Aquanauts, we have a little early Christmas present for you: a patch for Aquanox Deep Descent is live now!
With this update, it's possible to set favorite weapons and navigate through them much easier. Also, we fixed bugs and crashes to make the game run more stable.
Thank you for being with us. We wish you a perfect Christmas with your family and may the next year will be better than the infamous 2020.
Full patch notes below:
<*> New Feature implemented: Players are now able to favoritize weapons , this gives the players options to go into the Inventory and Loadout screens and select which weapons will be in their preferred loadout (favorites list). Only weapons selected into the preferred loadout (favorited) will populate the weapons list the player can scroll through in-game - thereby giving them more customization options and quicker access to their preferred weapons. <*> New Feature implemented: We gave players the ability to cycle weapons backward along with the core favorites feature. It allows the player to use the modifier key with the weapon scroll key to cycle weapons in reverse. This will prevent players from having to cycle through multiple weapons again if they end up accidentally switching their desired weapon.
Fixed Crash on Client side when crafting Health/Shield kits.
Fixed Crash on Client side upon opening inventory and equipping weapons.
Fixed Crash on Client, when trying to update cockpit radar but no minimap is yet replicated. This was happening when players were Alt+Tabbing from the game.
Fixed crash that could happen when Tupilaq’s turrets were destroyed while in combat.
Fixed bugs with achievements in Deathmatch and Team Deathmatch game modes.
Reduced RAM consumption by 1GB.
Fixed issue with the homing icon not being displayed on HUD. Multiple bugs fixed regarding this. New icon added for Torpedo and Mine homing.
Added hints that support new features.
Fixed issue where players could get : stuck at the "Toshiro Okabe" quest's objective "Kill the Bionts". This bug was appearing after specific steps were done and could break gameplay.
Fixed secondary quest marker not showing up orange on radar, zone map and world map.
Fixed issue with color being reset on engines and wings after buying/equipping abilities or secondary weapons in the docking station.
Added blur on the hints background to make hints more readable.
Fixed issue : Backer secondary weapon doesn't have name nor icon in the mechanics screen. Icon added and salvage volume color changed to gold to be more appearing.
Increased Sunblow projectile lifespan to prevent its deletion before reaching its possible range.
Fixed issue with clients target lock jittering.
Fixed issue with hints not being serialized so they would appear multiple times after save and load.
Fixed issue with turrets not stopping their weapons post load, causing fire loop sound hearable after loading a save file.
Fixed issue with AI weapons firing sound still being heard after load.
Fixed issues with gathering messages.
Fixed issue with gather message being displayed on loading screen when entering station.
Fixed issue with shield ability not being correctly visible on clients ship mesh when client was moving while ability was active.
Made players appear as yellow dots on radar and made friendly AI appear as green.
Fixed issue with quest markers still showing up on World maps and Zone maps after the player has deactivated all quests.
Fixed issues with loot from destroyed AI end up in environment objects.
Fixed issue with destructible boxes loot that could end up in environment objects.
Fixed collision problem with Jellyfish.
Rebalanced the Jellyfish stats.
Fixed issue with ability icons not showing correct information after being used and ESC menu is opened and closed. In this moment icons were showing that they are usable again even if they are on cooldown.
Fixed issue where the player could talk to Linda Salatha as many times as he wanted, and each time he would get rewarded when he finished the dialogue.
Fixed issue when player was able to hear the sound when Ai's are target locking other Ai's.
Made the whole target lock visible over the cockpit.
Fixed issue where creatures did not have the correct icon on the subzone map.
Corrected health kit issue for Shade and Hammerhead in MP. These ships were able to carry only 2 of each kit instead of 3 like other ships.
Increased hint to hint transition on loading screen from 5 seconds to 10 seconds.
Fixed issue where projectiles could explode on hit with the quest marker in world.
Made dodge upwards and downwards to use a single tap on the controller, instead to work like a double tap like on keyboard. This was made because it's much harder to double tap on the controller then on keyboard.
Removed a dollar sign that was present on the purchase button in station UI.
Replaced ‘’new item’’ icon to use an exclamation mark instead of a star. New weapon favoritizing system is using the star icon now.
Multiple UI bug fixes with icon sizes , localization and some minor functionality issues.
Multiple sound related issues fixed and polished.
Multiple text and localization related issues fixed.
New text that supports new features are localized and implemented, and now available in all languages in the game.
Aquanox Update 16th of November 2020
Hey everyone.
Here is the changelog for today's patch:
Fixed issue where players ship mesh would stay in the world after getting killed. This was happening in dogfight game modes.
Fixed issue with secondary weapons getting turned off when docking undocking from stations. Now secondary weapons will be saved upon docking undocking so players don't need to turn them on again.
