21 GDPR; + • pursuant to Art. 20 GDPR, to obtain your personal data that you have provided to us in a structured, commonly used and machine-readable format and to demand the transfer of these data to another controller; + • pursuant to Art. 7 (3) GDPR, to withdraw your consent at any time, which will mean that in future we may no longer carry out the data processing that was contingent upon this consent and + • pursuant to Art. 77 GDPR, to lodge a complaint with a supervisory authority. In general, you can contact the supervisory authority of your usual residence or place of employment, or that of our company headquarters for this purpose. + +6. Right of objection +Insofar as your personal data is processed on the basis of legitimate interests in accordance with Art. 6 (1) f GDPR, you have the right, under Art. 21 GDPR, to object to the processing of your personal data, provided there are reasons relating to your particular situation or if the objection relates to direct marketing. 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GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Brazilian Portuguese.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Brazilian Portuguese.xml new file mode 100644 index 00000000..ed4d997d --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Brazilian Portuguese.xml @@ -0,0 +1,33 @@ + + + Estojo de Munição + Uma estojo que permite um gerenciamento de munição mais fácil. + Mochila + Para deixar suas mãos livres e suas costas em sofrimento. + Minigun + Para recarregar essa besta você deve colocá-la em um Tanque de Munição de Minigun (Nota : Quando ela estiver cheia, a remova rápido pois ainda é necessário consertar o problema da drenagem de condição). + Tanque de Munição de Minigun + Um tanque de munição pesado montado em uma armadura corporal maior para alimentar a fome colossal da minigun quando necessário. + Traje de Mergulho de Operação Profunda + Um traje de mergulho usado pela elite de mergulhadores das profundezas. Com um sistema de propulsão integral alimentado por bateria, uma mochila reforçado, um suporte compacto para contêiner de armazenamento e um revestimento altamente resistente à pressão, essa maravilha da tecnologia garantirá a sobrevivência de quem a usa e tem condições de pagar seu custo... Deve-se despir-se para poder usá-lo. + Mochila Pesada + Armazenamento grande usado para transportar ferramentas ou equipamento pesado sem problemas. Pode ser usado para armazenar itens grandes como caixas de munição, projéteis de canhão elétrico e artefatos alienígenas. + Caixa Pesada + Uma caixa móvel pesada usada para guardar caixas de munição, projéteis de canhão elétrico, trajes de mergulho e, até mesmo, artefatos alienígenas. Terá um grande impacto na sua mobilidade mas oferece uma ótima maneira para mover itens grandes. + Mochila Médica + Para transportar quaisqueres itens e componentes médicos. + Estojo Médico + Um estojo que permite transporte de itens médicos mais fácil. + Mochila Geradora de Oxigênio + Uma estação de recarga portátil convertida em uma mochila que permite ao usuário respirar debaixo d'água, bem como reabastecer qualquer tanque de oxigênio. + Mochila Bateria + Um emissor de luz portátil de alta intensidade equipado com docas de recarga, para operações prolongadas em alto mar com alguns bolsos para armazenamento ocasional. + Mochila de Escudo + Um dispositivo revolucionário usado para reduzir os danos sofridos, quando energizado, dependendo do tipo de bateria usada. Algumas pessoas até colocam fontes de energia alienígena dentro... + Armadura Corporal Tática + Basicamente uma armadura corporal com uma bandoleira integrada. Só funciona, ok? + Mochila Tecnológica + Uma mochila útil que permite o monitoramento do status do submarino, assim como a assinatura térmica de todas as criaturas a sua volta (e, claro, não irá explodir (provavelmente)). + Mochila Alienígena + Uma engenhoca estranha, criada a partir de diversos materiais alienígenas de difícil compreensão, semelhante a uma mochila. Como está, não pode armazenar muito, mas usando o sangue de seu usuário pode rematerializar vários tipos de equipamentos, além de suprimir psicose. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/English.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/English.xml new file mode 100644 index 00000000..15edbc56 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/English.xml @@ -0,0 +1,33 @@ + + + Ammopack + A case allowing an easier ammunition management. + Backpack + To make your hands free, and your back suffer. + Minigun + To refill this beast you have to place it in a Minigun Ammunition Tank (Note : Once it is full remove it quickly for i have yet to fix the condition draining issue). + Minigun Ammunition Tank + A heavy ammunition tank mounted on a larger body armor to feed the minigun colossal hunger when needed. + Deep Diving Operation Suit + A diving suit used only by the elite deep divers. With an integrated battery powered propulsion system, a reinforced backpack, a compact storage container holder, and a highly pressure resistant plating this wonder of technology will assure the survival of those who use it, and can afford it... One should unclothes himself to be able to wear it. + Heavy Backpack + Large packaging used to