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Hotfix v1.6.19.1 for the Unto the Breach Update

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.


[ 2024-10-31 09:24:56 CET ] [ Original post ]


Hotfix v1.6.18.1 for the Unto the Breach Update

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.


[ 2024-10-28 12:54:14 CET ] [ Original post ]


Out now: Unto the Breach Update

[previewyoutube=067CyvwCWJo;full][/previewyoutube] Hello everyone! The Unto the Breach update has just been released. Be sure to update your game now for

  • Fully overhauled PvP mode with two new mission types, new maps and a slew of other improvements.
  • Improvements to alien ruins: new modules, traps, puzzles and events.
  • Rebalanced gene splicing system and new craftable dementonite items.
  • Three new Husk enemies: the Exosuit Husk, Husk Prowler and Husk Chimera.
  • 36 new outpost modules.
Read more about the update in last weeks preview post and find the full list of changes at the end of this post. Once more unto the breach! v1.6.17.0 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.


[ 2024-10-22 14:03:44 CET ] [ Original post ]


Coming next week: Unto the Breach Update


Hello everyone! The Unto the Breach update is now almost here, so lets take one last look at whats coming.

PvP overhaul


The PvP mode in Barotrauma has been given a complete overhaul:
  • Two new mission types: Outpost Deathmatch and King of the Hull.
  • Both teams can freely choose which sub they wish to do battle on.
  • Use the new Perk Points to pick submarine upgrades, better weaponry, talents or other benefits to help your crew in the fight. Perk Points are also available in Mission Mode.
  • New items to help you breach and board the enemy vessel: Harpoon ammunition for turrets, the Boarding Pod and the Timed Detonator.
  • Multiple options to customize the PvP gameplay to your liking, and various improvements throughout.

Alien ruin improvements


  • New modules, traps, and puzzles.
  • Rebalanced gene splicing system.
  • New craftable dementonite items.
  • New events to encourage exploration and uncover the mysteries of the ancients.

Three new husks


Unto the Breach introduces three brand new, high-danger husk enemies: the Exosuit Husk, Husk Prowler and Husk Chimera. Stay sharp and shoot fast!

And more


The update adds a total of 36 new outpost modules be sure to take a good look around next time you dock to find more layout variation. Most of the new module variants were submitted by NotWendy, a long-time player. Big thanks! There are also a couple of entirely new module types, and a few new events. Finally, the update includes a long list of bugfixes, improvements and optimizations. Read more about the Unto the Breach update now on our blog, and be ready for the release next week!


[ 2024-10-18 15:58:37 CET ] [ Original post ]


Sneak peek: PvP Overhaul


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.

Two new mission types


The PvP overhaul introduces two brand new mission types: Outpost Deathmatch and King of the Hull.
  • In Outpost Deathmatch, two teams battle inside one of two purpose-built outposts. The first team to reach a set amount of kills gets the win.
  • In King of the Hull, the teams must race their subs to a beacon station, get inside, capture it and defend it from the enemy team to emerge victorious.

Improved Sub versus Sub gameplay


Something weve seen players request many times is choosing different subs for different teams in PvP, and now you can. This should make the existing Sub vs Sub mission type more interesting! Weve also made PvP maps smaller, made it possible to see the approximate location of the enemy submarine, and added new ways of breaching and boarding the other sub to spice things up.

Perk points for PvP and Mission Mode


An important addition in the overhaul is a start-of-the-round perk point system. Both teams are granted a number of points which they can spend on submarine upgrades, talents, and extra gear. The perk point system is also applied to Mission mode to make playing single missions more engaging, allowing your crew to use the talents and upgrades already familiar from the campaign mode.

Choose your playground


Many things in PvP become more customizable with this overhaul. For example, you can disable monster spawns, modify the rules of respawning, adjust the point limit needed to win a round, and choose the map you want in the PvP lobby settings. What do you think? Read more about the PvP overhaul now on our blog, and stay tuned for the update in a few weeks!


[ 2024-10-04 14:01:02 CET ] [ Original post ]


Sneak peek: Alien Ruin and Husk improvements


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

Alien ruin improvements


Alien ruins will be more varied both in their visual and gameplay aspects: New modules and decorations will make the ruins feel more lived-in and intriguing, while new puzzles and traps will challenge your crews tactics more than their plasma cutters. The update will also include brand new events that will encourage exploration and give you more information on the mysterious beings behind the ruins. Exploring the ruins will also be more rewarding. Dementonite can now be used to craft more experimental items, like gravity-affecting ammunition for your submarine. The gene splicing system is also receiving improvements and balancing, to give players more uses for genetic materials found in the ruins.

Three new Husks


Because the waters of Europa were not dangerous enough, we are adding three new variants of Husked creatures for you to contend with:
  • The Husk Prowler, a fast and agile threat ready to jump at your throat.
  • The Exosuit Husk, quite self-explanatory. Better bring out the big guns.
  • The Husk Chimera, a monstrosity made from repurposed body parts. Good luck.
In addition, humanoid Husks can now play dead and ambush you. Stay frosty, everyone! Read more about all of these upcoming additions on our blog now, and dont forget to give them a test drive in the Unstable version. Stay tuned for more sneak peeks, and keep your eyes peeled for the update in the latter half of October!


[ 2024-09-20 15:17:47 CET ] [ Original post ]


Hotfix v1.5.9.2

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.


[ 2024-08-28 09:07:40 CET ] [ Original post ]


Late Summer Greetings


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.

Coming in October


Just like last autumn with the Treacherous Tides update, well again be overhauling and fleshing out a game mode which hasnt received a lot of attention in recent years. Can you guess which one it will be this time? In addition to this overhaul, you can look forward to improvements to alien ruins, new additions in the Velonaceps calyx department, as well as several brand new outpost modules. The update will also include the usual list of fixes and small improvements to address issues that have been bothering you since the previous release. For instance, were just now working on adding a few new save slots per campaign, so you can more easily roll back a save when a bug blocks you from moving forward. (Well still keep fixing the bugs, but this way you can keep playing more comfortably while were taking care of them!)

Stay tuned!


We hope you all have had a great summer, or whichever time of year it is for you currently. Were excited to enter another season of developing Barotrauma, and well be back with more detailed sneak peeks in the coming weeks. See you then!


[ 2024-08-23 14:20:25 CET ] [ Original post ]


Hotfix v1.5.9.1 for the Summer Update

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.


[ 2024-06-27 13:47:39 CET ] [ Original post ]


Hotfix v1.5.8.0 for the Summer Update

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.


[ 2024-06-19 15:38:45 CET ] [ Original post ]


Out now: Summer Update


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.


[ 2024-06-18 13:55:06 CET ] [ Original post ]


Preview: Summer Update


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

  • Voice chat and text chat will now attract monsters to your presence. No shouting while mudraptors are nearby!
  • Added a new eliminate thalamus wreck mission type.
  • Expanded and improved the bandit encounters in beacon stations using the Layer system functionality. Now there are multiple beacon stations where players can encounter bandits, and the bandits gear also improves as you progress in the game.
    • To modders: Layers were introduced in the previous update, and now the system has been improved in many ways. You can use it to group items together for easily applying/disabling custom items (decorative items as well as operable devices) and enemy spawnpoints for submarines, stations and wrecks.
  • Many bot AI fixes and improvements, like bots not taking off their diving suits while climbing, and no longer cancelling looping orders while outside of the sub.
  • Fixed a softlock with starting a round below crush depth by improving the crush depth warnings and giving you one minute to reset before getting crushed.
  • Overall QoL additions like giving items to others by dragging and dropping, a universal salary slider for the crew, shorter outpost hallways and ladders, turret auto-operate settings transferring to new turrets, carrying turret ammo with one hand (with 20% movement speed reduction) and more!
The Summer update will be releasing in a couple of weeks. You can already test it in the Unstable version and read more about it on our blog. Until then!


[ 2024-06-07 16:50:54 CET ] [ Original post ]


Hotfix v1.4.6.0 for Blood in the Water

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.


[ 2024-05-02 14:06:38 CET ] [ Original post ]


Hotfix v1.4.5.0 for Blood in the Water

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.


[ 2024-04-26 14:12:34 CET ] [ Original post ]


Out now: Blood in the Water


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).


[ 2024-04-24 15:02:18 CET ] [ Original post ]


Coming next week: Blood in the Water


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!

Medicine and monsters


  • Medical system mini-rework. Rebalanced medical items, a couple of new afflictions, and new use cases for a few items.
  • Two new monsters. Were adding two monsters that employ poisons in their attacks: the Viperling, a new Spineling variant and the cave-dwelling Mantis, a monster that used to exist in early Barotrauma builds!
  • New attacks for Abyss monsters. The largest monsters in the game are better at targeting characters inside the submarine for added danger.

Diving suit and animation changes


  • Diving suit rebalance. Weve rebalanced all suit types for clearer use cases and made changes to reduce the usefulness of a diving suit as round-the-clock equipment. Flooding speed has been reduced slightly to give you more time to react during a hull breach.
  • Conditional animations. We added a new animation for walking in a diving suit, as well as a handful of other new special animations. Modders can use this new conditional animation system to create their own custom animations.

Campaign difficulty and respawning improvements


  • New campaign difficulty settings. Adjust campaign difficulty to your liking using one of four presets or by fine-tuning various parameters yourself.
  • Improvements to the respawning system in multiplayer: Were removing Reapers Tax and replacing it with customizable respawning skill loss, making the skill loss penalties of respawning fully customizable.

Overhauled station events, more wrecks and beacons to explore


  • Event system overhaul. Scripted events now play out visually, thanks to volunteer codework submitted by one of our long-time players. Weve also made some additional improvements to events.
  • New wrecks and beacon stations, and a new kind of wreck mission.

Our favorite small but handy improvements


  • Option to make messages in the text chat show in a speech bubble above the character who is speaking.
  • A new order for bot crew members to deconstruct items.
  • A highlight system for interacting with loose items on the floor more easily.
  • A drop item hotkey to quickly drop any item youre holding.
Besides these, the Blood in the Water update will also include the usual list of bugfixes and smaller changes find the full list of changes on release day next week. Read more about everything coming in the update now on our blog, and see you next week!


[ 2024-04-19 15:20:04 CET ] [ Original post ]


Hotfix v1.3.0.4

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.


[ 2024-04-16 14:58:11 CET ] [ Original post ]


Hotfix v1.3.0.3

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!


[ 2024-04-12 11:45:54 CET ] [ Original post ]


Sneak peek: Respawning changes and campaign difficulty settings


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!

Respawning changes and Permadeath


As we wrote before, Reapers Tax gets replaced with customizable respawning skill loss. This makes skill loss on respawning entirely customizable, via two separate sliders in the server settings. The Permadeath mode unfortunately had to be postponed, as it took more time to develop than we thought. Thus it will not be included in the next update, but you will still get to try it out soon: we are aiming to have Permadeath, as well as the related Ironman mode, available for testing in the Unstable version soon after the update goes live. Thank you everyone who took our poll and participated in the early feedback discussion about Permadeath! We selected the design alternative which allows you to take control of a bot when your character dies. Heres a quick recap of what these upcoming, optional high-difficulty multiplayer modes will mean:
  • Permadeath: any character death is permanent, and you can only respawn by acquiring a new character either one of your bots, or a new character hired at an outpost.
  • Ironman: any death is permanent, and there is no respawning at all. You can only spectate after you die. Intended for crews who want to try no-death runs.

New campaign difficulty settings


Were adding a lot of new customization options to the difficulty settings in campaign mode:
  • New difficulty parameters: adjust common item consumption rates, world hostility, character vitality, and a couple of other hazards for added or diminished gameplay challenge
  • ...Or choose from a list of presets for balanced difficulty levels.
  • Added a new Abyssal difficulty preset.
  • New server lobby layout to make these and all the other settings easier to find and use.
We hope that these changes will make Barotrauma enjoyable to players of various experience levels and difficulty preferences. Read more about all of them on our blog and let us know what you think!


[ 2024-04-05 13:48:24 CET ] [ Original post ]


Barotrauma now available on Epic Games Store


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!


[ 2024-03-28 16:07:43 CET ] [ Original post ]


Sneak peek: Changes to diving suits and big monsters


Hello everyone! Lets have another sneak peek at our upcoming spring update.

Diving suit rebalance


We always intended diving suits to be used only for acute pressure protection: during hull breaches and while swimming. However, there are not many actual downsides to wearing a suit all the time, so a lot of people do just that which has effectively eliminated water pressure as a threat. We wanted to change that by encouraging you to take your suit off when you dont need it. Heres what were changing:
  • Slowed flooding speed to give the crew more time to suit up during a hull breach. Hulls will fill with water more slowly, so the pressure will not become lethal as quickly.
  • Added new animations to diving suits and made walking and running in a suit slower. Swimming speed has not been reduced.
  • Obstructed vision while wearing a diving suit slightly more.
  • Reduced the armor effects of diving suits, particularly the Regular Diving Suit.
  • Rebalanced all the different suit types and level generation to create stronger progression and clearer use cases for different suits in different environments.
  • Capped the crush depth resistance of the strongest suits to the same depth as a fully upgraded submarine hull. (Before, the Abyss suit could handle more pressure than a fully upgraded submarine.)

Animation variations


Besides the new diving suit animations, weve also added a few entirely new animations which are triggered by specific afflictions and talents. Expect to see drunken people walking drunkenly, for example! Modders can find out more about these animation variations in our official modding documentation under Status Effects > TriggerAnimation.

Old monsters, new dangers


Lastly, weve improved the abilities of the largest monsters in the game to make them better at targeting individual characters inside the submarine, as well as the whole sub. We hope you enjoy this new feature and look forward to hearing your feedback! You can read more about all these changes on our blog now. The spring update is planned to release in late April, and we have more sneak peeks coming your way in the following weeks, so stay tuned!


[ 2024-03-15 11:49:56 CET ] [ Original post ]


Sneak peek: new poison enemy and medical system changes


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:

  • Opiates have been rebalanced to give each a clearer use case. They also cause addiction and overdose much more easily than before, making them high-risk, high-reward treatments.
  • Infected Wounds, a new dangerous affliction caused by Thresher attacks.
  • Antibiotic Glue now has multiple uses, so one tube can be used to treat multiple limbs. It can also treat Infected Wounds.
  • Deusizine has been buffed into a powerful end-game item, with added Stun reduction and Vigor.
  • Adrenaline gets a treatment use: it causes Adrenaline Rush, removing any active stun and keeping the patient conscious for a short duration.
  • Sufforin and Cyanide can be used to cure Husk Infection as a last resort. (Be ready to cure the resulting poisoning if you do this.)
The update also adds a new monster variant called the Viperling, a Spineling with venomous spikes which can cause Morbusine poisoning. The Viperling only spawns in later levels, where you should keep an eye out for green Spinelings and be ready to treat poisoned crewmates. Read more about the medical system changes and the Viperling now on our blog, and stay tuned for more update sneak peeks in the weeks to come!


[ 2024-03-01 15:04:17 CET ] [ Original post ]


Hotfix v1.2.8.0 for the Winter Update


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.


[ 2024-01-11 14:30:09 CET ] [ Original post ]


Sneak peek and poll: Permadeath


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!


[ 2024-01-10 15:03:17 CET ] [ Original post ]


Hotfix v1.2.7.0 for the Winter Patch


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.


[ 2023-12-20 12:54:03 CET ] [ Original post ]


Out now: Winter Patch 2023


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 elements, the same way as overriding any other content. - Fixed decorative sprites not being visible on items placed in a container. Did not affect any vanilla content (there were no decorative sprites on any item that can be visible in a container). - Fixed characters with no AI defined causing crashes. - Fixed inability to make StatusEffectAction modify the properties of an ItemComponent (only worked on the actual Item). - Option to have multiple conditionals in CheckConditionalAction. - Option to limit how many times a GoTo action can be executed (i.e. to create loops that only repeat a given number of times). - TutorialHighlightAction can now be used in multiplayer too, renamed it as HighlightAction. - Fixed first matching Containable definition of an ItemContainer determining the hiding, position and rotation of a contained item, disregarding which subcontainer the item is actually in. E.g. if a weapon had 2 subcontainers for magazines, both with a different ItemPos, the ItemPos defined in the first subcontainer would be used for both magazines. - Fixed stun batons not accepting modded batteries because the RequiredItem s were configured using identifiers instead of tags. - Fixed Character.CameraShake setting the camera shake regardless if the character the effect is being applied on is the controlled one or not. - Location names can now be translated. In the vanilla game the names are only translated if you're playing in Chinese. - Fixed some ConversationAction options going outside the bounds of the dialog if there's a very large number of them. - Fixed inability to use %ModDir% in LevelGenerationParams.ForceBeaconStation. - Fixed status effects configured to spawn an item in ContainedInventory not spawning the item if it can't go inside the first item in the contained inventory.


[ 2023-12-14 14:04:22 CET ] [ Original post ]


Coming next week: Winter Patch 2023


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:

  • Five new talents for the Assistant.
  • More traitor events, including new multi-traitor events.
  • Options for hiding and/or reporting inappropriate servers from the server list.
  • Multiple fixes to lighting, such as lights shining through obstacles, turret lights disappearing, and lighting artifacts in rooms with intersecting walls.
  • Adjustments to level layouts.
  • A long list of optimizations, and a large assortment of bugfixes.
The update is planned for release next week, and you can already access all of it in the Unstable version as always.


[ 2023-12-08 16:10:11 CET ] [ Original post ]


Autumn Sale & Steam Awards nominations are here

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!


[ 2023-11-21 18:00:58 CET ] [ Original post ]


Hotfix v1.1.19.3 for Treacherous Tides

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.


[ 2023-10-30 15:10:23 CET ] [ Original post ]


Hotfix v1.1.18.1 for Treacherous Tides


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.


[ 2023-10-20 13:13:07 CET ] [ Original post ]


Out now: Treacherous Tides Update

[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).


[ 2023-10-19 14:03:46 CET ] [ Original post ]


Coming next week: Treacherous Tides Update


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:

  • A new total of 27 traitor events, including multi-traitor events and event chains.
  • Many new traitor-specific items.
  • Traitor events will now use the scripted events system, making them more varied and easier to mod.
Storage and inventory changes You can read more about these changes in this earlier post. Besides the previously mentioned, there will also be a new item called the backpack. It's a larger version of the toolbelt with a small movement penalty, available through the new assistant talent Bag it up and from vendors around the midpoint of a campaign. And theres more The update also adds the usual list of bugfixes and other improvements, such as:
  • Circuit boxes, a new and tidier way to create complex wiring systems with components.
  • Improved alien ruins, adding a better sense of progression.
  • Enhanced alien artifact effects which make them riskier to transport and store.
  • Updated Berilia and R-29 submarines.
  • Animations for using devices on the sub. No more just standing there, menacingly.
  • Ammo indicator lights for turrets, making it easier to see when to reload.
  • Addressed the scarcity of lead, allowing fabrication of ammo with additional materials.
  • Skill loss on death can be adjusted or completely turned off in the server settings.
  • Braindead characters joining the server will immediately get control of their character back.
  • About 10 more pages of changelog, coming next week.
Read more about the upcoming update on our blog now and stay tuned for Treacherous Tides next week!


[ 2023-10-13 14:49:43 CET ] [ Original post ]


Sneak peek: Traitor system overhaul


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:

  • Danger level: Controls the maximum danger level of the traitor events you may be assigned. You can use this setting either to limit how destructive traitors will be, or to add extra challenge.
  • Traitor probability: The host can now fine-tune how likely it is that a traitor will be on board, from 0% to 100%.
Successful traitors will receive XP and/or monetary rewards, and the possibility of continuing their traitorous acts with escalating danger. If the task fails or the crew correctly accuses the traitor, a new player will take their place for the next traitor mission. Where the previous traitor system consisted of only 7 different events, after the update there will be a total of 27 events that traitors may be assigned. Some of these events will also require multiple traitors to accomplish. These multi-traitor events will require special codewords to identify co-conspirators, adding a modicum of teamwork to the misbehavior. The new events bring with them new items as well, such as:
  • The radio jammer, for tasks requiring privacy and silence.
  • Deepdiver ducks, for when you absolutely need something to throw.
  • Different types of timed explosives, to promote a sense of urgency.
  • The husk caller, for, well, we think you can figure it out.
To learn more details about the update, check out our blog. Smooth sailing everyone, but do watch your back!


[ 2023-09-29 15:29:54 CET ] [ Original post ]


Update sneak peek and storage changes revisited


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:

  • Material stacks in cabinets will go from 8 to 32. This includes items such as: minerals, medical items, ammo, consumables and genetic materials.
  • Overall, cabinet storage slots have been increased by one full row.
  • All cabinets will receive extra slots, which can be used to house storage containers. The number of these slots depends on the size of the cabinet. Storage containers can only be placed in these slots, not in the other slots of a cabinet.
  • Cabinets will have two handy buttons, one for automatically merging incomplete stacks, and another to sort all the items alphabetically.
  • Oxygen, welding fuel and oxygenite tanks no longer stack in character inventories. They have increased duration to compensate, so you dont need to swap them so often, and they stack normally inside cabinets.
In addition to the storage changes, the next update will also introduce new content and improvements. Well write more about those in the coming weeks; look forward to things like a fully overhauled traitor mode, with new missions and mechanics, as well as various quality-of-life changes, tweaks and touch-ups. You can test the newest storage changes and most of the upcoming content in the Unstable version of the game now, and we will continue to monitor the feedback leading up to the updates release later this autumn. For more sneak peeks at whats to come, check out our blog!


[ 2023-09-01 14:22:09 CET ] [ Original post ]


Summer greetings and upcoming changes


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!


[ 2023-06-30 14:41:16 CET ] [ Original post ]


Hotfix v1.0.21.0


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!)


[ 2023-06-21 13:11:59 CET ] [ Original post ]


Summer patch out now


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

  • Fixed anaparalyzant not reducing paralysis.
  • More fixes to bot AI and pathing.
  • Made clown and husk events and missions more common.
  • Added category buttons to the fabricator interface to make it easier to find items.
  • Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you.
Read more about the changes in the patch in this earlier post, and see the full list of changes below. v1.0.20.1 Optimization: - Major optimizations to situations where there's lots of items in the submarine (especially water-reactant items and minerals). - Significantly reduced loading times when loading subs with lots of items in cabinets. - Partially multithreaded lighting: FindRaycastHits (the heaviest individual part of the lighting algorithm) is now handled in a separate thread. Line of sight rework: - Improved the LOS effect to get rid of weird, jagged geometry in spots with intersecting walls. - Improved the wall damage effect to make leaks easier to see. - Added a command called "debugdrawlos" which visualizes the LOS geometry, making it easier to adjust the walls if you want to tweak the LOS in the sub editor. - Note that some submarines may require small manual adjustments to get the LOS to work perfectly with the new algorithm (especially if the sub includes unnecessary structures that were used to work around issues in the previous algorithm). You can also disable the cast shadows setting on a wall to make it see-through. Changes: - Added "electrician's goggles", an item that visualizes power and signals on wires. It also makes connections on the connection panel flash when they're sending/receiving something, and allows you to see what exactly is going through (amount of power, signal values) by hovering the cursor over the connection. - Added "debugwiring" console command which enables the same visualization as the electrician's goggles. - Oxygenite tanks can be recycled. - Shutting down the reactor doesn't automatically turn off automatic control. - Allow monsters to damage flares and glowsticks. - Jacov Subra needs to be escorted to the next location after he's rescued (it was weird to have him just disappear after the mission). - Taking items from trash cans is no longer considered stealing. - Sulphurite shards explode when thrown (causes an acid cloud that inflicts mild burns). - Adjusted music intensity ranges: now the "intensity tracks" kick in later (i.e. they require a higher-intensity situation) meaning the "actual songs" play a little more often. - Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you. - Made clown and husk events and missions more common. - Added category buttons to the fabricator interface to make it easier to find items. - Changed fabricator's "skills required" texts to make it clearer insufficient skills don't prevent you from fabricating the items. - Hospital beds heal injuries faster than normal beds. Fixes: - Fixed "hash mismatch" errors when publishing an update to a mod after you've given it a different name in the Steam Workshop in the language your Steam UI is set to. - Fixed publishing an update to a mod always overriding the English description, instead of the language your Steam UI is set to. - Fixed nav terminal's sonar control panel disappearing when switching resolution or display mode if the terminal has a mineral scanner. - Fixed secure steel cabinet in abandoned outposts being openable with a randomly selected bandit's ID card, not the bandit leader's card as intended. - Workaround to Sootman potentially getting stuck in the jailbreak mission if it can't find a way to the sub (e.g. due to broken waypoints in a custom sub or outpost module): if he can't find a way to the sub in 2 minutes, he'll start following the player instead. - Fixed some z-fighting issues in various outpost modules. - Fixed flak cannon shells exploding in loaders if there's a monster near the loader. - Fixed oxygenite tanks not being set to 0 condition when they explode in a welding tool or flamer. - Fixed/changed welding a door shut not protecting the door from damage. Modding: Added a new tag "weldable" to define targets that can be welded. - Fixed flamer damaging duct blocks, unlike intended. - Fixed Harpoons only reeling in when facing the target. - Fixed wires that aren't connected to anything not getting copied (with Ctrl+Z or by dragging and dropping with Ctrl) in the sub editor. - Fixed Hognose event being possible to get multiple times, potentially allowing you to hire multiple Captain Hognoses. - Fixed lights ignoring constant set_color signals after the color is changed manually. - Fixed both biome gate locations sometimes belonging to the same faction (and in general, random locations getting changed into Coalition outposts across the map). - Fixed server log stopping to update after there's 800 messages in it. - Fixed missions that take place in a location further away on the map sometimes not unlocking when there was no suitable location available. - Fixed 3rd part of the Honkmotherian Scriptures not being available anywhere. - Fixed tutorials reappearing after finishing the campaign. - Fixed progressive stun's visual effect and speed multiplier abruptly resetting when passing affliction strength 9. - Fixed certain special symbols (the BlockElements unicode range) not showing up on text displays. - Fixed characters with husk symbiosis transforming to an AI-controlled husk when the host dies. - Fixed rewards not being shown in the round summary unless the mission was completed successfully (i.e. you couldn't see what the reward is when you start the mission). - Fixed advanced gene splicer deconstruction output. - Fixed weird behavior when selecting a periscope a bot is controlling (UI disappearing as if you were operating the turret). - Fixed waypoint visibility checkbox not being selected when you generate waypoints in the sub editor, even though generating the waypoints toggles their visibility on. - Fixed water moving erratically in rooms with lots of connected hulls (with weird spikes and water level jumping up and down). - Fixes anaparalyzant not reducing paralysis. - Fixed some Chinese characters not displaying correctly when the language is set to something else than Chinese. - Adjusted fire particles to make them clip through walls less. - Fixed characters not falling through holes appearing in the floor below them until they move. - Fixed characters twisting to a weird pose if you grab them while they're lying in bed. - Miscellaneous tutorial fixes: don't allow the player to access the areas of the other jobs in the roles tutorial, fixed getting stuck if you enter the rightmost room (where the role tutorials start) as an assistant, fixed bots sometimes wandering outside the initial room. - Fixed a rare crash caused by a null reference exception in Rope.Update. - Fixed characters being allowed to aim with weapons in single player when incapacitated/ragdolled. They couldn't actually move the aim position, but the crosshairs appeared and harpoon ropes could be kept from snapping, even though they're set to snap when not aiming. - Fixes to some of the UI layout issues on ultrawide resolutions. The UI is still not optimal on ultrawide resolutions, but the most severe issues (such as the non-functional crew list) should be fixed now. - Fixed negative treatment suitability definitions not working correctly, which has had some effect on the bots decisions and the suitable treatment listing on the health interface. - Fixed the min and max strength thresholds of periodic effects not working. Of the vanilla afflictions, affects paralysis, sufforine poisoning, and morbusine poisoning, causing them to trigger stun effects earlier than intended. - Fixed hanging end of the wire sometimes being "at the wrong end" of the wire after copying entities or saving/reloading. - Added an option to disable the "remote content" (update notifications, changelogs) in the main menu by adding RemoteContentUrl="" to the player config file. We're suspecting the freezes some players are experiencing when they open the main menu are related to the content in the main menu being fetched from our server, and testing if disabling it makes the issue go away would give us more clues for diagnosing the issue. Talents: - Fixed "Medical Expertise" not increasing bandage effectiveness. - Fixed "Mudraptor Wrestler" not affecting unarmored or veteran Mudraptors. - Fixed monsters not properly ignoring characters with the "Non-Threatening" talent. - Fixed Moloch, Black Moloch, Crawler Broodmother and Giant Spineling not having enough inventory space for extra loot given by "Bloody Business" and "Gene Harvester" talents. - Fixed "Rifleman" talent damage bonus not applying to Assault Rifles. Multiplayer fixes: - Increased the default packet limits. It seems the previous defaults were so low it was possible to get kicked due to "sending too many network messages" in some situations even if you weren't actually trying to spam the server using a modified version of the game. - Fixed rate limiter kicking in too eagerly when the server is configured to use a higher-than normal tickrate. - Fixed an exploit that allowed getting new subs for free. - Fixed submarine store displaying the client's subs instead of the server's. - Fixed Hangul (Korean symbols) not being included in the default allowed client name characters. - Fixed headset/radio channel resetting between multiplayer rounds. - Fixed clients hearing radio static when someone talks in a different channel near them. - Fixed tainted genetic materials in someone's inventory appearing to become untainted when a new round starts. - Fixed local voice chat icon switching to radio icon (from yellow to gray) at the end of conversations when you release the push-to-talk key. - Fixed server description getting cut off after 22 lines. - Fixed changing the name of a dedicated server using the textbox in the server lobby not changing it in the server list. - Fixed clients not getting positional info for remotely controlled turrets if the character controlling them is far away (> 250 m), meaning you wouldn't see a turret move if you're watching some e.g. operate a remotely controlled turret on a drone. - Fixed mission minerals spawning with an incorrect rotation (always facing up) in multiplayer. - Fixed inability to unlock some achievements (such as "Nuclear blast survivor") in multiplayer. - Fixed cursor positions sometimes "desyncing" when the cursor is very far from the character (e.g. when operating a far-away drone). - Fixed characters sometimes getting stuck on the wrong side of a door client-side, and not getting corrected until the client moves in the opposite direction or opens the door. Bot and AI fixes: - Improved how the bots navigate on ladders. - Fixed bots sometimes not being able to release the ladders when there's two ladders close to each other. - ClownDistrict_Colony_01: Fix a ladder waypoint not being linked to the ladder, causing bots to get stuck. - Adjusted the waypoint generation logic on ladders. Fixes bots sometimes not being able to open the hatches, because they couldn't get close enough to the waypoints just below/above them. - Improvements to medic bot AI: they should now be better at determining which injuries are minor enough to ignore, making them waste less medicine. - Fixed outpost NPCs who should stay in a specific room (e.g. outpost manager) never returning to the room if they leave it e.g. due to a fire, flood or someone attacking them. - Fixed bots picking up non-pickable items (items that have CanBePicked disabled in the Pickable component settings). - Fixed bots saying "Cannot reach [name]!", when they can't reach a wait target. - Fixed bots removing diving suits when they shouldn't, if they are ordered to wait using the contextual wait order. Should behave the same as when told to wait without using the contextual order. - Fixed bots having issues with doors that are both broken and welded (which is another bug that shouldnt happen anymore). - Fixed NPCs running towards doors if they somehow get on another sub, because they didn't detect the access restrictions correctly. - Set Remora's and Kastrull's drones, outpost jail rooms and (automatically generated) hulls in docking ports as AvoidStaying zones, which makes the bots to try not to idle there. - Waypoint fixes to Typhon, R-29, and Camel. - Fixed bots never leaving the drones (or other connected subs) and returning back to the main submarine in the idle state (i.e. without giving them an order or reacting to an emergency situation etc.) - Addressed bots and NPCs sometimes twitching between two waypoints after reaching their target position. - Fixed bots not always being able to open the doors in beacons or wrecks while attempting to return back to the main sub. - Fixed the start and the end node of the vertical hallways in the outposts being incorrectly linked, causing some pathing issues for the bots. - Fixed bots operating turrets shooting at handcuffed enemies. - Fixed defense bots attacking husk containers. - Fixed monsters never ignoring targets that they fail to damage. They should leave those be after a while (depending on the initial priority). - Fixed pets becoming hostile to all humans (except the owner) when attacked by a hostile human (a bandit in an abandoned outpost for example). - Potential fix for (hard to repro) issues where a bot runs towards a door without being able to open it, because they happen to skip the nodes past the door when it closes. - Fixed NPCs and bots sometimes not being able to open the hatch, because they couldn't get close enough to skip the last node before the node connected to the hatch. - Fixed incorrect linking of the start and the end waypoints in the vertical hallway modules. Caused the bots to open the hatches too early. Modding: - Fixed "hair with hat sprite" (the short hair the characters switch to when wearing a hat) being visible even if the whole head should be hidden by another wearable. Not noticeable in the vanilla game, but can affect some mods. - Fixed crashing when trying to create a character that doesn't have any health parameters. - Fixed submarine spawning docked to a random docking port of the outpost even if one of them is marked as a main docking port. Doesn't affect vanilla content, since there's only ever one docking port per outpost. - Fixed round not ending when you dock with an outpost if the outpost module contains any linked subs (lifts, drones, etc). - Fixed items with absurd amounts of health (more than 38 digits) causing the item to have infinite health, which would lead to various issues and crashes. Now an item's health can't be set above a million. If you want to have an item whose condition never goes down, use the property "Indestructible" instead. - Autoinjecting can be enabled on specific subcontainers (as opposed to having to make the item autoinject anything inside it). - Fixed bots being unable to use diving gear that goes in the InnerClothes slot. Doesn't affect any vanilla content, because all diving gear goes in the OuterClothes slot. - Items' FireProof and WaterProof properties can be changed using status effects. - Fixed monsters' SimplePhysicsEnabled staying enabled when a client takes control of it.


[ 2023-06-15 13:28:11 CET ] [ Original post ]


Preview: Summer patch


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:

  • Electricians goggles, a completely new item for the Engineer which will visualize power and signals moving through the wires of your submarine and let you see the power and signal values on the connection panel interface. This should make the wiring system more approachable to new players and give veterans extra information to create more complex systems.
  • The reworked line-of-sight effect gets rid of jagged edges and weird geometry while making the effect look smoother overall, especially near intersecting walls.
  • Optimizations to the performance of the game, most notably in submarines with a large amount of items. We have also improved loading times and made some of the lighting effects less performance-intensive.
  • Fixes to bugs such as anaparalyzant not reducing paralysis, further fixes to the bot AI and pathing, as well as all-round small tweaks and improvements, like new category buttons in the fabricator interface to make it easier to find items.
Stay tuned for the patch next week, and read more about the upcoming changes on our blog now! [h4]Barotrauma Unstable[/h4] Did you know you can try out patches and updates in the making and give us feedback even before new versions are released? The experimental Barotrauma Unstable is available to everyone who owns Barotrauma on Steam and receives frequent updates as we work on new releases for the game. Find out more about the Unstable version in this forum post as well as in the #baro-unstable channel of our official Discord server. Please note that our documentation and discussions about the experimental version are only available in English. Next weeks patch is already playable in the Unstable version now; welcome on board!


[ 2023-06-09 11:43:02 CET ] [ Original post ]


Hotfix v1.0.13.2


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.


[ 2023-05-11 13:36:31 CET ] [ Original post ]


Patch 1.0.13.1 out now


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.


[ 2023-05-10 12:06:23 CET ] [ Original post ]


Preview: The next patch


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!


[ 2023-04-28 12:08:08 CET ] [ Original post ]


Hotfix v1.0.9.0


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.


[ 2023-04-12 12:41:06 CET ] [ Original post ]


Hotfix v1.0.8.0


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.


[ 2023-03-16 14:58:15 CET ] [ Original post ]


Barotrauma 1.0 out now!

[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.


[ 2023-03-13 16:20:24 CET ] [ Original post ]


Coming next week: Barotrauma 1.0


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?

Faction overhaul


Over the past weeks, weve written about the various factions of Europa: the Europa Coalition, the Jovian Separatists, and the Church of Husk and the Children of the Honkmother. These factions bring with them some new storytelling, and they are the backbone of our faction overhaul. Other key features of the faction overhaul include:
  • Outposts are controlled by the Europa Coalition or the Jovian Separatists. The Church of Husk and the Children of the Honkmother also have their own enclaves in outposts.
  • Reworked reputation system: Faction reputation now follows you wherever you go. Expect negative consequences when sailing in hostile waters, and positive ones when docking at friendly ports.
  • Two routes between biomes: one controlled by the Coalition, one by the Separatists.
  • New faction-specific missions and long event chains to learn more about each faction.
  • The Captains third talent tree, Politician, with talents focused on the factions of Europa.
  • Faction-specific hireable NPCs with special skills and equipment.
  • New faction-specific items, such as 40mm nukes, molotov cocktails and bananas (caution: slippery).

The end is nigh


The other half of the 1.0 update focuses on the campaign endgame. The placeholder ending which has greeted those brave sailors who made it to the end will be removed, and the real endgame sequence will finally be playable. We dont want to spoil the surprise for you, but lets say the campaign ending will test the skills of your crew, and lead you somewhere never before seen in Barotrauma. The update also adds many other improvements, such as a language filter for the server browser, a completely remade Japanese translation, improved projectile syncing in multiplayer, and various optimizations, to name a few highlights. Weve worked on the ending for a very long time behind the scenes, and we hope you will find it a fitting conclusion to your Europan adventure. Let us know how it plays on Monday next week! Until then, you can read one more sneak peek post on our blog.


