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Subnautica 2: Adaptive Measures – Dive into the Depths with the Latest Update 1.1

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Subnautica 2 header keyart – two divers pointing off to the distance underwater

Unknown Worlds has announced the release of the first big update for Subnautica 2, which is called Adaptive Measures. With update 1.1, Adaptive Measures adds a field of view slider, added two more Biolabs, allowed all Biomods to be unlocked in Creative Mode, and audio logs will not autoplay anymore. That is just some of the changes and you get the full changelog below.

  • Smoothed out Biomod progression throughout the early game to give players more opportunities to discover and use the Biomod system.
  • Added two more Biolabs, one in Coral Gardens and one in Axum Ruins.
  • Players can now unlock a total of six Biomods from Biolabs found throughout the world, up from four previously.
  • Players can now unlock additional passive Biomod slots by scanning creatures with the Bioscanner.
  • Players can now see the number of scans required for each slot unlock and their total number of Bioscans.
  • Creative mode now unlocks all Biomods by default.
  • Added unlock badges to display newly unlocked items in the Biolab.
  • Improved the wreck exploration experience with additional traversal and oxygen puzzles.
  • Ensured visual language on doors and buttons is more consistent throughout wreck interiors.
  • Moved and added rewards to reflect the various puzzle changes better.
  • Applied general cleanup, visual adjustments, and standardization across wreck environments.
  • Players are now able to sprint when out of the water, either on the surface or in their base.
  • Added default sprint mapping to allow players to remap sprint in settings.
  • Reduced default walk speed to balance with the new sprint speed.

  • Added proper fleeing behaviour for most creatures when attacked by the Survival Multitool, preventing retaliation except defensively for a period afterward.
  • Added a brief dizzy state for most creatures after being hit by the Sonic Resonator, preventing retaliation except defensively for a period afterward.
  • Improved particle fish grouping when swimming in groups.
  • Added missing scan data icon for Periscopic Clowncrab.
  • Added missing scan data icon for Necrolei.
  • Revised the Creature Naming and Discovery System to align with the previous game.
  • Improved Bloom Parasite behavior implementation and made it the primary encounter creature.
  • Balanced the Bloom encounter in Coral Gardens and Ruins areas to better align with game progression.

  • Adjusted several resources to ensure they have the correct Resonatable and Breakable data.
  • Applied additional Silver updates in Coral Gardens.
  • Added a Silver hint dialogue line when near Silver areas.

  • Increased the max deconstruct size of bases.
  • Addressed user experience issues with the Vehicle Dock and Fabricator to improve placement ease and clarity when the build area is obstructed or docking is unavailable.
  • Changed the placement of the Vehicle Dock and Fabricator to fit into smaller rooms and align with hatches and other base elements.
  • Reduced the size of the Vehicle Dock platform and rails to require less space during placement.
  • Improved the readability of placement ghosts when positioned behind objects or intersecting the water surface.
  • Added additional feedback messages to clarify when the Moonpool needs to be enlarged for vehicle fabrication or docking.
  • Added a new storage base buildable that does not contribute to nearby crafting systems, allowing stored items to be excluded from recipe completion.

  • Added a FOV slider to Settings.
  • Added a Discord and support site button to the Main Menu.
  • Reorganized databank entries, with further UI visual and layout changes planned for a future update.

  • Created a new art asset for the storage cache, with previous in-game unlocks updated to use the new asset.
  • Added the World Tree Relic decoration (seen in the trailer) as a buildable item.
  • VFX indicating which objects are blocking deconstruction and building are now visible through walls.

  • Improved third-person animation for players when on land.
  • Added eye blink and eye tracking for players.

  • Audiologs no longer auto-play, reducing confusion, especially in multiplayer, where different players could trigger them for everyone. Unlocked audiologs now provide a notification only and are added to the PDA, where players can replay them at any time. Replayed audiologs play only for the individual player and continue playing even after the PDA is closed.
  • Improved the dialogue priority system to better determine which audio plays depending on context, ensuring higher priority callouts take precedence and preventing multiple audio lines from playing simultaneously.

  • Additional improvements to the priority system are planned for future updates.
  • Updates for text and voice-over mismatches have been applied.
  • A temporary radio sound effect has been added to the new voice-over line related to Silver, with the final voice-over coming in a future update.
  • The save system has been updated to handle previously unlocked Biomods.
  • Performance and stability of the Lifepod ride have been improved.
  • A notice screen has been added on Xbox for non-Game Pass subscribers when attempting to enter the multiplayer menu or join an online session, as a Game Pass subscription (any tier) is required to play multiplayer.
  • An option to report other users in multiplayer has been added on Xbox.
  • The Privacy Policy sections “What Information Do We Collect” and “How We Share Your Information” have been revised.
  • Various crashes have been fixed, including when exiting from the Main Menu and when loading a save from a previous game version.
  • Issues such as the game being capped at 60 FPS on gaming laptops with an Nvidia GPU and performance degradation over time in certain areas of the map have been addressed.
  • Several performance improvements and fixes related to gameplay elements have been implemented.
  • Various graphical and gameplay bugs have been fixed, such as flickering lights in foggy areas of caves and unnatural behavior of certain creatures.
  • The Large Power Plant now fully glows upon scanning, and the Sonic Resonator has its looping resonate VFX and audio restored.
  • Various quality of life improvements, such as fixing items being incorrectly placed in the player’s hand and the Fabricator displaying as closed when interacted with from a distance, have been made.

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