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Barsuk visual tweaks and bug fixes #12794
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Really like this small refresh! (based on image comparison with the current version and the list of changes) |
Thank you, @Zalaxx. |
Another update. Cleaned up the waypoints around ladders, did a lot more testing with bots. Added a spawnpoint for the assistant with an appropriate ID in the cargo room. Probably won't ever make a difference, but it's good to have for consistency in design. |
The airlock is bot-friendly now. I linked the buttons to doors, so the bots don't get confused by the wiring. |
What about the weird and misleading airlock text display? "Wait for the airlock to drain before exiting"?? It has alternating hatches, there's no way to wait for the airlock to drain. Either a different circuit is needed, or the text display has to go. The change gets an automatic 👎 for having non-interactable, non-detachable parts. These buttons might need to be removed in order to fix the airlock circuit during the campaign, for example due to the previously mentioned issue. |
General gameplay changes:
For example, you could break the shell around the top turret without damaging the main hull pieces, and the cargo room would flood.
It was barely visible and only served to make you question what exactly you're welding, when you were repairing the front of the submarine.
Reinforcing the idea of Barsuk being an easy to understand starter sub, this quality of life change makes the use of batteries slightly more intuitive.
Wiring changes:
Their higher than normal power limit (5000 vs 1000) meant you could start on a Barsuk, detach the relays, then use said relays to make other submarines more powerful.
Thanks to the oxygen generator now having an animation when it's active, having a light component associated with it isn't necessary and a separate lamp looks more natural.
Lighting changes:
Those three buttons are important, but hard to see in the dark. Highlighing them with non-interactable light components makes them easier to find and press.
Other visual changes:
Decorative boxes rendering behind junction boxes in the docking port room, reactor overlapping the platform it's on, metal strips around the docking hatch sometimes being hidden, shuttle shell pieces around guns sometimes rendering on top of the main hull, all fin parts having the same sprite depth, ladders having the same sprite depth as hatches, and many more.
The jagged shapes you get when trying to decorate with real wires don't look right. Instead, the messy wiring is now implied with decorative wires, some of which show real wires underneath.
Images: