Multiplayer: - major optimization and much better lag compensation - tons of bugfixes that should fix most of the syncing issues - admins can play on their own server without launching another instance of the game - setting the job preferences actually does something now - reconnecting to a server if the connection is temporarily lost works much better now - proper error messages if UPnP port forwarding fails Items: - security guard gear: ballistic vest, helmet & stun baton - wifi components that can be used for transmitting signals between devices - wall labels with a configurable text - a bunch of new sprites and sounds - wearing a diving suit slows the characters down - supercapacitors - attempting to fire the railgun when there are no shells loaded doesn't consume power anymore Submarine: - improved version of Aegir - a new submarine, "Vellamo" - nuclear reactors overheat much more slowly and there are warning signals for overheating and a remote shutdown button in both of the default subs - ambient sounds change according to the speed of the sub - fixed parts of the submarine getting stuck in the level on collision - the autopilot is a much better driver now (although it may still crash at very tight spots) Crew: - aiming underwater is much easier - improved humanoid animations - stunned/dead characters can be dragged - all characters can now use plasma cutters and welders regardless of their skills, but insufficient skill level will make them flicker and work much less efficiently - same for the harpoon gun, anyone can shoot but lower levels will make the gun less accurate - rewiring devices may cause electric shocks if the electrical engineering level is too low Creatures: - some random "prop fish" swimming in the background - a new hostile creature Misc: - a tutorial going through all the basic tasks and game mechanics (more in-depth tutorials will be added in future versions, including one for making custom subs) - an auto-updater in the launcher - the game generates a detailed report if it crashes - physics optimization (i.e. using simplified physics & animation for off-screen characters and disabling them entirely if they're far enough) - lighting optimization (caching the lights/shadows if a light source hasn't moved instead of recalculating them every frame) - two new background music tracks - better looking explosions - better looking water particle effects - minor UI improvements - better UI scaling on different resolutions - health/oxygen bar improvements and status icons for bleeding and water pressure - gap-hull connections are visible in the sub editor - pumps don't have to be manually connected to a hull in the editor anymore, they automatically empty/fill the hull they're inside
October 17, 2015 is physical damage to body tissues caused by a difference in Regalis between a gas space inside, or in contact with the body, and the surrounding Barotrauma?.
Subsurface is progressing nicely and I’ll be releasing a new version in a week or two. However, it probably won’t be called Subsurface anymore. Back in the first posts about the game I mentioned that Subsurface was working title, but it kind of stuck and I started liking it. Now I’ve noticed that the name is a bit problematic: apparently there’s an indie game studio called Subsurface Games and a dive log program called Subsurface, which makes the game somewhat hard to find by googling.
So, I guess a new name would be in order. So far I’ve come up with one potential name, which I think sounds very appropriate for the game:
Barotrauma typically occurs when the organism is exposed to a significant change in ambient pressure, such as when a scuba diver, a free-diver or an airplane passenger ascends or descends, or during uncontrolled decompression of a pressure vessel
If any of you want to share your thoughts about the name or have any other name suggestions, I’d love to hear them!
Also, here are some of the things that will be in the next update:
– Major optimization and a ton of bugfixes/improvements in the networking code. And by major I mean MAJOR: most of the time I’ve spent on the game after the last update has gone in testing everything I can think of and making the multiplayer mode smooth and stable. The game now also generates a detailed report whenever it crashes, which will make it much easier to fix the bugs that I’ve missed.