PRAWN Update Comprehensive Changelog

Hi everyone! We hope you're having a blast in the PRAWN Update. Be sure to visit the PRAWN Update site to see what's inside. What follows is a less exciting, more granular look at PRAWN's contents. Beyond the headline features, PRAWN includes a plethora of smaller changes. Some of these changes fix (or attempt to fix) bugs, others change balance, or tweak the way the story unfolds. While many of these changes are directly applicable to PRAWN, some of them will be fixing or changing things introduced during PRAWN's development. So they are not all relevant, but we have done our best to strip this list to only include changes made since the last major update.

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  • Ambient wave and creature sounds no longer cut out after building Map Room
  • Cooked Spadefish model now visible
  • Saved game warning now functions as intended
  • Posters now have tooltip
  • Potential fix for inextinguishable fire in Escape Pod
  • Players no longer have issues with collision when entering living quarters
  • Polyaniline now available
  • Data Terminals in wrecks now give data
  • First radio message now has audio
  • Fish now spawn in save-game files
  • Fixed glitch while walking in stacked x-corridors
  • Shuttlebug PDA entry now points to correct data
  • PDA in rear locker of Jellyshroom base now accessible
  • Door frames now present in Western Bloodgass Wreck
  • Laser cutter animation no longer goes through the player’s hand at the end of the cut circle
  • Now possible to get out of Aurora crate stacks without ninja parkour skills
  • Now possible to pick up PDA in lifepod 7
  • Welded junction boxes in Aurora no longer clip through wires when returning to area
  • Less shadow flicker on terrain
  • MouseButtonLeft now has translation
  • Airsack/Bladderfish now have PDA entry
  • Wreck 19’s door no longer floats out of frame
  • Sound now plays again for picking up PDA
  • Next Item/ Previous Item no longer default binds empty
  • No more fire extinguisher duplicates near Upper Exterior Doorway of Aurora
  • Laser Cutter tip now aligned with animation sparks and line
  • PDA now opens by default to last scanned item
  • No more floating debris in Aurora Robotics room
  • Dunes and Mountains wrecks no longer have black, unscannable fragments
  • Now possible to use console with new cursor
  • PDA Entries continue throughout Aurora
  • Crafted items now have spaces in name
  • Closing game to main menu and reloading save files no longer causes error
  • 0% progress bars for Seamoth, Stillsuit now fixed
  • Aurora surfaces no longer incorrectly metallic
  • Radiation suit in Pod 17a now give helmet and gloves along with suit
  • Fixed disco party under the ocean (?!)
  • Large ceiling rend in Aurora Cargo Container now matches roof
  • Crash fish have their eye again
  • Fixed texture issues with interiors of Modular Wrecks
  • Piloting Cyclops at full speed in Safe Shallows no longer ruins FPS
  • Big Floated no longer culled too soon at screen edge
  • No more door lock type with red lights, orange arrow and “locked” text removed
  • No longer possible to pull welding panels to the Aurora’s doors off the wall with prop cannon
  • Now possible to pick up Aurora ship model
  • Aerogel recipe now unlockable
  • Welding doors now fixes other side as well
  • Left hand now holds Laser Cutter when cutting Locker Room door
  • While using controller on PC, going to main menu no longer makes cursor disappear
  • Aurora’s Seamoth bay Junction box now places cover plate on left side wall
  • Door no longer glitches through Aurora hull
  • Fires now sound correct in Aurora
  • Pipes on floor of Aurora now have appropriate sized collision
  • Sign on Left Wall in Aurora’s Upper Entrance shows correct wording
  • Hugh Koosh and Giant Mushroom Tree no longer missing from PDA Data
  • Beam collision box no longer too big inside Aurora
  • Main Menu option “Quit” no longer changes to “Cancel” when switching languages
  • Fire extinguisher no longer uses fuel in creative mode
  • PDAs at Floating Island and Jellyshroom now display text information and sound concerning PDA entries
  • LMB and RMB now swap if swapped in main menu
  • Torpedo bay now dynamically updating on torpedo add
  • Hullplate blueprints now show in PDA to build
  • Fire extinguishers dropped in the Aurora are back to red
  • Drillable deposit models no longer shine at night
  • Jelly Plant PDA title now correct
  • Peepers and Gasopods now affected by invisiblity code
  • Large salt deposits now the correct color
  • Torpedo menu icon in Seamoth Upgrade Fabricator no longer shows a battery
