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Hello everyone! We have just released a hotfix to address issues with the Calm Before the Storm update. Find the changelist below, and remember to update your game to the latest version to receive the fixes! v1.8.7.0 - Fixed an AI bug that made bots scared of water, making them seek safety from flooded rooms even when they were wearing diving suits. - Fixed non-hitscan projectiles registering hits with characters that are behind the weapon, even if the barrel is in front of the character. - Fixed submarine maintaining an incorrect position (= starting to steer somewhere completely off) when you enable "maintain position" and then enter a new level. - Fixed autopilot failing to navigate to a destination if it's already on at the start of the round. - Fixed dedicated server descriptions still sometimes getting truncated. - Fixed lights shining out from items inside character inventories. - Fixed inability to access the inventories of other players when they're manually ragdolling. - Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo. - Fixed switches flipping around when you attach them while facing left. - Fixed grenade "cooking" hint not showing the correct keybinding (just saying [usekey] instead of the actual keybinding). - Fixed main menu notifications (changelog, unstable info) staying open if you don't manually close them and e.g. start a new game or go to the sub editor. - Fixed normal outpost events triggering in outpost that have been abandoned because of Jovian Radiation.
Hello everyone!
The Calm Before the Storm update has just been released. It includes the new Reserve bench feature, improvements to Jovian radiation, new and improved abandoned outpost modules, new loading screens, level backgrounds and background creatures, plus a long list of bugfixes, optimizations and bot AI improvements.
You can read more about the update in our previous post and check out the full list of changes below.
Make sure to update your game to the latest version in order to join and host servers, and enjoy the Calm Before the Storm!
v1.8.6.2
Changes and additions:
- Added PvP versions of outpost levels for all biomes. Previously the outpost deathmatch rounds always used cold caverns levels despite the biome setting (which doesn't make much difference in the vanilla game since you don't usually go outside, but can be more relevant in custom outpost deathmatch missions).
- New alien ruin "outpost" for the outpost deathmatch mode.
- Reworked the loading screens with new handmade art.
- Visual improvements to cold caverns and great sea.
- Reworked the decorative "background fish" that wander around in the levels.
- One small endgame lore related outpost event.
- Renamed and recategorized a bunch of structures to make them easier to find in the sub editor.
- Reworked abandoned outpost modules, added 14 new modules. Kudos to NotWendy!
- Reduced the health of outpost security.
- Outpost security can spawn more batteries and ammo for themselves (making them better at defending themselves, compensating for the reduced health).
- Reorganized abandoned outpost mission types in the server lobby screen (separate types for assassination, destroy monsters, rescue and destroy outpost missions).
- Increased outpost wall health and made the junction boxes in outposts more resistant to overvoltage.
- Improvements to fabricator UI to make it dump less information on the player (especially new players): more options for sorting the items, option to only show the items you can currently fabricate.
- The console commands heal, teleportcharacter and godmode accept /crew and /me as arguments (making the command apply to either the whole crew or your current character).
- Added killall console command: kills every character in the level (players, NPCs, monsters).
- Added spawnnpc command: spawns a pre-configured NPC from a prefab.
- Added some sounds and particle effects to drinkable/edible items.
Reserve bench
- Added reserve bench feature to multiplayer campaign: bots can be hired to a reserve bench instead of active duty, which means they wont spawn until a player chooses to take them over after dying in the permadeath mode, or until theyre moved to active duty in the HR manager interface in an outpost.
- Allows hiring bots as backup characters for the permadeath mode, without having to have the bots as active characters in the crew.
- Also usable when permadeath is not enabled: allows you to for example hire a high-level character you happen to come across for future use.
Alien ruins:
- New alien ruin modules ("husk maze", "toxins maze", "hazard maze").
- New "Lost in Ruins" ruin mission.
- Artifacts always spawn in artifact holders in ruins, even if you don't have an artifact mission active.
- Fixed doors that allow fractal guardians to pass through in ruins sometimes getting stuck.
- Fixed ruins sometimes spawning partially inside level walls.
Submarines:
- Reworked the Remora and updated the description to match. The layout should now be less confusing, and the auxiliary engine works with batteries. Added a brig and dedicated gunnery compartment. The drone is also reworked and has tougher shells.
- Minor visual touch-ups to the Kastrull and the Winterhalter.
- Kastrull glass windows at the navigation terminal have increased health.
- Option to disable wall collisions in the sub editor.
- Increased the output of the Typhon's oxygen generator to fix prisoners suffocating in the brig.
Radiation changes:
- Improvements to Jovian radiation: the intensity of the radiation increases when you're deeper in the radiation zone, and eventually becomes too intense to counter with Hazmat suits or PUCS.
- Jovian radiation buffs certain monsters instead of killing them.
- Fixed radiation sickness causing burns at a rate relative to the number of limbs a character has (making characters with lots of limbs take more damage).
- Radiation sickness does less damage at low levels and can wear off a bit faster.
Fixes:
- Fixed particles jittering when the submarine moves.
- Fixes to columns being misaligned and some columns being too narrow on the tab menu's crew list and round summary.
- Fixed ammo boxes (coilgun, chaingun, pulse laser) still firing one more round after appearing empty.
- Fixed grabbing another character causing the inventories to overlap on certain resolutions and higher inventory scale settings.
- Fixed long server descriptions getting cut off on the server list on dedicated servers.
- Fixed "light tower" item emitting light from the center instead of the top of the sprite.
- Fixed perks affecting the enemy sub in "Enemy submarine" missions in mission mode.
- Fixed genes that give you buffs when you receive damage getting triggered by the organ damage you get when you remove the genes.
- Fixed "dying" due to a disconnect giving you the permadeath achievement when permadeath is enabled (despite the death not counting as a "real" permanent death).
- Fixed items held by monsters that are currently inactive appearing at level origin (most often, the weapons held by fractal guardians).
- Fixed deconstruction output not getting automatically moved from the outpost to the main sub the next round if a bot deconstructs something in the outpost, and the item has to be dropped on the floor because there's no more space in the deconstructor's output slots.
- Fixed afflictions' periodic effects (for example, vomiting triggered by nausea) often appearing with some delay client-side.
- Fixed disabling boss health bars also disabling mission progress bars.
- Fixed "path unlock" NPCs sometimes spawning in jail cells.
- Fixed merchants sometimes selling an item they're requesting for less than what they're willing to pay for it.
- Fixed mission state resetting when you save and quit at a friendly outpost. This meant that you could e.g. kill and loot a target you're meant to assassinate, save and quit, and then kill and loot them again.
- Fixed inability to unlock the path to the next biome with reputation if your reputation goes over the threshold during the round (= you needed to already be above the threshold at the start of the round).
- Fixed a rare crash on startup due to an exception in TextManager.TrimSpeciallyHandledCategoriesCache.
- Fixed detonators blowing up even if you remove the explosive before the timer runs out.
- Fixed research station not having a broken version of the sprite.
- Fixed events disappearing from the outpost if you complete a clown or husk cult event and save and reload.
- Fixed artifact missions potentially targeting an artifact inside the sub, instead of spawning the artifact in an abyss cave, beacon station or the abyss like theyre supposed to.
- Fixed locking an item UI and starting a new round sometimes causing it to overlap with other UIs.
- Fixed assistant talent "Tasty Target" affliction not having an icon.
- Fixed afflictions from talents not having a tooltip describing the actual benefit / effect on the affliction.
- "Beat Cop" talent now also affects "Zapped", making it work with Stun Baton / Stun Dart items.
- Fixed inability to play with husked storage containers.
- Fixed opening the command menu in the sub editor's test mode and then switching back to the editor preventing interactions with inventories.
- Fixed sub editor crashing when you delete a wire that's in a circuit box by some other way than the circuit box UI (e.g. by selecting and deleting all wires), and then attempt to save a sub.
- Fixed outpost modules (most often, mine modules) sometimes overlapping with the sub when docked to the outpost.
- Fixed skills getting clamped below the maximum if they've been set above the max with e.g. console commands or modded content.
- Fixed thalamus organs/devices rendering in front of most dropped items.
- Fixed hitscan projectiles not damaging walls outside your own sub when the gun is fired from inside the sub.
- Fixed boarding pods going through indestructible or very tough walls.
- Fixed characters not taking fall damage when they land on a hatch.
- Fixed outposts sometimes having really short hallways between modules. Happened when the modules needed to be moved away from each other just a bit to prevent overlaps between modules: now when they need to be moved, the hallway is forced to be at least 2 meters long.
- Fixed inconsistent draw order between non-damaged and damaged walls (doing damage on a wall sometimes caused the draw order of the walls to change).
- Fixed decorative sprites rotating incorrectly on held items (e.g. the fans on artifact transport case drawing at an incorrect position).
- Fixed items inside items having the stolen icon when the team of a character changes to the player team mid-round (e.g. when you hire one of the special faction NPCs).
Optimization:
- Fixed acid clouds spawned by watchers causing a significant performance hit.
- Optimization to situations where the game attempts to loop the same sound multiple times at the same time. Commonly happened when near a large number of hydrothermal vents and lava vents at the bottom of the sea.
- Optimization to situations where the game tries to spawn a very large number of particles at the same time. Commonly happened when near a large number of hydrothermal vents and lava vents at the bottom of the sea.
- Optimizations to reduce save file sizes (which matters in MP because the save files are frequently sent to clients).
- Fixed an issue that occasionally caused performance drops in the outpost deathmatch mode.
- Fixed guardian repair bots causing significant performance hits especially when there's several of them repairing at the same time.
Multiplayer:
- Fixed a syncing issue that made very short (<1s) stuns almost always cause some desync and rubberbanding.
- Fixed a syncing issue that caused inaccuracies in the rotation of the character's collider, often leading to rubberbanding when swimming (since the rotation of the collider affects swimming speed: characters swim faster when they're facing the movement direction).
- Fixed "error while reading a message from server" when moving a docking port's connection panel in multiplayer.
- Players (excluding the host) can return to the lobby without ending the round for everyone. Added an "AFK" checkbox in case a player wants to stay in the lobby when a new round starts.
- Fixed dialog prompts from certain events sometimes triggering when the players are still loading into the round, causing the players to miss the prompt and making them unable to continue the event. Happened for example with some of the events that allow you to hire a special faction NPC.
- Fixed duplicating items by allowing a disconnected player to despawn, taking their items from the duffel bag, and then having that player rejoin and respawn with the same items.
- Fixed players being unable to fabricate items unlocked with bots' talents.
- Fixed errors and disconnects if a new campaign round starts while you're still loading into the previous one.
- Fixed Camaraderie talent icon starting to flicker in multiplayer after a crewmember has died.
- Added a customizable permission preset file (Data/permissionpresets_player.xml) which can be edited without game updates overwriting it.
- Fixed hostage missions displaying as completed even if the hostages have been killed.
- Fixed radio channel presets not persisting between rounds in multiplayer.
- Fixed bot disappearing from the crew if you take control of it with SetClientCharacter, then switch back to your original character, and save and quit.
- Fixed spectators only hearing characters when the camera is within speaking distance (should be based on the radio range if the character is speaking through radio).
- Fixed respawn shuttle dropdown not displaying the name of the selected shuttle (just said "shuttle").
- Fixed paths between biomes unlocked during the round showing up as locked to midround-joining clients.
- Fixed several issues with conversations that target a specific player: e.g. in the "husk cultist" event it was possible for other players to deliver the eggs the cultist was requesting from a specific player.
AI:
- Fixed a handful of bugs that occasionally caused bots to get stuck on ladders.
- Fixed bots sometimes saying "can't reach [name]" (with the variable not getting replaced by the actual name) when they can't get to a target they're trying to give medical assistance to.
- Fixed bots disguised as husks not targeting husks with turrets.
- Fixed many NPCs ignoring threats, because they were set to wait with 100 priority. Exposed the objective priority for NPCWaitAction and NPCFollowAction.
- Fixed bots with the operate item objective always reacting to fires (and enemies), regardless of the size of the fire and their objective priority.
- Fixed fires close enough to damage not always being considered threats.
- Fixed the find safety objective triggering from enemies/fires, even when ordered to follow.
- Fixed and changed how the bots behave in combat while following/holding position. Now they should stick to the follow/hold position more obediently, yet still should be able to fight back.
- Fixes and changes to how bots react to enemies attacking other bots. Made the security officers be less reactive to hostiles when they have an active order (e.g. operate the turrets).
- Fixed bots attacking handcuffed enemies.
- Fixed outpost security officers reacting if bots take diving gear or fire extinguishers in emergency situations (they shouldn't steal items otherwise).
- Fixed bots not being able to steal oxygen tanks for existing diving gear in emergency situations.
- Fixed bots seemingly ignoring oxygen tanks inside diving gear in containers (also affected other items).
- Bots now drop all stolen items when being inspected, instead of getting arrested because of them.
- Fixed outpost security officers doing inspections in unsafe rooms, such as when they are flooded.
Modding:
- The "decorative background creatures" can be edited in the level editor.
- Fixed event sets with SelectAlways set to true getting selected despite their commonness being zero.
- Fixed level wall damage done by Attacks ignoring damage multipliers.
- Show a warning when enabling a mod that requires some other Workshop mods that aren't currently enabled.
- The RequiredDeconstructor attribute now defaults to deconstructor on all items when not defined. This means that vanilla items are now only deconstructible in items with the identifier or tag deconstructor, which makes it a lot easier to create custom deconstructors that can only deconstruct some custom items (just leave out the deconstructor tag and use something else instead).
- Fixed turret barrels getting hidden when the static part of the turret goes off-screen if the turret only has the "rail sprite", but not the barrel part that moves back and forth when firing.
- Note for modders: the issue with ammo boxes spawning one extra round happened because the boxes executed an OnUse effect to spawn an item in the box, and then reduced the condition, which meant that on the last shot that took the condition to 0 they would still spawn a projectile in the box. If your mod uses a similar approach, please check the vanilla ammo boxes for an example on how we handle the spawning now.
- Added a LightOffset property to LightComponents (can be used to make the item emit light from somewhere else than the center).
- Made "residual waste" and "mass production" talents a bit more modder-friendly. The former had a chance of duplicating deconstruction output and the latter a chance of not consuming some of the fabrication ingredients. It was hard to exclude items from those talents though: addressed that by making them ignore items with the tags "disallowduplicatedeconstructoutput" and "disallowremovefabricationingredient" respectively.
- Implemented armor penetration for status effects. Configured with the property "penetration" (1 = completely ignores armor).
- Option to hide an item from the fabricator if you don't have the recipe for it by adding the attribute HideIfNoRecipe="true".
- Fixed overriding a character variant that replaces the base character's texture (such as crawler hatchling) causing it to use the base character's texture instead.
- Fixed animation triggers breaking animations if a modded character uses animations defined in a custom folder (as opposed to the default Animations folder).
- Added StoreBuyPriceModifier to locations.
- Fixed fabrication recipes where the only difference is that one uses an identifier and the other a tag getting assigned the same hash, preventing the item from loading.
- Fixed statuseffect's "forcesay" making the message appear twice client-side in multiplayer.
- Fixed inability to give stats (via items/talents) to non-human characters.
- Changes to how the game differentiates between a "tags" argument in StatusEffects meaning either tags of the status effect, or setting the Tags property of the target. Previously the game tried to basically guess it, and sometimes got it wrong. Now the tags of the effect should be defined using the attribute "StatusEffectTags" and setting tags of the target should be done with "SetTags". The old "tags" argument is still handled the same way as before for backwards compatibility.
- Added a "ConvulseAmount" setting to affliction effects. Makes the character shake/convulse similarly to late-stage husk infections.
- Fixed StatusEffect's TransferAfflictions setting (which transfers afflictions to a new character spawned by the effect) transferring everything to the main limb.
- Fixed StatusEffects targeting Contained being unable to access the ItemComponents of the contained items (they could only affect the properties of the Item instances).
- Support for configuring monster-specific music tracks. Configured with the attributes MusicType, MusicCommonness and MusicRangeMultiplier in the character xml.
- Support for forcing a music clip to play for a minimum duration of time, even if the situation changes to make it no longer suitable. Configured with the attribute MinimumPlayDuration in the sound xml.
- Fixed husk appendage failing to attach correctly if another joint than the first one attaches to the character's normal limbs.
- Fixed stores not updating in the current or adjacent locations when you enable a mod that modifies store items.
- Fixed job-specific spawnpoints not working in the outpost deathmatch mode (doesn't affect the vanilla game).
- Made the "dumpeventtexts" command (which collects texts from events, moves them to a text file and replaces the texts in the event with the appropriate tags) more usable for modding: instead of going through all event files and attempting to modify vanilla content, it now takes in arguments that lets you specify which files or folders you want it to process.
- Improved crosshair accuracy by compensating for the barrel offset. Not very noticeable with vanilla weapons, but can be useful for mods that have weapons with a significant barrel offset.
- Fixed skill modifiers in Wearables not working if the item is worn in multiple slots.
- Fixed submarine upgrade categories being hidden if the category only contains items that can be swapped, but no normal upgrades that affect existing installations.
Hello everyone!
The Calm Before the Storm update is coming next week, so lets have one last glance at whats gathering on the horizon.
Hello everyone!
Now that spring is slowly thawing the land (and the bones of our dev team), its soon time for Barotraumas first update of the year. The update is currently being tested by our team, and you can also start test driving it now and give us feedback before its released!
Theres an important new feature coming in this update which we would be happy to hear your thoughts on: The Reserve bench feature allows you to hire bots as backup crew members, who only spawn when needed, for example after a player death in the permadeath mode. You can also use the reserve bench outside of permadeath, for example to keep a skilled engineer handy, just in case your current one meets an untimely end.
There are also other content additions coming more about these a little later! In the fixes and improvements department, here are some of our favorites:
Hello everyone!
As we set sail into 2025, we wanted to give you some early insights into our plans for the year ahead. Our work on Barotrauma continues, but we are going to shift gears and move towards less new content, and more changes that help to polish and improve the game.
This spring, we will be releasing a content update made up of various features and changes that had to be left out of earlier updates for one reason or another. You can look forward to a submarine rework, new events and missions, an additional PvP outpost, and more. Well preview this update properly a little closer to its release.
Following the spring update, we have no major content additions planned for some time to come. Instead, the later updates of this year will introduce fixes, improvements and small changes and possibly some content additions as well, when our schedule allows it.
This isnt the last youll hear of new content in Barotrauma, though. We still have plans and will tell you more about them a little later! For now, stay tuned for the spring update in March, and check out our blog for some more greetings from our team.
Happy 2025!
Greetings everyone!
Our publisher Daedalic is currently having their publisher sale, with discounts of up to 90% on their whole catalogue. Barotrauma also has a sizeable discount of 50% off, so time to dive in!
The publisher sale is also the perfect time to find new games to try. Check out the newly released 4X strategy game YIELD! Fall of Rome, the cozy Into the Emberlands which just reached its 1.0 version, or the co-op game Wild Woods that just got its first big content update.
Take a look at all of Daedalic's discounts and games below, and have fun!
Hello everyone, and merry holiday season!
Our Winter Update has just been released, with various fixes, improvements and optimizations. Read more about the update in last weeks preview post and find the full list of changes at the end of this text.
Be sure to update your game to the latest version to be able to host and join multiplayer games. We hope these improvements will make playing more enjoyable, and that you have fun times in Barotrauma over the holidays!
Well still be around for a little longer and release a hotfix if needed, and after next week, were heading out for our yearly Christmas break. We wish everyone a beautiful and relaxing holiday season. See you again in January!
v1.7.6.0
Changes:
- Added a "toggle run" input (so you no longer have to keep holding shift to run). Not bound to anything by default, but can be set in the settings menu.
- Improvements to environment visuals: the inside of level walls fades to black to make the texture tiling less obvious when zoomed far out, improvements to the shapes of the level walls (more natural shapes, less long and straight wall segments).
- Ruin scan missions show a progress bar indicating the status of the scans.
- Made dry or partially dry rooms more common in wrecks.
- Option to change the sound of the alarm sirens to a claxon horn sound (the "traditional" AWOOGA-AWOOGA submarine alarm sound).
- "giveaffliction" console command now auto-completes identifiers as well as names.
- Reworked Berilia (kudos to WJohnston): layout improvements, added a bottom docking port, more windows, replaced cameras with searchlights, simplified battery setup and increased reactor output, minor visual improvements and a lot of miscellaneous tweaks.
- Reworked Kastrull drone (less ugly, a little sturdier, the ballast can be accessed through a hatch).
- New playstyle banners.
- Added an option in the settings to launch the game on a specific display.
- Option to refresh the available audio devices (both playback and input devices) in the game settings. The game should now also automatically attempt switch to another device if the current one is disconnected. However, whether this can be done automatically can depend on the audio device, driver and the operating system, and in some cases it may be necessary to choose a new device manually from the game settings.
- Made electrician's goggles easier to get (spawns as a part of the sub's initial supplies, can be purchased from outposts, doesn't require fulgurium to fabricate). The goggles are intended to help less experienced engineers get a hang of wiring in particular, so it doesn't make sense for them to be so difficult to get.
- "Safe rooms" are no longer indestructible in beacon stations (felt confusing, especially when it wasn't apparent from the look of the walls).
- One new research outpost events to foreshadow the longer ruin event chain.
Optimization:
- Rendering optimizations that should give a major performance boost to situations in which there's lots of structures visible.
- Changes to the physics engine to improve collision detection performance. In technical terms, the game now disregards potential collisions between things that can never collide (such as two characters and most items) much earlier in the collision detection logic.
- Significant optimizations to memory usage. These will mainly reduce load times and lag spikes as the game needs to do less cleanup to free memory that's no longer needed by the game.
- Optimized character ragdolls (building them out of simpler collision shapes).
- Optimized LevelTriggers (things in the level that can react to objects and apply effects to them, such as water currents).
- Optimized the logic for refreshing the positions of items that are inside a moving inventory (such as a character's inventory).
- Miscellaneous optimizations to things such as explosions, AI logic when a bot is operating a turret, psychosis effects, idling NPCs' AI.
- Text rendering optimizations.
- Optimizations to periscopes, chairs and other items that force the character to a certain pose.
- Optimizations to piezo crystals.
- Optimized lighting in the nightclub module.
- Minor miscellaneous optimizations to the physics logic, such as simplifying math and the way positions of entities are set.
AI:
- Fixed bandits occasionally failing to power up the beacon station they reside in.
- Fixed non-humans enemies not firing ranged weapons if there's a dropped riot shield (or other "blocking" item) in the way.
- Fixed bots sometimes getting stuck walking towards a door if the button/mechanism for opening the door is somewhere far away the bot can't reach.
- Fixed bots and husks being unable to enter Barsuk, Camel and Remora through the airlock.
- Fixed bots being unable to enter through Camel's bottom hatch.
- Fixed bots spotting characters that should be indetectable by AI (e.g. camouflaged Mantises).
- Fixed some bot dialog using the "technical" names (e.g. Mudraptor_passive) of characters instead of the proper display name.
Multiplayer/networking fixes:
- Implemented lag compensation for hitscan weapons. Should make cases of shots seemingly landing client-side just for the health to rubberband back shortly after significantly less likely. The issue had to do with the lack of lag compensation by the game: a client might fire exactly at a monster, but when the server found out about that shot some fraction of a second later, the monster might've moved and the server would consider the shot to have missed. Now the server takes the latency into account, and checks if the shot would've hit at the point when the client fired the gun. The maximum amount of lag compensation is currently 150 milliseconds, but this can be changed in the server config with the setting "MaxLagCompensation".
- Improvements to syncing character positions (further reducing issues such as shots missing): fixed a bug that caused minor inaccuraries in character velocities between the server and clients, and made the clients better at extrapolating positions while waiting for the next positional update from the server.
- Fixes to syncing ragdolled characters' positions. Should fix corpses and unconscious characters often getting stuck in a glitchy state around platforms, rubberbanding up and down.
- Fixed inability to disable Steam authentication for LAN play if the server is connected to Steam.
- Fixed clients sometimes choosing an incorrect biome in the sandbox, mission and PvP modes, leading to a "level equality check failed" error at the start of the round.
- Fixed character occasionally teleporting out of the sub for a split-second in multiplayer, particularly when the sub was travelling fast during bad networking conditions.
- Fixed occasional crashes with an error message about "SpamFilter.IsFiltered" after getting disconnected from a server and kicked back to the server list.
- Fixed "herpes threshold" server setting doing nothing (should determine how low a player's karma needs to drop for them to contract space herpes).
- Fixed networking errors when multiple clients have died during a permadeath round, and you attempt to continue to the next level.
- Fixed loot that can only go in specific kinds of inventory slots (e.g. mudraptor shell) failing to spawn in the monsters' inventories if they don't have slots of the correct type.
- Fixed occasional "entity event data exceeds the size of the buffer" errors. These happened when the server failed to write a network event for some item (in which case the server should've just skipped that event), which can be caused by issues in mods for example.
- Fixed other clients not seeing creature attacks if the creature is being controlled by a player.
- Fix to clients often getting stuck behind closing doors in MP despite the character seeming to make it through in time client-side.
- Fixed server lobby sometimes appearing empty/nonfunctional when clients join a server. In technical terms, this happened when the lobby's update ID had reached a very large value, which could happen if the server has run for a very long time or if there's been some issues that have caused the server to create a very large number of lobby updates.
- Fixed PvP outpost setting causing unnecessary server lobby updates (even when the PvP mode was not selected), potentially leading to the lobby becoming unusable due to the issue described above.
- Fixed flipping monsters behaving inconsistently in multiplayer when controlling a monster: other clients saw the monster facing in the position of the cursor, even if it hadn't turned at all at the end of the client controlling it.
- Fixed "ignore" and "unignore" orders not working on stacks of items in multiplayer (just marking the first item in the stack).
- Fixed components inside a circuit box losing their settings when saving the game while the box is in a player's inventory.
- Fixed moving an item UI potentially moving it outside the screen on other clients' screens when using different resolutions.
- Fixed clients syncing the selected outpost PvP setting unnecessarily to the server when a non-PvP mode was changed. When there were no outposts to select from, the clients would think the setting has changed (since the selected value of "nothing" doesn't match the server setting), and send the value. This could potentially have caused the reported issue of multiple admins constantly changing settings and messing up the lobby.
- Fixed clients sending the value of the win condition slider too eagerly (whenever it moves, as opposed to when it's released). Also changed it adjust in steps of 10 for a little nicer values.
- Fixed occasional "Unexpected error" console errors when the game attempts to unlock an achiement on the Epic Store or with EOS crossplay enabled.
Extra logging for diagnosing networking errors:
- Mention the entity that caused an error to be thrown when reading a network event, and the content package that entity is from (makes it easier to tell when the error is caused by some specific mod).
- Improved logging of the "event count very high" errors: mention the content package the events are from if they're non-vanilla, log the errors client-side too. We are suspecting the occasional "expected old/removed event" disconnects could be due to the server creating so many events the clients can't keep up, and this should give us some more clues for diagnosing the issue.
- Added more info to the "component event creation failed" error messages, the errors are logged into GameAnalytics.
Balance:
- Each successive use of the Mindwipe item increases the penalty to talent points, making it more costly to use it to "farm talents" by repeatedly unlocking talents that unlock other talents or give extra talent points.
- XP gain balancing: the XP is no longer directly tied to mission rewards, but adjusted based on the difficulty of the mission.
- Lowered cost of high-skilled NPCs to hire. High reputation with Coalition or Separatists results in more cost-effective hires.
- Tweaks to monster nest missions: higher reward (as they're some of the riskiest missions in the game) and less monsters in SP (in MP it's the same amount).
- Campaign setting for adjusting the XP gain rates.
- Higher XP gains in later biomes.
- Concussions wears off faster.
- Beds are a bit more effective for some afflictions like nausea and drunkness.
- Added chem addiction and chem withdrawal reduction to beds/bunks.
- Reduced how fast chem addiction and chem withdrawal build up.
- Reduced the amount of devices you need to repair to get the effects of the "Machine Maniac" talent.
- Health scanners spawn as a part of the sub's initial supplies, not given to every respawning medic (a too easy source of free resources).
- Deconstructing headsets no longer yields materials (a too easy source of free resources).
Fixes:
- Fixed choosing "retry" in the pause menu after you've started playing from a backup save loading that same backup save instead of the most recent save.
- Fixed relay components not passing power until they've been toggled on and off.
- Fixed ability to sell the 2nd gene of a combined genetic material in stores.
- Fixed combined genes appearing untainted if the 2nd gene is tainted instead of the 1st one.
- Fixed NPCs still offering services (stores, submarine upgrades, etc) despite their faction being hostile to you, leading to weird situations where you could be trading with a merchant who's actively trying to run away from you.
- Fixed Artie Dolittle continuing to follow you if you refuse to hire him.
- Fixed "Miracle Worker" talent keeping husks from dying if you're friendly with husks (e.g. because you're wearing Zealot Robes).
- Fixed alien turrets not working properly in mirrored ruins (they were using circuits with hard-coded turret rotation angles, which broke in mirrored ruins).
- Fixed alien turrets set to auto-operate failing to fire inside hulls.
- Fixed auto-operated turrets trying to fire at monsters inside ruins.
- Fixed signal components being automatically placed inside circuit boxes in your inventory when you purchase them while there's no free slots in your inventory.
- Fixed holes on overlapping walls multiplying flooding rates (a hole was created on all of the walls, and they'd act independently of each other).
- Fixed lights being visible on contained items (e.g. handheld sonars in cabinets) in the sub editor.
- Fixed crashing when attempting to give contextual orders to a defense bot (i.e. when middle-mouse-clicking a defense bot).
- Reactors attempt to rapidly adjust to the load in the first 5 seconds of a round, during which time junction boxes don't take damage from overvoltage. Intended to address overvoltage in cases where the reactor is outputting a lot of power, and the load suddenly drops when a new round starts (e.g. due to the engines powering down).
- Fixed alien devices (or more specifically, items with a static physics body) shifting from their original position when loaded for the first time if they're used in a normal sub.
- Fixed "Crusty Seaman" talent giving characters medical skill as it heals the character's bleeding.
- Fixed certain level resources (e.g. piezo crystals) facing the wrong way on level walls.
- Fixed certain elements in the debugdraw view (submarine borders, damage texts on walls, gaps, water level indicators on hulls, lines pointing to walls enemies are targeting) "twitching" when the sub moves.
- Fixed headsets purchased with immediate item delivery getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew.
- Fixed headsets whose fabrication was started on the previous round getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew.
- Fixed pets (including defense bots) spawned in an outpost being assigned to the "friendly NPC" team, which would e.g. mean that they wouldn't attack the enemy team in the PvP mode.
- Fixed PvP outposts sometimes spawning as alien ruins.
- Fixed multi-tools detaching detonators (the multi-tool is not intended to detach any items, because that would conflict with the repair functionality).
- Fixed unopenable hatch at the top of ResidentialModule01_Colony (rarely caused any issues in the vanilla game, because other modules almost never attach on top of that module).
- Fixed Terminal component's Readonly field not working when it's set in the editor (only if the item is by default set to readonly).
- Fixed large hardpoints not having the "set_auto_operate" and "toggle_auto_operate" inputs.
- Fixed components being attachable inside walls/floors in some subs.
- Fixed broken junction boxes sometimes zapping players despite seemingly not being powered.
- Improved thalamus brain spawning to prevent it from ending up in dry rooms, and dying if it does:
- Avoid spawning in rooms with doors, hatches or duct blocks.
- The brain no longer dies in dry rooms.
- Fixed mudraptor beak from mudraptor genes showing through exosuits and other wearable items that should hide the character's head.
- Fixed bandoliers not going in cabinets' "container slots".
- Fixed "man and his raptor" mission failing if you don't speak to the man and spawn the mudraptor.
- Fixed wrecked doors and hatches not being weldable.
- Fixed the hover text saying that you can "open" or "force open" a door when it's already opened.
- Waypoint fixes in Camel.
- Fixed 'Traveling Tradesman' sell bonus not working.
- Fixed chat-linked wifi components sometimes failing to receive messages from the chat (most often in circuit boxes?). Had to do with the order in which the headsets and wifi components are created.
- Fixed conversation prompts not blocking conversations from other events if you've moved past the initial prompt (e.g. answered the first question and gotten a follow-up).
- Fixed treatment suggestions not being shown on some afflictions (e.g opiate addiction). Happened because we used the same thresholds to determine if bots should treat the affliction and to determine if the suggestion should be shown.
Modding:
- Added AddScoreAction: can be used to make scripted events modify a team's score in the PvP mode, which should open up a lot of new possibilities for custom PvP mission types.
- Added RangedAttackMultiplier stat type.
- Beacon stations are no longer automatically damaged, but instead are only damaged through the DamageBeaconStationAction in ScriptedEvent. Recommended (and default) setting for beacon stations is to enable all three: Allow damaged walls, Allow damaged devices, Allow disconnected wires.
- Fixed ragdolls failing to load when inheriting creatures whose ragdolls are not in the default path ("Ragdolls" folder inside the character's folder), but e.g. defined using a direct path to a ragdoll file in the character's or some other character's folder.
- Added option to set the handle positions (Handle1 and Handle2) of a holdable item using status effects.
- Fixed character variants failing to load the correct texture for limbs that use a different texture than the rest of the ragdoll (e.g. the alien bits on a variant of the Cyborgworm).
- Fixed WaitForItemUsedAction not working if there's multiple instances of the same scripted event active at the same time.
- Fixed characters' damage overlays not being affected by the ragdoll's texture scale.
- Fixed stacking ability resistances past 100% making the resistance negative.
- Fixed texts with color tags not working in some UI elements: fabricator, sub editor, store, speech bubbles.
- Made the game load the vanilla human ragdoll (or in the case of monsters, crawler ragdoll) if loading a modded character's ragdoll fails. Should make it easier to diagnose and address issues in the character configuration.
- Fixed hair and other "wearables" in character portraits (in the bottom-right corner and the health interface) getting misaligned if they use a different origin or sourcerect than the head sprite.
- Fixed health multipliers defined in a HumanPrefab not working.
- Fixed crashes when a PvP outpost contains shuttles or other moving parts.
- If an item variant inherits a sprite without the full texture path from the base item, it uses the texture path of the base item instead of that of the variant. Fixes mods being unable to create variants of things like diving suits without reconfiguring all the sprite paths.
- Fixed character variants overriding the targeting parameters of the parent character incorrectly: just overriding the parameters in the order they're defined in, as opposed to overriding a parameter with a matching tag.
- Status effects can make a character say a line in the chat: used by adding a subelement called forcesay, with the attributes "message" and optionally "sayinradio".
- Fixed OnUse sounds not playing when attaching an item to a wall in MP.
Hello everyone!
Its almost holiday time, and so its also almost time for our yearly Winter Update. This time it will be more of a patch than a full-fledged update, as it focuses on optimizations, fixes and improvements. We hope youll get to enjoy smoother sailing in Barotrauma over the holidays after these upcoming changes!
In Santas bag of fixes this year:
Hello everyone! We have just released the second hotfix addressing additional issues in the Unto the Breach update. Make sure to update your game to the latest version, and see the list of changes below. v1.6.19.1 - Fixed chat input box getting cleared whenever someone changes their team, or when the game mode or team selection mode changes. - Fixed stun resistance PvP setting doing nothing. - Made Crimson Acid less powerful against large monsters. - Fixed everyone's name tags being shown in red until you spawn when you join a campaign mid-round. - Fixed stackable items with a non-default quality (e.g. grenades) failing to stack in the fabricator's output slot, instead just falling to the floor. - Fixed very large PvP outposts often clipping into the level walls. - Fixed decorative structures such as background walls not showing up on hostile (non-player) subs in multiplayer. - Fixed "giveitem" command crashing the game when used with no arguments. - Fixed Gravity Flak Shell's "gravity pull effect" being affected by gravity. - Fixed Fulgurium Batteries sometimes spawning automatically in tools at the start of a campaign. - Changed cargo scooter recipe to be more consistent with the normal scooter recipe (Underwater Scooter + x2 Ti-Al Alloy). Modding: - Fixed freezes / lag spikes in multiplayer when a scripted event uses StatusEffectAction when there's lots of mods with custom events enabled.
Hello everyone! We have just released the first hotfix to address issues that have been found since the Unto the Breach update. Find the list of changes below, and make sure to update your game to the latest version! v1.6.18.1 - Fixed several issues when the server rejects a name change due to a client trying to change their name too often: the server would start spamming the "can't change name" message, team and job preference selection would stop working too, and the game would crash when attempting to open the job preferences. - Fixed equipped genes becoming tainted if you die due to disconnection. - Fixed kill/death counters not working in the Sub vs. Sub PvP missions. - Fixed gravity spheres not rotating in the sub editor. - Fixed current generators not getting properly mirrored in ruins in mirrored levels. - Fixed spawnpoints for escorted characters and prisoners not working. - Fixed crashing if an AI character's husk infection is removed when they're using a ranged weapon. - Fixed psychosis effect persisting if you leave the outpost midway through the "minds unraveled" event. - Fixed night club merchants spawning in outposts without a night club. - Fixed night club merchants not selling beer or rum (literally unplayable). - Fixed bots cleaning up live grenades. - Fixed server getting stuck in an infinite "restart loop" if autorestart or starting when everyone is ready is enabled and the selected perks are not suitable for the selected sub. The server would just attempt an immediate restart if the players wanted to cancel and reselect the perks. - Fixed "All" option not working in the server browser's language filter dropdown. - Fixed Raate Colony pvp map missing hulls near upper turrets. Modding: - Fixed outpost generation parameters that reference non-existent NPC prefabs causing a crash during outpost generation.
[previewyoutube=067CyvwCWJo;full][/previewyoutube] Hello everyone! The Unto the Breach update has just been released. Be sure to update your game now for
PvP and combat:
- Added outpost deathmatch mission type. Teams spawn at different sides of a colony, and need to get x kills to win (configured using a slider in the server lobby). There are periodic weapon/ammo drops around the outpost. The ammo drops spawn more destructive weapons and ammo as the round progresses.
- Added "king of the hull" mission type. The teams must stay in control of a beacon station for x seconds to win (configured using a slider in the server lobby).
- Separatists spawn with different gear in the PvP mode to make it easier to differentiate between the teams.
- New settings for the PvP mode: multiplier for stuns, option to disable monster and wreck spawns.
- Added a perk system that can be used to purchase perks such as extra gear, turrets, submarine upgrades and talents for PvP and mission rounds.
- Added "boarding pod", an item you can go inside and launch through a depth charge tube. The pod penetrates through submarine walls, allowing rapid boarding of enemy subs.
- Added railgun and coilgun harpoons. Can be used to reel enemy subs and other large targets closer to your sub.
- More options for controlling the team assignment logic in the PvP mode:
- Split team choice logic into two modes: Player Preference (the old behavior) and the new Player Choice mode (players are free to choose their team).
- Added a server setting for auto-balance threshold (how big of a difference there can be in team sizes before the server forces them to be rebalanced).
- Option to send chat messages only to your team in the server lobby. Only works when Player Choice mode is enabled (because in the Player Preference mode the teams aren't known in the lobby yet).
- Three new background music tracks for the outpost deathmatch mode.
- Option to select the outpost in the outpost deathmatch mission type (or any modded mission type that supports selecting the outpost).
- Show the opposing team's names as red, even when spectating (previously separatists were always red when you're not controlling a character).
- Name tags are more visible in PvP (they're no longer hidden when the character is in a different room, nor faded out when the cursor is not near the character).
- The team you're on is shown above the crew list.
- Option to choose different submarines for both teams.
- Sonars display the approximate position of the enemy submarine in sub vs sub PvP missions. Can be disabled from the server lobby.
- PvP mode levels are much smaller, making submarine vs submarine matches faster.
- Stun weapons reworked and now cause movement spasms before stunning.
- Flamers can set characters on fire.
- Grenades can be "cooked" (pulling the pin to trigger a timed explosion) by pressing E while holding one.
- Stun grenades blind and deafen the target for a while.
- Incendium grenades no longer set the whole room on fire; instead, they start a more localized fire that can also set characters on fire.
- Acid grenades now spread gas around a bit more.
- Detonators now get damaged by explosions and always have a 0.2 second delay before triggering and made them craftable
- Added a timed detonator variant that can be set to explode with a 0-60 countdown, which doesnt require wiring to use.
Alien ruins:
- New modules: shrine, research facility, current generator room and workshop.
- Updated all alien ruin modules: new puzzles and traps, improvements to old puzzles, visual improvements.
- New lore-heavy three-part event chain that takes place in research outposts, and progresses when ruin missions are completed.
- Made walls and doors much harder to destroy to encourage getting past the puzzles and obstacles in other ways.
- Added a weaker version of the ruin walls, to be used in specific spots in the ruins.
- Alien power cells can be charged in alien generators.
- Most alien devices are now destructible.
- Alien terminals have been reworked to send out a signal when there's a trinket inside: can be used for creating puzzles that require keeping the trinket in the terminal, meaning you can't just reuse the same trinket for every terminal but need to think about where to place it at any given time.
- Improvements to alien device sprites.
- New alien containers/storages: alien assembly device, alien storage vat and alien sample display.
- New alien devices: alien current generator and alien toxins generator.
- New decorative alien structures.
- Additional loot spawning to chests and other containers, making exploring ruins more worthwhile and especially expands the ability to pick up (unidentified) genes along the way.
- Fractal guardians were given additional guardian-only pathways and doorways in ruins, so they can navigate through the modules more effortlessly.
- Alien turrets deal significantly more damage.
- Alien generators indicate more clearly when they're enabled or disabled (adjusted the lights).
- Alien current generators show more clearly (with bubbles) that they're enabled, pushing the player back.
- New alien module: workshop. Introduces repair pods where guardians can hide in.
Husks:
- Three new husk variants: Prowler, Exosuit and Chimera.
- Improved the appendages (ovipositors) coming from the husks mouths.
- There's a chance that corpses in wrecks are husks.
- Husks can play dead.
- The amount of husk infection resistance given by e.g. antibiotics stays constant over the duration of the meds. Makes the effects of the meds a lot more intuitive / predictable.
- Significantly buffed calyxanide damage on husks.
- Fixed failed calyxanide injections not doing anything (happens occasionally when the medical skill is low enough). Now applies halved duration instead, like on other poisons/meds.
- Added minor burn reduction on all husks allowing them to (slowly) recover from burn wounds.
- Cultist robes require less reputation to buy, Zealot robes require more.