[ 2023-03-10 17:06:38 CET ] [ Original post ]


Outcasts and eccentrics of Europa


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!


[ 2023-03-03 17:56:37 CET ] [ Original post ]


Barotrauma 1.0 coming on March 13


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]


[ 2023-02-27 14:08:00 CET ] [ Original post ]


Introducing the Jovian Separatists


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!


[ 2023-02-17 15:54:42 CET ] [ Original post ]


Introducing the Europa Coalition


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!


[ 2023-02-10 17:51:34 CET ] [ Original post ]


1.0 Pre-patch

Hello everyone! The pre-patch for Barotrauma 1.0 has just been released. It brings with it

  • Additions and quality-of-life changes such as transparent diving suit visors, better support for playing multiplayer campaign without a host, and more.
  • Reworked poison system: poisons can be applied to monsters, giving the medic more tools for combat.
  • Changes to the targeting logic and skill and item requirements of status effects.
The changes in this update will require some mods that use status effects to be updated. For a detailed description of what exactly has changed and how to make your mods compatible, please see this forum post. Read more about the pre-patch in this earlier post, and check out the full list of changes just below. Be sure to update your game to the latest version and stay tuned for release sneak peeks in the coming weeks! 0.21.6.0 Changes: - Some submarine upgrades cost materials in addition to money. - Crush depths are displayed on the submarine switch terminal. - Miscellaneous fixes to all translations. - The "max missions" campaign setting is restricted to a maximum of 3. - Minor improvements to ragdoll animation when falling prone due to stun/unconsciousness/ragdolling. - Revisited the skill requirements and the OnFailure conditions on welding tool, plasma cutter, flamer, and steam gun. Flamer and steam gun now apply burns on the user only when they don't have enough skills to use the item. All these items are now less efficient when used with low skills. - Changed Alarm Buzzer sound to differentiate it from the diving suit warning beep. - Depth charge tweaks: require UEX, increase non-contained item explosion radius and damage, allow quality to affect explosion, increase pricing. - Reduced Flak Cannon effectiveness (in particular Spreader Ammo and Explosive Ammo), against large enemies in particular. - Lights flicker when hit by EMP. - Large monsters no longer drop the loot when they die. This was implemented as a workaround to it being difficult to grab large monsters, but now they're much easier to grab - you can grab them anywhere near their main limb, instead of having to find the "origin" somewhere at the center of the monster. - Bots now prefer PUCS over the other diving suits and the other diving suits over exosuit. - Made drinks and other consumables work more consistently. - Adjusted the aim poses used while holding certain melee weapons. - Harpoons: Adjusted the damage on walls and the projectile launch forces. Spears can now stick to the walls. Inversed the reeling logic: ragdoll key = reel in. Poison overhaul: - Reworked most poison afflictions with the goal that a medic can now use them offensively on monsters and humans alike. - Sufforin, Morbusine, Cyanide, Paralyzant now work on most monsters. Bigger monsters are generally more resistant than the smaller. - Sufforin poisoning: Slowly makes the target fall sick. Eventually leads to death. Stronger monsters may recover. - Morbusine poisoning: Kills the target relatively quickly from gradual oxygen deprivation/organ damage. Stronger monsters may recover. - Cyanide poisoning: Doesn't do much at first, but progresses rapidly and kills the target suddenly. Lethal even to the strongest monsters. - Paralysis: Advances more quickly than previously. Effective even on larger monsters. (Leucocytes don't always apply enough paralysis for it to progress. They also use a version of the affliction that progresses using the old, slower speed.) - Poisons (and paralysis) now wear off when the affliction level is low. - Made medic AI react sooner to treat poisons. - Attempts to poison the target can now fail when the user has a low medical skill. - Added a short cooldown to applying medical items. Prevents being able to spam medicine (or poisons) at a nearly unlimited rate. - Adjusted the syringe and stun gun dart trajectories. - Reworked the weapons and the medical skill gains: instead of always increasing the weapons skill when a target takes damage, afflictions like poisons now increase the medical skill. Also applying the buffs now increases the medical skill. The skill increases are defined per affliction. - Fixed the skill gains on low levels (0-15) being ridiculously high. Talents: - Fixed "Down With the Ship" sometimes having an incorrect description. - Fixed "Bounty Hunter" and "Logistics Expert" not giving 15% experience bonus. - Pet raptor eggs can be fabricated from raptor eggs of any size. - Fixed Flamer being craftable by anyone, even though it should only be possible with the "Pyromaniac" talent. - Fixed ability to move in an unpowered exosuit when you've got any speed buff. - Fixed "True Potential" and "Chonky Honks" not requiring clown power to work. - Reduced the chance of finding genetic materials with the "Gene Harvester" talent, fixed genetic materials sometimes being found on defense bots. - Fixed "Spec Ops" not working properly with shotguns and other weapons that fire multiple projectiles per shot. Only the first projectile that hit did double damage. - Fixed some parts of Hemulen and Venture not flooding properly. - "Mass production" talent only applies to items in the "material" category. Fixes e.g. recycle recipes sometimes allowing you to keep the original item. - Fixed "Lone Wolf" not giving any damage/stun resistance. - Fixed "Scrap Savant" having a 80% chance of finding scrap instead of 20%. - Fixed "Steady Tune" not doing what the description says (giving a constantly diminishing 7.5% resistance instead of 60%), made the talent give 100% immunity instead. - Fixed "Multifunctional" talent not giving a boost to crowbar damage. - Fixed inaccurate "Unstoppable Curiosity" and "Ph.D in Nuclear Physics" descriptions. - Fixed skill boost from "Journeyman" not matching the value in the description. - Fixed "Quickdraw" damage bonus. - Fixed inaccurate "Journeyman" description. - Fixed "Oiled Machinery" not increasing fabrication speed. - Fixed tinkered doors requiring a higher condition percentage to become repaired. - Fixed "Drunken Sailor" not protecting entirely from the negative effects of drunkness. Multiplayer: - Better support for playing the MP campaign without a host or someone with campaign management permissions on the server: - You can vote to end the round in the campaign as well. - Automatic restart works in the campaign mode as well. - Anyone can manage salaries if there's no-one allowed to do it. - If there's no host or anyone with permissions in the server, anyone is able to setup a new campaign. - Campaign can be voted for when game mode voting is enabled. - Made ragdoll syncing more robust: reduces cases of teleportation/desync when manually ragdolling the character in multiplayer. - Fixed rejoining clients not regaining control of their character even if the character is still alive, if the client's IP address has changed. A respawn would also not trigger. - Fixed "failed to write a network message, too much data is being stored in SegmentTable" errors that could occur in various situations: for example when the host has a large ban list, lots of submarines, and when rewiring a device with lots of connections. - Fixed "Create new character" button not appearing in the tab menu when dead or spectating. - Fixed clients not entering the server lobby if they accept a server invite during a single player round or tutorial. - Fixed inability to join IPv4 servers when IPv6 is disabled. - Fixed hidden submarine list sometimes desyncing if you have specific custom submarines. - Fixed characters spawning with their inventory, skills, etc intact if they die during a round and the round ends when the client is no longer in the server. Or, to put it another way, spawning as if they hadn't died at all. - Fixed an issue that prevented some dedicated servers from appearing in the server list. - Fixed chat-linked wifi components not receiving order and report messages. - Save the server settings after starting up the server to create the default settings file if it doesn't exist, instead of only when the server is shut down or the settings changed. - Fixed list of hidden submarines sometimes desyncing. - Fixed inability to start Linux dedicated server using LinuxGSM due to an incorrect EOL character in DedicatedServer.exe. Bugfixes: - Fixed high-quality items spawning earlier in the campaign when playing with a higher campaign difficulty setting. - Fixed multiple issues in the tutorials: missing text, events not progressing when not following tutorial's steps, infographics usability issues. - Fixed attacking with a melee weapon making you unable to turn (flip) for a while. - Fixed ragdolling affecting the character's velocity, allowing it to be used as a way to avoid fall damage. - Hull fixes to vanilla subs and wrecks. - Fixed alien flares practically never spawning in ruins. - Fixed status effects defined inside an attack definition still using the old OnUse/OnFailure logic instead of OnSuccess/OnFailure. - Fixed "save as item assembly" and "snap to grid" buttons taking cursor focus in the sub editor even when they're not visible. - Fixed inability to launch custom dedicated server executables from the main menu on mac and linux. - Fixed inability to drag and drop items from the entity list to small containers (such as battery charging docks) in the sub editor. - Fixed item condition not decreasing client-side if the condition decreases very slowly: for example when using a thorium rod with the "Cruisin'" talent. - Fixed flares still emitting light after running out. - Fixed Electrical Discharge Coil preview not working in the sub editor. - Fixed alien flares not activating when clicking LMB. - Fixed crawler's arms getting broken when the character flips (turns) in water. - Fixed the recycle recipe of flak explosive ammo. - Fixed misaligned shells in wrecked railgun shell rack. - Fixed misaligned light component light sprite. - Fixed crashing if the select audio device is disconnected while in the initial loading screen. - Fixed inability to sell genetic materials that aren't 100% refined. - Fixed liquid oxygenite exploding too easily. - Fixed Hemulen's bottom airlock never fully draining. - Fixed incorrect damage values in "Genetic Material (Hunter)" tooltip. - Fixed exosuit not playing the warning beep when low or out of oxygen. - Fixed "taste test" event showing for everyone and not progressing past the 1st prompt. - Fixed "special training required" and "too many of this item" messages being shown to everyone when someone tries to place a portable pump. - Added a pump to RemoraDrone's engine room, otherwise it's impossible to drain. - Fixed some lighting sprites appearing dimmer than they should (most notably, junction boxes and supercapacitors). - Fixed submarine's crush depth being displayed incorrectly on the campaign map when a submarine switch is pending: the hull upgrades of the current sub weren't taken into account, even though they carry over to the new sub. - Fixed item assembly descriptions not showing up in the sub editor unless they're configured in a text file. - Fixed rapid fissile accelerator ammo causing an explosion when launched, instead of when it hits something. - Fixed bots sometimes trying to contain multiple ammo boxes when reloading turrets (also affected other items). - Fixed "Manually Outfitted" not doing anything when starting a campaign. - Fixed guardians trying to heal themselves in inactive pods (not destroyed pods, but ones deactivated via wiring). - Fixed bots having trouble with fixing Barsuk's top hatch and leaks around it. - Fixed sprite bleed in turret icons. - Fixed radio channel presets resetting between rounds. - Fixed some lines in the "shockjock" event being shown to everyone. - Fixed radio noise playing even if you don't have a headset. - Fixed hitscan projectiles going through subs when you're firing from inside another sub. - Fixed lights set to flicker/pulse eventually getting out of sync even if they're set to the same frequency. - Fixes to submarine preview: wires are now visible, scaled doors work correctly, camera is now correctly centered on the sub when opening the preview. - Fixed the affliction type of some afflictions (like drunk) being "poison", causing them to be treated as poisons. They are now "debuffs" instead. - Fixed defense bots not attacking pirates or bandits. Also fixed them not protecting the owner when attacked by the outpost guards. - Fixed bots not knowing how to handle diving suits that don't have an oxygen tank inside them. Now they should be able to use them and refill them with an oxygen tank. Modding: - Added a button for updating core mods into the Mods menu. - Addressed various inconsistencies, issues and limitations in how status effects are used in certain cases: - Status effects defined for attacks with the type "UseTarget" now correctly target the use target, instead of the attacker like they used to. - Changed the status effects of type "Character" to "UseTarget" for MeleeWeapon and Projectile components. The motivation behind this change is that previously we couldn't target the attacker at all within these item components, which might be desirable for some melee weapons. - MODDERS, PLEASE NOTE: Effects that target "Character" in the previously mentioned components now affect the user - if that's not the intention, the target should be changed to "UseTarget". - The use target can now be a character, an item, or a structure, depending on the context. This allows effects that weren't previously possible, but due to it we'll now need to introduce some restrictions in the definitions in some cases. For example, we might want to use a conditional to check whether the target is of the right type, before triggering the status effect (). - Added a new attribute for the MeleeWeapon component, "HitOnlyCharacters", which can be used for ignoring the hits to walls and items entirely. - Due to the changes, some status effects that previously worked, might now need the "AllowWhenBroken" set to true in the definition to keep them working as they used to. So e.g. the "OnImpact" doesn't work anymore on your custom explosive, try that. - Fixed crashing when trying to place a wreck with no hulls in a level. - Fixed mod descriptions getting truncated to 255 characters when selecting an already-published item in the Mods menu. - Fixed HMG's requiring hmgmagazine instead of any item with the type "hmgammo", making the use of modded ammo impossible without overriding the gun too. - Fixed crashing when an upgrade tries to increase an integer value. - Changed the affliction type of some afflictions, which might have implications on mods if they targeted them by type. - Added AimAngle on Holdable item components. Can be used for defining a different hold angle for the aim and the rest poses. Note that on Holdables, the angles are mutually exclusive (defined separately), but on MeleeWeapons they are cumulative (added together). Therefore, no need to change the existing items! - Fixed definitions not triggering the status effects that have the target type "UseTarget".


[ 2023-01-31 15:04:24 CET ] [ Original post ]


Preview: Pre-patch for Barotrauma 1.0

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!

Poisons


  • Monsters can be infected with poisons, making poisons and the medic class more useful in combat.
  • Poisons have been redesigned to provide more interesting and varying effects, and the overall strength of poisons has been adjusted.
  • Applying poisons will increase the players medical skill.

Status effects


  • Changes to the overall targeting logic of status effects.
  • Status effect skill and item requirement checks have also been changed.
These changes will require some mods that use status effects to be updated. Please see this Steam forum post for more details.

Other changes and additions


  • Transparent visors for diving suits.
  • Modified clients are no longer able to pick up unpickable items.
  • Some submarine upgrades now cost materials or items in addition to money.
  • Better support for playing the multiplayer campaign without a host or someone with campaign management permissions on the server.

Important information about Barotrauma 1.0


In preparation for our 1.0 release, we are going to adjust Barotraumas pricing on Steam in two weeks, on February 10. What this means is that the next two weeks will be the last chance to buy Barotrauma at its Early Access price and we have a new discount period starting today to give everyone one last good deal on the game before we reach 1.0. Please tell your friends if they have been waiting to dive in! The price increase will not affect anyone who already owns Barotrauma. Read more about the update and our plans on [url= https://barotraumagame.com/announcements/pre-patch-for-barotrauma-1-0/]our blog, and stay tuned for the pre-patch next week!


[ 2023-01-27 17:23:10 CET ] [ Original post ]


Hotfix for the Holiday Update


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).


[ 2022-12-20 15:09:02 CET ] [ Original post ]


Holiday Update out now!


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

  • New campaign tutorial to guide new players on their first mission
  • Reworked talent system with 50 new talents and many improvements and additions
  • Many kinds of smaller improvements, like new monster loot, new guns, and more.
Find out more about the update in this earlier post and check out the full list of changes just below (only in English). We wish you a relaxing holiday season and a happy new year! v0.20.14.0 Talent overhaul: - Redesigned and rebalanced talents: lots of new talents, changes and balancing to existing ones and replacing some of the more broken ones with new ones. - Redesigned talent tree structure: there's now a selection of "generic" talents, and after you've unlocked 4 of them, you can choose a specialization talent tree. After completing a specialization tree, you can choose another one. - Lots of new talent-related items and 2 new pets. - Players can select talents for bots in multiplayer. - Anyone can fabricate the items bots have unlocked using talents. Balance: - Slightly adjusted values of handheld weapons. -- Damage values of weapons have been adjusted to be more in line with their cost -- Damage to structures has been revised (f.e. knives shouldn't be so efficient at cutting through walls). -- Improved ammo availability for basic weapons. -- Usage of a minimum difficulty level to have some weapons appear in stores only later in the game. Even some previously talent-only items can appear in stores now in very late biomes. Made some weapons available later in the game to increase the feeling of progression. - Slightly adjusted values of apparel (armor, clothing, diving suits) to better highlight strengths and weaknesses. -- Combat Diving Suit is now actually better for combat than the regular diving suit, due to higher damage resistances. -- PUCS no longer gives a bonus to speed when using Underwater Scooter, as it has plenty of other strengths. -- Mechanic's apparel now has higher laceration protection than Engineer's apparel, as that's typically the damage they'd get from failing to repair. -- All starter clothing gives less protection now, while some shop/npc clothing now gives some benefit. - Chance of finding good/excellent/masterwork quality items in higher-difficulty levels. - Plasma cutter is now much better at cutting. - Rebalanced damage dealt by tools. Damage should be a bit higher overall. (don't actually try to fight mudraptors with a wrench though) Tutorial improvements: - A new campaign-integrated tutorial that teaches the basics of the campaign mode in the first outpost. - Various fixes and improvements to the Basic and Role tutorials. - Added popups when completing tutorial chapters that allow you to restart or continue and to return back to the menu. - Added a reactor infographic designed to help new players better understand the reactor interface. It's accessible through a help button on the top right corner of the interface. - Added in-game hints for the genetic system. Changes and additions: - New weapons: Rifle, Heavy Machine Gun, Machine Pistol, Harpoon Coil-Rifle. - Flashlight can now be attached to all ranged weapons held with two hands. - Limit which submarines are available in each outpost: high-tier subs become available as you get further in the campaign, and the submarine class selection depends on the type of the outpost. - Two new music tracks. - Added a slider to the fabricator that can be used to select how many items to fabricate. - Added an option to hide enemy health bars. - Items' damage modifiers are shown in store tooltips. - Added a button for treating all characters in one go in the medical clinic. - Breaches through the submarine's outer hull throws shrapnels that can cause minor damage to nearby characters, making monsters that can't get inside more of a threat to the crew (as opposed to just the submarine itself). - Added a new honking scary random event to beacon stations. - Water-sensitive materials now explode when they've been in water for 3 seconds, not immediately. Added particle, sound and light effects. - Affliction descriptions change depending on the strength of the affliction, and whether you're treating someone else or yourself. - Added a button for opening the Steam Workshop to all tabs of the workshop menu. - Added tooltips that explain how the bot spawn modes work to the server lobby. - Added various new loot items to different creatures. - Large monsters (Abyss monsters, Moloch, Watcher) now also drop items upon death. - Husk eggs now come in two forms: Husk eggs with actual egg-like appearance and the syringe version. Typically syringes are crafted, so finding a syringe on creatures felt a bit out of place. The eggs look as yucky as youd expect. - Made saline significantly less effective as a treatment for bloodloss to make blood packs more useful. - Nerfed flak cannon's explosive ammo. - Emp damage now stuns and damages electrical characters (Fractalguardian and Defensebot). Modders note: its implemented as an affliction, so it's not tied to the "empstrength" attribute defined for explosions. - Allow putting medium items (e.g. storage container) in medical and toxic cabinets. - Some changes to wrecked item sprites (replacing the old low-res pictures with modified versions of the normal items' sprites). - Optimized the server lobby: there was an issue in the logic that updates the microphone icon that caused the game to check available audio devices every frame. - Optimized status monitors: previously some parts of their UI were always updated regardless if anyone is viewing the UI. Multiplayer: - Quality of the radio voice chat diminishes with distance (gradually fading into radio static), similar to the way as the quality of the text chat. - Voice chat range also affects spectators (= spectators can't hear players talking at the other side of the level). - Fixed speech impediments only affecting the text chat, not the voice chat. - Fixed radio voice chat not working properly if the range of the radio is larger than 250 meters. Happened because characters' positions aren't synced if they're further away than 250 meters from the client. In practice, the quality/volume of the chat would stop diminishing after 250 meters, and then immediately cut off when outside the radio range. - Fixed inability to connect to IPv4 servers when IPv6 is disabled. - Fixed occasional crashes when shutting down a server (for example with the error messages "pipe is broken" or "ChildServerRelay readTask did not run to completion"). - Fixed "no core packages in the list of mods the server has enabled" error when trying to join a server that's using a different version of the core package you have enabled. - Fixed "Input contains duplicate packages" error still occurring if you try to join a server that has empty content packages when you don't have those packages yourself. - Fixed networking errors when the connection to the server is momentarily lost and then re-established. - Added a cooldown to client name changes to prevent using it for spamming. - Fixed bans issued with the "banaddress" command using a client's Steam ID not working. - Server visibility can be adjusted in the server lobby (instead of having to restart the server). - The "respawnnow" console command forces a respawn even if there's less than the minimum amount of players waiting for a respawn. Bugfixes: - Fixed candidate box not being visible when using the Chinese input method. - Fixed switching characters interrupting outpost events (even if there's currently no dialog active). - Fixed certain events preventing other events from triggering when half-finished (e.g. preventing you from unlocking missions when an event is still running and for example waiting for you to talk to some other NPC). - Fixed bots sometimes firing in a random direction when they equip a weapon. Happened because the aim and shoot inputs could already be active when the bot switches from another item to the weapon (e.g. from underwater scooter to some gun). - Fixed pirates sometimes being unable to operate multiple turrets at the same time (even if there's enough crew to operate multiple), and attempting to operate hardpoints. - Fabricator chooses the available ingredient that's in the worst condition when there's multiple suitable ingredients available. - Fixed Esc not closing the campaign interfaces (map, store, shipyard, etc) but opening the pause menu instead. - Fixed piezo crystals no longer spawning in the Great Sea. - Fixed characters falling off ladders when using aimable tools. - Fixed currently selected mission being included in the mission count displayed on the campaign map (i.e. showing "1/2" when you're choosing a new destination at an empty location). - Fixed inability to sit in cafeteria chairs. - Fixed projectile impacts getting triggered by gravity spheres and other TriggerComponents (meaning you couldn't hit monsters near a gravity sphere). - Fixed blood pack fabrication recipe outputting only one item. - Fixed tutorial not progressing when inserting a welding fuel tank inside the welding tool straight away, rather than inventory first. - Fixed PUCS not beeping when you're underwater without a tank if you're inside a hull that has oxygen in it. - Fixed some issues in sonar AITargets which made monsters hear the sonar when they shouldn't: switching to passive would immediately make the current directional ping cover 360 degrees, and whether the ping was directional or not would actually depend on whether the previous ping was directional, not what the mode is now. - Fixed items getting autofilled into non-interactable containers in wrecks and outposts. - Fixed ID cards looted from the corpses of a wreck not giving access to the secure containers in the wreck. - Fixed verifying file integrity on Steam resetting the server settings file. - Fixed crashing if you try to open an access-restricted directory in the file selection dialog. - Fixed a typo in physicorium shell's damage config, causing it to not do bleeding damage. - Fixed money gain/lose popups no longer showing in the campaign. - Fixed bloodloss and drunkenness never fully healing, just dropping below the threshold at which the icon appears. As a result e.g. drunkenness and bloodloss never fully went away, which caused issues with some talent effects. - Fixed bots always opening the door/hatch they're trying to repair. - Fixed power indicator not rotating with batteries. - Fixed lights on welding tools and plasma cutters emitting light the next round if the round ends while using them. - Fixed Camel's airlock not draining fully. - Fixed Berilia's bottom EDC not being wired to a supercapacitor and a loose wire between the flak cannon and the right supercapacitor. - Fixed status effects targeting "NearbyCharacters" or "NearbyItems" being applied twice. Modders: if you used this, double the effects (e.g. damage) to get the same results as previously. - Fixed a rounding error that caused Health Scanner HUD to display every level of bleeding below 100% as "minor". - Fixed speech impediment from the husk infection making the bots unable to register any new targets on their own (= without being ordered). - Fixed bots having unintentionally long reaction times on reporting the issues, causing them to ignore new enemies for a while when they first encounter them, unless being attacked. - Fixed the default aim assist being 50% instead of 5%. Fixed aim assist not resetting when the reset button is pressed on the settings window. - Fixed other players not seeing the spray particles when someone uses a sprayer in multiplayer. - Fixed ability to "fire" (just dropping the projectile) hardpoints that are connected to a periscope and loader. - When throwing an item (such as a grenade), the whole throw animation is played before the item is actually launched. Prevents being able to throw items at a ridiculous rate by spamming the hotkeys and LMB. - Fixed portable pump's per-sub limit not working if you attach them at a spot with no background wall. - Fixed oxygenlow resistance not affecting the time it takes to die in an unconscious state. - Fixed bloodloss resistance not affecting how fast bleeding causes bloodloss. - Fixed numpad keys toggling the chat when the Chat key is bind to nothing. - Fixed main menu sometimes appearing half obstructed when starting the game on Mac. - Fixed husk appendage breaking if the character already has extra limbs from e.g. genes. - Fixed blocked doorways in Alien_Entrance3. - Fixed Cyrillic symbols not being visible in the server list's server info panel when playing in a language other than Russian. - Fixed certain genetic effects (such as regeneration from Hammerhead Matriarch genes) not working properly when multiple characters have the same effect. - Adjusted railgun, coilgun and double coilgun firing offsets to make the projectile spawn closer to the end of the barrel. - Fixed loot sometimes spawning in vending machines' output slots. - Fixed water level sometimes "flickering" up and down when water is leaking to a room from the left or right. - Fixed resetting the UI position doing nothing to equipped items' UIs (e.g. handheld status monitor). - Fixed items equipped in the health interface slot being sellable. - Fixed inconsistent view ranges of large turrets. - Fixed SMG magazine shape being inconsistent with the shape of the mag well on the SMG sprite. - Fixed character portrait and health bar buttons being clickable (despite being hidden) when the health interface is open. - Fixed occasional crashes due to location store being null when teleporting from location to another with console commands. - Fixes to impact-sensitive items exploding at the start of the round (e.g. at the start of explosive transport missions or when purchasing explosives). - Fixed bots occasionally being unable to operate turrets when starting a new round until they're re-ordered to man the turret. - Fixed focus staying on the highlighted item/character indefinitely if you keep holding LMB, even if you're outside interaction range. - Fixed some creatures not having enough space in their inventory for the genetic materials to spawn into. - Fixed minerals still sometimes being placed outside the level in mineral missions. - Fixed cave tunnels sometimes being too narrow to pass through. - Fixed "man and his raptor" outpost event giving 1000 marks in an incorrect branch of the dialog (the one where you immediately accept the NPC on board, instead of the one where the NPC says they'll pay you 1000 mk). - Fixed cases of interaction texts for focused item (most notoriously, the planter) not being updated correctly. - Fixed "snap to grid" causing door gaps to get misaligned. - Fixed weird equipping behavior on fruit and paints, causing them to be equipped in both hands when trying to unequip. - Fixed junction boxes not getting damaged by water. - Fixed opiate withdrawal only reducing down to 20%, but never fully healing by itself. - Fixed engines reverting back to the non-damaged sprite when they're damaged badly enough that the sprite starts shaking. - Fixed walls being set up incorrectly in vertical abandoned outpost hallway modules, causing them to stick out into the connected modules. - Fixed bots being unable to fix Typhon 2's top docking hatch or the wall right next to it. - Fixed crashing when applying upgrades to linked subs, and there's more than one linked sub. - Fixed Research Station being in the "Outpost" subcategory in the sub editor. - Fixed bots dropping medicine from PUCS when changing its oxygen tank. Modding: - Added a button to the main menu that can be used to update all installed mods when there's updates available. - Mods with errors can no longer be enabled. This change should encourage modders to fix errors in their mods and report bugs, as well as discourage players from ignoring errors. - Removed most of the debug console error spam seen when launching the game or opening the settings menu when faulty mods are installed. - Fixed mods failing to show up in the mods list at all when they have certain kinds of errors. - Implemented the status effect type "OnSuccess" where "OnUse" was used instead. Changed "OnUse" to be neutral, meaning it always triggers, regardless of the (skill) requirements. You may need to switch using "OnSuccess" instead of "OnUse", if it's intended for the status effect to trigger only when the (skill) requirements are matched. - Fixed increasing an item's HealthMultiplier making the items appear damaged in existing subs/saves (e.g. if you doubled an item's maximum condition, the items would remain in the old maximum condition and appear 50% damaged). - Fixed crashing if a talent is triggered when the character receives some affliction, and that talent applies the same affliction on the character. - Fixed crashing if the ingredient of a fabrication recipe can't be found. - Fixed inability to sync properties of ItemComponents that the item has multiple of (meaning that it was only possible to e.g. edit the light color of the item's first LightComponent if it has multiple). - Added 'launchimpulse' on RangedWeapon to affect projectile's speed (sum of launch impulses). - Added 'penetration' on RangedWeapon to affect projectile's penetration (sum of penetration). - Added 'DontApplyToHands' property to Propulsion, preventing extra force applying to hands when the item is held in hands (instead applying only to the character's whole body). - Added a skill requirement conditional for StatusEffect, example: to make a status effect occur only if the target has less than 35 weapon skill. - Added ReloadSkillRequirement and ReloadNoSkill to RangedWeapon. E.g. a weapon with reload=2s, ReloadSkillRequirement=40, ReloadNoSkill=5s will have a character with 20 weapons skill reload at 3.5 s. - Fixed sound's frequency multiplier not working in many cases (status effects, specific item sounds like turret movement sounds). - Made it possible to check if some value is null or not with PropertyConditionals (e.g. CurrentHull="eq null"). - Added UseEnvironment.None to Propulsion component. - Fixed the debug console command "head" causing the character to disappear. The command can be used for changing the appearance of the character at runtime. - Status effects of type "OnUse" on projectiles now trigger when the projectile is launched. Previously it launched when the projectile hit the target. Use OnImpact (or OnSuccess/OnFailure) when you want something to happen when the projectile hits the target. - Added an option to multiply the damage by max vitality (relative damage) per affliction definition, in addition to the "multiplyAfflictionsByMaxVitality" attribute defined for the status effects. If you want to define it for an affliction separately, leave the status effect level definition undefined, because it'd override the affliction specific value. - Fixed item's OnSpawn effects being applied twice. - Fixed item components that inherit the status effects from another item component (e.g. the medical syringes) triggering the status effects twice when the effect is triggered via the item and not via the item component. Didnt cause issues with the vanilla items, but might affect some mods. If your item e.g. suddenly does only half of the damage after the update, its possible that it was affected by the bug. Just double the effect to fix it.


[ 2022-12-14 15:04:45 CET ] [ Original post ]


Preview: Holiday Update


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.

Campaign tutorial


Were adding tutorial features integrated into the singleplayer campaign mode. The new campaign tutorial guides new sailors on their first mission with hints, tips and dialogue.

Reworked talents


Thank you for all the comments on the talent rework announcement we made a few weeks ago! After further testing and reading all the feedback we got, weve made a few adjustments to our plans. Heres an updated preview of the upcoming talent overhaul:
  • More talents. Were adding 50 new talents in total.
  • New generic talents for all jobs. You must unlock a few of these generic talents before picking a specialization, and if you want to, you can even unlock them all.
  • More streamlined specializations. You can still get talents from several different talent trees, but you must complete each tree before moving on to the next.
  • All talents can now be unlocked and used by bots. Recipes unlocked by bots can be used by the entire crew.
  • Brand new talent-related items, such as the new Scrap Cannon and Arc Emitter weapons.
About the Captains third talent tree: It is on the way! However, as it relates to the various factions of Europa, it will only be added with the faction overhaul coming next year.

What else is new?


Here are some of our favorites from the smaller changes coming up in the Holiday Update:
  • Hull breach shrapnel makes monsters that cant get inside your sub more dangerous to players.
  • You can now fabricate multiple items at once with a convenient slider.
  • More varied creature loot, including loot from big monsters.
  • New weapons: the Rifle, Heavy Machine Gun, Machine Pistol and Harpoon Coil-Rifle.
  • Flashlight attachment for rifles.
  • VoIP improvements, including distance-based radio chat quality.
  • Fixed the Chinese and Japanese typing method to display the candidate box properly while typing.
Read more about the update and our seasons greetings on our blog and stay tuned for the Holiday Update next week!


[ 2022-12-09 16:25:11 CET ] [ Original post ]


Sneak peek: Campaign tutorial


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.

  • Guiding new players through starting a campaign. The campaign tutorial places you at a simplified outpost and guides you to gear up and complete your first mission.
  • Tips and hints along the way. The new tutorial makes use of hints to highlight important NPCs, items, and submarine systems that are important for all jobs to understand.
  • Integrated into the singleplayer campaign. The tutorial mode is enabled by default when you launch a singleplayer campaign and can be turned off in the settings.
Weve also made some final tweaks to the new tutorials from the previous update by adding some extra text, exit popups upon completing objectives, and overall small improvements. Were very excited about our completely overhauled tutorials and hope you will find them helpful! The campaign tutorial will be released along with our December update, and you can already test the upcoming changes in the Unstable test version. Read more about the new additions on our blog and stay tuned for the update, coming in a few weeks!


[ 2022-11-25 16:35:00 CET ] [ Original post ]


The Steam Awards nominations are on!

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.


[ 2022-11-24 17:19:31 CET ] [ Original post ]


Fix for typing using Chinese characters in-game


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!

How to get the Unstable beta


Opt into "unstable", a free beta version available to everyone who owns Barotrauma on Steam:
  • Head to your Steam Library and find Barotrauma in your list of games in the left sidebar.
  • Right-click Barotrauma and choose Properties.
  • Choose the "Betas" heading in the Properties window.
  • Select "unstable" from the topmost dropdown. This initiates the download of the beta.
  • When "unstable" is successfully opted into, the name of the beta is displayed in square brackets in Barotrauma's title in the left sidebar of your Steam Library.
  • To return to the regular game version, simply repeat these steps and choose ""none"" in the beta selection dropdown.
To give us feedback about Chinese typing, please write on the Unstable forums or our GitHub issue tracker. We hope this fix improves your experience with Barotrauma!


[ 2022-11-21 14:05:00 CET ] [ Original post ]


Sneak peek: Talent rework


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.


[ 2022-11-11 16:52:09 CET ] [ Original post ]


Second fix patch for Hoist the Sails 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.


[ 2022-10-20 14:03:21 CET ] [ Original post ]


Try Barotrauma for free!


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!


[ 2022-10-06 17:01:35 CET ] [ Original post ]


Hotfix v0.19.11.0 for Hoist the Sails

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.


