Here's quick update for everyone currently playing on the beta branch.
Buffed battery capacity for MK 02, MK 03 and MK 04 batteries
Improved behavior of sliding upgrade items into and out of hatches
Added sound and haptics to upgrade draws
Fixed issue with haptic for item collision events activating for all players
Fixed pink square that’s sometimes visible on surface near the submarine
Prevented RadioControl device from accepting input when located in belt pocket
Fixed appearance of torch when outside the submarine
Early Access 1.12.0.2 Beta Bug fix release
Thanks everyone for trying out the submarine upgrades beta and submitting bug reports, we've just released a new beta with the following fixes:
Fixed issue where upgrade items would occasionally not fit into slots
Fixed end of engagement summary not displaying on client players
Fixed issue where welder light could be seen through walls
Fixed issue where upgrade ui was visible in the sky
Altered lighting so that submarine is illuminated throughout the day/night cycle
Fixed issue where openworld bonus for fighting in deep sea was not applied
Fixed issue where destroyed ships would be incorrectly visible on the TDC display
Fixed issue where water inside submarine was not visible
Early Access 1.12.0.0 - Submarine Upgrades in BETA branch now.
https://www.youtube.com/watch?v=Wu0kovCmNJU
In this beta release we’re testing the new shop and upgrade mechanics that are being introduced to the open world gameplay.
Each player will earn their own separate credits by participating in any open world game, these credits can then be used to upgrade the player’s own submarines. The shop can be accessed by using the new clipboard item that’s hung up on the wall of the sensor room. Purchased items such as TDC components and batteries will appear in the chest of drawers and can then be plugged into the appropriate slots in the submarine. Upgrades such as armour are automatically installed on the submarine.
To start with, we’ve created upgrades for the TDC, Battery Capacity, Motor Efficiency, Propeller Thrust and Armour.
To better represent the difference in power consumption between systems, we’ve introduced a new 30 amp fuse type that’s specifically used for the electric motors and the air compressor, using a 10 amp fuse in these slots will cause it to blow.
We are planning to do a sound pass for the upgrade interactions before full release but want to get a working version in the communities hands in beta beforehand. We may reset purchased upgrades and credits when this update comes out of beta. We have created a forum for discussion of the upgrades update here.
Early Access 1.11.2.7 Bug fix release
Change log:
Fixed bug where respawned submarine could not be used after death
Fixed destroyers not sinking
Fixed pen placement in left hand
Single player controller will no longer accept input when located in the players belt
Early Access 1.11.2.6 Bug fix release
We've just released some bug fixes before we continue working on the submarine upgrades.
Change Log:
Fixed diesel generators running out of fuel and being unable to restart
Fixed an issue where certain ships would not sink after being destroyed
Fixed intermittent lag on the hydrophone
Fixed certain ships not audible through the Hydrophone
Fixed hedgehog destroyers not contributing to score
Removed icon artifact error from convoys on open world map
Updated Open World exit route through Hand display and removed 'Retire' option when docked
Updated Open World map message when playing missions
Work in Progress: Submarine Upgrades
https://www.youtube.com/watch?v=mm7ROLmf0vA
In the next update for Ironwolf VR we will be adding an upgrade system. This will allow players to buy upgrades with credits they earn as they play in the open world. Our aim is for this system to make full use of VR, so rather than have a 2D UI to perform upgrades we’re basing the upgrade system around physically adding components to the submarine.
Early Access 1.11.2.2 - Persistence & Leaderboards are Back
Hey everyone, thanks to reports provided by the community we've managed to track down and fix the crashing to desktop issue. The leaderboard and open world persistence are now back and available in this latest update.
Early Access 1.11.2.0 - Persistence & Leaderboard Roleback
There has been a critical issue in the Early Access 1.11.2.0 update that results in the game crashing to desktop. We've reverted back to the previous release while we find a solution to this issue.
Early Access 1.11.2.0 - Persistence & Leaderboard
In this release we’ve added persistence to the open world. When starting an open world game you will commission a new submarine, this submarine will be automatically saved after each engagement. Alongside this we’ve added a leaderboard that shows your performance relative to other IronWolf players.
In the next update we will be using these persistence systems as the basis for an economy and submarine upgrade system.
Change log below:
Added ability to commission up to 4 persistent submarines
Added persistence for submarines in open world
Added leaderboards for submarine open world scores
Altered lighting in some environments to improve visuals in Valve Index
Generate submarine name and show on plaque in submarine
Added low contrast display option for LCD headsets
Bug fixes
Early Access 1.11.1.0 - Day & Night Cycle
We’ve now added a day and night cycle to the Open World. In-game time runs at 1 hour per minute when fast traveling and at normal speed during an engagement. We've also updated the hunter convoys AI so they will now be dispatched to parts of the map where you’ve been active and will investigate your location if you get too close.
ChangeLog:
Added Day & Night Cycle to Open World
Added 24 hour clock to primary hand display panel
Slowed Open World simulation during engagement to normal speed.
Hunter convoys will be dispatched to locations where you actively engage the enemy
Hunter convoys will head to your location to investigate if you get too close