In this update15
Full notes
Full Darkwater update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- Gameplay
- UI and audio
- Security
- Server
Darkwater changes
"Fire and Brimstone" - Major Update Available Now
Darkwater's third major update sees the arrival of new submarine layouts and systems, emotes, an endless mode, new biomes. and the arrival of the Automatons. This update also includes the winner of our submarine design contest. While originally planned for 1.0, it is completed and available in game now!
Here all the full patch notes for the update.
General
Endless mode implemented
New split stack functionality added (alt key). Can split stacks of items when dropping or placing into storage
Can now hold alt + number (1-6) to swap items in inventory slots
2 new achievements implemented: Pyromaniac, Lights Out
Spraying players with Fire Extinguisher causes them to temporarily not be able to see
Fire extinguishers now stun enemy divers
Sound effect added for successful critical blocks (parrying)
Slash and Crush damage types introduced. Deals 20% bonus damage to susceptible enemies
Can no longer move to nodes with a destroyed engine
Enemy submarines can now rarely spawn with torpedoes and mines to loot
Adjusted Frontier district description
Enemies
New enemy: Automaton (+allied Automaton variant)
Spraying Automatons with Fire Extinguisher cause them to temporarily power down
Automatons now disable when water level in the room reaches >50%. Will reactivate upon water level falling below 50%
Small attack delay added after enemies get stunned
New attack sound effects added: Bristle Worm, Lesser Bristle, Angler, Stalker, Burrow Crab, Sanctum Crab
New hurt sound effects added: Bristle Worm, Lesser Bristle, Angler, Stalker, Burrow Crab, Sanctum Crab
New death sound effects added: Bristle Worm, Lesser Bristle, Angler, Stalker, Burrow Crab, Sanctum Crab
New stun animations added: Angler, Stalker, Burrow Crab, Sanctum Crab, Bristle Worm, Lesser Bristle
Smoother enemy death animation (will no longer wait for another animation to end before playing): Angler, Stalker, Burrow Crab, Sanctum Crab, Bristle Worm, Lesser Bristle
Enemies assigned Slash damage vulnerability: Angler, Stalker, Tentacle, Diver, Infected
Enemies assigned Crush damage vulnerability: Bristle Worm, Burrow Crab, Clam Swarm, Jumbo Crab, Lesser Bristle, Sanctum Crab, Urchin, Automaton
Districts
New district: Volcanic District
New biome: Volcanic Rift
New biome: Bristle Colony
New music track added for Volcanic District
Outposts
New outpost type: Hideout
New room: OutpostEntrance_Hideout(3x3)
New room: HideoutLoadingRoom(3x5)
New room: HideoutMachinery(4x6)
New room: HideoutFactoryHall_00(3x3)
New room: HideoutElectrical_00(3x3)
New room: HideoutCanteen(5x5)
New room: Hideout_Barracks(5x5)
New lootable container: Gun Locker
Hostile Automatons now spawn in outposts with human enemies
Hostile Automatons now have a very rare chance of spawning in outposts with infected enemies
Unlockable Submarines
New unlockable submarine: F1R3 Submarine
New unlockable submarine: Service Submarine
Submarine Systems
New system: Automaton Bay
New system: Piloting(3x2)
Pneumatic Launcher room visually modified
Submarine Weapons
Explosive Harpoon Mk.1 reload time reduced: 14 seconds -> 10 seconds
Explosive Harpoon Mk.2 reload time reduced: 10 seconds -> 8 seconds
Explosive Harpoon Mk.2 time to reach sub reduced: 7.5 seconds -> 5 seconds
Enemy Submarines
34 new enemy submarines implemented
Enemy submarines now have the ability to use Sonar system
Enemy submarines can now equip up to 6 weapons
New enemy submarine category implemented: Insane (spawns in endless mode)
Final boss submarine updated
Final boss variants added for Medium and Hard difficulty
UI
Main menu banner updated
Camera position on terminals moved slightly forward to improve text readability
Camera position on store terminal screen moved slightly forward to improve text readability
New Emote UI panel added (can be opened with "C" key)
Emote Panel keybinding added to controls
Split Stack keybinding added to controls
New foam screen effect (fire extinguisher)
Hovering over an enemy's system during combat now displays the system information
Animation
Item grabbing animation implemented
Players now hold canned items for other players
Network animation added for players eating canned items
Backwards walking animation implemented
OK emote animation added
Point emote animation added
Distress emote animation added
Items
Melee weapons given Slash damage type: Knife
Melee weapons given Crush damage type: Wrench, Sledgehammer
All ranged weapons have a maximum range now
Balance
System repair speed increased by 10% on easy mode