[ 2022-10-06 15:33:02 CET ] [ Original post ]


Hoist the Sails Update out now


Hello everyone! Weve just released a new update for Barotrauma. Hoist the Sails brings

  • Improvements to submarines and upgrades, and a new vanilla sub
  • All-new game tutorials
  • Improved performance and multiplayer stability
  • Many quality of life changes and fixes.
See this preview post for a more detailed introduction of all the new additions, and find the full list of changes at the end of this post. Be sure to update your game to the latest version now to be able to host and join servers. We hope you enjoy the Hoist the Sails update! [h5]To MacOS players on systems older than 10.15:[/h5] Due to the .NET 6 update included in Hoist the Sails, we have had to raise Barotrauma's minimum technical requirements for MacOS, and systems 10.13 and 10.14 have unfortunately lost support. If you wish to continue playing Barotrauma on these systems, you can access the game version preceding this update as a Steam beta. Opt into "MacOS-Compatibility", available to everyone who owns Barotrauma on Steam:
  • Find Barotrauma in the left sidebar of your Steam Library.
  • Right-click Barotrauma and choose "Properties".
  • Choose the "Betas" heading in the Properties window.
  • Select "MacOS-Compatibility" from the topmost dropdown. This begins the download of the beta.
  • When "MacOS-Compatibility" is successfully opted into, the name is displayed in square brackets alongside Barotrauma's title in the sidebar.
  • This beta will not get any further updates but will remain available to ensure continued compatibility for the affected Mac players.
To access new game versions of Barotrauma on MacOS, 10.14 players should be able to update their systems to stay compatible with our new runtime. 10.13 players and everyone will additionally be able to find Barotrauma on Nvidia's GeForce NOW cloud gaming platform, starting tomorrow! The .NET 6 runtime update only affects compatibility for MacOS 10.13 and 10.14, not other systems. Read more about the runtime update and its effects on MacOS in this earlier post. [h5]v0.19.10.0[/h5] Changes and additions: - Completely remade tutorials. There is now a Basics Tutorial to cover basics like moving, inventory and repairs. More specific tasks are explained in the Roles Tutorial, where every job has their own tutorial to go through, explaining what it means to be e.g. an Engineer or a Captain. - Added new mining missions, including some in the abyss. - Reintroduced separate local/radio voice chat keys as a legacy option. Now it's again possible to speak with voice activation by default and use a push-to-talk button for radio, the same way as before, by setting the chat mode to Local and using the new radio voice chat hotkey. - Device/item UIs can be moved around by dragging. - Allow using devices while on a ladder or sitting on a chair. - Changed reactor temperature bar colors (from blue to red). - Higher quality stun batons cause heavier stun. - Changed unit load device capacity to 12 (because the sprite has space for 12) and made them waterproof. - Changed fabricator skill calculations: the most inadequate of the required skills determines the fabrication time (instead of the average). - Made dying drop a characters' skills towards the maximum initial skill instead of minimum. - Added a new keybind for opening and closing the chat box. The default bind is B. - Added a warning if a new keybind overlaps with any of the player's existing binds. - Overvoltage makes devices perform better, increasing the output of engines, making fabricators, deconstructors and pumps operate faster, electrical discharge coils do more damage, batteries recharge faster and oxygen generators generate more oxygen. Encourages operating the reactor manually and hopefully makes it a little more engaging. - Added more randomness to junction box overvoltage damage, and made partially damaged boxes take more damage from overvoltage. Prevents all boxes from breaking at the same time, making overvoltage less of a pain to deal with and intentionally overvolting devices more worthwhile. - Added manual temperature adjustment buttons which immediately increase/decrease the temperature of the reactor for a brief amount of time on manual control (bumps the gauge up/down by a fifth, and the boost fades out in 20 seconds). Allows reacting to load fluctuations very quickly, and conserving fuel by operating the reactor at a lower fission rate a new benefit to operating reactors manually. - Signals no longer set the fission and turbine rates of the reactor instantaneously, making automated reactor circuits less overpowered. They are still viable, but especially now with the addition of the extra incentives for operating the reactor manually, they're no longer as clearly the best and most efficient way to operate the reactor, making manual operation more worthwhile. - Made the "distort" camera effect a little less obtrusive and glitchy-looking (smoother texture + less heavy effect). - Made water-sensitive materials (lithium, potassium, sodium) spawn in waterproof chemical crates. - Made crates deconstruct much faster to make them easier to get rid of. - Sonar disruptions now hide minerals. - Grayed out ranged weapons' crosshair when reloading (similar to turret crosshairs). - Disabled the autodocking prompt (which verifies whether you actually want to dock when docking is initiated by an automated circuit) in single player. - Improved the way drag is applied on submerged items. Fixes heavy items dropping at unnaturally high speeds in water. - Added a splash effect when an item falls into water. - The deconstructor UI shows what the input items deconstruct to (particularly important now with the lossy deconstruction recipes - it can be risky to deconstruct something just to see what materials it gives out if that results in material loss). - Wall and device repair costs in outposts are calculated based on the amount of damage on your sub, instead of always having a fixed price. - Inflamed lung doesn't affect characters that don't need oxygen. - Added swarm behavior for crawler husks. - Added some more oomph to nuclear explosions. - Adjust the alpha of the outpost service icons according to distance to make it easier to estimate where the NPC is at. Show the title of the NPC when hovering the cursor over the icon. - Added "unlockmission" console command. - Added "setcampaignmetadata" console command (may be useful for modders creating custom scripted events for the campaign). - Changed how NPC "titles" work. Previously we defined "titles" for the pirates (e.g. "Pirate Lord" and such), and the title replaced the name of the NPC (which made their dialog a little awkward). Now we display both the name and the title over the character, and special outpost NPCs also have titles. - Gave diving masks to most NPCs. - Changed the burn overlay formula: now also the non-affected limbs get half of the effect, because the sharp contrast between limbs looked weird. - Restored the 3-shell Railgun rack as a legacy option. - Reworded the "respawn with penalty" prompt to make it less confusing: you always get a penalty to your skills when you die now, and Reaper's Tax is an "extra penalty" you get on top of that if you opt to respawn mid-round. The intention behind this is to incur a cost to respawning, as it shouldn't be possible to get unlimited free reinforcements and supplies mid-round. - Made SIGTERM close the linux server gracefully. - Made respawn items (suits, scooters) spawn in the respawn shuttle's cabinets when possible. - Show a healthbar on items (e.g. eggs and thalamus organs) when damaging them with handheld weapons (melee or ranged). Submarines: - Added a new intermediate transport sub, Camel. - Added submarine tiers. Higher-tier submarines can be upgraded further than lower-tier submarines. - Overhauled and balanced submarine upgrades. - Added Large Weapon Hardpoints. - Added Flak Cannon and Double Coilgun as new Large Weapons. - Railgun is now considered a Large Weapon. - Added an upgrade that adds a mineral scanner to nav terminals and sonar monitors.cannon - Submarine class now affects which upgrades are available for the sub. - Removed the Deep Diver class: the way we see it, Deep Divers didn't have a clear enough role in the game, especially considering that hull upgrades served pretty much the same purpose. In practice, the only clear benefit of a Deep Diver was being able to get through the very last levels of the campaign, and having to switch to one just for that purpose wasn't fun. Now any submarine with full hull upgrades can get all the way to the end of the campaign. - Fixed messy wiring in Typhon 2's bottom left hardpoint. - Winterhalter and Remora are now Scout class ships. - Added some loose vents and panels to Herja, Winterhalter and Barsuk, fixed invisible "loose panel" (news stand) in Orca 2. - Fixed floating light component in Orca 2. - Medical fabricator now consumes 500 power on all submarines, to be consistent with other fabricators. - Updated prices of all submarines to match tiers. - Gave Typhon 2 better stats and even more firepower, to outclass the original Typhon. - Improved R-29's speed and gave it a Flak Cannon. - Added Large Weapon hardpoints to Berilia to make it a Tier 3 transport. - Tweaked the hulls and waypoints around Herja's top docking hatch to make it easier for bots to reach and weld. - Fixed a waypoint/hull issue in Typhon's stowage compartment (waypoint in such a tight space the bots couldn't reach it). Balance: - "Mission cheesing" by repeatedly undocking and redocking to an outpost to reroll the mission events no longer works: new mission events don't reappear until one "world step" has passed (~10 minutes or traversing through one level). - Balance pass on handheld weapons: adjusted reload times, damages, stun durations, recoil and ammo stack sizes. - Reduced tools' structure damage (dual-wielded storage containers no longer chew through submarine walls in seconds). - Increased heavy ruin wall health to make it less easy to cheese your way into the artifact room in ruins. - Made boomstick fire in bursts of 2 (similar to deadeye carbide) to prevent ridiculous fire rates with quick-reloading. - Added EMP effect to nuclear depth charges for consistency. - Pulse Laser and Railgun now have similar power consumption as other turrets. - Changed how skill levels affect the quality of fabricated items. Previously having a skill level equal to or higher than the item's skill requirement would result in a good quality item, meaning that practically everyone could e.g. fabricate good quality oxygen tanks. Now your skill needs to be >20% from the minimum skill requirement towards 100 (e.g. if the item requires 20 skill to fabricate, 36 results in a higher quality item). - Reduced PUCS's radiation resistance from 100% to 90%. Complete invulnerability to radiation has way too much potential for exploits and overpowered strategies. - Adjusted supplies in pirate submarines. - Turned some weapons' burn damage into explosion damage. - Made the extra sales from "traveling tradesman" talent stack. - Terminal ignores empty signals. - Reduced commonness of molochs (as they can take a lot of time to kill, running into multiple of them can quickly become a chore) - Removed steel requirement for depth charges. Fabricate decoy depth charges from depth charges, rather than from the base material. - Reduced the Pulse Laser tri-laser bolt spread. - Explosions are now calculated differently, using the number of limbs to divide the damage (up to a maximum of 15 limbs). Adjusted explosion damage values to match new calculations. - Coilgun costs 5000 marks to install, Pulse Laser and Chaingun 6000. Large turrets each cost 7500 each. - Made mudraptor eggs modestly profitable for farming (decreased cost from shop, increased deconstruction yields). - Mineral yield and spawn rates rebalance: minerals found are now much more dependent on location (biome, cave, abyss). - Balanced existing mineral missions: adjusted rewards & required minerals, and required some minerals to be handed over to the outposts as proof of their existence. - Rebalanced Engine Force values to better match hull size. Most Scouts (Azimuth, Orca2, Remora, Winterhalter) are now faster. Humpback, Typhon and Orca are slightly slower. Multiplayer: - Fixed missions sometimes unlocking in incorrect locations in MP campaign, making them either unselectable or causing a "mission mismatch" error when the round starts. - Fixed clients downloading submarines they already have from the server if the mods those submarines are in are not currently enabled. - Significantly sped up file transfers (mods, submarine files, campaign saves). - Clients who've recently joined (by default 2 minutes) are not allowed to vote to kick others, and vote kicking someone always requires at least 2 votes. - Servers don't allow selecting hidden jobs (jobs only used by NPCs) as job preferences. - The minimum kick vote counts are no longer rounded down. Previously if you had for example four players on the server and the minimum vote count set to 60%, kicking would require 2 votes, now it requires 3. - Fixed inventory and wallet resetting if a campaign round ends when a client's character has spawned, but the client is not currently controlling it (e.g. due to getting kicked to the lobby). - Fixed spectator checkbox overlapping with the character info if you get kicked to the lobby mid-round. - Fixed "kick" button staying disabled indefinitely if you vote to kick someone and the vote doesn't go through. - Fixed Steamworks publish tab showing the "free weekend" message when using Steam family sharing. - Minor tweaks to the end of PvP missions to make them a little less underwhelming: instead of ending the round immediately when one team is dead (without even giving enough time to see the enemy die), there's a brief delay, a message box and a camera transition to let the players see what happened. - Fixed PvP team assignment sometimes being wildly imbalanced, even when there were enough players with no preference to make the team sizes equal. - Fixed clients getting stuck in the loading screen if they happen to disconnect at the right moment between rounds. - Fixed bank balance not getting corrected if it's become desynced by e.g. client-side commands. - Fixed server not registering a client's character as disconnected if the client disconnects and reconnects before the round has fully started, causing the client to get stuck as a spectator when they rejoin. - Fixed clients disabling their client-side-only mods when they join a server. - Fixed hull/item repairs purchased from an outpost sometimes not getting applied client-side. - Fixed "missing entity" errors in a specific situation in multiplayer. Occurred when a respawn shuttle was enabled and loaded on the server (= i.e. in a non-outpost level), and a client disconnected and immediately reconnected. This would cause the client to deselect the respawn shuttle and make them start the round without loading one, leading to the "missing entity" issues due to the shuttle only existing server-side. - Fixed damage visuals not showing on characters who've died off-screen. - Fixed ability to upgrade the sub when there's a switch pending in multiplayer. - Fixed friendly fire and karma always showing up as disabled on dedicated servers in the server list. - Fixed spineling spikes fired by a human with spineling genes not damaging any human characters (enemies in PvP, pirates in pirate missions) when friendly fire is disabled. - Fixed "invalid ExecuteAttack message: limb index out of bounds" errors when you join a server where a character has fired spineling spikes with spineling genes mid-round. - Fixed "entity not found" errors if a shuttle or submarine ends up absurdly deep in multiplayer (>100 km). We don't even know how someone managed to pull this off. - Fixed rapidly clicking on the mission giver sometimes not giving all the available missions when the "Use" input is set to LMB. Happened because the conversation logic didn't check if there's another conversation active, causing the server to show a new conversation when clicking the NPC, without interrupting/continuing the previous conversation. - Made shockjock event only show for the player triggering the event (making it visible for everyone works kind of weirdly, when the event involves talking to an NPC next to the character who triggered the event). - Fixed outpost events getting stuck at the last ConversationAction if another client has finished the action. Optimization: - Updated our runtime to .NET 6, which should yield significant performance improvements. Do note that this unfortunately means we'll have to drop support for macOS versions older than 10.15, but we have taken some measures to help the affected Mac players continue having access to Barotrauma. - Optimized afflictions that apply other afflictions on the character (e.g. radiation sickness, drunkenness, opiate withdrawal). - Optimizations to the talent system, particularly when the talent menu is open and when there's a large number of talents (e.g. when using mods that make all talents available to every class). - Physics optimization: fixed submerged items' physics bodies staying active indefinitely even after they've come to rest due to buoyant forces being applied on them constantly. Now we stop updating bodies that have come to rest on the floor and aren't light enough to float. - Optimized AI objectives that make bots fetch items (combat, contain item, decontain item, get item). Submarine editor: - Fixed door gaps not appearing in the sub editor until you select the door. - Fixed sub editor background images not saving. - Fixed turret lightsource rotation not refreshing in the sub editor when flipping the item. - Fixed prefab placement breaking in the sub editor if LMB is held while moving the cursor outside of the selection panel. - Fixed several instances of janky UI interactions in the submarine editor: dragging the selection rectangle now works even if the cursor reaches into the prefab list; letting go of a dragged entity works even if the cursor reaches into the prefab list; the dragged entity no longer goes invisible when reaching into the prefab list. - Made PowerContainer recharge speed always default to 0. - Fixed adding resizeable items (like ladders) not being registered in the sub editor's command history, preventing undoing it. - Changed default reactor output from 10,000 kW to 5000 kW. - Decreased Winterhalter reactor output and increased its fuel consumption rate. - Fixed some gap issues in Winterhalter. - Fixed medics not having access to the toxin cabinet in Barsuk. - Fixed medic, engineer and mechanic spawnpoints having no tags in Typhon. - Fixed crashing when trying to multi-edit a string value in the sub editor. - Fixed dragged objects becoming invisible if you bring the cursor over a UI element in the sub editor. - Fixed screwdrivers and wires in your "inventory" being included in the total item count in the sub editor's wiring mode. - Fixed entities that were below the cursor when starting to resize a structure staying highlighted during resizing. - Fixed sub editor treating the autosave interval as minutes instead of seconds (saving every 300 minutes instead of 300 seconds). Fixes: - Fixed "power flowback" issue in turrets. As of the power rework, wires connected to the same input or output pin of a device are considered to be in the same grid, which in practice meant a turret could be connected to another supercapacitor through the power_in connection of another turret, even if there was no direct connection between the 1st turret and the supercapacitor. Now the turrets (and electrical discharge coils) need to be wired directly to the supercapacitor. - Fixed brief freezes when monsters spawn mid-round. - Fixed turrets linked to the same loader messing up the upgrade store UI and causing item swaps to cost more than they should. - Fixed submarines always saving in the root folder of a local mod, instead of the subfolder they were originally in. - Fixed Reaper's Tax not stacking. - Fixes to ruin decals in a bunch of ruin modules. - Fixed a waypoint issue in the Alien_Entrance3 ruin module. - Removed oxygen tanks from DockingModule_01_Colony. - Fixed duct block's misaligned broken sprite. - Fixed status monitor calculating linked hulls' water amounts incorrectly (displaying the average of their water percentages, which isn't correct if the hulls aren't the same size). - Fixed inactive components (components not currently sending any signal) not reactivating if their output is set to a non-empty value. - Fixed missing gap in SecurityModule_02. - Fixed lack of outpost events in difficulties past 80 (which no longer occur normally but still exist in old saves and mods). - Fixed lithium and magnesium descriptions. - Adjusted hulls in DockingModule_02_Colony to prevent bots from jumping off the ledge. - Fixed motion sensors detecting pets as monsters (pets are now a separate target type). - Fixed helmets not protecting against concussions. - Fixed safety harness not protecting against lacerations. - Fixed increasing an item's HealthMultiplier not increasing the current condition (so e.g. doubling the item's max health would cause it to have 50% condition). - Fixed successive event dialogs in the same prompt scrolling the prompt back up and then down. - Fixed missing "pirateclothes" inventory icon. - Made bots better at figuring out which button controls a door when there's some complex circuit involved. Previously the bots would try to find a button connected to any of the door's connections via wires/circuits, now only the toggle and set_state inputs are considered. - Bots now clearly prefer using buttons linked to the door in the sub editor. Can be used as another way to help bots figure out which button they should press in situations with multiple buttons and complex door control logic. - Fixed bots failing to find a path to a couple of spots on Herja. - Fixed alien materials (physicorium, incendium, fulgurium, dementonite, paralyxis) not being shown on the mineral scanner. - Another fix to cave generation to prevent it from creating impassable paths. - Fixed inability to use manual assignment for bot orders with options. - Fixed all boolean components (And, Or, Xor) using the And Component's tooltip for the "timeframe" property. - Fixed boolean operator component (And, Or, Xor) timeframes not working correctly in some situations (non-zero timeframe, empty false output). The component would deactivate as soon as it stops sending an output, which could prevent some inputs from timing out (meaning that the component could send a signal again as soon as it receives signal A, even if signal B hasn't been received within the timeframe). - Fixed PUCS consuming the medical item inside it when a welding fuel or incendium tank is inserted. - Fixed a level generation issue that sometimes made the level impassable if there happened to be a cave right above the outpost. - Fixed holes on sloped walls being impossible to pass through when you're swimming straight down/up (or straight right/left depending on the wall): the walls are technically considered either horizontal or vertical (depending on the angle of the slope), and you would have to swim in a direction perpendicular to this "technical" direction of the wall. - Fixed retrying the Hognose mission making a new Hognose join your crew every time. - Fixed idling NPCs sometimes getting stuck on ladders. - Fixed mirrored turrets being displayed backwards on the status monitor. - Fixed character's hands getting "stuck" if you handcuff yourself while dragging someone. - Fixed dragged character's arms not being pulled towards you, making it look like you're dragging them without touching if you run or walk away while dragging. - Fixed dragged bots slowly moving constantly, preventing them from switching to the normal standing pose. - Fixed bots having trouble fixing leaks in multi-hull rooms: they were required to be in the same hull as the leak, which prevented them from fixing leaks in e.g. R-29's bilge. - Fixed combat missions not ending the round if both crews are dead. - Fixed bots stating the name of the character they're firing at with turrets, making it seem like they know the name of every pirate they come across and magically recognize them through the walls of the enemy sub. - Fixed Chaingun rotation speed not being affected by the weapons skill. - Fixed crashing when using ':' in item assembly names on Linux platforms. - Fixed ImmuneToPressure ability flag being ignored on characters who don't need air (in practice meaning that you can get killed by pressure if you get huskified even if you have a talent that makes you immune to pressure). - Fixed geneticmaterialcrawler_unresearched3 producing mudraptor genes. - Fixed linked subs still sometimes getting placed on the wrong side of the docking port when switching subs. - Fixes to ruin door connections, wiring and connection panels. - Fixed "insurance policy" giving the money to the dead character instead of the bank. - Fixed damage to mirrored wall pieces resetting between rounds. - Increased the minimum width of cave tunnels to prevent impassable paths. - Fixed deconstructor input slots becoming unlocked when starting a new round while the deconstructor is running. - Fixed Grenade Launcher quality doing basically nothing, because it increased the minuscule amount of blunt force trauma the grenade causes on impact instead of the explosion damage. - Fixed vitality modifiers not being taken into account in the readings in the health interface. For example, gunshot wounds on the head cause a x2 larger vitality drop than on other limbs, but this wasn't displayed on the health interface. - Fixed Planet Neon Sign sprite bleed. - Fixed level resource spawn rate not properly respecting the resource spawn chance values of level generation parameters. - Fixed some text overflows in the hiring menu when using a small HUD scale. - Fixed name on an ID card resetting to the original name if you rename a character and then start a new round. - Fixed handcuffs in the backmost hand being drawn in front of the character. - Fixed water splashes appearing in an incorrect hull when a character's limb moves from a flooded hull to another hull, where the limb is no longer underwater. - Fixed crashing when a signal causes a wired item to be dropped (e.g. when you attach a detonator to a destructible ice wall and blow it up). - Oxygen generators and shelves don't fill up oxygen tanks when on fire. Caused repeated explosions when the tank constantly refilled and re-exploded. - Fixed "gene harvester" and "deep sea slayer" working on all enemies, not just monsters. - Fixed floating point inaccuracy sometimes preventing items from being used as fabrication ingredients (e.g. an oxygen generator may sometimes only fill tanks up to something like 99.9998%, which prevented it from being used in recipes that require a full tank). - Fixed item picking timer (e.g. detaching an item from a wall) ticking down when the game is paused. - Fixed outpost supply cabinets missing the oxygen tank spawns. - Made the water current outside the levels start from the same point where monsters start heading towards the level, to make sure monsters can't escape too far from subs with a weak engine. - Fixed hardened diving knife recipe. - Fixed probability multiplier not being shown in wearable tooltip if the damage multiplier is 1. - Yet another attempt to prevent beacon missions from failing for apparently no reason: sonar monitors won't get damaged by water after the beacon's been activated. - Fixed text selection in a textbox stopping when the cursor goes outside the box. - Fixed fire, breach and intruder report icons not being shown to anyone. - Fixed missing/unwired lighting in ResearchModule_02_Colony. - Remove particles when switching screens (otherwise e.g. particles from the previous round are still in the level if you happen to be looking at the right spot). - Thalamus or ice walls can't be welded. - Quick-reloading tries to reload the item whose contained items have the lowest condition. In other words, if you've equipped 2 weapons, quick-reloading reloads the one with the least ammo instead of the one that's the first in your inventory. - Fixed erroneous dementonite and depleted fuel tool recipes. - Fixed swapping a scaled turret/hardpoint causing the new one to be misplaced. - Fixed inability to upgrade the sub or do maintenance if you buy and opt to switch to a new sub, and then go to the submarine switch terminal to cancel the switching. - Fixed stolen items becoming non-stolen when deconstructed. - Fixed ItemContainer UI popping up (with no visible inventory slot) when you pick one up, e.g. picking up a detonator from the floor. - Fixed "[E] Rewire" hover text being shown on attachable items that haven't been attached to a wall (even though they can't be rewired until attached). - Fixed trying to bind multiple console commands to the same key with the "bindkey" command crashing the game. - Fixed high-quality revolvers having no difference to normal-quality ones. They should get a 10% damage boost per quality level but didn't, due to incorrectly configured quality stats. - Fixed multiple monster missions sometimes spawning the monsters close to each other, causing them to attack each other. - Fixed monsters sometimes using the wrong animation parameters while idling (or moving slowly). - Fixed nuclear depth decoy using the same sprite as the normal depth decoy. - Fixed fractal guardian VitalityMultipliers being configured incorrectly (using the "type" attribute but with affliction identifiers instead of types). - Fixed incorrectly sized thalamus wall colliders, added background sprites to the walls. - Fixed "tried to overwrite a submarine that's not in a local package" error when loading and trying to save a submarine autosave file. - Fixed location portraits sometimes not showing up in the mission tab. Happened when we initialized the mission tab before the portrait had been loaded. - Fixed Coilguns and Chainguns not always playing the firing sound when fired. Happened because their audio clips were so long (albeit mostly silent) that firing them continuously led to a ton of clips playing simultaneously, exhausting the available audio channels. - Fixed monster missions' sonar marker being placed incorrectly if a monster ends up inside the sub, making it look as if the monster was far outside the level. This often made it look like the monster was moving away from the sub when trying to approach its position as it appeared on the sonar? - Fixed bandolier (and other items that give bonuses when worn) giving bonuses when the item is held. - Fixed mod texts being briefly misaligned when scrolling down the list of unpublished mods. - Fixed light sprite rotation not getting refreshed when placing an attachable item on a wall when lighting has been disabled with console commands. - Fixed supercapacitors showing 1% as the initial recharge rate because the recharge rate defaulted to 10. - Fixed some ending options of the "good samaritan" outpost event not ending the event. - Fixed random (non-mission) events disappearing from outposts when you save and quit.


[ 2022-10-05 15:03:52 CET ] [ Original post ]


Preview: Hoist the Sails Update


Hello everyone! The Hoist the Sails update is almost here, with performance improvements, changes to submarines, an entirely new in-game tutorial, and more.

Performance update


Were updating Barotraumas .NET runtime to a new version to improve overall performance, and weve also been working on a number of optimizations to address specific problem areas, such as large numbers of items, talents and physics.

Changes in the shipyard


The update comes with many changes to submarines and submarine upgrades:
  • A new early-game Transport submarine, the Camel.
  • Improved submarine upgrades.
  • The Deep Diver class is being removed, and Deep Divers become Scouts. Sub builders can choose a different class for their custom Deep Divers in the Submarine Editor.
  • A submarine tier system to designate how advanced a sub is. Tier is automatically assigned based on a submarines price, but it can be adjusted in the Sub Editor.
  • New and bigger guns!

Reworked tutorials


To help new players get on board more easily, weve reworked the in-game tutorials.
  • A separate basic tutorial to cover movement, inventory, and other fundamentals not related to jobs.
  • More nuanced role tutorials for each job to teach their purpose and responsibilities in more depth.
  • The new role tutorials can be done in any order, so you can focus on the ones you want to learn at any time.

What else is new?


There are also many smaller changes and improvements coming. You will be able to
  • drag and reposition user interfaces for items in-game
  • use devices while sitting in a chair or climbing a ladder
  • go back to the legacy voice / radio chat keybinds if you so choose
  • see what materials an item deconstructs to before breaking it down.
Weve also addressed lagging upon monsters spawning, which gave away the surprise, and made multiple networking improvements to help with multiplayer stability. Read more about all of these and more on our blog and stay tuned for Hoist the Sails coming soon!


[ 2022-09-30 15:08:03 CET ] [ Original post ]


Sneak peek: Changes in the shipyard


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!

  • New guns! Were adding two new large turrets: the double coilgun and the flak cannon. These together with the railgun are the new large weapons, which can only be mounted onto the new large hardpoints.
  • The Camel, a new Transport submarine, is being added. The other submarine classes have affordable starter options, and now the Transport class does too.
  • The Deep Diver class of submarines is being removed, and all the submarines in this class will become Scouts instead. Only Deep Divers have been able to get through the last few levels of the campaign, because even the fully upgraded hull of a ship other than a Deep Diver did not offer enough pressure resistance. We want to change that and allow you to finish the campaign by upgrading the ship of your choice.
  • The submarine upgrade system has got some adjustments to make individual upgrade levels count for more, and for all the different upgrades to stand out better. Different classes of subs also get slightly different upgrades, giving classes more purpose and identity.
  • Submarine tier, a completely new classification system, is being added to designate submarines as high or low end. Tier and class together determine how much you can upgrade a submarine, adding depth and dimension to the submarine system as a whole. Tiers will be assigned automatically to all existing subs based on price.
Want to find out more? Head over to our blog for a more detailed introduction of all the new content and features, and take a look at them in action in the Unstable test version. All these changes in the shipyard will be released in the next update, coming in early October!


[ 2022-09-16 19:58:57 CET ] [ Original post ]


Performance update, GeForce NOW and important information for MacOS players


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!


[ 2022-09-02 13:01:35 CET ] [ Original post ]


Fix for MacOS v0.18.15.2

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.


[ 2022-08-26 12:05:59 CET ] [ Original post ]


Hotfix v0.18.15.1

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.


[ 2022-08-09 16:21:06 CET ] [ Original post ]


Fix patch for the anniversary update


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.


[ 2022-07-14 14:03:34 CET ] [ Original post ]


Barotraumas 3rd Steam anniversary update


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.

The anniversary update


Today weve released an update with a variety of quality of life improvements, fixes and minor changes. Were hopeful it should help with the performance issues we know many players have been experiencing, and there are some exciting additions as well, such as
  • Transferring items between submarines when purchasing a new sub
  • New difficulty presets for campaigns
  • Three new beacon stations
  • Further modding improvements to wrap up the Modding Refactor we did before.
See the full list of changes just below and be sure to update your game to the latest version. Let us know how the update plays, enjoy the coming summer and thank you for being with us today! v0.18.11.0 Balancing: - Added some new campaign settings: starting balance, amount of starting items and difficulty. - Cargo mission reward of construction materials has been reduced to be less balance-breaking. - Revisited all item spawns. Drastically reduced and adjusted the spawns everywhere. Disabled some spawns in campaign. All the subs should now start with a bare minimum in the campaign. - Reduced selling price to ~25% of base price to avoid getting too rich from looting too early/easily - Increased effect of "Requested Goods" to be 2x to compensate for the decreased selling price. - Alien artifacts and trinkets can still be sold for a high price at research stations. (2x modifier, to compensate for the reduced selling price) - Removed batteries from Headset, to reduce the value of selling/deconstructing these. - Duffelbag deteriorates over time when in use, and now is carried with both hands. - All items now deconstruct into less materials than it takes to construct them. Avoiding infinite construction/deconstruction loops for easy skill leveling. - (Temporarily?) Removed most hand-placed items from the vanilla subs to make balancing and debugging the auto item placement easier. - Revisited crew corpse spawns. The id cards are no longer manually placed. The cards found from the crew now actually work. - Minor adjustments to bandit loadouts. - Changes to chaingun. Now fires 500 shots instead of 200 per ammo box, at the cost of DPS. - Added shredder rounds for chaingun, as an option against armoured targets. - Adjusted the armor penetration of all turrets. - Made location evolution take a little longer, colonies cannot be formed closer than three steps to another colony. - Made wreck missions a little more common. - Adjustments to the preferred containers (= where things are spawned and where they should be placed). - Changes to the existing missions and how they are distributed. Added new missions. - Reduced the costs for unlocking the biomes. - Adjustments to the monster spawns. - Changes to the item "gating". Some items don't appear early in the game anymore. - Adjustments to the mission specific variants of the monsters. - Added a large Crawler variant for some missions (removed the Swarmcrawler that was used for crawler missions). - Halved Mudraptors' priority for eating dead bodies. - Reduce nausea chance of energy drink to 25%. - Changes to the campaign progression in general. - Changes to the level generation parameters, especially in Cold Caverns and the Ridge. - Changes to the level resources distribution. - Changes to the event manager settings (that affect the monster spawns). - Adjusted and normalized the item loadouts for all the jobs. Chat improvements: - Chat mode (radio/local) can be toggled using a dropdown next to the chat box or with a dedicated "ToggleChatMode" keybind (R by default). - Voice chat now has only one push-to-talk keybind (V by default) which respects the selected chat mode. - There's now a dedicated "ActiveChat" keybind (T by default) to open the chat using the currently active chat mode. - If you want to keep the chat keybinds the way they were (separate keybinds for local and radio), you can rebind the "Chat" and "RadioChat" inputs back to T and R and the new "ToggleChatMode" and "ActiveChat" inputs to something else. Changes and additions: - Added damage overlays to characters (characters who've taken damage look damaged). - Added two new beacon stations. - Added a bunch of new UI sounds (tickbox toggling, confirming transactions, increase/decrease sounds for number inputs, cart sound for adding/removing items in store interfaces, selecting/clicking components, sliders and modlist). - Added UI volume slider. - Show a verification prompt if an automated circuit tries to make the submarine undock from or dock with an outpost. Prevents campaign getting softlocked if someone rewires the docking port in a way that makes it dock/undock immediately at the start of around. - Color subs in the sub editor's list to indicate whether they're vanilla, workshop or local subs, added a tooltip that explains why some of them cannot be deleted through the editor. - ID cards can now be purchased from outposts. The card gets assigned the appropriate tags for the character doing the purchase. - Clients need to wait 1 minute if their vote gets rejected before they can start another vote of the same type. - Increased the priority of explosion particles to make it less likely for them to not appear when the particle limit has been reached. - Made matriarch genes slowly heal bleeding (not just afflictions of the type "damage") to get it to be more in line with the description. - Adjusted small water flow sounds: lower max volume, lerp volume according to the water flow (-> small leaks are much more quiet). - Added energy drinks and protein bars to vending machines. - Reduced Winterhalter engine power drain (from 6000 total to 4250). - Decorative level objects (plants and whatnot) can spawn on outpost walls. - Adjustments on the particle effects of chaingun and coilgun. - Added non-lethal rubber bullets for riot shotgun. - Added a server setting to change if the looted money goes to the player or to the bank. - Improved tooltips in the wallet menu to make their function more clear. - Corpses can now be grabbed in singleplayer to loot money. - Made the crew wallet menu update when the players permissions change. - Prevented selling items from submarine containers tagged with "dontsellitems", instead of "donttakeitems". - Removed merchant balance effect on item prices. - Replaced "item sell value" with the location reputation effect on the store interface. - Hide AppData path from tooltips in the sub editor to prevent exposing the user's name. - Made the descriptions of some materials (that used to just say "useful for crafting") more descriptive. - Increased oxygen generator output in some vanilla subs. - Made handheld sonar beacon sound less grating. - The client who initiated a vote cannot take part in that vote (except if they're the only client who can vote, in which case the vote automatically passes). - Made flashlight flicker before the battery runs out. - Added some lootable money to corpses found in wrecks. - Removed the small equipment indicators next to the character portrait. - Weapon holders now use the tag "mountableweapon" instead of "weapon" to determine which items can be placed in them. Allows tagging non-weapon items as mountable in the holder, without making bots consider it a weapon due to the "weapon" tag. Also allows to keep some weapons not-mountable. - Ammunition Shelf can now also store Depth Charges ("depthchargeammo" tag added) - Doors and hatches can now be mirrored in the sub editor (making them open from top to bottom, or from right to left). - Depth charges can be stored in coilgun ammo shelves. - Adding preview images to wrecks, beacon stations, outposts or enemy subs isn't allowed in the sub editor (unnecessarily bloats up their file size, as the preview images aren't visible anywhere). Performance: - Improved the performance statistics view that's enabled with the "showperf" console command: more fine-grained stats and easier-to-read visuals. - Optimized AI pathfinding when they're trying to find a safe hull. Particularly noticeable in colonies when the NPCs are fleeing from something. - Optimized character status effects (e.g. health regen and other constant damage reductions). - Optimized watcher's acid clouds. - Optimized loading submarines. Reduces loading times especially when there's lots of items in the sub. - Lighting optimization: now some unimportant (dim and small) lights are hidden when there's lots of light sources visible on the screen at the same time. The maximum number of visible lights can be adjusted in the game settings. - Lighting optimization: the number of light recalculations per frame is limited, meaning that when there's lots of moving, shadow-casting lights visible, the game doesn't try to recalculate the shadows all at the same time. - Lighting optimization: simplify the light rendering when zoomed very far out (e.g. when looking through a periscope). - Optimized status effects that modify items' conditions every frame (for example, oxygen tank shelves that fill up oxygen tanks). - Optimized many status effects by making them only execute once per second instead of every frame (most importantly, diving suits and volatile fuel rods). - Optimized talents: buffs are applied to characters periodically instead of every frame. - Optimized the logic that bots use to determine the safety of hulls. - Optimized items: stop updating items that don't need to be updated more aggressively. - Optimized bot AIs: in particular, the cleanup, repair, pump water and load items objectives. Should significantly improve performance when the bots are doing these objectives when there's a large number of items in the sub. - Optimized entity culling logic (determines which items/structures are currently visible in the screen). - Optimized a bunch of textures. Fixes: - Fixed server not refreshing the power grid when a client disconnects and reconnects a power wire. - Fixed hull updates not being sent if the water/oxygen/fire in the hull doesn't change server-side, preventing the hull's status from getting corrected if a client somehow ends up out of sync. - Fixed ballast flora sometimes becoming unkillable in multiplayer. - Attempt to fix tab menu crew list sometimes getting stuck to a broken state at the beginning of a round. - Fixed inability to access the character tab in the tab menu when dead (preventing you from creating a new character). - Fixed occasional "hash calculation for content package xxxx didn't match expected hash" errors when updating/enabling certain mods. - Fixed preview sometimes breaking in the character customization menu when switching the hair or accessories on Linux or Mac. - Fixed fonts not getting rescaled when changing resolution. - Fixed misplaced hull in the beacon stations. - Fixed ability to pick up items and take items from other characters when controlling a character whose inventory is inaccessible while alive. - Fixed message box about a too large preview image not being shown when trying to publish one in the Workshop (instead throwing the generic "publishing failed" error). - Fixed Venture airlock (missing button, inner door wiring). - Fixed level floor not being visible on the sonar. - Fixed bots being unable to shoot with a turret whose line of sight is blocked by another turret (even though the projectiles can go through the turret). - Fixed switching a sub making its preview image disappear from the submarine switch menu. - Fixed an issue where the client was adding mission rewards into the bank on their screen causing desync. - Fixed item assemblies still getting misaligned when saving. - Fixed crashing when there's no audio device available (no speakers/headset connected) and a character enters water. - Fixed crashing when trying to save an item assembly with a space at the end of the name. - Fixed crashing when a character tries to operate a turret from outside the sub. - Fixed submarine name being set to a truncated value in the submarine save dialog if the submarine name text at the top of the screen gets truncated, leading to a crash if you try to save the sub with that name. - Fixed devices whose power consumption is set to 0 not working when not connected to a grid. - Fixed outpost NPCs choosing the item to spawn for the device they're operating randomly, occasionally causing them to for example load reactors with volatile rods. - Clients replicate sending chat messages to wifi components in mp. Fixes radio-linked wifi components not receiving the signals client-side. - Fixed tab menu staying open during loading screens. - Signal components' and terminals' sprites don't mirror horizontally in mirrored subs (what's a DNA, RO, ROX or XEGER component??). - Fixed inability to rewire any docking ports in outpost levels, even if the port is not docked with anything (should only apply to the port docked with the outpost). - Fixed "Ignore This" orders being wiped when loading an existing multiplayer campaign save. - Fixed abyss area being very small in the Aphotic Plateau, preventing the abyss monster from reaching you if you go deep enough. - Fixed status monitor displaying small amounts of water as 1% even though water detectors output 0%. - Fixed autopilot conflicting with VELOCITY_IN inputs (now signals override the autopilot for 1 second). - Fixed ConversationAction getting interrupted when opening an input-blocking menu in single player. - Fixed sprite bleed in chaingun ammunition boxes. - Fixed appearance of specific named NPCs being inconsistent (e.g. Captain Hognose sometimes being a woman or not having an eyepatch). - Fixed certain scripted events getting stuck if you switch characters in single player (e.g. the events that require you to interact with fliers on the wall). - Fixed crashing when the source of a rope is removed (e.g. when a latcher despawns while latched on to the sub). - Fixed votes always going through if no-one votes. - Fixed energy drink giving x10 more haste when used via the health interface. - Fixed the monster spawns for the new game plus not working (currently a placeholder set). - Fixed monsters spawning from missions not avoiding the engines. - Split campaign state networking messages into multiple ones. Previously all the campaign-related data (map state, reputation, upgrades, purchased items, selected missions) was included in the same message, and whenever anything in the data changed, the server would send all of it to clients. This would cause performance and bandwidth issues in some situations, for example when reputation was changing rapidly. - Fixed some pumps in Kastrull working without power. - Fixed quick-reloading working incorrectly when trying to reload from a stack that doesn't fully fit in the weapon (e.g. when double clicking on a full stack of revolver rounds with a half-loaded revolver in hand). - Fixed inability to quick-reload weapons with more than 1 inventory slot (e.g. autoshotgun). - Fixed outpost NPCs having x3 more health than they should. - Fixed morbusine not killing NPCs with higher-than-default health. - Fixed graphics errors when using Razer Cortex overlay. - Fixed bots being unable to repair Winterhalter's top hatch. - Fixed server crashing if you disable all mission types and try to start a mission round. - Fixed Chinese/Japanese/Korean text not wrapping properly on terminals. - Fixed bots sometimes walking towards a wall or holding the ladders when they are idling. - Fixed "main docking port" property not being taken into account when placing outposts (= the outpost was placed with the assumption that the docking port closest to the sub's center is the main docking port). Sometimes caused the outpost to be placed too close to the level walls, preventing the sub from docking with it. - Fixed ladders not being visible in the sub preview. - Fixed some UI elements being too large when switching from a large resolution to a smaller one, or vice versa. - Fixed weapon holder sprite depth. - Fixed level editor's test mode generating a different level than the editor itself. - Fixed ballast flora branches that have been disconnected from the root not being considered disconnected after a level transition (allowing them to keep growing). - Fixed "set default bindings" not doing anything in the settings menu. - Fixed door/hatch gaps not getting moved when snapping to grid in the sub editor. - Vertically mirrored beds can't be laid on. - Fixed wrecked reactors being forced to non-interactable even if made interactable in the sub editor. - Fixed keybinds shown in the controls tab not refreshing when resetting the binds. - Hopefully fixed colonies sometimes not including some modules (most often the armory module). - Fixed ready checks sometimes ending at a slightly different time client-side compared to the server, allowing you to answer the prompt even though the time to answer already ended server-side. - Fixed large terminal welcome messages going slightly outside the bounds of the listbox. - Fixed overlapping in the tab menu's mission tab when there's more than one mission selected. - Fixed fabricators and deconstructors playing the sounds even if they're out of power. - Fixed occasional "hash mismatch for downloaded mod" errors on Linux. - Fixed clients occasionally spawning as the old character after they've opted to create a new one. Only happened if the client hadn't died and was still controlling the old character at the end of the round. - When a client creates a character with a new name, the client's name is changed to match it after they spawn as that character. - Fixed enabled mods getting disabled when updating them in the mods menu. - Fixed a rounding error in Sprite.DrawTiled that sometimes caused an extra 1-pixel line on some scaled and flipped structures (e.g. certain wall pieces scaled to 0.6). - Fixed Orca 2 still using the old chaingun charge time. Modding: - Added "mod lists" which can be used to enable/disable sets of mods more easily. - Option to choose which local mod(s) to add a submarine to when saving one in the submarine editor. - Mods can be unsubscribed from by right-clicking on them in the mod list, and it's possible to unsubscribe from multiple ones at the same time by using ctrl+click or shift+click to select more than one. - Local mods can be merged in the mod list by selecting the ones you want to merge and selecting "merge all selected" from the right-click context menu. - Better filtering in the mod list: option to only show local mods, Workshop mods, published mods, submarines and/or item assemblies. - Added "SameInventory" spawn position type to status effects (allows spawning items in the same inventory the entity applying the effect is in). - Added support for multiple light components in wearables. - Fixed permanent stats given by talents not getting synced to clients in multiplayer (doesn't affect any vanilla talents). - Fixed nullref exception when trying to trigger a location type change to a type that doesn't exist (doesn't happen in the vanilla game). - Added an extra tag to the "canned heat" talent to make it easier to add custom upgradeable tanks that aren't compatible with vanilla tools. - Option to make status effects drop the items contained inside the target item (usage example in the duffel bag). - Level object, cave and mineral commonness can be defined based on the biome instead of the level generation parameters (= no need to define commonness for "coldcavernsbasic", "coldcavernsmaze" etc separately). - Option to define ConversationAction texts directly in the event xml (instead of having to always define them in a spearate text file). - Extended CustomInterface functionality with NumberInput elements that allow using float values ("numbertype") and defining the increment size ("step") the number of decimal places ("decimalplaces"). (Thanks, mLuby!) - Implemented element for removing all the child elements of an element in a variant file. - TriggerComponent now supports negative forces: negative force value will cause the it to pull triggerers towards it. - Multiple TriggerComponent properties can now be modified through signals and CustomInterface components.


