Changes:
- Fixed power pole wire connection unnecessarily getting removed when teleporting boat between surfaces (for ex.: island -> sea).
- Added /fixpower command to connect poles between deck and holds.
CHANGES:
- Island now doesn't load, when there are active krakens, to reduce lag.
- Slightly increased biter swimming speed during kraken fight. This should reduce the chance for biters to get stuck on the ship edge.
- Fixed biters swimming faster with multiple active krakens.
- Fixed biters stopping swimming towards ship when kraken dies.
Changes:
- Slightly decreased spawner density in Bewildering Maze island.
- Made rocket silo spawn closer to ship in Bewildering Maze island, to give players a higher chance to find and get to it before biters do.
CHANGES:
- Prevented situation where biter wave could spawn immediately upon revealing it in Mysterious Caves island.
- Fixed "All biter bases destroyed — escape cost removed." message appearing when arriving at Mysterious Caves island.
- Fixed GUI showing resource cost to leave Mysterious Caves island. It won't need any resources to undock in late game.
- Fixed Mysterious Caves island letting you stay infinitely in late game.
- Sandworm Caldera island now has auto undock timer.
- Sandworm Caldera island now doesn't have launch rocket as resource requirement.
- Reduced maximum amount of time you can stay in Sandworm Caldera island by 20%.
- Reduced maximum amount of time you can stay in Mysterious Caves island by 20%.
- Revealing a spawner in Mysterious Caves island, reveals nearby area and spawners around it.
Changes:
- There is now a fixed amount of fish you can catch at sea, to prevent dull strategy being: stay long amount at sea and try to catch "infinite" amount of fish.
- Gourmet doesn't generate ore at sea now. This is also to discourage similar strategy: wait long intervals at sea to efficiently use fish for ore.
Changes:
- Fixed an issue that would sometimes cause poles between surfaces not connect due to connection limit. Current solution is not ideal as power loss can still happen (since some poles will be forcefully disconnected), but poles between surfaces are now guaranteed to be connected.
Changes:
- Revamped cave island: more biter nests/worms, more narrow caves (mainly to ensure starting location connected with caves).
- Disabled default coal liquefaction research.
- Dock upgrades now repeat later on (like rockets/merchants) if people haven't bought them.
Changes:
- Delayed pump and red-splitter item as requirement appearance for quest structures (now they shouldn't appear on 2nd or 3rd islands).
- Increased amount of fish caught by all fishing classes.
- Made disband crew button disabled by default
- Disabled instant concrete research and enabled crafting of it (this means nuclear buildings are now craftable and obtainable).
- Blue belts in mazes (and other minor structures) now can be rotated.
- Removed discord message "Difficulty changed to ...".
- Added explanatory text that deckhand and boatswain classes don't generate ore while at sea.
- Increased respawn speed boost duration from 17.5 -> 20 secs (This change mainly targets cave island, but a welcome change to other islands too).
- Fixed rocks giving far more ore than intended in cave island.
- Fixed cave island always having the same layout.
NOTE: Some changes mentioned here are from "test_commit"
Changes:
- Cannon upgrade is now more expensive and appears less often.
- Rocket/merchant upgrades are now on fixed location (600L: rockets, 760L: merchants).
- Fixed an error that would upgrade cannons when buying rocket/merchant upgrade in dock.
- Fixed power upgrade appearing in dock.
- Fixed an error when player killed itself.
- Fixed derp emoji not working on discord.
- Fixed respawn speed bonus not working.
Changes:
- Radioactive island now has green water (as well as small green brightness that's only seen at night slightly).
- Reduced base amount of resource count quest item requirement by 10%.
- Fixed research tech unintentionally printing to discord when crew disbands.
Changes:
- Reduced worm and spawner density in Poisonous Fens island by 33%. Reasoning: since this island is very big, there are naturally more biters there and it's a bit too dense with bigger crews.
- Reduced spawner density in Walkways island by 25%. Reasoning: in late game these islands become too hard, so this should help a bit.
- Reduced spawner density in Radioactive island by 20%. Reasoning: defending multiple structures can be difficult.
- Increased coal amounts in Frozen pools by 2x. Also amount now also scales with leagues.
- Added construction bots to findable roboport structure. Also robot amount scales with leagues and is slightly randomised.
- Sulfuric acid amount in Poisonous Fens now scales with leagues.
- Added loot to ship wrecks in Sandworm Caldera.
- Increased ore amount in Sandworm Caldera by 3x. Also amount now also scales with leagues.