- Zealot robes no longer block transformation. Full husk transformation immunity was too powerful, which made husk genes and husk symbiosis much less valuable.
Gene splicing:
- Various changes to gene splicing to make it easier to refine genes, swap between different types of genes at will, and make tainted genes more useful (rather than something that's essentially "permanently ruined"):
- Removing genetic materials from a splicer doesn't destroy the material.
- Combining genes can remove taints if one gene is 100% pure.
- Dying with genetic materials equipped taints the material.
- When refining genes, the lower quality gene's quality now affects how much it will improve the quality of the higher quality gene - meaning that using higher-quality genes for refining is more effective than low-quality genes.
- Changed the husk immunity genes to instead slow down the infection at lower quality to make higher quality husk genes actually worth getting.
- Mudraptor gene quality affects the damage and damage protection of the beak.
- Spineling gene quality affects the damage done by spineling spikes.
- Effects from gene splicing aren't shown on health scanners (which made it difficult to see the relevant afflictions when treating someone).
Optimizations:
- Optimizations to character creation. Reduces the lag spikes when players respawn.
- Optimized the way afflictions apply overlays to limbs (had an unnecessarily large performance impact when there were lots of characters with a large number of afflictions).
- Minor optimization to the way items in a characters' inventory stick to the position of the character.
- Minor UI optimizations.
- Improved performance when debugdraw is enabled.
- Minor optimizations to level wall rendering.
Talent changes and fixes:
- Reworked Europabrew to be more of a double-edged sword: it's a cheap cure for any poison, but it also increases ALL types of damage taken (works on monsters too!), not just acid damage.
- Fixed "Extra Powder" talent not affecting depth charges.
- Fixed weapons skill gain and medical skill gain from certain talents working the wrong way around.
- Sulphuric Acid Syringe recipe changed and renamed to Crimson Acid. Now causes a very significant slow and much more damage over a longer duration.
- "Macrodosing" talent had acid burn damage boost removed, but increased the amount of poison applied, making it much easier to poison big enemies.
- "What A Stench" talent had acid burn damage bonuses reduced, to allow acid burn weapons to be stronger even for those without these specific talents.
- Buffed "Modular Repairs" talent: repair pack is now a "multitool", essentially a combination of a screwdriver and wrench which repairs slightly faster, and is no longer consumed when used. The talent also gives one free "Modular Repairs" submarine upgrade.
- Differentiated the "Art of Submarine Warfare" book given by talents from the one you can purchase from outposts (different names and sprites). Previously these looked identical, and it seemed like a bug when they didn't stack and gave a different amount of skill.
- Fixed "War Stories" book seemingly giving no skill increase sometimes. The amount of skill the book gives is proportional to the number of kills the "author" of the book got, and diminishes the higher the reader's skill is. That meant the book sometimes increased the skill by less than 1 (only making it progress toward the next level), which didn't cause a skill increase notification to pop up.
- Fixed "Bounty Hunter" and "Logistics Expert" not showing the additional reward in UI in multiplayer.
- Fixed "Tasty Target" still making characters super loud (and visible on the sonar).
- Fixed "Lightning Wizard" talent description not mentioning it only affects melee attacks.
- Fixed reputation gain bonus from the "Protect and Serve" talent being multiplicative, meaning you could get ridiculous amounts of rep if you have multiple security officers with the talent.
- Fixed "Mule" talent not working with physicorium bars.
Miscellaneous changes and additions:
- 2 new research modules.
- 3 new medical modules.
- 2 new security modules.
- 6 new admin modules.
- 4 new crew modules.
- 4 new docking modules.
- 4 new engineering modules.
- 4 new clown modules.
- 2 new Church of Husk modules.
- New bath house and nightclub modules.
- 3 new storage modules, with 4 new events (providing extra loot and some potential challenges).
- Added module probability, meaning some optional modules (such as storage modules) do not always spawn.
- New "gravity shell" ammo types for railgun and flak cannon. Fabricated from dementonite.
- New "mindsense" item that temporarily gives you the ability to sense living characters through walls. Fabricated from dementonite.
- Clown crates can be carried with a character inside.
- Jukeboxes play music, the track can be changed by interacting with the jukebox. Also added new "speaker" items that work the same as jukeboxes.
- 7 new achievements:
- Get Out Alive: get through the entirety of the Cold Caverns without losing your character in permadeath mode.
- The Abyss Beckons: lose a character in the permadeath mode.
- King of the Hull: win a PvP King of the Hull mission.
- Hide And Seek: kill a Cave Mantis.
- Ancient Novelty: destroy an alien terminal using alien curio.
- What Smirks Below: kill a psychoclown on a beacon station.
- Europa's Finest: complete a campaign in ironman mode in multiplayer!
- Added the ability to load saves from back-up save slots, rather than just one save slot per campaign (allows going back further into the past, to avoid getting stuck).
- Disabled portable item finders working outside of the player subs. The intention is that they can't be used as a map of unknown places. Can be adjusted in xml for modding.
- Some new stair variants.
- Made the water ambience sounds inside the sub a little more quiet.
- Adjusted the low pass filter that muffles audio that's coming from far away or from behind obstacles: the sounds are now muffled more heavily.
- Made the ping estimations in the server list more accurate. They are still not perfect, because due to the way SteamP2P works (with the connection potentially getting relayed through Valve's intermediary servers), it can be hard to determine the ping in advance without actually connecting to the server.
- Adjusted railgun shells and depth charges to show the 'explosives' icon. Other items can still be placed into them, but most don't actually do anything. This should help players to understand it's mainly intended for explosives.
- Adjusted the names and descriptions of turret ammunition, to be more clear (and more easily searchable) on what turret they're used with.
- Circuit boxes can be set to require a specific ID card tag to access.
- The docking circuit boxes in vanilla subs require a captain's ID card to access.
- One-handed riot shields (to make them actually useful!).
- Added "surveillance center" item which can be connected to multiple cameras, which can be toggled through with buttons on the UI. There's an example item assembly showing how to connect the center to multiple cameras using the new output selector components.
- Output selector component (the technical term is "demultiplexer"). A component that has one input connection, and multiple output connections, and allows you to choose which of the output to send the input signal to.
- Input selector component (the technical term is "multiplexer"). A component that has multiple input connections, and one output connection, and allows you to choose which of the input signals should be forwarded to the output.
- Made the sound effects and camera shake a lot more noticeable when approaching crush depth.
- Option to make circuit boxes require a specific ID card to access.
- Removed the restriction of 2 security officers and 2 medics per crew in multiplayer.
- Spectators can focus the camera on a character by clicking on one on the crew list.
- Easier testing of outpost modules in the sub editor: when launching the test mode with an outpost module that's suitable for some outpost, the editor generates the whole outpost as opposed to just the single module.
- Higher-res collider indicators (visible in the character editor and when debugdraw is on).
- Adjusting the audio level sliders changes the volume immediately (as opposed to when you click "apply") to make the volume easier to preview.
- Added options for renaming and deleting local mods.
- Added an option to copy a workshop mod to a local mod.
- Fixed the context menu's "unsubscribe" button not working.
- Copying a waypoint while holding Ctrl automatically links it to the original waypoint in the sub editor.
- Option to choose the level difficulty in the level editor.
- Crush depths for different levels of hull upgrades are visualized in the level editor.
- Fixed BrokenSprites not showing up in the sprite editor.
- Ctrl+C copies the sourcerect of the selected sprite or sprites in the sprite editor.
- The total mass of the character is shown in the character editor. Note that the masses don't correspond to any "real units", but they may be of use if you e.g. want to make some status effects affect large monsters.
AI:
- Fixed an issue in the medic AI that made them often use suboptimal medicine when there were better options available. The issue happened when the medic didn't have the meds readily available: when they started searching for the sub for suitable meds, they would accept any of the 4 most suitable ones even if there were more suitable options available.
- Medic bots no longer use saline to treat infections. Saline has such a minor effect on infections that the bots could end up wasting huge amounts of it.
- Bots are now able to change the fuel rods on exosuits.
- Fixed bots being too eager to use welding tools and plasma cutters as weapons.
- Defense bots are now much better at navigating inside the sub, and they can open doors and use ladders.
- Fixed defense bots always being friendly to all humans, regardless of the team.
- Defense bots can now be told to unfollow by interacting with "E" (play). You can also tell someone else's defense bot to follow you.
- Defense bots show a green light when they are following a target.
- Monsters can now see and target searchlights.
- Fixed escorted NPCs getting turned hostile by the negative side-effects of medicine way too easily.
- Fixed security officers starting to consider everyone in the outpost as "belonging to another crew" after they've been alerted in a jailbreak mission, causing them to do constant security inspections on each other.
- Fixed low amounts of poisoning making bots say the target is mildly injured and doesn't need treatment.
- Fixed bots being unable to heal husk infections.
- Fixed bots recharging fulgurium batteries as soon as they're below 100% condition.
- Fixed bots being unable to defend themselves if they are holding an item that cannot be placed in the inventory, such as a cargo scooter or a box. Now they can put the item on their back or drop it when necessary.
- Fixed bots trying to store items like HMG in cabinets instead of putting it on their back when they don't need it.
- Fixed bots wearing both diving mask and diving suit when the suit has no oxygen left and when a mask would suffice.
- Fixed bots using repair tools in combat from an incorrect distance.
- Fixed bots sometimes getting stuck in a flooding room. Happened in situations where the centers of the nearby safe hulls were far away from the current room, e.g. if the rooms were very large.
- Fixed bots refusing to fix small leaks when there are no diving masks available but there are diving suits that they could use.
Fixes:
- Fixed "mission equality check failed" error when you join an ongoing campaign in which the players have selected missions in an outpost, but not departed yet.
- Fixed "lock default wiring" server setting locking components in all circuit boxes (even ones placed mid-round).
- Fixed headsets not working on characters spawned via console command.
- Fixed iron man mode staying "partially on" when the checkbox is left ticked, and a respawn mode other than permadeath is enabled, causing e.g. character loss to not get reverted when restarting the round.
- Fixed escort and cargo missions still sometimes leading to locations with no outpost. Now these missions should not be offered if there's no adjacent outposts.
- Fixed the sonar marker sometimes disappearing in one of the levels at the end of the campaign if the player stays too long in the level.
- Fixed dropping a melee weapon mid-swing leaving its hit detection active, causing characters to take damage if they touch it afterwards.
- Fixed monsters being unable to walk/swim backwards in multiplayer, causing the animations to look off in the case of e.g. monsters that back off after attacking.
- Fixed mineral scanners working without power.
- Fixed some faction events getting stuck when you choose the "ignore" option in the dialog.
- Fixed wrecked coilgun loader still using the old sprite (that doesn't look like the normal loader).
- Fixed lower docking port not being connected to the power grid in Camel, Orca 2, R-29 and Remora.
- Fixed chitin being damageable.
- Fixed beacon stations being often positioned in a different spot in mirrored levels (e.g. it might be near the outpost at the end of the level, but if you entered that outpost and returned to the level, it mightve been near the other end of the level).
- Handheld item finders no longer work in ruins, wrecks and outposts (makes it too easy to locate loot - they were originally intended just for finding items on your own sub).
- Fixed "access denied" console errors when you attempt to open a restricted folder in the file selection dialog (e.g. when selecting a preview image in the sub editor). Now folders you don't have access to open a hidden from the menu.
- Fixed lights sometimes going through doors.
- Fixed dropped items sometimes seemingly disappearing client-side in multiplayer (most often, cargo scooters around ruins).
- Fixed inability to select containers that make you automatically pick up the item inside (e.g. weapon holders and fire extinguisher brackets) in the sub editor.
- Fixed occasional "invalid wallet" errors when finishing the campaign with talents that give extra money at the end of the round.
- Fixed rescuing Jacov Subra still not changing the abandoned outpost back to normal.
- Fixed characters losing skills and items if they die due to a disconnection, and then despawn before the end of the round.
- Fixed loading an autosave in the submarine editor not refreshing the list of layers in the sub.
- Disabled drop item hotkey in editors. It seems this is frequently bound to keys that are used in editors too, leading to e.g. people dropping screwdrivers around the sub when they're trying to toggle the entity list.
- Fixed outdated skill requirements in some weapon tooltips (Autoshotgun, HMG and Machine Pistol).
- Fixed crew list order shuffling around whenever characters are added or removed in MP.
- Fixed smoke from volcanoes and lava vents rendering in front of level walls.
- Fixed "man and his raptor" mission completing even if the mudraptor dies.
- Fixed crashing when trying to join a dedicated server via an IPv6 address.
- Fixed logbooks sometimes spawning in locked cabinets in wreck missions, which may make the mission impossible to complete if there's no corpse with an appropriate ID card in the wreck.
- Fixed deleting a wire with a label behind it from a circuit box also deleting the label.
- Fixed incorrect opium skill requirement tooltip.
- Fixed pulse laser loader's light flashing when it's rewired.
- Fixed certain affliction-specific animations, like the "drunken run" animation increasing movement speed when wearing a diving suit.
- Fixed psychosis artifacts sometimes causing excessive amounts of psychosis when the number of characters inside their area of effect changed.
- Fixed bots being able to start deconstructors from a distance if the item they're trying to deconstruct is already inside the deconstructor.
- Fixed a very rare issue that sometimes caused there to be now path between biomes on certain campaign map seeds.
- Fixed missions never triggering in levels that don't lead to an outpost if there's any paths to outposts available.
- Fixed outpost NPCs being unable to sit in cafeteria chairs (literally unplayable).
Modding:
- More modder-friendly event set handling. Previously it was very difficult to ensure custom events always trigger without overriding all of the vanilla event sets. We had support for "additive sets", which can trigger in addition to the normal event sets, but no way to guarantee one triggers. Now an attribute called "SelectAlways" can be added to an event set to ensure the game always selects the set when it's suitable for the current level. If the set is additive, it is guaranteed to get chosen regardless of what other sets get selected. If the set is NOT additive, the game will choose the first available non-additive set that is configured to be always selected.
- Made beacon events more modding-friendly: previously which beacon events were allowed to trigger was based on which layers are present in the beacons, but this was not a good idea because it breaks the events in all existing beacon mods (which for the most part don't use layers). Now trigger based on what kind of spawnpoints there are available in the beacon station.
- Added OnInserted and OnRemoved action types, which can be used in Containable definitions to trigger a status effect when something is placed into or removed from a container.
- Option to allow severing monsters' heads without killing them.
- Add an option to trigger motion sensors by species name or group.
- Monster AI: Added support for multiple targeting tags per target (e.g. an item having two different tags that a monster can target with different targeting params: the guardians now use this when targeting traps: they can either hide in them or flee to them for the repairs).
- Monster AI: Added support for multiple targeting params with the same tag. Currently not used in the vanilla game.
- Add support for targeting only items and for specifying multiple target types in the attack definitions. Or in other words, a monster attack can be configured to work against both characters and items.
- Fixed property conditionals targeting item components always requiring a match for all of the components of the same type, instead of any of them. Can be adjusted in the xml.
- Fixed NPCChangeTeamAction crashing the game if the target doesn't have a character info (= it's a monster or a pet).
- Increased the shadow casting light limit to 100 in the sub editor (can still be bypassed by enabling the "debugdraw" command).
- Made hostile abandoned outpost NPCs able to react offensively to the player even if the mission takes places in a friendly outpost (i.e. assassination/rescue missions can take place elsewhere than abandoned outposts without the hostile NPCs fleeing from the players).
- Made it possible for a CustomInterface to periodically refresh the UI to match the properties of the item (e.g. if there's some timer field, to get the value of the timer from the item).Configured with the attribute "GetValueInterval". Previously it was only possible to make the UI control the values of the properties or send signals, but not the other way around.
- Support for defining characters "the normal way" (using human prefabs, as opposed to the "character types") in pirate missions.
- Support for applying status effects on the pirates in pirate missions.
- Fixed toggling layers not working in outpost modules.
- Fixed contained items not getting hidden when the layer the parent item is in gets hidden.
- Fixed Sprite elements in wearables being case-sensitive.
- Fixed SpawnAction sometimes choosing spawnpoints in the abyss, ruins or caves when set to spawn at the MainPath.
- Fixed items not being positioned/rotated correctly when contained inside a "grandparent container" (item inside a container inside a container).
- Added "researchmaterial" tag to items containable in a research station. Doesn't affect any vanilla content, but allows modders to make research stations usable for things other than genetic materials. Also allow putting medium and small items into the output slots.
- Option to make TriggerComponents trigger based on a species name, species group or a conditional.
- "HUDOverlay" element which can be used to show a full-screen overlay on any arbitrary item the view is focused on. Used on cameras.
- Fixed there being no guarantee that there's a suitable start outpost in the first biome, especially when using mods that add a lot of new location types.
- Fixed removing an item with multiple inventories using status effects only removing the items inside its first inventory.
- Fixed MissionStateAction always incrementing the state by 1 when set to "Add", disregarding the value set in XML.
- Fixed delayed effects not filtering the targets properly (ignoring e.g. TargetIdentifiers and TargetItemComponent).
- Fixed character variants overriding the targeting parameters of the parent character incorrectly.
- Mission types are no longer hard-coded.The name of the XML element determines the actual mission class used by the game, but the mission type can be any arbitrary string. Can be used if you for example want to add special types of salvage missions, and categorize them separately in the menus.
- Fixed NPCs losing the reference to the HumanPrefab if they're hired in the crew and a new round has started. Didn't cause any issues in the vanilla game, but made it impossible to refer to the NPC using the human prefab id in events.
- Non-humanoids can now use ladders, if they have both "CanInteract" and "CanClimb" enabled in the character params.
- Fixed making an NPC stop operating an item with NPCOperateItemAction not working.
- Fixed StatusEffectAction not working client-side when it's executed immediately at the start of the round before clients have loaded in.
- Fixed "sprite not found" console errors when the game tries to preload a modded creature with damaged sprites.
- Fixed MeleeWeapon StatusEffects not being synced correctly (the effect didn't specify the MeleeWeapon component as the target client-side). Doesn't seem to have affected any vanilla content.
- Fixed conditional sprites in limbs completely ignoring the texture path defined in the xml and always using the default path.
- Fixed inability to make structure prefabs indestructible (the setting only applied to individual wall instances placed in the sub editor).
- Instead of having to define the pirate sub files in the mission, you can also just leave it out and let the mission choose a random enemy sub. The reward, preferred difficulty, and tags that restrict which mission a sub can be used in, can be configured in the sub editor.
- Fixed specific kinds of item variants causing "sprite not found" errors. Specifically, when a variant in Mod A inherited an item from Mod B, and that item had sprite paths configured using %ModDir%, the game would attempt to find the sprite from Mod A even though it should be looking for it from Mod B.
- Fixed items that take up both the OuterClothes and InnerClothes slots being possible to put in just either of them by swapping them with other items in a specific way.
- Made "RemoveIfLinkedOutpostDoorInUse" affect ladders too (making it possible to remove unused ladders from outpost modules by linking them to doors).
- Fixed inability to set an item's condition or quality using OnSpawn status effects.
- Fixed PowerTransfer.CanTransfer not working.
Hello everyone!
The Unto the Breach update is now almost here, so lets take one last look at whats coming.
Hello everyone!
Its time to reveal the biggest change in the upcoming update: a complete overhaul of the PvP game mode. This game mode has not received any attention from us in a long time, so now we wanted to bring it up to par with the rest of the game.
Hello everyone!
The next update is now about a month away, so its time to take a closer look at whats new on Europa this time. Well cover the big thing in the update in our next post, and this time, lets take a look at
Hello everyone, we've just released an extra hotfix to address two issues which have caused problems recently: v1.5.9.2 - Fixed an exploit that allowed clients to crash servers when hosting through SteamP2P. - Fixed crashing when loading a save in which a character has a deconstruct order and an item marked for deconstruction is outside hulls.
Hello everyone!
Weve been back at our desks for a few weeks now, and its time to turn our eyes towards the second major update of 2024.
This next update is going to be in the oven for a while longer, but remember that you can try out all the upcoming features and changes in the Unstable version as they roll out for playtesting throughout the next couple of months.
Hello everyone! The second hotfix to address issues found in the Summer Update has just been released! After this update, we're off to enjoy our summer holidays, but don't worry - we'll be back in action in August. Have a great summer everyone! v1.5.9.1 - Fixed outpost security being way too eager to arrest characters who attempt to escape a security inspection, to the point that getting inspected while running past a guard would immediately make them arrest you. - Fixed some thalamus items being hidden for no reason in some wrecks. - Fixed "assault enemy" order not working in abandoned/enemy outposts. - Added a configurable multiplier for the cost of hiring a new character to replace a permanently killed one. Makes it possible to host permadeath servers without having to assign hiring or money permissions to clients. - Players are allowed to rename the character they take over in the permadeath mode. Modding: - Fixed forceOutpostGenerationParamsIdentifier (which can be used to force specific outpost generation params to be used in a location type) only working in single player.
Hello everyone! We've just released a hotfix to address a few issues with the latest update. v1.5.8.0 - Fixed crashing when killing a defense bot or a leucocyte. - Fixed directional flak ammo box still being carried with 2 hands. - Fixed set_auto_operate and toggle_auto_operate disappearing at the start of the round if AutoOperate is not enabled. Now there's a setting called "Allow Auto Operate With Wiring" which can be enabled in the sub editor to enable the connections.
Hello everyone!
The Summer Update has just been released. It includes the new Permadeath and Ironman game modes, monster-attracting voice and text chat, bot AI fixes and improvements, multiple quality-of-life additions and a long list of fixes.
Read more about the update in our previous post and see the full list of changes below.
Make sure to update your game to the latest version to be able to join and host servers. Have a great summer everyone, well see you again after our vacations!
v1.5.7.0
Changes and additions:
- Added a new, optional, permadeath mode in the multiplayer campaign. When your character dies, they stay dead, along with all their XP and talents. You will have to acquire a new character to respawn and continue playing. This can happen in two ways: you can wait to hire a new character for yourself from the next non-hostile outpost, or take control of a bot to resume playing right away.
- Added a new, optional, iron man mode in the multiplayer campaign for those looking for an insane extra challenge. Players who have died in Ironman mode can only spectate, and hope that the rest of the crew will make it.
- Added a new wreck mission: clear Thalamus.
- Added more beacon stations with bandits.
- Added giving items to others by dragging and dropping. It's always enabled when targeting pets and bots (on the same team), but can also be enabled in the server settings for targeting players.
- Added a slider at the bottom of the tab menu that allows you to set the salary of all crew members whose salary has not been manually set, and also determines new characters salary for late joiners.
- Added support for new outputs in item containers:
- "contained_conditions" (sum of the conditions of contained items)
- "contained_conditions_percentage" (sum of the condition percentages of contained items)
- "contained_items" (total number of contained items)
- Turret auto operate settings now transfer to the other turrets that are swapped in place of the original.
- Turret auto operate functionality can now be enabled or disabled with signals.
- Reduced the minimum length of the outpost hallways. Should get rid of the horizontal hallways and reduce the length of some vertical hallways.
- Monsters can now hear when the players are using the text chat and in-game voice chat.
- Changes to carrying turret ammunition:
- Can now be carried with one hand, instead of requiring two.
- Each shell/box now slows the character by 20%.
- Adjusted the hold positions.
- Made small and medium mudraptor eggs glow the same way as the large version. The small version can now spawn in mudraptor nest missions, and they're extremely difficult to find without the glow.
- Improved the hireable husks and clowns. Added titles, made the gear more appropriate, and added high-level versions of the NPCs.
- Optimization: Fixed medical clinic UI refreshing and the server sending updates to clients whenever the number of afflictions on a character changes (which can in extreme cases be several times per frame).
- Pumps and engines now deteriorate faster when being operated at full power for a while.
- Changes to the highlighting to make it easier to interact with items near pets.
- Made combat diving suits and slipsuits reduce visibility less than the other suits.
- Added support for hosting servers in a local network without a connection to Steam or EOS. You need to set requireauthentication="false" in the server config to allow clients to join without Steam/EOS authentication.
- Updated Crawler and Crawler Husk textures to a higher resolution.
- Changed the logic of assigning jobs for the bots in the multiplayer game mode. Previously the jobs were assigned based on the number of spawnpoints for that job in the sub, now the game instead tries to distribute jobs evenly to the bots.
- Changed the logic of generating hireable characters in the outposts:
- All outposts now offer at least one hireable for a given job, if that job is missing from the crew.
- Added medics, security and captains as hireables in mines.
Balance:
- HMG has less severance chance and always applies a slow to characters, rather than just when carried in hands.
- Assault Rifle magazine size is now 30, up from 20.
- Flamer and Prototype Steam Cannons are better as weapons when used with Incendium Fuel Tank.
- Lead and Uranium can now be launched with the Scrap Cannon too, increased the Scrap Cannon damage with some materials.
- Auto-Shotgun is now less accurate than the Riot Shotgun.
- Grenade Launcher can now hold 6 grenades, and fires faster.
- Bandolier is now held in the bag slot, replacing the Toolbelt/Backpack but only accepting munition-type items (includes grenades).
- Reduced bonuses given by money-related talents of the Captain's "Politician" tree. Stacking all bonuses was too effective.
- Adjusted Captain's "Politician" talent tree.
- Fixed the talent "Your reputation..." not giving double money for cities.
- Minor speed buffs to Combat Diving Suit, PUCS, Slipsuit (only when swimming).
- Added a bit more level generation variation to later biomes.
- Changed the Great Sea a tiny bit in appearance (tweaking the chunks available).
- Fixed some XML oversights, some plants had 0 commonness in all biomes and thus never appeared (for seemingly no reason).
AI:
- Outpost NPCs now blame the character who equipped a diving mask with welding fuel inside it for the deaths caused by it.
- Security bots don't inspect characters for stolen items in the first 30 seconds of a round. Prevents "unfair" inspections you have no chance to react to if you happen to spawn right next to a security NPC with stolen items on you.
- Outpost guards will now hold fire for a while, give two warnings, and after that attack the target, unless it complies (e.g. by ragdolling). They still prefer stun weapons while trying to arrest, but can also use lethal weapons, unless the target is on the same team.
- Targets that have escaped, resisted being arrested, or acted aggressively, will now be considered as criminals. Criminals will be immediately arrested with no warnings, if they do something illegal. The criminal status persists only for one round.
- The outpost guards should now also always confiscate all weapons and stolen items when they arrest a target. Previously this happened inconsistently.
- Fixed outpost security guards only attacking thieves when they can stun the target.
- Fixed outpost guards not letting go of the target theyre inspecting for stolen items when their objective changes (e.g. when someone is attacked).
- Fixed inconsistent guard reactions on interacting with handcuffs. They are now always considered illegal items, unless equipped (handcuffed).
- Fixed/changed: guards can now follow the player to the player sub. They will now wait for a while, after which they'll return back to the outpost, if able to.
- Fixed bots sometimes yelling incorrectly that they can't find a path when following/holding a position.
- Human enemies and outpost guards can now react to noises (ai targets that have the tag "ProvocativeToHumanAI").
- Fixed automatically created hulls in the docking ports not being marked as wet rooms, allowing the bots to drop the suits there.
- Bots no longer automatically take diving suits off in shuttles.
- Bots no longer take off diving suits while climbing. They should now drop the suits in the next platform instead.
- Bots no longer cancel (looping) orders outside of the submarine. Some orders are still cancelled.
- Added a separate job for outpost managers. Fixes outpost managers trying to operate the navigation panels in the outposts.
- Fixed bots getting stuck in some outpost stairs.
- Fixed bots sometimes stopping in the stairs while idling around.
- Bots don't take items from magnetic suspension crates or the crates recovered from a wreck in the "lost cargo" missions.
- Fixed bots "cleaning up" items from magnetic suspension crates and crates salvaged from a wreck.
Submarine layers (previously "groups"):
- Added CheckDifficultyAction. Can be used to check the difficulty of the current level.
- Option to require a specific layer to be present for an event or event set to be triggered.
- Stop updating items that are in a hidden layer (previously e.g. reactors and other devices would work fine despite being hidden)
- Hide wires that are connected to a hidden item. These are still visible in the connection panel though (just locked).
- Added DamageBeaconStationAction. Can be used to disconnect wires and break devices and walls in beacon stations.
- Fixed the "layers visible by default" sometimes showing the layers incorrectly.
- Fixed entities getting hidden when loading a sub with some hidden-by-default layers in the sub editor.
- Disabling a layer with spawnpoints in it now also disables the spawnpoints.
Circuit box UX:
- Fixed selecting wires causing you to also select components if they overlapped.
- Added character count indicator to circuit box labels and turn the text red if it goes over.
- Show a prefab icon on the cursor of the wire that is being dragged when you start dragging a wire.
- Input and output connections can be renamed by right clicking.
- Labels can be renamed by double-clicking.
Tools:
- Fixed editing water or fires using the console commands not working while on the freecam mode.
- Water edit mode: you can now double click with the primary mouse button to set a room flooding with water instantly. Double click with the secondary mouse button to completely drain the room.
- Fire edit mode: you can now use the secondary mouse button to gradually extinguish the flames in a room. Double click with the secondary mouse button to put off the flames instantly.
- Copy-pasting multiple commands into the console executes all of them in order.
- Added a parameter for specifying a location in the "teleportcharacter" console command.
- The auto-completions in the console can now be browsed backward by holding left shift.
- Added some subcategories shown in the value inspector views. Not yet used extensively.
- Fixed turret rotation limits seemingly inverting when the angle wraps around at 360 or -360 degrees.
Modding:
- Fixed "holdpos" attribute no longer working on throwable item components.
- Added "PropulsionSpeed" StatValue and use it instead of "PropulsionSpeedMultiplier" in status effects. The latter doesn't stack, meaning if you wear multiple items that affect the propulsion speed, the last one would take priority.
- Added a new attribute "ShouldBeOpen" to doors. Can be used by status effects to tell the door to open/close.
- The game now prefers English texts when a localized text isn't found. This means that if your mod is only translated to English, e.g. mission and item names use the English text if someone is playing the game in another language, as opposed to displaying the text configured in the xml directly (e.g. missionname.mycustommission).
- Fixed "TransferAfflictions" setting of StatusEffect (which can be used to transfer afflictions from the character executing the effect to a new one spawned by the effect) not working correctly if the characters have a different amount of vitality.
- Instead of having to define the pirate sub files in the mission, you can also just leave it out and let the mission choose a random enemy sub. The reward, preferred difficulty, and tags that restrict which mission a sub can be used in, can be configured in the sub editor.
- Changed how outpost modules are configured for abandoned outposts: Special outpost module types are now used: "AbandonedAirlock", "AbandonedAdminModule", etc. Previously these special modules used the same module types as normal outposts, but were restricted to only spawn in outposts of the appropriate type. That meant a mod could not add a new module that's used in all types of normal outposts by setting the location type to "Any", because it would also be used in abandoned outposts.
- Made vision obstruction effect adjustable: instead of being just on/off, there's a ObstructVisionAmount value that can be set to a value between 0 and 1. A value of 0.5 roughly corresponds to the old obstruction effect, and setting the obstruction using the old ObstructVision boolean sets it to that value.
- Better support for including non-human characters in the crew: CharacterInfo (which defines a characters job, skills and such, and is required for characters in the crew) can be enabled on any type of character by adding HasCharacterInfo="true" to the character config.
- Fixed crashing when you try to spawn a character defined to use human AI but doesn't have CharacterInfo or a job.
- Added an option to supply "addtocrew" argument to the "spawncharacter" console command. Makes it easier to test the above changes, and allows spawning "nonhuman crewmates" using console commands.
- Added a new parameter for upscaling character textures: SourceRectScale. It's intentionally not exposed in the character editor, but can be used together with the existing TextureScale to adjust the scaling of the textures. E.g. TextureScale 0.5 and SourceRectScale 2.0 doubles the resolution without having to adjust the other values of the ragdoll.
- Fixed DamagedByRepairTools not working if the item doesn't also take damage from projectiles or melee weapons.
- Fixed artifact events causing a crash if the item the event is supposed to spawn can't be found.
Fixes:
- Fixed the game sometimes crashing on welding a leak.
- Fixed store stocks of most items increasing constantly, all the way up to 100.
- Fixed ID cards not getting assigned the appropriate tags when you choose to get them delivered immediately.
- Fixed antibiotics not applying "drunkweakness" as intended.
- Fixed characters holding throwables, like grenades, weirdly in an unintentional pose.
- Fixed "exhibitionism" event failing if clothes or a diving suit are held in the hand slots.
- Fixed outposts giving an endless supply of missions if you keep taking up the missions, and then saving the game and reloading it again.
- Fixed flipping of the item not being taken into account when launching a projectile (making left-facing projectiles launch backwards).
- Fixed inability to hire/fire/rename/heal "twin bots" (bots with the same name, appearance and job).
- Fixed characters moving faster on underwater scooters while wearing a backpack and an exosuit than when wearing other equipment or none at all. Also affected the movement speed of the characters while wearing/holding other items.
- Fixed some CJK characters, for example and not drawing in the game properly.
- Fixed item container sorting behaving inconsistently when there's instances/stacks of the same item in multiple slots (randomly shuffling the items around).
- Fixed label tags sent via Wi-Fi components not using the localized text in the chat interface.
- Fixed "minleveldifficulty" and "maxleveldifficulty" attributes being ignored in the single mission mode.
- Fixed vertical gaps not emitting particles if the top of the gap is not above the top of the hull the water is flowing to.
- Fixed some draw order issues on alien hatches and doors.
- Fixed decorative items on held items glowing for no reason.
- Fixed a potential softlock if you accidentally start a round in a level that's too deep for the sub. The crush depth warnings on the campaign map now take the start/end position of the level into account, and the sub doesn't take depth damage in the first minute of the round, giving you a chance to return if you end up in a level that's too deep.
- Fixed BeaconStation and Wreck info (e.g. place on the ceiling and the difficulty settings) resetting when you enter the sub editor's test mode.
- Fixed skin tint (both the normal skin color and tints applied by afflictions) affecting the color of the damage overlay (i.e. darker-skinned characters seemed to have darker blood).
- Fixed melee weapons losing collision with platforms and level walls after being swung.
- Moved the alien terminals a bit farther from the guardian pods, so that the player operating the terminal won't get damaged by the exploding pod.
- Fixed inability to open some item interfaces in the sub editor (more specifically, items without an item container).
- Fixed attempting to flip items that cannot be flipped on the X axis, for example crate shelves, not doing anything and looking broken when the submarine is flipped on the X axis (for example in PvP).
- Fixed sprite bleeding on some structures and items.
- Fixed clients sometimes displaying missions as having failed even though they succeeded server-side.
- Fixed fabricating getting interrupted if you start fabricating an item whose recipe is unlocked by a talent on some bot, and then switch to that bot.
- Fixed items that are marked for "relocation" (automatically moved to the main sub) after a bot drops them in the outpost disappearing if you save and quit. Now we also handle the relocation when saving and quitting mid-round, not just when starting a new round.
- AutoInteractWithContained fixes:
- Ignore AutoInteractWithContained in editors (e.g. don't force picking up an item from an artifact container when trying to rewire it in the editor).
- Enabled AutoInteractWithContained on fire extinguisher brackets and weapon holders (interacting with one automatically picks up the item).
- Fixed all walls taking double damage.
- Fixed portable pump UI flickering on and off when picked up in MP.
- Adjusted Camel airlock layout: removed the inner horizontal wall and moved the wires and components.
- Fixed the oxygen generator not being wired on KopraKoht beacon station.
- Fixed respawn shuttle spawning when a respawn triggers, even if all the characters spawned directly in the main sub (e.g. because they had an existing character who was previously on the sub).
- Fixed docking ports and hatches being very difficult to interact with when they overlap with a door or a hatch.
- Fixed flak cannon shrapnel not damaging the character who fired the cannon.
- Fixed campaign map sometimes auto-opening at the beginning of the round (more specifically, when traversing backwards to certain kinds of levels).
- Fixed crashing when the game doesn't have access to certain folders or files (e.g. if the folder the saves are stored in is set to be read-only). Should now throw a console error instead.
- Fixed selected container staying open if you lose access to it by e.g. putting the ID card that's required for access into another item in your inventory.
- Fixed characters teleporting outside when they pass from hull to another, and there's a tiny sliver of "outside space" between the hulls.
- Fixed hanging end disappearing from a wire when you connect the other end.
- Fixed marking a stack for deconstruction only marking the first item for deconstruction server-side, even though the deconstruct icon is displayed on all client-side.
- Fixed an issue that caused duplicate characters in the HR manager menu. Happened when you moved a hire to the pending list, closed the menu and then reopened it.
- Fixed "Junction Junkie"" talent giving an incorrect number of XP.
- Fixed "Machine Maniac" and "Quickfixer" talents not affecting fabricator and duct block repairs.
- Fixed "Better Than New" talent not affecting reactor repairs.
Hello everyone!
Its soon time for our team to take our yearly summer holidays. Before that, however, we will release one more update for you to enjoy: The Summer Update will include the Permadeath and Ironman game modes, and a long list of other additions, fixes and improvements.
Permadeath and Ironman
These two new game modes will bring added challenge to those who want it, by changing the way respawning and character death work in multiplayer.
In Permadeath, when your character dies, you will lose that specific character and all their progression. You will be able to keep playing by either taking over a bot crewmate, or by purchasing a new character from the next outpost, should your crew survive the trip there.
If you really want to challenge yourself and see how far your crew can make it, you can try the Ironman mode, where there is no coming back from death. Once dead, you will only be able to spectate and watch the rest of your crew succumb to the dangers of Europa. Good luck!
Other additions and improvements
Hello everyone! We've just released a second hotfix to address issues in the Blood in the Water update. Find the list of changes below, and be sure to update your game to the latest version. Please note: We are aware of localization issues in certain talent descriptions, but unfortunately these could not be addressed in today's hotfix. We will release a third hotfix for the localization issues specifically a bit later, most likely next week. v1.4.6.0 - Fixed monsters sometimes spawning immediately after the round starts (Often happened between levels, when there was no outpost between them). - The 'Art of Submarine Warfare' book granted by the 'War Stories' talent is now a separate item and the original book has been reverted to its original state. - Fixed Thalamus' fleshgun ropes not being able to stick to a submarine anymore. - Fixed Thalamus' flesh spike crashing the game in the multiplayer game mode. - Added a scrollbar to the submarine warning list. Fixes the list not fitting on the screen, when there were multiple, long errors. - Fixed server list filters not saving properly. - Fixed marking a stack of items to be ignored or deconstructed only taking into account the first item of the stack, instead applying to all items of the stack. - Removed duplicate localization lines that caused old versions of text to show up in some places. - Fixes to the Chinese localization. - Fixed the inability to edit tags that contained the same word as one of the predefined tags. - Fixed a crash on opening the contextual order menu for an item of another character's inventory while the health interface is open. - Fixed a crash when editing and resizing the circuit box label texts.
Hello everyone! We've just released a hotfix to address a few commonly occurring issues in this week's update. v1.4.5.0 - Fixed crew remaining dead, mission remaining completed/failed, etc when you return to the lobby an restart the round. The issue was that the server did not properly load the previous save when opting to continue the ongoing campaign. - Added a button to the server lobby which opens the server description in a popup to make it easier for players to find. We are still thinking of the best way to handle the description/MOTD, this is more of a quick band-aid solution for the description being too easy to miss / difficult to find at the moment. - Fixed descriptions being outdated on some of the modified XP talents. Currently only fixed in English, the descriptions in other languages are still outdated. - Fixed "command not found" error when trying to use the new "converttowreck" console command. - Fixed items in a container in the submarine not being counted in the "owned items" count in the store interface. - Fixed bots being unable to properly clean up some items, just taking them into their inventory and leaving them there. - Fixed drinkable items (such as ethanol) giving the full effect with just a tiny sip. - Fixed effect from the "revenge squad" talent only lasting 60 seconds. - Fixed combat diving suit being slower than intended when using an underwater scooter.
Hello everyone!
The Blood in the Water update has just been released, with two new monsters, a medical system mini-overhaul, extra difficulty settings for campaign mode, and new wrecks and beacons for you to explore, to name only a few things.
Read more about the update in last weeks preview post, see the full list of changes at the end of this post, and be sure to update your game to the latest version to be able to host and join multiplayer servers. We hope you enjoy Blood in the Water!
v1.4.4.1
Changes and additions:
- Added new lost cargo missions, in which you must recover cargo from a sunken sub.
- Added six new beacon stations, and updated existing beacon stations.
- Added seven new wrecks.
- Chat messages and NPC dialog is shown in speech bubbles above the character's head. Can be disabled in the game settings.
- Improved the particle effects when the sub hits a level wall, and when cutting/destroying level walls.
- Certain afflictions and talents change the character's walking/running animations (e.g. drunkenness, the "musical talents", vigor, hyperactivity, concussion).
- Removed the randomization of quality from fabricated stackable items. The randomization made them annoying to fabricate, because the items of different quality couldn't be stacked in the fabricator's output slot.
- Motion sensor ranges are visualized when wearing engineer's goggles.
- Made fabricators and deconstructors faster in outposts (it's not fun to force everyone to wait while someone is working a fabricator in an outpost).
- Fire no longer damages husk eggs, fruit and explosives over time. Allowing them to be partially damaged made them really difficult to handle when they happened to be in a stack. Now husk eggs are immune to fire, and the rest get destroyed completely after being in fire for a moment.
- Improvements to the visual effects of lava vents and hydrothermal vents.
- Pets leave behind a corpse when they die. Having them just "pop" often meant you couldn't be sure if the pet had gone missing or died.
- Added a hotkey for dropping the held item. Not bound to any key by default.
- Added a hotkey (by default Alt) that displays a label on all nearby interactable items. The label can be clicked on to interact with the item. Should make it easier to e.g. find loose items on the floor or pick up a specific item when there's many close to each other.
- Tons of changes and improvements to outpost events: the main goal has been to make the things described by the event popups "actually happen", as opposed to just describing them in text. There's now more visual and audio effects in the events, and the things described by the texts tend to actually exist in the game world. There's also been lots of changes to the outcomes of the events: the choices you make should now generally be more meaningful.
- Most outpost events can now be started by another player if the first player who encounters them chooses to ignore them.
- Made the bilge pump circuits non-interactable and the bilge pumps non-wireable in outposts. It was too easy to abuse them to drown the outpost.
- All the pathways from the location you start at in the campaign lead to an outpost. Choosing a new destination at an uninhabited location seems confusing to new players, who haven't yet seen how transitions between levels work.