[ 2022-06-15 16:06:12 CET ] [ Original post ]


Official modding documentation


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.

Barotrauma modding documentation


Along with the modding refactor included in the Urban Expanses update, we promised more comprehensive documentation about modding Barotrauma. This documentation is released only in English to keep our workload manageable, and it is semi-automatically generated and in places quite technical. Even then, were hopeful many of you, particularly the more ambitious modders, will find it helpful. In addition to the more finicky details, the new documentation includes the pre-existing Character Editor and Submarine Editor guides, and the latter has also been updated and expanded a little bit. In other words, all our official modding guides will now be found in one place: here on GitHub. Without further ado, take a look and let us know what you think should be added. The guide continues to be a work in progress and well be happy to improve it further!


[ 2022-05-18 13:16:23 CET ] [ Original post ]


Fix patch for the Urban Expanses update


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+d__16 threw an exception" when trying to give items to a human prefab instance that has no item sets configured. - Fixed installed mods list not refreshing when uninstalling an unsubscribed mod. - Fixed outpost reactors using mechanical skill for repairs instead of electrical. - Fixed outdated Dugong preview image. - Fixed Deadeye Carbine firing an inconsistent number of rounds per burst in multiplayer. - Fixed crashing when launching the server with a fresh config file due to the language being set to None. - Fixed crashing on startup if the workshop mod directory doesn't exist. - Fixed "Canned Heat" not having an effect on oxygenite tanks. - Fixed entity list's search results being in a random order in the sub editor. - Fixed crashing when trying to view an item assembly that contains entities that can't be found in the sub editor. - Fixed bots not taking medical items' negative effects into account when determining which meds to use, often leading to overdoses/suffocation when using opiates. - Fixed bots trying to clean up items into deconstructors. - Fixed clients failing to spawn items with console commands when there's a structure prefab with the same identifier (e.g. ladders). - Fixed characters being unable to gain skills added by a mod if the job doesn't initially have those skills defined. - Automatically correct linked submarine paths in the submarine editor. - Fixed electrical discharge coils sometimes working with insufficient power. - Fixed crashing when creating a humanoid character in character editor. - Fixed cargo missions putting cargo in non-interactable and hidden-in-game containers. - Fixed only the first Powered component being considered when determining how much power an item is supplying to the grid. Prevented alien generators from working. - Fixed textbox's text position breaking when there's overflow and you're editing in the middle of the string.


[ 2022-04-28 14:08:20 CET ] [ Original post ]


Urban Expanses update out now


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.

Colony overhaul


Weve reworked the appearance and available services of colonies, the biggest outposts, to make them look and feel like real cities.
  • Complete visual overhaul.
  • Bigger colonies with better layouts using less random generation.
  • Multiple merchants with all possible outpost services.

Crew wallets


The update replaces the current money system with a combination of personal wallets and the crew bank.
  • Spending money for everyone!
  • The host and admins can set salaries for crew, transfer money from bank to wallets, and view a log of purchases the crew has made.
  • All players can give money to each other, request more money from the bank, and loot money from corpses.

Modding refactor


Weve rewritten much of our modding-related code, and these changes should make modified game content easier to use, create, and publish.
  • New modding tab in the game settings all the mod settings in one place.
  • Download all mods from the server, just like custom subs.
  • Publishing and updating your own Workshop content is easier and less error-prone.
  • Much more official modding documentation to be released through GitHub in the coming weeks. Stay tuned!

The Latcher


Say hello to our newest abyss-dwelling monster or dont, if you dont like things that latch onto your submarine and pull you down into the murky depths. The Latcher can be encountered earlier in the game than the other two abyss monsters. Find the full list of changes just below. We hope you enjoy Urban Expanses! [previewyoutube=Gd552xje5C8;full][/previewyoutube] v0.17.12.0 Changes and additions: - Overhauled colonies: completely new modules, improved layouts, new structures and items, new events. - Split outposts stores into several different vendors who sell different types of items. - New store (and sub editor) categories: weapon, medical, diving, and fuel. Reorganized the items into categories. - Adjusted the amount of colonies in Cold Caverns. - Added personal wallets. Everyone in the crew now has their personal wallet that they can use to purchase whatever they wish in outposts. The host (or people with campaign management permissions) can distribute a portion of the mission rewards to the crew or transfer money from the shared funds to the players. - Reworked campaign permissions: removed BuyItems and CampaignStore permissions (no longer needed, since everyone can buy), added ManageMap and ManageHires permissions, ManageCampaign allows gives you all the other campaign-related permissions. - Items can be purchased from outpost vending machines using the personal wallet. - Reworked the power distribution logic. Should fix unstability and inconsistencies in power grids involving relays and batteries. - Adjustments to reactors and supercapacitors to prevent the increased supercapacitor loads from crippling the subs on default recharge rates: slightly increased Humpback reactor output and decreased the default recharge rate of the capacitors, reduced recharge rates in the 3 new subs and set the supercapacitor efficiency to match the rest of the subs. - Ballast flora improvements: improved damage visuals, branches die when cut from the root, the flora regenerates health at a rate relative to it's size. - Made text displays and terminals craftable/attachable/detachable. - Made Concat component's separator field editable mid-round. - Made Deadeye Carbine fire in bursts. - Animation adjustment: The head now rotates towards the mouse cursor while aiming or swimming. - Swim animation adjustment: The body now rotates towards the aim target also when the character is moving, and not only while staying still. Moving while not facing the movement direction results in reduced movement speed. - Set the bottom hole probability to 0 in Cold Caverns, which reduces the size and the frequency of holes in the level bottom. - Characters spawn at a spawnpoint appopriate for their job when using the console command "spawn [job] inside". - Added "low_oxygen" output to oxygen detectors. - Beacon missions can spawn other types of monsters than just crawlers. - Made supercapacitors take some damage when they're being charged faster than 70%. - Increased Orca 2's reactor output. - Adjustments to mission distribution: only easy missions at the beginning of the campaign, moved some of the more difficult missions later into the campaign. - Made Not Component's ContinuousOutput property editable in-game. - Show warnings when saving a sub in the sub editor if any of the entity counts (walls, items, lights, etc) are very high, don't allow saving if the light counts are above the upper limits. - Added "power_value_out" and "load_value_out" connections to relays, batteries and supercapacitors. - Boosted the structure damage from the small crawler eggs from 150 to 200. - Adjusted structure and item damage for coilgun ammunition: piercing 50% less damage, exploding 100% more damage (from explosions), physicorium 50% more damage. - Don't populate the abyss in difficulty levels 0 to 10 in single mission mode. - Modified Selkie emergency hatch: can only use it if the shuttle is flooded. - Reduce the probability for the coilgun to dismember limbs (or break armor). - Removed submarine download confirmation prompt. All subs that are required to play in a server will be downloaded automatically, which shouldn't be a problem since they're only stored temporarily. - Buffed ethanol's and tobacco's effects. - Renamed "details" to "manage" and "permissions" to "rank" in the client management context menu to make them a little more clear. - Changes to character aiming behavior. - Water no longer dirties up walls. - Disabled store category buttons for categories that contain no items. Modding: - An extensive rewrite of how the game handles content packages and loading content. Addresses a ton of issues, inconsistencies and usability issues regarding modding. - The Mods folder has been replaced by folders called "WorkshopMods" and "LocalMods". "WorkshopMods" is used to store mods installed from the Workshop, and any mods stored in it should never need to be modified manually. "LocalMods" is used for developing mods: installing/updating mods never modifies the contents of this folder to prevent any work from being lost. - Submarines are no longer saved in the Submarines folder, because it made it easy to get vanilla and custom subs mixed up. The sub editor now automatically creates a new local mod for each saved submarine. - Remade the Workshop menu and made it a tab of the settings menu. - More robust handling of mod load order, overrides and variants. - Clients now download the mods a server is using directly from the server, fixing content mismatches when for example trying to join a server that uses outdated mods. - Mods now have version numbers to make it easier to determine which of the players are out of date. - The Workshop preview images are no longer saved into the game folder, fixing the folder gradually growing in size as you use browse mods in the Workshop menu. - Switching languages no longer requires restarting the game. - Music can be overridden by identifiers. - Reimplemented ServerExecutable to be usable in non-core packages. Now, players must select a server executable from a dropdown in the "Host server" menu if multiple are available. - Character gender and ethnicity are no longer hard-coded: modders can use any kind of arbitrary tags to categorize character sprites.- Option to set the condition of an item spawned with status effects. - Added new "accessiblebyowner" property to inventories. Allows making a character able to access their inventory even when "accessiblewhenalive" is false. - Fixed clients not gaining control of the final stage of a husk affliction when "controlhusk" is enabled. - When using a mod that doesn't set the InitialCount of any job, choose the first 3 jobs as the starting crew. Otherwise the crew customization menu will be empty and starting the campaign will lead to an immediate game over. - Made it possible for attack StatusEffects to target the character doing the attack instead of the limb by using "Parent" as the target type. - Using RemoveCharacter on a limb removes the character that limb belongs to. - Fixed editing human character in the character editor sometimes making the inventory inaccessible. - Fixed character editor crashing when trying to copy a character (unstable only). - ItemContainers apply the OnContaining effects even when the item is broken. Doesn't affect any vanilla items. - Ropes attached to limbs now automatically snap when another attack is chosen. - Ropes can now be set to break from the end instead of always breaking from the middle (see the new abyss monster for an example). - Ropes can be set to break if they are in too steep angle to the target. - Projectiles always stick permanently unless a stick duration is defined. - Characters (with deformable sprites) can be set to be drawn after (on top of) other characters. Normally characters are drawn in the order of spawning. - AI Triggers can now be permanent. - Added a generic damage threshold that currently defines how much damage the character needs to take from a single hit to hit the avoiding and releasing captured targets. - Added a support for multiple identifiers and types in the limb health definitions. - Added a support for min range for ranged attacks. - Fixed monsters not being able to shoot faster than every ~1.5 second if they change the attacking limb. - Added new after attack behaviors: Reverse and ReverseUntilCanAttack. - Fixed "targetcontaineditem" still not working correctly. - Fixed crashing when trying to remove fog of war at the very edges of the campaign map. Doesn't affect the vanilla game because there's enough padding at the edges of the map. - Made DockingPort.ApplyEffectsOnDocking editable in the sub editor. - Option to make missions force a ruin in the level if there isn't one. - Character editor: don't check the validity of the texture path when copying humans (because the path is not valid and will be parsed later). Allows creating custom human characters by copying the vanilla human (even though they are not fully supported). - Level editor no longer attempts to save the vanilla content. Monsters: - Added Latcher, a new abyss monster. - Added a difficulty hierarchy for the abyss monsters. Easier monsters should spawn more frequently on an easier difficulty level, the harder should spawn more frequently on higher difficulty levels. Currently the new abyss monster is defined as the easiest, and Endworm the hardest. Charybdis is in between. - Revisited endworm: the armor now breaks less easily, reduced the change of cutting the worm towards the head, adjusted the bleeding speed. - Adjusted abyss resource spawning: less resources per level, the number of resources is relative to the difficulty, the spawned resources aren't guaranteed to always be the 5 least common alien materials. - Made molochs, abyss monsters and fractal guardians immune to poisons. - Fixed monsters sometimes trying to follow targets after losing the track of them even when they should be falling back from them (according to the after attack behavior). - Fixed monsters sometimes using the after attack behavior of the current attack even when the cooldown of that attack is not active. - Fixed monsters sometimes being unable to target the submarine, because their attack was incorrectly considered invalid. - Fixed fractal guardians fleeing to a shelter immediatedly after taking some damage when they have targeted the guardian pod once and have not changed the target yet (e.g. if you shoot a guardian that is returning from the pod and if it has not yet spotted you). - Adjusted the probabilities for spawning the Thalamus in the wrecks. - Rebalanced mudraptors: slightly more health, less damage at head. - Crawler: adjusted the vitality multipliers of hands and tail from 50% to 75%. - Fixed Giant Spineling targeting doors after being attacked, which it shouldn't do by design. Might affect other creatures too. - Fixed calyxanide not damaging the "naturally spawning" husks. - Giant Spineling doesn't flee anymore when being shot with coilgun, chaingun, or small arms. - Adjusted the kill hammerhead missions. Balance: - Increased the price of calyxanide to make it more in line with the price of husk eggs. - Fixed wrecked supply cabinets being treated as normal supply cabinets. Reduces the amount of loot spawned in them. - Adjust the medical item spawns in wreck and abandoned med cabinets: less powerful medicines. Basic ingredients and consumables are more common, but come in low quantities. - Increased the amount of scrap in wrecks. - Increased Gene Splicer's price from 200 to 500. - Increase the commonness of Esperite and Galena, which are sources of lead. AI: - Fixed bots accidentally shooting with a weapon if they have it equipped when they try to use the underwater scooter. - Fixed bots still sometimes getting stuck when trying to get something from or put something to secure lockers. - Fixed bots acting weird while trying to use underwater scooters inside. - Fixed bots failing to heal characters in a docked sub/shuttle. - Adjusted bot behavior around ballast flora: priority of some objectives now drops to 0 when the target's been claimed by ballast flora, items claimed by ballast flora aren't valid targets for some objectives anymore. - Made bot healing dialog reflect if CPR was performed or not. - Fixed security from the player's own crew attacking the player in multiplayer when the player attacks someone in an outpost. - Fix bots not ignoring items marked to be "Hidden In Game". - Bots prefer not to take diving suits off in rooms marged with the "IsWetRoom" flag. - Docking ports are now automatically considered as "wet rooms". - Fixed bots trying to target through doors and walls even though there's no line of sight between the end node and the target. - Added some dialogue to bots when they get infected with the husk infection. - Fixed bots sometimes getting stuck to doors when they are trying to fix a hull behind it. Happened because the goto objective was completed before the bot could open the door. - Attempt to fix a crash in AIObjectiveExtinguishFire. - Fixed bots not being able to repair leaks between rooms (leaks that are not in the outer walls). - Waypoint fixes on abandoned outpost modules, some regular outpost modules, and Winterhalter. - Fixed bots occasionally getting stuck while climbing ladders connecting outpost modules. - Fixes to waypoint generator, mainly on stairs. - Fixed a null reference exception when a bot is dismissed while being told to follow the player and still in the combat state. - Fixed items flagged as "HiddenInGame" being considered interactable and therefore e.g. valid repair targets. - Fixed outpost guards not arresting the offender when it's very far from them. - Fixed bots sometimes failing to navigate back to the sub (when they are on the other side of the sub than where the hatch is). Talents: - Fix to yet another issue that sometimes prevented unlocking additional talents after unlocking "All-seeing Eye". - Fixed "Curiosity" talent not giving experience to allies. - Removing or changing order priority doesn't trigger the "Commander" talent buff. - Fixed "Mass Production" talent allowing you to power devices by tinkering. - Fixed "Pyromaniac" giving 39.9% damage resistance instead of 40%. - Fixed ability to tinker indefinitely by interrupting the tinkering by switching to repairing the item. - Fixed "Trusted Captain" and "Esteemed Captain" giving medals even when no missions have been completed. - Fixed disconnected players preventing talents that require everyone to survive from working (e.g. "Field Medic", "Bootcamp"). - Fixed "Deep Sea Slayer" always giving you a 50% buff to harpoons regardless if you're inside or not. - Fixed "Deep Sea Slayer" talent not affecting explosive harpoons. Fixes: - Fixed monsters being able to attack with practically no cooldown when they're taking constant damage from a player. - Fixed crawler eggs not being displayed on the sonar. - Fixed aiming being slightly off when crouching and not moving. - Fixed item interfaces getting misaligned when there's several linked item UIs visible at the same time. - Fixed inability to interact with doors/hatches through docking ports. - Fixed escort missions failing if the escorted characters are in a shuttle docked to the main sub. - Fixed pumps rounding the pumping rate value to -39 instead of -40. - Fixed shell shields dropping from moloch's inventories when they spawn (because they could only be placed in hand slots which the molochs don't have). - Fixed linked subs not being taken into account in the cargo capacity displayed in the sub's info panel. - Fixed ID card descriptions disappearing between rounds. - Fixed ID card description not being added if the ID card tags are empty. - Fixed "error" text in the medical clinic UI when trying to heal a character who's disconnected. - Fixed texts overlapping on health scanner hud when using a text scale above 100%. - Fixed "snap to grid" not working on structures. - Update items' hulls after creating the hulls between docking ports. Fixes e.g. water detectors between docking ports still thinking they're outside after the ports lock and the area between them drains. - Fixed decorative sprites rotating incorrectly on vertically mirrored items. - Disable collisions between subs when "locking" the docking ports between them. Fixes the ports leaving a gap between them if some structures of the sub prevent them from aligning exactly. - Fixed wifi components ignoring signals to the "signal_in" connection if the signal originated from another wifi component that can't transmit to this one (i.e. if a wifi component passes a signal through a wire to another wifi component that uses a different channel). - Fixed dropped signal components being drawn behind devices (now they're only drawn behind devices when attached to a wall). - Fixed SMGs autofilled into the subs sometimes spawning without magazines. - Fixed misaligned "Label Number 6" decal. - Attempt to fix occasional performance drops in the store interface. - Fixed clients seeing a blank server lobby if they join when a round is running with respawning disabled. - Fixed arithmetic and trigonometric components not passing the sender of the signal forwards, preventing e.g. helm skill from boosting engines if the signal goes through a component. - Fixed occasional crashes when transitioning between levels with showperf enabled in multiplayer campaign. - Fixed wearables not affecting movement speed when godmode is on. - Fixes periscopes not focusing on turrets if there's certain components (e.g. arithmetic components) between them. - Fixed crashing when trying to use the "dumpeventtexts" command with no arguments or a disallowed path. - Made smoke detectors a little more sensitive (should fix small fires sometimes not being detected even if they're in the same room). - Fixed reactor sometimes not catching fire again if you start overheating it again immediately after a fire. - Fixed recycling a non-empty SMG magazine dropping the bullet inside it on the floor. - Fixed EntitySpawnerComponent's SpawnAreaOffset.Y being inverted. - Fixed gaps generating incorrectly on "Shell A 70 Degrees". - Fixed items powered by battery cells not working correctly (certain devices like handheld sonar beacons never powering up, and items staying powered indefinitely when you put in a battery and take it out). Unstable only. - Fixed turret lights starting in an incorrect rotation in the sub editor. - Fixed "commander" talent still not correctly giving the buff (giving orders that a character already had didn't move the buff). Unstable only. - Fixed nav terminals sometimes determining which docking port the docking button controls incorrectly (specifically, when the correct docking port is also connected to other ports). - Fixed an exploit in the depleted fuel SMG magazine recipe. - Fixed reactor gauges' background sticking out from the gauges when selecting a reactor in the editor. - Fixed fractal guardians fleeing to the shelter immediatedly after taking some damage when they have targeted the guardian pod once and have not changed the target yet (e.g. if you shoot a guardian that is returning from the pod and if it has not yet spotted you). - Fixed Crawler Broodmother regenerating really fast while eating. Broodmother no longer eats her own eggs. - Fixed spinelings accidentally killing each other with their spikes. - Fixed burn being ignored in the damagemodifier of Charybdis' head. The jaw worked correctly. Affects pulse laser damage for example. - Fixed lights that are drawn behind subs counting as shadow-casting in the sub editor. - Fixed server host creating 2 disconnect message boxes if the server crashes. - Fixed text scale not being taken into account on scrolling text displays. - Re-filled Typhon 2 oxygen tank shelves. - Fixed spawnpoint editing panel being too small on large resolutions. - Fixed inability to equip one-handed items when there's a suitable container in the other hand (e.g. flashlight when there's a storage container in the other hand). - Cargo missions don't require the cargo to be inside a hull: being in the sub is enough. Fixes inability to complete cargo missions with unconventional subs where the cargo is stored outside hulls. - Fixed non-equipped items that can't be put into a duffel bag disappearing when a character despawns. - Fixed incorrect animation parameters being used for swimming while wearing a regular diving suit. - Fixed projectiles sometimes staying attached to the target even when they are far from it. - Fixed multiplayer campaign saves with semicolons or pipes in their name causing "path to a save file was empty" errors in the server lobby. - Fixed performance drops in multiplayer when someone attacks the outpost NPCs and causes the reputation to drop. - Moved the showperf view to the right to prevent it from overlapping with the crew list. - Fixed status monitor's electrical view and item finder not showing items in docked subs. - The sound of crowbaring a door open can't be heard from other subs. - Fixed "a gaze into the abyss" achievement working unreliably. The achievement didn't unlock until you returned to 50% of the crush depth, which isn't possible in some levels (e.g. if the level starts at 3500 m and crush depth at 5000 m). Now it's unlocked if you get to 500 m above the crush depth or to the end of the level. - Fixed certain achievements (last man standing, lone sailor, finishing a round with a specific job) not unlocking if you're in a docked sub instead of the main sub at the end of the round. - Readjusted all sitting animations so that they characters shouldn't twitch anymore while sitting. - Doubled the rate limit for medical clinic which should reduce "No response from server" errors. - Fixed swimming characters sometimes being unable to stand up on stairs/platforms even if the water is shallow enough. - Fixed guitar and harmonica being rendered on top of the water effect. - Fixed guitar, harmonica, accordion and captains pipe having neutral buoyancy. - Fixed mid-round joining clients not seeing subs purchased during that round. - Fixed research station being repairable by clicking on it instead of pressing E. - Fixed medical curtains disappearing before they're off-screen. - Fixed karma preset being forced to default when starting a new server. - Fixed Herja's rear motion detector being connected to an incorrect display, and the bottom turret display having an incorrect text. - Fixed crash caused by selection not being cleared when autocompleting or running a console command. - Fixed occasional performance dips when spineling spikes get stuck to the sub's exterior walls. - Fixed item assemblies getting misaligned with the grid after saving. - Fixed "Shell A 18" not aligning with the other shell pieces. - Fixed welding tool's, plasma cutter's and watering can's particle effects getting "clamped" to the edges of the hull they're inside. - Fixed permission icon in the client list not updating mid-round. - Fixed "lock default wires" server setting not affecting docked subs. - Fixed Dugong's small pumps working without power. - Fixed buttons in structure editing menu using a different style than other types of entities in the sub editor.


[ 2022-04-20 15:46:10 CET ] [ Original post ]


Sneak peek: The colony overhaul


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!

Overhauled colonies


  • Bigger colonies, better layouts and completely new textures. Were making colonies look like real cities, visually and functionally different from regular outposts.
  • Better services and multiple merchants. All the different specialized merchants will always spawn at every colony.
  • No longer start new campaigns at a colony. This would make the early game too easy, with the increased accessibility of items and services at colonies.
  • New outpost events, and interactable vending machines!

Personal wallets


  • Every crew member gets their own spending budget. This money can be used to buy all items and services at outposts.
  • Hosts and admins can transfer money from the bank to crew wallets and set up salaries. Salaries divide mission rewards between players.
  • All players can request money from the bank, give money to other players, and loot money from corpses.
We hope these changes will make Europan cities feel more lived-in and immersive. You can read more about the colony overhaul on our blog, and stay tuned for the release of the update in a couple of weeks!


[ 2022-04-08 15:15:24 CET ] [ Original post ]


Introducing the modding refactor


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.


[ 2022-03-18 18:47:25 CET ] [ Original post ]


Hotfix for the Rising Tide update

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!


[ 2022-02-25 17:18:10 CET ] [ Original post ]


Rising Tide update out now


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.


[ 2022-02-24 16:20:11 CET ] [ Original post ]


Update sneak peek and call for testers


Welcome to testing Barotrauma


Hello everyone! The next update is not far now: all the new content is ready to be tested by our Unstable testers. Want to be one of them? Read more about testing Barotrauma here and get the test version today!

Coming up in the next update


Heres a quick summary of the biggest upcoming changes. You can read more about all of them on our blog and see them for yourself in the Unstable test version. Outpost medical services pay an NPC to heal your crew. New subs three of them, to be exact. New monsters three new monster variants, too. Monster improvements quite a long list of fixes from monster AI to missions and random spawns as well as overall balance. Character improvements continuing last years human character overhaul with polish and dirt in equal measures. Performance improvements as well as a number of other fixes and improvements. The update is planned to be released on the last week of February. Let us know what you think!


[ 2022-02-11 16:51:56 CET ] [ Original post ]


Claustrophobia and fun on Earth and Europa


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?

Are Hidden Deep and Barotrauma made by the same people, or inspired by each other?


Short answer: no. Long answer: also no, mostly we have the same publisher, but both games are developed independently by people who are not in regular contact with each other. Weve said hi to each other on Discord (and our official servers are known to have many of the same people). There are many similarities in our games lifespans, though: Where Barotrauma began as a one-man project, Hidden Deep has also largely remained a solo developers endeavor. Other things both games share are a custom engine, simulated physics, a development history spanning a number of years before being released on Steam and an ambitious roadmap ahead of them. As were further along on that road, we wish Hidden Deep tons of luck and cant wait to see how it will evolve following its release today!

So how come they look so similar? Are they set in the same world?


The similar look is simple coincidence (and in large part probably also due to the constraints of both being third-person side-view two-dimensional horror-esque games set in an environment devoid of sunlight), and today not even quite as striking as it was when we first discovered Hidden Deep in 2018. At that time we seriously worried wed stumbled on a direct competitor for the then-unreleased Barotrauma, but looking into it a little more, we discovered that the setting, premise and gameplay are hardly identical with ours but as you can guess if youre still reading, there are indeed many similarities. If you like Barotrauma, you should definitely give Hidden Deep a try!

Since you have the same publisher and are so alike, is there going to be a crossover?


Considering that Barotrauma and Hidden Deep take place a couple of hundred years and approximately 628.3 million kilometers apart, a crossover might be tricky to arrange, but you never know.

Last but not least


To celebrate Hidden Deep's release, we are offering a limited time bundle deal starting tomorrow, 25 January get the Supporter editions of both Barotrauma and Hidden Deep in one go. Without further ado, check out Hidden Deep's release trailer below, and get ready for a thrilling, sunless adventure on both Earth and Europa! [previewyoutube=B5kPVts2_Os;full][/previewyoutube]


[ 2022-01-24 18:29:10 CET ] [ Original post ]


January hotfix

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.


[ 2022-01-13 13:15:28 CET ] [ Original post ]


Hotfix for the Holiday Update

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.


[ 2021-12-16 15:27:00 CET ] [ Original post ]


Holiday update: Fixes, new submarine, and DLC update


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.

The holiday update


  • Several new bot orders: Prepare for Expedition, Find Weapon, and Load Items, which commands the bot to either recharge battery cells, refill oxygen tanks, or reload ammo.
  • Other bot improvements: ability to access a bots inventory and changes to the medic bots behavior.
  • Improved campaign submarine selection and sub visibility in the lobby.
  • Multiplayer stability improvements and several related fixes.
  • Talent fixes and improvements.
  • Adjustments to gardening and monster spawns.
  • Orca 2, a new sub.

The Europan third issue


In addition to the game update, weve also released an update for the Barotrauma Supporter Pack a brand new issue of the fictional newspaper The Europan. We hope you enjoy reading it!

Happy holidays!


Last but not least we want to thank all of you for joining us in 2021. Both Barotrauma and our player community have grown by leaps and bounds this year, and we look forward to returning to work after a much-needed holiday break. So now we wish you all a beautiful holiday season and happy new year see you in 2022! P.S. Find some more greetings on our blog.

