Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem






- Removed small turrets from all beacons that had them. They did not deal enough damage and only served to announce the presence of the bandit group ahead of time. Now you have a chance to actually be surprised by bandits when entering a beacon.
- Most beacons that support bandit events now come equipped with a railgun during the hard bandit encounter. The rotation angles are very limited, meaning you'd have to position your submarine right above the beacon to get shot. Be careful.
- Buffed the health of outer beacon walls to 600 HP and increased the health of windows and inner walls by a bit. The goal is to encourage players to fight the enemies inside the beacon with handheld weapons, instead of blasting the whole beacon with turrets. You can still use the safe approach if you have to, but it does take more ammo.
- Made minor visual adjustments here and there, and gave beacons more detailed descriptions in the submarine editor.
I'll have to split this message into multiple parts because Steam comments have a character limit.
This mod currently acts as a testbed for these reworks.
I have temporarily removed the five custom beacons the mod previously contained, in order to increase the chances of encountering the new ones.
The older custom beacons will return eventually, and I'm planning to rebuild those in this new style as well.
Nice dude.