- Improvements and fixes to harpoons and ropes: the user can now pull towards the target by pressing space (but only when diving), added sounds to reeling and the rope snapping, adjusted the forces and changed how the forces were applied to both the user and the target.
- Added ON_DOCK and ON_UNDOCK outputs to docking ports.
- New automatic docking hatch assembly (much simpler than the old one, now built using a circuit box with labels that explain how it works).
- Added an option to add labels inside circuit boxes (can be used to e.g. explain parts of the circuit).
- Added a menu to the submarine editor that lists all the container tags used in the submarine, explains which tags are available and how they're used, and allows adding them to containers more easily. There's also now a warning on saving if the submarine is missing any common/recommended tags.
- Clown crates now have pressure immunity, making them potentially useful for more than just fooling around.
Monsters:
- Added Viperling, a venomous variant of Spinelings.
- Reintroduced the legacy monster Mantis. Keep an eye out for anything unusual on the walls when exploring caves!
- Changes to make big monsters more of a threat to characters inside the sub, not just the submarine itself:
- Charybdis can poke its head inside the sub, bite and pull characters out.
- Made monsters better at targeting positions on the hull with a character on the other side (meaning they're more likely to be able to cause shrapnel damage).
- Made the shrapnel particles more noticeable.
- Endworm can poke its mandibles inside the sub and damage characters inside.
- Heavy impacts can launch off very high-velocity shrapnel that can penetrate a couple of inner walls, similar to spineling spikes.
- Added some weaknesses to abyss monsters: Endworm has a weak spot in its mouth, Charybdis flees for a moment if it takes heavy damage to the head or mouth (a feature that initially was there but had been bugged for a while).
- Updated husk's ragdoll, textures and animations.
- Husks can now go unconscious and eventually get back up if not "properly" killed, the same way as huskified humans.
- Adjustments to the loot dropped by Latcher and Charybdis.
Diving suit changes:
- Several changes to to make it less obvious choice to wear diving suits indoors all the time:
- Hull breaches flood the sub more slowly now, giving you more time to find a suit.
- Reduced walking speed when wearing a suit (with adjustments to the animation to make the suits feel more "tanky", as opposed to just making the character look like it's walking in slow-motion).
- Reduced the damage protection of suits - it was previously so high it encouraged wearing the suits in all situations just for the damage protection they offer.
- Wearing a suit obstructs your vision more now.
- Reduced the crush depths of diving suits to make them match the maximum crush depth of a fully upgraded sub. Allowing players to survive below the sub's crush depth didn't make that much sense: it was practically impossible to recover the sub, so it's better to treat as a "game over" state and kill the players, as opposed to leaving the game in an unrecoverable "soft-locked" state.
- Decreased the armor ratings (damage modifiers) of the (early-game) diving suits.
- Added Explosion Damage resistance to diving suits and protective gear (and clown outfits, ka-honk).
- Made the exosuit more powerful by giving it more damage resistance, a chance to ignore stuns and increasing its speed
Balance:
- Minor adjustments to the turret balance (most noticeably, made explosive ammo less OP, armor piercing ammo more effective against structures).
- Removed threshers from Cold Caverns. Thresher bites can now cause infected wounds, which can be treated with antibiotic glue, broad-spectrum antibiotics or by applying ethanol or rum to the wound.
- Acid grenades have a slightly longer duration.
- Increased the amount of hyperactivity given by energy drinks. It's still pretty weak, but the previous effect was practically meaningless (making the item more harmful than useful due to the nausea it can cause).
- Dual-wielding ranged weapons reduces reload times and accuracy.
Medical system:
- Made opiates less of a "solution for everything": they have a much higher risk of causing addiction and overdoses, and morphine heals much more slowly, making it less viable for combat-heavy situations.
- Added "infection" affliction type to add some variety to afflictions. Thresher bites and, on high world hostility campaigns, bleeding wounds and untreated burns have a chance of becoming infected.
- Added "alcohol sensitivity" as a side-effect of antibiotics. This causes drunkenness to build up much faster, so avoid using antibiotics and alcohol together!
- Stabilozine's effects no longer stack: it stops the progress of poisons, but doesn't cure poisonings.
- Added "adrenaline rush" as an effect for adrenaline. "Adrenaline rush" keeps the patient conscious for its duration, removes all active stun when inflicted and applies short-term stun resistance.
- Husk infections can be treated with sufforin and cyanide (but you must be careful to have a cure at hand!).
- Antibiotic glue can be used multiple times.
- Made Pomegrenade Extract a bit more useful: gives the "slow metabolism" buff.
- Ethanol and rum can be poured on limbs to treat infections and burns.
- Removed skill requirements from tonic liquid.
- Alien blood causes organ damage, making it less viable as a risk-free cheap alternative for blood packs.
- Saline can be used to treat infections.
- Resting in bunks heals injuries a little faster now.
- Europabrew can now act as a universal poison cure, but also speeds up husk infection in addition to vulnerability to acid burns.
- Rum can now also be made from pomegrenade.
Submarines:
- Fixed Azimuth's periscope being too high up, causing the characters to float when using it.
- Fixed hulls being set up strangely in Camel's humps (not extending all the way up to the ceiling, making it possible for there to be holes in the walls without water getting in).
- Various fixes and improvements to the shuttles.
- Fixed too low oxygen output in Typhon's brig, causing characters inside to eventually suffocate without an additional oxygen supply.
- Fixed Azimuth's cargo and engine rooms not draining full due to the hulls extending below the floor and the bilge pumps.
- Fixed sloped wall piece making it difficult to move from Remora to its drone.
- Fixed grenades sometimes going through certain walls (one common spot was Camel's bow).
- Adjusted the hulls in Orca's lower airlock. The small in-between hull with the pump prevented the sub from flooding, because water couldn't flow out from that small hull fast enough to counter the rate of the pump.
Additional campaign difficulty settings:
- Oxygen tank duration.
- Reactor fuel duration.
- Crew vitality.
- Non-crew NPC vitality.
- Shop purchase prices.
- Shipyard purchase prices (buying new subs and upgrades).
- Severity of injuries from failed repairs.
- Mission income.
- Option to disable the husk infection warning messages.
- Renamed the generic "difficulty" setting as "world hostility", since it only affects things such as monster spawns and environmental hazards.
Wrecks:
- Added wrecked variants of chaingun, pulse laser, flak cannon, double coilgun and their loaders.
- New wrecks: Barsuk, Camel, Humpback, Typhon 2, Remora, R-29 and Venture.
- Fixes to the wreck spawning logic: linked submarines and non-hulled spaces are taken into account in the placement, preventing them from ending up inside walls.
- Various improvements and fixes to the existing wrecks.
- Added new, higher-res wrecked versions of the shuttle sprites. Marked the old ones as legacy structures.
- Fixed wrecked hatches' broken sprite rendering in front of characters.
- Added console command converttowreck to convert submarines to wrecks more easily.
AI:
- Bots can now be ordered to deconstruct items. There's a separate contextual order for marking items to be deconstructed and a regular order that makes the bots start deconstructing those marked items.
- Improvements to medic AI: they're now better at taking the negative effects of drugs into account, meaning they should be less eager to cause opiate overdoses.
- Made bots better at choosing suits adequate for the current depth.
- Fixed escaped prisoners being unable to seek for weapons in the prisoner transport missions.
- Fixed inability to order bots to turrets that are connected to the periscope via wifi components inside circuit boxes.
- Fixed bots cleaning up active glow sticks and flares.
- Fixed bots sometimes deciding to idle inside docking ports.
- Fixed bots being unable to put two-handed items on their back when trying to use an underwater scooter.
- Fixed medic bots sometimes taking meds from inside their autoinjector headset even if they have suitable meds in a toolbelt or some other container in their inventory.
- Fixed escorted characters (e.g. separatists) attacking you if you steal items from bandits.
Multiplayer:
- Added player-specific voice chat volume sliders (i.e. if a specific player is very loud in the voice chat, you can reduce their volume or vice versa).
- Fixed inability to remove invisible symbols (= special symbols not included in the fonts the game uses) from your name using the name text box in the server lobby. This seemed to be the cause for the mysterious "name contains symbols disallowed by the server host" errors: if your Steam name contained special symbols the game can't render, you couldn't remove them by editing the name in the server lobby.
- Fixed an exploit that allowed getting free items from stores.
- Replaced Reaper's Tax with optional extra skill loss when respawning mid-round.
- Fixed clients' wallets appearing empty when spawning mid-round.
- Reworked the server lobby layout. The goal was to reorganize the UI to group things in a more logical way and to make things easier to find.
- Adjusted the local voice chat range significantly shorter (comparable to the range of the local text chat now).
- Fixed VOIP breaking after changing the resolution.
- Fixed characters sometimes getting assigned different personality traits between clients and the server.
- Fixed inability to hire more crew if you've reached the maximum crew size, and then fire some to make room for more characters.
- Fixed clients not getting notified in any way when a server has disabled downloading mods directly from the server, causing them to just get stuck in the mod download screen.
- Fixed servers without an active host or anyone else managing the rounds getting stuck if the settings were configured in a specific way: if the respawn transport time was set to infinite (shuttle will spawn once, but will never leave the level and allow a 2nd respawn), the shuttle had spawned and all the players left, and someone new joined the server, they wouldn't be able to end the round because they've never spawned, and could also never respawn.
Talents:
- Reworked most of the XP-giving talents to make them more meaningful and balanced.
- Fixed "Fireman's Carry" talent not working on stunned characters.
- Fixed tinkerer talent (which allows repairing items above 100%) causing some oddities with repair thresholds: the item would show up as repairable when the condition percentage (relative to the above-normal maximum condition) was below the threshold, but the repair UI wouldn't show up until it was "actually" below the condition where it should become repairable.
- Fixed talent options displaying as locked (gray frame and a lock icon in the corner) even if you've unlocked them if another sub tree is incomplete.
- Residual Waste" can no longer be exploited for duplicating FPGA circuits.
Improvements to sub editor's grouping:
- Groups are now called "layers", which reflects their common uses better than "groups".
- Layer options are more easily available in the right-click context menus.
- When a layer is selected, all new entities you place are automatically placed into that layer, so you don't need to manually move every new item you place.
- Added LayerAction as a way for ScriptedEvents to enable or disable layers, useful for modders.
Fixes:
- Fixed some items sometimes falling through holes on the submarine's floor (and sometimes also getting stuck partially inside the floor).
- Fixed campaign saves getting bricked if you save the game during the brief moment when your crew has died, but the "game over" popup hasn't appeared yet.
- Fixed campaign saves getting bricked if you save the game after you've fired some of your crewmates through the HR manager and the remaining characters have died (or vice versa).
- Fixed (traitor) events that require you to fabricate a specific item complete regardless of what you fabricated.
- Fixed being able to fabricate items from just one ingredient, when the one ingredient matches multiple 'variable' ingredients (ingredients where multiple materials are valid, such as assault rifle magazines which require a munition tip, core and jacket).
- Fixed thalamus organs sometimes spawning in dry hulls, making them die without the player having to do anything.
- Fixed diving suits emitting light when placed in cabinets in the sub editor.
- Fixed waytoascension2 event getting stuck if you choose the "I'll need to think about this" dialog option, end the round, and start a new one.
- Fixed being able to switch submarines using the submarine switch terminals in abandoned outposts or the "dummy outposts" inside normal levels.
- Fixed piezo crystals sometimes spawning close enough to wrecks and beacon stations to zap them.
- Fixed character hover texts (e.g. "[G] grab") not refreshing when you change keybinds.
- Fixed CPR pump animation often causing impact damage to the patient.
- Fixed sonar sometimes not showing parts of the mountain on the ocean floor.
- Fixed beacon stations you've restored during the round not displaying as active on the campaign map until you start a new round.
- Fixed inability to pick up dropped stun batons.
- Wire nodes are placed at the center of the grid cells instead of the corners to get them to align with signal components placed on walls.
- Fixed being able to quickly swap the suit you are currently wearing with a broken suit, by just clicking the broken suit.
- Fixed status effects on certain monster's limbs not working: Charybdis had one that should've made it retreat when it takes heavy damage to the head or mouth, and Fractal Guardian, Moloch and Latcher should've emitted special particles when hit on the weak spots.
- Fixed genetic materials not getting destroyed when a gene splicer gets moved to a duffel bag when a character despawns.
- Fixed language of the units (km/h, m) not changing on the nav terminal when you change the language mid-round.
- Fixed crosshair being mispositioned for a split-second when the character turns around while aiming.
- Fixed leaks sometimes being impossible to repair on "Tail Fin E P2".
- Fixed freezing when you press tab in the sub editor's wiring mode.
- Fixed duct blocks sometimes casting shadows strangely (leaving a see-through gap between the duct block and the adjacent walls).
- Fixed deconstructing a nuclear depth decoy fabricated with the cheap recipe outputting incendium (even though it's not included in the recipe).
- Characters that have thresher genes or who don't need oxygen for some reason (husk infection/symbiosis) don't consume oxygen from tanks.
- Fixed a rare level generation issue that sometimes prevented certain levels from loading, kicking the game back to the main menu or server lobby with the error message "maximum amount of entities exceeded".
- Fixed door's sound muffling effect behaving inconsistently in MP (sometimes muffling sounds even though the door open).
- Fixed certain keys on an AZERTY keyboard not being recognized as keybinds.
- Fixed steep but short wall pieces launching characters downwards too aggressively.
- Fixed buoyancy still affecting docked subs differently than other subs. A sub with docked subs/shuttles would ascend and descend slightly slower than one where the hulls are all part of the same sub.
- Fixed gaps' and waypoints' groups resetting in the sub editor when saving and loading.
- Fixed monsters in the idle (or observing) state moving at too slow speed and changing the direction in which they were heading too rapidly when they wander around.
- Fixed enemy subs' and respawn shuttle's crush depths not being set correctly, sometimes causing them to get crushed in late-campaign levels.
- Fixed items in a character's inventory, who's in the main sub, being counted twice in the "owned item" count displayed in the store interface.
- Fixed purchased items spawning attached to a wall if there's no room in your inventory.
- Fixed characters spawned using console commands not getting ID card tags for the sub they spawn in.
Modding:
- Fixed inability to publish mods when the language is set to Japanese.
- Added support for defining the ragdoll by a content path, instead of having to define it by a folder. Allows decoupling a ragdoll from a character.
- Added support for (temporarily) overriding character animations using status effects. Allows, for example, wearable items and afflictions to change the character's walking and running animations (see divinggear.xml and afflictions.xml for usage examples). Note that the vanilla animations are configured using the file name, which makes the game search for the animation file from the folder the rest of the character's animations are in. If you want to make your mod add a custom animation to a vanilla character, you need to configure the animation using a file path instead (e.g. path="%ModDir%/CustomWalkAnimation.xml").
- Fixed variants of character variants not working.
- Added an option to force location types to be owned by a specific faction by adding faction="somefaction" or secondaryfaction="somefaction" to the location type config.
- Fixed inability to drag and drop items into hidden inventories. That can't be done with any vanilla items, but turns out some mods had functionality that relied on this behavior, and we broke it in the latest update.
- Sub editor now warns about rooms with insufficient oxygen output (= if the vents output too little oxygen to support one character).
- Made the joint limit widgets in the character editor (hopefully) a bit more intuitive and easy to use. There's now a gray line that indicates the angle of the limb, and that gray line is what gets clamped between the joint limits.
- Fixed widgets and indicators jittering in the character editor when the character moves.
- The "pitch slide" of turret and ranged weapon charge sounds (used in the vanilla chaingun and rapid fissile accelerator) is now editable using the ChargeSoundWindupPitchSlide attribute.
- The deattach speed of repair tools can be edited ("DeattachSpeed" attribute).
- Fixed events that are not allowed at start not triggering if you're in the abyss (or somewhere else a long way away from the destination).
- Fixed PerCave/PerRuin/PerWreck event settings not working correctly in event child sets (the game created the correct number of events, e.g. 3 if there's 3 caves, but each event happened in a random cave).
- Added an option to make TagAction require the target to be in a module with specific tags
- Fixed NPCOperateItemAction being hard-coded to select Controller components, meaning you could only use it to make the character interact with an item that has a Controller component.
- EventManager now works also in the editor test modes.
- Fixed the interval attribute of status effects not working when the effect was defined in limbs.
- Added an option to select a specific wreck and a beacon station in the level editor (simplifying testing when you want to test a specific one).
- Fixed room name selection (accessible in the sub editor when editing a hull) being empty if any text file in a mod includes overrides.
- Fixed reputation bars always showing -100 and 100 as the minimum and maximum, even if a custom faction has a different min/max value.
- Fixed crashing when spawning a humanoid character that doesn't have any head sprite configured for it.
- Fixed crashing when placing a door item that's set to be open by default.
- Fixed OnOpen and OnClose action types only working for playing sounds when a door opens or closes, but not for actual status effects.
- Fixed "custom skills" the character's gained during the round (skills levels the character/job originally doesn't have) disappearing between rounds, and only reappearing when the character gains some skill level.
- Fixed MissionActions that are set to choose from a pool of missions always choosing the same mission.
- Fixed inability to take specific kinds of items from a container that requires holding some item. For example, if you needed to hold a crowbar to access a cabinet, and took an item from the cabinet in a way that forces that crowbar item to be unequipped.
- Fixed WeldedSprites not appearing in the sprite editor.
- Fixed connection panel interface's borders overlapping with the connector sprites on certain resolutions if the panel is very tall.
- Fixed OnImpact effects not working on broken items even if AllowWhenBroken is set true.
- Fixed TriggerComponents no longer applying forces or other effects to characters when they ragdoll.
- Made OnSuccess and OnUse effects usable in Repairables (previously only OnFailure effects worked).
- Fixed event editor crashing if you tried to load an event that had action with attributes set to incorrect types of values (e.g. with a CheckMoneyAction with amount set to a string).
- Fixed "Collider" spawn rotation type when spawning items via a status effect not taking the flipping of the parent item into account, causing e.g. projectiles to launch to the right when aiming to the left.
- Fixed tracer particles not showing up when a projectile is spawned using a status effect indoors.
- Fixed crash if a non-attachable item is made attachable mid-round (e.g. via status effects or console commands) and the submarine then saved.
- Fixed monsters always aiming ranged attacks at the position of the target character regardless of which limb they're targeting. Was not noticeable in the vanilla game, because none of the vanilla enemies tried to aim at a specific limb.
- RequireAimToUse is no longer forcibly enabled on ranged weapons (i.e. it's possible to create a ranged weapon you can fire just by left clicking).
Hello everyone!
The Blood in the Water update is finally ready and coming next week. It introduces a lot of new dangers and customization options to offer suitable challenges for veteran submariners and new players alike. The update also adds new content, even a surprise monster some players may remember from early, pre-Steam builds of the game. Lets take a final look at everything thats coming next week!
Hello everyone, we've just released a second hotfix to address the multiplayer server crashes ongoing since last week. We are very sorry for the trouble and will continue to monitor the situation, but we are hopeful this fix should complete our countermeasures against these exploits being used to crash servers. Please make sure to update your game to the latest version the fix may take some time to apply as both clients and servers need to restart and update, so if you are still experiencing the server issue immediately after the update, please restart Barotrauma and Steam, and request that the server host do the same. Please note that some source code mods, for example the very popular Lua for Barotrauma mod, need to be updated following this update. Servers using these mods will have some additional delay in the fix taking effect. We wish everyone smooth sailing and thank you for your patience! v1.3.0.4 - Fixed another exploit that allowed crashing servers by sending them specifically crafted malformed data.
Hello everyone, we've just released a single-change hotfix to address an exploit that was discovered recently: v1.3.0.3 - Fixed an exploit that allowed crashing servers by sending them specifically crafted malformed data. We're sorry for the trouble this exploit has caused to some multiplayer servers in recent days. This fix should allow you to get back to playing normally!
Hello everyone!
The next update is just a few weeks away now, and we have more new features to sneak peek at. We also wanted to give a little update on the development of the Permadeath mode that we polled you about earlier this year. Lets take a look!
Hello everyone!
Something that we have been working on for a long time alongside developing updates has been making Barotrauma available outside Steam as well. As we have seen unexpected successes with our little submarine simulator, year after year, weve been looking into ways to take it to other platforms eventually. Now were ready to make the game available through Epic Games Store in addition to Steam!
The Epic launch will not change anything for players who want to stick to Steam: When you launch Barotrauma for the first time following our EGS release, you will see a prompt asking you to enable crossplay between Steam and Epic. If you do not wish to do so, you can decline, and that will be all. You can also update your preferences at any time in the game settings.
If you enable crossplay, and if we find a lot of new users through Epic, you can look forward to playing with a lot of new people. Hosting and joining servers works seamlessly across these two platforms, so it doesnt matter which platform your friends are on you can play with them just the same, without needing to create a separate account on the other store.
Were excited to be entering a second platform and hope that you are excited too! In the future, updates will be released on both platforms, but due to some technical differences between the two systems, more in-depth involvement such as Unstable testing will only happen in the Steam version.
Check out Barotrauma on Epic Games Store now, and let your friends on Epic know too!
Hello everyone!
Lets have another sneak peek at our upcoming spring update.
Hello everyone!
The next Barotrauma update is in the works, to be released in the late spring, and it will include some improvements to the medical system. This wont be a complete overhaul, but we have reworked medical items to give each a clearer use case and stronger progression in the campaign, as well as added a few new afflictions to create additional late-game challenges.
Here are some highlights:
Hello everyone!
We have just released a second hotfix for the Winter Update. Please be sure to update your game to the latest version to be able to host and join multiplayer servers, and see the full list of changes below.
v1.2.8.0
Changes:
- Allow scaling most items below 0.1 in the submarine editor again. We set 0.1 as a hard limit because smaller scales caused issues with tiling items (such as labels), without realizing some sub builders have found some creative uses for heavily downscaled items (such as tiny turrets used as "dials").
Fixes:
- Fixed escorted characters trying to leave the sub if they can't find a safe hull to get to (e.g. when the sub is flooded).
- Fixed rotated structures not appearing rotated on the status monitor.
- Fixed wires getting misaligned when saving them in an item assembly.
- Fixed security NPCs being unable to swap batteries in stun batons.
- Fixed inability to edit the false output of a switch in multiplayer.
- (Finally) fixed texture offsets on tiled sprites such as background walls behaving erratically on non-default texture scales and mirrored entities.
Modding:
- Fixed crashing if an affliction prefab contains stat values with a duplicate type, or multiple stat values whose type can't be parsed.
Hello everyone!
The year 2024 has officially started in Barotrauma development, and wed like to kick it off with a brief development poll.
Were planning a new, optional challenge mode for multiplayer campaigns where respawning is limited and character death is permanent, and we have a few competing designs for how we might implement this Permadeath mode.
If you are interested, read more about the Permadeath mode on our blog, and give your feedback via the poll attached to the blog! You will find directions to discussion threads, where you can share your thoughts in more detail, in the same blog post.
The next update, including the Permadeath mode, revisions to multiplayer respawning rules and additional difficulty settings, will be coming later in the spring. The update will also include various kinds of new content, which we will start sneak peeking at in the coming weeks and months. Stay tuned!
Hello everyone!
We've just released a hotfix to address issues in last week's Winter Patch. See the list of changes below, and enjoy the holiday season!
v1.2.7.0
- Fixed an issue that sometimes caused the game to crash without generating a crash report (which would lead to a "pipe was broken" error if the issue happened server-side). The issue had to do with a stack overflow when throwing specific kinds of console errors: one common case was when the game failed to connect to our server to check the GameAnalytics consent, which lead to a crash on startup.
- Fixed piezo crystals sometimes spawning right at the start of the level.
- Fixed assistants not being able to pick all tier 1 and 2 talents.
- Fixed location names disappearing when locations change their type in saves started in pre-1.2 versions.
- Fixed selection rectangle disappearing from items when zoomed in by more than x2 in the sub editor.
- Fixed "killcrawlerswarmlarge2" mission not having a description.
- Fixed bots sometimes choosing to wear broken diving suits.
- Fixed currently visible particles freezing when lowering the particle limit.
- Fixed dragged characters always colliding with stairs, making it impossible to drag them past the stairs.
- Fixed "drunken sailor" talent not nullifying the negative effects of drunkenness.
- Fixed stun from the "lightning wizard" talent activating if you cause damage to yourself (e.g. by breaking a wall and taking damage from the shrapnel).
- Fixed escorted security officers sometimes inspecting the crew for stolen items during escort missions.
- Fixed basics tutorial sometimes getting stuck in the "weld leak" objective.
- Fixed ancient weapon not flipping horizontally when aiming it to the left.
Hello everyone!
The Winter Patch 2023 has just been released, with quality-of-life changes, balancing, optimizations, bugfixes, and a bit of new content sprinkled in as well. You can find the full list of changes at the end of this post, and a more comprehensive preview of the update in our previous post about it.
Make sure to update your game to the latest version to be able to host and join servers, and have a great holiday season, everyone! We will be taking a couple of weeks off for Christmas, so well see you again next year.
v1.2.6.0
- Added some more logging to diagnose the mysterious "pipe was broken" crashes. These seem to happen when the server crashes in some way that prevents it from generating a crash report or communicating the reason of the crash to the clients. Now the "pipe is broken" crash report should include the exit code of the server process, giving us more clues for diagnosing the issue, and the server should create simplified crash report if there's some kind of an issue with creating the normal crash report.
Changes:
- Structures can now be rotated in the sub editor!
- Outpost security is now better at catching thieves: they can do random inspections to check for stolen items (more frequently if your reputation is low or if they've caught someone in your crew stealing), and notice if you're visibly carrying or wearing any stolen items.
- Option to get the items you're buying from an outpost store in your inventory immediately, as opposed to them being delivered to the sub at the start of the round. There's also now an anti-griefing setting for disabling this, in case you want to make sure a griefer can't easily gain access to dangerous items in the outposts. Players with campaign management permissions aren't affected by the setting.
- Added new variants of the Monsters Nearby and Submarine Flooded tracks.
- Minor adjustments to level layouts: all the levels now slope down a bit to give the impression you're actually heading deeper.
- Clicking on a door that's set to not toggle when clicked (= door that just send out an activate_out signal when clicked) doesn't activate the door's "toggle cooldown".
- Bots operating turrets can now lead targets (i.e. aim ahead of a moving target). Bots with a higher weapon skill are better at estimating the future position of the target.
- Minor balance change to sub vs sub combat. AI-controlled subs get at least 2 security instead of 1, so more turrets will be manned.
- Bots can see through windowed walls (also making it easier for them to spot stealing).
- Added bilge pumps and duct blocks throughout outposts. Otherwise the outposts can never drain if the player causes a flood.
- Removed karma restrictions from jobs. This feature wasn't communicated anywhere, and it often just seemed like a bug when someone didn't get assign the job they wanted due to their karma being too low.
- Added bullet casing particles to firearms.
- Adjusted default throwing pose a bit: characters don't extend their arm as high up, because it could cause the throwable item to hit the ceiling in roughly door-height rooms.
- Most message boxes can be closed by pressing enter (more specifically, all boxes that are created with just the "ok" button).
- ID cards left in a duffel bag are automatically removed at the end of the round.
- Added a light to handheld sonar to indicate when it's on + made the ping a bit higher in pitch to differentiate it from the sub's sonar.
- Reduced the forces applied on characters by fractal guardian's melee attacks. The previous values were so high they often lead to characters getting stunlocked when the attacks threw them against the walls of the ruin.
Traitors:
- Three new Danger Level 1 traitor events: Exhibitionism, Firing Blanks, The Original Honkero.
- Five new multi-traitor events: Gnawing Cold, The Clobbery Robbery, Husk Roulette, Duck Side of the Moon, Powered by Faith.
- Fixed "Insurgency" achievement not unlocking when completing a traitor event.
- Fixed traitor-specific items sometimes being requested by stores.
- Fixed visibility checks in some traitor events having infinite range.
- Don't allow the victim's body to despawn in the "dead or alive" event because it'd interfere with completing the event (others finding the body).
Optimization:
- Significant optimization to situations where a bot is idling and has trouble finding a path to another hull. Caused performance issues in colonies in particular.
- Fixed a memory leak that caused the memory usage to increase every round.
- Fixed firing turrets (or doing any other action that spawns lots of new entities) causing an enormous performance drop in some situations. Had to do with specific scripted events re-checking their targets whenever a new entity spawned, which was needlessly heavy and was done unnecessarily often.
- Miscellaneous small optimizations.
- Optimized labels (large labels with a scaled down texture in particular were unnecessarily heavy).
- Optimized Watcher's status effects.
Multiplayer:
- Option to hide servers from the server list.
- Option to report inappropriate servers on the server list.
- Added "MinimumMidRoundSyncTimeout" server setting. Determines how long the server waits for a mid-round joining client to get in sync before disconnecting them.
- Fixed workshop item downloads sometimes getting stuck when opting to install server mods from the workshop. Happened if the mod had already been installed, was in the process of being installed, or if it couldn't be installed for some reason.
- Fixed dedicated servers with lots of mods enabled not showing up in the server browser.
- Fixed Text and NPCConversation files being required to be in sync between clients and the server, meaning if you were using a mod that changes the game to a different language, it'd get disabled when you joined a server that's not using the mod.
- Fixed lack of unban option in the "manage client" menu and the client context menu.
Talents:
- Five new assistant talents: Starter Quest, Mule, Jenga Master, Indentured Servitude, Tasty Target.
- Fixed "junction junkie" not working on sonar monitors.
- Fixed a couple of inaccurate talent and mission descriptions in Russian.
Skill gain balancing:
- Now takes longer to reach max skill level, the Helm skill especially was leveling way too fast.
- Helm skill levels up based on the submarine's speed.
- Added an exponent factor to the skill increases for diminishing returns at higher skill level.
- Increased skill gains at lower levels to compensate.
- Welding gives more skill.
- Fabricating items gives less skill.
Fixes:
- Fixed "camera zoom effect" taking a very long time to appear when pressure is increasing inside the sub, giving you very little time to react when the pressure gets to a lethal level.
- Fixed turret lights always being forced on at the start of the round.
- Fixed lighting artifacts that looked like thin slivers of light and strange jagged lighting that sometimes occurred in corners of rooms or places where multiple walls meet.
- Fixed lights shining through obstacles in some very specific situations (one common spot was the windowed door at the left side of Dugong's command room).
- Fixed turret lights sometimes disappearing from view when you're far from the turret (but still close enough to see the light).
- Fixed "bad vibrations 2" event getting stuck if you choose the option to sleep.
- Fixed components disappearing from a circuit box if you delete one in the sub editor and undo the deletion.
- Fixed a rare crash when you'd selected text in a textbox and changed the language of the game to one where the word in the textbox is shorter than in the previous language.
- Fixed handcuffs appearing to continuously drop from characters in certain situations in multiplayer (more specifically, if the character has been disabled and re-enabled during the round).
- Workaround to a rare mystery issue that seems to sometimes cause save files to get corrupted. It seems in some situations the submarine doesn't get included in the save: now the game checks whether the submarine is included before attempting to save the file, and refuses to save if it isn't. This does not solve the underlying issue, but should make it easier for us to diagnose why the submarine gets left out, and prevent corrupting the save when it occurs.
- Fixed "operate turret" orders showing the order marker on the turret instead of the periscope.
- Fixed respawn shuttle lights shining through the top of the level.
- Fixed flares (or other "provocative" items) not attracting monsters when you're wearing a diving suit, because the diving suit was also considered a "provocative" item.
- Fixed ability to put items into circuit boxes by dragging and dropping and with the inventory hotkeys. This caused the components to end up in an invalid state, leading to errors when loading the next round.
- Fixed custom ID card tags not getting applied to ID cards when switching subs.
- Fixed subinventories constantly opening and closing when you're hovering the cursor over the inventory slot with 2 different containers equipped (e.g. 2 storage containers).
- Fixed bots being able to take ammo out from non-interactable items or items whose inventory is set to be inaccessible.
- Fixed progress bars being visible through walls when someone uses a repair tool, damages an item with a projectile or a melee weapon, or crowbars a door open.
- Fixed crashing if you're in an outpost level with no outpost. Should normally never happen, but can occur with e.g. outdated save files or mods.
- Fixed ballast flora spores (or any other level object with no actual sprite) not being visible.
- Fixed bots "cleaning up" items from inside artifact transport cases.
- Fixed ability to sell components from inside circuit boxes in outposts.
- Fixed outpost NPCs not caring about the players starting fires.
- Fixed purchased items sometimes spawning in the cargo crates when you've got a cargo mission active, making them potentially very hard to find.
- Fixed inability to select a component you've just placed in the circuit box until you move the component for the first time.
- Fixed health scanner HUD texts overlapping on high resolutions.
- Fixed "maintain position" marker being misplaced on the navigation terminal on some resolutions.
- Fixed chance of tainting the genetic material when refining sometimes being displayed incorrectly on research stations.
- Disable the health interface of the patient in the "good samaritan" event. Prevents being able to heal the opiate overdose "normally" before triggering the event.
- Fixed item hover texts (e.g. "[E] Repair") not refreshing when changing keybinds.
- Fixed fabricator listbox scroll always resetting to the top when someone selects the fabricator.
- Fixed bandoliers not affecting pulse laser fire rate.
Modding:
- When running an outdated executable (i.e. a mod that overrides the game executable, but hasn't been updated yet after a new vanilla update has been released), there's a notification in the main menu and the "host server" menu warning you about the potential issues caused by running an outdated executable with the other up-to-date vanilla files.
- Console errors and warnings caused by modded content include the name of the mod to make it easier to diagnose which mod is causing some issue or whether it's an issue in the vanilla game.
- Support for overriding texts. Works using
Hello everyone!
The year is almost at its end, and weve one more update left to release before that. This Winter Patch will be focusing more on quality-of-life changes, balancing, bugfixes and optimizations, with a sprinkling of new content as well. See some of the highlights below, and read more on our blog.
Rotatable structures in the sub editor, opening up a whole world of possibilities for all of you mad scientist sub editors out there.
Option to buy items straight to your inventory. No more need to wait for the next round to get your items, or rush to the cargo bay to beat your crewmates to the goods.
Outpost security is better at catching thieves. Security will perform random checks for stolen items in your inventory, and they will do a better job noticing acts of thievery aboard stations.
Revised skill EXP gains. Weve made gaining skills faster towards the beginning and more intuitive on the whole: for instance, practical jobs like welding will give more experience, while fabricating items now increases skills less than before.
A bunch of other additions, changes and improvements, such as:
Hello submariners!
The Steam Autumn Sale starts today, and with that, the Steam Awards nomination period also begins: its time to nominate your favorite games for awards. If youd like to nominate Barotrauma for an award, read on!
Barotrauma is eligible in a number of categories since we reached 1.0 this year. Which one do you think is the best fit? You can nominate us for Better With Friends right through this post the part about needing someone to watch your back, or someone who you can stab in the back, really resonated with us, particularly following last months traitor update. You can also pick another category, if you feel a different one is a better match.
Either way, we hope youve enjoyed this year, with our long-awaited 1.0 release and the subsequent 1.1 update. Its been a momentous year for us, and were still going to round it off with a smaller update before Christmas. More about that a bit later; for now, enjoy the Autumn Sale, and remember to nominate all your favorite games for awards!
Hello everyone! We've just released a second hotfix for the Treacherous Tides update, now with a longer list of changes to address issues discovered since the update's release. Please be sure to update your game to the latest version, and see the full list of changes just below. v1.1.19.3 - Fixed shrapnel from flak cannon ammo always launching upwards. - Fixed wall damage shrapnel going through walls and being a little excessive overall. - Fixes to pressure distribution logic: fixes pressure sometimes being lethal in breached rooms that weren't full of water. - Fixed clients not regaining control of their braindead character after rejoining if the character's taken any amount of damage while braindead. - Fixes to inconsistent stack sizes (e.g. certain ammo types stacking up to 12 in character inventories, but only 8 holdable/wearable items like backpacks and toolbelts. - Fixed console errors when switching subs with circuit boxes on board. - Fixed items that are inside a container that doesn't get transferred getting duplicated during item transfer when switching subs. - Fixed bots not cleaning up circuit boxes from the floor. - Fixed stack size being displayed incorrectly in the tooltip when dragging a stack of items to an already-occupied slot. - Fixed nav terminal's docking button not working if the signal is routed from the terminal to the docking port through a circuit box. - Fixed double-clicking a component while a circuit box is equipped making the component vanish inside the circuit box. - Fixed chat messages sent when accusing someone as a traitor not triggering the spam filter. - Fixed connection names not being translated in circuit boxes (always showed up in English). - Fixed right-side crew panel overlapping with the mission panel in the PvP mode round summary. - Fixed depleted and fulgurium fuel rods stacking up to 32 (should be 8 like all other fuel rods). Modding: - Added "UseHumanAI" property to characters (can be used to enable the human AI on characters other than humans). While using the human AI on non-humans isn't a fully supported or tested feature, it was previously possible to do that by creating a human prefab using a different species than human, but that no longer worked as of the Treacherous Tides update. - Attachable holdable items don't count as "HoldableOrWearableInventories". Fixes e.g. tanks only stacking up to 1 in things like movable cabinets and shelves. Does not affect any vanilla content. - Fixed fabricator reducing the condition of all the available ingredients if the crafting recipe reduces condition instead of consuming the whole item. - Fixed TagAction continuing in some situations when it can't find targets, even if it's been configured not to with the "ContinueIfNoTargetsFound" attribute.
Hello everyone!
We've released a small fix for yesterday's update:
v1.1.18.1
- Fixed opening the "load game" menu crashing the game if you have any corrupted/unloadable saves in the save folder. In multiplayer, this would just prevent opening the campaign setup menu without any error messages.