v0.15.21.0 changelog


Changes: - New submarine: Orca 2. - Improved monster spawning: different monsters spawn in different biomes and tougher monsters are introduced gradually during the course of the campaign. WIP, probably requires balancing and adjusting. Feedback is welcome. - Adjusted gardening: the plants now require less continuous attention, making gardening a more viable "downtime activity" that you can focus on when there's nothing else to do, and ignore when you're busy without killing the plants. - Readded GameAnalytics, a library that allows us to collect gameplay statistics and error reports automatically. Sending statistics is completely optional: when you launch the game, you're asked whether you want to allow the game to send us data or not. If you decline, no data of any kind is collected. The collected data is completely anonymous and doesn't contain any personal information, but only things such as error reports and statistics about the selected game mode, submarine, missions and mods. - Added a simple QTE "minigame" to the repair interface. Allows speeding up the repairs slightly and hopefully makes repairing feel a little more engaging. - Characters can climb up ladders faster by holding the sprint key. - Changed the way purchasable submarines for the multiplayer campaign are selected: instead of choosing them when creating the campaign, all of the server's visible submarines are made available for purchase. - Diving suits play a different warning sound when low on oxygen (<5% left in tank). - PUCS doesn't consume oxygen tanks in rooms with oxygen. - Added "Pump In" option to the contextual "Pump Water" order. - Added "fuel_percentage_left" output to reactors. Outputs the sum of the fuel rods' condition percentage, as opposed to the total "heating power" of the rods like the "fuel_out" output. - Powered down reactors don't zap the user when repairing. - Improved weapon indicators on the status monitor (they now indicate the rotation of the turrets). - Damaging outpost NPCs when there's a monster or an instigator nearby doesn't turn the outpost NPCs hostile (i.e. accidentally damaging one of the NPCs when you're fighting a hostile NPC doesn't trigger the guards). - Damaging outpost NPCs when there's a monster or an instigator nearby doesn't lower outpost reputation. - Adjustments to job gear and diving suit sprites and inventory icons. - New depth charge tube sprite. - Added a verification prompt when saving and quitting a campaign round (mp or sp). - Added options to adjust karma penalty for containing dangerous items in the server settings. - Made it a bit more viable to take out enemy humans stealthily: if an attack immediately kills/incapacitates the character, others won't be alerted unless they witness the attack. - Option to end outpost rounds without saving. - Made sonar transducer consume less power when the sonar is running in passive mode (or when the transducer isn't connected to anything). - Treatment suggestions in the health interface take items in subinventories into account as well. - Added tooltips to treatment suggestions to make it more clear the treatments can be applied by clicking on the suggestions. - Added "condition_out" pin to fabricators, deconstructors and blank loader. - Added "set_delay" input to delay component. - Tagged boarding axe and assault rifle as medium items to allow storing them in cabinets. - Removed "weapon" and "gun" tags from the bike horn and the syringe gun. - Added a menu to hide submarines in the server lobby, allowing hosts to remove vanilla submarines from the list without replacing the content package. - Added LOS effect to the server settings. - Added line break support to the server message. - Connected the diving suit lockers on the vanilla submarines to the power grid so that they refill the contained oxygen tanks. - Connected the oxygen shelves on Humpback to the power grid. - Allowed in-game editing of lamps in R-29. - Mudraptor shell shields block projectiles and can be destroyed by firing at them. - Prototype Steam Cannon can damage ballast flora. - Water detectors treat minuscule amounts (< 1.0 water volume) as 0. - Improvements to the "infiltration" outpost event: you can talk to any of the clowns to progress, not just the one that spawned 1st, and the clowns head to the airlock when told to leave. - Medical curtains can be opened and closed. - Restricted the amount of additional cargo you can choose in multiplayer: max 10 items of a type, max 20 types of items. - Allow editing item quality in the sub editor. - Removed stun tools from riot officer loadout, replaced with riot shotgun. - Burns slowly heal by themselves, adjusted radiation poisoning accordingly. - Shotguns now spawn with 6 shells, autoshotguns with 8 (a full stack). Multiplayer fixes: - Fixed campaign character resetting if the client, disconnects, rejoins and respawns on the same round after their character has gotten killed. - Fixed skill penalties not getting applied when respawning during the same round. - Fixed several issues (namely mission/submarine mismatches and desyncs) when clients take too long to receive an up-to-date campaign save at the start of a new round. - Fixed "received data without a transfer initiation message" errors when a client disconnects and reconnects while a file transfer is in progress. - Fixed respawn not triggering during multiplayer rounds if a client disconnects and rejoins after dying. Happened because the server was expecting the client to answer the "respawn with penalty?" prompt, which wouldn't be shown when the client rejoins mid-round. - Fixed server making Client A switch their character to Client B's when Client B disconnects if the clients have the same connection endpoint (Steam ID or IP, for example when the players are using the same wifi connection), and Client B's character was created after Client A's. - Fixed items sometimes teleporting from monster to another or dropping when trying to pick them up by double-clicking. Happened when the monster had selected (= grabbed, started to eat) another monster when they were still alive. - Fixed crashing if you start the round as a spectator, take control of someone with console commands and try to access the tab menu's character tab. - Fixed empty exploding coilgun ammo boxes exploding client-side when deconstructed. - Fixed disabling friendly fire preventing buffs from being applied to crewmates, while allowing harmful afflictions to be applied (= the setting basically worked the wrong way around). - Fixed other clients' characters sometimes appearing to teleport outside the sub for 1 frame when moving from sub to another, leading to further issues if the client has water-sensitive items in their inventory. - Fixed whitelist controls getting disabled when adding new players to the list if whitelist wasn't enabled when opening the server settings. - Fixed bots losing their items if you quit the 1st MP campaign round without saving, continue, and repeat that again. - Fixed playstyle always being displayed as Serious in the server lobby unless you're hosting yourself. - Reduced the severity and frequency of the "Maximum packet size exceeded" error in the server lobby. - Fixed context menus not opening when right-clicking player names in the chat and server log. - Improved the error message shown when a Steam lobby could not be created. Talent improvements and fixes: - Overall balancing to the stats boots from talents. - Adjustments to some of the ability descriptions to address some inaccuracies/ambiguities. - Reworked "implacable": now allows the character to stay conscious for 15 seconds after falling below 0 health. - Reworked "field medic": if you complete a mission and all crew members survived, you gain medical skill. - Reworked "beat cop": now gives 25% repair speed and increases inflicted stuns by 25% (and the tackle). - Reworked "reverse engineer": whenever you deconstruct an alien artifact, you have a 50% chance to gain double output from it and gain 8 to a random skill. Small alien artifacts, when deconstructed, give 4 skill instead. - Reworked "curiosity": whenever you deconstruct an alien artifact, you and another random allied crewmember gains 125 experience. Small alien artifacts, when deconstructed, give 50 experience instead. - Reworked "expert commando": now gives, to ranged weapons, 70% spread reduction, 40% attack multiplier and 30% attack speed reduction while crouched. - Reworked "gene therapist": now gives an additional 25% medical item potency, correctly displays as adding a flat 10% to each refined genetic material. - Reworked "genetic stability": no longer gives 25% repair speed, and instead gives 15 to all skills. Probability of tainting genetic material reduced to 50%. - Reworked "still kicking": now rapidly heals over a short duration instead. - Reworked "stand and deliver": assistant skillbook can no longer be used on another character, instead the nearest ally gains 5 to all skills when the book is read by the talent owner. - Reworked "first aid training": Now gives a flat 35% increase to medical item potency when applied to the character. - Reworked "evasive maneuvers": now gives 15% more money for nest/swarm missions instead of giving attack bonus inside submarine. - Reworked "expanded research": whenever you or another allied crewmember deconstructs depleted fuel, they gain 400 experience. This effect can only occur up to 3 times until you finish another mission. - "Scrap savant" and "scrounger" only spawn the scrap in items with the tag "container" and only if the container can hold scrap. Fixes ability to generate free scrap by placing containers like detonators and portable pumps in the wrecks. - "Advanced splicing", "optimized power-flow" and "elbow grease" can now only give up to 100 skill bonus. - Fixed "canned heat" not increasing the quality of fabricated oxygenite tanks. - Fixed "pyromaniac" applying the buff to the enemy you're damaging instead of your character. - Fixed server ending the round if the last player alive is an assistant with the "still kicking" talent and said assistant falls unconscious. - Electrochemist talent doesn't stun the attacker if the attack doesn't apply any harmful afflictions (e.g. if it only applies buffs or gives experience). - Fixed autofill not working on the new talent items. - Fixed "crew layabout" applying stat boosts to enemies as well. - Fixed "expert commando" talent affecting turrets. - Fixed hardened/dementonite crowbars not opening doors faster than normal ones. - Fixed unlocking "all seeing eye" preventing you from unlocking further talents until you've gained enough EXP to compensate for the 3 "free" talents. - Fixed high-quality items with whose max condition is above 100% not being accepted as fabrication ingredients. - Fixed "tandem fire" crashing the game if there are no other crewmates present. - Fixed "safety first" talent giving you mechanical skill when you gain electrical skill instead of the other way around. - Added PreferredContainers to the new talent items to allow the bots to clean them up. - Rebalanced combat stimulant: now applies faster, but less in total per dose. Healing reduced. - Dropped type "poison" from chem addiction, making it non-healable (only chem withdrawal can be healed). AI: - New order: Find Weapon - New order: Prepare for Expedition. - New order: "Load Items", with options "Recharge battery cells", "Refill oxygen tanks", and "Reload ammo". Bots will take battery cells to be recharged, take oxygen tanks to be refilled, or place more ammo to loaders depending on the order option. - Added an option to pump in water. Only applicable to pumps that are not automatically controlled. - Orders that cannot be completed should now be dismissed automatically instead of keeping active but doing nothing. - The bots should now tell you when they can't follow an order, instead of always replying positively. - Changes to the default order assignment priorities, which determine the initial order of the orders when multiple is issued. You can still alter the order manually by dragging the order icons. - Fixed bots getting stuck with invalid paths for too long. - Fixed AIObjectiveGetItem not working properly when we try to ignore the items that already are in the inventory. In practice, only affects the find better weapons behavior in the combat objective (Fight Intruders). - Bots don't automatically unequip PUCS when they don't need diving gear. - Don't allow bots to heal pets (because they are likely to just kill them). - Fixed bots trying to equip diving gear when they have spliced genes that give pressure immunity and/or remove the need for oxygen. - Improved the bots door interaction so that they don't slam the door at your face, nor bump into closed doors so often, or keep "smashing the select key" as frequently. There's now a three second cooldown after succesfully pressing a button before next attempt. - Bots now hold still while waiting a door to open instead of moving towards it. - Bots now only put oxygen tanks into oxygen generators with the "Refill Oxygen Tanks" order option. - Bots take previous heals into account when determining when to react to attacks. Fixes deusizine and liquid oxygenite aggroing the bots when using them to treat oxygen loss. - Bots now treat handcuffed targets as neutralized, unless they are hostiles spawned from events. Fixes e.g. bots killing captured prisoners, but also allows you to submit to the outpost guards by handcuffing yourself. - Prevent bots from healing the targets that have recently attacked them. Fixes bots healing and shooting you at the same time. - Fixed rescue order (healing) not working outside of the sub. - Fixed bots not knowing how to use the Rapid Fissile Accelerator. Also improves on how they use smg, assault rifle, and autoshotgun. - Fixed unconscious NPCs being able to see you steal. - Fixed bots sometimes repathing too eagerly while they are on ladders, sometimes causing them to get stuck in places where they should switch from a ladder to another one nearby. - Fixed hostages in the abandoned outpost rescue mission refusing to follow a player that has some diving gear on they don't have access to. - Fixed pirates giving redundant orders and consequently talking too much in the chat. - Fixed pirates not always shooting monsters if there's only a few of them. - Fixed bots not always trying to press the right button to interact with a door. - Fixed bots getting stuck when trying to follow a target with some diving gear they don't have access to. Now they should self-dismiss the order instead. - Fixed bots sometimes deploying Kastrull's drone for no reason. - Improvements to cave waypoints: should fix bots getting stuck next to destructible ice chunks even if there's a way past them. - Husks now remain neutral towards characters that are late in the husk transformation, unless they act offensively. - Reduced Husk and Humanhusk sight from 1 to 0.5. - Oxygenite shards are no longer oxygen sources and can't be inserted into diving gear or tools directly. They are still a source of liquid oxygenite, which can be used to craft oxygenite tanks. - Added some dialog for the bots when they are getting attacked outside a friendly sub to tell the player why they are fleeing from an enemy and that they don't have a weapon. - Fixed combat objective overriding the priority of find safety objective when the combat objective shouldn't even be active, leading to bots sometimes suffocating after combat if they don't have enough oxygen in the currently equipped tank. Misc fixes: - Exploding the abandoned outpost reactor doesn't damage the player sub in missions that require destroying it. - Hopefully occasional fixed fires/meltdowns at the start of a round. Was caused by the "warm start" logic that simulates 10 seconds of power grid updates at the start of a round: if the reactor wasn't running on auto or was controlled by some custom circuit, it wouldn't adapt to the changes in the grid load during those simulated 10 seconds, which could lead to overloads. - Fixed blips not disappearing from the sonar when it's been repaired above 100% condition by using talents. - Fixed Security Officer Uniform's and Gunner Uniform's icons being swapped. - Fixed RegExFindComponent handling some inputs incorrectly. - Fixed sprite bleed in the harmonica inventory icon. - Fixed crashing when equipping a handheld status monitor that spawned outside subs. - Fixed ruins sometimes extending above the top of the level. - Fixed submarine editor failing to generate waypoints on stairs. - Fixed submarine editor failing to connect some of the waypoints around the sub. - Fixed non-localized list formatting in the "I need [treatment1], [treatment2] or [treatment3]" bot dialog. - Fixed crashing if a mineral mission fails to find a long enough edge to spawn the resources on. - Fixed one of the hulls not covering the whole room in the "Alien_MaintenanceTunnels1" module. - Widen a gap in the "Alien_Entrance2" module to cover the full width of the hole in the wall. - Removed non-interactable black wire from inside one of the terminals in Alien_Chasm2. - Fixed pirate subs sometimes not withstanding the pressure in the level in the deeper biomes. - Fixed diving gear not affecting the depth at which huskified humans' get crushed by pressure. - Fixed characters with husk genes + husk infection becoming huskified when they die. - Fixed the ragdolls breaking when characters with a harpoon/guardian spear (or any other projectile) attached to their body exits a submarine/ruin. - Fixed harpoon rope pulling with excessive forces when the target is on a platform. - Always snap the rope between the harpoon and the harpoon gun when the harpoon is detached from the target. Possibly fixes cases where physics forces from the rope are still applied when the projectile has dropped. Also applies to fractal guardians. - Fixed physics glitches with guardian's tail when it switches subs or goes outside. - Fixed characters sometimes getting teleported to an invalid position when they are exiting/entering the sub and have more than one swarm feeder latched on them. - Fixed Kastrull and Typhon 2 using different id card tags than the rest of the vanilla sub ("idjob" instead of "id_job"). - Fixed artifact transport cases not reliably suppressing thermal artifact fires. - Fixed ability to stack batteries in wrecked charging docks. - Fixed certain signal components (boolean operators, artihmetic, equals, trigonometric, string) triggering at the start of a round when they're set to a timeframe larger than 0.1 s. - Fabricator drops the items inside the fabrication materials instead of consuming them (e.g. fabricating a combat suit from a normal one with a tank inside doesn't make the tank disappear). - Fixed deconstructor destroying items contained in the deconstructed item if they can't fit in the output slots. - Fixed lights becoming full-brightness for one frame when their color is set using the "set_color" input. - Fixed turret lights' rotation being wrong for one frame when the light is toggled on - Fixed shuttles docked to a shuttle docked to the main sub appearing on sonar in PvP. - Fixed detonator's contained item position. - Fixed Jovian Radiation bypassing all damage modifiers, including wearable items that protect from radiation. - Fixed outpost reactors not accepting volatile fulgurium rods as fuel. - Fixed some ugly first frames when populating certain listboxes (e.g. server list). - Fixed spineling spikes given by spineling genes launching in an incorrect direction when the character is mirrored (= facing left) in multiplayer. - Characters don't consume hull oxygen when their need for oxygen has been removed with thresher genes or pressure stabilizer. - Fixed cigar and captain's pipe giving practically no psychosis resistance. - Fixed being able to sell items from inventories of characters who are on the player's sub. - Fixed occasional "Attempted to set the anchor B of a limb's pull joint to an invalid value" errors when dragging someone underwater. - Fixed oxygenite tanks not being affected by gas vents in caves. - Fixed items disappearing when trying to combine stacks of partially consumed items. - Fixed upgrading devices' max condition causing issues with repairing: the repair thresholds were being treated as condition values instead of percentages, meaning that the devices would need to deteriorate more before they become repairable. - Fixed ability to combine genetic materials in normal deconstructors. - Fixed harpoon guns spawning with only 5 harpoons and stun guns with 1 dart. - Fixed "bombscare" outpost event giving the characters xp for a non-existent "engineering" skill. - Restrict downwards movement when a character has reached the bottom of a ladder to fix phasing through the floor. - Fixed characters' feet dangling in the air when moving from a ladder to another (e.g. when climbing from the sub to the outpost). - Adjusted flamethrower and prototype steam cannon particles to get them to match the range of the weapons more closely. - Fixed most outpost modules being named as airlock and consequently defined as "wet rooms". Fixes bots still slamming doors and hatches on each others face while moving around in the outposts. - Fixed portable pump consuming batteries when it's not pumping in/out. - Fixed waypoint connections on Remora drone causing navigation issues for the bots. - Fixed undocking a drone (e.g. on Remora/Kastrull) permanently breaking the navigation between the shuttle and the main sub. - Fixed mudraptors and crawlers trying to swim to the bottom of the ocean. - Fixed structures without a collider not being taken into account when determining which submarines are visible, causing them to vanish if there are only structures without a collider on the screen. - Fixed Round and Ceil components returning -0 when rounding a negative value to 0. - Fixed inability to swim up through a small hull on top of another one (e.g. the upper airlock in R-29). - Fixed skillbooks, oxygenite shards and sulphurite shards not spawning in crates. - Fixed name of the currently installed turret not being displayed in the submarine upgrade menu. - Fixed AI gunners not shooting at visible enemies inside the enemy submarine. - Fixed status monitor's electrical view not showing the power/load values in Korean. - Fixed bots trying to equip a scooter when their hands are occupied by something that can't be put in the inventory (e.g. a crate), leading to weird twitching when they drop and immediately pick up the carried item. - Bots stop moving before starting to repair a device. Fixes bots "flying away" when the repair fails, because they'd start the repair while still running at full speed and would keep the momentum if they get stunned because of the failed repair. - Fixed looking at the sonar sometimes causing a significant performance hit (most often in the abyss). If a path to a marker couldn't be found when determining the distance to the marker, the game would keep trying to find a path every frame. - Fixed Alien_Entrance3's left opening getting connected to other modules instead of being used as an entrance. - Fixed coilgun draining ammo boxes at the same rate regardless of the number of linked loaders. - Fixed some of the artifacts still playing sounds when inside a transport case. - Fixed inability to put genetic materials into a container inside another container. - Fixed characters' legs sometimes bending the wrong way around when climbing (seems to happen most often when trying to get on ladders while swimming up-side down). - Fixed borked "Front E P2" collider. - Fixed certain wires in vanilla subs being impossible to remove. - Fixed gaps sometimes getting connected to incorrect hulls between docking ports, preventing water from flowing down from the space between the ports. - Fixed mudraptor shell armor's sprite depth getting messed up when climbing ladders. - Fixed drunkenness, opiate withdrawal and chem withdrawal not causing nausea. - Fixed wire nodes getting misplaced in the sub editor when loading mirrored wires. - Fixed campaign setup menu going crazy if you try to scroll it with arrow keys. - Fixed handheld status monitor drawing the water levels and character icons of the previous sub when it's taken outside. - Fixed spawnitem command not working in the sub editor. - Fixed alien pistol not having a crosshair. - Fixed weapon skill above 100 making weapons less accurate. - Fixed cargo sometimes spawning inside the floor. Happened because the spawn position was determined based on the purchased item's size, instead of the crate the item spawns in. - Fixed campaign getting "locked" if the submarine undocks immediately at the start of the round (on the first frame, e.g. as a result of some custom docking circuit). - Fixed deconstructor being unable to combine the output items if they're inside a container in the output slots. - Fixed misaligned outpost reactor meters. - Fixed sprite bleed in the outpost computer terminal sprite. Modding: - Fixed inability to override talent trees. - Item variants try to load sprites from the base item's directory if the path isn't specified. - Fixed crashing when trying to fire a projectile with no Attack configured with a turret. - Made memory component's "writeable" field editable in the sub editor. - Fixed all ruin generation params displaying "RuinGenerationParams" as their name in the level editor. - Fixed PropertyConditionals with comparison type "And" that check a parent container's tags being very unintuitive to use because they checked the components of the item as well, not just the item object. - Made several outpost store parameters editable separately for each location type (see locationTypes.xml). - Fixed crashing when trying to create a non-humanoid that can walk in the character editor. - Added a randomize button for level editor seed. - Fixed fabricators without a repairable component crashing the game when activated. - Fixed overriding a Controller component (e.g. button) resetting its Toggle and State settings. - Fixed ParticleEmitter's angle not getting mirrored when spawned by a mirrored item. - Fixed certain explosion flashduration values causing the light to flicker/loop. - Allow the enemy AI to target using groups in addition to species names. - Moved the turret ammo box definitions from containers.xml to where the gun and the ammo are defined. - Fixed hulls' "hidden in game" setting doing nothing. - Fixed certain items causing the "analyzeitem" and "deconstructvalue" console commands to crash.


[ 2021-12-15 16:32:19 CET ] [ Original post ]


The Steam Awards nominations are here!

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.


[ 2021-11-26 13:58:56 CET ] [ Original post ]


Free weekend starts today!

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]


[ 2021-11-11 18:01:03 CET ] [ Original post ]


Fix patch for the Among the Ancients update


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.


[ 2021-11-02 10:53:37 CET ] [ Original post ]


Update: Among the Ancients

[previewyoutube=Dk2tA_PYI1Q;full][/previewyoutube] Hello everyone! The Among the Ancients update has just been released. Take a look inside to find...

  • Overhauled alien ruins. New art, layouts, monsters, traps, and missions.
  • Overhauled human characters. Reworked visuals and improved character customization, now also for singleplayer.
  • Talent system. Earn talent points in campaign mode to unlock skill specializations and even new items.
  • Genetic enhancements. Discover alien items and research and refine them to upgrade your character.
  • Improved health interface and submarine status monitor for easier use and more in-game information.
  • A long list of fixes and other improvements! Find the full changelog further down.
Head over to our blog to read more about the new features, and be sure to update your game to the latest version to be able to host and join multiplayer servers. We hope you enjoy Among the Ancients! v0.15.12.0 Alien ruin overhaul: - Overhauled ruins: completely remade sprites, monsters, layouts, items and puzzles. - New Scan mission: scan an Alien ruin by placing down provided scanners at target locations and take the scanners back to the outpost. - New Alien Ruin mission: kill the guardians inhabiting the ruin and destroy their pods. - Added an additional ambience track for the ruins. Character overhaul: - Completely remade character sprites, ragdolls and animations. - Option to customize the starting crew in the single player campaign. - More customization options (skin, hair and facial hair colors, more accessories). - Added a button to randomize character appearance in the character customization menus. Health system improvements: - Streamlined the health interface. - Allow administering meds by clicking on the "suitable treatments" suggestions in the health interface. - The health interface displays a prediction of how much a medical item will reduce/increase the afflictions when hovering the cursor over one. - Certain afflictions can make the characters' face or body change color. - Physical injuries to the head can cause concussions. - Improvements to the blood particle effects when a character is bleeding. - Damage to arms reduces aiming accuracy. - Crippled legs slow the player down more. Talent system: - The new talent system allows you to unlock things such as special skills, buffs and fabrication recipes in the course of a campaign, with experience points gained from completing missions. - Three different talent trees for all the character classes. - Dozens of new items. - Item quality system: certain talents allow you to fabricate higher-quality versions of items. - Characters lose some skill points when respawning mid-round. The talent system makes it easier to gain skills and permanent improvements to the character, and this change is intended to balance that out. Overhauled status monitor: - Improved visuals. - Indicates the locations of the crew's ID cards. - Indicates the locations of alerts. - Electrical view, indicating locations and health of junction boxes, reactor and batteries. - Allows searching for items and indicating the hulls in which they're located. Balance changes: - Reduced loot in wrecks. - Difficulty affects the amount of loot. - Reduced the amount of weapons and grenades in wrecks, pirate ships and abandoned outposts. - Disabled stacking quality-based items (experimental change, feedback is welcome). - Reduced diving suits damage resistances. - Buffed vigor and haste. - Modified characters' base vitalities. - Adjustments to monster stats. - Reduced mission experience gains, level difficulty affects mission experience. - Made welding tools a bit less effective early to compensate for increases to their effectiveness from quality/talents. - Upgrade system reworked to work better in conjunction with new talents and quality systems. Quality of life upgrades made better or cheaper, hull upgrades are less effective towards the lategame but are better early, reorganized categories. - Diving suit and human ragdoll damagemodifier changes: the suits now offer less protection, but humans have a bit more natural protection towards physical damage types. - Adjustments to outpost distribution: natural formations greatly reduced in the 1st zone, cities slightly reduced in the 1st zone, outposts (including specialized ones) increased in the 3rd and 4th zone. - Made magnesium a little more common in stores and wrecks. Additions and changes: - Gene splicing. You can find alien genetic material inside ruins (and for the time being, wrecks), and use these materials to gain special abilities and buffs. The materials can be processed using a Research Station (which atm can be found in research outposts) and applied on a character using a Gene Splicer. - Added a new "Return" order for ordering bots to return back to the main submarine. - Bots can now use level waypoints to help them navigate around when they are outside the submarine. - Play editor music in the multiplayer lobby. - Option to specify the amount of items to spawn with the "spawnitem" command. - Optimized cave vent and ballast flora spore particles. - Added a 5 second "cooldown" before a junction box broken by overloading can take damage from overloading again. Prevents continuous fires and particles when continuously repairing an overloaded junction box. - Small monsters don't eat the inventory contents of a character they're eating (the items drop instead). - Disabled new status monitor features from handheld status monitors. - Round water and oxygen percentage readings on the status monitor (e.g. 99.999998% shows up as 100% instead of 99%). - Adjustments to how far creatures can see and hear the submarine and it's devices from. Moving fast now makes more noise, moving slowly less, and the monsters can't see the sub from as far as before. Effectively it should now be more viable tactic to shut the engines down and keep silent. - Reduce sonar ping's sound range from 10000 to 8000 to make it possible to spot (some) monsters before they target the sub. - Made a couple of monsters unable to eat characters (hammerheads, terminal cells, leucocytes, molochs, spinelings and watchers). - Changed default creature attack key to F because R conflicts with the radio keybind. - Disabled toggling the sonar mode by pressing the Run key. - Added condition_out pin to various items. - Bots no longer ignore unconscious targets that regenerate health (i.e. they will finish off downed husks to prevent them from getting back up again). - Fabricating fuel rods now requires electrical skills instead of mechanical. - Reactor now requires electrical skills instead of mechanical to repair. - When the status monitor receives the oxygen/water level for a hull, it registers it on all the linked hulls as well (-> no need to put an oxygen/water detector in all the hulls of a multi-hull room). - Removed the "burndamage" damage type (not the same as "burn") that was added as a temporary workaround to allow pulse lasers to bypass monster's damage modifiers. - Changed the look of the skill/xp notifications to accommodate the larger numbers of notifications you can get from talents and skillbooks. - Added a fabricator and deconstructor to Azimuth and slightly lowered its maximum speed. - Increased Azimuth's battery out relay max power. - Temporarily disabled magnesium exploding in water to prevent issues with talents related to it. - Added "targetlimb" argument to the giveaffliction command (allows applying the affliction to a specific limb). - Players who wander inside a respawn shuttle don't get automatically killed when the shuttle despawns if they weren't part of the respawning crew. - Bots no longer ignore severe fires in reactor, engine, or command rooms. The intention for them ignoring the severe fires was to prevent unwanted casualities when the fire can be left untreated and wait for it to fade out when not ordered to extinguish fires. - Buffs are transferred to AI-controlled husks when a character transforms. - Projectiles shift to the left in multi-slot loaders when firing. - Option to make terminals use a monospaced font. - Player-controlled monsters can now grab and eat bodies. - Added triangle and sawtooth wave types to oscillator component. - Added "high_pressure" output to water detector. - Water detectors round the water percentage output up, so any amount of water will be at least 1%. - Focus on the password field automatically in the server password prompt and allow submitting it with enter. - Made pirates a little less accurate when they're operating turrets: they can no longer magically aim exactly at characters inside another sub. - Biome noise loop volume is tied to sound volume instead of music volume. - Endworms no longer always bleed to death when their tail is cut. - Lever state is visualized on its sprite. - Enabled NVidia Optimus on Windows. Fixes: - Fixed crashing when an attack is applied on a character from a source other than another character, e.g. propeller (unstable only). - Fixed current_position_y output not working on nav terminals (unstable only). - Fixed fuel rods having a bullet as a contained indicator (unstable only). - Removed duplicate welcome messages from humpack's terminal. - Fixed start and spectate buttons shrinking in the server lobby every time they're hidden and re-enabled. - Fixed contained items inside contained items not moving when repositioning a container in the sub editor (e.g. when moving a weapon holder that contains a weapon with a magazine). - Fixed issues with inaccurate tooltips and incorrectly blocked out order nodes in character-specific command interface. - Fixed contained items' status effects appearing at the top-left corner of the container if the contained items are not visible (e.g. particle-emitting fuel rods would emit the particles from the top-left corner of the reactor instead of the center). - Fixed hanging wires not getting selected when selecting the items they're connected to. - Fixed "divide by zero" console error when scaling construction barrier. - Fixed ability to wire items between two submarines as long as you stay inside the same sub. - Fixed crew list background blocking mouse input (again). - Fixed crashing when the majority of the players are controlling characters belonging to a non-player team while the sub is at the end of the level (e.g. if you're alone in the sub and take control of a monster with console commands). - Fixed cargo missions sometimes only rewarding the players for 1 crate even when transporting more. - Fixed the "use as treatment" tooltip showing up when trying to drop an item that can't be used as a treatment on the health interface. - Fixed characters in the transition phase of a husk infection (i.e. after the stinger has appeared) getting stunned at the start of every round. - Fixed inability to adjust max mission count in a dedicated server. - Fixed light components staying powered indefinitely when in a container or inventory (didn't seem to be noticeable on any other vanilla items than sonar beacons, which stayed active indefinitely). - Fixed some outpost events being possible to activate even if the target NPC is dead. - Fixed ability to swap contained non-interactable items. - Fixed crash when loading a container that has no containable restrictions and contains items (e.g. if you put items in a deconstructor and start a new round). - Fixed bots not swapping oxygen tanks when they are outside and going to a target that is inside. - Fixed issues with bot combat behavior when outside the submarine. - Fixed ability to hold 2-handed items with one hand by trying to insert them into an occupied slot in a container that can't hold the item. - Fixed misaligned nav terminal and status monitor in pirate humpback. - Fixed inability to install/update mods that have periods in the name. - Fixed nav terminals "current_position_x" output being in pixels when "current_position_y" is in meters. - Fixed minerals sometimes spawning in unreachable spots in mining missions (on cells that are next to a cave, but at the wrong side of that cell if there's empty space behind it). - Fixed items' "allow swapping" property being editable in-game. - Fixed RegEx components with a non-continuous output always sending a signal out after being loaded. - Fixed pirate subs sometimes spawning inside floating ice chunks. - Fixed tracer particles not starting from the position of ranged weapons' barrel. - Fixed inability to open the pause menu when the cursor is over an inventory slot. - Fixed handcuffs dropping off from characters' hands when they die or turn into a husk. - Fixed loadsub command. - Cap the amount argument of the spawnitem command to 100 to prevent freezing/crashing when trying to spawn a ridiculous amount of the item. - Fixed "infiltration" event getting stuck on one of the conversation options. - Fixed signal source being wrong on delayed electrical signals (= signals that were delayed for the next frame after they'd passed through 10 steps). Most noticeably affected status monitors that need to know which oxygen/water detector a signal came from. - Fixed WifiComponents delaying the signals based on the number of receivers, not how many steps the signal has actually taken, contributing to the previous issue. - Hopefully fixed an oversight in the sub editor where changing ItemComponent colors with the HSV picker would create an error in the console. - Fixed paralyzant (and many other meds that don't do direct damage) not triggering guards. - Fixed sonar monitor's UI being unnecessarily small. - Fixed contained items inside contained items (e.g. magazines in a rifle on a weapon holder) not rotating in the sub editor. - The overdosed NPC in the "good samaritan" event can't die until the player has triggered the event (completing the event after the NPC had already died made no sense). - Fixed console errors when an item a bot has been ordered to target was removed between rounds (e.g. an ignore order targeting a mission item that gets removed at the end of the round). - Fixes to oxygen generator logic: the generator now periodically recalculates how to distribute the oxygen between the vents, as opposed to doing it once at the start of the round. Just doing it once caused issues if there were e.g. vents or doors that are initially open between the rooms. - Fixed characters sometimes getting "stuck" when swimming in partially filled multi-hull rooms. Happened because the bottom of the current hull was used as the "floor" if the actual floor was too far below, even if there was another hull below the current one, causing the ragdoll to switch to walking animation and being unable to move because it's not touching the floor (unstable only). - Fixed outpost events always unlocking the same escort mission. - The hints about flooded rooms and ballast flora aren't shown in ruins, wrecks or enemy subs. - Fixed "stowaway" event triggering an event cooldown, preventing monsters from spawning at the beginning of the round. - Fixed clients (excluding the host) always considering friendly fire to be disabled, leading to minor cosmetic desyncs when a player applies afflictions on another one (i.e. there was a brief delay before the afflictions update client-side). - Fixed inability to apply buffs on the crew when friendly fire is disabled. - Fixed ItemContainers only applying the StatusEffects from the first matching Containable, even if there's multiple. Prevented the artifact-specific effects of artifact holder from executing. - Fixed "giveaffliction" command's limbtype argument not working in multiplayer. - Fixed "linesperlogfile" server setting doing nothing. - Fixed discharge coils not working when triggered by via a wired button. - Fixed hatch waypoint and platforms on Remora Drone. - Memory usage optimizations. - Fixed bots shooting enemies even when there's a friendly sub between them and the target. - Bots take their masks off when if they have successfully equipped a suit. - Fixed a pathfinding issue in Remora caused by too sparse waypoint distribution. - Fixed disguises not changing the color of a character's name when hovering the cursor over the character. - Fixed monsters' attack sounds never playing in multiplayer. Modding: - Implemented an item variant system that works similar to the character variants: you can create new items that inherit the properties of another item and only modify specific aspects of it, reducing the amount of duplicate XML code. See "Depleted Fuel Rod" in engineer_talent_items.xml for an usage example. - Option to configure minimum damage for OnDamage status effects that require a specific type of affliction (see the "vigor on damage" affliction for an usage example). - Option to make afflictions draw a full-screen overlay when active. - Option to make property conditionals target contained items using the attribute targetcontaineditem="true". - Added support for tileable light textures for Structures by using XML element that has the same syntax as does for Items. - Added "InPressure" property to characters. - Fixed hidden items appearing in the job loadout preview if there are other items of the same type that are not hidden (didn't affect any vanilla loadouts). - Removed error message when trying to transfer items to a husk monster and inventory sizes don't match - Submarine upgrades can be disallowed by category instead of having to do it separately for each upgrade in the sub editor. - Fixed a modding related crash when trying to apply a property value of a wrong type using status effects. - Option to create custom husk infections where player control carries over to the transformed creature. - Display a console warning when an item's deconstruct output defines an out condition and is also set to copy the condition of the deconstructed item.


[ 2021-10-27 15:06:34 CET ] [ Original post ]


Sneak peek: Alien ruins overhaul


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.

Alien ruins overhaul


The appearance of the alien ruins has been unchanged for as long as Barotrauma has been in Early Access, and one of the highlights of this update will be a complete visual overhaul that brings the ruins up to par with the rest of the game. We're also improving ruin generation for larger and better layouts, and there are a number of other exciting things coming too:
  • Remade Fractal Guardian with new appearance and behavior.
  • New creature: the Swarm Feeder.
  • New items: the Gravity Sphere and the Ruin Vent, both with new effects.
  • New missions: Scan ruin and Clear ruin.
  • Bot improvements: Return to submarine order and AI waypoints inside ruins.
What do you think? Check out our blog for more details!


[ 2021-10-15 15:58:02 CET ] [ Original post ]


Sneak peek: Character overhaul


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.


[ 2021-10-01 16:27:25 CET ] [ Original post ]


Sneak peek: Character talents


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!

  • Engineers get talents to specialize in crafting, research and exploration, or the core engineer tasks aboard the sub.
  • Mechanics can specialize in maintaining onboard machinery, boosting the performance of appliances, or exploration and prospecting.
  • Doctor talents make you more skilled in keeping the crew alive, in crafting and genetics, or in supporting the rest of the group on away missions.
  • Security officer specializations are geared towards protecting the ship and crew, survival outside the sub, and maximizing onboard weapons firepower.
  • Captains can focus their talents on mastery of sidearms, efficient progression in campaigns, and commanding large co-operative crews.
  • Assistants get their own talents, too, to make the most of the learning, dying, or clowning experience.
What do you think? Our goal with talents is to allow players to specialize more, without losing the ability to perform a wide range of tasks regardless of class. You can read more about talents on our blog. Talents will be released as part of the alien ruins overhaul update, planned for the end of October. Stay tuned for more news about the update!


[ 2021-09-17 15:21:10 CET ] [ Original post ]


Fix patch and summers end greetings


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.


[ 2021-08-25 14:39:34 CET ] [ Original post ]


Update: Thunder Under The Ice


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.


[ 2021-06-17 15:04:46 CET ] [ Original post ]


Update preview: Thunder Under The Ice


Hello everyone! The next Barotrauma update is on its way, to be released next week. Look forward to...

New missions


Cargo missions have been overhauled so cargo now spawns on shelves and in special Unit Load Devices. If you have none of those on your sub, a small amount of cargo will spawn on the floor. The more you can carry, the more money you will make. Escort missions of various kinds have been added: transport NPCs safely from one place to another, or move dangerous prisoners between outposts, or even pose as a transport vessel to flush out plotting terrorists. Pirate missions pit you against an enemy submarine, manned by hostile NPCs, that you need to defeat. Starting with this update, you can also have two missions per round to complete more objectives in one go.

Submarine improvements


New weapons! The pulse laser and the chaingun, along with their own special ammo types, and a new kind of ammo for the railgun are being added to improve your submarines offensive capabilities. Adding weapons to subs is now possible when docked at a colony. Submarine upgrades now apply to all your subs, not to individual boats. This way, changing to a new submarine wont set you back in the game, and you can safely switch to a new submarine even below crush depth.

Other additions


Order persistence between campaign rounds means you will no longer have to assign the same order all over again at the start of every round. Crewmates bots and people will start a new campaign round with the same orders they had at the end of the previous one. Singleplayer: Sell items directly from the sub without carrying them: simply walk to the outpost merchant and use the newly added tab in the store. If this works well, something similar will probably be added in multiplayer too! Twelve new events that you can encounter aboard outposts for more story. Read more about it on our blog, and stay tuned for the release of Thunder Under The Ice next week!


[ 2021-06-11 14:09:18 CET ] [ Original post ]


Two years of Early Access


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!


[ 2021-06-04 14:03:24 CET ] [ Original post ]


Fix patch for Embrace the Abyss


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.