Fixed a crash that was happening for players that are playing in Chinese, Korean, Polish, and Russian languages.
Fixed a rare bug where players could end up in the void without any levels around them.
Fixed an issue with Ability Unlocks. The Charge Ability should now properly be unlockable to all players.
Fixed a bug where in some cases, if a player scrolls the left weapons using the “1” hotkey, the weapon would disappear.
Fixed issue where players were able to go through meshes around the force fields in the tutorial
Nerfed down the 3 enemy ships in the tutorial so now they should not be dangerous.
Fixed a Save-Load issue with destroyable Crates that can only drop one type of item and didn’t work after loading a game.
Fixed issue with Team Deathmatch - Relevant Backers on scoreboard should now properly be marked as VIP.
Made some minor changes with AI stats in dogfight game modes.
Fixed visual issue where engine grills were visible floating outside the station, while players were docked in.
Fixed Crash which was happening when a client is in the deploy station and the host loads the last saved game.
Fixed issue with the salvaging screen closing while salvage action is in process
Fixed issue where clients were able to change quest states, only the host is permitted to do that.
Fixed issue with salvage monitor staying up on game load with old salvage information.
Fixed issue where players were not able to salvage on some occasions. Moving away and moving back from salvages would fix this issue.
Fixed an issue where Saving and Loading would reduce the Health of Infected Sharks.
Fixed issue with stats display in Multiplayer matches
Improved readability of stats UI in Multiplayer
Fixed a bug where the UI would display certain commodities as required for crafting, whilst they were not needed.
Improved UI consistency for Mechanic Loadout UI
Fixed issue where the Dialogue subtitles getting frozen on screen in some cases
Fixed issue where the conversation's subtitle would disappear if the quick-menu is opened and closed while dialogue is playing
Improved a variety of smaller UI elements, including colors, text, and localization issues.
Note: Hints for double tap dodging vertically, and warning message for trying to remap ‘’interact’’ action to mouse keys are not localized yet so it will appear in English for all languages. This will be addressed asap.
Be aware that we listen, read, and take all feedback into account, we sadly cannot respond to every post/question that is coming up but we try our best!
Make sure you continue to report any bugs you come across here - https://redmine.thqnordic.com/projects/aquanox-deep-descent-community/issues/new
Patch October 23rd!
Light everyone,
We have just released a patch that makes the extended ending cutscene available for all the players (To see it, they have to meet a certain requirement. See below.) and fixes several issues reported by the community. We are working on the next updates.
Aquanox: Deep Descent
Changelog October 23rd, 2020
Version: 33418
UI related:
- Fixed an issue with the Korean language where characters were not displayed - Changed some backer names on the Backer plate and in the credits
Localization:
- Fixed issue with untranslated EMP Mine ability for the CU cockpits - Fixed Korean not displaying correct characters on lower bar labels
Other:
- The extended ending is shown to players who finished Dead Eye quest - Implemented change for Vertical dodging: Double-tap space for dodge upwards and double-tap ctrl for dodge downwards. Added this change to the hint in the tutorial and added info in the keyboard controls. - Fixed issue with Password not being set, if hosting is enabled before setting a password.
New Trailer Tells You What Aquanox Deep Descent is All About
Deep Sea Explanation: New Trailer Tells You What Aquanox Deep Descent is All About
Vienna, Austria / Novi Sad, Serbia, October 13th, 2020: For veteran gamers, the Aquanox franchise is well-known for its underwater action and dystopian future setting. But not everyone is well acquainted with the series from its debut in 2001. What if you could take a more detailed look at the upcoming underwater vehicle combat shooter, and learn about its features and story in a handy little video that explains what the game is all about? We think that's a really good idea and that's why we’ve created the new explanation trailer to answer the most important questions about the game in just four minutes. Enjoy, watch, and get ready to enter the unforgiving world of Aquanox: Deep Descent on October 16th on your PC.
Check out the explanation trailer: English version on YouTube: https://youtu.be/gVkD9VNNGro Russian version on YouTube: https://youtu.be/uIyW1KbmQYk Polish version on YouTube: https://youtu.be/XZFLBF5ZP-c
Stay tuned!
Pew-Pew: See the Weapons Arsenal of Aquanox Deep Descent in Action
Pew-Pew: See the Weapons Arsenal of Aquanox Deep Descent in Action
Vienna, Austria / Novi Sad, Serbia, October 7th, 2020: Ahhhh, what is more satisfying than seeing an enemy ship explode after you've fired a heavy barrage from your guns at it? In this new weapons trailer for Aquanox: Deep Descent, you can see many different weapons in action. Watch torpedoes propel through the deep sea, projectiles ripping enemy armour apart, and energy weapons finishing off opponents. Every ship in Aqua can carry a payload of deadly weapons, it's up to you to find out which one is suited best for the threats facing you.