[previewyoutube=JgBZxBzdNS0;full][/previewyoutube] Hello everyone! The Treacherous Tides update has just been released. Find the full list of changes at the end of this post and a more detailed description of the update in this post from last week. Be sure to update your game to the latest version to be able to host and join servers. Dive in for a new and expanded traitor gameplay system, along with a long list of other additions and improvements! v1.1.18.0 Traitor overhaul: - Completely redesigned traitor system, which also now works in the campaign mode. - The traitor missions (now called "events") have been implemented using the scripted event system, and can be created in the event editor. We unfortunately had to drop support for the old system; even though we aim to not do any backwards-compatibility breaking changes now that we're past 1.0, after evaluating the number of mods that include custom traitor missions and seeing how few there are, we felt that it's better to depreciate the old system instead of maintaining two separate systems. We're sorry for the inconvenience, but we're hopeful the move to the scripted event system will allow modders to create more complex traitor events much more easily! - A total of 27 completely new traitor events. - Multi-traitor events and code words are back! - Instead of the yes/no/maybe traitor setting, you can choose the probability of a traitor event per round (e.g. 50% = a traitor event happens on half the rounds on average). - Each event has a "danger level" that describes how destructive/dangerous the event is. You can choose how dangerous events can get chosen in the server lobby, for example if you don't want very destructive traitor objectives in the campaign mode. - If a traitor completes their objective successfully, they may get assigned a more dangerous objective on future rounds (up until the maximum defined danger level is reached). - Players who haven't been traitors before/recently have a higher chance of getting selected as traitors. - In the campaign mode, completing a traitor objective gives the traitors rewards such as getting to "steal" a portion of the mission experience. - The players can vote which player they suspect as the traitor. At the end of the round, if at least half of the players have voted for the same player, that player will be accused as a traitor. If the accusation is correct, the traitor's objective will fail and they will receive no rewards. If the accusation is incorrect, the crew will receive a monetary penalty. - Added various new traitor items, perhaps most notably the Radio Jammer, a handheld battery-powered device that temporarily disables radio communications (both text and voice chat). Stacking and storage changes: - Added Backpack, essentially a larger variant of the toolbelt with a small speed debuff. Can be obtained through the new assistant talent "Bag It Up", and purchased in stores around mid-way through the campaign. - Oxygen and fuel tanks no longer stack in player inventories, but their capacity has been increased to compensate. A stack of oxygen tanks would last nearly 45 minutes (and that's not even accounting for high-quality tanks), which meant you could easily carry so much oxygen that running out is practically never a risk. - Increased stack sizes of most items (such as materials, ammo, meds) to 32. - Increased cabinet capacities. - Storage containers can no longer be put in normal cabinet slots. The intention is to prevent being able to use storage containers as a way to significantly increase cabinet capacity (all the way up to 2880!). The larger stack sizes and increased cabinet capacities still allow storing a very large number of items, without having to resort to storage containers which make managing the items in the cabinet more inconvenient. - Cabinets now have a handful of special "extra slots" specifically for storage containers. Storage containers have other uses besides just increasing storage capacity, and these extra slots are intended to keep them a viable option for those other uses. - Added buttons for merging stacks and alphabetical sorting to all cabinets. - Dropped stacks of items behave as one physical object and can be picked up by clicking once, instead of the stack becoming a bunch of individual items that need to be picked up one-by-one. - Restricted the maximum stack sizes of character inventories and holdable/wearable containers to 8. Meaning you can carry 8 items per slot, but cabinets and crates can fit the "full" x32 stacks. Talents: - Fixed "By the Book" giving you the bonuses regardless if you complete a mission or not. - Changed how Scavenger talent works: previously it had a chance of doubling the loot in a container, which often led to excessive amounts of loot (and other times, no extra loot at all). Now the chance works per-item instead. - Fixed nuclear shells and depth charges fabricated with the "Nuclear Option" talent providing incendium when deconstructed, even though it's not used in the fabrication recipe. - Fixed having one captain with the "Leading by Example" talent and another with "Family" messing up the afflictions applied by them (one trying to apply "Excellent Morale" and the other trying to remove it). Misc changes and additions: - Added Circuit Box, an item that allows creating circuits without having to fabricate and place each component individually on the sub's walls. - Added lights that indicate the ammo status to turret loaders. - Characters "grab" the device/item they're interacting with, making it easier to see e.g. whether a character is taking something from a cabinet or just standing next to it. - Allowed any type of ammo box to be used in the turret ammo box recycling recipes. - Improved explosion particle effects. - Added a new abandoned outpost mission variant (relating to one of the shadier factions). - Pets become unhappy faster. Previously the happiness decrease rate was so low the pets were more likely to starve to death than to become unhappy. - Pets no longer regenerate health when they're well-fed. This was a leftover from the 1st implementation of the pets, and is no longer necessary, because they now regenerate health while eating. - Repositioned item interfaces retain their positions between rounds. - Killing/handcuffing the terrorists during escort missions is no longer required to complete the mission. Fixes other means of detaining them (such as brigging, stunning or paralyzing) not being considered valid before. - It's now possible to access the gene splicer slot of dead/incapacitated characters. - Increased fruits' impact tolerances to prevent them from breaking when falling. - Tweaks to the sound effects when under high pressure. - Underwater scooter's light turns on when aiming (not just when actually using the scooter). - Captain's pipe and cigar are used by holding RMB (not LMB+RMB) to make their usage consistent with other "consumables". - Added broken state sprites for Thalamus' fleshspike and fleshgun. Adjusted the fleshgun particle effect. - Made characters only flip from one side of a ladder to another when aiming. Makes it easier to interact with things next to the ladder, when the character doesn't automatically flip to the "wrong side" when you try to highlight something. - Beacon station and cave markers are removed from the sonar once the beacon/cave mission is completed. - The Output and FalseOutput of switches and periscopes are editable. - Added a "disable_output" pin to supercapacitors and batteries. Particularly useful for auto-operated turrets, as it can be used to power them down. - Made auto-operated turrets much better at using pulse lasers, chainguns and other turrets that need to wind up before firing. Previously the AI was too eager to switch between targets, as opposed to waiting for the turret to wind up and actually fire. - Added "activate_out" output to doors (outputs a signal when someone toggles the door) + an option to make the door NOT open/close when someone tries to toggle it. Can be used to run a signal through some external circuit when someone tries to open a door with integrated buttons. Balance: - Adjusted ammo fabrication recipes to fix lead being too scarce (considering it's needed for almost all ammo types). Now ammunition can be fabricated from different materials, not just lead. - Revisited the contents, the difficulty, and the rewards of monster missions. - Balanced reputation gains from missions: it should now be less easy to maintain a positive reputation with all factions. - Slightly increased character impact damage (i.e. damage taken when you fall or get thrown against something). - Being under high pressure causes organ damage. Without this, it's possible to basically ignore high pressure as long as you're quick (e.g. you can briefly go outside or to a breached ballast to fix walls). - Made gravity sphere, guardiansteamcannon and guardianbeamweapon cause a bit of radiation sickness. Afflictions that can't be treated with morphine + bandages should be more common, so here's some! - Piezo crystals cause a bit of stun and burns on characters. - Nerfed fractalguardian_emp a bit: longer attack cooldown, shorted EMP range. The previous values made it too easy to get softlocked. - Added 50% flow resistance to makeshift armor to make it more effective in indoors combat. - Revisited the effects of liquid oxygenite and the oxygen related effects of deusizine to keep them balanced. Reduced the required skill for applying liquid oxygenite to compensate for the failure effects. - Reduced Mudraptor's priority of eating dead bodies with the intention of making it not as easy to distract them killing one in a pack. - Improved the monster nest mission progression by introducing harder variants of all the missions. Adjusted the existing nest missions a bit. - Buffed the ancient weapon: increase the burn damage from 40 to 50, make them ignore 50% of armor protection, allow them to cut off limbs and break (some) armor. Add stun for stopping power. - Defined fire damage (on ballast flora) and AI combat priority for the ancient weapon. - Set the treatmentthreshold for oxygen loss to 100, so that the bots won't try to treat patients so eagerly. Now they should react only slightly before the target faints. Note that this also affects when the suitable treatments are shown in the health interface. Optimization: - Optimizations to situations when there's lots of NPCs nearby. Particularly noticeable in very crowded outposts. - Optimized the Load Game menu in both singleplayer and multiplayer, dramatically reducing the time the game freezes when opening it. - Optimized flashlights and other directional lights. - Loading optimizations (loading screens should now be noticeably quicker). - Thalamus: spawn the initial cells when the AI is loaded (at the round start) instead of doing that when the player is close by. Gets rid of the notable lag spike when approaching a Thalamus infested wreck. - Miscellaneous smaller optimizations. Submarines: - Reworked Berilia. - Reworked R-29. - Linked fabricators to the cabinets next to them in all vanilla subs. - Various fixes and improvements to Orca. - Fixed waypoints outside the submarine not being disabled as obstructed when the connection doesn't overlap a wall. - Waypoint fixes to most player subs. - Fixes to transferring items between subs: some items that didn't fit into cabinets weren't put into crates even if they could've been, and some items spawned unnecessary crates because they were configured to spawn in a crate despite being too big to put in one. - Fixed incorrect "low on fuel" warning when switching to a new sub with no fuel, even if you have fuel in your current sub and opted to transfer them to the new one. Multiplayer: - The skill loss on death can be adjusted in the server settings. Defaults to 50% (previously 75%). - Fixed characters keeping all the injuries they've received while being "braindead" (killed due to disconnecting), meaning if you for example hack the character to pieces while braindead, and the character respawns next round, they'll spawn dead. - If a client joins when their character is "braindead" (killed due to disconnection), the character is now revived and the client immediately regains control of it. But only if the character's vitality is above 0 - if they have received other lethal injuries or despawned, they'll have to wait for a "normal" respawn. - Fixed icon in server details panel in the server list saying that every server is modded. - Fixed clients spawning as characters even if they've opted to spectate if the game mode is switched from campaign to some other mode and back. - Fixed fabricator sometimes starting to fabricate an incorrect amount if you click the "start" button quickly after adjusting the amount. - Fixed occasional "received invalid SetAttackTarget message" errors in multiplayer. Happened when some attack caused the target to be killed and despawned immediately (e.g. when a pet was instakilled by a monster). - Fixed inability to attach items to walls outside the sub in MP. - The outpost manager is always killable in the Tormsdale report event even if the killing outpost NPCs is disallowed on the server. - Fixed certain kinds of network messages being sent using an unreliable delivery method (potentially causing occasional issues with file transfers and traitor messages). - Fixed inability to choose or vote for a sub if you don't have all the content packages required for the sub. - Fixed clients not seeing the votes of anyone who voted before them on the ready check. - Fixed dropping off ladders when you open your own health interface in multiplayer. - Fixed changing character appearance triggering the "wait X seconds until you can rename again" warning. - Fixed replaced shuttles not getting repaired client-side when you purchase the replacement, making it look like you can't repair them (because they're already repaired server-side). - Fixed handheld sonar beacon's textbox becoming empty when you enter something in it in multiplayer. - Fixed "Attempted to create a network event for an item That hasn't been fully initialized yet" console error when spawning a sonar beacon mid-round. - Fixed characters getting removed at the end of the round if they've died and then been revived with the "revive" console command. AI: - Fixed bots "cleaning up" (or stealing) batteries from portable pumps. - Fixed bots never cleaning up detached wires. - Fixed bots sometimes ignoring the leaks right next to doors/hatches. - Fixed bots cleaning up items that are being eaten by a pet. - Monsters not ignore provocative items in the inventories of characters they're configured to ignore (with the targeting state "Idle"). Fixes husks attacking characters that are wearing cultist robes with a diving suit. - Autopilot now avoids the floating ice chunks using the same logic it uses to avoid ice spires. - Defined AI combat priority for the alien pistol. - Adjusted the combat priorities of flamer and steam prototype gun. - Fixed bots sometimes drowning in the ballast because they didn't think they'd need diving gear if the ballast is not full (but still has enough water to drown). - Fixed bots sometimes preferring to get a new weapon instead of reloading their current one, even if they had easy access to more ammo. - Fixed bots accepting orders but not doing anything while handcuffed. The bots will now refuse to do things that they need hands when they are handcuffed. - Fixed bots still sometimes getting stuck on corners around staircases. - Bots don't attempt to repair or fix leaks in non-friendly subs (e.g. wrecks or ruins). - Bots don't attempt to clean items in the main sub in outpost levels. - Fixed bots sometimes just swimming around when they should be able to get back to the sub. - Fixed orders persisting even if the target no longer exists after a sub switch (e.g. a bot might attempt to operate a turret that doesn't exist, resulting in them doing nothing). - Fixed "follow" order not always persisting between rounds. - Bots don't try to use stabilozine to treat deliriumine poisoning. It only slows down the progress of the poisoning, which is kind of pointless in the case of the non-lethal deliriumine poisoning. Alien ruins and artifacts: - The ruins now start smaller and grow bigger gradually, depending on the difficulty level. - Ruins start to appear a little later in the campaign (in the second biome). - Initially only "scan ruin" missions are given, "ruin salvage" and "clear ruin" missions don't appear until later. - Adjusted the loot distribution in the ruins. - Fixed guardians and defensebot(?) spawning the blood decal when they get dismembered. - Fixed guardian pod damage sounds sometimes being inaudible. - Artifact transport cases require batteries to nullify the effects of the artifacts. The batteries last a little over 8 minutes. Also added some animations and lights to the case when powered. - Made Faraday Artifact's EMP effect a little stronger, and added a discharge coil effect out of water. - Thermal Artifact now emits steam in water that burns and damages walls. - Nasonov Artifact now also disrupts the sonar. Added particle effects. - Psychosis Artifact now generates watcher's gaze periodically, causing psychosis/nausea and strengthening nearby monsters. - Sky Artifact now drains water on top of draining oxygen, making them a little more tricky to deal with. - Doubled the price of all artifacts. - Fixed artifacts never spawning as random loot in ruins. Fixes: - Fixed 2nd end level being impossible to complete if you've already completed the campaign once, because the logbooks didn't respawn on the 2nd loop. - Fixed inability to equip one-handed items when you're holding a one-handed container that item can go inside (e.g. trying to equip a revolver while holding a storage container would just put it in the container). - Fixed an exploit that allowed giving your ID card access to places it shouldn't have access to (by placing it in the inventory of e.g. a bot captain and saving and reloading). - Fixed mollusk and skitter genes giving much less vigor/hyperactivity than intended, making them practically useless. - Fixed crashing if you change the language when there's scrolling texts (such as "your skills might be insufficient...") visible on the screen. - Fixed an exploit that allowed using beds/chairs and crouching to trigger a sort of "noclip". - Fixed particle "z-fighting" (particles flickering in front of each other). Was particularly noticeable with smoke particles. - Fixed lighting and LOS behaving strangely on very long walls (not extruding far enough to cover the whole screen, allowing you to see through the wall). - Fixed rifle reload sounds sometimes not playing if you fire in very rapid succession. - Fixed files listed in file dialogs (such as when choosing a thumbnail for a mod) being in an inconsistent order on Linux. - Fixed gaps generating strangely on "Shuttle Shell A Glass A". - Fixed autoturrets being unable to fire inside hulls. - Fixed badvibrations3 event (last part of the event chain where you're assigned to salvage a psychosis artifact) never triggering. - Fixed "sleight of hand" event not giving you the trinket if you choose the 1st dialog option. - Fixed husk symbiosis getting removed from characters after finishing the campaign. - Fixed heavy wrench not stunning unskilled users like it should. - Fixed Jovian radiation no longer causing any noticeable radiation sickness, because it healed faster than the Jovian radiation causes it. - Fixed chaingun's "winding up" sound not following the sub. - Only allow putting syringes in autoinjectors (autoinjecting bandages doesn't make much sense, and doesn't work properly). - Fixed submarines getting stopped by the collider of the acid mist emitted by acid grenades. - Fixed connection panel layout not working properly on very large resolutions (pins being excessively large and/or going below the borders of the panel's frame). - Fixed an issue in the "toy hammer" task given by the Jestmaster. The event would never complete, and instead just endlessly increase your reputation when hitting the monster with the hammer. - Fixed occasional "no suitable return target found" console errors when leaving a location. - Fixed explosive slugs exploding in the barrel when shot into the void in the sub editor's test mode. - Fixed attaching items in-game not aligning them with the grid the same way as in the sub editor (offsetting them by half the size of the grid). - Fixed event trigger icon (the yellow exclamation mark) hiding the conversation icon when an event targets the outpost manager. - Fixed husks sometimes moving at an unintendedly slow speed on land, making the walking animation look strange (sort of sliding while barely moving their feet). - Fixed text display's light turning off when copying one in the sub editor. - Fixed 40mm grenades not exploding in nuclear shells. - Fixed bringing the cursor over the inventory interrupting using tools and weapons. - Minerals can't be grabbed before they've been detached with a plasma cutter (it was confusing to be able to grab the item and have the "detaching" progress bar appear, despite it doing nothing). - Fixed sonar not displaying markers for other subs in the sub editor test mode. - Fixed fabricator UI not refreshing the skill/time requirements when selecting a linked cabinet instead of the fabricator itself. - Fixed fabricator not being able to pull materials from the user's inventory if the user selected a linked cabinet instead of the fabricator itself. - Fixed submarine preview highlighting hulls that have the same name even if they're not linked or near each other. - Fixed rope pull force originating from the item's origin instead of the barrel. - Improved how electrical discharge coils determine which walls are outer walls: use the actual position of the structure's body, and check if there's hulls at either side of it. - Fixed submarine wall "shell a combo 1 1" being incorrectly configured as a horizontal wall. Caused EDC to behave strangely on these walls. - Fixed monsters sometimes spawning within the player's sight in wrecks (or ruins). - Fixed corpses carried to the sub from a wreck just disappearing at the end of the round along with the items in their inventory. - Fixed infinite loop in Character.CanInteractWith if the target item is in a container it's linked to, and has been configured to be displayed side-by-side. For example, if you place a cabinet linked to a fabricator inside the fabricator. - Fixed incorrect type of airlock module being sometimes used in levels between outposts (e.g. a colony airlock module even though the outpost is a normal one). - Fixed 40mm acid grenades sometimes appearing to explode in the grenade launcher client-side. - Fixed nuclear reactor's explosion effects sometimes not being visible client-side. - Fixed holdable item's sprite origin not getting mirrored on the x-axis. There was a previous attempt at fixing this, but it didn't work correctly: it adjusted the position where the item is held, in a way that made the sprite appear at the correct position. The sprite origin shouldn't affect the position of the item's body though, just where the sprite is drawn relative to the body. The previous fix also didn't take flipping into account, causing the body to be "the wrong way around" when facing left. - Turn the reactor auto temp on at round end, if the reactor is actively managed by a bot. Fixes reactor sometimes generating too much power at the beginning of the rounds. Only happens later in the game when the bot operating the reactor is skilled enough to manually manage the reactor. - Fixed thalamus being allowed to load the cheap nuclear shells (talent item) when it loads the railgun. - Fixed a rounding error making some hairs/attachments in mods impossible to select. - Fixed some properties of wearable InheritLimbDepth, InheritScale, InheritSourceRect, InheritOrigin being forced to true, and ObscureOtherWearables being forced to None on all wearable sprites except items regardless of what's set in XML. - Fixed repair tools hitting severed (or hidden) limbs, which sometimes caused the target to not take damage. - Fixed ancient weapons not being able to cut minerals. - Fixed "hidden in game" entities + propeller's damage area indicator being visible in images generated with "wikiimage_sub". - Fixed gaps that aren't linked to anything (e.g. gaps fully inside a hull) counting as hull breaches on the status monitor. - Fixed contained items in a held item (e.g. flashlight in a rifle, harpoons in a harpoon gun) rotating "choppily". - Fixed particle "z-fighting" (flickering in front of each other). Was particularly noticeable with alpha-blended particles like smoke. - Fixed damage from structure damage "shrapnel explosions" being very inconsistent. The explosion didn't ignore obstacles, meaning any structures between the explosion and the character (including the wall the shrapnel comes from) would drastically reduce the damage. This meant the damage was usually very low, but with specific kinds of wall configurations could be enough to instakill a character. - Fixed characters letting go of the character they're dragging when moving out from or into a sub. - Changed the formula that converts the rectangular steering vector on the nav terminal to circular. The previous formula caused the "steering arrow" to point at a slightly different direction than where the submarine was actually trying to head to. Most noticeable when controlling turrets using the nav terminal. - Fixed diving masks reducing movement speed. - Fixed water in docked shuttles/drones not affecting the buoyancy of the main submarine as much as it should. - Fixed sub editor sometimes deleting previously selected entities when deleting something using the right-click context menu. - Fixed monsters sometimes spawning inside the sub after you restore a beacon station. - Fixed trying to return back from a "deadend location" with no outpost sometimes not working. - Fixed fractal guardians damaging themselves with their steam cannons. - Fixed a rare crash caused by an exception in Explosion.RangedStructureDamage. Happened when structure damage triggered an explosion, and said explosion caused another explosion that caused more structure damage. Could happen e.g. when the shrapnel from a breach kills a terminal cell, which explodes and causes more structure damage. - Fixed auto-operated turrets being able to function without power. - Fixed it being possible for the last location before the end levels to turn into an outpost if you manage to spread habitation all the way there. - Changed sonar flora sprite depths to prevent them from being obscured by the edge chunk objects. - Fixed some headgear (such as separatist captain hats) clipping through PUCS's helmet. - Fixed lights shining through items characters are holding. - Fixed ability to clip your turrets through enemy subs' hulls and launch projectiles inside the sub. - Fixed "heal [H]" hint being visible when focusing on other characters while climbing ladders, and the health interface opening for one frame if you attempt to heal. - Fixed inability to damage doors with melee weapons from outside the sub. - Fixed riot shield rotating in a really strange way when swimming (in the wrong direction relative to the character's rotation). - Fixed Electrical Discharge Coil behaving strangely (drawing huge amounts of power, but never discharging) when there's not enough power and power flowback through EDCs. - Fixed "show hidden afflictions" button not scaling correctly when switching the resolution. - Fixed the abandoned outpost you rescue Subra from never turning to a normal outpost. - Fixed flashlight not being turned off when swapping the item to the belt slot, if there's something else in the slot (like a toolbelt). - Fixed incorrect draw order of the diving suit's arms (the "shoulder pad" rendered behing the upper arm). - Fixed "chem withdrawal" and "drunknodebuffs" (variant of drunkenness if you have a talent that nullifies the negative effects) not healing by itself, meaning it was impossible for them to fully heal except by using the medical clinic. - Fixed captains spawning without tobacco in the pipe (literally unplayable).
Hello everyone!
The Treacherous Tides update will be releasing next week, so lets take one last look at what you will find in it.
Overhauled traitor system
We wrote about the overhaul in more detail in our previous post. In a nutshell, look forward to playing with traitors even in the campaign game mode! Other notable changes include:
Hello everyone!
Weve already mentioned a few times that the next update will focus on overhauling the traitor mode of Barotrauma. Now its time to take a closer look.
With the traitor system overhaul, our goal has been to make traitor gameplay more engaging, offer more variety, and make it work with the campaign game mode. Traitors will be off in campaigns by default, but you can now invite treason to your travels in campaign mode as well.
Weve added two new settings for traitor gameplay in the server settings:
Hello everyone!
Now that we have been back from our holidays for a while, we thought it would be a good idea to revisit our plans for the upcoming storage changes. As we wrote in June, we wanted to get feedback on the proposed changes to the storage system and that is definitely what we got, so thank you for all the comments! We have now had time to go through all the feedback and adjust our plans a bit.
Most importantly, the storage container item will not be removed. We read about the many inventive and novel ways in which this item is being used, beyond simply boosting raw storage space in cabinets. Such creative applications of game items are always interesting for us to see and we dont want to discourage them, so even after the update, you will still be able to use storage containers to store personal collections, or carry loot from a wreck, for example.
We are, however, still going to restrict storage container placement inside cabinets. Lets take a look at the currently planned storage changes in a nutshell:
Hello everyone!
Summer is here, and our team will be taking some time off. While we are away from our desks and slower to respond for a few weeks, you can already begin sneak peeking at the next update in the Unstable test version.
A notable change coming in the next update has to do with item stack sizes and storage containers. As you may know, storage containers can be placed inside cabinets to amass huge numbers of items on board a submarine. This results in a poor user experience, because its hard to find the items you need using this storage method. The large item counts also hurt game balance and performance.
This is why we are going to remove storage containers from the game, but to compensate for the loss, well increase stack sizes for materials and meds stored inside cabinets. You can find more details about the upcoming storage changes on our blog.
We believe this change should make inventory management much better on the whole, and help with balance and performance issues at the same time, but we understand some of you may still view the storage cutback negatively. To make sure we hear from you and can still adjust these changes before their public release, you can now test them in the Unstable version and give us feedback over the summer!
Another part of the next update which is already available for testing is the first iteration of the new traitor mode. Well write more about the traitor system changes later in the summer, and the update is planned to be released in the autumn.
Stay tuned for more news later, and have a great summer!
Hello everyone!
We've just released a hotfix to address a few issues in last week's Summer Patch. See the list of changes below:
v1.0.21.0
Fixes:
- Fixed LOS effect sometimes "lagging behind" when the sub is moving fast.
- Fixed some minor visual issues (occasional jitter/flickering) on the LOS effect.
- Fixed some issues in the bot AI that we're causing a large performance hit particularly in situations when there's lots of bots in a sub with leaks.
- Fixed bots abandoning their orders (such as operating a turret) if the room is unsafe (e.g. flooded).
- Fixed an issue in character syncing that occasionally caused disconnects with the error message "Exception thrown while reading segment EntityPosition, tried to read too much data from segment".
- Fixed wires set to be hidden in-game (e.g. invisible circuits built outside the sub) being visible on the Electrician's Goggles.
- Fixed an issue with level resources that caused crashes with certain mods (e.g. ones that include subs with piezo crystals).
- Fixed NPCs waiting on some outpost modules never reaching their targets, causing peculiar behavior.
- Fixed waypoints sometimes not getting connected between outpost modules if there's a very short hallway between them. Addresses some cities missing connections between waypoints, causing AI to be unable to navigate through the modules.
- Fixed some UI layout issues (most noticeably, ultra-wide crew list) on certain resolutions like 3440x1440.
- Fixed campaign saves occasionally failing to load with the error "an item with the same key has already been added". Seemed to only occur when using certain mods.
- Fixed crashing when you e.g. use a pet from some mod in the campaign, disable the mod and reload the save.
- Waypoint adjustments to most submarines, outposts, wrecks, and beacons. Especially on ladders. Should take care of the remaining AI issues on ladders (the old subs in the saves don't get updated, but the fixes apply to new subs that you don't yet own. And ofc all the subs in a new game!)
Hello everyone!
Our second post-1.0 patch has just been released, with an improved line-of-sight effect, a new item called the electricians goggles to improve the wiring system, optimizations, and various fixes and improvements like
Hello everyone!
Our second post-1.0 patch is almost ready to be released, with various fixes and improvements as well as a few entirely new additions. Here are some highlights to look forward to:
Hello everyone!
We have just released a hotfix to fix a couple of issues in yesterday's patch.
See the changes below.
v1.0.13.2
- Fixed "hash mismatch" errors when trying to enable a mod that's been updated in the most recent patch.
- Fixed "the submarine contains entities with duplicate IDs" error message when loading a submarine that contains multiple shuttles/drones.
Hello everyone!
We have just released the first larger patch since the 1.0 launch. The patch addresses many bot AI issues such as bots not changing oxygen tanks, getting stuck on ladders, and failing to get on turrets, to name a few.
Additionally, the patch introduces many other fixes, including several multiplayer fixes to reduce disconnections and network issues. Were also adding a reworked version of the Typhon vanilla sub and various smaller fixes to other submarines.
See the full list of changes below, and make sure to update your game to the latest version!
v1.0.13.1
Misc changes and improvements:
- NPCs who offer services don't get turned hostile regardless of your reputation. If you've got money, they'll be happy to serve!
- Attacking outpost NPCs can't decrease your reputation by more than 20 points per round. Works as a safeguard against enormous reputation losses e.g. in the case of a trigger-happy griefer or a nuclear mishap.
- Destroying outpost walls can't decrease your reputation by more than 10 points per round.
- Outpost NPCs don't allow players to grab them for longer than 10 seconds to prevent being able to drag them around the outpost.
- Minor visual improvements to biomes: biome-specific outpost levels (instead of all outpost levels looking like Cold Caverns), more level objects in Hydrothermal Wastes and the Great Sea.
- Spawn abyss and combat suits in enemy subs and wrecks instead of normal ones in later biomes.
- Fixed minerals still sometimes spawning on the wrong side of cave walls (when the other side of the wall is outside the boundaries of the level).
- Fixed pressure stabilizer only affecting the player for 100 seconds, instead of the intended 1000 seconds (16 mins).
- Fixed clients not getting assigned the "None" permission preset when using a language other than English (meaning it wasn't possible to customize what permissions clients have by default).
- Fixed enabling cheats not actually disabling Steam achievements for the rest of the campaign (it was possible to re-enable unlocking achievements by saving and reloading).
- Fixed Tormsdale mission not completing unless you bring the item to the sub. Now retrieving the item counts as "bringing it to the sub" in friendly outposts.
- Optimized/simplified exosuit and FB3000 status effects.
- Made huskified humans' items move to a duffel bag on death.
- Increased the priority of turret lights to prevent them from getting hidden when using a low light limit.
- Reduced the minimum mass required for a character to be visible with thermal goggles, always show at least the main limb regardless of the mass. Fixes thresher hatchlings being invisible to the goggles.
- Alien power cells can be deconstructed.
Bots:
- Fixed bots targeting crawler eggs when they are inside an inventory (also in the Broodmother's inventory).
- Fixed bots being allowed to shoot items from very long distances.
- Fixed bots wasting ammunition on crawler eggs that are not dangerously close to the sub.
- Fixed bots using an unintentionally long delay before shooting.
- Fixed bots targeting (but not shooting) enemies inside abandoned outposts.
- Adjusted the delays and the targeting ranges. Remove the "grace" distance modifier. Improves the bots' general usage of turrets.
- Fixed "fight intruders" order causing bots to attack enemies in abandoned outposts again.
- Bots are allowed to use meds from an unconscious patient's inventory.
- Fixed bots falling off the ledge in DockingModule_02_Colony (again).
- Fixed bots not prioritizing the leaks as they should when multiple bots are fixing leaks simultaneously.
- Fixed bots not preferring the items that lie on the ground.
- Fixed bots often not being able to reach small items like battery cells or rifle rounds that lie on the ground.
- Fixed bots sometimes holding the flashlight in their mouth.
- Fixed bots acting weird when picking up items and having their inventory full.
- Fixed bots not being able to find an alternative container for the items they are cleaning up, when the path to the preferred container is blocked. Didn't affect bots getting a specific item, like a diving suit when they need it.
- Bots are no longer allowed to wear the items (other than in hands) when they are cleaning them up.
- Improved bots' abilities to find items. They should be much quicker at it than previously.
- Possibly fixed bots sometimes ignoring targets that they shouldn't ignore.
- Fixed bots not being able to change the oxygen tanks when they are in a safe room with no enemies.
- Fixed bots using both diving mask and the suit simultaneously.
- Fixed bots holding to old paths that shouldn't be valid anymore (= not complying when you order them to follow outside of the submarine).
- Fixed bots not being able to use pathing when the player has just controlled them, leaving them in a ruin, wreck, or a beacon. Only happened when the bot hadn't been AI controlled before during the round.
- Fixed bots using the waypoints not linked to any sub when they should use the waypoints linked to a sub and vice versa.
- Fixed bots trying to use the gaps when they could just use a path to get to the target.
- Fixed missing links between doors and waypoints in Alien_Entrance3.
- Fixed bots sometimes not being able to release from the ladders when they were trying to exit a wreck or beacon to get back to their own submarine.
- Fixed bots sometimes still idling on ladders, which they shouldn't do (There are some unaddressed cases where it might seem like they'd do this, but actually don't. They just can't reach the buttons linked to the door.)
- Fixed bots sometimes failing to climb up the ladder all the way up and falling down just before reaching next floor. Happened only in the idle state.
- Fixed bots sometimes getting stuck on the long ladder in EngineeringModule_02_Colony.
- Fixed waypoints on ladders leading to a hatch on many subs (using old waypoints), which caused the bots to fail to reach the hatch while trying to fix it.
- Fixed bots not being able to operate properly in high pressure levels when they don't have a suit that protects from the pressure (e.g. a regular diving suit later in the campaign).
- Bots now prioritize suits that give a better pressure protection (there's a separate attribute for it in the item definition: called "botpriority", which can and should be taken into account with the modified items).
- Fixed bots not healing theirselves while swimming outside of the submarine (they only do that when the wounds are relatively severe).
- Fixed bots treating theirselves when there's a medic onboard, which is currently unable to treat them (if the medic is able to treat the bot, they should not try to heal theirselves).
- Fixed bots ignoring targets that are currently fixing leaks (which was intentional, but seems to have been a bad decision).
- Added new dialogue for the bots about the lethal pressure levels and insufficient protection for it.
- Fixed some minor buts regarding the dialogue.
- Fixed bots not being able to use harpoon coil rifles properly.
- Fixed bots accepting random items as weapons when they can't find any weapon. Note that many tools, like welding tools and wrenches, can intentionally be used as weapons.
- Fixed prepare for expedition order and another order, like clean items, possibly resulting in looping behavior where the bot can't decide which one to follow.
- Adjustments to how the bots prioritize combat targets under fight intruders objective.
- Fixed bots not reacting when they are non-intentionally damaged by friendly NPCs (e.g. security smashing a player character).
Multiplayer fixes:
- Changes to make starting a round more robust: fixes various equality check errors ("submarine/mission doesn't match") if starting a multiplayer round takes a long time.
- Fixed dedicated servers' content package info getting truncated to 255 bytes, causing the content package list to just display "unknown" if the server has lots of mods enabled.
- Fixed "input contains duplicate packages" error when trying to join a server that has certain types of mods enabled (more specifically, mods that only contain client-side content, identical content or files of the type "Other", which could result in the MD5 hashes of the mods to be identical).
- Fixed projectile spread not being as random as it should be in multiplayer (successive hitscan rounds usually launched in the same direction).
- Fixed spectators not hearing others if their character is dead before the character despawns.
- Campaign rounds aren't forced to end if there's only one client on the server using freecam.
- Fixed crashing when a traitor missions starts when the host isn't controlling a character.
- Fixed sonar beacon tickbox sometimes flickering on and off in multiplayer.
- Fixed clients not seeing wall damage in outposts if the server has made outpost walls damageable, and the client doesn't have permissions to manage server settings.
- Fixed arc emitter briefly stunning the user client-side.
- Unconscious players can't end the round.
Countermeasures against multiplayer exploits:
- Fixed an exploit that allowed you to equip 2-handed weapons in only one hand.
- Added protection against deliberately lagging the server.
- Added an option to enable "DoS Protection" in the server settings under "Anti-Griefing".
- Enabled by default.
- When enabled, the server will automatically kick players who are causing the server to perform poorly.
- Added a new "Max Packet Auto-Kick" in the server settings under "Anti-Griefing".
- Enabled and set to 3000 by default.
- Can be disabled by setting the limit to 1200 or below.
- When enabled, the server will automatically kick players who are sending a certain amount of network packets in a minute.
- Added "Spam Immunity" server permission.
- Gives immunity to getting kicked from DoS protection, chat spam and from sending too many packets.
- Added a rate limit to console commands in multiplayer.
- Added a rate limit to creating new characters in multiplayer.
Balance:
- Buffed Harpoon Coil Rifle a bit (shorter charge time).
- Reduced Focused Flak Shell penetration slightly.
Talents:
- Engine Engineer, Helmsman and Affiliation talents no longer stack (allowed gaining insane engine speed boosts and bonuses by having large numbers of crew with the same talent).
- Fixed makeshift shelves no longer being placeable in pre-1.0 saves.
- Fixed some incorrect talent icons.
- Fixed Networking talent only giving a discount for faction-specific items.
- Fixed Machine Maniac requiring 5 repaired items instead 3 like the description says.
- Gene harvester doesn't spawn genetic materials on pets.
- Dying due to a disconnect doesn't trigger talents (like "Revenge Squad") or get recorded as a kill.
Submarines:
- Reworked Typhon (kudos to uberpendragon): replaced legacy items and structures, got rid of double walls, layout adjustments, visual improvements, improvements to the power grid and many smaller changes.
- Fixed waypoint in Herja's airlock not being linked to the door.
- Fixed fabricators not being linked to the cabinet next to them in Azimuth, Berilia, Kastrull, Orca2, Typhon, Typhon2, Winterhalter.
- Fixed some unhulled spaces inside Kastrull, Azimuth and Berilia.
- Fixed improperly wired smoke detectors in Typhon 2.
- Replaced the wall between gunnery and engineering (that every sane person cuts a hole in) with a door in Kastrull.
- Fixed medic not being given proper ID card tags in R-29, preventing them from accessing the toxin cabinet.
- Fixed Venture's exterior airlock door being repairable with a welding tool instead of a wrench.
- Fixed water detector in Dugong's oxygen generator room not being connected to the flood alarm circuit.
- Added "Silent Running" to Azimuth, as well as 1 diving suit and exterior cameras to make it more worthy of tier 2 (despite a lack of guns)
Fixes:
- Fixed all shadow-casting lights going through the outpost walls when docked to one.
- Oxygen generator sprite and animation fixes.
- Fixed escorted characters being hostile to you if they belong to a hostile faction.
- Safeguard against getting pinned under flooded enemy subs. The sub can now be pushed off as long as the enemies inside it are dead/incapacitated.
- Fixed enemy subs not affecting monster spawns (meaning monsters could spawn very close to enemy subs, and fighting an enemy sub didn't decrease the probability of monster spawns as it should've).
- Fixed submarines sometimes getting stuck when trying to squeeze through a tight passage in the level.
- Fixed pets being considered hostile in hostile outposts (causing AI crew to report them as intruders).
- Fixed monsters sometimes spawning inside walls during nest missions.
- Fixed paths between biomes sometimes being unlocked from the start on certain map seeds.
- Fixed launching an alien turret (or any modded turret that spawns it's own ammo inside itself) causing a crash.
- Fixed crashing when you exit Steam while the Workshop menu is open.
- Fixed some of the fonts not working properly in Japanese (but using roughly similar Chinese symbols instead).
- Fixed campaign's end boss moving away from you if you attack it with melee weapons.
- Fixed enemy crews not being able to switch between turrets and being very reluctant to operate multiple turrets at the same time.
- Fixed reputation reward text sometimes overflowing in the round summary (e.g. when the mission modifies both the husk cult and clown rep).
- Fixed characters holding and eating bananas weirdly.
- Fixed all friendly characters using the "hostage" dialog and all hostile characters the "bandit" dialog in abandoned outposts.
- Fixed characters sometimes becoming briefly immobilized (as if stunned) when the surface of the water rises up to the character's chest.
- Fixed cultist hood overlapping with the exosuit.
- Fixed exosuit and FB3000 not being tagged as "provocative" (meaning enemies didn't care about the sounds they make or the lights on them).
- Adjusted FB3000 fabrication recipe (the previous required so many materials they don't fit in the fabricator's input slots).
- Fixed PUCS not having an AI target unlike all other diving suits.
- Fixed sonar monitor's "sonar circle" overlapping with the control panel on some resolutions / HUD scales.
- Fixed occasional invisible barriers around alien ruins.
- Fixed protein bars only healing 1/60 of the intended amount.
- Fixed "Engineers_are_special" event no longer appearing.
- Fixed characters sometimes being able pass through level walls by swimming down through the broken floor of a wreck.
- Fixed "acquire a wrench" popup appearing multiple times in the mechanic tutorial.
- Fixed black squares on docking ports and hatches.
- Fixed crashing when trying to increment the version number of a mod whose version number consists of only numbers (i.e. no periods) or is empty.
- Fixed hireable cultists and clowns being the wrong way around (i.e. high clown rep allowed you to hire cultists and vice versa).
- Fixed wikiimage_sub and wikiimage_character crashing the game if the file is being used by another process.
- Fixed wikiimage_sub not sorting the entities the same way as the sub editor and game screen.
- Fixed status monitor displaying very small amounts of water in linked hulls as 1%.
- Faction reputation is reset after finishing the campaign.
- Fixed colony docking modules spawning with a bit of water in them.
- Fixed minerals sometimes spawning in normal caves in abyss mining missions. Happened if no abyss islands with caves happened to generate - now we always generate a cave in at least one of the islands.
- Fixed lights on the items the character is wearing being visible when inside a clown crate.
- Fixed mudraptor eggs (or other items set to be damaged by repair tools) not being damaged by flamers.
- Fixed handheld sonars not working in the end levels.
- Fixed rebinding the Use key not working in the sub editor.
- Fixed Ctrl+A not selecting connected wires in the sub editor.
- Fixed ability to climb ladders while lying in bed.
- Fabricator input slot tooltips don't show duplicate item names when the item can be crafted from multiple different items with the same name (e.g. petraptor egg can be crafted from 3 different egg items, all called "mudraptor egg").
- Fixed attacking others with the husk appendage not healing the user.
- Fixed pet name tag getting stuck mid-air when equipped.
- Fixed next round's missions not being displayed in the round summary when leaving a location that has missions (e.g. outpost with a jailbreak mission).
- Fixed inability to hire Jacov Subra if you miss/ignore the event the first time you get it.
- Outpost generator only takes walls with a collider into account when determining the bounds of the modules. Fixes husk modules being placed unnecessarily far from the outpost due to the decorative structures outside the door, leaving a very short hallway between the modules.
- Fixed characters sometimes dying from barotrauma despite the pressure icon not being visible. Happened when the pressure was just above the lethal threshold, but not as high as outside the sub.
- Fixed character interact texts (like "[H] Heal") not changing when you change the language.
- Fixed treatment suggestion for husk infection being shown when wearing zealot robes.
- Fixed inability to fabricate high-quality nuclear depth charges.
- Fixed exosuits getting autofilled with batteries.
- Fixed exosuits' lights not turning off when the wearer dies.
- Fixed 0% grenades (stun grenade and fixfoam) detonating if a player has one in their inventory when a mission starts.
- Fixed pre-unlocked talents not being visible client-side on the special faction NPCs hired during the round.
- Fixed escort and cargo missions sometimes leading to an abandoned outpost even if there's an inhabited one available.
- Fixed characters (ragdolls) sometimes getting stuck to the corners near platforms.
- Fixes to Japanese and Russian translations.
Modding:
- Fixed thalamus items fading from the prefab color to a darker tint, disregarding the actual sprite color of the item.
- Fixed LevelTrigger statuseffects not doing anything when triggered by a submarine.
- Added a scrollbar to the campaign setup's crew tab to make it work properly when there's more than 3 initial crew members.
- Support for using OnWearing in Containable StatusEffects.
- Fixed ability to "relaunch" a projectile that has already been launched or that's stuck to some target using status effects, which lead to various strange results.
- Fixed ItemContainer StatusEffects working in a different way than other effects, applying the effect separately to each target. Prevents e.g. having an effect that does something to an item if a condition is met on the character wearing it.
Hello everyone!
First of all, we would like to thank you all for celebrating Barotrauma 1.0 with us. Seeing so many of you upon and after the release has warmed our hearts like nothing else could in the cold undersea of Europa! We hope youve had a pleasant stay so far.
Since our 1.0 release, weve released two hotfixes to tackle some of the more severe issues that slipped through the cracks on release, with more fixes and improvements in the works. Thank you for being diligent with bug reports (and patient while waiting for fixes)!
In a couple of weeks, we will be releasing a larger patch to fix issues with the AI of your bot crewmates, as well as various other issues. Notably, bots not changing oxygen tanks, getting stuck on ladders, wasting ammo on crawler eggs and not getting on turrets will be addressed in this patch.
After the next patch, were going to keep fixing issues and improving the game in various ways with a second patch, which will hopefully be released later this spring or in the early summer. After that, we turn our eyes to the future and the next content update were planning on reworking the traitor system later this year.
Read more about the upcoming patch and our plans on our blog now and stay tuned for the patch in the next couple of weeks!
Hello everyone!
We've just released a second hotfix to address a few of the most common issues. See the list of changes below, and stay tuned: we're working on more fixes, including bot AI improvements, to be released in a few weeks' time.
v1.0.9.0
- Fixed crashing when you move from one textbox to another using tab and go past the last available textbox.
- Fixed inability to enter the final levels on some subs that include shuttles/drones.
- Fixed autoinjectors (PUCS, autoinjector headset) wasting the syringe without any effects on the character.
- Fixed bots failing to operate turrets in Typhon 1 due to them being partially inside the ceiling.
- Fixed lights going through walls in outposts.
- Fixed language selection prompt not showing up when launching the game for the first time.
- Fixed bots doing objectives during the roles tutorial, e.g. repairing the leaks for you.
Hello everyone!
Thank you for a wonderful launch reception. We hope you are enjoying version 1.0! Since the launch, we've discovered and fixed a few issues, and we've just released the first hotfix; see the list of changes below and be sure to update your game to the latest version. More fixes will follow in the weeks to come as we are able to test them all!
v1.0.8.0
- Fixed loading screens sometimes getting stuck when playing in Chinese, Japanese or Korean.
- Fixed certain mods that override outpost generation parameters causing crashes due to missing outpost NPC prefabs.
- Fixed outpost NPCs never attacking you (just aiming their guns at you) if you attack them, but your reputation is not low enough to turn the outpost hostile.
- Fixed broken dialog line in the waytoascension1 event.
- Fixed healing your crewmates causing your karma to decrease.
