This week we're introducing our very first "Crate Update" - a new subset of smaller scale content updates that we hope to roll out around the middle of every month when we can (no guarantees), to supplement the time between our larger and bulkier content updates that we schedule for the 8th of every month. They're "Crate" updates because unlike our larger content updates, these are more of a mess of random tiny features or items that we're bundling together in a cute little crate to ship your way!
Without further ado, let's get into this month's Crate Update -
This particular Crate Update is all about PUMPING. Here's what the PUMPED CRATE has in store for y'all:
PUMPED Interior Combat! - We've added a ton of new feedback from juicy blood-spurts to giving enemies a good visual shake-down/jitter when damaged; all to make interior combat that much more satisfying and pumped up!
PUMPED Interior Mini-Bosses! - To help spice pump up cave and interior enemy encounters further, any given interior foe now has a small chance of spawning as one of several Mini-Boss variants! You'll recognize these Mini-Bosses by their distinct colors and equally colorful names. Approach with caution however, as Mini-Bosses come with several varieties of stat boosts - from bulkier armor to faster feet to sharper pincers... these colorful critters are not to be trifled with.
The PUMP Item! - Perhaps the pumpiest of all the new features is our brand new Water Pump Item! This bulky fella will allow you to manually pump flood-water out of your ship and into the ether! Help your fellow crewmates stave off drowning by clearing their rooms of water in a pinch! A persistent pumper can even help slow the flow in a hectic situation, and buy their crew more time to save themselves from imminent destruction!
PUMPED UI! - In addition to fixing some scaling and usability issues with some of our UI, we've also added in a UI element for the Weapons Console to showcase how many torpedo tubes are ready for use or loaded, for maximum team synergy! (Oh god I feel so dirty for using "synergy" in a sentence. I need to go lie down.)
ADDITIONAL PUMP-WORTHY CHANGES:
Sound:
-Time devourer sounds
-Boar sounds
-Volcanic shark sounds
-Volcanic squid sounds
-Grenadier sounds
-Rivet gun sounds
Fixes:
-Fixed a bug which caused wall barnacles to grow to enormous sizes on computers running the game faster than the host
-Fixed a bit of UI weirdness with the main menu and play menu
-Fixed a problem where a skeleton could get made way offscreen, making it impossible to revive
-Fixed a problem where breaks and dents would continue to be made even after the sub gets blown up (should reduce slowdowns post-game)
-Fixed a bug which didn't allow you to see when a player wasn't holding anything in their hands over the network
-Solved a series of potential memory problems caused by objects still invoking after destruction (may solve network buffer overflows caused by trying to sync position on dead enemies who failed to fully delete)
-Optimized the way in which players are targeted by interior enemies (should reduce slowdowns during hectic interior times)
-Fixed a problem which caused certain items to show up in the wrong hand by default
-Correctly networked the swing state of other players' arms (hopefully this means you will see hit-stop from other players better)
Balance:
-Sword damage reduced slightly
-Rivet gun now fixes a hull breach in 1 shot, and a dent in 1 shot
-Rivet gun takes slightly longer to reload
-Interior and cave enemies now exhibit slightly more complex behavior to disperse better and are more challenging
Let us know what you guys think as always, and happy diving!
