Full notes
Full Crabmeat update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Fellow Penal Colony Workers,
What changed
- Balance
- Gameplay
- UI and audio
- Fixes
- Performance
Crabmeat changes
So after Bitsummit and watching players for 3 days straight I had some clarity around some issues with the game I wanted to address as well as noticed some smaller stuff I wanted to tackle.
Navigation/Input Change
Thanks to our discord community for helping find a bunch of edge cases and provide feedback to refine this.
Allow the player to click on a significantly larger area to move including walls up to a certain height from the ground, hotspots still take priority if they are selected
The true destination will be previewed as a low opacity footstep
Hotspot navigation reuses this and also shows the destination preview
Footstep marker now changes to a slightly animated icon when player is running and will be marginally brighter, hopefully this makes the state distinction clearer
*This change could still use fine tuning, so please report any funnyness you notice with this
Balance
Added an extra ammo box to starting weapon locker
Increased player run speed from 3.5 > 3.6
Enemies now move slightly slower when giving chase to a fleeing player
Localisation
I tried to tackle the worst offenders here, there are obviously still places where localisation is missing (ie. hopper sorting decal) but I wanted to get this gameplay critical ones fully translated rather than the half baked solution I had in 0.4.00
Contract localisation now imbedded directly and updates for each language rather than being only updated on mouse over
Large direction signs now have custom decals for each language rather than requiring mouse over to translate
General Improvements
More steamdeck text size increases (We've got the steam deck green tick now!)
Added another clock to the ship
Added "hold {Interact} to sign} text next to contract signing
Bulkhead switch light now blinks while active
Prepare to use item and use item tutorials now SHOULD only appear once per item and will appear once for every item so they can act as a reminder each time you pick up a new item for the first time
Lowered priority of open inventory tutorial so it's likely to appear after you've experimented with the blowtorch not before
Fixed gamepad item highlighting in inventory overlapping with item descriptions
Railing around the ship now uses simpler colliders and the thin top rails will no longer block line of sight for movement and rendering
Ship damage nodes placement tweaked to prevent them spawning inside things making them hard to see and repair
Fixed tiny hole on ship railing
Fixed traps slightly visually overlapping on trap loader
Source
Changelog.gg summarizes and formats this update. How we read updates.