[previewyoutube=pau93Z-46GQ;full][/previewyoutube] Submariners ahoy! The time has finally come, and Barotrauma 1.0 has been released. The 1.0 update introduces the faction overhaul, replete with new missions and events, an improved reputation system, and lots of faction-specific items and perks. The update also unlocks the campaign ending, with a brand new endgame sequence to conclude your adventure. Find a more detailed summary of the update in this preview post, and see the full list of changes at the end of this post. Wed like to say a big thank you to everyone who has joined us on our Early Access journey. While 1.0 will not be the last Barotrauma update, it is a momentous one, and we are grateful to be sharing it with you. Welcome to Europa, sailors old and new! v1.0.7.0 Faction overhaul: - Outposts are controlled by the Europa Coalition or Jovian Separatists, and some of them include a module belonging to the Church of Husk or Children of the Honkmother. - Got rid of location-specific reputation. Now all the events/missions give faction reputation instead (excluding missions that aren't related to or given by a faction, e.g. abandoned outpost missions). - Lots of new outpost events, and a longer "event chain" for the secondary factions. - Lots of new faction-specific missions: some variants of existing missions, some new. - Faction-specific hires: "generic" high-level characters with more experience points and better gear than normal hireable NPCs. Available for hiring when Coalition or Separatist reputation is high enough. - Special, named characters who can be hired via scripted events after reaching a high enough reputation. - Faction-specific vendors (separatists, husks, clowns) who sell special items (many of which are completely new) if your reputation is high enough. - If your Coalition/Separatist reputation is low enough, you may get attacked by their vessel during missions. - There's now always two paths from biome to another, one controlled by the Coalition and one by the Separatists. - Improvements to the campaign map. - Added a 3rd talent tree, "Politician", for the Captain. Focused around faction relations and reputation. Endgame: - Completely remade the ending of the campaign. Now you'll get to see what's beyond the Eye of Europa and perhaps uncover the cause for the increasing levels of radiation. - New types of enemies/bosses. - Some new events to foreshadow the ending during the course of the campaign. Misc changes: - New loading screen / location portraits. - Four new music tracks. - Items' skill requirements are shown in their tooltips (the same way as damage resistances). - Tweaks to poisons. - Adjusted Europan Handshake to work better with the overhauled morbusine poisoning. - Acid Grenades and 40mm Acid Grenades are now properly affected by talents - Acid Grenades and 40mm Acid Grenades deal more damage and slow enemies down, making them more viable against fast monsters. - Made regular 40mm grenades penetrate armor more efficiently. - Made Diving Suits resist Acid Burns a bit more. - Europa Brew's Acid Vulnerability is now double as effective (200% damage taken instead of 100%). - Adjustment to throwable items (shorter throw distance and reduced speed in water). - Made flares float in place to make them more useful. - Made high-quality stun guns more effective (stunning the target faster). - The health scanner always shows poisons and paralysis on monsters to make it easier to determine whether the poisoning is progressing or wearing off. - A pass on sound ranges: the ranges should now be more consistent and sensible. - Made moloch shell fragment and riot shield medium items instead of small to fix them going inside e.g. toolbelts. - Made husk eggs consumable. - Made it more difficult to repeatedly enter an abandoned outpost and re-loot the bandits: now the bandits immediately attack you if you re-enter the outpost. - Monsters you haven't encountered yet are now hidden by default in the character editor. Can be enabled using the command "showmonsters" and re-hidden using "hidemonsters". The value is saved in creaturemetrics.xml. Doesn't affect custom creatures. - Fixed character crush depths behaving inconsistently (varying between levels, e.g. sometimes crushing the character at the depth of 2000 meters, sometimes 3000). - Improvements to submarine crush depth effects: previously the breaches were easy to deal with because pressure did small amounts of damage to all walls, now it instead does heavier damage to some walls (and the amount of damage and walls to damage increases with depth). - Added a round light component variant. - Increased the hard-coded max mission count back from 3 to 10. It'd be preferable to not change the value above 3 in the vanilla game, but since campaign settings are not moddable, we shouldn't be too strict about it (because it can be useful for a mod that this value can be adjusted). - Miscellaneous optimizations. - New slot indicator icons (= the icons that show what can go inside some items, like tanks/ammo). - Made outpost hull repair service cheaper. - Doors can now be damaged by melee weapons and ranged (handheld) weapons. (They were already destructible by submarine mounted weapons and explosives) - Adjusted and rebalanced item damage for most items, to take into account doors being destructible. - Reduced time needed for a crowbar to open doors, 7.5s for regular doors, 6s for wrecked doors (down from 10 s). - Boosted Plasma Cutter damage against doors and items (walls not touched). - Made galena more common in order to make lead easier to get. - Added Auto Operate option for all turrets. Can be enabled in the submarine editor. Not currently used on vanilla submarines. Auto operated turrets don't require a person to operate them, but they still require power and ammunition (-> someone needs to reload them). - Exosuits are powered by fuel rods instead of batteries. - Adjusted plant spawn rates in caves. - Made lead more common in stores. Multiplayer: - Added a language filter to the server browser. - Fixed reports given by dragging and dropping them on the status monitor always targeting the room the character is inside. - Improvements to medical clinic syncing (should fix some of the afflictions a character has sometimes not being visible on the list). - Fixed crashing if you close a server when mod downloads are disabled. - Improved projectile syncing: spread now behaves the same client-side as it does server-side (as opposed to being completely random). - Improvements/fixes to dialogs that are shown to multiple clients: disable the option buttons when another client chooses an option, and highlight the option that was chosen. - Fixed server randomizing the game mode at the end of the round when playing a campaign with the game mode selection set to Random. - Fixed inability to join servers with a submarine switch/purchase vote running. - Fixed votes passing if the client who initiated them disconnects before anyone else votes. - Fixed inability to gain more than 15 talent points in the multiplayer campaign. AI: - Fixed bots considering certain multi-hull rooms flooded when they are not. - Fixed bots deciding prematurely that they can't fix an item when it's deteriorating (e.g. when it's submerged). - Fixed bots removing battery cells from exosuits when ordered to charge batteries. - Fixed bots sometimes getting stuck in automatic doors and/or double doors, because they didn't wait for the door to open entirely before pressing the button again. - Improved bot extinguish fires behavior. Fixes bots sometimes not being able to extinguish larger fires, because they stopped too far and didn't keep advancing towards the target. - Fixed bots claiming that they can't return back to the sub and then following the order anyway. - Improved the find safety calculations so that the bots give more preference to the distance of the room. - Fixed some remaining issues and edge cases in the logic over when the bot needs diving gear and when it can be taken off. - Fixed captains (and some NPCs) idling in the airlock if they equip a diving suit. - Bot can now target items (like projectiles) with turrets and have different targeting priorities on different monsters. - Fixed bots being allowed to reach items that are too far to be interacted with. Fixes: - Fixes and improvements to translations (Japanese and Chinese in particular). - Fixed light components with a range of 0 and a hidden sprite being invisible against dark backgrounds. - Various fixes to Typhon 1: most notably, adjusting the hulls to prevent some rooms from being impossible to drain fully. - Fixed "kill" command not killing characters under the influence of "Miracle Worker". - Fixed some lights becoming invisible when their range is set to 0 and they're against a dark background. - Fixed lights turning on without power when they receive a toggle or set_color input. - Fixed changing the amount of items to fabricate inadvertently starting(or activating) fabrication in MP if you've previously started fabricating something - Fixed campaign settings resetting in the campaign setup menu every time you relaunch the game (meaning you'd always need to e.g. remember to toggle the tutorial off if you want to play without it). - Fixed inverted mouse buttons not working properly since the last update: the left mouse button was considered the primary mouse button regardless of your OS settings. - Fixed status monitor not properly displaying condition on tinkered items. - Fixed machines smoking when above 100% condition with tinkering. - Fixed inventory overlapping with the chatbox on low aspect ratios (small width, large height). - Fixed some layering issues in abandoned outposts. - Fixed water-sensitive items sometimes spawning as loot in wrecks. - Fixed radio static still playing even if you don't have a headset. - Fixed rifle grenade sounds not working. - Fixed crashing on startup if the MD5 hash cache file is empty. - Fixed research stations and loaders not being visible on the status monitor's electrical view. - Fixed artifact missions sometimes choosing the same artifact as a target if you happen to have multiple missions active at a time, which would lead to console errors when the round ends. - Fixed exosuit playing the warning beep if there's empty or almost empty tanks in any of its slots. - Fixed oxygen generators deteriorating in some of the outpost modules. - Fixed reputation loss when a character other than the player (e.g. crawlers in the 'crawleroutbreak' event) damages the outpost walls. - Fixed outpost modules sometimes being placed in a way that makes them overlap with the sub. - Fixed characters trying to walk in flooded spaces that are too low to stand in (like some of the tight passages in alien ruins). - Genetic material backwards compatibility to fix old unidentified genetic materials disappearing from saves prior to v0.21.6.0. - Fixed genetic materials being too rare in outposts now. - Fixed hunting grounds affecting outposts 2 steps away, not just ones in adjacent locations. - Fixed "residual waste" talent duplicating genetic materials. - Fixed monsters sometimes spawning inside destructible ice chunks in caves. - Fixed respawn shuttle sometimes spawning inside floating ice chunks. - Fixed equipping a ranged weapon setting its reload timer to 1, making it possible to reduce some weapons' loading times by unequipping and equipping them. - Fixed partially consumed items not staying on top of the stack they're in. - Fixed submarine tier and class affecting the prices of the submarine upgrades: e.g. a tier 2 upgrade would cost more on a submarine where tier 2 is the maximum than on a submarine with a higher maximum. - Fixed reputation loss when you steal items from bandits in a beacon station. - Fixed equipped flares igniting when you click on the inventory. - Fixed "Quickdraw" talent not affecting Alien Pistols. - Fixed toolbelts and other items worn on the torso getting hidden when wearing a safety harness. - Fixed advanced syringe gun and slipsuit fabrication recipes. - Fixed floating pumps and ladder layering issues in Herja. - Limited the number of makeshift shelves per sub to 3 (similar to portable pumps). Otherwise you can use them to expand the sub's cargo capacity indefinitely. - Fixed dementonite and hardened crowbars spawning in respawn containers (= respawn shuttle cabinets). - Fixed alien blood no longer causing psychosis, + made it slightly less effective to make fabricating blood packs more worthwhile - Fixed fire extinguisher spray getting blocked by characters. - Venture: Fixed the battery room not flooding properly (again), fixed the two hulls in the airlock not being linked, adjusted the waypoints a bit. - Selkie: Disconnect the outer nodes from the ladder/door nodes, because the docking ports can't be opened manually. - Fixed Thalamus AI not running properly when there's no player characters or submarines around (e.g. when all the players are in the freecam mode). - Fixed the ammo indicator not showing correctly on the advanced syringe gun. - Fixed bots sometimes getting confused by outside waypoints while being inside an outpost. - Fixed item relocation logic running also on NPCs that are not in the player team, which could cause diving suits dropped by NPCs to get spawned in the player sub. - Fixed ranged weapons (most noticeably, scrap cannon) emitting particles in the wrong direction. - Fixed acid burns not having a cause of death text. - Fixed "skedaddle" not giving a 10% movement boost like the description says. - Fixed odd fabrication list sorting: the items that require a recipe to fabricate were split into ones you have the skills to fabricate and ones you don't, even though that isn't visible in the UI, making the list just seem out of order. - Fixed red glow around the light switch's green button. - Fixed inability to hold a captain's pipe or cigar in your left hand. - Fixed ready checks not working. - Fixed affliction probabilities being evaluated twice, meaning that e.g. 50% probability of getting some affliction from an attack was actually a 25% probability. - Fixed item highlights from the previous round remaining visible the next round. - Fix the vitality modifiers on husk not working properly, because health indices on the limbs were not defined. Effectively husks always took 2x damage. - Fixed basic depth charges being cheaper than intended (only 30 mk). - Fixed inability to make lights blink at a high frequency by rapidly turning them on and off with e.g. oscillators. - Fixed follow orders not being persistent between singleplayer rounds. - Fixed bots being unable to move through Herja's airlock due to an unlinked waypoint. Modding: - Fixed crashing if a StatusEffect is configured to SpawnItemRandomly but doesn't configure anything to spawn. - Improved the error handling of item/character variants. Previously if the parent prefab wasn't found, there was no error message, but the variant was still created, causing crashes in various situations. - Added AITurretPriority and AISlowTurretPriority on items and characters. Setting the priority to 0 can be used for telling the bots to ignore the target entirely. Items also need to have IsAITurretTarget="True" enabled to make them a valid target. - Added ItemDamageMultiplier on items. Can be used for increasing the damage caused by other items, like weapons. Works like the existing ExplosionDamageMultiplier.
Hello everyone!
Our long-awaited 1.0 update is coming on Monday next week, so its time for the final sneak peek. How will Europa change?
Hello everyone!
Now that weve introduced the Coalition and the Separatists, its time to lift the veil on the two more mysterious groups present on Europa. Where the two main factions are political and military organizations, the Church of Husk and the Children of the Honkmother are more akin to religious sects.
The Church of Husk centers around the worship of the Velonaceps Calyx parasite. Members of the Church believe that the only way for humans to survive on Europa is to adapt to its hostile environment by forming a symbiotic relationship with the husk parasite. They believe that by combining with the husk, humans can transcend the limitations of their frail bodies and evolve into a human-husk hybrid more suited to life on Europa. Is it even possible to survive their communion? Many have died trying, but the Church of Husk has not lost faith.
The Children of the Honkmother are possibly even more esoteric. They dress up in clown apparel, red noses and all, and spread merriment and disorder in equal measures. There are many stories about how there came to be clowns on Europa, but ultimately no one knows the real answer. The clowns themselves simply say they heed the call of the bikehorn and toot it with regularity in the name of their mystical deity, the Honkmother. Are they the greatest philosophers of all, or the greatest pranksters?
While not in open conflict with one another, followers of the Church of Husk and the Children of the Honkmother do not see eye to eye. Their worldviews and methods of spreading their message put them at odds with each other, while the Separatists and the Coalition shun both cults equally.
Both the Church of Husk and the Children of the Honkmother will have their own enclaves in outposts in Barotrauma 1.0, as well as their own story, missions, events, items and reputation. For more information on the outcasts of Europa and new sneak peeks at the faction overhaul features, check out [url=
barotraumagame.com/announcements/outcasts-and-eccentrics-of-europa/]our blog!
Ahoy!
The time is almost here, and we can finally tell you that Barotrauma is coming out of Early Access on Monday, March 13, just two weeks from now.
Are you ready? We are shaking in our diving suits! Weve spent almost a year working on the upcoming 1.0 update, and we cant wait to hear what you think about it. It introduces the faction overhaul, which we have been teasing in recent weeks, and a proper ending to the campaign. Whats really down in the depths? Definitely not just a doomworm, but we dont want to spoil the surprise.
After almost four years in early access and closer to a decade in development, March 13 is going to be a huge day for us and Barotrauma. Four people from our team sat down in front of a camera to tell you a bit more about that journey. Take a look at this behind the scenes video for our story!
Thank you for sailing with us for so long. The end of Early Access is not the end of our development, and we still have more updates planned after 1.0, but now its time to say: Welcome to Europa.
[previewyoutube=4a1klzgmW-4;full][/previewyoutube]
Hello everyone!
Last week, we wrote about the Europa Coalition and their history. Now its time to take a closer look at their rivals: the Jovian Separatists.
When the Europa Coalition was gathering influence, their main political rival was the Jovian Peoples Movement. In contrast to the Coalitions idea of an autocratic system, the JPM wanted to establish a democratic government on Europa through nonviolent means.
Following a tragic accident that claimed the lives of many JPM supporters, the Coalition was able to win the general election and become the main political power of Europa. This sparked suspicion, unrest and conflicts between the Coalition and JPM supporters, and the movement was eventually declared a terrorist organization. Thus, the Jovian Separatists came to be.
The Separatists aim is to overthrow the established regime and challenge the status quo. Over the years leading up to the start of Barotraumas events, they have splintered into smaller groups around Europa, some engaging in guerrilla warfare against the Coalition, some favoring more diplomatic methods.
Will you fight the good fight against the Coalition, and help the Separatists on their way towards a more democratic Europa?
For more detailed information on the Separatists and sneak peeks into a few upcoming features of Barotrauma 1.0, head over to our blog!
Hello everyone!
One of the big additions in Barotraumas 1.0 update will be an overhaul of the faction system, complete with new missions, events, and more. Lets take a look at all the different groups, one by one, starting with the Europa Coalition. Who are they and where did they come from?
A few decades before the events of Barotrauma, the Coalition started out as a trade agreement between two prominent settlements on Europa, with some help from private paramilitary groups. They expanded their reach rapidly and aggressively, seizing control of important trade routes and other settlements. This has led them to become the de facto Europan superpower, governing civil society, trade and manufacturing with an iron fist.
The Coalition strives to preserve humanity on Europa, and they work tirelessly to maintain some semblance of peace and stability on the moon. Known to resort to ruthless tactics, however, the Coalition is not without its enemies.
Will you choose to fight for the Coalition, dispose of dissidents and help keep Europa safe?
Head over to our blog to learn more about the Europa Coalition, and get a sneak peek at some of the upcoming faction overhaul features!
Hello everyone! The pre-patch for Barotrauma 1.0 has just been released. It brings with it
Hello everyone! We are excited to tell you our 1.0 release is coming this spring. Before that, were releasing a pre-patch that includes some final fixes and changes that we wanted to release while still in Early Access. For many players, the most noteworthy additions in this pre-patch are reworked poisons and status effects. Unfortunately, these changes mean that some mods will not function properly until the creator updates them. Were sorry for the inconvenience, but we hope that by releasing these changes in advance, we give all modders enough time to update their mods before our big release!
Hello everyone!
We've just released a few quick fixes to address issues found after the release of the Holiday Update last week. See the changes below and be sure to update your game to the latest version now. We wish you smooth sailing!
v0.20.16.1
- Fixed console errors when firing a Flak Cannon using spreader ammo in multiplayer.
- Fixed non-hitscan projectiles going through doors.
- Fixed electrical discharge coils hitting characters very unreliably, unless the character happens to be right next to a wall.
- Fixed makeshift shelves being containable in crates and cabinets, allowing for infinite recursive storage space.
- Fixed the effects of the "Grid Maintainer" and "Egghead" talents.
- Fixed incorrect "I Am That Guy" description (it gives a flat 20 skill bonus, not 20%).
- Fixed "Cruisin'" talent increasing fuel consumption by 10% instead of decreasing it by 20%.
- Optimized Steam Workshop queries done by the game (less bandwidth usage and stress on Steam's servers).
Ho ho ho everyone!
The holiday season is almost upon us, and Barotraumas Holiday Update 2022 has just been released. Please be sure to update your game to the latest version for
Hello everyone!
The final Barotrauma update of 2022 is arriving next week, with a new campaign tutorial mode, a reworked talent system and lots of smaller fixes and improvements.
Hello everyone!
Another new addition coming in the next update is a new campaign tutorial. It complements the basic and job tutorials we added in the previous update to help new players get the hang of campaign gameplay, mission structure, and the lay of the Europa.
Ahoy!
It's once again that time of year the Steam Autumn Sale is in full swing, and Barotrauma participates with a deep discount. The sale period also comes with its annual celebration of video games: The Steam Awards.
That's where you come in. During the Steam Awards nomination period, you can nominate games for awards in various categories. Barotrauma is eligible for the Labor of Love category, intended for games with a long development history.
Our Barotraumatic story spanning soon eight years, with over three years of it in Early Access here on Steam, we are proud to say we develop Barotrauma with all our hearts. If we have also captured yours, you can now nominate us for the Labor of Love award.
Thank you for sharing in our Early Access for another autumn season! Stay tuned for more news about the next update and everything that next year will have in store.
Hello to Chinese-speaking Barotrauma players!
It has recently come to our attention that typing in-game in Barotrauma has been inconvenient for Chinese versions for an extended time, with the candidate box to suggest Chinese characters not appearing as it should. We're very sorry for the the trouble and have prepared a fix to this issue, to be released in the next update.
While we are still developing the next update, you can already try this fix in the Unstable test version of Barotrauma. This allows you to get the fix early, and we will also work to accommodate your feedback in the public release. It would be very valuable for our development to get feedback from you, as we have no Chinese speakers in our development team, so we encourage all interested players to test the fix now!
Hello everyone!
For the last update of the year, we are balancing and polishing Barotraumas talent system. The talent rework will introduce lots of new talents, and almost all existing talents have been reworked to some extent. Weve focused on four aspects of the talent system in particular:
Additional talent levels and more talents. Were adding two levels of more generic talents for each job, and some of these early talents must be unlocked before picking more specialized talents. The overall number of talents increases, too: were adding 50 talents in total.
More powerful final talents. As the talent trees get larger and take a longer time to complete, the final talent of each tree must be extra valuable. The new talent trees will offer a powerful boost or item when you unlock the final talent.
Greater specialization. We want all the different jobs to stand out better, and to support this, the talents of each job have been streamlined into more thematic talent trees. As the talent trees are expanded and offer more specialized talents, each character can now only choose one specialization.
Talents for bots to support singleplayer. Until now, the use of talents has been effectively limited to multiplayer. To remedy that, were adding support for talents for bots in singleplayer. Many talents have been reworked slightly to make them usable by bots.
You can read more about the talent rework on our blog and try it out already in the Unstable test version! The talent rework will be released as part of our December update.
Hello everyone!
We've just released another small patch to address issues discovered since the launch of the Hoist the Sails update, including submarine upgrades being lost when you switch to a lower tier sub and back again, and a number of other small adjustments and fixes.
See the full list of changes below and be sure to update your game to the latest version!
v0.19.14.0
- Fixed submarine upgrades getting lost if you switch to a lower-tier sub that can't have as many levels of upgrades as the current sub, and then back again.
- Fixed "failed to find the end of the bit field after 100 reads" error when trying to join a server that has a large number of mods enabled.
- Fixed some monster events not being as common/uncommon as intended. In more technical terms (which may be of interest to modders): the commonness defined as an attribute of an EventSet did nothing, making the event default to a commonness of 1. The commonnesses defined for specific level types worked correctly.
- Fixed clients getting stuck in a non-functional lobby if they happen to disconnect or get kicked back to the lobby at a specific point when loading a new round.
- Fixed large turret hardpoint origin being off, causing turrets installed on a large hardpoint to be misaligned.
- Attempt to fix crashing when disconnecting from the server you're hosting.
- Fixed Ctrl+Shift+S shortcut (quicksave) not working in the sub editor.
- Fixed toolbelts and storage containers in old subs going inside toolbelts.
- Fixed submarine tier resetting to default when reopening the sub editor's save dialog.
- Fixed sub editor not taking filename case into account when saving an existing sub: if you'd try to save the file with a different filename case, it'd ask about overwriting the existing sub, but save it as a new file even if you opt to overwrite.
- Fixes to Herja room names (use Engineering, Gunnery compartment, etc. labels), add camera to the front, with a periscope for the captain.
- Fixed non-purchaseable talent items not being available as extra cargo.
- Sorted extra cargo alphabetically + added a filter box.
- Fixed taking items that spawned inside another item (e.g. tanks in a diving mask) from NPCs spawned by an event not counting as stealing.
- Fixed characters falling off ladders when using aimable tools.
- Fixed money gain/lose popups no longer showing in the campaign.
- Fixed inability to manage the campaign if there's no-one with permissions alive. Previously we allowed anyone to manage the campaign if there's no-one with permissions present in the server, but that's not enough, because the players with permissions can't end the round if they're dead. Now if there's no-one with permissions alive, anyone is allowed to manage the campaign.
- If Select and Deselect have been bound to the same key, the deselect input is ignored when interacting with another item than the selected one. Prevents e.g. falling off ladders when trying to open a hatch when both Select and Deselect have been bound to E.
- Made it possible to enter a hostname (e.g. someserver . com) in the direct join prompt.
- Adjusted the size of the submarine list elements in the server lobby to reduce the amount of empty space on large resolutions.
- Fixed event texts for the "scan ruin" mission being in an incorrect language.
- Attachable items cannot be attached inside walls.
- Fixed distance at which you can attach items being slightly longer than the interact distance, making it possible to attach items out of reach.
- Fixed inability to turn when you're dual wielding melee weapons and attacking continuously.
- Fixed inability to cancel deconstruction if there's non-deconstructible items in the queue.
- Fixed local copy of a mod you're publishing not using the version number you've entered in the publish menu.
- Fixed crashing when trying to open the tab menu's character tab with a character who has no personality trait (may happen e.g. if you use a mod that adds custom personality traits and try to play that save without the mod).
- Fixed sourcerect issue in alien generator + decorative sprite not disappearing when the fuel rod is taken out.
- Fixed corrupted mods causing a nullref exception when autodetecting required mods in the sub editor.
- Fixed minerals not disappearing from mineral scanner if they get detached by something else than a character picking them up (e.g. by the destructible ice wall they're on breaking).
- Fixed event-specific metal crate deconstructing to steel.
- Fixed inability to join servers that have enabled multiple mods with identical content.
- Fixed tandem fire not working if there's a character between you and the other character on a periscope.
Hello everyone!
To follow up on yesterday's Hoist the Sails update, we're having a play-for-free event starting now and until Monday, you can dive right into Europa's dangers for free!
If you like what you see this weekend and would like to continue your submarine journey even after the event ends, you can get Barotrauma for 75% off during the free trial period. For the lore-hungry new players, don't forget to check out the stories inside the "Barotrauma Supporter Pack", which is also discounted for the duration of the free event.
We look forward to seeing new sailors in great numbers and wish you the best of luck. Welcome to Europa!
Hello everyone! We've just released a fix to address problems spotted following yesterday's release: mod downloading issues and some old campaigns becoming blocked by crush depth due to the addition of submarine tiers. We're sorry for the trouble and hope these fixes let you carry on with your old saves as usual! v0.19.11.0 - Fixed some old campaign saves being impossible to continue due to the new submarine upgrade restricions. - Fixed "update all mods" button doing nothing in the Workshop menu. - Fixed inability to create mod lists that include Workshop mods.
Hello everyone!
Weve just released a new update for Barotrauma. Hoist the Sails brings
Hello everyone!
The Hoist the Sails update is almost here, with performance improvements, changes to submarines, an entirely new in-game tutorial, and more.
Hello everyone!
The next update will feature many submarine-related changes and additions, such as guns and upgrades as well as the introduction of submarine tiers, a new system of classifying submarines in terms of how advanced they are. Lets take a look!
Hello everyone!
The next Barotrauma update is coming in early October, and among other things, it will include a big change under the hood: were updating our .NET runtime to a new version, and this should yield significant performance gains. Combined with the ongoing optimization work, the .NET runtime update will help to make the game run considerably more smoothly for most players.
[h4]GeForce NOW[/h4]
Another exciting change is bringing Barotrauma to Nvidias cloud gaming platform GeForce NOW. While this will have no impact on those who can run Barotrauma on their systems currently, it will open possibilities for players on officially unsupported systems to get into playing. Weve received a number of requests about this over the years and are happy to be making it happen now youll find Barotrauma on GFN in the coming weeks.
[h4]To MacOS players[/h4]
Unfortunately the mentioned runtime update comes with a downside for players on older Mac systems: because the .NET 6 runtime does not support MacOS older than 10.15, Barotrauma will not be able to support versions 10.13 and 10.14 either, and we need to raise our official minimum technical requirements to match.
Were very sorry to be cutting support for systems we have previously supported, but this change is inevitable: as the runtime is a core technology that the game relies on, and it has already dropped support for these systems on its end, we will have to follow suit sooner or later. Weve decided to go through with the runtime update now, while still in early access, rather than later when it might affect a larger number of players.
[h5]Compatibility branch[/h5]
To help the affected Mac players continue having access to Barotrauma, were creating a compatibility branch which allows MacOS 10.13 and 10.14 users to keep playing the current version of the game. To our knowledge, 10.14 users should also be able to update their systems to stay compatible.
Additionally, the GeForce NOW access should help bridge the gap for players on the affected operating systems, and we hope these measures put together will take the worst of the edge off. MacOS 10.15 or newer, or other operating systems, should not experience any difficulties with the new runtime.
Well be back with more news about the update over the coming weeks. Stay tuned, and let us know in the comments if you have any questions!
Hello MacOS players! We've released a fix to address issues you've been having since the previous hotfix. v0.18.15.2 (MacOS only) - Fixed crashes on MacOS 10.13 and 10.14. This seems to have happened because Microsoft quietly dropped support for these versions in .NET Core in late 2021, and we didn't realize until this hotfix when we deployed with a sufficiently new version of the technology. - Fixed inability to use the voice chat on some MacOS versions, due to the game not having permissions to access the microphone as a result of the aforementioned .NET Core upgrade.
Hello everyone! We've just released a small hotfix to address a couple of issues that were discovered while we were away on our summer holidays. Stay tuned for continued content updates a little later and see the changelog for today's fixes below! v0.18.15.1 - Fixed frequent crashing in the submarine editor. The crashes were caused by modifying multiple entities at the same time, such as by selecting an entity of the same type as the last entity that was edited. - Fixed dragged objects becoming invisible if you bring the cursor over a UI element in the submarine editor. - Fixed a bug that sometimes caused radio voice chat to be muffled.
Hello everyone!
We've just released a bugfix patch to address issues in the latest update. Take a look below to see the full list of changes, and be sure to update your game to the latest version now.
Most of our team are on holidays until the end of July, but we will get back to reading the forums in earnest in August. Until then, we wish everyone a great summer!
v0.18.15.0
Changes:
- Show a warning when trying to switch to a submarine that's low on fuel or to a submarine that has no manually placed items to prevent softlocking the campaign if you switch to a sub that has no fuel. Whether a submarine is considered to have manually placed items can be set when saving it in the submarine editor (the checkbox "manually outfitted" in the saving dialog).
- Also show the low fuel warning when leaving an outpost without enough fuel.
- Handheld sonars can't detect minerals from inside the sub.
- Changed the plus and minus button in the campaign settings into arrows. The button on the right increases difficulty, which in the case of the starting balance and supplies means reducing them, making the plus and minus buttons misleading.
- Reduced costs of handheld weapon ammunition significantly.
- Slightly reduced effectiveness of harpoons and revolver round to compensate for the cheaper ammo.
- Changed recipes for Handcannon, Assault Rifle and Auto-Shotgun. Weapon crafting is more expensive, to compensate for cheaper ammo.
- Adjusted numerous other recipes and price costs of materials. Previously little used materials (like tin) are now used more.
- Partially reintroduced the "toggle inventory" keybind, now called "toggle entity list". Even though toggling the in-game inventory is no longer possible, the keybind can be used to change the hotkey for toggling the sub editor's entity list.
Fixes:
- Fixed shuttles getting misplaced when switching and transferring items to a new sub with shuttles.
- Fixed inability to damage items (such as monster eggs) with melee weapons or handheld weapons.
- Fixed "failed to parse the string 'COLOR.GUI.GREEN' to Color" errors when using the submarine upgrade interface in Spanish.
- Fixed items with a projectile component (e.g. bullets, harpoons, syringes) going through external walls when dropped.
- Fixed incorrect value in the "too many lights" error message in the sub editor.
- Fixed lightcomponent not getting refreshed when flipping a lightcomponent horizontally.
- Fixed extra cargo defined in the server settings spawning every round in multiplayer campaign.
- Fixes wreck corpses' damage visuals (bloodstains, burns) not showing client-side.
- Fixed wearables that are worn (or held) in multiple limbs applying skill bonuses multiple times (e.g. when holding a bandolier with both hands).
- Fixed console error when deselecting all target types from a motion sensor in the sub editor.
- Fixed crashing when multi-editing motion sensor targets in the sub editor.
- Fixed one of the path unlock event texts still using the old price (talking about 12,000 mk even though the price is 4,000 mk).
- Fixed money getting incorrectly deducted on the client side when buying items from the vending machine.
- Fixed item transfer taking items from non-interactable containers.
- Made depleted fuel sprite darker to match the rest of the "depleted" items.
- Fixed PUCS's autoinjection feature sometimes causing performance drops in multiplayer.
- Fixed "tried to overwrite a submarine that's not in a local package" error when you delete a sub that's in a local package and try to resave it.
- Fixed misaligned broken duffelbag sprite.
- Fixed full-white x-ray monitors.
- Fixed FPS drop when adjusting character appearance in the campaign setup menu or server lobby.
- Fixed tunnels at the beginning or end of the level sometimes being too narrow to pass through (especially with a small sub) when there's no outpost at that side of the level.
- Fixed missing background sprite in duct block.
- Fixed water particles not showing up when water is flowing down a duct block.
- Fixed changing the scale of resizeable structures (such as background doors) messing up the outline of linked subs in the sub editor.
- Fixed non-player-team interactable items getting transferred on sub switch.
- Fixed ballast flora root emitting particles when damaged client-side, even if it's already been destroyed.
- Fixed recycle recipes for Piercing Ammunition Box and Pulse Tri-Laser Fuel Box.
- Fixed friendly fire and karma always showing up as disabled on dedicated servers in the server list.
- Fixed some lights (e.g. vending machines, neon lights, holographics displays) looking different in the sub editor than they do in-game.
- Fixed undocked shuttles remaining undocked if you save and start a new game with the same submarine during the same session. Restarting the game fixed the issue though.
- Fixed sonar markers going crazy if the start and end locations have the same name + added some more variety to location names to prevent duplicate location names.
- Fixed multiediting an ItemComponent modifying all the components of that type in all the selected items (e.g. when editing the 1st light component of a switch, all lights in all switches would be edited).
- Fixed melee weapons not damaging structures from outside.
Modding:
- Fixed removing a door mid-round crashing the game. Does not affect the vanilla game, because doors are never removed mid-round.
- Fixed having a vending machine in your inventory crashing the game due to the 0-capacity input inventory of the machine.
Happy anniversary, everyone!
Barotrauma recently reached another anniversary on Steam. Weve been here for three years now and couldnt have done it without you thank you for sharing this long ride with us! Head over to our blog for more birthday greetings, with a stroll down memory lane as well as a look at what still lies ahead.
Hello everyone!
The summer approaches and so does our next update stay tuned for various quality of life improvements to coincide roughly with our 3rd Steam anniversary. Before that, though, weve one more thing to release in connection with the previous update: the official modding documentation.
Hello everyone!
We've just released a patch for the Urban Expanses update. It introduces wallet and money functionalities which did not make it into the update itself and adds proper wiring for colony fabricators, deconstructors and research stations where power was missing.
The patch should additionally address multiplayer networking issues that have been present since the update, as well as other issues. Please see the full list of changes below!
v0.17.15.0
Changes:
- Display both wallet and bank balance on campaign interfaces when the player has access to the bank funds.
- Players who are allowed to manage money in the multiplayer campaign can use money directly from the bank without having to transfer it to their wallet first.
- Managing money always requires permissions: unlike other campaign-related permissions, not having anyone with permissions on the server doesn't give everyone permissions.
Fixes:
- Fixed crashing if a custom language doesn't configure NPC personality traits or conversations.
- Fixed crashing when you try to disguise as someone else when using a mod that overrides the vanilla human config.
- Fixed characters getting instakilled if you dive too deep in the sub editor test mode.
- Hopefully fixed the frequent "SteamP2P connection timed out" errors during loading screens.
- Fixed "missing entity" error when a character who's stats have been modified by a talent gets removed (e.g. eaten by a monster, despawning).
- If starting a multiplayer round takes a long time, instead of throwing the "did not receive STARTGAMEFINALIZE message" error, you're asked whether you want to keep waiting or return to the lobby.
- Fixed "failed to parse the string 'COLOR.GUI.GREEN' to Color" errors when using the submarine upgrade interface in Spanish.
- Fixed junction boxes not deteriorating over time.
- Fixed turrets being able to fire without consuming power when the power is wired to some other connection than power_in.
- Fixed broken supercapacitors providing unlimited power to turrets.
- Fixed IsMale/IsFemale properties resetting when saving and reloading (not used by the vanilla game).
- Fixed haloperidol not healing psychosis.
- Fixed ballast flora sometimes becoming unkillable client-side when entering a new level.
- Fixed the Server Log button overlapping campaign interfaces by hiding it whenever a campaign interface is open.
- Fixed an inconsistency in the assault rifle mag recipe.
- Fixed job not showing up in ID card description.
- Fixed store interface not being updated when the player balance changes.
- Fixed deconstructors, fabricators and research stations not being powered in some colony modules.
- Fixed power connections not getting recalculated server-side when disconnecting and reconnecting a wire.
- Fixed client context menu not working in the tab menu if the client's not controlling a character.
- Fixed preview image disappearing when saving a sub.
- Fixed custom jobid tags not working on ID cards.
- Fixed crashing with the error "Coroutine Barotrauma.SinglePlayerCampaign+
Hello everyone!
The Urban Expanses update has just been released. Please be sure to update your game to the latest version and read on for more details about the update.
Hello everyone!
A big part of the next update will focus on colonies, the biggest and most advanced kind of outposts that spawn in response to your actions in the world. Were also adding personal wallets for all crew members at the same time. Read more below!
Hello everyone!
We're busy at work on the next Barotrauma update again, and the first part of it that we wanted to write to you about has to do with modding. To put it simply, over the past year we have been quietly rewriting large chunks of Barotrauma's code where it relates to modding. This has been done to make things easier for everyone who makes mods, everyone who uses mods, and for ourselves as well.
While this overhaul should not break your existing mods, it will be of interest to anyone who creates or plays with non-vanilla content. With the modding refactor, we not only streamline mod-making and related settings but also address long-standing issues things like mod load order getting scrambled with new updates, and changes on your own custom subs being accidentally overwritten when you try to upload a new version to the Steam Workshop.
We've covered the modding refactor in some more detail on our blog, which you can read right away, and we're also working on a more detailed guide to be released later.
We hope you will find these changes useful! The modding refactor-related changes are now available for testing in the Unstable test version, and they are planned for release in the next update, in the latter half of April.
Hi everyone! We've just released three fixes for issues in yesterday's update: - Fixed excessive loading times when playing in Chinese, Japanese or Korean. - Fixed certain logic components (and/or/xor with an empty output and non-empty false output) stopping to work altogether when they stop sending a signal. - Fixes to crashes when trying to interact with certain elements in the server lobby while getting disconnected. We hope these smooth out any problems you've been having and wish you a nice weekend!
Hello everyone!
The Rising Tide update has just been released, with new monsters, submarines, character visuals and more. Read more below and find the full list of changes at the end of this post.
New subs introducing Herja and Barsuk, two new attack subs, as well as Winterhalter, the new deep diver. These subs should fill gaps in the submarine roster for those interested in playing campaigns with vanilla subs.
New monster variants and other improvements the update brings the Giant Spineling, Veteran Mudraptor and Crawler Broodmother to make your creature encounters more interesting. We have also fixed monster AI issues and balanced monster spawns and behaviors throughout the game.
Outpost medical services you can now find medics on board stations and purchase healing services from them. Outpost healing works the same way as all outpost services, with healing purchased for each affliction separately.
Character improvements weve further improved character visuals with both polish and roughness. Hair and facial hair styles as well as job gear variants have been differentiated a little better, and well still continue adding more styles with later updates!
Performance improvements Barotrauma should run more smoothly on lower-end systems after the update, and as usual, there is a long list of other fixes and improvements too.
Be sure to update your game to the latest version to be able to host and join multiplayer games, and please be patient while modders update their mods to the most recent version. We hope you enjoy this update!
v0.16.6.1
Changes and additions:
- Added a medical clinic to outposts that allows you to heal your crew for a price.
- Added three new sub: Barsuk, Herja and Winterhalter.
- Improvements and polish to the human sprites.
- Improvements and polish to clothing and headgear sprites.
- Added the Submarine tab to the multiplayer campaign store to allow selling items on the submarine.
- Prevented selling items from submarine containers tagged with "donttakeitems", e.g. constructors, deconstructors.
- Added new campaign store related client permissions: use campaign store, buy items, sell inventory items, and sell submarine items.
- Entities can be grouped together and the groups selectively hidden in the submarine editor.
- Balanced mission rewards, commonness and difficulties.
- Added some new decorative items and structures.
- Adjusted medical items' effects on bleeding and burns. Bandages, plastiseal and antibiotic glue are now much more effective at treating them, and morphine & fentanyl only heal them by a negligible amount.
- Heavily increased supercapacitor's power consumption and made the recharge speed increase exponentially when the recharge rate is increased.
- Optimizations to signal logic, status effects and property conditionals.
- Item update optimizations.
- Optimizations to gap logic.
- Optimized multiplayer store interface.
- Added "separator" property to Concat Component.
- Added "power_value_out" and "load_value_out" connections to junction boxes.
- Added "set_output" connection to Greater Than Component, Equals Component and Regex Component.
- Made alien materials spawn in abyss islands.
- Exposed wall healths in the sub editor.
- Modified Orca 2 and R-29 reactor values so they're more in line with other subs.
- Made ballast flora toxins more visible and made them emit a sound.
- Made impacts toss items around less effectively, especially when the item is heavy.
- "Allow rewiring" server setting doesn't affect wrecks, pirate subs or ruins.
- Added an option to disable all in-game hints to the hint message box.
- Option to make sonar displays center on the connected sonar transducer.
- Made the sizes of signal components consistent (32x32px, they also align to the grid now).
- Don't allow fabricators to take items from linked containers the user doesn't have access to.
- Connected diving suit lockers to oxygen in vanilla subs.
- Pulse laser ammo can be bought from outposts and cities.
- Chaingun tweaks: doubled turning speed when firing, reduced charging up time, reduced ammo consumption and made the ammo boxes more expensive.
- Simplified Remora drone docking system.
- Show notifications about reputation changes mid-round.
- Escorted NPCs drop the items they took from the sub (like suits) at the end of the round.
- Added warnings when the game fails to run the physics at the desired 60 updates per second (which would cause rubberbanding in multiplayer). The warnings are shown below the FPS when the client is running slowly, and in the debug console of the host/moderators/admins when the server is.
- Made turret icons on the minimap gray instead of red when not manned (easy to think there's something wrong with the turret when it's red).
- Abandoned outpost's oxygen generators now consume power.
- Made characters crouch a little lower (enough to make it possible to shoot while standing behind a crouching character).
- Added a "sendchatmessage" console command with an option to configure the color of the message.
- Added button to align selected items and wire nodes to grid to the sub editor.
- Allow using cheats in editors.
- Don't show "hidden in-game" docking ports on the sonar, option to disable the docking port's particle and sound effects.
- The prompt about forbidden words in the server's name is only shown when trying to start a public server.
- Show prices in the submarine specs window (previously there was no way to see a sub's price in the server lobby).
- Allow wiring non-interactable items and accessing non-interactable containers in the sub editor.
- Chaingun projectiles and canister shells cause lacerations instead of gunshot wounds.
- Added recycle recipe to SMG magazines.
- Significantly reduced the speed at which welding tools fix walls.
- Changed the small arms max stack sizes to either 6 or 12 when the clip size is 6. Makes it less tedious to use the extra ammunition.
- Added damage sounds to doors when they take 10 or more damage.
- Made outpost containers' sprite depths more consistent with other containers.
- Added tags to outpost medical compartments and made them linkable.
- Mission completion and failure icons are now displayed mid-round in the tab menu.
Monsters:
- Added 3 new monster variants: Giant Spineling, Crawler Broodmother and Veteran Mudraptor.
- An overall balance and behavior fix pass on all monsters. Feedback is welcome.
- Monster mission reward and difficulty level adjustments.
- Adjustments to the random monster spawn events.
- Adjusted the loot dropped by Crawler Broodmother, Giant Spineling, and Bonethresher.
- Moloch Pupa and Hammerhead Matriarch now also drop some loot.