[ 2021-04-29 10:52:01 CET ] [ Original post ]


Update: Embrace the Abyss


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

  • Abyss monsters.
  • New campaign features side missions as world events, gate locations, optional radiation, and more!
  • Abandoned outposts and related new missions.
  • Numerous quality of life changes and player experience improvements.
Please see this earlier post for a more detailed summary, and find the full changelog further down. We hope you enjoy this update! v0.13.0.11 Campaign changes: - Replaced "Lair" locations with "hunting grounds" in the connections between levels. Inhabited locations next to hunting grounds have a chance of getting abandoned and habitation can't spread through those levels to adjacent locations. The hunting grounds can be cleared by killing a boss monster in the level. - Beacon stations are shown on the campaign map. - Visual changes to the map to make it a bit more intuitive. - When you enter a level with a beacon station, you always get an optional side objective to restore it even if you haven't selected a beacon mission. - Added radiation on the campaign map: the intensity of the radiation around Jupiter is slowly increasing, which is forcing Europans to delve deeper under the ice. In practice, the radiation gradually destroys the outposts starting from the left side of the map, making it more dangerous and costly to stay in these areas. The intention behind this is to prevent players from farming resources indefinitely in the low-difficulty areas of the game before proceeding further. - Gating progress between biomes: you need a certain amount of money or reputation before you can enter the next biome. - Reworked exit points at uninhabited locations: there's a hole/tunnel above the start/end of the level the sub needs to enter to leave. Abyss: - Reintroduced Endworm and Charybdis. - Added floating islands that contain caves and rare minerals to the Abyss. New player experience: - Added in-game hints, designed to help with new player onboarding. Can be disabled in the settings. - Added text highlighting to mission descriptions. - Player-controlled characters get automatically assigned an appropriate order when the game starts to guide the player on what they should do and to make it easier to find the relevant device(s). - Changed the camera animation at the start of the campaign to show the entire outpost. - Display mission difficulty in the available missions list, the info tab, and the round summary. - Show an indicator when the campaign is saved. Changes and additions: - Added abandoned outposts. - New mission types for abandoned outposts: destroying the outpost, clearing a nest, hostage rescue and assassination. - Added entity subcategories to the submarine editor. - Added interactive submarine previews to the server lobby and "New Game" screen. - Added respawning mid-round in the multiplayer campaign mode. Respawning gives you an affliction that can be healed for a cost at outposts. You can also choose not to respawn mid-round, and instead wait for the next round to spawn normally without the affliction, just like before. - Reworked the impacts to the sub when it's hit by monsters. Increased the screen shake and stunning. There's now a 30 second cooldown for getting knocked down. Fixed the impact not triggering if the colliding limb is not big enough. - Reworked attacks and effects for the following creatures: Moloch, Black Moloch, Hammerhead, Hammerhead Matriarch, and Golden Hammerhead. They now have a bigger impact on the sub when they hit it. Black Moloch's emp damage is halved. - Added Abyss Diving Suits which slows down your movement speed but offers more protection against pressure and consumes oxygen more slowly than the normal suits. - Added Combat Diving Suits which slow you down less than normal suits and offer more protection against damage. - Added black moloch mission variants. - Moloch's shell now always breaks when shot with a railgun. - Increased the audio ranges for Watcher and Hammerhead Matriarch. - Overhauled tab menu: improved layout, added submarine and reputation tabs, current funds are displayed in the campaign mode. - Recreated waypoints for the vanilla subs. - Bots can now be renamed through the outpost crew management interface. - Certain large monsters' (endworm, charybdis, boss variants of molochs and hammerheads) health bars become visible at the top of the screen when you damage them. - Added EMP effect to nuclear shells. Increased the damage a bit. - Added a right click context menu option to copy debug console errors to clipboard. - Railgun shells now explode instead of piercing armor. Physicorium shells still go through armor. Make all railgun ammunition slightly more likely to break limb joints. - Added multiple current orders: you can assign up to three simultaneous orders for characters and drag the icons to change their priority. - NPCs (non-bots) speak report related lines less than they used to. - The bleeding particles are now emitted from the last matching limb instead of the first. Readjusted particle emit frequency and scale. - Reduced Moloch's bleeding reductions. - Trying to pick up a diving suit when you're already wearing one swaps the suits. - Made monster eggs glow to make them easier to spot in caves and abandoned outposts. - Exploding oxygen/fuel tanks don't make other tanks explode. - Added a delay to oxygen/fuel tank explosions. - Disconnect wires from beacon stations instead of deleting the wires completely. - The probability of disconnected wires in beacon stations is relative to the level's difficulty, and no wires are removed if the difficulty is less than 20. - Improved server filters: instead of only being able to search for servers that have a certain setting enabled/disabled, the filter can be set to "Any" (thanks someone972!). - Show whether a server is player-hosted or dedicated in the server list. - Show whether a server is public or private in the server lobby. - Added a server setting for locking all default wiring in subs. - Added favorite button to the server lobby. - Banning a player who's using Steam Family Sharing will now also ban the owner's account, solving ban evasion using this method. - Disabled NPC conversations in sub editor test mode. - Beacon stations' reactors don't deteriorate or consume fuel to prevent the station from going back down when the player is travelling out from the level. - The output length of all signal components is now restricted to 200 characters by default to prevent performance and networking issues if the output is set to an excessively long value (such as the entire dialog of the Bee Movie). The limit can be increased in the sub editor. - Stunning still works on friendly characters even if friendly fire has been disabled on a server. - Made radiation sickness's icon appear before it starts causing burns (instead of working the other way around). - Made radiation sickness cause nausea. - Added a screen distortion effect for radiation sickness. - Added a checkbox to color component that toggles between RGBA and HSV input. - Fabricators now display remaining time when fabricating. - Revisited husk animations, movement speeds, and general balance. Husks regenerate a lot and are a bit tougher than they used to be. Human husks can and will easily rise again, unless properly killed. - Adjustments and fixes on the thresher attacks. - Revisit mudraptors' attacks. Fixes unarmored mudraptors and mudraptor hatchlings acting weird when attacking characters in water. - Lower the overall damage of all the hatchlings. - Added a link to the wiki to the main menu. - Drop empty/used oxygen tank from diving suit when trying to swap in a new one when the inventory is full. - When using an equipped item from a stack (e.g. a medical item), another item from the same stack is automatically equipped. - The mid-round mission messages (e.g. "the monster is dead, navigate out...") are shown in the tab menu's mission tab. - Make characters grabbable and the inventories accessible after a half a second delay. Fixes abusing the toy hammer to access NPC inventories. - Allow fabricating fresh fuel rods, welding fuel and coilgun ammunition using depleted ones. - Restrict the length of the text that can be entered as a sonar beacon's sonar label. Fixes: - Major improvements to the voice chat: higher audio quality, less intrusive radio effect, fixed clicks/distortion. - Attempt to fix crashes with the error message "failed to generate OpenAL/stream buffer" on Mac. - Fixed crashing on startup with the error message "unable to load shared library 'freetype6' or one of its dependencies" on some Linux systems. - Removed outdated steamclient.so file from the dedicated server (no longer needed because it's automatically installed by Steamworks). Should fix inability to host dedicated servers on Linux. - Fixed clients' job preferences not being respected in all cases where they should, resulting in some clients getting a job that should be give to another client. - Items can't be stacked in the equip slots (e.g. you can't hold and throw a stack of grenades). - Trying to pick up a stack of items with a full inventory doesn't pick up the item in both hand slots. - Fixes/improvements to item position syncing. When trying to pick up an item whose position has gotten desynced, the server should correct the item's position immediately. - Fixed turrets getting cropped by the "wikiimage" console command. - Fixed items with nothing but a holdable component (e.g. medical items) being hidden when hiding wires in the sub editor. - Fixed ban list not displaying ban reasons or the duration of the ban. - Fixed items appearing misplaced when switching to the sub editor mid-round with console commands. - Fixed shuttles spawning undocked in certain custom subs (e.g. DOMA Prototype Mk 8). - Fixed "tried to add a dead character to CrewManager" console error when reviving a character who died of high pressure. - Fixed skill levels not getting updated in the "my character" tab mid-round. - Fixed clients not calculating eventmanager intensity, preventing any high-intensity tracks from playing in multiplayer. - Fixed campaign map being closed with RMB even if the user has inverted their mouse buttons. - Fixed damage sometimes desyncing when the sub hits walls/spires: happened because damage was also applied client-side, which sometimes caused the clients to damage walls that weren't actually hit server-side. - Fixed physics bodies between docking ports not getting mirrored in mirrored subs, sometimes causing impassable areas in spots where the docking port used to be. - Fixed status monitor in a docked shuttle sometimes not displaying the main sub. - Fixed campaign stores sometimes displaying prices for a previous location. - Fixed various scaling issues on higher resolutions. - Fixed monsters fluttering while pursuing other creatures. Only happened while swimming and was not notable on all monsters). - Fixed mouse cursor being switched to hand even when the spritesheet is not shown in the character editor. - Fixed monsters with low head/torso torques moving backwards when they try to turn around 180 degrees. - Fixed regular Moloch not bleeding correctly. - Fixed Workshop mod download prompt looping and freezing when there's a hash mismatch after a mod has already been installed. - Fixed ability to walk through the heavy doors in mining outposts. - Fixed nav terminal ignoring velocity_in signals when the terminal hasn't been operated by anyone during the round. - Fixed one of the engineer variants having too many items in the toolbelt. - Fixed "hide incompatible" checkbox in the server browser. - Fixed characters getting impact damage from collisions with sensors. Caused characters to get stunned when they're thrown around by a monster while touching a level trigger (for instance, the branches in forest caves). - Fixed bioluminescent cave's hallucination effect never going fully away and made it treatable with haloperidol. - Fixed bots treating radiation sickness too eagerly (leading to wasted antirad). - Added missing platforms to abandoned outpost modules. - Fixed non-interactable items being counted as owned in the store interface. - Fixed husk's mouth tentacles rendering on top of the left hand. Also fixed a minor texture bleeding on the waist. - Fixed possible desync when multiple players use the crew management interface simultaneously. - Fixed a crash when no valid limb was found for an affliction. Probably only happened with characters that already had some limbs severed. - Fixed non-multiplied damage to limbs effectively always being clamped to 100, which means that no attack could do more than 100 damage per hit unless there's some damage modifier defined on the target limb. - Monsters now stop targeting characters that are far enough behind level geometry. Fixes them getting stuck while trying to reach targets that are not easily reachable. - Fixed players getting prompted to download subs when the server has disabled file transfers. - Fixed command-spawned characters not getting the "job" tag on their id cards. - Fixed coilguns consuming ammo faster than they should when linked to multiple loaders. - Fixed wiring interface labels overlapping when using a high text scale. - Allow engine propellers to do damage inside the sub. - Fixed new lights being displayed as off in the sub editor until you toggle the lighting. - Fixed non-ruin artifacts sometimes spawning on top of the sub. - Fixed terminal's welcome message getting cleared when using the test mode in the sub editor. - Fixed fabricator displaying the "not enough room in the input inventory" error even if the items fit in the input inventory by stacking. - Fixed signal check components being unable to output whitespace. - Fixed inability to edit smoke detector's parameters in-game. - Fixed smoke detectors outputting empty signals. - Fixed "engineers are special" outpost event not giving a price discount. - Fixed clients being unable to vote for subs they don't have. - Fixed a bunch of non-suitable items (such as devices that can't be deattached) being displayed in the "extra cargo" menu in the server lobby. - Fixed crashing if you try to press the server log button in the lobby when connection to the server has been lost. - Fixed item disappearing from the character's hand when you combine it with an item in a container in a way that doesn't fully deplete/remove it. - Fixed gaps in the "backwall pipes" sprite. - Fixed dedicated servers restricting player count to 1 less than the MaxPlayer setting. - Fixed Kastrull's drone airlock not flooding correctly. - Replaced legacy small pumps with the new ones in Orca. - Fixed monsters sometimes spawning very close (or even inside) the respawn shuttle. - Fixed "attempted to set SoundRange to NaN" error when a reactor's maximum power output is 0. - Fixed wall damage particles sometimes spawning at an incorrect position. - Fixed black moloch doing only 62.5% of the structure damage compared to the regular moloch. - Fixes to R-29: fixed top docking port's control circuit, adjustments to pre-placed supplies, adjusted discharge coil power consumption, minor visual fixes. - Reduced the amount of clown gear in the "Praise the Honkmother" mission to fit everything in the crate. - Fixed non-repeatable outpost events starting to repeat once all of them have been triggered. - Fixed inconsistency in the way vertical velocity in/out signals are handled by the nav terminals. Previously "velocity_in" would interpret positive y as upwards, even though "velocity_y_out" outputs a negative value when going up. Now positive is always down (= corresponds with the "descent velocity" value displayed on the terminal). - Fixed Hammerhead Spawns not targeting decoys. - Fixed the abyss monsters not targeting "provocative" items, like flares, glowsticks, scooters etc. - Fixed Hammerhead Matriarch constantly fleeing from divers. It's intentional that the matriarch avoids the divers, but not as much. Now they should flee briefly only when shot by the player, making it possible for the divers to reach it (#5449). - Fixed camera shaking/vibrating when moving at high speed. - Fixed monsters being able to attack through ruin walls. - Fixed overlapping vending machine and light switch in CrewModule_02. - Fixed respawn shuttle maintaining an incorrect position after getting dispatched. - Fixed inventory tooltip not changing when the cursor is hovered on the slot and the condition of the item changes. - Fixed waypoints not being able to find hulls that have been added since the sub was last saved in the sub editor, causing them to appear blue. - Fixed resizable outpost hallway modules not having waypoints and thus causing navigation issues. - Fixed water particle effects not showing up when water flows between certain rooms in Remora. - Addressed the lag spikes occasionally caused by Spineling's spikes when they hit/get stuck to something. - Fixed logbooks being empty in the wreck salvage missions. Bots: - Bots now warn when you are running low / out of oxygen or welding fuel tanks, turret ammunition, or reactor fuel. - Bots no longer report dead monsters on the sonar. - Disabled the dialogue lines about not finding any targets for the given order, since they don't really improve the feedback. Instead they can give a wrong impression that the bot is not following the order when they actually are. - Bots no longer speak about not being able to reach the diving suit when they fail to get it because it was taken by someone else. They will target another suit like they used to. - Bots don't extinguish fires when there's ballast flora in the hull. - Bots only speak about getting attacked when attacked by players. Fixes security bots throwing ultimatums on other bots that accidentally damage them (e.g. while welding). - Bots that operate an item (reactor/turret) now drop the empty items on the floor instead of placing them back to a container. This saves time and the empty items should be taken care of by the idle bots. - Fixed bots not seeking more oxygen before the remaining oxygen level drops to zero when they already have diving gear equipped and when they are staying stationary, leading to suffocation when the bot is repairing/operating while already wearing the diving gear and running out of oxygen tanks. - Fixed bots trying to swap the oxygen tank too early when they are outside of the sub, which in some cases might lead to bugs where they try to get back inside the submarine. - Improved the feedback by adding dialogues for swapping the oxygen and for not being able to find more oxygen. - Fixed bots trying to return the diving suit when it's not a reasonable thing to do, but when they actually don't need it. - Fixed bots failing to swap an oxygen tank from a diving mask to a diving suit when both items are equipped. - Fixed bots getting confused when they have a mask without a valid oxygen tank inside it and when there's not enough oxygen in the room to be without the mask. - Bots now react faster in general to all enemies. - Bots now automatically attack enemies outside of the main sub, if they have a weapon. While docked to an enemy outpost or submarine, the "fight intruders" order now acts as an offensive order to attack the enemies on the connected submarine/outpost. - Fixed bots following the player when the player is controlling a monster. - You can now escape from NPCs by going far enough from them while they are pursuing you. - Fixed bots reacting to attackers that are outside of the submarine. - Fixed the "reportrange" parameter not working when the character is attacked. In practice only has effect on NPCs. - Fixed report icons being shown also for other teams instead of just one's own team. - Bots now target the closest limb instead of the main collider when they aim with the turret. With small creatures, this should now make any difference. With long creatures, it allows the bots to target the extremities of the body instead of always shooting at the main body. - Fixed non-security bots fleeing the enemy (in defensive combat state) even when they are ordered to fight intruders. - Bots no longer automatically unequip weapons after combat if they are outside of a friendly submarine. - Fixed bots having difficulties in leaving the ruins via gaps. - Allow bots to use gaps also to exit the sub, but only when following a player character. - Fixed bots always trying to reach the closest item even when it's unreachable. - Make bots find items faster. - Fixed bots sometimes continuing their movement (e.g. walking towards a wall) when they fail to find the diving gear they need to continue with the go to objective (e.g. follow). - Fixed security officers standing idle next to the stunned target and doing nothing when they don't have handcuffs. Only happened while trying to arrest the target. - Fixed multiple bots occasionally trying to operate the reactor at the same time. - Fixed bots "stealing" stuff while cleaning up. Happened when the objective changed (= they decided or were ordered to do something else while cleaning up). Idle bots are no longer allowed to take items from purchased containers. - Fixed bots running headlessly around while trying to find the container for items while following the clean up order. Now they should walk around instead and only run when the target container is found. - Fixes and adjustments to security officer reactions for damage done by friendlies. - Fixed bots sometimes yelling that they can't enter an airlock when the sub is docked. - Fixed bots taking items from fabricators and deconstructors. - Fixed bots saying "Can't reach target [name]". Modding: - Fixed custom loading screen tips not showing up if the vanilla content package is enabled. - Fixed crashing when loading a save where a stack contains more items than the maximum stack size for the item/container. - The hit impact of a monster's attack can now be adjusted with the new "submarineimpactmultiplier" defined in the attack block. Note that this is a multiplier to the actual impact, hence also the force applied on the attacking monster affects the final impact. - Explosions now have three new parameters: ignorecover, onlyinside, and onlyoutside. - Fixed crashing/disconnects when preloading content at the start of a round if random events contain character variants. In practice, mods that used character variants in random events occasionally prevented rounds from starting. - Fixed crashing when attempting to play a music clip that isn't a valid ogg file or if the file is not found. - Fixed crashing when trying to spawn a character variant with custom inventory contents. - Renamed the ai parameter "Threshold" as "DamageThreshold". - Replaced "spawndeep" with "abyss" spawn type (defined in random events). - New parameters StayInAbyss and StayInsideLevel that define the area where the creature tries to keep inside while not attacking. - The creature disable distance, which totally disables the creature, is now exposed in the character parameters. The distance for triggering simple physics, which disables all the limbs and keeps only the main collider updated, is half of this distance. Increased the default from 22 000 to 25 000 (pixels). - New attack pattern: Circle (around the target). Used by the abyss creatures. - The aim speed and accuracy of NPC characters can now be adjusted in the npc (spawn) definition. The Aim speed also affects melee attack speed. - Fixed OnSevered status effects launching also on the limb that the severed limb was attached to. - Added "bleedingnonstop" affliction, which is just the same as normal bleeding but it never wears off. - Added and option to target the last matching limb instead of the first (StatusEffect.TargetType.Limb). Implemented targeting other limbs even when the status effect is triggered from the limb, which was previously only implemented for status effects that targeted character. See Endworm for an example. - Fixed hidden limbs not being ignored in many cases where they should, which potentially could cause issues with some custom monsters. - Added "bleedparticlemultiplier" parameter in character definition, which can be used to increase/decrease the general amount of bleeding for the character in question. - Added an option to always ignore an ai target if it's not inside the same sub as the character. - Attacks can now "blink" limbs when they attack (Endworm). Blinking is a generic way to rotate limbs so that they "animate" (see Watcher's eye). - Added AITrigger that can be used to trigger an ai state using the status effects (See Charybdis). - Turned IsTraitor into a property so it can be accessed by status effects. - Changed husk affliction's type to "alieninfection" because using "huskinfection" as both the identifier and type makes it impossible to add custom husk infections and reference just the custom one in conditionals or statuseffects. - Fixed affliction statuseffects targeting NearbyItems or NearbyCharacters causing a crash. - Corpses don't spawn in wrecks that contain no waypoints/spawnpoints. - Monster events don't spawn monsters in wrecks that don't contain enemy spawnpoints. - Fixed afflictions caused by status effects being multiplied by deltatime even when setvalue="true". The only vanilla statuseffect affected by this was incremental stun, which would stun the player for 1 frame instead of 1 second, but this may have affected some mods as well. - Fixed errors when trying to load a beacon station with no reactor. - Fixed level editor crashing when it tries to place a wreck that contains linked subs in the level. - Added "onlyplayertriggered" condition for status effects. Currently only implemented for OnDamaged. - Fixed crashing if you try to create a decal with incorrect casing. - Fixed affliction's periodic effects being unable to reference afflictions defined later in the affliction xml. - Fixed crashing if you save a campaign with a large map and try to load it with map generation parameters where the map is smaller. - Fixed explosions not damaging level walls if their structure damage is set to 0. - Fixed inability to load more than 5 wires per connection even if the connection is set to allow more. - Allow to define afflictions (types or identifiers) to trigger the OnDamaged status effects only from certain afflictions and not all that do the damage. If the afflictions property is not defined, no restrictions are used (works as it used to).


[ 2021-04-22 16:09:19 CET ] [ Original post ]


Update Preview: Embrace the Abyss


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!

Improving new player experience


While Europa is unforgiving by its nature, we want to make Barotrauma a little less demanding to get the hang of. To this end, were adding
  • Contextual hints about the game that are shown when you encounter certain things for the first time during a round.
  • More information in the info tab menu, and a new button for it to make the info tab easier to find.
  • Interactable, large submarine preview wherever you see a thumbnail image of a submarine in-game.
  • Mission difficulty indicators and boss creature health bars to help you pick your battles and win them too.

New campaign features


Were adding more story features to the campaign, in the form of slowly creeping radiation. On the flipside, you will need to take some time to build a reputation and upgrade your sub to be able to move to new areas of the map. Radiation can be turned off in the game settings for a more sandboxy experience. The update also introduces limited mid-round respawning for multiplayer campaigns, and side missions that are found as icons on the campaign map.

Abyss monsters


The update adds two deep sea monsters, the charybdis and the endworm, that only spawn in the abyss that is found below the normal level. The abyss itself has got a bit of a facelift, making it easier to access from all levels and adding mineral islands to make exploration more rewarding.

Abandoned outposts


Another major content addition are abandoned outposts: an outpost that is near monster hunting grounds may be taken over by outlaws and wildlife. New missions to clear out an abandoned outpost are being added too. As always, the update will include numerous other fixes, additions and improvements. You can already see some of those on our Trello, and check out the full changelog when the update is released, next week!


[ 2021-04-16 16:06:49 CET ] [ Original post ]


Sneak peek: Abyss creatures


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

Endworm and Charybdis


The time has finally come to reintroduce two of the most sorely missed deep sea creatures that were in the game as placeholders in our earlier days in development. The endworm and the charybdis both dwell in the Abyss, the deep dark part of Europas ocean that is found underneath every level. Both creatures are faster than a regular submarine, tough, and very large. They also emit sound, which you can both hear and see on your sonar display use that to your advantage! Besides these two creatures, were also adding abyss islands, floating land masses with caves and minerals, to make abyss exploration more interesting. The endworm, charybdis and other abyss improvements will be included in the next update, coming later this month!


[ 2021-04-02 12:38:09 CET ] [ Original post ]


Try Barotrauma for free!


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.


[ 2021-03-23 17:01:05 CET ] [ Original post ]


Sneak peek: Shrinking map


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

Shrinking campaign map


As the radiation from outside Europas icy crust reaches ever deeper into the ocean where we all sail, we must keep moving. The next update will introduce a slowly progressing wall of radiation that destroys everything in its path and pushes the player onwards, into new areas of the map. While the shrinking map feature will be made optional, we are excited to bring this new expression of lore straight into the campaign map. We hope you will try it out and let us know if you like it!

Reputation and respawning in campaigns


Were also making reputation a more significant factor in your campaigns: to be able to progress to a new part of the map, you will need to meet reputation requirements at certain points in your journey or be able to pay for your passage. Time to complete missions to make a name for yourself, or to earn some coin! Finally, the next update will add the possibility of respawning mid-round even in the campaign game mode. There will be a slight temporary penalty to your stats when you do this, but it should make it a lot easier to get into an in-progress game and cut back on waiting times in campaign servers. We hope you like it!


[ 2021-03-19 15:57:50 CET ] [ Original post ]


Sneak peek: Abandoned outposts


Ahoy! Were busy at work on the next major update, and one of the new features it will include is

Abandoned outposts


The world of Barotrauma changes according to what you do or dont do in it, and a location that is next to monster hunting grounds may become abandoned by its usual inhabitants. Then it will be your job to find and enter the affected outpost and evict whatever has made itself at home inside:
  • Hunt down monsters and destroy their nests, or
  • Deal with squatting outlaws and dispose of their leader, or
  • Deal with outlaws and make sure they dont come back later destroy the station reactor for good measure.
  • Get out alive.
What do you think? You can get a more atmospheric glimpse of whats to come on our blog. Stay tuned this update is planned to be released towards the end of April, and well write more about other new additions over the coming weeks!


[ 2021-03-05 13:04:49 CET ] [ Original post ]


Hotfix v0.12.0.3

- 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.


[ 2021-02-16 11:04:37 CET ] [ Original post ]


The Cave Update


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:

  • More cave variety explore Forest caves, Mushroom caves, and Bioluminescent caves. These new cave types will be found in the later biomes, starting from the Europan Ridge.
  • New cave hazards prepare to deal with vines, gas vents, ice shards and other such dangers as you venture into caves.
  • Newborn hatchling variants of three monsters the mudraptor, the thresher and the crawler now have juvenile variants.
  • The glowstick this new kind of flare will come in handy on cave exploration trips.
  • Sleeping in beds this highly requested improvement isnt just cosmetic, it also heals injuries slowly over time.
  • Item stacking now you can carry several of the same type of item in a single inventory slot to make inventory management, medical treatment and crafting more straightforward.
  • Outpost store improvements more variety and better deals with Daily Specials and Requested Goods.
  • Font scaling this has been requested time and again by those who play on bigger screens, and now youll be able to adjust text size to fit your needs better!
  • New character variants enabled for modding make custom monsters more quickly in .xml, the same way we made the new hatchling variants.
PLEASE NOTE: With this update, submarines that youve automatically downloaded when joining other peoples servers will no longer be permanently stored on your computer. If you want to keep some subs you have downloaded from servers before, please back them up before launching the game you can find your downloaded subs in the games local files, in the "Submarines/Downloaded" folder. This change does not affect your own campaigns or custom submarines youve downloaded for yourself from Steam Workshop, and backing up your subs is not necessary to continue playing. We hope you enjoy the update! v0.12.0.2 Cave improvements: - New cave types and improvements to cave sprites. - New cave hazards: exploding mushrooms, gas vents that drain oxygen and fuel tanks, sharp crystals that inflict bleeding and lacerations, hallucination-inducing plants. - Made the caves more narrow. - Position caves and ruins closer to the main path so the players won't have to swim hundreds of meters just to get to the entrance. - Completing a nest mission turns adjacent empty locations to "Explored". - Monster spawns are delayed up to a certain limit when most of the human players are exploring a ruin, wreck or a cave. - Show a sonar marker at the cave's entrance in nest missions. - Added some nest-specific level objects. Additions and changes: - Implemented stacking small items. - Decreased toolbelt capacity to 6 slots. - Rebalanced level events to have a better difficulty curve. - Further improvements and balancing to the way locations change to other types of locations. - The owner of a duffel bag is shown when hovering the cursor over one. - Increased vanilla drones' range to 400 m. - Nerfed stunning. The effect is now incremental: for example, a few hits from a stun baton only slows the target down, but a full stun requires several hits. - Allow laying on beds. - Added mudraptor, thresher and crawler hatchlings. - Removed vision obstructing effects from diving mask and diving suit. - Added "quickstart" console command. - Added "setfreecamspeed" console command. - Zoom more slowly when holding Ctrl in freecam. The speed can be adjusted with the "camerasettings" command. - Added "CauseSpeechImpediment" attribute to afflictions that stops huskaffliction from causing a speech impediment when set to false. - Added "sendmessages" attribute to affliction prefabs. When set to false it prevents husk affliction from sending messages on the screen. - Increased the steps in the aim assist slider to make it possible to set it more precisely (there's a big difference between 0% and 10%). - Show a "waiting for the campaign to start" text for clients without campaign management permissions in the game mode panel when campaign is being set up. - Disable all the non-campaign-related elements in the server lobby when a campaign or campaign setup is active. - Added some diving suits to outpost modules. - Made engine's propeller damage indicator in the sub editor match the damage radius. - Invert nav terminal velocity_x output and applied engine force for flipped subs. This should make it so that the sub will go forward when the engine is in "forward" state, instead of going to the right which is the default forward direction. - Made cabinets waterproof. - Nav terminals display a warning then the autopilot detects an ice spire. - Modified oxygen tank, welding fuel tank, underwater scooter and duffel bag densities (they don't sink or ascend as quickly as they used to). - Reduced skill requirements for rewiring. - Restrict Concat Component's output length. - Welding tools can now be used to destroy ballast flora. - Made floating ice chunks easier to destroy. - Ballast flora can be damaged by explosions and tools even when it's submerged. - Select the items/structures in an assembly when placing one in the sub editor. - Fertilizer no longer increases water consumption on plants. - Replaced fuel rods for uranium in fertilizer recipes. - Allow adjusting sound volumes at 1% increments. - Allow opening Command Interface's manual assignment when using hotkeys or "clickless" mode. Can be done by holding Shift (same key used to open the contextual interface) when navigating to the assignment phase. - Added new editable property "NonPlayerTeamInteractable" for Items. Prevents players or the bots in their crew from interacting with the item, but still allows outpost NPCs to interact with it. - Made outpost reactors non-interactable for player team characters. - Monsters can spawn at both sides of the level during PvP missions, as opposed to always spawning near the sub on the left. - Disable trying to edit human heads in the character editor, because it would break. - Monsters can now use doors for fleeing and they should be able to break doors that are in the way to the escape target. However, if the target they are fleeing from is in the same room, they still "panic" and just try to run away from the target. - Previously the swimming speed of monsters was halved. Now it's clamped. This fixes slow monsters like husk swimming really slow inside the submarine, but it also affects the others. - Added a diving knife in one of the security item sets, so that the security officers always have a lethal weapon and won't have to keep bashing the creatures with a stun baton. - Added a medic crate for medical items that are bought from an outpost. Previously the medical items were spawned inside a chemical crate. - Changed the sounds heard in psychosis depending on whether the character is inside or outside of a submarine. - Husks can now operate doors and hatches. They can also climb ladders and break doors, which they can't open. - Added ability to set custom background images in sub editor. - Added a checkbox to skip localization to item labels. - Made changes to ignore icon visibility: they can now be seen from further and won't fade out when you move close to them. - Made item selling prices adjust based on the store balance: as the store balance decreases, the store will offer less for the items you are selling. - Added "wikiimage_character" command, which generates an isolated image of the currently controlled character. - Added "wikiimage_sub" command, which generates an isolated image of the currently loaded submarine. - Renamed memory component's "signal_store" input as "lock_state". - Added visual snap grid into submarine editor and "togglegrid" console command to toggle it. - Relay's toggle input ignores "0" signals. - Only allow attaching one wire to a reactor's power_out connection, because more leads to power issues. - Made motion sensor's IgnoreDead, Offset and Target properties editable in-game. - Entering the sub while docked to an outpost doesn't make the music switch from an outpost track to a normal one. - Restricted pet name tag to 32 characters. - Instead of a static starting wallet of 2500 marks, the players get 8500 minus the price of the starting sub. - Replaced existing skill progression feedback with skill increase popups. - Added new music track, "Extraterrestrial Broadcast". - Fruits now float on water. - Added a HSV color picker in sub editor that can be accessed by clicking the small color preview rectangle in the property editor. - Ctrl+V keybind in sub editor now pastes on the position of your cursor instead of at the center of the screen. - Holding Alt and dragging the mouse now brings up a measuring tape in sub editor. - Added "bindkey", "unbindkey" and "savebinds" console commands that can be used to assign console commands to keys. - Disabled hotbar slot keybinds when holding the Windows Key on Linux. - Allow banning players who've left the server by clicking on their name in the crew list or server log. - Husks now ignore incapacitated characters. They also know how to crouch to reach stunned/ragdolled characters lying on the floor. - Improved the waypoint generator. - Added store-specific Daily Specials and Requested Goods that change as the game progresses: Daily Specials are cheaper to buy and Requested Goods are more profitable to sell. - Added store-specific price variance: every store has its own small price factor that affects all item prices. - Hammerhead spawns are no longer afraid of being shot with sub's turrets. They also try to get in more aggressively. - Readjusted the flame particle positions on the welding tool and the plasma cutter. - Lowered the electrical skill required for wiring oxygen tank shelves and diving suit lockers. - Mission cargo items are now marked with the red hand item. Taking them is considered stealing. - Added glowsticks. - Added an option to change the text scale. - Show cave entrance markers on the sonar during mineral missions. Bots: - Bots report ballast flora when they see it. - Bots operating turrets now report what they see. They also call "firing" a bit less frequently. - Bots using a coilgun/railgun report which kind of enemies they see. - Fixed medics sometimes not letting go of the character they're treating after running out of medical items. - Fixed medics not ignoring targets that they can't heal, because they don't have the items for it, which caused the medics to be trapped in a looping behavior. - Outpost NPCs can arrest or kill players who try to cause leaks in the outpost. - Changes to how the bots operate repair tools, so that they won't fail so easily when the water forces kick in. - Bots (only the crew) now tolerate a bit more damage from repair tools before reacting. - Bots should now properly respect ignored targets also when they are already targeting the item when you tell them to ignore it. - Fixed bots not equipping diving gear when the oxygen level is low and there is no leaks/water in the hull, causing them to suffocate. - Fixed bots "forgetting" autonomous operate (operate reactor or steer) orders if the objectives happen to fail. - Fixed bots sometimes incorrectly abandoning a movement objective, when the path requires a diving gear. - Bots should now know how to get back inside through gaps in the hull. - Fixed NPCs not being able to repower the reactor if the player somehow manages to unpower it. - Bots now run when they are ordered to clean up things. - Bots now ignore mudraptor eggs (to not foil your evil plans by cleaning them up). - AI Pathing: Fixed a huge penalty given to stairs causing characters to choose weird paths to avoid stairs. - Fixed bots running towards a door when they can't find a path while following a target, which was not the intended behavior. The bots should now stop moving and wait in place instead. - Fixed docking port not always being properly connected to a door, causing a missing link between the waypoints and making it impossible for the bots to access the port on some subs. The accepted distance is now relative to the docking port's sprite's height so that all doors inside the sprite should be treated as close enough. Additionally you can manually link a door to a docking port in the sub editor. - Fixed bots thinking that they need a diving suit to access certain drones/airlocks on subs that the creator haven't manually removed the waypoints on the ladders outside the airlock door. There's no need to remove those waypoints anymore, although it shouldn't matter if you do. - Bots should now always heal players when ordered to. They still use a threshold for targeting other bots, but it's now slightly higher (90 instead of 85). This only applies when the bots are ordered, not when they act on their own. - Bots now speak about not having any targets after a 3 sec delay. Fixes bots sometimes complaining that there's no targets even when there are. - Fixed bots not properly ignoring non-interactable containers. - Fixed bots dropping off from ladders when they first try to go up using a ladder and then down using another ladder right next to the first ladder. Happened especially in Kastrull. - Fixed bots taking items from mission cargo containers (e.g. clean up or rescue). - Fixed bots not properly checking the line of sight while trying to extinguish fires. - Bots don't anymore drop empty oxygen tanks in the sea, if they have room in the inventory. - Bots should now take oxygen tanks with less than 80% either to an oxygen generator or an oxygen tank shelf. Secondary places for non-empty tanks are the diving and the supply cabinets. - Bots should now take battery cells with less than 80% to a battery or charging dock (added "batterycellrecharger" tag for these items). - Bots don't yell anymore that they need more oxygen when they are running out of oxygen and have a non-empty oxygen tank(s) in their inventory. - Fixed bots not respecting the Wait order inside ruins. - Bots now shoot ice spires when the sub is moving towards them or if they are very close to the turret. - Bots steering the sub now report ice spires they spot on the sonar. - Bots now switch batteries when operating scooters. They also unequip the scooter if they run out of batteries, instead of just swimming with it. - Bots now know how to switch batteries to the stun baton. - Bots don't drop empty welding tanks or ammunition in the sea anymore, if they have room in the inventory. - Fixed bots not shooting through turrets that block the line of sight. Modding: - Fixed mods not being sorted correctly until changing the order through the settings. - Fixed mod load order not being restored correctly when leaving a server. - Status effect definition attributes are now case insensitive. - TriggerEvent in StatusEffects now supports inline events and the event tags have been renamed to "statuseffecttarget" and "statuseffectentity". - Added support for defining a contextual name for an order (e.g. "Wait" and "Wait Here"). - Added support for IntegerInput elements (with "min" and "max" attributes) for the CustomInterface component. - Option to define character variants that override some parts of another character. See the "Content/Characters/Variants" folder for some usage examples. - Fixed a number of crashes in custom repair tools, especially if they operate on their own without requiring a user. - Added "needsair" attribute to husk affliction, when set to true it disables low oxygen resistance granted by husk affliction. - Fixed crashing when a StatusEffect targets a removed limb. - Fixed conditional "And" comparisons not always working correctly when targeting items (the conditional needed to be true on the item and all it's components). - Added support for overriding textures on character variants. Only supports overriding the entire texture, not separate textures per limb. - Added support for overriding animations on character variants. - Added min and max conditions (in percentages) for preferred containers. - Added support for randomized deconstruction output: Deconstruct elements now support "chooserandom" and "amount" attributes, Item elements support "commonness" attribute. - Added ClearTagAction that removes the specified tag from the event. - Added CheckAfflictionAction that can be used to check if a character has an affliction. - Added "InWater" property to characters. - Planter component now triggers "OnPicked" status effects when interacted with. - Allow items with a kinematic physics body to have a connection panel component. - Fixed HasStatusTag conditionals only checking the first active status effect. - Fixed multiple characters spawning when a character infected with multiple different types of husk afflictions dies. Bugfixes: - Fixed desync when entering a new level when there's a logbook with a very long message in the sub or in someone's inventory in the multiplayer campaign. - Fixed very large numbers of submarines in the "Submarines/Downloaded/" folder causing excessive loading times, freezes and high memory usage. - Delete submarines from Submarines/Downloaded when launching the game and hide downloaded subs from menus. The folder is now essentially a temporary folder for storing a server's submarines during a game session, not a place for persistent storage. - Fixed crashing when trying to "select matching items" when right-clicking a linked sub in the sub editor. - Fixed filename case issues and using backslashes instead of forward slashes in mod file paths causing errors on Linux and Mac. - Fixed crashing when trying to respawn a bot in the multiplayer campaign. - Fixed server list only showing up to 50 servers. - Fixed connections that have the same start and end location sometimes getting generated on the campaign map, leading to a crash when trying to load the campaign save. - Number input boxes don't clamp the value until the input box loses focus or enter is pressed. Fixes clamped values being very difficult to edit. - Fixed a crash in GetDisguisedSprites. - Mission events unlock the mission even if the conversation gets interrupted. - Fixed lights on turrets rotating around the origin of the item, not the origin of the barrel. - Fixed nav terminal's "velocity_in" input doing nothing. - Fixed newly placed coilguns and searchlights not rotating the light sprite in sub editor. - Fixed R-29 cargo lights not toggling on. - Fixed missing waypoints in Berilia. - Fixed docking ports' DockingDistance not being affected by the scale of the item. - Fixed KarmaManager's MaxStructureDamageKarmaDecreasePerSecond not working as intended, allowing karma to decrease more than it should when doing lots of structure damage in a short time (e.g. when using explosives). - Fixed engine's propeller hitbox not being moved or scaled when the engine is rescaled. - Fixed holes in walls becoming non-see-through when starting a new round in the campaign. - Fixed corrupted/invalid content packages whose xml file can't be loaded being added to the list of content packages, leading to a crash. - Fixed devices failing to receive power if connected directly to a docking port's power connection without a junction box or relay in between. - Fixed "disallowed upgrades" field not being taken into account in the upgrade UI when using prefab identifiers. - Fixed level generation sometimes failing to generate the complete path to the destination. - Fixes to docked subs being placed on the wrong side of the docking target in some cases (namely, when neither of the ports is connected to a door). Also added "ForceDockingDirection" setting to docking ports to enforce the direction if the automatic logic still fails due to some weird port setup. - Fixed "velocity invalid" error if a monster that's indoors eats a corpse that's outdoors or vice versa (e.g. if you drag a corpse through the airlock while a monster is eating it). - Fixed diving suit not giving any protection for radiation sickness. - Fixed conversation prompts not disappearing if the controlled character dies when executing subactions (for instance, when the clowns are approaching the players at the beginning of the "clown relations" event). - Fixed crashing when taking control of a black moloch with console commands. - Fixed character editor creating tiny limbs if the mouse cursor goes outside of the sprite sheet area when the user is drawing a new limb. Drawing new limbs is no longer restricted to the sprite sheet area (it still works in display screen space!). - Fixed husks and humanhusks targeting turrets when they are inside the submarine. - Fixed monsters sometimes choosing weird paths when the hulls are flooding. - Fixed assignment tooltip sometimes being displayed on command interface when it shouldn't be. - Fixed ability to open manual assignment for orders targeting all characters. - Fixed player characters' orders not being reset in between multiplayer rounds. - Fixed "unignore" icons being displayed in multiplayer. - Fixed crew list background blocking mouse input. - Fixed order icons being always displayed over container when the order target is contained. - Fixed CustomInterface component's UI text not reflecting the actual signal when changed by another player in multiplayer. - Fixed inconsistencies in meds when fired from a syringe gun. - Fixed thalamus spawning too many leucocytes in wrecks (particularly on higher difficulties). - Fixed ability to choose a campaign save filename that's illegal on Windows when hosting a server on Linux or Mac, preventing Windows players from joining the server. - Fixed workshop item download prompt not fitting on the screen when trying to join a server that has a large number of mods installed. - Fixed being able to hear ready check ticking when the popup wasn't visible. - Fixed an occasional lag following a crash when there's Spinelings present in the game (#4453). - Fixed autopilot trying to steer away from connected subs that aren't directly docked to the main sub (e.g. drone docked to a drone docked to the main sub). - Fixed a crash in the character editor when editing a limb's source with "adjust collider" enabled and if the source rect's size is zero or negative. - Fixed docking ports not locking client-side if hulls fail to generate between the ports (e.g. if the thing docking to the sub doesn't have hulls). - Fixed subs with a tall shuttle docked on top sometimes spawning partially inside the level's top wall. - Fixed melee weapons being able to hit through walls/doors as long as the origin of the item is on the same side of the wall/door as the user. - Fixed ballast flora jamming doors permanently if it dies while trying to drown a player in the ballast tank. - Fixed pets not spawning at the position of the owner. - Fixed rare "failed to generate a wall (not enough vertices)" error when generating a level. - Fixed ability to see inside secure steel crates without appropriate access by swapping them with a normal crate. - Fixed welded doors staying stuck and nav terminal not getting reset when redispatching a shuttle. - Fixed mudraptor shells spawning outside the mudraptor's inventory. - Fixed recovered shuttles disappearing if you quit during the round immediately after purchasing shuttle recovery in multiplayer campaign. - Fixed logbooks always spawning in the same cabinet in a given wreck. - Fixed items with a physics body disappearing when they are outside hulls during saving. - Fixed items attached to walls (e.g. signal components) deattaching when resetting them to prefab values in the sub editor. - Fixed characters that have been turned invisible by psychosis staying invisible when you switch to them. - Fixed crashing when selecting a client who's controlling a monster in the tab menu. - Fixed "where no man has gone before" achievement being impossible to unlock due to the depth being calculated incorrectly. - Fixed submarine switching deleting all upgrades in multiplayer. - Fixed Hammerhead Matriarch often not being able to break the sub's walls when hitting it. - Fixed Hammerhead Matriarch's head deforming incorrectly (this fix may affect any modded content using conditional sprites with deformations). - Fixed crash in sub editor when copying a linked submarine that you lacked the original file to. - Fixed turrets and searchlights having incorrect light rotation when minimum rotation limit was the same as maximum rotation limit. - Fixed popup messages preventing you from steering on the navigation terminal. - Fixed inability to start a server when there's a very large number of subs installed. - Fixed XP messages flying away when inside a moving sub. - Potential fix to occasional disconnects with an "index was outside the bounds of the array (ENTITY_POSITION)" error message. Happened when lots of items and characters were being created and removed in rapid succession, for example when using turrets against large numbers of enemies. - Fixed a rare crash caused by an "index out of range" exception in Hull.Update after loading or mirroring certain custom submarines. - Linked subs inherit the submarine class of the parent sub. Fixes drones/shuttles on deep diver subs getting crushed in the late game levels. - Fixed nav terminal displaying pressure warnings when the sub is past the crush depth of a non-upgraded sub. - Fixed monsters sometimes spawning inside floating ice chunks. - Fixed wrecks sometimes blocking cave entrances. - Fixed Kastrull drone flooding when undocking using the button next to the hatch. - Fixed wire/component placement grid having a too high opacity. - Fixed ancient weapon being sometimes unable to damage ruin walls.


