And the Developers said "Hold on to yer Lug Nuts, it's tahm fer an Overhaul!!!"

CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
... and what an overhaul it is; so many cool little tweaks and changes!
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Three Pressure Compensator module upgrades, now!
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New software patch for the Modification Station.
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Shadows in the Observatory.
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New software patch for the Scanner Room.
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Scanner Room Fabricator is now useable in Survival Mode.
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Cyclops entry/exit is now animated; a nice little touch, though it doesn't seem like it because screenshot.
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The boffins installed our new Power Cells (before, they were the awful green/emerald Torgallin Knockoffs, now they're the real Alterra deal).
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Two of the old Cyclops Modules are missing from here; I have a feeling this last one'll go as the boys keep doing the refit.

The folks at Alterra got a fire lit under their tails; hope they'll keep it up!

Comments

  • SidchickenSidchicken Plumbing the subnautican depths Join Date: 2016-02-16 Member: 213125Members
    Neat stuff - I look forward to it going stable.
  • PauoloPauolo France Join Date: 2016-03-13 Member: 214187Members
    I made a few tests with the new pressure compensators. They won't stack anymore, and only the most upgraded one will be working when you install several. They come with new crush depth limits, and free more space upgrade slots for the submarines.

    Here are the new limits for the Seamoth:
    • Without compensator: 200m
    • Mark 1: 300m
    • Mark 2: 500m
    • Mark 3: 900m

    And for the Cyclops:
    • Without compensator: 500m
    • Mark 1: 900m
    • Mark 2: 1500m

    That also means we won't be able to take the Seamoth for a stroll in the active lava zone, hence the necessity to build an exosuit.
  • ChaosKnight626ChaosKnight626 Minnesota Join Date: 2015-08-05 Member: 206783Members
    So we can't have 4 Mark 3s and go crazy deep? Darn, oh well. That'll keep things interesting
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Only a sign that the max depth was cut from 3000m to 1500m. They also skipped chellonian structures and reefback dna. They had old plans of 1500m-3000m in alien biomes and the rocks and some sealed cave blocks itself go down to 3000m, but I think the August roadmap doesn't allow it. Although I think they can't keep that roadmap even with cutting more.

    The positive news is now that they use a tier depth upgrade system, allowing more slots for other uses.

    Some things that are already inside:
    • proximity display for cyclops (good for tight navigation)
    • light control panel for cyclops (inner and flood lights)

    Negative/still to work:
    • the cyclops lockers (yes, I know)
    • the cyclops floodlights (oh no, they reflect in water, blinding the player more than showing things. turned off allowing more sight)
    • the cyclops diving controls (old story)
    • the cyclops cams (still to come)

    Missing/should be part of cyclops:
    • cyclops sonar (at least with end game upgrades)
    • cyclops defenses (unless even the sea dragon can't harm the cyclops)
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    Hang on folks, I'm gonna try silent running...



    ... Hmm. Still needs work. Gotta turn off that sonar sound...
  • FoxyFoxy United Kingdom Join Date: 2014-08-19 Member: 198032Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow
    Great post! But please enclose large images in spoiler tags in the future, to make the thread easier on the eyes. Thanks!
  • starkaosstarkaos Join Date: 2016-03-31 Member: 215139Members
    I think Foxy meant putting just the large images in the spoiler tags not the caption text as well.
  • SidchickenSidchicken Plumbing the subnautican depths Join Date: 2016-02-16 Member: 213125Members
    New effects on the clops look sweet.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Can someone actually use the floodlights?
  • PauoloPauolo France Join Date: 2016-03-13 Member: 214187Members
    zetachron wrote: »
    Can someone actually use the floodlights?

    They make it hard to see at far range, so navigation through cave biomes like the lost river and the inactive lava zone with the Cyclops is still hard. The proximity radar helps a bit, but it's like fumbling in the dark.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Pauolo wrote: »
    They make it hard to see at far range, so navigation through cave biomes like the lost river and the inactive lava zone with the Cyclops is still hard. The proximity radar helps a bit, but it's like fumbling in the dark.

    That's because the floodlight itself reflects at short range in the dark, thus blinding your far range sight, while improving close up range vision. So you see the cave walls 10m before you hit them, but see them better from 50m if you have floodlights turned off.

    They should do it like the seamoth lights. These lights work. They are quite usable. Just like the seamoth steering. That one works too.
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