Invasion Update Available Now!
[previewyoutube][/previewyoutube][p][/p][p]Darkwater's first major update - INVASION - is available now! [/p][p]This update focuses on improving many aspects of the gameplay loop, including new enemies, locations, system mechanics, and more. [/p][p][/p][p]Some highlights include:[/p]
- [p]Stealth system - players can now crouch, and a visual indicator has been added that denotes how sneaky you are being. Enemy AI has also been adjusted to react to sound, allowing you to avoid engagements.[/p]
- [p]New enemies - four new aquatic creatures will roam the vacant outposts, some more dangerous than others. [/p]
- [p]New Leviathan - The Kraken. This monolithic creature will capture your submarine with its tentacles that are capable of piercing the hull. Avoid at all costs.[/p]
- [p]New Submarine Equipment - Arm your sub with Depth Charges and Explosive Harpoons, craft supplies equipment from the medical bay crafting bench, and install the new Command Room ship module - now available from the shop.[/p]
- [p]Harpoon Gun - A new heavy duty rifle that can be found inside outposts that propels harpoons at terminal velocity.[/p]
- [p]New District to explore - Frontier[/p]
- [p]Biomes - Four new biomes to explore while navigating districts. This combined with 9 new variations of pirate submarines have been detected searching the depths adds a lot more variety (and danger) to naval combat.[/p]
- [p]Sneaking mechanic implemented. Players can now crouch and a a visual indicator is now visible on the HUD that shows how much attention you are drawing to yourself, making it easier to avoid encounters.[/p]
- [p]Game now refreshes upon entering a new district to improve overall game and network stability.[/p]
- [p]Can no longer consume items at full health. No more accidents![/p]
- [p]Clients now see a locked screen in the lobby for the host settings.[/p]
- [p]New emails added to the terminals.[/p]
- [p]Hacking minigame has been made slightly more difficult on Easy. Path length increased: 4 -> 5[/p]
- [p]Stampers glow effect slightly reduced.[/p]
- [p]New items can now be displayed on the tool board: Wrench, Squeaky Hammer, Harpoon Gun.[/p]
- [p]Mice now scream upon falling into the abyss.[/p]
- [p]Mice no longer run out of stamina.[/p]
- [p]New submarine system: Command Room.[/p]
- [p]New crew damaging weapons (Explosive Harpoons, Depth Charges) now deal bonus damage against leviathans (+50%).[/p]
- [p]Medium Arsenal Double Shotgun count reduced: 2 -> 1[/p]
- [p]Medium Arsenal Shotgun Ammo count reduced: 16 -> 8[/p]
- [p]Player and enemy diver locations and health now display on combat screen.[/p]
- [p]9 new enemy submarines implemented.[/p]
- [p]New weapon: Depth Charge Mk.1, Depth Charge Mk.2, Explosive Harpoon Mk.1, Explosive Harpoon Mk.2.[/p]
- [p]Certain weapons can now deal crew damage. Watch that friendly fire![/p]
- [p]New leviathan weapon: Ink Blob, Tentacle, Barnacle[/p]
- [p]Submarine weapons that deal no water or system damage no longer disable lights in the targeted room. [/p]
- [p]New explosion effect for weapons that deal crew damage[/p]
- [p]New alien enemy: Jumbo Crab[/p]
- [p]New alien enemy: Tentacle[/p]
- [p]New alien enemy: Stalker (Angler variant) [/p]
- [p]New alien enemy: Sanctum Crab (Yeti Crab variant) [/p]
- [p]Angler health increased: 150 -> 170[/p]
- [p]Enemy hearing mechanic implemented - Certain enemies will now react to sounds.[/p]
- [p]Yeti Crab renamed to Burrow Crab[/p]
- [p]Burrow Crab health reduced: 60 -> 35[/p]
- [p]Burrow Crab damage reduced: 10 -> 8[/p]
- [p]Burrow Crab death animation updated[/p]
- [p]Enemy submarine divers AI updated[/p]
- [p]Alien spawning improved. Difficult enemies won't appear early, and will appear more frequently the further players progress[/p]
- [p]Can no longer strike dead enemies[/p]
- [p]Enemy divers now drop items[/p]
- [p]New leviathan added: Kraken[/p]
- [p]New Kraken combat sound track added[/p]
- [p]Biomes implemented[/p]
- [p]New Biomes: Geothermic Vent Field, Seismic Rift, Nesting Grounds[/p]
- [p]Harpoon Gun implemented[/p]
- [p]Harpoon (ammo) implemented [/p]
- [p]Harpoon added to Industrial_Small spawning pool[/p]
- [p]Harpoon Gun added to Industrial_Large spawning pool[/p]
- [p]New district: Frontier [/p]
- [p]Abandoned, Quarantined, and Mining District descriptions updated[/p]
- [p]Abandoned District and Quarantined District now contain Leviathan encounters[/p]
