There was a concept art of some squid that looked like a jet engine lol... imagine if it was mostly passive plankton filter that you could kindly ask to substitute for your seagline?
There was a concept art of some squid that looked like a jet engine lol... imagine if it was mostly passive plankton filter that you could kindly ask to substitute for your seagline?
There was a concept art of some squid that looked like a jet engine lol... imagine if it was mostly passive plankton filter that you could kindly ask to substitute for your seagline?
What concept art was that?
They're talking about this beauty.
That looks amazing, with so much to do will they be able to meet the january release date?
There was a concept art of some squid that looked like a jet engine lol... imagine if it was mostly passive plankton filter that you could kindly ask to substitute for your seagline?
What concept art was that?
They're talking about this beauty.
That looks amazing, with so much to do will they be able to meet the january release date?
A lot of this concept art probably won't make it into the game before v1.0 (They possibly make it in later if they decided to do DLC)
Though I would really like it if they added these creatures from this concept art before 1.0 just because of how barren the Grand Reef is right now.
Though I would really like it if they added these creatures from this concept art before 1.0 just because of how barren the Grand Reef is right now.
Makes me wonder why they took the Bone Sharks out
Sure it makes it the safest place in the game since no hostile fauna (or even indirectly like the Gasopods) but it means less to look at as well...
The Bone Sharks are all over the place though; maybe a reskinned Stalker? The concept art critters would be preferable though; they look pretty nice.
Though I would really like it if they added these creatures from this concept art before 1.0 just because of how barren the Grand Reef is right now.
Makes me wonder why they took the Bone Sharks out
Sure it makes it the safest place in the game since no hostile fauna (or even indirectly like the Gasopods) but it means less to look at as well...
The Bone Sharks are all over the place though; maybe a reskinned Stalker? The concept art critters would be preferable though; they look pretty nice.
I'd rather them add a completely new creature instead of another reskin.
And personally I'm fine with the Grand Reef being a completely peaceful biome, I just want the Grand Reef to be a grand reef.
I got a base in Deep Grand Reef and I intentionally have lotsa spotlights... crabsquids and me have massive parties 24/7.
Sadly... until they fix external components being nuked when something else gets placed... my base will have 2000 extra magic nonexistat power from all the thermal reactors that I forgot to deconstruct before adding reinforcements/pictures/lockers/etc.
That looks amazing, with so much to do will they be able to meet the january release date?
Well, the release month currently is February and with the delays of the October and November updates I suspect V1.0 will end up being an April or May release.
V1.0 will not be a finished product. It will be a functional product with a full storyline and the like, but there will be some notable omissions. It is important for Subnautica to leave EA for EA-ignoring customers and for a PS4 version to be worked on (PS4 has no EA program). UWE does already have material and ideas for post-V1.0 updates, but right now their focus is on leaving EA.
Some stuff that will be missing are three or four surface biome areas in the north and south. They'll be empty sandy areas at release. Two biome types (I'm avoiding spoilers here) are set to be added post-V1.0, although only one is a surface biome type. The other one is meant for a sub-surface spot. An Arctic biome is an old plan and something the devs have said to want to do, but no work has been done yet towards making it a reality beyond a tune (at least, it's called "Under the Ice") and a reference sheet.
There's also been work done on a female survivor option, but this too is set for post-V1.0 implementation. A creature which model already exists but which purpose got lost with the removal of terraforming may be repurposed post-V1.0, as may the terraformer itself. Then there's the transfuser and all the gameplay it relates to. And those purple pinecones on the ground in the concept art? They currently can be broken open to get salt, which is a placeholder for something else. I don't think the devs already know what they want to put inside instead, so that'd be post-V1.0 too.
If you don't mind spoilers, you can look up the post-V1.0 column on the roadmap. Mind that the roadmap is neither complete, nor guaranteed. How much of the post-V1.0 plans can be accomplished depends on their viability and the game's sales.
I don't think anything in that trello column is confirmed to be added to the game, right now I think those are all just possible ideas for possible future DLC.
Some stuff that will be missing are three or four surface biome areas in the north and south. They'll be empty sandy areas at release. Two biome types (I'm avoiding spoilers here) are set to be added post-V1.0, although only one is a surface biome type. The other one is meant for a sub-surface spot.
I think if they add new biomes they would probably be extended out from the current map over the void.
I'd imagine adding a new biome in the middle of the current map after release probably wouldn't be a good idea because of the possibility that people could have built their bases there.
I don't think anything in that trello column is confirmed to be added to the game, right now I think those are all just possible ideas for possible future DLC.
Some stuff that will be missing are three or four surface biome areas in the north and south. They'll be empty sandy areas at release. Two biome types (I'm avoiding spoilers here) are set to be added post-V1.0, although only one is a surface biome type. The other one is meant for a sub-surface spot.
I think if they add new biomes they would probably be extended out from the current map over the void.
I'd imagine adding a new biome in the middle of the current map after release probably wouldn't be a good idea because of the possibility that people could have built their bases there.
True, but I think stuff like the female option, transfuser, that one hostile plant, more than two modules for the Cyclops, etc. are more "likely" than "possible", seeing as preparations already are well underway. Things would have to go oddly for them not to be implemented. The cyclops dock and jetpack, for example, I imagine are at true risk of remaining mere ideas.
As the SNWiki notes with source, the devs intend for the TB biome to be the transition area from the DGR to the LZ. Unless they make a new opening, that area already exists. So, yeah, the current play area can be adjusted post-V1.0. It would also seem logically to me for the Northern empty areas to become LI biomes considering the thematic fit with the floater activity in that area. I'd personally also like to see a "multiple "smaller" biome" setup be used somewhere else than surrounding the center of the map to decrease the manmade feel.