- Crawler Eggs now deconstruct into suplhuric acid (and adrenaline gland, if they are not the smallest variants).
- Fixed mudraptors being unable to hit the targets that are very near.
- Fixed monsters sometimes getting stuck near the Humpback's bottom railgun.
- Fixed monsters getting stuck on trying to reach open gaps that are on the other side of the sub.
- Fixed aggressive boarders not being aggressive enough inside the player sub, because they couldn't target things that were blocked by a wall.
- Fixed Molochs not doing anything when there's babies around.
- Fixed Mudraptors not staying together in swarms.
- Fixed monsters continuing to eat a characters who've been revived with console commands (leading to weird results, such as the character being able to run around after being dismembered)..
- Fixed some monsters, like crawlers, trying to target walls with lots of gaps even though there are better targets closer to them.
- Fixed monsters being unable to target inner walls when they are technically outside of the sub (= when there's no hull where they are). Such places, between the outer and the inner walls, can be found e.g. in Humpback.
- Tigerthreshers can now target doors.
- Monsters that try to get inside the sub, should now notice and priorize doors more overall. Affects e.g. Mudraptors, and to lesser extent Crawlers (and Tigerthreshers).
- Monsters' burns don't heal by themselves.
- Fixed hammerhead matriarchs sometimes spawning in low-difficulty levels.
- Fixed endworm not having a burn damage modifier in the right tooth.
- Changed Golden Hammerhead's behavior towards stronger monsters.
AI:
- The order of the crew list is saved between rounds in single player.
- Indicate when a bot is following someone else than you on the crew list's order icons.
- When quick-assigning orders, prioritize the characters with the same Operate order only when they are targeting the same item.
- When quick-assigning orders, don't prioritize characters with the same Maintenance order. Otherwise, Maintenance orders will always be quick-assigned to characters who already have the samer order. This will prevent giving out multiple Maintenance orders of the same type to multiple characters using the quick-assignment logic.
- Allow quick-assigning the same kind of Operate order to multiple characters. Previously, it would always be given to the character that already had the same kind of order.
- Added a new "Assault Enemy" order: bots with the order will seek out and attack any hostile characters in any connected submarines or outposts.
- Made the order quick-assigning logic prefer characters who don't have the order yet (among the characters with the appropriate job).
- Made it possible to use the order quick-assignment to give the Fix Leaks order to all character (although mechanics, engineers, and assistants are still preferred).
- Fixed bots sometimes getting stuck while trying to fix a leak that's not in the same sub (e.g. bot in Remora and the leak in the drone).
- Reduced the range where the bots can spot enemies outside of the sub.
- Improved bots' ability to return back to the submarine from caves.
- Fixed oxygen shards from old saves still being used as oxygen sources by bots.
- Fixed bots getting stuck in certain spots with ladders (e.g. Berilia's reactor room).
- Fixed contextual "clean up" order not being visible for weapons.
- Defined preferred containers for some items and added "locker" as the secondary preferred container for most items. Helps bots clean up things even when they can't find the primary container for the items.
- Fixed bots sometimes halting briefly next to a door when they shouldn't.
- "Fight intruders" order doesn't make the bots enter abandoned outposts to fight the enemies there.
- Disable aggressive behavior towards the player for the friendly crew members in single player (= accidental friendly fire never turns the security hostile in single player).
- Fixed bots saying they can't find items to load when someone takes an item they were targeting.
- Fixed bots saying they can't reach a leak when someone else fixes it before them.
- Fixed bots sometimes trying to adjust auto-controlled pumps when doing the autonomous Pump Water objective.
- Arrested pirate captains don't try to give orders to their crew.
- Change how captains (and theoretically other bots with an autonomous fight intruders order) behave: instead of idling around, they'll flee to the safety. And if there's no security officers around, they should fight the enemy aggressively.
- Fixed bots filling target containers with items that can't be refilled/recharged when given the Load Items order (e.g. putting welding fuel tanks in oxygen tank shelves).
- Made bots prefer the same fuel rods or ammo as already loaded when they're operating a reactor or a turret and need to find new ones.
- Bots that follow a character who's going inside/outside stick closer to the character they're following. Helps the bots to get back inside with you.
- Fixed pets becoming hostile towards the crew and other pets if a human attacks the character they're protecting.
- Fixed pirates not operating turrets when they have no power.
- Fixed bots not unequipping diving suits when they have an order but not actively following it (i.e. they are on idle).
- Fixed Operate orders not being dismissed automatically when another character is ordered to operate the same device.
- Fixed the dialogue reserved for rearranging character orders not being used in multiplayer.
- Fixed bots sometimes getting stuck on ladders while swimming.
- Fixed bots returning to the sub even when they have an active wait order. Happened when the order was given inside and then when e.g. the character is controlled by the player, and then when the player changes the character, the bot falls to the "find safety objective", because it's not allowed to stay outside.
- Bots can find buttons connected to a door using links made in the sub editor. Allows working around complex circuits that prevent the bots from figuring out which button controls a door.
- Fixed bots taking battery cells from portable pumps without considering their condition when acting on the Recharge Battery Cells order.
- Fixed bots not always reacting to monsters when they should be able to see them, while swimming outside.
- Fixed bots accidentally damaging friendly characters while trying to hit Swarmfeeders latched on to them.
- Fixed bots not using melee weapons when there's Swarmfeeders latched on to them.
- Fixed bots being able to shoot without any delay if they already have a weapon equipped.
- Fixed bots dropping the syringe inside PUCS when replacing the oxygen tank.
- Fixed bots sometimes failing to find a path to a docked shuttle or drone.
- Fixed NPCs reacting to combat between other characters when they shouldn't (e.g. when they don't witness it).
- Fixed bots not re-equipping body armor/ballistic helmet/something else when they drop the diving gear.
- Fixed bots having issues with some stairs. Note: these changes might require alterations on stair waypoints. Currently the generator doesn't do perfect job there. Look for the examples on how to fix them manually in the vanilla subs.
- Fixed bots sometimes trying to put items they're cleaning up into containers inside fabricators/deconstructors (e.g. an oxygen tank into a diving suit in a fabricator).
- Fixed bots equipping gene splicers when cleaning them up, causing the genetic material to get destroyed when the bot puts the splicer in a container.
Talents:
- Removed the special stat boosts from "Olympian" (now it only increases the skill cap to 200).
- Halved the amount of damage "Still Kicking" heals (100 -> 50)
- Reduced gunshot wounds inflicted by handcannon.
- "True Potential" only has a chance of instakilling things smaller than a moloch.
- Halved damage buff from "Quickdraw" (80% -> 40%).
- Reduced skill gain from "Field Medic" (7 -> 3).
- Nerfed "Warlord" (20% chance of doubling the damage -> 5% chance).
- Reduced damage buff from "Expert Commando" (40% -> 20%).
- Health scanner doesn't show buffs from talents.
- Fixed "unused talent points" indicator staying visible after all talents have been unlocked if the character's gained extra talent points from other talents.
- Fixed incorrect talents sometimes unlocking server-side when unlocking "All-Seeing Eye". Happened because the server checked how many talents the client can unlock before applying All-Seeing Eye, which meant that the 3 extra talents would not be available, and the server would leave the last 3 talents unlocked.
- Fixed "Inspired to Act" talent only giving a skill bonus of 9.98 instead of 10.
- Fixed "Atmos Machine" talent not spawning psychosis artifacts or alien pistols.
- Fixed "Hazardous Materials" considering any reactor outside the main sub (e.g. beacon station) a wreck reactor.
- Fixed ranged weapons (including turrets) triggering "Electrochemist" talent's stun.
Bugfixes:
- Fixes character resetting in MP campaign if you join mid-round and don't get to spawn in before the next round in a campaign you've previously played in.
- Fixed equipping two of the same genetic material and then unequipping one of them removing all the genetic effects.
- Fixed "novice seafarer", "experienced seafarer" and "naval architect" achievements being possible to unlock even if cheats are enabled.
- Fixed kills in multiplayer sessions not progressing the "xenocide" and "genocide" achievements, and kills being reported to Steam unreliably.
- Fixed clients not spawning the respawn shuttle if they join after the server had disabled the shuttle mid-round, leading to an "entity not found" kick.
- Fixed medical effects being different when the medical item is fired with a syringe gun.
- Fixed wall healths being half of what they should be on vanilla subs, increased structure damages to compensate.
- Fixed fabricator sometimes desyncing in MP when some of the ingredients are in the user's inventory.
- Fixed clients trying to reconnect to SteamP2P indefinitely if establishing the initial connection fails, eventually leading to a crash.
- Fixed "allow linking wifi to chat" server setting causing syncing problems with headsets. The setting wasn't synced with clients who don't have settings management permissions, which would cause them to get some of the wifi components' properties mixed up and sometimes prevent them from communicating using the headsets.
- Fixed motion detector requiring the target's velocity to be higher than the specified minimum velocity, instead of higher than or equal. As a result, a minimum velocity of 0 would not sometimes detect targets in range.
- Fixed an exploit that allowed combining genetic materials in deconstructors.
- Fixed "fixitems" command setting genetic materials' condition to 100.
- Fixed "reset to prefab" not resetting wall healths.
- Fixed certain logic components not passing forwards the character who sent the signal, preventing e.g. the character who undocked a drone from being logged or the character who killed something from being determined if the signal activates a weapon.
- Orca 2: Fixed missing power wires to a couple small pumps, neutral ballast level, gunnery marked as wet room. Added a duct block between upper and lower deck. Some minor visual fixes.
- Fixed voronoi sites sometimes getting placed outside the level's bounds, leading to messed up level geometry.
- Fixed turrets always starting at rotation 0 at the beginning of the round (instead of halfway between the min/max angles like in the editor).
- Fixed changing a delay component's delay using the editing hud not having an effect in-game when the component is receiving a continuous signal.
- Take structures/items with a collider into account when calculating a sub's dimensions (as opposed to just hulls). Fixes dimensions being incorrect in the submarine's info if the sub includes structures that extend far outside the hulls.
- Fixed crashing when swimming up from hull to another in a specific kind of hull configuration (two hulls side-by-side, with a gap leading up to another one).
- Fixed oxygen shards from old saves still being used as oxygen sources by bots.
- Fixed changes not being applied to all selected items when multi-editing a string field in the sub editor and deselecting the items without applying the changes by pressing enter.
- The game doesn't try to save a campaign if an exception occurs at any point during the saving process (should fix rare occurrences of campaign saves getting corrupted).
- Don't allow signals to deactivate ItemContainers. Fixes portable pumps' "toggle" input not working.
- Fixed removed items staying visible on the status monitor's electrical tab.
- Fixed plants still using the old values in old saves (i.e. dying too fast when not watered).
- Outposts can't request the "psychosisartifact_event" item (an event-specific special artifact that looks identical to the normal ones).
- Fixed size of a door's gap relative to the door changing when rescaling the door in the sub editor.
- Fixed fabricator consuming all the suitable ingredients when the ingredient is configured using a tag instead of an identifier (e.g. fabricating a stun gun dart would consume all the wires in the input slots).
- Fixed motion detector's detect offset getting mirrored when copying a mirrored detector.
- Fixed status monitor's submarine blueprint refreshing when initiating docking with a shuttle, instead of when the docking ports lock (sometimes causing the shuttle to appear slightly off from the docking port on the monito).
- Fixed fabricator failing to stack oxygenite tanks.
- Fixed items in the player's inventory not getting highlighted as valid ingredients when using a fabricator.
- Attempt to fix a rare crash caused by ScalableFont.DrawStringWithColors.
- Fixed freezing when trying to enable GameAnalytics from the settings menu on Mac.
- Fixed locked connection panel and non-interactable lights in R-29.
- Fixed Delay Component failing to parse set_delay inputs on systems that use comma as the decimal separator.
- Fixed charge rate not being displayed correctly on batteries in Chinese.
- Fixed junction box load not being displayed on status monitors in Russian.
- Fixed oxygen tanks being misaligned in oxygen generators.
- Fixed motion sensor not being able to detect subs in the sub editor test mode.
- Fixed recycled volatile fulgurium rods incorrectly using mechanical instead of electrical skill.
- Consider the character who severed a limb as the character who inflicted the afflictions caused by severing the limb. + Consider the character who caused bleeding as the character who caused the resulting bloodloss. Fixes achievements not unlocking and talents not triggering if you kill a target by cutting its limbs off or by making it bleed to death.
- Fixed characters sometimes becoming momentarily unresponsive when swimming out from a hull.
- Fixed speed penalty caused by the vegetation in caves sometimes not disappearing after passing through the vegetation.
- Fixed links from a docking port to a linked sub not being considered valid in the sub editor (only a link from linked sub to a docking port). Now the order of the link doesn't matter.
- Fixed repair window showing up if you use a periscope wired to a broken device.
- Fixed sonar getting misaligned when switching to the docking mode (the amount of misalignment being relative to the distance of the docking port from the sub's center).
- Fixed light textures not rotating with the lamps in the sub editor.
- Fixed elements in CustomInterface getting misaligned if the signal_out connections aren't used in sequential order (e.g. if you only connect a wire to outputs 2 and 3).
- Fixed server including lines multiple times in the saved server logs (e.g. the 2nd saved log file would include some lines that were already saved to the 1st log file).
- Fixed initial husk infection message being displayed immediately after getting infected, not after the infection advances.
- Fixed equip slots being misplaced if you open the health interface when the equip slots have been hidden.
- Fixed wrecks sometimes not spawning in levels despite a wreck mission being selected.
- Fixed characters moving slowly downwards when aiming underwater.
- Fixed moloch shell shields not protecting the user from non-hitscan weapons or melee weapons.
- Fixed messed up mining crane sprite.
- Fixed crashing when pirates try to operate the sub using a nav terminal that doesn't control any sub (doesn't affect vanilla subs because they don't contain that kind of nav terminals).
- Fixed fabricator showing the info of the selected item wrong when selecting the fabricator with another character (e.g. fabrication time still calculated based on the previous user's skills).
- Fixed characters reading skillbooks upside-down.
- Fixed personality traits changing after every round in mp campaign.
- Fixed monsters always eating the character they're grabbing, even when the monster is configured as not being able to eat (in practice only happened when a player controlled something like a fractal guardian and grabbed another character).
- Fixed characters sometimes using the "priorities have changed" dialogue when giving a new order.
- Fixed pumps' auto-controlled status not being updated correctly.
- Added some extra logging to diagnose the "did not receive STARTGAMEFINALIZE message from the server" errors.
- Misc localization fixes and improvements.
- Fixed tab menu's character tab not refreshing when switching to another character.
- Fixed ballast flora still being present when you replace an infested lost shuttle in an outpost.
- Fixed occasional crashes and entity ID errors when entering a new level with a ballast flora infested sub.
- Fixed inability to swap SMG magazines (or other items that go inside the held item) by double-clicking.
- Fixed "failed to parse the string to Vector2" when loading bot orders that have been saved on a system that uses comma as a decimal separator.
- Fixed rounding error in RespawnManager that caused it to require 1 extra dead player to trigger a respawn (e.g. 9 players and a minimum of 30% players to respawn required 3 players, but the client-side texts showed 2).
- Fixed "stairs left" appearing mirrored in the status monitor's sub blueprint and in the sub editor's entity selection menu.
- Fixed Wifi Component's "set_channel" input not working when sending signals to it via chat in multiplayer.
- Fixed autoshotgun not taking stacks into account in the ammo indicator below the inventory slot (= displaying it as being full when there's one shell in each slot, even though more could be stacked on the slots).
- Fixed hitscan turrets sometimes hitting targets inside your own sub when there's linked subs present.
- Fixed faraday and nasonov artifacts' periodic explosions stopping if the round is ended during their 0.5s "reset" period.
- Fixed oxygenite shards not exploding in depth charge shells.
- Fixed killer sometimes being determined incorrectly when a character gets killed by something else than another character: e.g. if a character got crushed by pressure, the character who last did damage to them was considered to be the killer, which could for example lead to achievements being unlocked in inappropriate situations.
- Fixed pumps not taking the volumes/shapes of the linked hulls into account when using "set_targetlevel", causing the neural level to be off in irregularly shaped multi-hull ballasts.
- Fixed artifacts sometimes spawning outside the level when there's no artifact holder to place them in (e.g. when having 2 artifact missions active at the same time).
- The electrical grid in beacon stations is turned indestructible after activating it. Should fix beacon missions sometimes failing for no apparent reason (if something happened to damage the beacon's walls during the round and flood it).
- Attempt to fix a null reference exception in Map.RemoveFogOfWar (suspecting it was caused by a mod that didn't configure the campaign map's sprite for some biome).
- Fixed nav terminal's docking button staying visible if the terminal is disconnected from the docking port by deactivating a relay between them.
- Fixed cursor position jittering when the sub is moving fast.
- Fixed discharge coils in Berilia and Orca 2 being connected to junction boxes instead of supercapacitors.
- Fixed wall colliders generating twice on abyss islands without caves, and the 1st generated wall not getting mirrored along with the level, leading to "invisible walls" in some areas of the abyss in mirrored levels.
- Pirates that are outside or unconscious count as being dead in the pirate missions. Fixes pirate missions failing if e.g. one of the pirates gets stranded outside their sub.
- Fixed some turrets being possible to power with batteries, even though the maximum power output of the batteries shouldn't be high enough.
- Fixed the drug dealer in the "heart of gold" event fleeing from the other bandits.
- Fixed decapitating not working as it should.
- Fixed being able to grab hostile NPCs.
- Fixed sound effects not playing when a monster hits the sub's inner wall.
- Fixed correct sprite not being used in the great sea on the campaign map.
- Fixed "settings" text overlapping in the settings menu when using a very large text size.
- EventManager doesn't consider monsters in a docked non-player sub (e.g. abandoned outpost) to be "inside the sub". Fixes intensity always being at 100% in monster-infested outposts.
- Fixed outpost cabinet's sprite having empty space above it.
- Fixed inability to put syringe guns, toy hammers, welding tools, plasma cutters and sprayers in weapon holders.
- Fixed escort missions giving huge rewards in higher difficulty levels.
- Fixed a nullref exception in CharacterHUD.Draw when an icon can't be found for a campaign interaction.
Modding:
- Added "HealCostMultiplier" attribute to AfflictionPrefabs that adjusts the heal cost in medical clinic.
- EntitySpawnerComponent treats positive y offset as up to make it more consistent with other components.
- Added an option to define a hard limit for how many entities EntitySpawnerComponent can spawn.
- Fixed "targetself" attack conditionals checking both the attacker and the target.
- Added "delaybetweenspawns" property to MonsterEvents (determines the delay between spawning the individual monsters of a given monster event).
- Don't allow setting an item's or limb's density to 0 (leads to "attempted to apply invalid force/torque" errors).
- Fixed shields blocking projectiles from the user's weapon. Didn't affect any vanilla items, because all the shields are 2-hand items that prevent using a weapon at the same time.
- Fixed ButtonTerminals without an ItemContainer component causing crashes.
- If a mod makes a vanilla item movable/detachable and sets it as being attached by default, attach it to a wall when loading a sub that already had those items placed. I.e. making static devices movable doesn't cause them to deattach in existing subs.
- Fixed monster AI's targeting priorities doing nothing if the threshold is 0 and the target hasn't done any damage.
- Fixed custom ID card tags not working in wrecks.
- Fixed Rope component not attaching to the limb it's fired from in multiplayer (doesn't affect any vanilla content).
- Fixed crashing in multiplayer when there are spectators in the server and someone reaches the final stage of a modded husk affliction that allows remaining in control of the final form.
- Fixed wearables that are equipped into multiple slots (e.g. InnerClothes+OuterClothes) not being visible when worn.
Hello everyone!
Before we write more about upcoming Barotrauma updates, we wanted to lend a hand to fellow indie developer Cogwheel Software and their debut Hidden Deep, which begins its Early Access journey today.
You may know already that Hidden Deep is published by Daedalic Entertainment just like Barotrauma and you may also know that our two games look uncannily similar at a glance! So whats the deal with that?
Hello and happy new year, everyone! We're back to business as usual and have just released a small fix patch to address four very commonly occurring issues that came up while we were away on our Christmas holidays: v0.15.23.0 - Fixed inability to switch subs in multiplayer campaign, unless you opt to switch at the same time as you purchase the new sub. - Fixed server not loading the previous save, but continuing from where you left off if you return to the server lobby without saving and try to continue. - Fixed characters who've died and respawned during a round getting a penalty to their skills again on the following round. - Attempt to fix clients sometimes gaining control of an incorrect character in the multiplayer campaign. We hope that these fixes take care of the most pressing problems you have been facing and wish you a great beginning to the new year! More fixes and content additions coming again in the next update, planned for next month.
Hello everyone! We've just released a small patch to address the most urgent issues in yesterday's update. Here is the list of changes: - Fixed crashing on startup on some versions of macOS. - Fixed GameAnalytics consent prompt going outside the window on small resolutions and/or large text sizes. - Fixed Kastrull's drone sometimes spawning inside the sub client-side in multiplayer. - Fixed opening the settings menu resetting the game window, which caused screen capture software to stop capturing the window. - Fixed certain mods that don't configure the "you are here" circle sprite for the status monitors causing crashes. - Fixed abilities that give simultaneous skill gain (minor in mechanics, once upon a time in europa, apprenticeship) not giving the extra skill points. - Fixed deconstructor not being able to put the items into containers in the output slots. Thank you for all the comments, feedback and well-wishes since yesterday! With these fixes, we hope you get to sail smoothly through Europa during the holidays.
Hello everyone!
The year is quickly nearing its end, and its time to release the final update of 2021. Here are the highlights, with the complete list of changes at the end of this post.
Hello everyone! It is the Steam Awards nomination season, and Barotrauma is eligible for the Labor of Love category, intended for games with a long history of development. As we are closing in on our 15th content update since we launched Barotrauma on Steam, we are proud to be competing for this award! We hope you've enjoyed everything we have added to the game this year, from caves and ruins to pirates and talents. We have been overjoyed to see so many of you playing the game and joining discussions in our community hubs! Without further ado, you can now nominate Barotrauma for the Labor of Love award and stay tuned for one more small update before the year is out.
Hello everyone! To continue celebrating the release of Among the Ancients, one of the biggest content updates in Barotrauma's history, we're having a free weekend you can now download and play Barotrauma for free until Monday! To continue playing after the free event, you can now also buy the game at a hefty discount of 75% off. For some extra Barotrauma lore, don't forget to check out the Supporter edition, which is also discounted for the duration of the free weekend. We hope to see many of you this weekend and wish you a pleasant stay on Europa! [previewyoutube=Dk2tA_PYI1Q;full][/previewyoutube]
Hello everyone!
We have just released a patch to fix issues in the latest update. Notably, character resetting between multiplayer campaign rounds and issues with job assignment have been addressed. See the full list of changes below and please be sure to update your game to be able to host and join servers!
v0.15.13.0
Changes:
- Remove spawnpoint-based job assignment logic. Previously, the number of job-specific spawnpoints in the sub affected how many players the server would try to assign to a given job, which would often lead to players not getting the job they wanted to.
- Made the captain job optional (i.e. if no-one has captain in their preferences, no-one gets forced to play as one).
- Improvements to the Korean localization.
- Added rewards to side objective missions (hunting grounds, beacon).
- Reduce Pyromaniac's burning damage increase from 40% to 25%.
Fixes:
- Fixed clients' characters getting reset in the multiplayer campaign if they're spectating at the end of the round.
- Fixed crashing when an event set fails to load any of its sub events. Caused certain mods to crash the game at 42% in the loading screen.
- Fixed crashing on startup when using mods that remove the small icons from job prefabs.
- Fixed bots being unable to find their way to the submarine if the switch to the "find safety" state outside the sub.
- Fixed bots often being unable to find a way to leaks they're trying to weld.
- Fixed crashing when a monster was just about to turn to a husk when the round ends.
- Fixed opened item disappearing when switching to the test mode from the sub editor.
- Fixed Artie Dolittle's ID card not working in the player's sub after he's hired.
- Fixed category labels (sufficient skills to fabricate, requires recipe, etc) disappearing from the fabricator's item list when searching.
- Fixed prisoner's uniform using a wrong texture file.
- Fixed inability to edit pulse laser's power consumption in the sub editor.
- Fixed an exploit in Pressure Stabilizer crafting recipe.
- Fixed an exploit in Fixfoam Grenade deconstruction recipe.
- Fixed crashing when selecting a gene splicer and hovering over its inventory slot in the sub editor.
- Fixed bots being unable to use hardened and dementonite tools.
- Fixed a typo in Tinkering cooldown reduction description.
- Fixed inactive reactors electrocuting low-skill characters when rewired.
- Fixed ignore orders carrying over when switching subs, causing them to target random items in the new sub.
- Fixed dementonite knives being sold in stores.
- Fixed contained items' impact sounds being played when the item they're inside hits the floor.
- Fixed True Potential instant kills not properly giving kill credit (achievements, other talents).
- Fixed Gene Harvester incorrectly checking the owner of the talent's submarine rather than the killer's.
- Fixed certain talents not appearing to have an effect client-side, causing e.g. the high-pressure effects to appear when swimming outside with the Water Prankster talent.
- Fix Scavenger's buff duration multiplier.
- Fixed Insurance Policy not triggering properly.
- Fixed issues with input going through interfaces drawn over inventory slots.
- Fixed bots trying to treat talent afflictions.
- Fixed player-controlled creature attacks sometimes not hitting characters when they should.
- Fixed "x in command room" spam when dragging and dropping orders in multiplayer.
- Fixed pirate missions not being considered completed if any of the pirates have been removed (e.g. eaten or despawned).
- Fixed high-quality items not stacking in the fabricator's output slot.
- Fixed ice shards' colliders taying active after the shard has shattered.
- Fixed bots following the controlled character instead of the order giver in singleplayer.
- Fixed purchased medals spawning on the floor.
- Fixed vision obstruction effect "flickering" when moving the cursor around when an item UI is open.
- Fixed some pumps in Dugong having 0 power consumption.
- Fixed pumps deteriorating when they don't have power.
- Fixed batteries/supercapacitors deteriorating when not charging/discharging.
- Fixed afflictions applying face/body tints on monsters.
- Fixed "select matching items" selecting all gaps if you've selected both a door and its gap in the sub editor.
- Fixed door gaps not being selected if you use "select matching items" on a door in the sub editor.
- Fixed biome ambience loop volume not being affected by the sound volume setting.
- Fixed players wearing a PUCS not using up hull oxygen when no tank is equipped.
- Fixed bots getting stuck on long outpost ladders.
- Restored the sounds for legacy fractal guardians. Fixes console errors when they are spawned/viewed in the editor.
- Fixed Reactor PDA showing hidden and non-interactable reactors.
- Fixed welding tool scale being forced to 0.5.
- Fix crew list content being repositioned when selected character was hovered.
Modding:
- Made deconstruction recipes' mincondition accept items whose condition equals to the mincondition, not just items whose condition is higher.
- Fixed color values being used incorrectly in explosion flashes.
[previewyoutube=Dk2tA_PYI1Q;full][/previewyoutube] Hello everyone! The Among the Ancients update has just been released. Take a look inside to find...
Hello everyone!
Now that weve introduced the character overhaul and the talent system that are coming in the next update, its time to take a closer look at what the update is all about: alien ruins, the last remnants of a mysterious civilization that used to dwell on Europa before humanity arrived.
Hello everyone!
One of the most frequently heard wishes from our players has been to make humanoid characters look nicer. As such, were very happy to introduce a complete character overhaul as part of the next update.
New ragdoll and animations
Weve revisited the proportions and movements of the bodies of human characters to achieve a more natural look. However, the basic ragdoll system remains the same, so expect some comical movements as always!
New faces, hairstyles and accessories
Were replacing all character faces in the game with new and improved ones. Hair and facial hair styles as well as accessories and costumes have also been remade to fit the new style.
New customization options
Were adding a skin shader system to allow you to customize your characters complexion. Hair and facial hair color also becomes customizable. Last but not least, were adding character customization options for singleplayer.
We think this overhaul is an important part of going towards a finished look and feel for Barotrauma, and we hope youll like it!
Read more about the character overhaul on our blog.
Hello everyone!
One of the most exciting additions in the next major update is going to be the brand new talent system. Talents are class-specific buffs and extra skills that you will be able to unlock with experience points gained from completing missions in the campaign.
Talents serve to make the roles of different classes stand out better while allowing you to shape your characters more to your liking. They also make characters more valuable to the crew because of their new, more specialized proficiencies in some cases, choosing the right talents can even allow you to craft previously uncraftable items!
Hello everyone, its been a while we hope youve all had a great summer!
Were now back at work after our summer break, and today we have released a patch with a long list of fixes find out more on our blog and see the full list of changes below. Be sure to update your game to the latest version.
With these fixes released, we are already busy at work on the next major update. Stay tuned as we write more about the long-awaited alien ruins overhaul, coming later this year!
v0.14.9.0
Changes:
- If multiple turrets have been linked to the same loader, the turrets can't be swapped individually (both need to be swapped at the same time to prevent turrets from getting linked to an incorrect type of loader).
- Emergency lights don't cast shadows by default (they have such a short range that disabling the shadows usually doesn't make a difference visually, but improves the performance of the subs).
- Allow closing the submarine previews with esc.
- Made ballast pumps in Kastrull's drone indestructible (because they're impossible to access without breaking the walls/floors).
- Made exploding coilgun ammo more expensive and increased the capacity of the ammo boxes a bit.
- Made pirate subs immune to ballast flora.
- Security's stun guns spawn fully loaded.
- Reduced escort missions' base commonness. Doesn't have an effect in the campaign because the commonness is defined in the mission events, but fixes escort missions being much more common than other mission types in mission mode.
- Destroying a reactor with explosives depletes the fuel rods.
- Hide the equipment slots and character portait in wiring mode.
- Added platforms behind Remora Drone's hatches.
Fixes:
- Fixed enemies sometimes not spawning at all during a mission. Happened when the game selected the "stowaway" event to occur during the mission.
- Fixed pirate and escort missions not being available from late-game outposts.
- Fixed occasional "unauthorized multithreaded access to RandSync.Server" errors when starting a pirate mission in multiplayer.
- Fixed crashing with a "E_INVALIDARG" SharpDXException if an ice spire happens to generate on a very short level wall edge.
- Fixed crashing when trying to spawn inventory items for a character who left before respawning during the previous round.
- Fixed batteries always recharging at "full speed" when not full, regardless of how much power is being drawn from the battery. E.g. a battery that's only connected to a lamp drawing 5 kW of power would always recharge at the full 500 kWmin.
- Fixed traitor items sometimes spawning in non-interactable or hidden containers.
- Fixed turret rotation limit widgets working unreliably in the sub editor.
- Fixed barrels being misaligned on scaled turrets in the sub preview.
- Stores don't offer/request sealed supply crates as daily specials.
- Fixed campaign settings (radiation enabled, max missions) resetting when reopening the campaign settings menu.
- Fixed hitscan projectiles not hitting structures outside hulls when the turret itself is inside a hull.
- Fixed inability to swap items between the character's inventory and a container in some situations in multiplayer (when the container was right at the edge of the character's interaction range).
- Fixed bots being unable to repair the pump in Typhon's bottom airlock.
- Fixed crashing when repairing or fabricating something as a husk (or some other character with no CharacterInfo).
- Fixed crashing when reviving someone using CPR as a character with no CharacterInfo (e.g. husk).
- Fixed upgrades using the original value from a previous item when swapping to a new one (e.g. swapping a railgun to a coilgun sets the power consumption to the railgun's power consumption). More specifically, this happened when the campaign was saved and reloaded after purchasing the upgrade, and the item was swapped after that.
- Fixed wrecks sometimes being positioned right side of the exit position.
- Fixed characters not getting knocked down at the last stage of husk infection if they have the Vigor buff.
- Fixed discharge coil triggering when trying to rewire it.
- Fixed some ActionTypes having the same value (e.g. OnFire == OnDamaged). Caused wrong type of status effects triggering in some cases, for example OnDamage effects when an indestructible thalamus organ is on fire.
- Fixed items that are set to be hidden in-game being visible in the sub preview.
- Fixed bots being unable to weld leaks that are too high above them, even if they're actually in reach. Happened because the distance to the leak was calculated relative to the character's position, even though the range of the welding tool is relative to the character's shoulder.
- Fixed cargo mission rewards being displayed incorrectly when there's multiple cargo missions selected and not enough capacity for all the cargo.
- Fixed caret getting misplaced when clicking on a textbox with padding.
- Fixed headset only being able to send signals to each wifi component once.
- Fixed bots sometimes ignoring broken devices. Happened when another bot had selected the device as their repair target, even if the bot was currently repairing something else.
- Fixed nav terminal labels sometimes being draw under linked status monitor HUDs.
- Fixed bots sometimes not fixing airlock doors/hatches. More specifically, doors whose center point was outside a hull.
- Fixed medic bots grabbing the target and never letting go when there's no suitable treatments available anywhere in the sub, or when they're in an outpost and not carrying any suitable treatments.
- Fixed bots suffocating when they run out of oxygen tanks if ordered to wait wearing a suit.
- Fixed ability to select other items when operating periscopes. Didn't cause problems in vanilla subs, but in custom subs where the turret was placed close to the periscope and other interactable items, it was possible to accidentally select something else when trying to fire.
- Made nav terminal's "velocity_in" input change the target velocity, not just the steering input, making it possible to adjust the velocity with signals when using autopilot.
- Fixed text fields in a component's editing menu not refreshing until you've interacted with another component.
- Fixed ruins sometimes overlapping with level walls (when they happen to spawn next to a very large cell).
- Fixed ability to "partially open" the health interface in the sub editor, causing the inventory layout to get messed up when clicking on the character portrait even though the health interface isn't drawn.
- Fixed ability to keep dragging an item from a stunned/ragdolled character's inventory after they get back up.
- Fixed nuclear weapons not damaging ballast flora.
- Fixed normal uniforms deflecting projectiles even though they shouldn't.
- Fixed clients who've opted to spawn with reaper's tax getting a new character if the round ends before the client respawns.
- Fixed occasional crash with the error message "collection was modified; enumeration operation may not execute" when loading mods on startup.
- Fixed ability to keep dragging the previously equipped wire in the sub editor after you equip another wire with the wire hotkeys.
- Fixed characters' sprite depth changing during the "autowalk" towards a bed or chair.
- Require the sub to move a bit faster to crush characters between the sub and a wall. Previously essentially any non-zero velocity was enough to crush a character, even if the sub didn't appear to move.
- Fixed nests sometimes getting placed outside caves. Happened when the game tried to position the nest above an opening at the bottom of the cave.
- Fixed inability to use the health interface on the escorted characters.
- Fixed 1st client (usually the host) always spawning at the same spawnpoint in multiplayer even if there's multiple suitable ones available.
- Fixed stacked partially used items (e.g. stacked explosives that have been damaged) dropping from character inventories at the start of a round.
- Fixed occasional freezing when replacing lost shuttles after purchasing submarine upgrades.
- Adjusted Endworm's colliders so that you can't hit the tail between the armor segments before first breaking the armor (making it less easy to cut the worm in half).
- Fixed hull properties not carrying over when copying hulls in the sub editor.
- Fixed occasional "collection was modified" exception in CargoMission.DetermineCargo. Happened if the client received an updated campaign save while trying to load the sub between rounds.
- Fixed a broken waypoint in Berilia's cargo bay.
- Fixed seeds sometimes vanishing when trying to plant them in MP.
- Fixed planter boxes displaying the "uproot" message when empty.
- Fixed depth charges going through doors and hatches.
- Fixed ability to dock docking hatches to ports and vice versa.
- Fixed camera being able to focus on a turret when a periscope's "position_out" connection is wired to a turret's "power_in" connection.
- Fixed water detectors not detecting very small (water depth < 1px) amounts of water in hulls.
- Fixed duffel bags not spawning at the end of a round if the character hasn't despawned/respawned yet (i.e. if the character's corpse is still present in the sub).
- Fixed wrecked Dugong's distress signal being impossible to receive due to "allow cross-team communication" being set to false on the wifi component sending the signal.
- Fixed fabricator being unable to stack empty items in the output slots, preventing empty tanks from being fabricated when the output slots are occupied even if additional tanks could be stacked on them.
- Fixed messed up "Shuttle Shell A Glass A" sprite.
- Fixed delay components not working if the delay is set to 0.
- Fixed loaders getting slightly misaligned when swapping an empty hardpoint with some weapon.
- Fixed pumps placed in the sub editor being off by default.
- Fixed weapon skill increases not being capped according to the max vitality of the target. Resulted in enormous weapon skill gains when doing massive amounts of damage (more than the target's max vitality), e.g. by shooting a hammerhead matriarch in the egg sack with a nuke.
- Fixed ability to delete vanilla beacon stations and pirate subs in the sub editor.
- Fixed pirate subs sometimes spawning in side paths that are too narrow for the sub to pass through.
- Fixed an exploit that allowed creating game-crashing infinite signal loops using wifi components.
- Fixed a typo in the abyss diving suit description (100,000 m -> 10,000 m).
- Fixed several vanilla sub docking hatches requiring a welding tool instead of a wrench to repair them.
- Fixed "Operate Weapons" order being available when interacting with a turret directly, leading to a crash when trying to do so.
- Fixed missions disappearing from abandoned outposts after finishing the campaign.
- Fixed canister shells refilling automatically between rounds.
- Fixed turrets working with incorrect loader types (e.g. coilgun being able to fire laser bolts when linked to a pulse laser loader).
- Fixed "exterior pressure exceeds diving suit capabilities" hint popping up when carrying a diving suit.
- Fixed biome noise loops still playing after the round ends.
- Fixed detonator rapidly draining condition from flash powder and incendium instead of exploding them immediately (potentially resulting in partially used items).
- Fixed exploit in plastiseal crafting recipe (plastiseal deconstructing to 1 bandage even though 1 bandage can be used to craft 2 plastiseal).
- Fixed RepairTools applying their effects multiple times to items whose bodies consist of multiple fixtures. Caused minerals to get deattached 3 times faster than they should.
- Fixed AFK kicks when staying in any of the campaign UIs (store, etc) or other input-blocking menus for too long.
- Fixed monsters sometimes targeting owners of targeted items although the owner is ignored.
- Fixed some items held in the left hand rendering in front of the character's thigh.
- Fixed characters being focusable through UI elements (e.g. item interfaces), causing accidental interactions when the NPC interaction key is bind to LMB.
Modding:
- Added support for "additive" event sets which get added on top of another normal event set, allowing mods to spawn additional types of monsters without having to touch the vanilla event sets. See the "transitevents" event set in OutpostEvents.xml for an usage example.
- Fixed subs appearing to disappear after being published in the Workshop, because the content package the sub gets moved to wasn't automatically selected.
- Fixed MaxTargetsToHit not working on hitscan projectiles.
- Fixed offsets not being taken into account when positioning contained items, causing status effects to happen at the position of the container instead of the position of the contained item. Didn't have a noticeable effect in the vanilla game because most contained items are positioned close to the container's origin.
- Fixed spawnpoint's job restrictions being ignored when spawning pirates and escortees.
- It's now possible to use multiple equipped WifiComponents at the same time: instead of finding the first equipped item and seeing if it can receive/transmit, the game now goes through the items until it finds one that can.
- Fixed crashing when trying to pick an item that can't be put in any type of inventory slot from a container. Doesn't happen in the vanilla game because there are no such items in any container.
- Fixed crashing during wreck generation if there's any thalamus organs outside hulls.
- Fixed crashing if a wall whose max health is set to 0 in the sub editor takes damage.
- Fixed crashing if a reactor's maximum output is set to 0 and it's set to be on by default.
- Fixed a crashing due to a null reference exception if a status effect uses "target" instead of "targets" or "targettypes" in the definition.
- Fixed shuttles docked to a wreck undocking during level generation.
Ahoy!
Thunder Under The Ice has just been released take a look and find more missions, more guns, more events and a number of other fixes and improvements!
See this earlier post for a summary of the update, and find the full changelog below for all the details. Be sure to update your game to the latest version to be able to host and join multiplayer servers.
We hope you enjoy this update and wish you a beautiful summer!
v0.14.6.0
Changes:
- Submarine weapons can be swapped in the outposts.
- Added Pulse Laser and Chaingun.
- Added Canister Shells (a reloadable burst-type munition for the railgun).
- Added escort missions.
- Added pirate missions.
- Option to choose multiple missions per level.
- Made it possible to sell items on the sub through a new store tab in singleplayer.
- Cargo now spawns in crate shelves and "Unit Load Devices" (large containers mostly used in cargo subs). The amount of cargo you can transport depends on the number of the shelves/ULDs, and the cargo mission rewards scale according to the cargo capacity. If there's no shelves or ULDs, you can still transport a small number of crates on the cargo room's floor like before.
- Made upgrades affect all submarines. Old purchased submarines will have their upgrades overridden by the currently loaded submarine's upgrades.
- The previous music track continues playing when the game switches back from the "intensity tracks" to normal music.
- Made it possible to carry diving suits and toolbelts in hands. We could use some feedback on the way this works: is it intuitive, should there be a separate key for picking them up...?
- The ice shards and exploding mushrooms in caves can be destroyed with weapons and explosives.
- Added tracer particles to raycast projectiles (hitscan).
- Increased sonar beacon range.
- Color character names according to the team when using the Health Scanner HUD.
- Allow combining elastin.
- Character orders and ignore orders now persist between rounds and saved sessions.
- Added indicators for the tasks the bots are currently doing when they are not following the orders.
- Revisited the random (monster) events: more Watchers and Tigerthreshers, less Crawlers. Fixed a number of issues. Feedback appreciated. (WIP)
- Numerous fixes and improvements on particle effects.
- Changed how autonomous steering objective works. Captains now idle near the helm instead of standing next to the nav terminal.
- Only show the "Save and Quit" button when the game can be saved. Renamed the button in the lobby to "Quit". Saving in multiplayer is done like in single player: on level transitions and on exit from an outpost.
- Updated sounds for Endworm and the electrical discharger.
- Increased the stun of smg rounds from 0.125 to 0.15 to give it a bit more stopping power.
- Lowered Husks' health regeneration and bleeding reduction. Crawler Husks now regenerate too. Lowered their health a bit to compensate it.
- Hammerhead and Golden Hammerhead: Increased health, added some protection on claws and the tail end. Slightly increase the slow swimming speed and animations. The claws don't break anymore when shot with coilgun.