- [p]Mine Outposts now spawn lower than other outposts, with a longer ladder down[/p]
- [p]Max outpost size slightly decreased[/p]
- [p]Locked Room quests can now spawn in factories[/p]
- [p]Game size reduced by nearly half: 10.2 GB -> 5.16 GB[/p]
- [p]Should see improved loading times, performance, and reduction in crashes[/p]
- [p]AI network positioning optimized[/p]
- [p]Brightness slider added to menu[/p]
- [p]A notification now displays when there are insufficient credits to hire players back[/p]
- [p]Added a fade when restarting a match[/p]
- [p]Hitting back on settings menu now properly brings you to the previous screen, instead of always bringing you to the main screen[/p]
- [p]No longer displays confirmation warning when exiting tutorial[/p]
- [p]Region code for USA East updated: "US" -> "USE"[/p]
- [p]Soviet Colour Theme slightly changed[/p]
- [p]Fixed issue where some players saw the Breaker arcade game/hacking minigame broken[/p]
- [p]Fixed half-man half-rat abomination spawning when dying in a pneumatic launcher[/p]
- [p]Switching items while blocking will no longer cause players to block when equipping a new item[/p]
- [p]Can no longer retrieve a heavy item from a storage container while already holding another heavy item[/p]
- [p]Dead enemy's positions are no longer updated over the network[/p]
- [p]Fixed issue where leaks generated on walls would visually remove nearby water[/p]
- [p]Sticker cabinet now displays selected sticker[/p]
- [p]Inventory no longer displays in mouse mode when getting killed using a terminal[/p]
- [p]Fixed issue where players would be disconnected from terminals after another player died[/p]
- [p]Dying in a manned torpedo while returning to the submarine no longer gives the player massive arms[/p]
- [p]Fixed collider issue in Medbay room[/p]
- [p]Fixed floating decor in Medbay room[/p]
- [p]Decor in research rooms updated[/p]
- [p]Empty save files now include "(Empty)" on start [/p]
- [p]Buttons no longer highlight/play a hover sound when game is minimized/not in focus[/p]
- [p]Match now closes faster for clients when the host quits[/p]
- [p]Fixed bug where large player submarines weren't properly being sent over the network[/p]
- [p]Fixed collider issues in PublicBathroom_00(2x4)[/p]
- [p]Fixed issue with sending player submarine data to hot-joining players[/p]
- [p]Fixed issue with water in outposts not always displaying for clients[/p]
- [p]Fixed issue where bomb in Bomb Quest Room would sometimes not deal damage to nearby players[/p]
- [p]Fixed issue with items dropped on catwalks hovering[/p]
- [p]Game now properly tracks when clients eat tubeworms[/p]
- [p]Players no longer hold phantom items for other players after dying[/p]
- [p]Hacking minigame for Locked Rooms now locks out clients after reaching 0[/p]
- [p]Fixed player storage issue not updating for clients in store[/p]
- [p]Fixed LOD item appearing in automatic pump room[/p]
- [p]Fixed issue with graphics setting not auto applying on start[/p]
- [p]Resetting Submarine in shop after using the crew hire lever now properly accounts for the crew hire fee[/p]
- [p]Fixed issue with many outpost room colliders/lighting breaking[/p]
- [p]Fixed issue where run stats weren't properly saved/loaded between runs[/p]
- [p]Fixed store player warning not fitting on screen properly for Russian language[/p]
- [p]Fixed issue with mouse scream not playing properly for clients[/p]
- [p]Fixed issue where explosives (fuel barrel, naval mine) wouldn't damage players after exploding when shot at[/p]
- [p]Reloading a save file will now load the correct seed for the district[/p]
- [p]Fixed broken searchable briefcases[/p]
- [p]Fixed lighting issues on lower graphics settings when docking with final outpost[/p]
- [p]Fixed store warning display issue[/p]
- [p]Fixed issue with submarine storage not updating in store after submarine reset[/p]
- [p]Fixed issue with many outpost room colliders/lighting breaking[/p]
- [p]Fixed collider issue in room Machinery(4x6)[/p]
- [p]Fixed collider issues in room FactoryHall_00(3x3)[/p]
- [p]Fixed issue where search animation could keep playing after dying[/p]
- [p]Mice no longer make footstep noises for other clients[/p]
- [p]Fixed colliders metal bars in the rooms: ResearchCell_00(2x3), ResearchCell_01(2x3), ResearchCell_02(2x3), PenalHall_00(5x4), PenalHall_01(5x4)[/p]
- [p]Fixed issue where key rebinding overlay would remain on the screen when trying to bind an action to the escape key[/p]
