It's time for another catch-all Crate Update shipment - and this time it's practically overflowing with a variety of new big balance changes, tweaks, drinks, and a whole lot of BOOSTERS. Let's unpack this crate to see what's in store, eh?
Features
The Power Lever! - Power management just got a BOOST with this all new, state-of-the-art Power Lever, just waiting to be flipped at a moment's notice by your trusted engineers.
Found at the central Power Console, this lever will allow you to BOOST the ship's power into overdrive, sending out a destructive EMP field outside of the ship, damaging anything in its wake. Warning: EMP is unstable and will cause your ship's systems to be shut down after use. You will have to flip the lever back to its normal state to restore power. Use with caution.
Cannon Overhaul! - The Cannon as you know it has received quite the design facelift this update, all designed to help balance the exciting yet unfortunately tedious task of torpedo loading with the itchy trigger fingers of your average Weapons Specialist. Let's break the changes down piece by piece, shall we?
1. Weapons Power now has only two states. Power Level 1 activates the ship's new built-in BULLET FIRING state; a turret-like state where the Weapons Specialist can rat-a-tat-tat enemies with an endless supply of low-damage bullets without needing to worry about reloading.
2. Power Level 2 then activates all three Torpedo Tubes as you know them, allowing them to be loaded manually for those times you require maximum firepower. Knowing when to switch between these two states will be pertinent to your team's diving success.
3. Torpedoes are no longer infinite. A counter on top of your local Torpedo Dispenser shows you how many torpedoes you have left. But not to worry, for you can now find new bundles of torpedo ammunition in caves inside of...
Barrels! - A new kind of cave drop has been added in the form of these mysteriously labeled barrels! Inside, you can find Torpedo Ammunition, or more rarely, you may find a variety of strange drinks called...
Elixirs! - These 5 varieties of bottled up liquid miracles each have a unique BOOSTING effect on adventurers who dare drink them. From repair boosts, breath boosts, damage boosts and health boosts, there are a variety of ways you can improve your state-of-being! Warning: Side Effects May Include Unpredictable Downgrades.
New Secret Unlockable Cosmetics! - 5 new special cosmetics have been added as secret unlockables via the Code Entry box in the Extras section on the Main Menu. All of these are inspired by various content creators - and you can have them too if you can guess their codes! Here's our hints:
This man is haunted by chants of ire and salt, his violet 'stache is yours if you know who's at fault!
This fellow's name quite literally means "man" - though going by his hair you'd think he's a crayon!
His own head is curly and his fans' are bobbles, this mystery often gets into squabbles!
Often the target of pokes and jeers, this royal bearded 'tuber has Styrofoam fears.
A collector of pogs and rubbery toys, thank god for him and his status as #1 boy.
Balance
- Relics are now slightly more rare
- All of those lovely features above!
- 3 new types of Gold Piles have been added to the game (small, medium, huge) that are worth different values and spawn at different rates.
- Small gold piles are now droppable by several in-game enemies.
- All exterior enemies' health values changed/balanced to accomodate new Bullet state for weapons console.
- Treasure chests no longer spawn health or poison elixirs.
Bug Fixes
- Added a second failsafe check to remove the invisible walls that have been keeping players who load the game slowly trapped in the corners of submarines
- Fixed a problem where some volcanic vents wouldn't make their smoke or bubble particles correctly
- Fixed the bug where the submarine can blow up on one player's screen but not another, causing game-breaking desync.
- Skeletons of disconnected players should now delete, and will no longer count toward the total dead player count for game over conditions
- Torpedoes of disconnected players now delete
- Found and fixed an index out of bounds exception when spawning the game loop-related monster which caused enemy spawning code to exit early and not return. This should finally solve the problem where enemies stop spawning after the game loops.
- Ghost explosions in caves should not be able to run their damage code twice on the same player anymore
- Fixed a bug where level resets after boss fights could cause players to lose periscope functionality
- Patched a very rare problem where a swimming exterior enemy may be spawned while inside a cave
- Added more exception handling and reference checking for enemy projectile-related code which appeared to be causing large packet buffer buildups (special thanks to Kimi Kitte for the logs showing this!)
- Fixed a series of bugs related to proper scaling and synchronized setup of cave enemies
- Placed invoke cancelations on a multitude of objects which may not have been properly cleaned up by the garbage collector due to invokes still running
- Fixed a bug where a player could request to load a torpedo multiple times with only a single torpedo
- Treasure chests should no longer continue to highlight after being opened.
- Gold pickup sound should no longer be delayed.
Cosmetic Changes
- Submarine propellers animate now!
- Several biomes have had a color overlay overhaul to improve their overall look!
- The lights on the inside of the sub now flicker and swing around when the submarine is hit! They also turn red when the submarine is almost fully breached, turn extra bright during an EMP, and turn off altogether when the Power Lever is in the bottom position.
- New Gold pickup particle effect added.
- Gold piles now glow.
- Newspaper headline image changed to be submarine neutral.
- Health and Poison Elixirs' look has been overhauled to match the new visual style for elixirs.
Extras
- Mid-game ESCAPE menu reworked and given added Options functionality! Now you can finally change volume options mid-game!