- Hammerheads and Husks don't avoid gun fire anymore. Pets now avoid gun fire.
- Removed Endworm's weak point in the mouth.
- Most outpost events no longer trigger automatically, but require interacting with a specific item/character.
- Taking items that contain stolen items counts as stealing, so you can't for example put a toolbox inside an outpost cabinet, load it full of items and then take it.
- Added a button for resetting in-game hints to the settings.
- Mention diving suits' depth limits in their descriptions.
- Modified the locked path tooltips to mention the officer in the outpost.
- Reset reactor fission rate, turbine output and temperature to optimal levels at the start of a round. Prevents the reactor from catching fire at the start of a round if it was being operated at a high fission rate at the end of the previous round.
- Removed ability to drag and drop seeds into planters.
- Added ability to load .sub, .xml, .png and .jpeg files in sub editor by dragging and dropping them onto the game window.
- Added new biome-specific background noise tracks.
- Improved the command interface minimap view by adding connector lines between icons and item positions to better visualize which item each icon is linked to.
- Projectiles go through severed limbs.
- Docking ports can't be rewired in outpost levels because it can be abused to force to submarine to depart from the outpost.
- Allow clicking on the main menu buttons when the credits are open.
- Option to adjust motion sensor's update interval in the sub editor.
Fixes:
- Fixed clients timing out at the start of a multiplayer round if loading the campaign save takes more than 30 seconds.
- Fixed previous missions still being available in outposts that have become abandoned due to radiation.
- Fixed eggs sometimes spawning partially inside walls in abandoned outpost missions.
- Fixed thalamus walls' colliders still being present even if the wreck doesn't contain a thalamus, preventing entering the sub from places where thalamus walls used to be.
- Fixed minerals sometimes not being mineable in outposts.
- Fixed small characters being unable to avoid the edges of the hulls when idling.
- Save submarine and characters' inventories when saving and quitting an mp campaign round in an outpost.
- Marked "control" console command as a cheat.
- Fixed items sometimes disappearing client-side when the server corrects their position from outside to inside.
- The traitor mission to sabotage the engine doesn't require sabotaging shuttle engines.
- Stacks of seeds can't be put into planters.
- Fixed non-repeatable events (e.g. mission events) no longer appearing after completing the campaign.
- Fixed security officers using head set batteries when their stun batons are out of batteries, causing them to be unable to hear or receive orders (#5681).
- Fixed security officers often handcuffing you after one hit with stun baton (#5649).
- Fixed ignore orders not being properly synced when joining a multiplayer game mid-round.
- Fixed abyss monsters not spawning if there's any player sub (including the respawn shuttle) above the abyss.
- Fixed "are you sure you want to depart without a mission" prompt popping up even if there's no missions available.
- Fixed health bars showing up through walls.
- Fixed horizontal docking ports sometimes docking from the wrong side in mirrored subs.
- Fixed mouse wheel zooming the nav terminal view when the server log (or any other UI element) is blocking it.
- Fixed campaign's initial text popup getting stuck if the sub automatically undocks at the start of a round.
- Non-empty items (ammo boxes, fuel rods, etc) can't be recycled.
- Made airlock door assembly behave a bit more reliably. The circuit in the assembly simply toggles the state of both doors, meaning that one of the doors needs to always be closed and the other open for the logic to work correctly. If using the assembly in a respawn shuttle, it'd break when the shuttle leaves and it's doors are forced to close.
- Fixed inability to go through docking ports when the door/hatch at the other side is broken.
- Fixed other entities' sprites disappearing when reloading a sprite in the sub editor.
- Fixed Remora drone's docking hatch being repairable with a welding tool instead of a wrench.
- Fixed some of Remora drone's walls being transparent.
- Fixed rotation of mirrored items getting messed up when saving and reloading a sub.
- Fixed inability to detach items attached outside the sub.
- Fixed items that are inside a hull being difficult to target from outside the sub (docking ports/hatches in particular).
- Fixed crashing when trying to load a campaign save that contains pets that can't be found (e.g. if you've saved while using a mod that adds custom pets and try to load the save in the vanilla game).
- Fixed crashing when trying to change a location's type to a type that can't be found (e.g. if a mod includes custom location types which are configured incorrectly).
- Fixed "Ignore This" order affecting all NPCs. It should only affect the bots in a player team.
- Fixed "Ignore This" order restricting player access to doors.
- Fixed bots targeting same targets when fixing/repairing.
- Fixed monsters sometimes getting stuck "dancing" near the submarine because they try to avoid and target it at the same time.
- Monster events: Fixed many higher difficulty subsets spawning multiple monster events when they should spawn only one.
- Fixed items taken from abandoned outposts sometimes reappearing when returning to the outpost.
- Fixed highlighting items sometimes breaking after dropping a metal crate or some other container whose inventory is always visible when the item is equipped.
- Fixed bots putting minerals in the closest locker instead of preferring those that have been tagged with the "mineralcontainer" tag
- Fixed bots not respecting the access restrictions when choosing a where to put items into.
- Fixed bots being able to take items from secure cabinets if the item is inside another container inside the cabinet.
- Fixes to hull generation between docking ports. Should fix tiny gaps between the hulls that caused characters to briefly teleport outside the sub when passing through the port, and hulls generating incorrectly when the main submarine has hulls at both sides of the docking port.
- Fixed captain's pipe, harmonica and pipe tobacco not spawning in crates when purchased.
- Fixed console errors when trying to overwrite an existing item assembly in the sub editor.
- Fixed the margin calculations that in some cases made it impossible for Bonethreshers (and possibly other monsters) to reach a moving target.
- Fixed abyss monsters sometimes being unable to hit the sub and just keep pushing the sub.
- Define "tool", "weapon", and "provocative" targeting params to be ignored if the creature is not in the same sub as the target. Fixes some odd cases where the monsters e.g. target some item inside the sub when they are outside.
- Fixed occasional excessive camera shake when a large monster is lodged between the sub and the level.
- Fixed ballast flora not getting cleared from respawn shuttles when the shuttle despawns.
- Fixed ability to switch back to a sub you've left behind using the outpost terminals.
- Fixed doors without integrated buttons getting instantly opened by clicking on them when you have access to the button.
- Fixed ability to switch control to the hostages with Z and X keys during hostage missions.
- Fixed abyss and combat suits not getting autofilled with oxygen tanks when placing the initial supplies to a sub.
- Fixed inability to type in the "max players" field in the "host server" tab.
- Fixed item sell quantity sometimes appearing "maxed out" at a quantity less than what the player is actually selling.
- Fixed crashing when the team id argument for the "spawn" console command is formatted incorrectly, mention the argument in the command's help text.
- Fixed bots trying to clean up seeds and put items into bags that were moved to somewhere the bot can't access them, causing the bot to be stuck trying to reach the target.
- Fixed missions sometimes unlocking in paths leading to an irradiated location even if there's a more suitable path available.
- Fixed white rectangle around selected items in the sub editor being slightly off if the item's position/size is not a whole number.
- Fixed "incorrect password" text overlapping with the buttons in the password prompt.
- Fixed z-fighting in Medium Weapons Display Case.
- Fixed inability to drop through broken hatches.
- Fixed sprite bleed in IC-4 block's inventory icon.
- Fixed healthbar and affliction area being clickable even if there's an UI element in front of them, and even if there's no afflictions in the affliction area. Most noticeable when editing an electrical components properties.
- Fixed some incorrect room names in the beacon stations.
- Fixed propeller damage area triggering very inaccurately, particularly on shuttle engines.
- Fixed hull indicators fading in when loading a sub in the editor (they should only get hidden and fade in when editing the ambient light value).
- Fixed gaps sometimes getting linked incorrectly to the hulls between docking hatches, preventing water from flowing down from the lower hull in mirrored subs. Happened in mirrored Kastrull for example.
- Fixed fires in hulls between docking ports never going out client-side.
- Fixed nav terminal's, sonar monitor's and status monitor's selection rectangles being offset from the sprite in the sub editor.
- Fixed mirrored pumps emitting particles from the wrong side of the pump.
- Fixed atan components working unreliably when using the separate x/y inputs.
- Fixed limbs getting automatically deselected in the health interface when receiving a new affliction (most noticeable when trying to heal an affliction that's being continuously applied on the character, e.g. burns caused by radiation).
- Fixed an exploit that allowed crashing the game using certain looping circuits that involve trigonometric function components.
- Fixed ability to set the reactor's turbine output or fission rate outside the allowed range of 0-100 using the "set_fissionrate" and "set_turbineoutput" inputs.
Modding:
- Made it possible to use StatusHUD components in non-equippable items like turrets.
- Fixed scripted event's StatusEffectAction not being able to target ItemComponents.
- Added support for making missions trigger scripted events.
- Option to configure the color of an explosion's flash.
- Option to configure the number of gates between biomes (see MapGenerationParameters.xml).
- Turret's barrel and rail sprites are shown in the sprite editor.
- Made SecondaryUse status effects work with melee and ranged weapons.
- Renamed "Inflitrate" to "CanOpenDoors" and rewrote the tooltip.
- Added "scalemultiplier" (Vector2) for particle emitters so that the effects can be scaled just in one axis instead of both.
- Fixed overriding nav terminals with a mod resetting the changes to the custom interface buttons.
- Fixed status effect conditionals that check a parent container's tags checking the container's components, not just the item itself. Resulted in tag inequality checks always succeeding, because the components don't have any tags.
- Fixed crashing if a scripted event tries to spawn a human prefab that can't be found (i.e. if a mod uses a non-existent human prefab identifier).
- RemoveItemAction can be used to remove tagged items directly, not just items in a tagged character's inventory.
- Replaced "spawnprobability" attribute in monster events with a generic "probability" attribute that can be used for any type of event.
- Option to spawn particles across the ray cast from a hitscan projectile (see "pulselaserbolt").
- Fixed linked subs included in outpost modules being positioned incorrectly.
- Added "swapidentifier" to SwappableItem definitions. Can be used to restrict which items in a given category can be swapped with each other (e.g. if you want to add custom upgradeable turrets but not make them swappable with the vanilla turrets).
- Made SecondaryUse status effects work with ranged weapons.
- Added "equal" targeting tag to enemy AI. Makes it possible to define how monsters react to monsters with the same combat strength.
- TagAction can be used to tag characters based on the human prefab identifier.
- Fixed a crash in the character editor that happened when a humanoid character had an elbow joint but didn't (yet) have a wrist joint.
- The "avoid gun fire" parameter now defaults to false.
- Fixed crashing when trying to create a thalamus when there's no wreck AI configs available in the selected content packages.
Hello everyone!
The next Barotrauma update is on its way, to be released next week. Look forward to...
The next Barotrauma update is getting closer, but before we get into the upcoming new content, we wanted to write a bit about something else. Tomorrow marks the 2nd anniversary of our Steam release, and looking back at the past year, were once again both amazed and grateful to see how far weve gotten and how many new submariners have joined us on our journey. Thank you to everyone whos been with us and helped the game grow into what it is today!
We feel the game and the community have taken a big leap forwards since the last anniversary: weve introduced some big, long-awaited features such as the explorable outposts, caves, the Abyss monsters from the legacy version, and too many smaller improvements and additions to count. Our player base has also more than doubled in size since last June!
In our new blog post we talk a bit more about our journey so far, including some of the highlights and challenges weve faced during the games development and Early Access period. Take a look here, and have a great weekend!
Hello everyone!
We've just released a patch to address issues in the latest update. Notably, issues with submarine speed and maintain position, joining modded servers and voice chat quality should now be fixed. Please be sure to update your game, and see the full changelog below.
A note about updating mods: Unfortunately, there may still be some issues with mods. If a mod fails to update automatically, please head to the in-game Steam Workshop menu and click "reinstall" next to the mod in question. If players who try to join your server get errors about mismatching mods, then you as the host may also need to reinstall mods in this way to make sure they're up to date.
v0.13.3.11
Changes:
- Adjusted autopilot logic to make it better at keeping the sub afloat when there's extra water on board. The maximum velocity of the autopilot is limited, which previously prevented it from emptying the ballast fully. Now it's only limited if the submarine is heading in the correct direction with enough speed, so if the sub starts sinking due to extra water, the autopilot can compensate and fully empty the ballast.
- Made large monsters immune to sufforin.
Fixes:
- Fixes to issues that prevented mods installed from the Workshop from getting automatically updated and caused errors when trying to join modded servers.
- Fixed an issue in the voice chat that caused audio crackling when multiple people were speaking at the same time.
- Fixed inability to drag players who've ragdolled themselves with space bar.
- Fixed certain submarines spawning with a non-neutral ballast level (Kastrull seems to have been the only affected vanilla submarine). Happened because the game would determine the neutral ballast level from the first nav terminal it finds in the sub, without checking whether that terminal controls a shuttle or the sub itself.
- Fixed explosions using wall damage value instead of level wall damage when the explosion happens outside a level wall.
- Fixed inability to place oxygenite tanks in oxygen tank shelves.
- Fixed crashing when a bot tries to find a diving suit inside ruins.
- Fixed minor wall draw order issue in Orca's top deck.
- Fixed bots trying to treat nausea even though the only cure for it is to wait it out.
- Fixed status monitor being messed up on mirrored subs that contain shuttles.
- Fixed railgun payloads not exploding.
- Fixed server sometimes assigning players who haven't set any job preferences as the captain, even if someone else wants to be the captain.
- Fixed ancient weapon propelling the character in an incorrect direction when using it underwater.
- Fixed sonar beacons not appearing on the sonar in the sub editor's test mode.
- Fixed "easterbunny" traitor mission failing after the mudraptor hatches.
- Fixed "changes to your character will be applied after the round ends" texts getting drawn behind the tab menu elements.
- Fixed "IsToggle" setting not working on periscopes.
- Fixed "Praise the Honkmother" mission being impossible to complete because it required more items to be delivered than the crate contains.
- Fixed humanhusk's inventory not being visible while controlling one.
- Fixed sub editor's entity list getting cleared when changing the entity category while a container/cabinet is selected.
- Fixed items that have been edited in the sub editor (e.g. recolored clothing) reverting back to default when starting a new campaign round while the item is in a character's inventory.
- Fixed clicking on command interface nodes crashing the game if the key is rebound to primary mouse button.
- Fixed tiling issues in some of the legacy background wall sprites.
- Fixed Spinelings attacking Leucocytes. Spinelings should avoid Leucocytes if they get close.
- Fixed "beacon station" text and "generating preview..." in the submarine preview window not being translated when playing in a language other than English.
Modding:
- Fixed console errors when a character with no gender tries to wear clothing that only has separate male and female sprites.
- Fixed crashing if the current style doesn't define a saving indicator.
- Fixed inability to load ragdoll/animation definitions from mods that override a character.
- Fixed ClearTagAction not properly clearing all the tags assigned by a scripted event.
Hello everyone!
The Embrace the Abyss update has just been released. Please be sure to update your game to the latest version to be able to host and join multiplayer servers, and venture into the game now to find
Hello everyone!
The next update, Embrace the Abyss, is coming next week. Its a big update with a lot of additions to the campaign, new missions and monsters, as well as various changes to improve player experience; read more on our blog, and let us know what youre looking forward to the most!
Hello everyone!
Thank you for joining our free event last week. It was wonderful to see so many of you we had record numbers of people online playing Barotrauma!
This week, its time to look at some more upcoming content additions. Read more on our blog, and let us know what you think about
Hello everyone!
We are very excited to throw our first-ever play for free event. This is something weve seen a lot of interest in, so we hope many of those potential future Barotraumites who have been waiting for this opportunity notice: now and for the next 48 hours, you can download and play Barotrauma for free.
Together with the free event, weve also secured a discount period for our deepest discount yet. Thats to say, if you want to keep playing Barotrauma following your free trial, you can now get it for 55% off.
Without further ado, welcome to Europa! We hope you enjoy your stay.
P.S. Curious to see what you can look forward to with our game? Take a look at this feature sneak peek from last Friday for the latest glimpse into our development plans. The next major update is coming in about one month.
Hello everyone!
The next major update is getting closer, and its time to introduce some more new features that are coming. Take a look on our blog for some more details about the
Ahoy!
Were busy at work on the next major update, and one of the new features it will include is
- Fixed inability to permanently ban players who are currently in the server. - Fixed scrap items failing to load in saves done prior to v0.12. - Fixed bandage/plastiseal crafting exploit. - Fixed crashing if a bot tries to operate a turret that's linked to some other item than a loader.
Hello everyone!
The first update of the year, a small update that focuses on more cave content and various improvements, has just been released. As always, please be sure to update your game to the latest version to be able to host and join servers. Find the full list of changes further below, and here are the highlights:
Hello everyone!
The first Barotrauma update of 2021 is almost here were hoping to release it in less than two weeks. Its going to be a fairly small update that focuses on fixes, a few content additions and a handful of important improvements. Take a closer look on our blog now, and check the short summary below for a quick teaser.
Hello everyone, and happy new year!
Weve returned to our desks and are working on the next update. It will be a smallish one and focus on various improvements and also some new content (more cave content, notably!). Were going to write more about the update a little closer to its release.
Besides working on the game, were always working to read what you write on our Discord and on the Steam forums (and more recently, did you know we also have a discussion board on our GitHub? Take a look!), but we also have a number of more specific questions on our minds. Things like
Whats your favorite player class? Take this quick survey to tell us that and a couple of other things.
Thanks for your time! If we get a lot of answers, we may send another questionnaire your way, later. Have a nice weekend!
Hello everyone!
We hope youre enjoying the newly hotfixed Uncharted Depths update thank you for all the comments and reactions in recent weeks, what a way to wrap up this year in development!
https://youtu.be/KrfuGfolLZk
With the five big updates weve released this year, Barotrauma has grown by leaps and bounds, and weve been thrilled to see our community continue to grow with it. Now its time for us to take a little Christmas break before heading into the new year and new updates, and we wish you wonderful holidays too. Find some more greetings on our blog, and see you next year!
Hello everyone! Thanks for playing the newest update and giving feedback. This time, we had the opportunity to make a hotfix to address some of the inconvenient issues in the update, and that fix has just been released. See the full list of changes below and please be sure to update your game! v0.11.0.10 - Fixed monster missions causing a disconnect in multiplayer mission mode. - Fixed bots getting removed from the crew when starting a multiplayer campaign, returning to the lobby during the first round and then reloading the campaign. - Fixed crashing when entering a new level in the campaign when an inactive pump has been infected with ballast flora. - Fixed ballast flora branches respawning instantly if they're destroyed while they're growing towards a target. - Fixed crashing when attempting to place components outside of the submarine in test mode. - Fixed inability to rewire beacon stations when rewiring is disabled on the server. - Fixed repair tools that aren't held causing a crash upon use (only affects modded items). - Fixed raycast weapons (revolvers, shotguns, SMGs) sometimes not hitting monsters in specific areas outside the sub. - Fixed submarine's price field being difficult to edit in the sub editor due to the value getting clamped above the minimum price while typing in the box. - Potential fix to certain projectiles (e.g. harpoons, spineling's spikes) sometimes causing erratic physics behavior and errors (ragdolls going crazy, submarine getting launched off at a high velocity...) when they stick to the submarine or to characters. - Fixed occasional crashes when swapping to another character's ID card with a mask or diving suit on.
Hello sailors!
The Uncharted Depths update has just been released. Be sure to update your game to the latest version to be able to host and join multiplayer servers! You can find a summary of the update in this this earlier post, and scroll further below for the full list of changes.
Let us know what you think!
Feedback about the update? Drop us a line on the forums or in our official Discord server!
Problems or questions? Please check our Trello board for possible solutions!
v0.11.0.9
Environment overhaul:
- Remade textures.
- Branching level paths.
- More varied level layouts.
- Added small explorable caves alongside the main path.
- Made the floating ice chunks destructible.
- The areas outside the traversable path are solid instead of hollow, so it's no longer possible for monsters to spawn "outside the level" or for the sub to get lost at the wrong side of the level walls.
- Ice spires: tall, protrusions that cut holes in the submarine if you hit them.
- Piezo crystals: environmental objects that drain power from the submarine when you get too close to them.
- The biomes further on the campaign map are deeper down in the ocean, meaning that crush depth starts higher up in the level. The biomes near the end of the map require hull upgrades to traverse safely.
- Improved resource (minerals and plants) spawning: resources now spawn in clusters which can contain multiple instances of the same resource.
- Made thermal artifacts a bit more manageable: they now start a fires periodically, not continuously.
New missions:
- Nest missions where you need to enter a cave to destroy a monster nest.
- Beacon missions where you have to repair and power up a "beacon station".
- Mineral collection missions where you have to locate and mine a mineral cluster.
Additions and changes:
- Added ballast flora, a plant-like organism that can infect the submarine and leech power from junction boxes and batteries. A ballast flora infection may be contracted by passing through a colony of ballast flora spores (which are faintly visible on the sonar).
- Added a new monster, "Spineling".
- Adjustments and balancing to the way locations change to other types of locations: habitation now spreads faster as the player explores the campaign map further.
- Added new military outpost music track.
- Submarine hull upgrades increase the submarine's tolerance to pressure, allowing it to dive deeper without getting crushed by pressure.
- Deep Diver subs can dive 20% deeper than other subs without getting crushed.
- Added mineral scanning functionality for sonars: enabled by default for handheld sonars, can be enabled for other sonar devices in the Sub Editor with Sonar component's "HasMineralScanner" property
- Added concatenation component (a signal component that joins two inputs together).
- Added a ready check that can be used to check if everyone is ready to depart from an outpost in multiplayer.
- Added "ignore" order that can be used to prevent bots from using/repairing/taking specific items or devices.
- Discharge coil's range can be visualized by holding space while one is selected in the sub editor.
- Level difficulty affects the way outpost events are chosen (the more difficult events don't occur until later in the campaign).
- Non-wiring-related items become transparent in the sub editor's wiring mode.
- Improved turret range visualization in the sub editor.
- Made skill checks in outpost events probability-based: a low skill doesn't mean you'll always fail, just that you're less likely to succeed.
- Reworked bonethresher's behavior and attacks. Tigerthreshers now protect Bonethreshers with a low priority. Minor tweaks to the ragdolls and animations.
- Added water percentage output to water detector.
- Reduced scrap spawn rates in wrecks.
- Removed the explosive cargo mission variant where one of the explosives spontaneously explodes.
- Split combat missions into a separate game mode.
- Added a toggle for transparent wiring mode.
- The "Leaving Start Location" track isn't played at outposts.
- Increased default KillDisconnectTime to 5 minutes.
- Added pet food item.
- Added support for defining sonar icon colors in XML.
- Neutralize ballasts in submarine test level.
- Items can be attached to level walls.
- Fixed watcher's gaze causing severe effects inside the submarine.
- UI: Moved the navigation controls to the right side of the sonar view and readjusted the layout.
- Moved the cleanup order to the last in the maintenance category.
- Flagged certain parts of the nose and tail of the vanilla submarines as non-targetable, because the monsters tended to go inside the nose/tail parts too often.
- Increased the sound ranges for Tigerthresher, Leucocyte, Terminal cell, Mudraptor, and Crawler (should make them more audible).
- Crawlers, Tigerthershers, and Spinelings now avoid being killed by the engine (more or less).
- Adjusted the avoiding behavior for monsters.
Bots:
- Bots don't anymore clean up other diving suits when they have one equipped already.
- Bots don't anymore take diving suits off inside outposts (unless they have to).
- Fixed bots getting stuck on ladders when their body is near the floor.
- Fixed bots equipping diving gear too eagerly when the oxygen level drops in the room.
- Fixed all npcs and bots using the "Passive" idle behavior. Changed the guard idling so that they now more and prefer longer distances. Also other crew members should now move slightly more than previously.
- Increase combat priority of some tools so that the bots prefer those to toy hammer.
- More descriptive bot dialog when they can't find items they're looking for.
- Diving suits the bots have dropped in an outpost are automatically moved to the cargo bay when departing from the outpost.
- Outpost security allows "stealing" diving masks and suits if the outpost is flooding.
- Bots keep more distance to the player while following underwater and outside the sub.
- Fixed a rare crash in AIObjectiveIdle.Wander method.
- Bots now defend themselves (if possible) also when they are being attacked outside of the submarine.
- Bots should no longer hoard fuel rods.
- Fixed bots getting stuck while swimming near the submarine, because they kept switching between different steering modes.
- Fixed bots not avoiding other submarines connected to the submarine they are heading to while swimming around the submarine using waypoints.
- Fixed broken walls near hatches/doors sometimes preventing characters from entering the sub/outpost through the hatch/door.
- Fixed security or bots that have been ordered to fight enemies first fleeing from the enemies.
- Fixed bots sometimes failing to put out fires in multi-hull rooms.
- Fixed bots not being able to clean up items that occupy both hands (like the fire extinguisher).
- Fixed bots having issues with empty items while operating the reactor or the turrets, causing them e.g. to not knowing how to load the target item.
- Fixed outpost NPCs sometimes "cleaning up" the spawned toolbox in the event "clownrelations1".
- Fixed bots loading more rods to the reactor when the load is too high, even if the current amount of fuel is already enough to maximize the output.
Modding:
- Added "IgnoreWhileInside" and "IgnoreWhileOutside" parameters on character targeting parameters.
- Added ranged projectile attacks for monsters. See Spineling for an example. Note that there are five different rotation modes for the projectile aiming: Fixed, Target, Limb, MainLimb, and Collider.
- Added a "sweep attack", which makes the creature sinuate while closing to the target instead of moving straight towards it. Used on Spineling.
- Added limb hiding (permanent or temporary) with status effects. Used on Spineling.
- Added limb breaking with status effects.
- Allow characters to move full speed after attacking, when the cooldown is active. The property is found in the attack definition.
- Allow to use the idle behavior (wandering) after attacking, during the cooldown.
- Added "OnlyOutside" and "OnlyInside" attributes for status effects. Affects only the targets of the effect.
- Fixed particle's "LoopAnim" property doing nothing.
Bugfixes:
- Fixed occasional "missing entity" errors caused by the server failing to write an ID card's data in a network message.
- Fixed a bug that sometimes caused power to desync in multiplayer: when connecting the second end of a wire to a device other than a junction box, the server would sometimes not register the wire as being connected.
- Fixed previous messages disappearing from terminals and logbooks when transitioning to a new level in the campaign.
- Fixed sprite depths in dockingmodule 2, should prevent z-fighting.
- Fixed crashing when a bot abandons AIObjectiveCombat due to the target being in a different sub (e.g. if a character the outpost security is chasing moves from the outpost to the sub).
- Fixed undocking enabling all disabled nodes instead of just those that were connected to the docking port in question.
- Fixed EventManager to always choosing the same events from identical event sets in a given level. Meaning that if a level for example had 3 monster spawns that spawn either a crawler or a mudraptor, and the first event spawned a crawler, the rest would as well. In practice this lead to there being less variation in monster spawns than intended.
- Kastrull: Added more waypoints around the drone so that bots know how to get around it when it's docked to the main sub. Also fixed the airlock waypoints not being linked to the doors, causing the bots not being able to operate them.
- Fixed Health Scanner HUD showing a disguised character's true identity.
- Fixed health interface showing the original face and occupation of disguised characters.
- Fixed changelog layout getting messed up in the main menu after changing the resolution.
- Fixed some structures turning into wrecked versions when reloading the core content package with the "reloadcorepackage" console command.
- Fixed vent output being calculated incorrectly in multi-hull rooms.
- Fixed switch state being toggled when selecting them in the sub editor's wiring mode.
- Fixed engine not being affected by low power unless the voltage is low enough to turn it off completely (in practice meaning that there's not benefit to supplying the engine more than 50% of it's power consumption).
- Fixed characters getting healed between campaign rounds in single player.
- Fixed atan component output being inconsistent: the output was only correct if the y input was received after the x input during the same frame.
- Fixed crashing if a character's hands get severed while repairing something.
- Fixed stored non-shadow-casting lights being subtracted from the shadow-casting light count in the sub editor.
- Fixed autocalculated submarine price not being saved if the player doesn't touch the price field in the sub editor's save dialog.
- Fixed OnContained/OnNotContained StatusEffects not running if the itemcomponent is not active. In practice prevented oxygenite shards from supplying power until someone moves them. May have caused some other issues as well.
- Fixed console error when deconstruction Bufotoxin.
- Fixed reputation loss when "stealing" fire extinguishers from outposts when there's a fire.
- Fixed periscopes outputting rotation values incorrectly when connected to something else than a turret (e.g. camera).
- Fixed resetting game settings reloading content packages, causing items to disappear if the settings are reset when a round is running.
- Fixed pet's hunger/happiness values and inventories not getting saved between rounds.
- Fixed pet name tags disappearing client-side between rounds.
- Fixed empty oxygen tank not triggering the warning sound of a diving suit's oxygen supply.
- Fixed StatusEffects targeting "NearbyItems" only being able to target the Item instance, not the ItemComponents.
- Fixed "deceased" text wrapping in the health interface on small resolutions.
- Fixed open subinventories remaining visible on screen when using a railgun, coilgun or periscope.
- Fixed zoom getting stuck whenever exiting a railgun, coilgun or periscope and instantly hovering on an inventory slot.
- Fixed turret range upgrades not increasing the range of the turret's spotlight.
- Fixed all monsters spawned by the same monster event having the same sets of items.
- Fixed disconnected, hanging wires sometimes appearing at the wrong end of the wire.
- Fixed progress bar saying "welding" instead of "cutting" when cutting open a welded door.
- Fixed explosion damage to items not being diminished if there are obstacles between the explosion and the item.
- Fixes to flamer particles going through walls.
- Fixed items that are included in multiple categories (e.g. oxygen tanks, battery cells) not appearing in the sub editor's entity list unless using the search bar.
- Fixed psychosis sounds affecting all players.
- Fixed fabricators and deconstructors deteriorating even if they're not running.
- Fixed crashing when selecting a fabricator linked to a deconstructor or vice versa.
- Fixed "hide offensive server names" tickbox working the wrong way around in the server browser.
- Fixed console errors when setting an engine's max force to 0.
- Fixed in ability to damage huskified crew members if friendly fire is disabled.
- Fixed prototype steam cannon particles going through walls.
- Fixed "engineers are special" outpost event not giving XP when successfully helping the NPC.
- Fixed "propaganda" and "clown outbreak" outpost events not triggering.
- Fixed wires not appearing in some item assemblies placed in the sub editor until the sub is saved.
- Fixed decorative sprites being positioned incorrectly on mirrored items (such as pumps and fabricators).
- Fixed rotation limits being incorrect on turrets that have been mirrored before saving the sub.
- Fixed crashing when a bot is left to idle inside ruins.
- Fixed deconstructing an SMG magazine causing an SMG round to drop on the ground.
- Fixed empty SMG magazines not deconstructing to plastic.
- Fixed SMG magazines in character's inventories spawning SMG rounds at the start of a round (again).
- Fixed console errors in StatusEffect.GetPosition when applying a delayed status effect on a removed character.
- Fixed the latching behavior on Crawlers.
- Fixed latched creatures not releasing the sub when the submarine moves fast enough (defined in the latching behavior definition).
- Fixed outpost events sometimes triggering on dead/unconscious players.
- Fixed wifi component accepting input from chat regardless of the "link to chat" setting (the setting only determined if the component outputs the messages to the chat of the player holding the item, making it only useful for headsets).
- Fixed an issue that caused freezes when opening the server browser.
- Fixed "there is not enough room in the input inventory" error when placing a legacy medical fabricator in the sub editor.
- Fixed picking up a captain's pipe selecting it, preventing aiming until the item is deselected.
- Fixed hitscan projectiles briefly dropping out of the weapon client-side when fired.
- Fixed inability to play the campaign from the same local network when hosting with the dedicated server.
- Fixed crashing when clicking "spectate" in the server lobby after connection has been lost.
- Fixed occasional "too much data in network event" error messages.
- Fixed clients assigning different initial location reputations than the server, causing the round summary to display random reputation loss/gain when leaving the first outpost.
- Fixed "No AI Target" property not working properly.
- Fixed a rare crash when crawlers latch to a submarine.
- Fixed the vanilla submarines not always having any wrenches, which causes the bots not being able to fix mechanical items if they don't have a wrench in their inventory. Also made sure that all engineers have a wrench when they spawn.
- Fixed recovering and repairing a shuttle not removing the wall damage client-side.
- Fixed crashing when a hull smaller than 16x16px is painted or becomes dirty.
- Fixed characters not being visible when viewing an area far away from the player with a drone in multiplayer.
Ahoy!
The last Barotrauma update of the year, Uncharted Depths, is coming next week. It will feature a complete environment overhaul, new missions and new monsters that all add to the sense of progression and greater variety that weve been working towards this whole year. Heres what youll find in it:
New environments. From caves to level generation improvements and new environment art, there are big changes on the horizon. Read more about the environment overhaul in this earlier post!
New missions. In the next update, you get to go clear out a cave, scout for mineral deposits and repair and activate beacon stations to guide civilization further down into Europas ocean. Let us know which new mission you like the best! Well continue adding more mission variety with following updates.
New monsters. Were adding two new enemies with completely new behaviors. First, say hello to Europas first enemy with a ranged attack: the spineling shoots armor-piercing spikes that can impale both you and your submarine. And then, the ballast flora that weve been working on for so long is finally here, ready to infest your subs electrical grid enjoy.
Read more about the update on our blog, and stay tuned for its release next week!
Hello captains, clowns and submariners of all kinds! Steam Awards are once more being bestowed on games soon and you can now nominate Barotrauma for an award. We've chosen the Labor of Love category, made for games that have been out for a while and continue to be worked on as we're closing in on the fourth big update this year, we thought this category sounded like us. We hope more than anything that you've enjoyed the direction we've developed Barotrauma in, and that you'll continue to enjoy our future updates. If you'd like to nominate us for this award as well, we'd be doubly happy. Best wishes from our team, and many honks!
Hello everyone!
The end of the year is getting closer, and so is our next update. Its all about the world outside your submarine from level generation to new environment art, many things are getting more variety and polish. Read a bit more below and check out this blog post on our website for more details!
Explore caves: This update adds caves that are too small to fit a submarine into, so youll have to go out for a swim to see what awaits inside. They come in many shapes and styles, and well be adding even more in the future!
Navigate more complex maps: Level generation has been improved in many ways, and in the next update, youll see branching paths, obstacles that youll have to destroy or go around to reach your destination, and multiple possible paths through a level.
Discover new areas: The environment itself has been overhauled and now consists of five areas, or biomes, that are distinct in appearance, environmental hazards and enemies. From the icy Cold Caverns through the temperate Europan Ridge and the mushroom gardens of the Aphotic Plateau, be ready for the crushing depths of the Great Sea and the fiery views of the Hydrothermal Wastes! Well see you on the other side.
Related to these new environments, the update will add a couple of new mission types, and there will be new enemies as well. Find out more about those when we release the update in the first half of December.
Happy Halloween, everyone!
To celebrate the spooky season, weve just released a game update and a DLC update for Barotrauma. Read on to find out more!
Hello everyone!
Now that we've settled back into business as usual, its time to take a look ahead and behind.
Hello everyone!
Weve now released a minor update to address issues in the New Frontiers update and to bring new downtime activities to Europan submariners some purely optional fun and games to balance the darkness of the ocean (and to keep idle hands from messing with the boats wires unnecessarily), and perhaps to yield some moderate rewards, too.
For now, the new activities weve added are limited to gardening and cleaning, but if these prove a hit, there are more planned! So let us know what you think are you enjoying the fruits of your labor? What activities would you most like to see added in the future?
Find a quick summary of the most important changes below and be sure to update your game to the latest version to be able to host and join multiplayer games. Scroll further down for the full changelog.
Hello everyone!
Were happy to tell you the whole team has finished their summer holidays and were now all back at work on Barotraumas next update. Its going to be a fairly small update, with a focus on fixing bugs and other issues, but it will also bring a couple of new additions to the game. The update is scheduled for release later this month; more details a little later!
Hello everyone!
The New Frontiers update has now been released. Please be sure to update your game to be able to join and host multiplayer games, check this earlier post for a summary of the update and see the full changelog below.
We hope you enjoy this update, our biggest so far, and we look forward to hearing your thoughts about it! Were going to take some time off soon and may be a little slow to respond to comments in the coming weeks, but we are eager to read what you write.
v0.10.4.0
Improved campaign mode:
- Explorable, procedurally generated outposts.
- Interactable NPCs: things such as hiring, unlocking missions and purchasing supplies are now done by interacting with NPCs instead of just a menu.
- Multi-step, branching scripted events in outposts.
- A reputation system that affects how outposts and factions relate to you and your crew. High reputation can make NPCs give you discounts for supplies or unlock special events and event outcomes, while low reputation may turn outposts hostile towards you.
- Items can now be sold in outposts.
- Persistent bots in multiplayer campaign.
- Bots can be hired in multiplayer campaign.
- New campaign map.
- The end location is now reachable (do note that the ending is still not completely final).
- Submarines can be upgraded: for example, you can increase the durability of the walls and make devices more powerful, less prone to malfunctions or less power-hungry.
- Submarines can be purchased and switched during the campaign.
- Improved end-of-round summary.
Miscellaneous changes and additions:
- Overhauled most structure and item sprites to make the artstyle more consistent.
- Balanced economy (item prices, hiring costs).
- The currency is now called the Europan Mark instead of credits.
- 4 new background music tracks.
- Tons of new decorative items and structures.
- Sittable chairs.
- Allow characters to hear messages sent through the radio when within speaking range of the speaker, even if the characters don't have functional headsets.
- Made organ damage non-limb-specific.
- Hostile bots now take stunning into account when evaluating the weapons. I.e. switch from stun baton to diving knife if the target is stunned and back to stun baton if it's not.
- Sodium and lithium explode in water.
- Item sprites can be rotated in the sub editor.
- Purchased adrenaline glands spawn in crates.
- Allow changing audio output device in the game settings.
- Added "Is On" property to pumps to make them easier to turn on in the sub editor.
- Tuned difficulty of level events, now with a less severe difficulty curve and more account taken of intensity.
- Numerous quality of life and visual improvements for stock subs.
- Mission specific creature variants.
- Node based event editor.
- Crawlers tuned to be considerably more dangerous.
- General creature balance improvements.
- Creatures avoid targeting the same targets as other characters of the same swarm/type. Should considerably reduce the "stacking", where multiple creatures attack exactly the same target.
- Bots can rescue/heal targets when they are inside wrecks/outposts.They are not allowed to switch submarines during the objective.
- Molochs' skirts are now fully severable and collide with the sub instead of floating through the walls.
- Grenades and syringe guns can be put inside toolboxes.
- Headsets no longer consume battery power.
- Added burn and lacerations resistance for assistant clothes, removed gunshotwound resistance.
- Alarm buzzers and sirens turn off if they're deattached and picked up.
- Made chemical and explosive crates water proof to make it possible to use them for transporting water-sensitive materials.
Bugfixes:
- Steam networking fixes and additional logging to address issues with some clients being unable to join servers.
- Ignore ballast tanks when calculating flooding in EventManager. Fixes intensity going up when a submarine with large ballast tanks dives.
- Fixed gaps generating incorrectly on sloped walls that have been mirrored vertically (horizontal gaps when they should be vertical and vice versa), preventing water from getting through the wall when it's damaged.
- Fixed sub MD5 hash not getting recalculated when saving a sub, causing a mismatch when trying to host a server without restarting.
- Fixed item highlights being visible in the generated sub preview images.
- Fixed cargo spawning partially inside walls in Azimuth.
- Fixed ragdoll going crazy when trying to run a wire past the maximum length.
- Fixed LOS effect "twitching" when the cursor is close to the character's position.
- Fixed handheld sonar pinging and quickly draining the battery when holding E.
- Fixed PowerContainer's charge indicator going outside bounds if the charge is set higher than the capacity in the sub editor.
- Fixed sub editor's entity list resetting when pressing esc.
- Fixed reactors degrading all the way to 0% condition and exploding when submerged.
- Fixed dumptofile command not including error messages.
- Fixed salvage missions not considering the item to be salvaged if it's inside a container in a character's inventory.
- Fixed ragdolls going crazy when moving directly from the sub to a ruin (e.g. when parking the sub so that the airlock is right against the entrance to the ruins).
- Fixed audio staying disabled when disconnecting and reconnecting the audio device.
- Fixed inability to detach an item the same round it's attached if it's been loaded from a save as a part of a character inventory at the beginning of the round.
- Fixed trying to give an order to a character who can't hear you when using the quick-assignment on the command interface.
- Avoid giving different campaign locations the same name.
- Fixed bots sometimes getting stuck in the "get item" objective, if the item was specified with a reference instead of identifier.
- Fixed bots getting stuck in broken hatches when they climb in ladders.
- Fixed a bug where a waypoint lost all the references when it was selected and the user pressed over an UI element, like the save button.
- Fixed OnActive StatusEffects not working on Vent components.
- Fixed characters not getting slowed down when walking/running in a partially flooded hull.
- Fixed SmokeDetector's Output and FalseOutput properties doing nothing.
- Fixed characters being able to play instruments while stunned.
- Attempt to fix the game process sometimes staying active after the game is closed.
- Fixed favorite and recent server queries causing errors if there's a very high number of them.
- Fixed audio not working on some systems.
- Fixed "kill" not being marked as a cheat command.
- Added a missing platform to Wreck1.
- Fixed "failed to spawn item, component index out of range" error when an item that originally spawned in a container has been moved inside another container whose ItemContainer component doesn't have the same index as the previous one (e.g. when moving items from cabinets in a wreck into a toolbox).
- Fixed mechanic tutorial getting softlocked if the oxygen tanks are put in the deconstructor without putting them in the player inventory first (e.g. by putting them inside a diving mask and moving them from there to the deconstructor).
Hello everyone!
The New Frontiers update, the biggest Barotrauma update so far, is just around the corner now. Multiple aspects of the game have been improved to create a real sense of progression, particularly in the campaign game mode read more about all that below, and more on our blog!
Outposts, the start and end point of a mission, become physically explorable locations that replace the old campaign menu as the trading, crew hiring and service buying hub. The new outposts come with autonomous AI inhabitants as well as randomized events that bolster lore and even directly affect gameplay.
Submarines become a new key component of campaign progression: you'll start with a modest boat and be able to upgrade its hulls and machinery as you progress in the campaign. Better vessels will also become available for purchase later down the line. All submarine progression improvements apply to player-made submarines as well, so youll be able to experience the campaign as it was intended even if you prefer to ride custom subs.