- [p]Final Laboratory light no longer makes player submarine water green[/p]
- [p]Final Laboratory light no longer clips through bottom of submarine[/p]
- [p]Wall behind ladder in OutpostEntrance_Factory(3x3) no longer generates wall decor (will no longer clip with neon sign)[/p]
- [p]Fixed weird item spawn in LockedRoom_00(3x4)[/p]
- [p]Fixed issue with Soviet Residential outposts not generating properly[/p]
- [p]Mice can no longer get stuck in metal bars in room HoldingCells(3x5)[/p]
- [p]Players can no longer clip through metal bars in room HoldingCells(3x5)[/p]
- [p]Fixed settings menu not displaying correct screen mode setting[/p]
- [p]Fixed issue where medium difficulty wasn't generating a longer hacking path (bomb hacking, locked storage door hacking)[/p]
- [p]Fixed item highlight effect now covering full item for storage/vending machine display[/p]
- [p]Player's can no longer cast a shadow on themselves with a lantern[/p]
- [p]Bomb rooms and locked rooms can no longer spawn together[/p]
- [p]Fixed player corpse hitbox. Helmet should clip through objects less often[/p]
- [p]Fixed issue with tutorial indicator not displaying Ammo Indicator and Torpedo Hatch correctly[/p]
- [p]Water no longer generates at the bottom of the ladder after beating game[/p]
- [p]Can no longer boost pressure in engine room of enemy submarines[/p]
- [p]FPS cap in settings no longer displays "MISSING" on first play[/p]
- [p]Neon exit signs should no longer clip with environment[/p]
- [p]Store warning message now displays correctly in all languages[/p]
- [p]Fixed issue where unfilled item stacks wouldn't update properly when picking up an item when player's inventory was full[/p]
- [p]Mice no longer make footstep sounds[/p]
- [p]Submarine inventory display now gets updated when submarine is reset[/p]
- [p]Fixed issue where sonar map quest marker wouldn't display sometimes[/p]
- [p]Can now shoot down the hatch into outposts[/p]
- [p]Stampers arcade score now displays values >= 1000 properly[/p]
- [p]Fixed long microphone names not displaying correctly in settings menu[/p]
- [p]Fixed issue where heavy item inventory locks would stop displaying after encountering an enemy submarine[/p]
- [p]Diver icons now properly display players who board enemy submarines[/p]
- [p]Bottom airlock rotation is no longer determined by the rotation of the piloting room, instead having a fixed rotation (should no longer clip into walls)[/p]
- [p]Docking at final laboratory no longer triggers players to respawn[/p]
- [p]Rooms with alarms in them that spawn in outposts (Lighting Room) now have a muffled effect[/p]
- [p]Fixed issue where damaged Lighting Room in outposts could display incorrect emergency light colour[/p]
- [p]Fixed locked room doors closing after moving too far away from them[/p]
- [p]Enemy divers now properly drop new items in diver item pool[/p]
- [p]Fixed issue with blood not despawning in store[/p]
- [p]Can no longer charge retreat bar in boss fight[/p]
- [p]Fixed issue of missing collider on store crew door after exiting and reentering store[/p]
- [p]Fixed issue with enemy submarine not generating on the GovernmentCheckpoint_00 event[/p]
- [p]Fixed issue where Locked Storage Room Quest doors would close if a player moved too far away from them[/p]
- [p]Fixed urchin heard bug when picking up items next to urchins[/p]
- [p]Fixed issues with crew damage weapons damaging leviathans[/p]
- [p]Fixed issue with divers not dying properly[/p]
- [p]Blood effects no longer persist through stores[/p]
- [p]Colliders fixed in ShaftT_00(3x3) and ShaftBend_00(3x3)[/p]
- [p]Fixed issue where enemies hitpoints were capped at 100. Some enemy hitpoints have been reduced as a result.[/p]
- [p]Fixed urchin spawning bug[/p]
- [p]Fixed weird enemy spawn location issues[/p]
- [p]Fixed blurry harpoon gun/ammo sprites[/p]
- [p]Fixed fuel container collider in Stirling Engine[/p]
- [p]Fixed issue where items could be picked up through certain colliders[/p]
- [p]Pump Shotguns sold in vending machines now contain full ammo[/p]
- [p]Grapple Harpoon Mk.1 should now appear in shops[/p]
- [p]Fixed issue where players could hear mice speak[/p]
- [p]Fixed AI pathfinding collision issues in VentilationRoom(3x2) and VentilationRoom(3x4)[/p]
- [p]Fixed issue with players teleporting to Pneumatic Launcher after dying inside of one and then docking at a store[/p]