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Experimental 0.35e1 Hacking Overhaul & Visual Enhancements

Hacking overhaul! Goodbye RNG hacking, we hardly knew ye… Hello fish hacking! We’ve always known you! Also Visual Improvements

We’re working on fishing overhauls at the moment, but in the meantime we translated that over for hacking, making hacking skill based instead of RNG based. So I hope everyone have been practicing their fishing ;)

Hacking will no longer bring up the DOS screen, instead you will be given something similar to the fishing, but with a twist! You must consecutively unlock each layer of security. Number of layers of security is based on your amplify stat. The higher your stat, the less layers you need to bypass for each hack.

ADDITIONALLY! We have changed the signal booster to signal disruptor, Having the signal disruptor buff will prevent anti-grav drone from coming on your next failed hack!

Alright before I go any further… No Monsters yet. Almost though. We decided to bring out the Leviathan in the next one and have him fully animated. This experimental is focused on prep work, we’re basically clearing the area for the big update. Also gotta tie up some loose ends on those bugs.

Visual Improvements:

Added post-processing effects, if you or your computer doesn’t like them, you can turn them off in the settings in-game.

Also changed ocean to light blue color. Some may wonder why not that deep dark blue. Well we tried and it just doesn’t look that well. I guess you could say it doesn’t look that great in real life either, so we picked something that would add better contrast with other objects and make exploring more accessible.

So let’s get to the Notes

Patch Notes:

-Text size of Tutorials expanded

-Drinking and driving returns the bottle

-HUDs are click and draggable, put them wherever however you like!

-Gun wield changed to z from f, player will no longer disarm when using doors

-Fixed savegame recognition. There was a problem when players would manually manipulate the save datas in the folder knocking the ids out of order. Game will automatically reorder if moved out of order now.

-Added wood ash text

-Removed Salter Lab “Breath of Cthulhu” mechanism, well reintroduce at a later time.

-Added makeshift batteries text

-Refined boat colliders some more, so players can shoot near the exterior hull

-Crafting times reduced for building parts and processed parts to 2 seconds from 5 seconds

-Sound effects added for opening and closing loot containers

-Loot containers will now display “empty” once player has looted and comes back to it

-Achievements now working, finally, sorry about the long delay

-Turtle delivery loot now has sound effect

-Repair sound added when player repairs the boat

-Trade merchants are now properly spawning on their rafts

-Sound effects added to items when they move between storage and inventory, vice versa

-Backend clean-up for the HUDs so they would align better when resizing

-Clicking on craft max would calculate part of the ingredients, this is no longer the case and looks to make sure you have all the ingredients

-Minimap Icons added for orcas, sharks, wasters, and salters

-Orcas no longer get stuck in town, they are affected by the creature deterrent as well

-Fixed missing buoys, if you're buoys were gone before, they are gone forever now. But any new ones you make will not disappear. If problem does occur, please report right away so we can take another hard look at it.

Notes: We are continually working to make the UI less clunky and your suggestions are helping us get there. Also we’ve been doing some good research on the youtubers and seeing their troubles with the game. Remember 2 months ago when you couldn’t even do something as trivial as splitting stacks or even stacking. We won’t rest until we beat that UI into smooth churned butter!

Notes 2: It’s almost here, The monsters are coming! The next experimental for sure!

Thank you,
CodeBullet