Enter the unforgiving world of Aquanox Deep Descent on October 16th on your PC.
Check out the Weapons trailer: YouTube: https://youtu.be/UnPHRlsHgio
Stay tuned!
New Trailer Shows 4 Player Co-op Mode for Aquanox Deep Descent
So Happy Together: New Trailer Shows 4 Player Co-op Mode for Aquanox Deep Descent
Vienna, Austria / Novi Sad, Serbia; September 29th, 2020: Aquanox Deep Descent will feature both a single-player campaign following a team of pilots on their journey through Aqua and a PVP multiplayer mode, where pilots can test their skills against each other. But the single-player campaign also offers an online drop-in co-op for up to four players, who can fight through the campaign together. Check out the new co-op trailer below, to see how that works!
Enter the unforgiving world of Aquanox Deep Descent on October 16th on your PC. The SRP for the digital version is € 29.99 / $ 29.99.
Check out the co-op trailer: YouTube: https://youtu.be/1vMnaW5j3nM
Stay tuned!
Aquanox Deep Descent Submerges On October 16th - New Trailer out now!
THQ Nordic and Digital Arrow are releasing the anticipated first-person underwater vehicle shooter
Vienna, Austria / Novi Sad, Serbia; September 24th, 2020; Light everyone - it's done! Aquanox Deep Descent will finally let the players dive into the world of Aqua again, almost 19 years after the first release of Aquanox in November 2001. The world as we know it is gone, Earth is flooded, and the remnants of mankind are living in habitats under the sea. They clearly haven't learned anything from the past, because they are still waging war against each other. The player takes control of a team of pilots who are trying to make their way through the war-torn and harsh environments, facing all the dangers that lurk deep in the sea. Experience a dark epic story - alone or with up to 4 players via online drop-in co-op.
Enter the unforgiving world of Aquanox Deep Descent on October 16th on your PC. The SRP for the digital version is € 29.99 / $ 29.99.
Check out the brand new CGI-Trailer below: YouTube: https://youtu.be/SQlH-TOsAcA
Stay tuned!
Steam Multiplayer Beta Weekend - October 27, 6:00 PM to October 29, 11:59 PM CET
- 4 vs. 4 or 8 vs. 8 battles
- 2 game modes: Team Deathmatch, Deathmatch
- 4 different maps
Duration: October 27, 6:00 PM to October 29, 11:59 PM CET
Who can join?
- Everyone who participated in the previous Beta weekend and all Kickstarter backers
- The first 100k people, who register for an activation key
- Key giveaways will start in due time - WE'LL KEEP YOU POSTED
COMPETITION
Stay tuned and don't miss out on our next posts on FB (AquanoxOfficial) with more information about the competition for a chance to win awesome prizes.
The first Multiplayer Event for Aquanox Deep Descent is over
Light everyone!
The first Multiplayer Event for Aquanox Deep Descent is over. Our heartfelt thanks for joining in and playing with us!
We had a lot of fun with you, but more importantly, we got valuable feedback from the community that will allow us to further improve the game. Also, keep your eyes open for our updates as there is more to come!
BUILDING A WORLD: PART 3 – CAVES AND “CAVECEPTION”
LIGHT EVERYONE!
We’re back with another developer blog, in which we will talk more about how we are building our worlds. This time around, we are focusing more on environments that are one of the biggest additions to the world of Aqua: the cave systems.
In the world of Aqua there are many different places to explore: big open areas, canyons, intricate formations of cliffs mixed with flora, etc. and then there are the caves. The underwater caves in a game like Aquanox are very different than those on the surface since we have the freedom of moving in many directions. This poses a variety of challenges for us as the developers but also gives us the possibility of creating cave systems that range from a single-room “hole” to multi-layer branching cave systems (at the team, we jokingly call this “caveception”) where the player could spend hours exploring.
WE DIVIDE CAVES INTO TWO MAJOR CATEGORIES:
The ones inhabited (or once inhabited) by humans in some way. Sometimes these caves house entire colonies, stations, and outposts, while in other cases they are merely digging sites, mining operations or transport routes of various kinds: pipelines, transport routes for goods, militarized defense paths and so on. These caves are much easier to navigate as they often have human-made markers, beacons and artificial lighting built by the inhabitants, making the exploration and passage within the area simpler.
The other category would be everything never inhabited by humans before. Often, these caves are dangerous, full of strange twists and turns and can be very confusing for the novice aquanaut. There have been tales of beginners going into such caves to try and find riches in their depths, never to return to the water lock. For an experienced aquanaut, however, an unexplored cave can mark the dawn of a better life as untapped resources are worth a lot of credits on the market.
Thanks for your continued interest in Aquanox Deep Descent!