transport heavy tools or equipement more easily. Can be used to store large items like Ammoboxes, Railgun Shell and Xeno's artefacts. + Heavy Crate + A heavy movable crate used to store ammoboxes, railgun shells, diving suits, and even alien artifacts. It will slow you down quit alot but will offer a great way to move large items. + Medical Backpack + To transport any medical items and components. + Medipack + A case allowing a easier medical related items transportation. + Oxy-Gen. Backpack + A portable rebreathing station converted into a backpack allowing the user to breath underwater as well as refilling any oxygen tanks. + Power-Backpack + A portable high intensity light emitter equiped with charging docks, for extended deep sea operations with some pockets for occasionnal storage. + Shield Backpack + A revolutionnary device used to reduce damage taken when powered depending on the battery type used. Some peoples even put some alien power source inside... + Tactical Body Armor + Basically a body armor with a bandolier slapped on it. It just work. + Techno-Backpack + A useful backpack allowing you to monitor the submarines status as well as the thermal signature of every lifeform around (And of course it won't explode (hopefully)) + Xeno-Backpack + A strange contraption created with various and hard to understand alien materials to ressemble a wearable backpack. As it is, it can't contain a lot but using his wearer's blood it can rematerialize multiple types of equipement as well as supressing psychosis. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/French.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/French.xml new file mode 100644 index 00000000..0ab4d681 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/French.xml @@ -0,0 +1,33 @@ + + + Malette à munitions + Une malette bien pratique pour ranger sur soi des munitions d'arme conventionnelle. + Sac à Dos + Pour avoir les mains libre et le dos qui souffre. + Minigun + Afin de recharger cette machine de mort il vous faut la placer dans un réservoir à munition de minigun (Note : En raison d'un bug pour l'instant non corrigeable il est préférable de le retirer rapidement une fois rechargé ou vous risquer de perdre des munitions. + Réservoir à munition de minigun + Un imposant réservoir à munitions utilisé pour rapidement recharger le minigun. + Combinaison d'Opération en Plongée Profonde + Une combinaison de plongée utilisée uniquement par l'élite des plongeurs durant les opération abyssales. Avec un système de propulsion intégré alimenté par batterie, un sac à dos renforcé, un support de conteneur de stockage compact et une carapace très résistante à la pression, cette merveille de technologie assurera la survie de ceux qui l'utilisent et qui peuvent se la permettre... Il faut se déshabiller pour pouvoir la porter. + Sac à Dos Lourd + Un packetage lourd utilisé afin de transporter de large quantité de matériel plus facilement. Peut être utilisé afin de transporter des caisses, des tenues de plongés, des munitions lourdes et même des artéfacts alien. + Caisse Lourde + Une caisse lourde bien pratique permettant de transporter des objets encombrant tel que des tenues de plongée, des munitions lourdes et même des artéfacts aliens. + Sac à Dos Médical + Permet un transport des ressources et composants medicaux bien plus facile. + Malette Médicale + Une malette bien pratique pour ranger sur soi du matériel médical. + Générateur d'oxygène portable + Une station de génération portable convertie en sac à dos permettant à l'utilisateur de respirer sous l'eau ainsi que de remplir jusqu'à deux réservoirs d'oxygène en même. + Générateur électrique portable + Un générateur électrique portatif équipé d'une puissante lumière radiale et de ports de rechargement pour vos batteries. Possède aussi quelques compartiments de stockage. + Générateur de bouclier portable + Un générateur de bouclier personnel encore au stade expérimental. Une fois alimenté, prodigue un champ de protection suivant le porteur et permet même d'annuler les effets de la pression barotraumatique. Certaines personnes ont même essayer de l'alimenté avec de l'énergie alien... + Gilet porte-plaques + Un simple gilet pare-balles avec une bandolière attaché dessus. Ça marche, tout simplement. + Interface de Status Universelle Portable + Une interface portative permettant en plus d'un espace de stockage respectable la possibilité de traquer les signatures thermiques, les échos sonar et d'avoir un status complet du sous-marin. + Sac à Dos Alien + Une bien étrange machine alien portative permettant en echange des matériaux composant le corps humain, en particulier le sang, de regénérer différent type de matériaux placé à l'interieur. Le processus semble même apaiser l'esprit de l'utilisateur + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Polish.