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I have moved some waypoints in the places where they got stuck for no apparent reason which solved some of the problems but I cannot explain why.
One thing that is not my responsability is the fact that AI cannot go around the blast doors. The game doesn't try to recalculate a path if a door is locked so they just headbang the door instead of going around.
- Fixed hulls that moved
- Fixed invisible turret not being interactible by AI any more
- Simplified O² detectors assembly (from 9 to 5 objects)
- Added display on supercapacitor to feedback charge rate
- The twin coilguns are not compatible with weapon swapping sadly but the railgun is and the rear weapon is now empty by default.
- Modified layout to isolate the turrets as initially indended and remove dead spaces.
- Optimisation of object number to improve performance.
@Sosa I've tested in the editor and launched a multiplayer lobby with bots and it didn't happen for me. One of the two depth charge tube is empty by default, maybe that's why you thought you lost a charge?
I was able to use an alternate configuration using two WiFi components (one connected to the navi terminal and one connected to the three ballasts) that seems to work alright. Hope this helps if it is behavior that will stick around.
I'll make another campaign run to look after more pathfind problems.
Concerning the engine it is downgraded compared to the original B-71, keeping the same power would increase the speed over 30km/h which is too fast for most monsters to keep up so I've reduced the thrust and power consumption proportionally to keep the same speed.
I've checked the junction boxes, their decay rate hasn't been modified (I've kept as many vanilla settings as possible for everything) but they are quite numerous (21+ 9 batteries + 9 supercapacitors) so yeah I should lower the decay.
Finally concerning the mebay it was originally linked to the armory but having to cross either room to reach the other felt wrong to thoses who tested the ship so I ended up with that solution.
Yes the scene from Aliens is clearly the inspiration for this technical duct. I've made a wreck version of this ship with an enemy spawn in it of course :D