Weekly Progress #27 - Yet More Polishing



What's New

Despite what I'd planned, I ended up spending most of this week working on polishing and bug fixes. Among the highlights are a major improvement to diver navigation, now repair divers can reliably navigate around your submarine and fix it. Also I added a new minisub type. The Avenger is the striker's big brother, best suited to taking on large targets with it's burst firing rockets. The striker and avenger also have new combat behavior, making them more evasive and "fighter like." The Striker's weapons have also been tweaked, giving it an anti-minisub role.

Patch Notes

  • Fix for strafing attackers not doing the withdraw behavior.
  • Increase time limit on patrol missions.
  • Increase turning rate of D8 Multi turret, it can now serve as a point defense weapon.
  • Fix for torpedoes causing crashes.
  • Fix divers getting stuck on sub geometry.
  • Fix towed array not resetting "too fast" state.
  • Prevent crash from minisub trying to return to destroyed home.
  • Fix player not being properly locked into dock on game load.
  • Fix commodification error when saving missions.
  • Show identified stations even when not detected.
  • Fix divers not being able to return to submarine.
  • Fix station repair divers not working.
  • Change behavior of "fighter like" minisubs (striker, avenger).
  • Added new avenger minisub.
  • Changed minisub availability on lawful Hudson stations.
  • Rebalance minisub weapons.
  • Allowed turret shot count to be specified separately from barrel count.
  • Minisubs should more aggressively throttle to return home.
  • Make fighter type minisubs more evasive in combat.
  • Subs autopilot should more aggressively correct altitude.
  • Improve aiming of helldart.
  • Double minisub battery time.
  • Double diver oxygen time.
  • Loosen aiming constraints on minisub guns.
  • Change Striker gun from rocket pod to D8 Burst.
  • Fix ordering of elements on maneuver panel.
  • Give finch three torpedoes.
  • Minisubs returning home should drop decoys in battle.
  • Experimentally removing torpedo decoy blindness.

What's Next

The immediate next work item is removing the two test maps (battle test, and world test) and the associated addons / code. I've been neglecting them for awhile, and I think the campaign is suitably stable that they're no longer needed.

After that, I'll start work on implementing the Death Of The Fitzgerald quest in the campaign.

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