[ 2021-02-10 15:03:43 CET ] [ Original post ]


Preview: The Cave Update


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.

The Cave Update


  • More cave variety: explore Forest caves & Mushroom caves
  • New cave hazards to make cave exploration even more dangerous
  • Newborn hatchling variants of three monsters
  • Item stacking: carry several of the same type of item in a single inventory slot
  • Outpost store improvements: more variety and better deals with Daily Specials and Requested Goods
  • New character variants enabled for modding make custom monsters more quickly in .xml
What do you look forward to the most? Let us know and stay tuned!


[ 2021-01-29 15:33:40 CET ] [ Original post ]


Happy new year & quick player survey

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!


[ 2021-01-15 15:41:03 CET ] [ Original post ]


Happy holidays!


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!


[ 2020-12-18 16:29:59 CET ] [ Original post ]


Hotfix for the Uncharted Depths update

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.


[ 2020-12-16 13:03:20 CET ] [ Original post ]


Update: Uncharted Depths


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.


[ 2020-12-09 15:03:49 CET ] [ Original post ]


Update Preview: Uncharted Depths


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!


[ 2020-12-04 15:52:41 CET ] [ Original post ]


Steam Awards 2020 are coming

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!


[ 2020-11-26 11:46:11 CET ] [ Original post ]


Sneak peek: The environment overhaul


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.


[ 2020-11-20 17:42:23 CET ] [ Original post ]


Halloween Update: Creepy Creature Feature


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!

The Halloween update: Creepy Creature Feature



This update brings a selection of creepy creatures, with a few other additions and improvements. Here are the highlights, and youll find the full changelog at the end of this post.
  • Remade watcher, an old legacy creature born anew. While suitably spooky for Halloween, this one is a permanent addition. Avoid eye contact!
  • Pets. Did you already try your hand at the downtime activities that the previous update added? Taking care of your onboard pet is the next level of things to keep you busy when its not too busy. Enjoy!
  • As a temporary bonus, the pets come in Halloween costumes, and there is one pet that is Halloween-only. Can you guess which one?
  • Undo/redo for the submarine editor for many, this is probably the real treat in the update, and were very happy to finally have this functionality!
  • Server browser profanity filter. Tired of bad words in server names? You can now choose not to see those servers at all, and customize your list of unwanted words.
  • AI gets new skills: bots can now be ordered to put items back into cabinets.
  • New lights and animations to indicate device states, such as when a pump or a fabricator is running.
  • Several new sounds and music tracks.
As always, be sure to update your game to the latest version to be able to host and join multiplayer servers!

DLC update: The Europan gets a new volume


The Barotrauma Supporter Pack has been updated: there is a brand new volume of The Europan newspaper now available! Weve also updated the soundtrack included in the DLC, and there are a couple of new wallpapers too. Which one do you like best?

Official Halloween mod


For some extra Halloween textures, dont forget the Trick or Trauma mod that we made for Halloween last year! Its still available on Barotraumas Steam workshop and compatible with the most recent version of the game.
We wish you all a peaceful Hallowtide!

v0.10.6.2 changelog


Changes and additions: - Reworked Watcher. - Added pets (can be obtained by buying eggs from outposts). The pets produce items that can be used for crafting if they're kept happy and well-fed. - Added a new AI behaviors: Observe, Follow and Freeze. - Added toolbelt (a wearable container with a capacity of 12 and it's own dedicated slot) as a replacement for the toolbox. - Improvements to the effects caused by psychosis: the affliction icon is not visible to the psychotic character, the fake fires and floods are a bit more convincing, the affliction plays random sounds and can cause other characters to become invisible. - Added capture group support to RegEx component. - Added black and white paint. - Added optional "forbidden word filter" to the server browser. The filter is off by default. The list of forbidden words can be modified by editing the file "Data/forbiddenwordlist.txt" in the game folder. - Increased the damage of 40mm grenades. - Misc improvements to the tutorials. - Added undo and redo functionality to the submarine editor. - Added animations and lights to pump, fabricator, deconstructor and engines. - All explosions now inflict explosion damage instead or in addition to lacerations. - Nerfed the mudraptor slightly: the head and the tail armor should now break more easily; increased the cooldown of some attacks. - Mudraptor's armor now explodes when destroyed. - Added an unarmored variation of mudraptor. - Bonethresher's head is now vulnerable to gunshotwounds and lacerations. - Adjusted the appropriate jobs for bots. - Changed the automatic crew selection logic for orders. - Only show either electrical or mechanical repair order for the contextual selection, depending on which skills the item requires. - Previous order icons of the same type are no more created, no matter if the target was different than the current. - Tigerthreshers can now attack inner walls of the submarine. They still need help to get inside. - Changes to the Tigertherthresher's main collider that should improve the overall movement. - Option to make particle emitters modify the color of the particles. - Set a limit to how many bots you can hire in the campaign (currently 16). - Explosions caused by sodium, potassium, magnesium and lithium being exposed to water don't trigger additional explosions (e.g. oxygen tanks don't explode if they happen to be next to a sodium explosion). - Pumps and relays placed in the sub editor are on by default. - Added sounds for the nausea affliction. - Nausea now inflicts a minor stun and internal damage when the character throws up. - Monsters now stop fleeing after a while, if they are not being chased and can't perceive the target anymore. - Implement spread, speed, and rotation for the spawn item status effects. - Minor damage (less than 1 hp) doesn't spawn particles anymore. - Rebalanced upgrade parameters, allowing for more noticable benefits. - Allow closing the splash screens with esc. - Added more copper to chalcopyrite and bornite deconstruct recipe. - More calcium for aragonite, adjusted prices. - Made large monsters immune to paralyzant (mudraptor is the largest affected monster). - Use player name instead of server name for the server owner when hosting a server. - Don't draw turret range indicators in the sub editor when the turret isn't selected. - Adjusted Hammerhead's posture. - Minor adjustments to Mudraptor's animations. - The number of monsters now increases the event intensity more than previously, which should spawn monsters less frequently. - Added some unarmored mudraptors to low-difficulty levels. Modding improvements: - Added Scale and Offset to Light Sprite's parameters. - Fixed the Constant Torque parameter not working right. - Allow to enable/disable tail angles per limb. Previously the angle was only applied to the first limb of type Tail. - Added per limb multipliers for sine animations (fish tail movement). - Exposed the fleeing and avoiding times on the monster AI parameters. - The Light Sources on characters can now be defined with conditionals. - Added HealthMultiplier parameter that can be used in StatusEffects like SpeedMultiplier. Character Editor improvements: - Fixed a number of issues with the joint limit widgets. Also allowed to set a joint to rotate clockwise, which inverses the widget direction. Useful for heads or other limbs that extrude right from the main body. - The colliders of the hidden limbs are now hidden in the game view. - Changed the hotkey for toggling the parameter editor from "Tab" to "F1" and fix the inability to toggle the editor when a text field is selected. - Fixed load and save interfaces being broken on lower resolutions. Sounds: - Added 2 new background music tracks - Added a new, separate sounds for opening and closing the alien doors - Added a new sound for medium-sized fires - Added new heartbeat sound for suffering from low oxygen - Added new sounds for the hull creaking - Added a new sound for a broken pump - Added a new sound for tinnitus after an explosion - Added a new sound for alien artifacts - Added a new sound for electrocution - Added a new sound for husk footsteps - Added new misc. UI sounds - Added a new variations for some existing sounds - Improved some existing sounds - Exposed GUI sound definitions in the sounds.xml file AI improvements and fixes: - Added a new AI behavior and order: cleanup items. - Fixed severe performance hit when damaging outpost NPCs with a weapon that does continuous damage (for example a flamer). - Reworked the contextual "Wait" order: the order now targets a position instead of an entity. - Bots are now allowed to more things even they are not inside the player sub. For example they can be told to extinguish fires in the outpost or rescue crew members inside a wreck (when they are at the same place). WIP. - Bots now try to put oxygen tanks to oxygen tank containers, before the oxygen generator or supplycab. - Bots now re-equip hats, helmets, and other clothing that they have unequipped for being able to wear diving gear. - Bots now use the underwater scooter when they have one in the inventory. - Bots should now be slightly smarter when putting off fires. - Bots don't anymore retaliate if they are being shot while there is an enemy around. - Fixed a number of cases where bots would get stuck or fail to fix a leak. - Fixed bots with steering order targeting the shuttle nav terminal instead of the main nav terminal. - Fixed NPCs getting aggroed by certain drugs (e.g. anaparalyzant). - Fixed bots not prioritizing the wall mounts for containing the extinguishers. - Fixed monsters targeting inner doors when they shouldn't. - Fixed outpost guards attacking the player for defending themselves against the aggressors on the event "mediator". - Fixed NPCs not reacting when the player is attacked. - Fixed AI considering characters on the opposing combat mission team as friendly. - Fixed some steering issues where bots would return to the last waypoint instead of continuing with their current path when they should. - Test changing the assignment logic for maintenance/operate orders: if the player doesn't specify the target character, use the bot who already is following the same order. The intention is to make it easier to change the target item of the order. The draw back is that ordering multiple bots to man the turrets now requires an extra step: specify the target character. Misc fixes: - Fixed clients always getting the generic "could not connect" error message when connecting to a server fails, even if there's a specific reason to the connection failing (e.g. disallowed symbols in the player's name, mismatching content packages or game version). - Fixed yet another cause for "missing entity" errors. Occasionally happened in monster missions when a monster happened to get assigned the same ID as an item in a player's inventory. - Fixed clients spawning a respawn shuttle in non-campaign missions even if the server has disabled respawning, leading to "missing entity" errors. - Fixed planters dropping removed seeds after a save is reloaded. - Fixed plants not updating the health after being fully grown in multiplayer. - Fixed decal syncing working unreliably in multiplayer. - Fixed "level doesn't match" errors after leaving a shuttle/drone behind in the multiplayer campaign. - Fixed painted/dirty walls going to full opacity when transitioning to a new level in the campaign. - Fixed crashing when trying to render a light whose range is less than 1 pixel. - Fixed crashing when using a repair tool causes an explosion (e.g. when killing a terminal cell with a plasma cutter). - Mudraptor: Adjusted and fixed the animations. - Fixed irrelevant damage modifiers (like bleeding) affecting the damageemitter's particles. In practice, this caused damagemodifiers with bleeding modifier 0 not spawn any particle effects when the limb was hit. - Fixed extinguish fires not working with extinguish fire orders if the room has not enough oxygen. - Fixed the user set state of the crew list not being respected; autohiding/showing shouldn't change the state set by the player. - Fixed significant lag spikes at outposts with many NPCs. Caused by too frequent pathfinding calls, when an NPC can't find a path to the target. - Fixed AIState.Protect throwing exceptions when an attacker has been removed. - Fixed status effects targeting nearby characters/items failing to launch, unless they used the "Active" effect type. - Fixed crashing when trying to crouch while swimming in the character editor. - Fixed pause menu being togglable during level transitions, causing errors if quitting the game during a transition. - Fixed wire disappearing from the character's inventory and from the walls when getting shocked from attaching the 2nd end of a wire in multiplayer. - Kastrull: Fixed the airlock waypoints not being linked to the doors, causing the bots not being able to operate them. - Fixed airlock warning light in Kastrull not turning off when the airlock door is closed. - Made plants non-combineable. - Fixed random submarine selection setting for servers occasionally selecting non-submarines. - Fixed dedicated servers still showing up as "playstyle-less" in the server browser. - Fixed sounds defined in affliction status effects not working. - Require at least 1 kick vote before kicking someone, no matter how low KickVoteRequiredRatio is set to. - Fixed gaps being misplaced on certain wall structures, preventing certain walls from leaking in some subs (for example the wall above Typhon's junction compartment). - Fixed "Select Matching Items" crashing in the editor when used with submarines with a linked submarine. - Fixed hull above Kastrull's drone not being connected to the rest of the hulls, preventing oxygen from flowing between the drone and the sub when docked. - Fixed junction boxes' signal connections passing power/load information. - Fixed crash when trying to clone a linked sub that you don't have the submarine file for in the sub editor. - Fixed incorrectly scaled items in the diving gear cabinet/locker assemblies. - Fixed inability to sell faraday artifacts when the condition of the artifact is 0. - Fixed monsters not fleeing if the attacker is a bot. - Fixed OnImpact statuseffects not launching if the impact was negative (e.g. when a moving sub hits an item that's below the sub). - OnDamaged status effects now launch only when there's any damage. Not when the damage is zero. - Fixed health bar pulsating even when no damage is done by an attack/status effect. - Fixed affliction probability not having any effect when used in status effects. - Fixed event intensity going down immediately when the situation gets less intense instead of gradually returning to normal. Should make it happen less that more monsters are spawned soon after the player survives the previous wave of monsters. - Fixed EventManager crashing if there are no event sets configured for the current location type (only affected mods that add new location types without adding any events for them). - Fixed items held in the left hand being drawn in front of the characters. - Fixed ability to drag and drop items into outpost reactors. - Set terminal's maximum message length to match maximum chat message length (otherwise chat-linked terminals work differently in multiplayer). - Fixed diving suit's low oxygen warning beep not following the player wearing the suit. - Fixed "propaganda" and "clown outbreak" outpost events never triggering. - Fixed "clown brutality" event getting stuck after the NPCs have been spawned. - Fixed "impromptu engineering" event giving only one coilgun ammo box despite the text saying 2. - Fixed "black market" event always giving the player the alien pistol. - Fixed incendium bars exploding when pressing the Use key while holding one. - Fixed outpost security not reacting to players throwing items that explode on impact (e.g. flash powder or nitroglycerin). - Fixed outpost security reacting to raptor bane extract injections with lethal force. - Fixed mantis' animation. - Fixed multiple wire nodes occasionally getting placed with one click when rewiring. - Fixed fire and water flow sounds staying active when returning from a multiplayer session to the main menu. - Fixed previously discovered map tiles becoming undiscovered when saving and loading a campaign. - Fixed 1st shot from SMG magazines spawned with console commands doing nothing. - Fixed calyxanide not damaging huskified humans or crawlers. - Fixed explosives exploding when combining them results in one being removed. - Fixed items that don't flip horizontally being positioned incorrectly in mirrored subs. - Fixed bots having difficulties in entering/exiting the airlocks. - Fixed doors not obstructing waypoints after docking. - Fixed occasional "velocity invalid" error messages when a character gets hit by a very fast projectile (e.g. coilgun bolt).


[ 2020-10-29 17:08:58 CET ] [ Original post ]


Full steam ahead


Hello everyone! Now that we've settled back into business as usual, its time to take a look ahead and behind.

What's next?


Next up in Barotrauma's development is a Halloween update, a compactly sized content update. You should expect to see it pretty soon, and we'll write more about it once it's out! After that, we plot a course toward...

The next major update


We've got one more big content update planned for this year, and it's going to include some highly wishlisted additions, including but not limited to the environment overhaul, ballast flora and new mission types. This update will round off the major developments we've made this year, with the Rusted Remnants and New Frontiers updates, to bring diversity, content, and a real sense of progression to Barotrauma. We're excited to be delivering this "part 3" content update before the year is out, and we hope you'll like it too!

Five years in development


Tomorrow marks five years since our first playable build. Back then, Barotrauma was a solo developer's hobby project with a different name, and if you'd like to see what that looked like for yourself, you can do that now on our blog. (We think you'll agree that we've come a long way since then, but you can probably still tell it's the same game!) We're proud to be five already and happy to have so many of you following our progress stay tuned for more news about the coming updates!


[ 2020-10-16 19:03:46 CET ] [ Original post ]


Bugfixes and pastimes


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.

  • Gardening and cleaning. Bored? The plants need watering and the sub isnt going to clean itself, so get to work!
  • New submarine, the heavy transportation ship R-29 designed by "Rav2n". At a long last, were ready to add the winner of the Big Rig design competition to the game!
  • Headset channel switching. Now you can dedicate different channels to different purposes.
  • Mudraptor overhaul Europas meanest biped gets improved looks, added armor and new attack variations.
  • Fixed bots, upgrades and subs disappearing in the campaign after dying or quitting the round immediately after purchasing them.
  • Fixed a wide variety of networking errors, like index out of bounds, or missing entity.
  • Several other fixes and improvements; more details in the changelog below.
We wish you smooth sailing! v0.10.5.0 Changes and additions: - Added gardening: four different growable plants that produce specialized fruits which can be crafted into different items, or just thrown about and splattered on the hulls of the sub. - Added cleaning: decals are now persistent and water gradually dirties up the submarine's walls. The dirt and the decals can be cleaned with a special tool that can also be used to paint the walls. - New submarine, the heavy transportation ship R-29. Original design by "Rav2n". - Overhauled mudraptor: new sprites, more varied attacks and heavier armor. - Option to change the channel on the headset, making it possible to do things like secret communication on another channel or devices that react to commands sent on a specific channel. - Added a verification prompt when trying to handcuff yourself. - The inventory of handcuffed players isn't hidden completely, just locked (with a tooltip that explains why it's locked). Hiding the inventory was confusing to many new players, and it was easy to mistake it for a bug. - Added directional markers that show the locations of the interactable NPCs in outposts. - User's helm skill affects engine output. - The game is paused when the campaign map is open in the single player campaign. - The campaign map is automatically closed if the submarine gets too far from the end of the level while the map is open in multiplayer. - Clients are allowed to view the campaign map even if they don't have the permissions to select the destination or the mission. - The docking confirmation prompt is only shown when attempting to redock to the outpost you just left from. - Wrecks are now properly initialized when spawned with "spawnsub" console command. - Readjusted the attacks for the Husk and the Humanhusk. - Added the option to select the minimum number of players required on the server for traitors to become active to the server settings menu. - Log when clients modify the properties of an item (e.g. light colors, signal component settings). - Allow selling items as long as their condition is over 90%. - ID cards can be sold (as long as they're not in the player's own ID card slot). - Disallowed selling items in equipment slots. - Added cancel button to the "reconnecting to server" message box. - DockingPort, Turret and LightComponent toggle connections ignore 0 signals. - Traitor victims get a message saying they were killed by a traitor. - Stack chat message popups when the chatbox is hidden instead of just showing one at a time. - Switches now have lights that indicate whether they're on or off. - Added "fuel_out" output to reactors. - Added "set_light" connection to turrets. - Made stun gun darts craftable from any type of wire. - Outpost generator uses the first module type defined in the outpost config as the 1st module instead of forcing it to "airlock" (making it possible for modders to create outposts with another type of entrance module). - Mission rounds end automatically if there are more living players inside the outpost than outside it, even if the sub is not at the end of the level. - Made togglehud command usable in the sub editor for nicer screenshots. - Characters don't gain helm skill when the sub isn't moving. Prevents grinding the helm skill when the sub is docked or maintaining position. - Improved the way solid obstacles reduce explosion damage. Non-broken doors and walls nullify the damage almost completely. - Fabricator continues fabricating when transitioning to a new level while it's running. - Hid movement orders from the contextual command interface when there are orders of another type available. - Made improvements to store interface tooltips. They now include the item name and should be displayed more consistently. - Disabled automatic crew list sorting. The order now remains the same throughout the round. - Added a second previous order icon to the crew list. - Added character godmode, renamed mainsub godmode command to 'godmode_mainsub'. - Increased sub editor auto save slots from one to 8 by default. - Made logbooks sellable. - Equipping a weapon activates it's reload time (capped to a maximum of 1 second), preventing bypassing the reload times by swapping between multiple weapons. - Hide campaign NPC icon when the NPC is dead or incapacitated. - Bots now prioritize stunning melee weapons based on their damage if they run out of battery. - Made antidotes cheaper and easier to fabricate. - Location reputations are shown when overing the cursor over a location in the campaign map screen. Modding improvements and fixes: - The order of all installed mods (not just the enabled ones) is now saved into the config file. - Workshop mods can now be downloaded and installed automatically before joining a modded server. - Disabled the Executable content type due to issues with cross-platform support. - Fixed Unsubscribe button sometimes failing to delete mod content. - Fixed a crash when attempting to modify the currently selected core package when other core packages aren't available. - Fixed a modding-related crash at startup. - Increased the "SeverLimbsProbability" cap (for items) from 1 to 10. The value is multiplied together with the joint setting "SeveranceProbabilityModifier", and limiting the value to 1 makes it impossible to boost the probability of some weapons/attacks. - Fixed negative rotation speeds not working on decorative sprites. - Fixed ItemPrefabs loading after AfflictionPrefabs. - Previous enabled mods are restored when leaving a server. - Added support for "periodic effects" (effects that execute every x seconds) to Afflictions. See the new "nausea" affliction for a usage example. AI improvements: - Using the fire extinguisher when there is a fire is no longer considered stealing by the NPCs. - NPCs now spawn an oxygen tank if they can't find any. They don't spawn diving gear though. - NPC guards now spawn more handcuffs if they don't have any and are trying to arrest a target. - NPCs now spawn a welding fuel tank, if they can't find any. They don't spawn welding tools. - Some adjustments to the logic on when a diving gear is required and when it's not. - Bots now avoid idling in narrow hulls. Instead of taking the whole hull volume into account, they now give weight only for the width of the room. - Bots should now avoid idling in flooding hulls even when they have proper equipment. - Medics don't anymore try to rescue targets that are fixing leaks. - Medics now try to replace empty oxygen tanks for their targets before dragging them into safety. They should also take the suit off when it's not needed. - Security officers and those who are ordered to fight intruders now actively seek new weapons if they have a poor weapon or run out of ammo. - Bots don't try to move while grabbed by a friendly character. - Bots now detect and ignore leaks that other bots are targeting. - Bots don't anymore try to decontain diving suits when the path to the cabinets is flooding. - All crew members now try to keep the reactor running, unless the player orders someone to shut if down or turns it off manually. - Bots shouldn't anymore try to operate items that other bots are targeting (previously they used to walk next to the device and only then continue). - Removed the following autonomous objectives from medic and the security officer: fix leaks, repair systems, and pump water. - Bots should now give a high priority on items that they are currently repairing, no matter if the decision to repair that item was made by them or the player controlling the character. - Bots that operate/fix should now wait a few seconds before heading on their business (previously only in idle state). They are not allowed to wait in some circumstances, like when they are underwater or when there's a threat around. Bugfixes: - Fixed items that are added outside hulls not getting saved in the sub editor. - Fixed "missing entity" errors in multiplayer if the respawn shuttle despawns after its walls have started leaking. - Fixed submarine upgrades, hired bots and purchased items disappearing if the round immediately after the purchases ends due to returning to the server lobby or the crew dying. - Fixed characters spawning with a 100% husk affliction on the next round if they've become huskified during a multiplayer campaign round. - Fixed dedicaters servers not setting a play style. - Fixed servers with no play style showing up as "Serious". - Fixed attachable items teleporting back to the player's inventory in multiplayer if they first equip it and then attach it immediately. - Fixed duplicate saves in the multiplayer campaign's "load save" tab when the server is running on the same machine as the client. - Fixed broken junction boxes carrying signals from other junction boxes. - Fixed bots disappearing from the campaign save when loading a save that was done in a level between 2 uninhabited locations. - Fixed mp campaign sometimes loading an outpost level with no outpost and forcing the player to the map view. Happened when a campaign save that had been done in a level between 2 natural formations was loaded, which would mess up the save and cause the bug when quitting and reloading the save. - Fixed submarine voting not working in the server lobby. - Fixed outpost events repeating more often than they should. - Fixed dedicated servers always being public. - Fixed right mouse button not behaving correctly in the campaign UI when using left-handed mode. - Made endpoint checks in the banlist more robust. - Certain audio errors no longer crash the game. - More Fabricator syncing fixes. - Fixed molochs bleeding when they take any damage on the brain/main body. - Fixed attacks never being able to do more than 100 hp damage per affliction, which resulted for example nuclear explosions and railgun shots being too weak -> re-adjusted railgun and explosion damages. - Fixed bots failing to get an item if their inventory is full. - Fixed bots sometimes running towards a wall after extinguishing fires. - Fixed Husks trying to target floors/ceilings. - Fixed the security not reacting when being attacked by a friendly character with the husk stinger. - Fixed the Husk infection not progressing properly in multiplayer (#3673.) - Fixed taking more husk damage reducing the Husk infection when its strength was higher than 50 (#3673). - Fixed creatures in the group "human" not being considered friendly, which prevented creating friendly non-human characters. - Fixed bots not always prioritizing the selected (contextual) targets first when ordered. - Fixed incorrect priority calculations for repair objectives that causes bots to make weird decisions on what to repair. - Fixed latched monsters ignoring decoys. Also changed the latching logic a bit, which has some minor implications on the gameplay. - Fixed a crash when "money" cheat command was used used in the main menu. - Fixed bots suffocating in diving suits, because they were unable to take the suit off when they should. (#3333) - Fixed bots sometimes being unable to hit with melee weapons, especially in the "arrest" mode or when the target is down. - Fixed bots sometimes getting stuck when they are fixing leaks while they are a bit too far from the target. - Fixed bots insisting on equipping the diving suit before accessing Kastrull's drone. - Fixed bots rapidly turning left and right when they are positioned between a wall and another bot in the idle state. - Fixed one of the Thalamus spawn organs always dying because the hull was not flooding in Wreck1. - Fixed bots failing to take account all the items in the inventory. Addresses cases where bots are confused because there are some empty/broken items and some full/functional items in their inventory. - Fixed bots getting stuck in the find safety state when they can't find any safe hull (e.g. all the hulls are flooding and they don't have a suit). - Fixed bots avoiding lethal pressure in some cases even when they have a diving suit. - Fixed bots being unable to get the diving gear when some of the hulls in the path are flooding. - Fixed bots failing to switch oxygen tanks when the tanks are empty. They don't yet know how to use the oxygen generator for refilling the tanks (coming later). - Fixed many AI objectives not resetting properly, causing many separate issues. - Fixed bots trying to use stabilozine to treat internal damage even though it only treats poisonings. - Incapacitated bots now forget what they were doing. Fixes bots shooting at the player when revived after being shot by the player. - Fixes and improvements on NPC/bot reactions when being attacked by the player. - Fixed the devotion not working right for the subobjectives of looping objectives. Should fix cases where the bots keep switching repair/fix targets, resulting in looping walking behavior. - Fixed coils not triggering in some alien ruin rooms. - Fixed misaligned oxygen tanks in the oxygen generator. - Fixed misaligned railgun shells being in the single loaders. - Fixed explosives not triggering inside depth charges. - Fixed damage modifiers overriding each other instead of stacking, causing some protective items to make the characters less protected. - Fixed skill checks in the "sound in the vent", "mediator" and "big brother" events always failing. - Fixed conversation prompt staying open after finishing either of the "Mike the Idiot" events. - Fixed attacks never being able to do more than 100 units of damage per affliction, making some weapons less effective than they should be. - Fixed inability to override item assemblies with mods. - Fixed items contained inside another item in an item assembly not getting saved in the sub editor. - Fixed links between entities not getting saved in item assemblies, causing doors to create a duplicate gap when the assembly is placed. - Fixed stabbing with a syringe bypassing the medical skill check. - Fixed piercing coilgun bolts going through level walls. - Fixed particles sometimes going through walls (example case: Typhon's ballast pumps). - Fixed SMG magazines always spawning a bullet at the start of a round even if there's already one inside the mag. - Fixed respawn shuttle sometimes spawning with upwards velocity. - Fixed mining outposts sometimes failing to generate, causing the game to use one of the old pre-built outposts as a fallback. - Fixed "acid party" traitor mission causing a crash if there's only one player on the server. - Fixed ruins sometimes spawning close to the beginning/end of the level, blocking the way to the outpost. - Fixed crew members that have been removed during the round (e.g. despawning, turning into a husk) reappearing on the next round. - Fixed round summary displaying "new hire" instead of the status of recently hired characters who've died during the round. - Fixed monsters often spawning behind the submarine even if there are valid spawnpoint ahead of it. - Fixed duct blocks in vanilla subs being repairable with a welding tool instead of a wrench. - Fixed giveperm, revokeperm, giverank, givecommandperm and revokecommandperm not working when executed on a player with spaces in their name by a client. - Fixed occasional crashes at the end of the round due to a race condition where SteamManager tries to check for damaged walls while the sub is being unloaded. - Fixed mudraptor eggs never hatching. - Fixed the "giveaffliction" command not accepting the affliction identifier as a parameter in multiplayer. - Fixed the contextual repair order being shown even if the item was not in need of repair. - Fixed a networking bug that caused "index out of bounds" and "missing entity errors" (although there are probably other bugs remaining that can cause these error messages). Happened in multiplayer campaign when a purchased or player-owned item happened to take the ID of an existing structure during the start of the round. - Fixed inability to give Operate Weapons order when there's only 1 turret. - Fixed store total not updating properly when location reputation changes. - Fixed bots not being able to reach leaks that are behind intact walls. - Fixed pause menu staying open when clicking "Save and quit" in an outpost level. - Fixed all saves getting hidden from the "load game" menu when deleting a save. - Fixed projectiles staying active if picked up mid-flight, causing them to hit the character when dropped from the inventory. - Fixed a crash when taking control of a previously player-controlled character that has turned into husk. - Fixed attacks working unreliably when controlling a monster in multiplayer. - Fixed grenade launcher's muzzle flash causing items' OnFire effects to trigger. - Fixed clicking on the job name not selecting the job as a preference. - Fixed bots running back and forth after reaching the target waypoint if there's nothing telling them otherwise. Now the bots should continue running towards the target as intended. - Fixed "sound in the vent" and "giving directions" events not giving any rewards. - Fixed prices not refreshing in the store screen if the crew's reputation changes while inside the outpost. - Fixed characters not getting stunned when failing to repair an oxygen generator. - Fixed missing fire extinguisher in securitymodule_03. - Fixed secure steel cabinets not requiring a key card to open in securitymodule_01 and 02. - Fixed campaign setup menu sometimes randomly selecting an invalid sub when opening the menu. - Fixed monster attacks not working inside ruins. - Fixed doors not working in AlienDoorAssembly2. - Fixed ability to link hulls to each other multiple times. - Fixed bots triggering the campaign map by undocking from outposts. - Don't allow the current location or the destination to change it's type at the end of a round (i.e. an uninhabited location can't turn to an outpost as you're entering it). - Bots don't try to power up the reactor unless ordered to in outposts. - Fixed "invalid docking port network event" error if the ID of the port has changed after the event has been created (e.g. if one of the clients happens to have an item with the same ID in their inventory). - Fixed changes to spawn point's text properties not saving in the sub editor without pressing enter. - Fixed ability to "bypass" sonar disruptions by switching to passive sonar before the active ping reaches the disruption. - Fixed incorrect diving suit deconstruction recipe. - Fixed faraday artifact not playing the explosion effect in multiplayer. - Fixed ability to bypass vote kicks by changing your name before you get kicked. - Fixed killing a character with morbusine not unlocking the "Poisoner" achievement. - Fixed killing a moloch that's the target of a mission not unlocking the "Killed a Moloch" achievement. - Fixed Berilia's and Typhon's docking ports not being connected to the power grid. - Fixed contained item positions not being updated if they're inside a non-equipped item in a character's inventory (e.g. a sonar beacon inside a toolbox). - Fixed sonar beacon staying active after running out of battery. - Fixed stationary batteries being able to provide power when broken. - Fixed pumps being impossible to adjust manually after they've received a signal through the "set_targetlevel" connection in multiplayer. - Fixed sub names and save times disappearing from the "load campaign" menu in the server lobby after deleting a save. - Fixed autopilot being turned on automatically at the start of a round on nav terminals that control a shuttle/drone remotely. - Fixed names not being color coded according to job in the server lobby when a round is running. - Fixed non-mission artifacts sometimes spawning inside level walls. - Signal components don't output anything if the result of an arithmetic operation is undefined (square root of a negative value, division by zero, inverse trig function outside the defined range). - Fixed handcuffs becoming unequipped client-side on successive campaign rounds. - Fixed copypasting a single docking port/hatch or a wire in the sub editor placing it very far from the submarine. - Fixed characters not dying, but still being unable to move, if they get crushed by pressure when they have the vigor affliction. - Fixed crashing if a turret receives a NaN signal in the position_in connection. - Fixed crashing when trying to reselect the current preview image as the preview image for a workshop item. - Fixed shadow-casting convex hulls being calculated incorrectly on hatches with windows (only affects mods that add hatches with windows). - Fixed custom items disappearing when saving a sub if the sub is both the items and the sub are configured in the same content package. - Fixed nullref exception if a client joins or disconnects when tab menu's crew tab hasn't been initialized. - Fixed Dugong's oxygen generator being rewireable with a wrench instead of a screwdriver. - Fixed particles not being emitted when cutting ores. - Fixed unwired lamp in EngineeringModule_01. - Fixed tunnel background being interactable in ResearchModule_02. - Fixed inability to interact with hidden linked containers in multiplayer. - Fixed undocked linked subs being positioned incorrectly when entering a new level in the campaign. - Fixed players not getting notified about shuttles being left behind when docking with an outpost in the campaign. - Fixed salvage missions not completing if the item is inside a subinventory (for example a toolbox). - Fixed rejoining clients not gaining control of their previous character if they've changed their name. - Fixed healthbar being positioned incorrectly on large resolutions. - Fixed fabricator's hover text saying it's repairable with a screwdriver. - Fixed last hit from a stun baton doing nothing. - Fixed diving suit lockers that have been recolored in the sub editor reverting to default color when a suit is placed inside them. - More reliable syncing of doors' stuck state. Should fix doors appearing usable client-side even though they're actually welded server-side or vice versa. - More reliable memory component and text display syncing. - Fixed events that require a specific item not taking items in subinventories into account. - Fixed events where the player has to pay for something being possible to complete even if the player doesn't have enough money. - Made "goodsamaritan" and "huskcultist" events remove the items from the player immediately after opting to give/use the item. Otherwise it's possible to keep the item by dropping it from the inventory before dismissing the conversation prompt. - Fixed events that increase the medical skill giving the character a duplicate medical skill entry. - Fixed light sprites not rotating when rotating an item. - Fixed contained items not rotating when the container is rotated. - Fixed legacy railgun controllers being fired with the Use key instead of the Shoot key. - Fixed XP popups not showing up in multiplayer. - Shuttle batteries can't be damaged by explosions because they can't be repaired. - Fixed text overlapping with the icon in the "purchased supplies have been delivered" popup. - Fixed mission notification appearing in front of the round summary. - Fixed crawler walking/running animations when the creature is facing left. - Fixed irrelevant damagemodifiers affecting the final damage when multiple damage modifiers exist.