There was a concept art of some squid that looked like a jet engine lol... imagine if it was mostly passive plankton filter that you could kindly ask to substitute for your seagline?
What concept art was that?
They're talking about this beauty.
Yeah, this is my favourite too.
Also note the two other awesome species shown... could you imagine what grand reef would look like if it had even one more unique species?
Something I'd like them to fix asap is the reaper going through sand and walls like they don't exist
That's a bug that's been around for some time, and it doesn't exclusively affect reapers. Next update (target - midweek, but it might be postponed again) should do away with terraforming completely and it's somewhat expected that'll have an effect on clipping. At least it'll make a start for the devs to address this issue.
Something I'd like them to fix asap is the reaper going through sand and walls like they don't exist
That's a bug that's been around for some time, and it doesn't exclusively affect reapers. Next update (target - midweek, but it might be postponed again) should do away with terraforming completely and it's somewhat expected that'll have an effect on clipping. At least it'll make a start for the devs to address this issue.
Good to know, a shame they'll be cutting off terraforming though, that would add so much to the game. The only problem is that they would need to make a much more diverse surface biome for it to be cool
Something I'd like them to fix asap is the reaper going through sand and walls like they don't exist
This happens is because terrain that you're far away from doesn't have collision, meaning anything far enough away from you can swim though the ground.
Something I'd like them to fix asap is the reaper going through sand and walls like they don't exist
This happens is because terrain that you're far away from doesn't have collision, meaning anything far enough away from you can swim though the ground.
Comments
They're talking about this beauty.
That looks amazing, with so much to do will they be able to meet the january release date?
A lot of this concept art probably won't make it into the game before v1.0 (They possibly make it in later if they decided to do DLC)
Though I would really like it if they added these creatures from this concept art before 1.0 just because of how barren the Grand Reef is right now.
Makes me wonder why they took the Bone Sharks out
Sure it makes it the safest place in the game since no hostile fauna (or even indirectly like the Gasopods) but it means less to look at as well...
The Bone Sharks are all over the place though; maybe a reskinned Stalker? The concept art critters would be preferable though; they look pretty nice.
I'd rather them add a completely new creature instead of another reskin.
And personally I'm fine with the Grand Reef being a completely peaceful biome, I just want the Grand Reef to be a grand reef.
Sadly... until they fix external components being nuked when something else gets placed... my base will have 2000 extra magic nonexistat power from all the thermal reactors that I forgot to deconstruct before adding reinforcements/pictures/lockers/etc.
Ah, oops. My bad. Sorry.
Well, the release month currently is February and with the delays of the October and November updates I suspect V1.0 will end up being an April or May release.
V1.0 will not be a finished product. It will be a functional product with a full storyline and the like, but there will be some notable omissions. It is important for Subnautica to leave EA for EA-ignoring customers and for a PS4 version to be worked on (PS4 has no EA program). UWE does already have material and ideas for post-V1.0 updates, but right now their focus is on leaving EA.
Some stuff that will be missing are three or four surface biome areas in the north and south. They'll be empty sandy areas at release. Two biome types (I'm avoiding spoilers here) are set to be added post-V1.0, although only one is a surface biome type. The other one is meant for a sub-surface spot. An Arctic biome is an old plan and something the devs have said to want to do, but no work has been done yet towards making it a reality beyond a tune (at least, it's called "Under the Ice") and a reference sheet.
There's also been work done on a female survivor option, but this too is set for post-V1.0 implementation. A creature which model already exists but which purpose got lost with the removal of terraforming may be repurposed post-V1.0, as may the terraformer itself. Then there's the transfuser and all the gameplay it relates to. And those purple pinecones on the ground in the concept art? They currently can be broken open to get salt, which is a placeholder for something else. I don't think the devs already know what they want to put inside instead, so that'd be post-V1.0 too.
If you don't mind spoilers, you can look up the post-V1.0 column on the roadmap. Mind that the roadmap is neither complete, nor guaranteed. How much of the post-V1.0 plans can be accomplished depends on their viability and the game's sales.
EA in this case refers to Early Access. Apologies, I understand the confusion.
No worries, I really hope they get to implement all of this, its such a unique and beatiful game
I think if they add new biomes they would probably be extended out from the current map over the void.
I'd imagine adding a new biome in the middle of the current map after release probably wouldn't be a good idea because of the possibility that people could have built their bases there.
True, but I think stuff like the female option, transfuser, that one hostile plant, more than two modules for the Cyclops, etc. are more "likely" than "possible", seeing as preparations already are well underway. Things would have to go oddly for them not to be implemented. The cyclops dock and jetpack, for example, I imagine are at true risk of remaining mere ideas.
As the SNWiki notes with source, the devs intend for the TB biome to be the transition area from the DGR to the LZ. Unless they make a new opening, that area already exists. So, yeah, the current play area can be adjusted post-V1.0. It would also seem logically to me for the Northern empty areas to become LI biomes considering the thematic fit with the floater activity in that area. I'd personally also like to see a "multiple "smaller" biome" setup be used somewhere else than surrounding the center of the map to decrease the manmade feel.
Yeah, this is my favourite too.
Also note the two other awesome species shown... could you imagine what grand reef would look like if it had even one more unique species?
That's a bug that's been around for some time, and it doesn't exclusively affect reapers. Next update (target - midweek, but it might be postponed again) should do away with terraforming completely and it's somewhat expected that'll have an effect on clipping. At least it'll make a start for the devs to address this issue.
Good to know, a shame they'll be cutting off terraforming though, that would add so much to the game. The only problem is that they would need to make a much more diverse surface biome for it to be cool
This happens is because terrain that you're far away from doesn't have collision, meaning anything far enough away from you can swim though the ground.
That shouldn't be a difficult fix