  • Prop cannon no longer grabs objects through the wall
  • Seaglide now only shows the first use animation (you guessed it) on first use
  • Using Seaglide no longer catches fish
  • Bulkhead door on Floating Island abandoned bases now correct color
  • Rusty bulkhead door on Floating Island abandoned bases no longer has fance new frame
  • PDA in Floating Island abandoned base no longer clips
  • Main Menu save game tabs no longer squicked to left side of menu
  • Constructing Light Sticks in Fabricators no longer defy gravity
  • Now possible to harvest kelp pustules/creepvine seeds as intended
  • Resolved unusual VRAM usage in testing builds
  • Loading saves while dying no longer makes player invincible
  • Starting game on minimal graphics then changing to max no longer causes LOD issues
  • Cyclops Skybox fixed again
  • No more missing ship in intro
  • Undocking from Moonpool no longer causes hitbox issues
  • Mini-fabricator now has correct texture when placed on longer side of Moonpool
  • Thermometer now shows the temperature
  • Nutrient block model now usese correct model
  • Escape now pauses game as expected
  • VR Main Menu working again
  • All doors with keypad no longer open after first door opened
  • Grapping hook now obeys global light
  • Items now automatically in inventory once cooked
  • Hands now persist as expected on undocking
  • No more invisible collider box blocking half of a room in Aurora
  • Fire extinguisher now shows remaining fuel
  • Observatory in abandoned base of Jellyshroom cave now scanable
  • Bulkhead door no longer missing
  • Door behind bar in Aurora’s cantina no longer goes on walkabout to the ceiling
  • Vents in upstairs rooms in Aurora no longer show ship interior
  • Cargo containers in Aurora now respect global light
  • Blocked door in Aurora, even after cutting, no longer blocked
  • Opening door to Aurora’s crate room can no longer be dislodged by prop cannon
  • Laser cutter door FX now on both sides of door
  • Fixed issue with game volume on reload
  • Xbox controller controlls no longer conflict
  • Docking in Moonpool no longer traps player
  • No more floating stuff when it shouldn’t be there
  • Mini-Fabricator now usable in Moonpool and Scanner room
  • Lifepod clipping issues fixed
  • Large Aquarium no longer goes black at certain times of night
  • Black decals removed from Aurora’s side
  • Green color box around the top of Creepvine Stalks gone
  • Base modules now obey global light at night
  • Cyclops cameras now work with Xbox/PC controller
  • Aurora doors now all open as expected
  • Seamoth undocking in Cyclops fixed
  • Now possible to assign tools to hotkeys
  • Renamed Seamoth modification station to Vehicle modification station
  • Lava lizard now has hitbox
  • Fixed clipping kelp vine in Canyon side
  • Lifepod power cells no longer creating ghosts
  • Communication relay in lifepod no longer magically appears
  • Cyclops bridge interior no longer showing as skybox on all windows
  • Torpedo model appears and disappears according to loaded or not
  • Bottom half of Aurora no longer shows if above water
  • Scanning medkit cabinet no longer adds farming blueprints
  • Seaglide light fixed
  • Spotlight model now respects global light
  • Living wall blueplant icon now visible
  • Multipurpose room icon no longer shows as grey
  • Using exterior growbed no longer causes animation bug
  • Holding a fish while accessing PDA no longer forces player to hold both at the same time
  • Deep shroom spore PDA image icon now present
  • PDA hotkey tooltip now reflects correctly if player rebinds
  • Character no longer hovers while opening Floating Island abandoned base bulkhead
  • Prop Cannon no longer blasts stalactites and stalagmites
  • Cyclops bridge removed from reflection map on common base walls
  • Character’s feet now stop immediately if player stops
  • Mushrooms in mountain tunnel leading to Floating island no longer block path
  • LED light now shows correct icon after being scanned
  • Mountain cave stalagmites are now correct degree of shiny
  • Moonpool arms no longer clip into hull of Seamoth
  • Prop cannon 3D readout on creation now shows as expected
  • Door to the left of the Generator room no longer traversable
  • LED Light placement no longer breaks holding animations on slottables
  • Fire extinguisher in Aurora’s Reactor room can now be picked up
  • No more question mark icons for farmable objects
  • Footstep/walking sounds now back
  • No more unlimited fire-death in intro
  • Lava Larva now attach to Seamoth or bases as they should

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