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Polish.xml new file mode 100644 index 00000000..67f0caeb --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Polish.xml @@ -0,0 +1,33 @@ + + + Pojemnik na ammunicje + Pojemnik pozwalający na łątwiejsze zarządzanie i przechowywanie ammunicji. + Plecak + Aby twoje rece były wolne i twoje plecy cierpiały. + Minigun + Aby napełnić tą bestje musisz umiescić ją w Zbiorniku ammunicji do Miniguna (Uwaga : Jak minigun bedie pełny wyciągnij go szybko z zbiornika, muszę jeszcze naprawić probem z wytrzymałością). + Zbiornik ammunicji do Miniguna + Cięki zbiornik ammunicji zamontowany na pancerzu, używany by napełnić napełnić Miniguna. + Strój do głębokich operacji podwodnych. + Strój używany przez elitarnych nurków. Z zintegorwaną baterią zasilającą zinegrowany układ napędowy, wzmocnionym plecakiem, kompaktowym systemem przechowywania zaopatrzenia, i bardzo wytrzymalym opancerzeniem ten technologiczny cud zapewni przetrwanie każdego kto go nosi, i kogo na niego stać... Powinno sie rozebrać przed założeniem tego stroju. + Ciężki plecak + Duży plecak służący do łatwiejszego transportu ciężkich narzędzi lub sprzętu. Może być używany do przechowywania dużych przedmiotów, takich jak amunicja, pociski do działa szynowego i artefakty obcych. + Cieżka skrzynia + Ciężka, ruchoma skrzynia służąca do przechowywania skrzynek z amunicją, pocisków do działek szynowych, kombinezonów do nurkowania, a nawet artefaktów obcych. Powoduje ona znaczne spowolnienie poruszania, ale zaoferuje świetny sposób na przenoszenie dużych przedmiotów. + Plecak medyczny + Plecak służący do transportu medykamentow i komponentów medycznych. + Medipack + Pojemnik umożliwiający łatwiejszy transport artykułów medycznych. + Plecak Oxy-Gen + Przenośna stacja oddechowa przekształcona w plecak, umożliwiająca oddychanie pod wodą, a także uzupełnianie dowolnych butli tlenowych. + Plecak Energetyczny + Przenośny emiter światła o wysokiej intensywności wyposażony w doki ładujące, do długich operacji na morzu, z kilkoma kieszeniami do przechowywania. + Plecak - Osłona + Rewolucyjne urządzenie służące do zmniejszania obrażeń osoby która go nosi. Ilosc redukcji zalezy od tego czy jest zasilony oraz, w zależności od typu zastosowanej baterii. Niektórzy umieszczają nawet w środku źródło mocy obcych... + Pancerz Taktyczny + Zasadniczo kamizelka kuloodporna z nałożonym bandolierem. To po prostu działa. + Techno-Backpack + A useful backpack allowing you to monitor the submarines status as well as the thermal signature of every lifeform around (And of course it won't explode (hopefully)) + Plecak Xeno + Dziwne urządzenie stworzone z różnych i trudnych do zrozumienia obcych materiałów, przypominające plecak do noszenia. W takim stanie nie może pomieścić wiele, ale używając krwi jego nosiciela może rematerializować wiele rodzajów wyposażenia, a także tłumić ataki psychozy. + \ No newline at end of file diff --git a/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Russian.xml b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Russian.xml new file mode 100644 index 00000000..fddb9e44 --- /dev/null +++ b/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2613901395/Localization/Russian.xml @@ -0,0 +1,34 @@ + + + + Кейс для патронов + Кейс, позволяющий держать патроны в одном месте. + Рюкзак + Перенесёт нагрузку с ваших рук на вашу спину. + Миниган + Для перезарядки этого зверя поместите его в Ящик с патронами для минигана (Заметка : Как только он заполнится, быстро возьмите его. Я ещё не починил баг с ухудшением состояния минигана) + Стойка с патронами для минигана + Ящик с тяжелыми патронами, прикреплённый к броне для питания прожорливого минигана. + Костюм для глубоководного погружения + Подводный костюм, используемый только элитными водолазами. Имеет встроенную двигательная установка с батарейным питанием, укреплённый рюкзак, компактный отсек для хранения контейнеров, и покрытие, устойчивое к очень высокому давлению. Это чудо техники гарантирует выживание того, кто находится внутри и кто сможет позволить себе этот костюм... Водолаз должен раздеться, чтобы надеть этот костюм. + Тяжёлый рюкзак + Рюкзак, созданный для облегчения транспортировки тяжелых инструментов или экипировки. Может быть использован для хранения крупных вещей, например, ящиков с патронами, снарядов для Рельсотрона и инопланетных артефактов. + Тяжёлый ящик + Тяжёлый переносной ящик, используемый для хранения ящиков с патронами, снарядов для Рельсотрноа, водолазных костюмов, и даже инопланетных артефактов. Он вас сильно замедлит, но даст возможность переносить много тяжёлых вещей. + Медицинский рюкзак + Для транспортировки медикаментов. + Медицинский кейс + Кейс для простой транпортировки медицинских предметов. + Кислородный рюкзак + Портативная кислородная станция, превращенная в рюкзак, что позволяет как дышать под водой, так и заполнять кислородные баллоны. + Энергетический рюкзак + Портативный яркий источник света, оснащённый зарядными отсеками для продолжительных подводных операций. Имеет несколько карманов. + Рюкзак с генератором щита + Революционный прибор, используемый для уменьшения получаемого урона. Уровень защиты зависит от типа используемой батареи. Некоторые даже используют инопланетные источники энергии... + Тактическая броня + По сути, бронежилет с прикреплённым на него патронташем. Просто и эффективно. + Технический рюкзак + Полезный рюкзак, позволяющий следить за системами подлодки и тепловыми сигнатурами окружающих организмов (И, конечно, он не взорвётся (возможно)) + Инопланетный рюкзак + испособление, созданное из различных непонятных инопланетных материалов и напоминающее рюкзак. 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