Leak repair speed increased by 10% on easy mode
Enemy damage decreased by 10% on easy mode
Credits item removed from Weapons_Small, Weapons_Medium, and Weapons_Large spawn pools
Firearm item spawns increased in Weapons_Medium and Weapons_Large spawn pools
Major Bug Fixes
Fixed issue where players hot-joining wouldn't see the correct sonar map
Hot-joining players now see which nodes have been visited
Sonar pulse no longer permanently prevents harpoon weapons from reloading
Fixed item duplication issue when entering new districts
District progression now properly displays for clients
Can no longer access vending machine from inside hiring room
Bug Fixes
Fixed flamethrower creating projectile effects
Emote panel button no longer stays highlighted after selecting
Emote panel buttons can no longer be selected when holding items
Defeating an enemy submarine by killing the crew now properly plays a victory jingle
Can no longer hover over your own submarine's systems
Fixed issue where wrench repair animation would sometimes keep playing after repairing a system
Fixed issue where leviathan sonar could continue into the next battle
Hanging suits on wall re-implemented
Fixed enemy spawn issue in Catwalk_Corridor(3x5)
Fixed issue where players could respawn directly above the shaft in OilShaft(5x5) and fall to a grizzly death
Fixed issues where if clients interacted with the store terminal the store door wouldn't close
Fixed issue where firing a fire extinguisher wouldn't play the animation over the network
Tesla effect now properly disables Fire Suppression systems
Storage count in the locker of SubmarineStorage(3x2) reduced from 16 -> 12 to solve storage bug
Can no longer see mansion layout through portholes
Fixed issue with FPS cap showing "Missing" on boot up for other languages
Fixed death animation issue with Bristle Worm
Fixed text overflow issue with microphone dropdown in settings
District selection buttons text no longer overflow outside of the button for certain languages
Combat warning text no longer overflows on to warning icon in certain languages
Harbour lights no longer show an incorrect shadow on the ground when held
Fixed issue with "success" message overflow on hackable terminals
Fixed issue where "disabled by magnetic pulse" would not properly display on first pulse
Storage sack renamed from "Storage Locker" to "Storage"
Storage sack is no longer host only, any player is able to access it
Fixed issue where players could die when entering new districts
Fixed issue where player corpse could stop spawning after first district
Fire text no longer displays while riding Pneumatic Launcher
Text for leviathan victory corrected for many languages
Hot-joining players now correctly see which hatch needs reloading in weapon systems
Players returning from enemy submarine using Pneumatic Launcher no longer hold double handed items in one hand
Fixed issue where players would not see the correct fuel storage amount on enemy submarines, and wouldn't be able to loot it
Updated Roadmap
With a new content drop comes a new update to our roadmap.
With the release of Fire and Brimstone, we are quickly approaching the end of the content we planned for Early Access. The next update, Nations, will mark the release of Darkwater's 1.0 release on Steam! This won't truly be the end of development for Darkwater, but it will mark a point where we consider the game complete, and its original scope fulfilled. We'll have more to share on what is coming with 1.0 and the future of Darkwater early next year.
Steam Community Items?
We're adding Steam Community Items to Darkwater! These will include:
7 Steam trading cards, featuring concept art of the various enemies in Darkwater.
3 steam backgrounds
10 Emoticons
6 earnable badges through crafting.
Anyone that has played Darkwater already for a sufficient amount of time will retroactively receive half of the available cards, and the remaining half can be earned through trading, purchased on the Steam Market, or from booster packs.
These are currently in Steam review, and once approved, will be available. We expect these to be public by early next week, so keep your eyes on your inventory!
Holiday Sale?
Darkwater will be on sale for 30% off as part of the Steam Winter Sale starting on December 18 and ending January 5. So if you are looking to get some new divers into the fold, it would be a great time to do so!
As always, thank you for the continued support. Join the Discord to chat with fellow divers, report any bugs you may come across, and see you below the surface.
Playstack & Targon Studios
Source
Changelog.gg summarizes and formats this update. How we read updates.