The AI crewmates are no longer randomized between campaign missions, making them another integral part of your crew's progress: it's going to hurt to lose a bot you paid good money for and then trained for five rounds. The AI itself has received some improvements too, as it does with every update.
The in-game economy has been improved in many ways, from allowing the player to sell items for profit to balancing prices and item availability at different locations.
The campaign map has been overhauled completely and the campaign endgame location is now accessible, with a work-in-progress ending implemented.
The update also contains a visual overhaul that touches on about half of all the sprites in the game, and weve taken a look at the difficulty settings to smooth out some of the worst spikes. Let us know how it plays!
All multiplayer campaign improvements also directly benefit singleplayer campaign, so the New Frontiers update should make Barotrauma more appealing to the solo player as well. This is the beginning of our planned campaign overhaul, with tons of content additions and many other improvements to follow as we approach full release.
Stay tuned the New Frontiers update is scheduled for next week!
Hi everyone!
Besides outposts, the next major update is going to contain many other new additions too. We wrote more on the blog about them for you to read, and here are some highlights:
Hello everyone!
Today marks one year since we started Barotraumas early access on Steam. Were so happy with how far the game has come since then, and even happier to have had so many people join us on our early access journey. Thank you for being with us and helping us make Barotrauma the best game it can be!
Your feedback and encouragement throughout this year make us look forward to the road still ahead of us the campaign update is getting closer and closer, and we cant wait to hear how you like it. The most eager bug hunters can now access the first, very rough version of the campaign update in the public unstable version, so you can even give us advance feedback.
We wrote a little bit more on our blog about the road so far as well as whats coming next take a look here and have a great weekend, whoever and wherever you are!
Hello everyone!
Time for a minor update with a changelog longer than that of the latest major update. Our team has been busy with fixes and small additions for this patch to pave the way for the long-awaited campaign update that were releasing next.
Please be sure to update your game to be able to host and join servers, and take a look here for the patch contents:
Ahoy!
To make the most of the Rusted Remnants update and everyones spare time, our Discord community members are throwing an event a wreck-designing competition!
The event is hosted and judged by our community experts, with everyone in our server getting a chance to vote for their favourite design a few weeks from now. We from the developer team are supporting the competition with some prizes, one for the judges pick and the public favourite each.
The competition starts now, and contestants have until June 12 to submit their designs, after which judging will take place. More information, help and submission guidelines can be found in our Discord server, https://discord.com/invite/undertow welcome!
Hello everyone!
The campaign update is looming in the not-so-distant horizon now, so lets take a closer look at one of its key ingredients: explorable outposts.
Walk around inside outposts and talk to NPCs to get missions and buy and sell items. The current campaign menu is going to be entirely replaced with real walkable locations.
Outposts are procedurally generated from parts made with the in-game Submarine Editor, which means you can even make your own! Pre-existing custom stations will also continue to work after the campaign update.
Introducing new scripted events that affect you on your journey. Much more complex than the events currently in the game, these will also be made available for modding in .xml.
Different types of outposts each get a distinct look and different contents. The map evolves as you pass through it, and with the campaign update, you can finally see these changes in the outposts you enter.
Physical outposts are possibly the single biggest functional change Barotrauma is going to see during its Early Access period, so were both excited and terrified to be so close to releasing them as minimum viable versions, first, but still this summer.
Before that, were releasing a smaller update with some fixes and molochs! Stay tuned, and read more about outposts on our blog.
Hello everyone! A hotfix to address issues in the Rusted Remnants update has now been released. It fixes the following issues: - Fixed bots being unable to fire turrets due to the visibility raycast hitting the turret's collider. - Fixed submarine's version number resetting to 0.0.0.0 when saving in the sub editor (didn't affect the actual saved sub file, only the in-game metadata that got fixed by restarting the game - so there's no need to do anything to fix the sub files you saved with the previous version). - Fixed server list occasionally crashing when trying to filter based on game mode. - Fixed an issue in multiplayer campaign that occasionally caused clients to get kicked with a "missing entity" error message. - Fixed clients occasionally crashing when joining a server mid-round. Happened when the client tried to execute the attack of a monster that has already despawned server-side. - Fixed local changes an user has made to a mod getting overwritten when the item gets autoupdated. - Changed the hotkey to toggle the entity list in the sub editor from Q to the "toggle inventory" keybind to make it a little more user-friendly on AZERTY keyboards. - Fixed corpses in wrecks being considered dead members of the crew in SteamAchievementManager, preventing "lone sailor" from unlocking and making it possible to unlock "last man standing" with just one character. May your wreck exploration proceed more smoothly after this fix!
Hello everyone!
The Rusted Remnants update is here. For a quick summary of what you're going to find in it, check this earlier news post, and see the full changelog below.
Because of the networking changes in the update, servers on the old version of Barotrauma will be incompatible with clients on the new version and vice versa, so server hosts, please be sure to update your servers.
Dont let the things inside the wrecks get you!
v0.9.9.0
- Added wrecked submarines to levels.
- Reimplemented carrier (now called Thalamus).
- New submarine, Azimuth.
- Miscellaneous performance optimizations.
- Improvements to traitor missions (slightly simpler, with clearer instructions).
- Reduced the skill requirements for mechanical repairs.
- Reduced the damage when a mechanical repair fails.
- Rebalanced mission rewards.
- New water ambience sounds.
- Speed up despawning when there are lots of bodies inside the sub, enemies despawn x2 faster.
- Salvage missions can be completed by taking the artifact to the start outpost (the descriptions don't specify which outpost to return it to).
- Characters with insufficient skills can fail at mechanical repairs, causing minor injuries.
- Gaps that are inside a hull don't flood the sub, a warning icon is displayed on those gaps in the sub editor.
- Added submarine test mode to the sub editor.
- Moved the entity filter panel and "previously used" panel in the sub editor to the top left corner of the screen.
- Pressing enter after modifying the value of a text field in the sub editor is no longer required.
- "teleportsub" console command can be used to teleport the sub to the position of the cursor.
- The engine vibrates and plays a loud sound when it's damaged to indicate more clearly that it needs repairs.
- Added animated lights to alarm buzzers and sirens.
- Sonar beacon's label can be edited in-game.
- Assistants gain skills faster than other characters.
- Skills increase faster during non-campaign rounds.
- More noticeable particle effects on damaged devices.
- Added "itemdamage" parameter to the explosion command.
- Huskified characters turn to the final stage faster.
- Using the "dumptofile" and "findentityids" commands doesn't require a permission from the server.
- Added Scale and Color properties to DecorativeSprites.
- Added OnDamaged status effect type.
- Added lights that indicate the state of a docking port.
- Significantly increased the item damages of all explosives.
- Replaced the old husk stinger with tentacles (similar to Husked Crawler).
- Minor adjustments to Husk, Human Husk, and Husked Crawler.
- Modding: Added "probabilitymultiplier" attribute for damagemodifiers. Can be used to make items/armor affect the probability of getting an affliction.
- Diving suits now give some protection against husk infections.
- Light components can be set to flicker in the sub editor.
- Fixed odd movements when pressing the ragdoll button while stunned.
- Made it easier to interact with doors that are overlapping with a docking port/hatch.
- Option to disable bot conversations in multiplayer in the server config file.
Submarine editor improvements:
- Removed character mode. All the functionality of the character mode is now supported in the default mode.
- It's possible to modify the properties of multiple selected entities at the same time.
- Autosaving (the submarine is automatically saved to a temporary file which can be recovered if the game crashes).
- Added hotkeys for a bunch of actions (the hotkeys are visible in the tooltips).
- Pressing F focuses the camera on the selected entities.
- Control + A to select/deselect everything.
- Hold shift to ignore the grid when placing / resizing.
- The outlines of all wires are shown in wiring mode.
- Orphaned wires are deleted automatically.
- The content of the search box isn't reset when switching entity categories.
- Mouse middle mouse dragging is now 1:1, previously the view moved too fast.
- Linked submarines now have visuals when dragging.
- Holding down arrow keys now continues to move the entity after a small delay.
- Changing the background color by shift right clicking.
Antigriefing improvements:
- Players can be kicked/banned/muted/votekicked and their ranks changed by right clicking the name in the crew list or chat.
- Karma penalty for stunning: gets progressively more severe the more stuns a player causes.
- Stealing weapons or ID cards from stunned/unconscious characters reduces karma.
- Added karma category to server log.
Tab menu improvements:
- Improved layout.
- Show the roles of the players (moderator, admin, host) in the player list.
- Characters can be muted/kicked/banned from the player list.
- List the players who have joined/left the server.
- Display spectators in the list.
- Show player pings in the list.
Command interface improvements:
- Contextual commands: characters can be ordered to operate/repair/use specific items by holding shift while enabling the command interface.
- Job icons are shown in the command interface to make it a little faster to differentiate between characters.
- Added separate orders for repairing electrical and mechanical devices.
VOIP improvements:
- Added a keybind for local voice chat (= it's possible to only speak to players next to you without everyone within headset range hearing it).
- Added an adjustable delay for cutting audio capture after the push-to-talk key has been released.
- Fixed audio being suppressed when someone speaks even if VOIP volume is low or completely muted.
Workshop improvements:
- "Enabling" a mod through the ingame Workshop screen is no longer a thing; subscribing to a mod is all you need to do for the game to install it once it's downloaded.
- Loading preview images and installing mods is done asynchronously (= no lag spikes).
- Added notifications to the main menu to indicate when mods are being downloaded and have been installed.
- Files are automatically added to the Workshop item publish menu as they're added to a to-be-published content package's directory.
Bugfixes:
- Fixed achievements not unlocking.
- Fixed positions of artifacts spawning in caves and on level walls getting desynced between the server and clients.
- Fixed new wire node being created at an item client-side if connecting the wire fails due to an electric shock server-side.
- Fixed clients executing console commands they don't have permission to use.
- Fixed enablecheats command not being relayed to server.
- Fixed light component and alarm siren/buzzer states occasionally getting desynced.
- Fixed inability to enter the sub through very small hulls.
- Fixed antibiotics not giving husk infection resistance when shot from a syringe gun.
- Fixed text overflows in the player management panel in the server lobby in languages other than English.
- Fixed searchlight toggle doing nothing.
- Fixed hulls that have minuscule amounts of water in them (too small to be even rendered) being able to trigger InWater effects and water footstep sounds.
- Fixed pumps dicarding the previously received set_targetlevel signal after 0.1 seconds, preventing manual control systems from working if the pumps aren't receiving a continuous set_targetlevel signal.
- Fixes to occasional crashes when rendering alien artifacts.
- Fixed radio chat key not working.
- Fixed reconnected clients not gaining XP.
- Fixes to sprite depth issues in Berilia's decorative fin structures.
- Fixed bots with an active order not switching to idle state when they have nothing to do, causing them to stand in place or walk against a wall.
- Fixed docking ports without a door sometimes getting linked to an incorrect door, preventing the door's linked gap from working correctly.
- Fixed monsters not spawning in ruins if the submarine hasn't left the starting outpost.
- Fixed freezing caused by SoundManager.InitStreamThread.
- Fixed generic Powered components (= charging dock) always using the default power consumption value defined in XML even if the power consumption is changed in the sub editor.
- Fixed last traitor objective's end message not being shown.
- Fixed command interface showing non-interactable devices as valid targets.
- Fixed dragged characters sometimes getting stuck on staircases.
- Fixed serious performance issues triggered by bot's combat and rescue objectives when there are no safe hulls left.
- Fixed characters being grabbable through walls.
- Potentially fixed a crash in GameMain.WindowActive caused by voice chat capture when the game is exiting.
- Spawn cargo above the floor structure of the cargo room, not above the bottom of the cargo hull. Fixes items spawning partially inside structures where the hull extends below the floor.
- Fixed all monsters bleeding red blood.
- Fixed light sprite's scale not being taken into account in light culling, causing lights with a large scaled-up light sprite to disappear before they're off-screen.
- Fixed damageable items not taking damage from repair tools.
- Fixed hitscan projectiles not hitting items.
- Fixed the short freeze when switching to the sub editor.
- Fixed sprites not being included in the xml element when using "copy to clipboard" in the particle editor.
- Fixed clients being able to use the number inputs in the multiplayer campaign store without the appropriate permissions.
- Fixed ability to buy more than 100 items of a kind despite 100 being the limit of how many purchased items of a kind can spawn.
- Fixed handheld sonar pinging when LMB is held, quickly draining the battery.
- Added some checks to prevent character sounds from crashing the game when audio playback is disabled.
- Fixed character collider's angular damping getting set to 0 if the character gets frozen, which caused the character's swimming animation to get wobbly.
- Fixed private messages not having the [PM] tag when dead.
- Fixed inability to open the health interface when hovering the cursor over another character, even if the character's health interface is inaccessible.
- Fixed bots being inactive when far away from all player characters.
- Fixed some particles (like muzzle flash) not being drawn on top of structures that are outside hulls.
- Fixed enemies being unable to target entities outside the submarine if they are inside it.
- Fixed oxygenite shards and tanks causing characters to move at turbo speed.
- Fixed waypoint links to gaps, doors, and ladders etc being removed when linking waypoint to another in the sub editor. Allow to remove links between waypoints.
- Fixed "teleportsub" console command teleporting also the connected outposts.
- Fixed characters getting stuck on platforms that extend outside the sub.
- Fixed diving suit lockers that have been recolored in the sub editor switching back to the default color when a suit is placed inside them.
- Coilgun/railgun loaders don't deteriorate if launching the turret fails. Fixes loaders deteriorating rapidly if the turret is receiving a continuous signal.
- Fixed rendering glitches on the surface of water when there's steep angles on the surface.
- Fixed inability to fire ranged reapons from sub to another through docking ports.
- Fixed inability drag characters from sub to another through docking ports.
- Fixed bots trying to shoot targets inside the alien ruins.
Ahoy!
Its time to reveal the next update, titled Rusted Remnants (for some extra background story, click here!). Its planned to be released next week, and it will add
Wrecks of sunken submarines, for exploration and new missions. What will you find inside the remains of rusted old boats?
Thalamus, a brand new monster that lives inside wrecks. Its not a monster in the traditional sense, but something else entirely find out more in the game!
The Azimuth, a new, sleek and fast submarine to spice up your trips to the bottom of the sea.
Submarine editor improvements, most importantly the long-awaited test mode and autosave functions.
Voice chat improvements and a fix for the radio keybind.
There is also a long list of improvements for the karma system, server moderation and tab menu, as well as new contextual commands for the bots. Read more on our blog now and find the full changelog with the update!
Greetings!
With the bugfix patch/mini-update out, its time to turn our eye to the future again. The next update will roll out in a few weeks, hopefully, and well write a more detailed preview about it soon. Before that, we wanted to write a little bit about the background of some major upcoming content additions: shipwrecks, ballast flora, and the thalamus.
The wrecks new explorable dungeons and the thalamus a completely new reincarnation of a creature called carrier, which some may remember from the legacy versions of Barotrauma are going to be added in the next update. Ballast flora is going to be a longer time in the making, but this organism has an important role in the same story, so we wrote about it at the same time.
You can read the whole story on our blog. Hope you like it!
Hello everyone!
Weve now released a minor update to address issues in the Silky Smooth update. The update also contains new Crawler variations. See the changelog below and be sure to update your servers!
v0.9.8.0
Additions and changes:
- Added husked Crawler.
- Re-worked Crawler.
- Moloch: Changed behavior. Added attacks on the tentacles. Fixed some behavior and targeting related issues.
- Improved eating animations.
- Rebind monster attack to "R", because the middle mouse button is now reserved for the command interface. Fixes attacking while controlling a husk or some other monster.
- Calculate the direction from the limbs separately when attacking. Fixes some issues when an attack applies forces on multiple limbs.
- Added damage protection on Hammerhead Matriarch's and Moloch's skirts/tentacles.
- Changed the ai target calculations for characters.
- Adjusted the AI targets for: navterminal, sonar, flashlight, diving suit, underwater scooter, flare, fire extinguisher, and many weapons.
- Husk infection progress is now a bit different: The thresholds are different, and the damage is taken only in the final phase before turning.
The final phase now causes minor twitching in the body.
- Husk faces are now only visible on fully turned (human) husks.
- Fixed rapid turning into husk when taking a a lot of damage from husks.
- Monsters with "flee health threshold" defined now only flee when they are being chased.
- Adjusted Bonethresher's attacks.
- Adjusted the AI priorities for Hammerhead Spawn, Husk, Tigerthresher, Moloch, Mudraptor.
- Mudraptors don't flee anymore when on low health.
- Improvements and fixes on the medic AI.
- Add medical autonomous objectives for also other jobs than medics.
- Improvements and fixes on the extinguish fires behavior.
- The bots don't anymore report about low priority issues while fighting or fleeing. Also fixes bots always reporting theirself as the target for the required treatments.
- Movement speed modifiers now adjust the swimming animations and steering forces too.
- Removed deprecated Molochboss. The boss will be reimplemented later.
- Forced aggressive behavior for creatures that are spawned as mission targets, make an exception with the Matriarch.
- Pressing enter is not required after changing values in text fields in the sub editor.
Modding:
- Husk affliction mechanics now fully support different species.
- Added "Visibility" parameter for the characters (similar to Noise).
- Added "Attack Force Multiplier" for all limbs.
- Implemented per joint and per limb scaling.
- New LimbType: "Jaw". Used for eating animations.
- Added "Attack Distance" parameter, which is currently only used for Aggressive and PassiveAggressive behaviors.
- Added "Constant Angle" and "Constant Torque" for keeping a limb constantly rotated in a desired orientation.
- Allow to define world forces for the root movement in three phases of the attack: start, middle, end. Set the main collider position to the main limb position when the attack ends to fix the rubberbanding behavior after the attacks.
- Implemented "After Attack Delay": A property for adding a delay after the attack has hit the target, before starting to update the after attack behavior (e.g. falling back).
- Renamed "AttackContext.NotDefined" to "AttackContext.Any".
- Added "Retreat" parameter for attacks. When enabled, the character tries to steer away from the target while attacking it.
- Accept the plural "requireditems" when overriding items.
- Replaced "identifiers" with "items" on "RequiredItems" elements. Both strings are handled in code -> no functional difference. Fixed just for clarity.
Bugfixes:
- Fixes to crashes when autoupdating Workshop items during startup.
- Fixes to disconnections with the error message "expected old event" when loading a round takes a long time.
- Fixed crashing if the selected core content package contains errors (missing files, invalid XML files).
- Fixed splash screen causing a crash on some Mac systems.
- Fixed corrupted save files causing the game to crash during loading.
- Fixed a memory leak in the health interface that may have caused crashes on very long game sessions.
- Fixed clients being able to run the "enablecheats" command client-side without the permission to use the command.
- Fixed AI inputs not being synced with clients, preventing clients from seeing when the bots aim/shoot/attack.
- Don't allow using the "flipx" console command while playing online.
- Fixed portrait area & health bar being clickable (despite being hidden) when grabbing another character.
- Fixed a case of characters getting stuck facing one direction. Happened when you switched a character when the command interface was enabled.
- Fixed previous order disappearing from the crew list on resolution change.
- Fixed text not being colored according to message type (default/radio/pm/dead) in the chat input box.
- Fixed "collection was modified" exception if drawing a subinventory causes highlighted inventory slots to change.
- Fixed coilgun/railgun projectiles occasionally hitting the wall next to the turret when launched.
- Fixed text overlays "vibrating" when using the Health Scanner HUD while the sub is moving.
- Fixed level editor not saving level generation parameters that are inside an
Ahoy!
Were gearing up to move from quality of life updates to the long-awaited campaign overhaul that will improve in-game progression and offer more content to give the game even more depth. These improvements will span several updates and well write about them in more detail later, but heres a quick peek into what to look forward to in future releases.
The environment is going to get a facelift, ranging from explorable shipwrecks and caves to greater diversity in Europas visual appearance. The changes are not just cosmetic either, theyll offer brand new gameplay too. The visual overhaul will probably be some time in the making, but you can take your crew out to explore sunken submarines in fairly short order!
Submarines are going to become an integral part of campaign progression: Upgrading submarines is going to be added to make your submarines progress with you.
Monsters are going to continue getting more varied in both appearance and behavior. Weve got concepts of entirely new monsters, reworked legacy monsters and variants of the current creatures waiting to be fleshed out and implemented to make adventuring more interestingly dangerous.
Actual physical outposts will change gameplay in a lot of ways. Youll be able to explore outposts on foot and interact with NPCs to trade, find new missions and trigger events that will affect you, for better or worse. Different outpost types will offer different trading and hiring options, so choosing your route will become more important. Weve also got some surprises planned for the outposts, so tread carefully.
The secret of Europa, or the endgame, will be unveiled as one of the very last things we add to Barotrauma. We wouldnt want to spoil the ending for you before the journey is complete!
You can now read a bit more about future updates on our blog too. Stay tuned as these releases get closer!
P.S. For anyone who has had troubles with the Silky Smooth update: theres a patch in the making, and you can see what that will include in the Coming up in the next release list of our Trello.
Hello everyone!
Silky Smooth: The Quality of Life Update is here. For a quick summary of what you're going to find in it, check this earlier news post, and see the full changelog below.
Because of the networking changes in the update, servers on the old version of Barotrauma will be incompatible with clients on the new version and vice versa, so server hosts, please be sure to update your servers.
We wish everyone smooth sailing!
v0.9.7.0
UI/UX improvements:
- Graphical and functional overhaul of all user interfaces.
- Cursor changes according to what it's hovered on (hand icon when on a button, caret icon when on a textbox, etc).
- New loading screen.
- Better feedback on shooting.
- Double clicking on an item moves it to the equipped inventory (e.g. ammo to the equipped weapon).
- Periscopes can be deselected by pressing esc.
- Fabricators can pull ingredients directly from the user's inventory without having to place them in the fabricator's input slots.
- Lock the on/off switch in the pump interface when the state is controlled by signals, same with the engine slider.
- 1 second cooldown before doors can be opened/closed after someone else has opened/closed them. Makes it less likely for doors to be opened/closed accidentally when multiple people are trying to use them at the same time.
- Show a warning if trying to start a campaign for the first time without playing the tutorials.
- Diving suits and fire extinguishers are not automatically picked up from the lockers/brackets when clicking on them to make it less likely to accidentally pick them up. Instead, clicking on them opens the inventory of the container, the same way when interacting with e.g. a steel cabinet.
- Subinventories (= inventories inside items, toolboxes for example) open/close faster and cannot be interacted with until fully open.
- Contents of toolboxes and crates are shown in the tooltip when hovering the cursor over the slot.
- In-game message boxes (mission/traitor notifications) close automatically after 15 seconds if not interacted with.
- Right-clicking in the sub editor opens a context menu that can be used to remove, cut, copy and paste entities (making it possible to remove them when using a keyboard that doesn't have a delete key).
- Hide cursor when aiming with a turret or a ranged weapon.
- Hide inventory when operating a turret.
- Added filtering to sprite and particle editors.
- Added a "Decorative" category to the submarine editor.
- Made docking indicators more visible on the sonar.
- Show mic input level also when Push-to-Talk mode is selected to make it easier to adjust the level without having to switch the mode to Voice Activity.
- Pressing the up arrow brings up previously sent chat messages, making it easier to resend them.
- The filter in the sub editor only searches from the currently selected category.
Optimizations:
- Major physics optimization. Most importantly, the physics are now multithreaded, making the game perform much better when there are large numbers of characters active.
- Item optimizations. Items that don't currently have any components active are not updated, which significantly improves the performance especially in large subs with lots of items.
- More aggressive character culling (characters stop being rendered as soon as they exit the camera view).
- Dead bodies despawn after a few minutes (or when the character respawns in multiplayer). The despawning character's items are placed in a duffel bag and dropped near the body. Prevents performance issues when lots of bodies start to accumulate in the submarine.
- Preload necessary monster assets at the start of the round to prevent lag spikes when a monster spawns.
- Fixed serious performance issues when creatures are on the borders of the sub (some issues still remain).
- Improved the performance of human AI (bots).
Additions and changes:
- Added Korean translation.
- Added an improved version of Typhon.
- Reworked Berilia.
- New shuttle, "Hemulen".
- Merged Selkie and Bunyip into a new, improved shuttle (just called Selkie now).
- Increased level sizes.
- Rebalanced monster spawns.
- Balanced skill levels and skill gains.
- Skill gain values are now moddable (see Content/SkillSettings.xml).
- Added a few new artifact missions.
- The job gear variants are not just visually different versions of the same item, but completely separate items. The job variants now allow the players to choose what kind of gear they want to spawn with, not just the look of the uniform.
- Attachable items and wire nodes can now be freely placed around the character instead of always being placed at the position of the character. When attaching items/wires, there's a placement grid that makes it much easier to neatly attach/wire things mid-round.
- The submarines now get automatically outfitted with a semi-random selection of supplies when starting a campaign. The items that have been manually placed in the submarine editor are kept as-is.
- Split internal damage into multiple subtypes: blunt force trauma, lacerations and bite wounds. The new afflictions are functionally identical to the default internal damage affliction, but can be used to identify the source of the injuries.
- Humans are more resistant to gunshot wounds, lacerations and blunt force trauma than monsters. The intention is to allow making weapons more effective towards monsters without making killing your crewmates with them too easy.
- Added a "terminal" item that can be used to send and display textual signals. Could be used for things such as terminals that send commands to devices or display some data received from devices.
- Added muzzle flashes to small firearms.
- Added a crosshair when aiming with small firearms. The crosshair also indicates the spread of the weapon.
- Increased the skill requirements to operate the reactor.
- New background music for editors.
- Characters with an insufficient electrical engineering skill may get electrocuted when rewiring powered devices.
- Added holes in the level walls next to the outpost at the end of the level, so the player doesn't have to backtrack through most of the level if they approach the outpost from the wrong side of the level wall.
- Added heavy water currents at the sides of the level to make it more obvious that you're not supposed to go that way.
- Added subtle chromatic aberration & blur when suffering from heavy bloodloss.
- Nerfed hull damage from plasma cutter and welding tool explosions.
- Removed repair thresholds from items; any device that's not in perfect condition can now be repaired.
- Rebalanced medical items: stat-boosting effects last much longer.
- Modified vigor buffs from steroids and hyperzine to be intantaneous instead of delayed.
- Tweaked opiates. They now do less overdose damage, produce a lower addiction for skilled users, but produce a serious addiction for unskilled users.
- Bandages now have 3 uses.
- Removed oxygenite shards as a product of deconstructing liquid oxygenite to prevent production loops.
- Screwdrivers can be used as shivs!
- Fuel rods now always return their steel on deconstruction.
- Constructing fuel rods now requires lead.
- Mouse button names are now translated.
- Improved tiger thresher texture and lights.
- Replaced the legacy ladder, stair and docking port sprites.
- New alarm buzzer sprite that actually looks like an alarm buzzer.
- New (smaller) small pump sprite.
- Decreased the range and brightness of the "halo" around the players.
- Exposed pump's MaxFlow parameter in the sub editor.
- Added a lot more oomph to nuclear explosions.
- Added damage particle effects that are rendered on top of the characters (also under water).
- Split internal damage into categories: gunshot wound, blunt trauma, lacerations, monster bites, and internal damage.
- Gunshot wound is no longer a bleeding affliction.
- Humans are more resistant to damage caused by weapons (means we can increase the damage on monsters without making the weapons too lethal on humans)
- Added damage protections on some clothes.
- Major SMG buff: larger magazine, less spread, more damage, but slightly lower fire rate.
- Minor Shotgun buff: more damage and stun.
- Slightly decreased the stun effect from revolver ammunition.
- Modding: Removed all texture paths from limbs where they are not required. Fixes issues when trying to create a copy with a custom texture based on an existing character. Note that the "Copy Character" functionality does not automatically replace texture paths that have been defined in limbs, because that could lead into issues. If there are texture paths in the limbs, you'll have to handle it manually. The texture paths defined in limbs are limb specific overrides to the common path defined in the ragdoll's properties.
- Use "weldingequipment" tag instead of "weldingtool" identifier when seeking the equipment for fixing the leaks to enable support for custom welding equipment.
- Use "cuttingequipment" tag instead of "plasmacutter" identifier as required items for collecting minerals to enable support for custom cutting equipment.
- Artifact mission markers are shown on the sonar even after the artifact is on board to make it harder to lose the artifact.
- Made monster mission markers more imprecise.
- Made the "name contains illegal symbols" error message more descriptive (with instructions to change the name to something else).
- CPR damage can be modded by editing the affliction xml.
- A warning when attempting to start a campaign that was saved with different mods than the ones that are currently active.
- Switched from .NET Framework 4.5/Mono to .NET Core 3.0:
- Improves general stability, especially on macOS and Linux.
- Lowers number of dependencies, simplifying the installation process.
- Introduces features that will translate into further stability and performance improvements in the future.
- Switched from MP4 to WebM to minimize bloat and dependencies on patented tech.
- Cap the framerate to 200 FPS when VSync is off to prevent overloading the GPU. The cap can be adjusted by changing the "framelimit" attribute in config_player.xml.
- Wifi components in the respawn shuttle can't communicate with components in other submarines/shuttles.
- Power consumption of damaged devices doesn't increase as much anymore.
- Made tonic liquid purchasable.
- Added combat priorities to alien weapons to allow bots to use them.
- Improved name tag hiding.
- Give job items to humans spawned with the "spawn" command.
- Slightly increased the view range of the coilguns and railguns.
- Continue playing the main menu and editor music from the previous position instead of restarting when switching between screens.
- Marked "editsubs" a cheat command (so you can't just switch to the sub editor, spawn whatever you need and go back to the game without enabling cheats).
AI:
- Bots can now undock the sub.
- Humanoids now use the "group" property like non-humanoids. This allows non-humanoid creatures to be treated as friendly/neutral subjects by the bots.
- Replaced the generic "cannot reach target" messages with context-specific and more descriptive messages.
- Bots now take the other bots into account when they evaluate the importance of the tasks. Fixes multiple bots going to fix the same leaks or repair the same items.
- Bots should now abandon the combat objective only when not fleeing from an enemy. If they fail to flee from an enemy, they will fight (or avoid) instead.
- Fixed bots loading the turrets only with the default ammunition.
- Fixed multiple bots trying to navigate the submarine at the same time.
- Fixed pathfinding applying 10x more penalty on vertical distance when the host is outside (should only apply inside).
- Fixed bots starting the path from obstructed waypoints or waypoints that are inside when they are outside or vice versa.
- Fixed issues when bots are trying to enter the airlock from outside.
- Fixed bots getting stuck in the combat mode (with 100 priority) when they try to retreat to a target that cannot be reached.
- Fixed two-handed items like ammoboxes not being visible when the bots carry them.
- Fixed issues when the bots try to equip items or contain them inside other items.
- Fixed bots sometimes going to repair leaks/fix things without a mask or a suit.
- Fixed bots being unable to put diving suits into lockers when there already is a diving suit in the targeted container. Instead of dropping it on the ground, the bots now try to find a new place for the suit before abandoning the objective.
- Fixed bots seeking paths through doors when they have a crowbar/wrench equipped.
- Fixed bots sometimes being unable to put off fires and dying while trying to do it (because of a failing raycast).
- Fixed bots not shooting hostile submarines.
Monsters:
- New behaviors: avoiding, passive-aggressive, and aggressive.
- Adjusted Bonethresher, added a berserker attack when the creature is low in health.
- Revised Matriarch's behavior: Matriarchs now spawn in swarms, protected by other Hammerheads, and they try to keep the distance to the submarine. Boosted the explosion and increased the Spawn count.
- Added new missions about Hammerhead Matriarch.
- Revised all the creatures using the new behaviors.
- Changed how "attack when provoked" works. The previous state is now reset when the target changes. Also fixed several relate issues. Rename the property (requires action if custom characters use it). When a creature is attacked and "attack when provoked" is false and the attacker is not found in the predefined ai targets, the creature flees by default instead of just ignoring the attacker.
- Refactored the eating behavior: fixes small creatures not being able to eat significantly larger creatures.
- Adjusted the commonness and the reward of the Thresher swarm mission.
- Improved the indoors escaping behavior.
- Reduced the linear velocity when not facing the movement direction. Should fix monsters moving unnaturally when abruptly changing directions.
- Increased the swimming speeds of all monsters and adjusted the animations accordingly.
- Improved the path steering while swimming inside the submarine.
- Halved the swimming speeds inside the submarine.
- Increased the attack ranges for Hammerhead and Hammerhead gold to help them reach the targets.
- Don't allow large creatures like Bonethreshers or Hammerheads enter the submarine, because they easily get stuck and it's glitchy.
- Fixed characters that cannot enter the submarine still trying to target the inner walls.
- Fixed Tigerthresher and other creatures that can't attack the submarine bumping on the doors.
- Fixed characters occasionally getting stuck while trying to reach the last known position of the previous target.
- Fixed a crash when the creature is set to attack when provoked and when the damage source is null.
- Fixed extra creature being spawned when using the
Hello everyone!
Were nearly there with our next update. It started out as the UI overhaul, but it soon became clear that this update was also the perfect opportunity to improve on the games stability and overall performance. After the work put into this update, were confident the following content and progression updates (that is, more stuff & the campaign!) are going to be that much easier to build and enjoy.
Here are a few highlights about the Silky Smooth update. You can read more on our blog, and well post the full changelog when the update is released next week, if everything stays on schedule. Stay tuned!
Better optimization
Despite being a simple-looking 2D game, Barotrauma has so far required a fairly powerful processor to run smoothly. Weve done much optimization on many aspects of the game, particularly how physics is handled, and now it should run more smoothly than ever.
Creature behavior
Theres quite a long list of changes, both large and small, to creature behavior as well as some new creature-related missions.
UI overhaul
Weve redone almost every single menu and interface in the game, so after this update, your Barotrauma is going to look quite different. Let us know what you think!
+ A ton of bugfixes
And other improvements! See our Trello for more info.
Hi everyone!
The submarine building competition to design a new stock submarine for Barotrauma has concluded, and the winner is
R-29 by rav2n. Congratulations!
We got several beautiful boats, so it was hard to pick the winner you can see all the submarines that entered the competition with more detailed descriptions in this blog post.
Thanks to Summa Barologicae for hosting the competition and to everyone who participated! We were very impressed by the overall quality of the submissions, and we think R-29 is a great starting point for Barotraumas first cargo hauler vessel. The new submarine based on this contests winner will be added to the game during the early months of next year.
With the competition concluded, a hotfix released earlier this week and the Winter Sale going on since yesterday, we wish you all happy holidays! See you in January,
Barotrauma Team
The bugfix patch v0.9.6.0 is out now. The patch includes several networking changes, so please make sure to update your servers to prevent incompatibility with players who've updated their game!
Hello everyone!
The second major update for Barotrauma is now live. Find the changelog in full here, also included in the game folder in a file called "changelog.txt". You can also take a look at this blog we posted last week. As always, please be sure to update your servers!
This update centers on new content, such as monsters, character customization, new traitor missions and one new submarine. It also brings a number of other improvements. Heres a summary of the most important changes:
New content
Hi everyone! As you may have read earlier, weve teamed up with one Barotrauma player community for a submarine building competition. They already hosted one successful event before, and the next one starts now. In a nutshell:
Happy Halloween, everyone! We have a couple of things for you today.
Hi everyone!
Weve had some nice community events and activities going on around Barotrauma for a long time, and recently a group of players even hosted a submarine building competition. We love hearing about what our players are up to, and we decided to highlight this competition as well as a few other community hubs in our blog read more here!
Were planning to participate in a later submarine building event, so stay tuned for more news! A sneak peek of what's to come can already be found in the blog linked above.
Hello everyone! We just published a new patch, released as a new build that also includes Japanese localization. As always with a new build, please be sure to update your servers. The new build will be incompatible with servers running the previous version of the game. The patch contains a number of bugfixes along with some other improvements. You can find the full changelog on GitHub and in the game folder, and here's a summary of the most important changes: v0.9.3.2 Language improvements:
Today's Deal: Save 25% on Barotrauma!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Wednesday at 10AM Pacific Time
Hello, Hola, Cze and Merhaba everyone! The first major update for Barotrauma, with easier server hosting and a number of other improvements, as well as new languages, is now live. Find the changelog in full here, also included in the game folder in a file called "changelog.txt". Heres a summary of the update: - New server hosting method that no longer requires manual port forwarding
Hello everyone! Barotraumas first major update will roll out on Monday, August 26, and we can confirm that easier server hosting will also make this update. Read on here about all the new features, fixes and items that will be included!
Hello everyone! Were happy to say were approaching the first big update for Barotrauma. Due to Gamescom and PAX West coming up, scheduling has been a little tricky, and we cant promise an exact release date, but now you can read about what to expect. And as always, check our Trello for a summary of whats to come. The update will center on griefing moderation tools, and were hard at work with easier server hosting, to be added soon as well. Were hopeful that these put together will significantly improve the multiplayer experience. Details about the new hosting method will follow closer to publishing it; read on here for more about keeping your servers nice and/or interesting.
Third patch out now! We just released our third post-launch patch - still mainly focused on bugfixes, but there's also a couple of quality-of-life changes and additions. As always, you can find the full changelog on on GitHub and in the game folder. Here's a summary of the most important changes:
To make Barotraumas development easier to follow, we have just published a roadmap on Trello. Here you can see known issues and workarounds, our immediate todo list and longer-term plans. Summertime Bundle While we are not able to participate in the Steam Summer Sale directly, Barotrauma is featured in the Daedalic Survival Bundle along with CryoFall and Witch It. Take a look, CryoFall in particular could be of interest to anyone who likes Baro!
Our second post-launch patch is out now! Here's a summary of the most important fixes. The full changelog can be found on GitHub and it's also included in the game folder in a file called "changelog.txt".
Hi everyone! We've just published our first official guide for the character editor find it here. Please keep in mind that the character editor itself is still a work in progress, and creating your own monsters will not be all smooth sailing. That said, we hope to see all your monsters! And in case you missed it before, we now also have a manual for the submarine editor, in Steam guides. We're heading out of the office for an extended weekend. Happy midsummer!
Server hosts ahoy! We've now got Barotrauma's dedicated server available as a separate app that can be installed and run using SteamCMD in anonymous mode. This means that you can now hosts dedicated Barotrauma servers on your server machine without having to log into Steam. You can find instructions for installing and running the server in this pinned post on the Help & Support forum. Do note that this method of hosting servers is a little more complex than hosting servers via the in-game "Host server" menu or the dedicated server executable included with the game. It's mainly intended for people who want to run a dedicated server 24/7 on a remote machine. And now that we're on the subject of server hosting, a quick word about the hosting in general. We are aware that many people are having issues setting up port forwarding for the servers, and a solution to this is admittedly something that we should have made sure to include in our first public Steam build. We are currently working on using Steam's networking features to remove the need for manual port forwarding, so server hosting will become much more easier soon in upcoming patches. For the time being, if you're having issues hosting a server, please read the instructions on the Help & Support forum, and if you're still having problems please drop a message on the forums or on our Discord Server.
Hi everyone, our first post-launch patch is now out! Here's a quick summary of the most important fixes, and you can find our changelog in full in GitHub.
Hello again! On Wednesday, we only wrote a quick announcement here, thinking we would have the time and space to talk to you like we do via chats and forums. Little did we know we would get new messages faster than we could read the ones already in our inboxes! Additionally, there have of course been technical issues wouldnt be a proper launch if it didnt keep the programmers busy straight after... So were sorry if we havent returned your message; we promise we are going to read it, however. And most importantly, thank you for every review (the negative ones too, we really read them all!), purchase and wishlist addition our first days post-launch have been amazing, if also crazily busy. Now we wanted to take the time to go a little deeper into what we actually released two nights ago. And in particular the big question: whats the difference between the game that everyone played for free for years and this one that we now have to pay for? First, we should probably admit to having lived in a bit of a bubble here: since weve worked pretty openly with our community, with fairly frequent blog posts, our source code public on GitHub since 2017 and all new commits being automatically posted on our Discord, we didnt actually anticipate this question! Like, of course everyone goes through these things with a fine-toothed comb, right? Well, of course you dont. So heres the short version. Barotrauma blog Tonight were going to live stream again here and on our Twitch channel, now at a time when we hope our US followers are going to be around to see it. So tune in starting in about 5 hours, around 1 AM CEST! Were also trying our best to react to the sudden explosion in the volume of Discussion posts, and there will be more sensible subforums soon. Lets keep in touch!
Welcome, friends both old and new! To help you all get started in Barotrauma, we posted some time-tested tips on our own forums. Hope you find them helpful! We look forward to hearing what you think about Barotrauma while we are in Early Access, because this is just the beginning just as we have always developed Baro with our community, we will continue to improve and expand the game in the months to come. So lets be in touch! You can use the Discussion forums here, or our dedicated forums and Discord. We may not have time to reply to everything, but we are avid readers and grateful for feedback. You can find links to our other platforms as well as other info in this pinned post
Barotrauma is Now Available on Steam Early Access and is 15% off!*
Overcome crisis and the unrelenting pressure of a frozen ocean. Flee or fight alien lifeforms, explore a strange new world in Jupiter’s orbit, command your crew and craft equipment in a tense 2D experience.
*Offer ends June 12 at 10AM Pacific Time
Hello everyone! Were very happy to be able to announce that Barotrauma will release into Early Access in less than one month, on June 5. Visit our blog for a more detailed update, and take a look at the new feature trailer we have just added!
Greetings from GDC and PAX East! We've had some busy times since partnering up with Daedalic, and while it will take us a little while longer to announce our release date, in the meantime you can read here about the history of Barotrauma and about what our Alpha testers have been up to. Back with more news soon!
With our closed alpha successfully underway (thank you once more, all 500 who signed up!), were taking a look at what lies outside the submarine, in the depths of Europa. Navigate to our blog to see what weve been up to with alien ruins, Barotraumas own brand of dungeon.
We're starting Barotrauma's closed testing round soon. Want to join the testing corps? Get the details from our blog and sign up today!
Weve built several editors for creating all the different moving parts in Barotrauma. These are used for developing the game, but upon our Steam release, the same tools will be available for modding. Have a read on our blog and let us know what you think!
The management of the physical well-being of the crew is a huge aspect of gameplay in Barotrauma, and crew members are more likely than not to break down over the course of a mission. Our team wrote a little bit about what the new first aid and health system is going to be like have a read on our blog and let us know what you think!
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