http://steamcommunity.com/sharedfiles/filedetails/?id=656932393
In our quest for realism and accuracy, we often turn to the experts among our community for small tweaks that could improve the immersion in Depth. We have noted community disappointment at the lack of "frickin laser beams", and now intend to fix this grievous oversight.
Frickin Laser Beams
http://steamcommunity.com/sharedfiles/filedetails/?id=656933938
From watching historic media channels, we have discovered that sharks may have once been ranged predators, both killing and cooking their prey at a distance.
Changelog:
This includes the major changes since the last update (minor bugfixes and changes are not included)
Mechanics
- Replaced Dart with Laser attack for all sharks
- Sea Mines now smarter and chase after sharks
- P.A.T.: Can now correctly target a shark in Line of Sight (LOS), if another closer shark is out of LOS.
Balance
- Bull Shark no longer gains rage in Hide and Seek.
- Updated spawn protection for both Sharks and Divers.
- P.A.T.: Base detection range reduced to 1000 from 2500.
- P.A.T.: Now has unlimited targeting range on tagged Sharks.
Maps
- Fixed godspots on: Station, Temple, Fractured (B&G, HS), Olmec, Devil's Head, Antiguo, Hillside, Wreck (Thanks Sinopia!)
- Antiguo: Fixed some clipping issues. Fixed some badly placed rubble in the ravine (only visual). Smoothed two walls with blocking volumes, one at safe 2, one at Safe 3.
- Devil's Head: Smoothed edges in many locations where horizontal tunnels transition to vertical shafts.
- Fractured: Removed hole in ship near Safe 2, which only allowed Divers to pass through.
- Galleon: Filled in holes in the ship near Safe's 2 and 4, which was allowing divers to shoot through some corners. Fixed a couple spots where you could slide in between some breakable grates on ceiling of safe 3.
- Olmec: Adjusted collision for shelves near Safe 4 to be more accurate relative to visible mesh. Updated the window breakable to have a collision that fits to the bounds of the window.
- Stash: Repositioned overturned door a bit to remove a Godspot from underneath. Fixed Safe 3 doorway due to the terrain misaligned with the bottom of the frame.
- Station: Moved Ammo/Medkit spot upwards at Safe 3 so it no longer spawns under the landscape.
Content
- Fixed issue with caustics which was making maps appear darker than intended
Sound
- Corrected Shelly pain noises which had been set incorrectly.
Other
- Treasure pieces now begin falling if they are on a breakable which is destroyed
- Minor adjustment to readying times for consumables to hopefully fix issues with them visually remaining in-hand after placing.