[ 2020-09-22 14:11:46 CET ] [ Original post ]


Back to work! Minor update preview


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!

Our guides have moved


We decided to move our official guides and last years Halloween mod under our new official studio account. Here are links so you can find the guides in their new locations! Sub editor guide Character editor guide Modding reference Karma guide Trick or Trauma As always, you can find some more greetings on our blog. Thats all this time we look forward to telling you more about whats coming in Barotraumas development as we head into the new season!


[ 2020-09-04 13:19:31 CET ] [ Original post ]


New Frontiers Update out now!


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).


[ 2020-07-30 14:08:41 CET ] [ Original post ]


Preview: The New Frontiers update


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!


[ 2020-07-24 15:50:23 CET ] [ Original post ]


Campaign progression: submarines some other things


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:

  • Once outposts become explorable, all trading options will be moved inside outposts. That means, out with the old campaign map and store interface, in with new NPC interactions!
  • With the overhauled store system, it will become possible to also sell items, not just buy them.
  • And finally, in addition to buying items, you will be able to

Buy submarines and submarine upgrades


To make campaign progression more interesting and rewarding, you will be able to improve your submarine as well as buy new subs as you advance in the campaign. The upgrading system will also work with custom subs, so be it a vanilla boat or a player-made one, you can upgrade the hull and the devices within to match your progress in the game. Sub upgrades tie in with the improved economy system where buying and selling prices vary between different outposts and will even be affected by your actions in the game. Together with all the other things in the new outposts, we hope this will bring some nice additional depth to Barotrauma!

What else is new


The upcoming campaign update will also include a visual overhaul. This art unification pass has been in the making for some time, and weve now confirmed it will be released with the next major update. Dont forget that the work-in-progress version of the next update is already playable in the experimental public unstable version. Beware the bugs and welcome on board!


[ 2020-06-18 15:13:20 CET ] [ Original post ]


Our Steam anniversary!


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!


[ 2020-06-05 16:52:39 CET ] [ Original post ]


Minor update: molochs, music and more


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:

  • Two new moloch variations: the black moloch and the moloch pupa. We hope you find both of them terrifying in their own right!
  • Dismembering of non-human living creatures. Because death was not gruesome enough before!
  • Texture compression to make the game run a little better on low-end GPUs.
  • New music tracks just because its underwater doesnt mean it should all be constant monotonous droning. These new tracks and a couple of others have now also been added to our Supporter Pack.
Besides these, theres a long list of other fixes and improvements see the full changelog below! v0.9.10.0 Additions and changes: - Added 2 new moloch variants: Black Moloch and Moloch Pupa. - Reworked Moloch. - Overhauled level layouts and events (longer and more difficult levels). - Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items. - Added DXT5 texture compression to reduce memory consumption. Slightly increases loading times; if you're not short on memory, you may want to disable the compression from the game settings. - Added partial dismemberment for live creatures. Currently enabled only for non-humanoids. (Dismembering dead bodies was already in the game). - Destructible shells/armor -> Moloch's shell can now be destroyed. - Added a new monster AI state: Protect. - Increased the threshold for limping and changed the calculations. - Added limping for non-human characters. - Modded servers show up as purple in the server list. - Added 4 new background music tracks. - Added parameter autocompletion to the "spawnsub" command. - All content types except UI styles are now hotswappable. - Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull). - Added "Output" and "FalseOutput" properties to smoke detector. - Option to define ambient light values for individual hulls in the sub editor. - Characters float in place instead of sinking when staying still underwater. - Improvements to water flow forces: flowing water can push characters around much more heavily now. - Balanced item prices and fabrication/deconstruction recipes. - Balanced medical items. - UI layout improvements when using an ultrawide resolution. - Added "set_channel" input to wifi components. - Added "power_value_out" and "load_value_out" outputs to reactor. - Added search/filter boxes to content package list in the settings menu and item lists in the Workshop menu. - Added submarine filter to the server lobby. - Detonators are only triggered by non-zero signals. - The state of toggleable controllers (= switches) can be set in the sub editor. - Made toolboxes purchaseable. - Added a warning to keep the drone door closed in Remora. - All Thalamus cells die when the Thalamus dies. - Removed "hold fire" option from the "operate weapon" order, display turrets on minimap as icons instead of text. - Added some logic to prevent the game from modifying/deleting any vanilla content in any situation. - Readded legacy Carrier (doesn't spawn naturally but can be spawned with console commands). - Modified Typhon 2's coilgun rotation limits a bit so it isn't possible to hit the walls when firing at enemies near the airlock. - Hulls can be multiedited in the sub editor. - Placed down wires can now be re-equipped in the sub editor by double clicking a loose end. - Added charging docks to Remora. - Adjusted how pixel sizes are converted to meters (which are used to display the submarine's dimensions and distances on the navigation terminal). Previously 100 pixels corresponded to 1 meter, now it's 80px -> 1m, making the human characters about 1.75m tall. - Distance calculations on the navigation terminal take the shape of the path into account instead of just using the direct distance to the target. - Made improvements to the manual order assignment by adding always visible name labels, displaying indicators for characters' current orders, and repositioning the nodes. - Reduced the damage range of fires, characters don't take damage from fires if there's a closed door or a wall in between. - Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking. - Added option to give all command perms with the "givecommandperm" command by using "all" as the parameter. - Wrecks with no predefined Thalamus items can no more be infested by Thalamus. Allows to create wrecks that always spawn without Thalamus. - The "shut down" reactor order now allows the bot to continue doing other things after powering off the reactor, instead of just standing next to the reactor. - Removed the "initiative" skill -> all bots should now react better when there's something to do. Note: this doesn't mean that they always react on everything. It's just the end of individualism. At least for now. - Reduced the physical forces applied on characters when they are hit by melee weapons, harpoons, or frag grenades. Adjusted stun for crowbar and harpoon. - Disabled retreat/escape behavior for the bots when they take damage from items or explosions. They still escape/fight back when attacked by other characters. - Refactor the medic priority calculations/logic: Bots should never treat others autonomously, unless they are medics or ordered to rescue. Bots should always give a high priority for treating themselves, unless there's a medic on board. - Adjusted the flipping logic of non-humanoids to make them flip less frequently. - Monsters won't anymore target nasonov artifact unless it is inside the player submarine or in the player inventory. Modding: - Made it possible to use repair tools with StatusEffect's UseItem. - Made pressure deaths more moddable. Dying because of high pressure isn't hard-coded anymore, the characters are just given the barotrauma affliction which (by default) kills them. - Added "HideConditionBar" property to items. - Fixed wearables staying on the character when the item is removed by a status effect. - Character light sprites can now deform. The cells of Thalamus (Leucocyte and Terminal cell) now use the deformable light sprites. - Creature flipping parameters are now exposed. Adjusted the flipping for all creatures. - Allow to define character joints as weld joints in addition of normal revolute joints. Weld joints don't rotate. - Allow sound definitions to ignore the muffling effect. - Exposed the "scatter" value and added new "offset" attribute for monster events. - Added support for status effects in limb definitions (ragdoll file). - Status effects defined in the character definition can now also target limbs. - Added ActionType.OnSevered status effect for limbs. - Creatures can now be set to disrupt sonar. - Player attacks can now also use the conditionals (i.e. when player is controlling a character). Previously only the AI used the conditionals. - Conditional sprites don't anymore require a texture definition. - Conditional Sprites can now be non-exclusive -> Draw more than just one sprite at a time. - Fixed conditional sprites not being able to target limbs. Bugfixes: - Fixed crashing when opening the tab menu when there are clients present with no job preferences set. - Fixed "ColdCavernsMaze" levels sometimes being extremely short. - Fixes to level generation when playing with a very large submarine. - Fixed bots being unable to shoot at enemies from another room/hull. - Fixed bots being unable to get items from dead bodies. - Fixed submarines being unable to move vertically in the submarine test mode. - Fixed crashing when starting a new round with no audio device (speakers, headset) available. - Improvements to shadow/LOS rendering. - Fixed double click being ignored if it's been less than 0.4s since the last double click. - Fixed all servers sometimes not showing up in the server list (showing only the servers in the same/nearby region). - Fixed "lone sailor" achievement not unlocking in single player. - Fixed "Gaze in to the Abyss" achievement sometimes unlocking as soon as the round starts. - Fixed characters sometimes being unable to exit the submarine when outside the borders of the level. - Fixed ruin/wreck monsters not spawning if the submarine is too close to them. - Fixed ruin items sometimes getting saved as a part of the main submarine in the campaign. - Fixed rare "item with the same key has already been added" errors when starting a round (particularly when playing with a submarine with very large numbers of items/structures). - Thalamus entities can't be selected in the sub editor when they're hidden. - Fixed "spawnsub" console command not working. - Fixed projectiles, welding tools and plasma cutters hitting destroyed Thalamus organs. - Fixed reactor not shutting down if the turbine/fission rate are controlled via signals even the power switch is toggled off. - Fixed reactor sliders not moving when they're controlled by signals. - Fixed level triggers sometimes affecting entities that have left the trigger. The most noticeable effect was characters getting burn damage indefinitely after they've been close to a hydrothermal vent. - Made flamers fire proof to prevents the flames from blowing up the fuel tank inside it. - Don't allow harpoons to stick to very small limbs (such as mudraptor's "mouth tentacles"), because it lead to physics glitches. - Fixed the husk infection crashing when turning the character, if either the non-husk or the husked variation has no inventory defined. - Fixed characters getting weapon XP after using a turret, until someone else operates the same turret. - Fixed characters being able to crouch when their pose is controlled by a controller (e.g. periscope, modded chair). - Fixed bots being unable to aim correctly when operating a turret in another submarine (such as a remotely controlled coilgun in a shuttle). - Fixed bots sometimes taking too much time to interrupt their current objective when the room they're in floods, causing them to get crushed by pressure. - Fixed bots sometimes letting go of ladders too soon, preventing them from reaching certain areas (such as the upper platform in Berilia's cargo bay). - Fixed multiple bots sometimes trying to treat the same person. - Bots stop grabbing the character they're treating after they're done. - Fixed harpoons going through doors. - Fixed depth charges going through level walls. - Fixed husks attacking human husks wearing a diving suit. - Fixed first shot from a firearm that uses a magazine/clip not doing anything. - Fixes to waypoints in Kastrull, Berilia and Remora. - Fixed chat-linked wifi components not working in single player. - Fixed chat-linked wifi components not working in multiplayer outside of combat missions. - Fixed Azimuth using tutorial junction boxes instead of normal ones (the tutorial variants are indestructible and don't have signal connections). - Fixed autopilot not being able to navigate past wrecks. - More reliable syncing of door's breaking state. Fixes doors sometimes being impassable or impossible to repair client-side, particularly when joining mid-round. - Fixed repairing doors getting interrupted at 50% when the door's collider is re-enabled and the character pushed out of the doorway. - Fixed items getting used in the health interface when dropped on a subinventory slot in front of the interface. - Fixed dedicated servers letting clients join with an invalid name when there's no server owner. - Fixed server letting clients join with a name that's already taken. - Changed "creating hulls between docking ports failed" from errors to warnings. Allows creating exterior docking ports that aren't next to a hull without having the console pop up every time the port is used. - Fixed changing resolution not updating character inventory slot sizes properly, causing invalid spacing in dead characters' inventories. - Don't allow detaching signal components when rewiring is disabled or the item's connection panel is locked. - Fixed misaligned hull next to Wreck1's airlock. - Fixed "attempting to remove an already removed item" errors when mass-deleting items. Happened because removing items a wire is connected to removes the orphaned wires automatically. - Fixed multi-part subs (example case: The Aeche III) getting teleported to oblivion when flipped. - Fixes to bots getting stuck or killed for no apparent reason when the player is very far from them, due to the bots switching to a "simple physics mode" which prevents them from doing certain kinds of interactions. - The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination. - Disabled crush depth in the submarine test mode. - Fixed monsters staying invisible if they die far away from the camera view. - Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion. - Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded"). - Fixed a couple of waypoints in Berilia that prevented bots from using the ladders. - Fixed Husked Crawler bleeding red blood. - Fixed the priority of the operate order being 69 when it should be 70, which sometimes caused bots to get stuck between two objectives (like repairing or fixing leaks). - Fixed enemies always using the priority defined for "room" when they should use the priority for "sonar". - Fixed monsters not being able to drop down from platforms/hatches etc. In practice they still have difficulties in getting down from the hatches when they don't swim because they are so big. - Fixed bots ignoring themselves as a target when they are rescuing others. - Fixed numerous issues in the monster behavior when simple physics is enabled. e.g. Ignoring targets or not being able to attack or eat them. - Fixed hitting damage modifiers emitting a ridiculous amount of particles. - Fixed some cases where bots fail to open the door that they should be able to open (because they skipped a waypoint without checking the doors). - Fixed monsters not keeping inside the level. - Fixed a crash when the command interface button was pressed while the player is controlling a custom monster that didn't have character info but was able to speak. - Fixed monsters sometimes ignoring their target after attacking.


[ 2020-06-04 12:55:55 CET ] [ Original post ]


Wreck designing competition


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!


[ 2020-05-22 16:32:55 CET ] [ Original post ]


Sneak peek: Outposts unlocked


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.


[ 2020-05-15 15:09:53 CET ] [ Original post ]


Hotfix for the Rusted Remnants update

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!


[ 2020-04-30 11:17:50 CET ] [ Original post ]


Rusted Remnants


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.


[ 2020-04-23 16:05:06 CET ] [ Original post ]


Preview: The Rusted Remnants update


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!


[ 2020-04-17 15:24:20 CET ] [ Original post ]


Sneak peek: Shipwrecked


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!


[ 2020-04-03 15:44:24 CET ] [ Original post ]


Patch and monster mini-update out now


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 element. - Fixed job icons overflowing from the job selection panel when using mods that add more jobs. - Fixed clients being unable to cancel file transfers. - Fixed StatusEffects with a delay or a duration "transferring" to another target when the same effect is applied on another entity (for example when using the same stabilozine syringe on multiple characters). - Fixed particles spawned in StatusEffects only copying the emission angle of the parent item, but not the rotation when CopyEntityAngle is set to true. - Fixed terminals not sending any outputs server-side. - Fixed bots unequipping diving suits when they shouldn't. Only happened while doing a low prio objective. - Fixed retreating bots attacking with adhoc weapons like tools. If the bots retreat, they shouldn't use weapons at all. - Fixed the priority calculation for the rescue all objective. Should fix bots refusing to treat seriously injured characters and also fixes the priority of the targets. - Fixed occasional rapid flipping (usually noticeable only in debug draw mode) when a bot has no valid path or the path has ended. - Fixed bots sometimes not being able to climb ladders because they skip a node too early. Happened especially in Katrull. - Fixed some cases where bots fail to release the ladders when they should. - Fixed bots occasionally disgarding an autonomous objective with low priority after starting to follow it. - Fixed bots ignoring unsafe hulls (= any threats) when they shouldn't and consequently heading into danger. - Fixed some monster attacks causing internal damage instead of bitewounds. - Fixed Hammerhead Matriarch's head damage modifier ignoring bitewounds. - Fixed latched creatures not reacting on being damaged. - Fixed monsters flipping constantly while swimming. - Fixed Husks not regenerating health properly. - Fixed AI targets not being decreased on inactive items. - Fixed fire extinguisher definition (xml): the identifier and the tag shouldn't be the same string. - Fixed monsters sometimes moving slower than they should when walking inside. - Fixed charge indicator not being flipped in horizontally/vertically flipped batteries. - Fixed fabricators occasionally getting stuck to the active/inactive state client-side when the fabrication is paused due to insufficient power. - Fixed ancient weapon not cutting through holes in walls. - Fixed ambient light being brighter in the submarine editor than in-game. - Fixed walk speed not being affected by speed reductions. - Fixed all enemies ignoring the speed modifiers. - Fixed wires appearing as loose items on the floor after saving and reloading if they've been disconnected from both ends. - Fixed non-stackable status effects with a duration having no effect.


[ 2020-03-31 14:50:12 CET ] [ Original post ]


Up next: Towards the final destination


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.


[ 2020-03-20 14:23:17 CET ] [ Original post ]


Silky Smooth: The Quality of Life Update


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 elements in the monster mission definitions. - Fixed Hammerhead Matriarch's skirt going throught the walls. - Fixed performance issues when creatures are trying to find a path out from the submarine while escaping. Also improved the escaping behavior in general. - Fixed Mudraptors sometimes squeezing themselves towards doors without being able to attack them. - Fixed monsters not reacting to being fired with turrets unless they can target the attacker. - Fixed minor slipping in Mudraptor's walking animation. - Weapons and tools now have ai targets that are only activated when the items are used -> shooting monsters should make you much more attractive target than just swimming peacefully around. Multiplayer: - Fixed a bunch of bugs that caused "missing entity" errors. However, there are many different reasons the error can occur, so even though we have not run into the issue anymore during out testing rounds, there is still a chance it may occur in some situations. - Fixed inventory items occasionally getting mixed up in the multiplayer campaign. - Fixed a bug that caused clients to get disconnected with an "invalid object header" error when a character has a large amount of different afflictions. - Fixed collider tunneling when client is slow to send inputs. Caused characters to occasionally noclip through walls when the connection or framerate is poor. - Fixed server owner occasionally timing out if loading the round takes too long. - Fixed server owner's character occasionally being killed due to round start timeouts. - Fixed players not getting notified in any way when their connection to the server has timed out, allowing them to keep playing without being able to interact with anything. - Made giveperm/giverank commands suck less by allowing names, endpoints and SteamIDs instead of clientlist id, and allowing users to skip question prompt by adding rank or perm as a second parameter. - Fixed multiplayer campaign saves appearing in the single player "load game" menu if they're placed in the singleplayer save folder (leading to a crash if a player starts to load the save). - Fixed server not sending condition updates for inactive items, potentially causing the condition to get desynced when all of the components of the item go inactive. - Fixed clients only being informed of the reason for their ban the moment they're banned, but not if they try to rejoin. - Fixed clients not attempting to reconnect to the server automatically when the connection is lost, forcing the client to rejoin the server manually. - Fixed clients sometimes being able to noclip through walls when the framerate or connection is poor. - Karma system can be enabled/disabled in the "host server" menu. - Option to set the number of password retries before a ban. - Fixed voice chat indicators not working in the in-game crew list. - Moved "End Round" button to the pause menu. - Added a separate server log category for wiring. - Fixed clients not relaying console commands that don't exist client-side to the server (i.e. custom commands implemented by a server mod can now be used by clients). - Added "killdisconnectedtime" command that can be used to set the time after a disconnected player's character gets automatically killed. - Increased default killdisconnectedtime to 2 minutes. - Player cap can be adjusted in the server settings. - Made "showseed" console command usable by clients. - Fixed lobby command (which switches to the single player lobby) being usable in multiplayer. Bugfixes: - Fixes to render order oddities (structures with a depth > 0.5 always rendering behind all items, inconsistent render order between sub editor and in-game). Now structures with a depth of >= 0.9 are always behind everything (and visible through the LOS effect), and item's sprite depth is capped to 0.9. - Fixed background structures that are resizeable on both axes always being drawn behind other background structures regardless of the sprite depth. - Fixed Kastrull flooding when the drone undocks. - Fixed ballast pumps deteriorating in Kastrull's drone despite being unreachable by the players. - Fixed sonar transducers consuming no power. - Fixed EventManager intensity being calculated incorrectly in multiplayer, causing monster spawns to be more sparse in multiplayer than in singleplayer. - Fixed autopilot overshooting and compensating too heavily when attempting to maintain position, causing it to never fully stop on the target position. - Fixed charactes being unable to get through multi-layer walls from inside the sub (for example the walls above Humpback's command room). - Fixed plasma cutter not cutting through holes in walls. - Fixed melee weapons not working inside ruins due to the colliders that block subs from entering the ruins. - Fixed fabricator cancellation failing to be communicated under certain circumstances. - Fixed fabricator and deconstructor operating faster when run on overvoltage, making it possible to fabricate/deconstruct things almost instantaneously by using relays. - Fixed camera position "twitching" when moving the cursor around while unconscious. - Fixed crashing if there's no audio device available. - Fixed texts in mission/traitor notifications occasionally overflowing outside the border of the message box. - Fixed subinventories not opening when trying to heal an unconscious character. - Fixed engines causing crashes if MinVoltage is set to 0. - Fixed small "twitch" when a character enters or exits a submarine. - Fixed starting a combat mission with just 1 player counting as winning the mission. - Fixed linked shuttles occasionally spawning at the wrong side of a sub's docking port. - Fixed clients being assigned as traitors in combat missions even if there's no-one else in their team. - Fixed server lobby screen not scaling correctly after changing to a bigger resolution. - Made the screen distortion effects caused by afflictions change less abruptly when the condition of the character changes quickly. - Fixed items being swapped from slot to another when combining an item with one that has a higher condition. - Fixed lights in deviced bleeding through characters and blurry black "shadow" around characters. - Fixed '+' and '-' signs in number input fields being misaligned in Chinese and Japanese. - Fixed Workshop item descriptions only showing the first 256 characters. - Fixed reactor highlight effect extending outside the reactor sprite. - Fixed ID-restricted doors only taking the first ID card in the inventory into account. - Fixed crashes in the character editor when creating a humanoid with incomplete limb definitions. - Fixed the character editor crashing if no textures were found. - Don't allow to save invalid texture paths in the character editor. - Decreased the range of some of the motion sensors inside alien ruins to prevent certain rooms from being nearly impossible to get past without getting zapped by an alien coil. - Fixed excessively large tonic liquid collider. - Fixed accordion collider. - Fixed doors not blocking hitscan weapons. - Fixed sonar showing everything around the sub when sending out a directional ping and immediately switching to passive. - Fixed inability to drag characters from room to another in alien ruins. - Fixed crashing if a modded UI style contains multiple child styles with the same name. - Fixed wire nodes getting misplaced when flipping wires in the sub editor. - Fixed groups of items that include wires sometimes not getting placed at the position of the cursor when pasting them in the sub editor. - Fixed currents heavily slowing down the submarine regardless of the force or direction of the current. - Fixed some held items vibrating/twitching when moving. - Fixed turrets emitting muzzle flash particles in an incorrect direction (the rotation of the particle was correct but the direction it flew towards not, which isn't noticeable with the non-moving vanilla particles). - Fixed "skip tutorials" returning to the main menu instead of opening the correct tab when starting a new game. - Fixed all items being highlighted in the multiplayer campaign store menu when another player buys something. - Fixed setting the number of items to buy by typing a number in the text box being practically impossible in the multiplayer campaign store. - Fixed grenades exploding multiple times if you throw one, pick it up before it explodes and rethrow it. - Fixed bots occasionally letting go of ladders too soon when going to operate an item, causing them to fall down. - Fixed some waypoint issues in Orca. - Fixed wifi components in the respawn shuttle being able to communicate with the main sub in non-combat missions. - Fixed engine sound range being up to 20 times larger than it should be. - Fixed monsters occasionally being able to attack through walls. - Fixed alarm buzzer not returning to the original rotation when the alarm stops. - Fixed a couple of unfair ruin traps (rooms with coil/sensor placement that makes it impossible to pass through without getting zapped). - Fixed mechanic tutorial getting softlocked if the player never has an oxygen tank (or aluminium) and sodium in their inventory at the same time. I.e. if they deconstruct the oxygen tanks first and put the aluminium in the fabricator, and then get the sodium and put it in the fabricator.


[ 2020-03-04 16:05:20 CET ] [ Original post ]


Preview: The Silky Smooth Update


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.


[ 2020-02-28 14:24:09 CET ] [ Original post ]


Submarine competition winner Happy holidays!

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


[ 2019-12-20 14:45:22 CET ] [ Original post ]


Bugfix patch for the Beasts Within update out now

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!

Networking/multiplayer fixes:


- Fixed the game occasionally freezing when joining a server. - Fixed a bug that occasionally caused clients to disconnect with an "entity not found" error in the multiplayer. In technical terms, the issue occurred when the server spawned an entity with a given ID, sent a network event for that entity, and then spawned another entity that took up the ID of the previous entity. This could happen, for example, if in the multiplayer campaign a player happens to get an item with the same ID as an item in the inventory of another player who isn't currently present, and the other player joins the server. There are still most likely additional bugs that can cause similar error messages, so this fix will probably not get rid of the errors entirely. - Fixed start button staying disabled in the server lobby when switching from the campaign mode to another game mode. - Fixed clients occasionally getting disconnected due to the campaign store. Happened if a location had changed from one type to another (for example, natural formation to outpost), the players had bought something that wasn't originally available from the location and a new client joined. - Fixed clients occasionally being prompted to download subs from the server even if they already have a matching sub. - Fixed server having a password even if the password box is left empty in the in-game "host server" menu when hosting with the Linux version. - Fixed server name being shortened to one word when hosting from the in-game "host server" menu with the Linux version. - Fixed server name length not being restricted when set from serversettings.xml or using console commands. - Fixed "ready to start" tickbox disappearing if a client joins while a round is running. - Fixed traitors remaining as traitors client-side after restarting the round, allowing them to access the sabotage interface despite not having a traitor objective. - Fixed characters occasionally not selecting/deselecting a periscope client-side, causing them to walk in place or not grab the periscope. - Fixed male asian heads not appearing in the server lobby. - Fixed campaign servers never being filtered out from the server browser when filtering based on game mode. - Fixed clients not displaying the "could not connect" popup if the initial connection to a server times out. - Fixed door weld state occasionally getting desynced, causing the door to be welded server-side but possible to open client-side.

Electricity fixes:


- Fixed junction boxes not passing signals to relays. - Fixed broken junction boxes and relays carrying power. - Fixed devices not receiving power if they're connected directly to batteries/supercapacitors with no relays or junction boxes in between. - Fixed light components that receive power from somewhere else than a power input connection not going out when they lose power (e.g. lights on the diving suits). - Fixed pumps and batteries operating/recharging faster when receiving overvoltage, with no upper limit, making it possible to for example operate pumps at 10x the speed by connecting them to a relay that's receiving 10x more power than is being drawn from it. - Fixed LightComponents being toggled twice when they receive a signal to the toggle connection.

Misc fixes:


- Fixed "last used" listbox overlapping with the entity visibility tickboxes in the submarine editor on low resolutions. - Fixed misaligned colliders on the "Shell A Cap 0 deg A/B" wall pieces. - Fixed links disappearing between linked subs and docking ports when loading in the sub editor. - Fixed loading freezing for up to 10 seconds if the game cannot fetch the remote content for the main menu (update notifications, changelogs, etc). - Fixed lights on devices (junction boxes, nav terminals, reactor) being rendered on top of characters. - Fixed lights lagging a little behind moving objects (e.g. diving suit light). - Fixed characters being able to grab/heal others when handcuffed. - Character editor: don't switch to the limb mode when clicking a limb in the joint edit mode. Fixes difficulties in using the joint angle widgets when the widgets are interloping limb source rects. - Character editor: Fixed the texture path field not being copied if the source character has no texture path defined. In this case, we can use a texture path found in one of the limbs. - Fixed bots incorrectly reporting problems in the room they are in instead of the room the issues is spotted at. - Fixed bots reporting broken devices or asking medical attendance even if they are taking care of those things. - Fixed bots saying "put out a fire in hull" instead of using the name of the room when they extinguish a fire. - Fixed AITargets staing active even if the entity is not active (for example, the sonar could still be heard by monsters after it's turned off). - The bots now only report about issues that have not been already been reported. - Fixed monsters attacking doors that are open. - Monsters keep pursuing the target if the behavior is "pursue" even when they cannot attack. - Bots stop operating devices if a player starts operating them (unless they have been ordered to operate the device). - Fixed bots playing the rewiring sound when repairing an item with a screwdriver. - Fixed bots sometimes stopping behind a closed door when trying to extinguish a fire. - Fixed chat messages occasionally extending below the lower bound of the chatbox. - Fixed searchlight and turret lights disappearing before the light is fully off-screen. - Waypoint fixes in Kastrull and the drone. - Fixed Kastrull flooding when the drone is undocked. - Fixed ballast pumps in Kastrull's drone being off by default. - Fixed enormous in-game ballistic helmet sprite. - Fire extinguishers can't be placed inside toolboxes anymore. - Fixed lobby screen not scaling correctly after changing to a bigger resolution.


[ 2019-12-17 14:01:20 CET ] [ Original post ]


Beasts Within second major update out now


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

  • New monsters: Hammerhead Matriarch, Hammerhead Spawns, Mudraptor Egg
  • Six new traitor missions
  • Several new character customization options: appearance, job gear variants.
  • New submarine: the Kastrull
  • New signal components: wire your subs in new and intricate ways!
Gameplay improvements Server browser and server lobby improvements:
  • Find suitable servers more easily several new features
  • Server lobby visual overhaul
  • Server lobby gameplay improvements: character customization, job selection, submarine preview, more accessible server settings
Electrical system overhaul:
  • Power distribution logic reworked to remove several issues with complex systems
  • Considerably better optimized for complex systems
Job system overhaul:
  • More balanced job distribution.
The Europan Together with the update, were introducing The Europan Barotrauma Supporter Pack. Read more on the DLCs store page about what you will find inside!


[ 2019-11-21 17:01:50 CET ] [ Original post ]


Let the submarine building begin!


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:

  • Join the competition through the Summa Barologicae Discord.
  • Design a new kind of submarine for Barotrauma, based on a specification written by our lead designer Ez Chad Husk.
  • Submit your design to the Summa Barologicae community hosts by November 24.
  • Our developer team will test and judge the top 5 submarines, and
  • all finished, working submarines submitted by the deadline will be featured on our blog at barotraumagame.com, and...
  • the winning sub will be added to Barotrauma as a vanilla sub in a later update.*
The winner will be announced in December. Without further ado, head over to the Summa Barologicae Discord, and let us see what you build! *The Barotrauma developer team reserves the right to make alterations to the winning submarine design to ensure it works as well as possible in the game. The author of the winning sub will have his/her name or nickname of choice added to Barotrauma's credits.


[ 2019-10-31 16:25:25 CET ] [ Original post ]


Halloween update and special content pack


Happy Halloween, everyone! We have a couple of things for you today.

The Halloween update


Rather than save everything for an upcoming major update, we fast-tracked a few things:
  • Character Editor 1.0 making your own monsters is now easier. Too many individual changes to list here!
  • Modding improvements: Vanilla content can be replaced more easily and many things that werent previously editable have been exposed in XML. See the full changelog for more details.
  • Two new monster variants and one monster remake
  • Fixed the inability to change your name to something other than your Steam username, which prevented players from joining servers where the host has disallowed special symbols in names.
  • Fixed an error with starting a campaign through the dedicated server console.
  • Dozens of minor bugfixes
Find the changelog in full in our GitHub or in the game folder. As always, be sure to update your servers!

The official Halloween mod


To bring the mood of the season to your subs, you can now access our Halloween mod via Steam Workshop. As it is a mod instead of an update, you can continue playing with the Halloween looks later, if you want to! On the topic of modding, we recently published a reference guide for modding Barotrauma. So if youre looking to make a mod of your own, check it out here along with our other guides (currently available only in English). A bigger update is in the works and will be released in a few weeks. Look forward to new content and server improvements, to name a couple of things. Stay tuned!


[ 2019-10-24 16:11:45 CET ] [ Original post ]


News from the Barotrauma modding community


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.


[ 2019-10-07 13:59:29 CET ] [ Original post ]


New bugfix patch and Japanese localization

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:

  • Added Japanese translation.
  • Added Polish, Spanish and Turkish NPC conversations.
  • Improvements to Russian and Spanish translations.
  • Fixed Chinese server names and descriptions showing up as "?????" in the server list when not playing in Chinese.
Traitor fixes and improvements:
  • Players who haven't been a traitor yet are more likely to get selected as a traitor.
  • If both teams have a traitor during a combat mission, traitor win will result in the opposite team's victory.
  • Fixed flooding the respawn shuttle counting as flooding a part of the submarine when doing the "flood the submarine" traitor task.
Multiplayer fixes:
  • Fixed a networking bug that occasionally caused clients to enter a state where they couldn't interact with devices or pick up items.
  • Fixed server list only displaying servers that are located close to the client.
  • Fixed occasional "error while reading a message from the server" console errors when joining a server.
  • Fixed clients sometimes timing out and disconnecting during the loading screens.
Other fixes:
  • Fixed skills not having any effect on repair durations.
  • Fixed inability to enable content packages created for a version prior to 0.9.2.0.
  • Several bugfixes to publishing and installing Workshop mods.
  • Tutorial improvements and fixes.


[ 2019-09-20 10:58:09 CET ] [ Original post ]


Daily Deal - Barotrauma, 25% Off

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


[ 2019-08-26 17:07:00 CET ] [ Original post ]


Saints Sinners: First major update out now

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

  • Click Host in-game to host a server through SteamP2P.
  • Can also join servers through Friends list.
  • Please note that hosting through DedicatedServer.exe will still use the old method of hosting and as such requires manual port forwarding.
- Optional griefing moderation tools (i.e. Karma) - New Traitor system (feature framework, more content to be added later) - Fixed issues (The most vexing ones! See all in the changelog):
  • Noticeable movement stuttering and low fps
  • Game crashes on start because of a missing DLL
  • Issues with picking up dropped items
  • Items cannot be combined in multiplayer
  • Combining items inside a Deconstructor crashes the game
  • Game crashes when refreshing server list multiple times before the list finishes loading
- Four additional languages
  • Spanish
  • Latin Spanish
  • Polish
  • Turkish
- New audio compressor and voice chat attenuation - A new stock sub - Modular decorative sub part sprite pack - New items You can also read more about the update in this earlier blog post. Please note that the networking changes in this update will make the game incompatible with servers running on the old version of the game. In other words, server hosts, be sure to update so that others can join your server! We hope this update solves a lot of the problems our players have run into since our launch. Let us know how we did! P.S. The update is coupled with a Daily Deal for 25% off.


[ 2019-08-26 16:08:45 CET ] [ Original post ]


Karma Traitors update with easier server hosting

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!


[ 2019-08-14 14:14:15 CET ] [ Original post ]


Sneak peek: Karma Traitors update

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.


[ 2019-08-02 14:51:52 CET ] [ Original post ]


Third patch out now!

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:

  • Improved server list. Can be sorted according to ping, name, compatibility or any of the other property in the list.
  • Improved character editor.
  • Fixed another ID mismatch problem that occasionally caused clients to get kicked out in multiplayer.
  • Fixed players always getting range banned when banned by a client.
  • More reliable fabricator and deconstructor syncing.
  • EXPERIMENTAL: option to disable rewiring items in multiplayer.
  • Fixed turrets not being aimed correctly in multiplayer if they're in another sub (e.g. the coilgun in Remora's drone).
  • Fixed the position of an outpost's docking port not being taken into account when determining how to place it in the level. Caused large submarines sometimes to collide with walls when docked to outposts where the port is offset from the center.
  • Reactors take other power sources into account when calculating how much power they need to generate. Fixes overloads on Humpback when turning on the backup batteries and operating the reactor normally.
  • Fixed ladders and other resizeable items reverting to their original size if they're resized and the sub is saved and reloaded.
  • Fixed inability to resize gaps in the sub editor after they've been placed.
Even though bughunting has kept us quite busy since the launch, the next big things on our todo list, simplified server hosting and improved anti-griefing mechanics, are also coming along nicely. If you want more info on what's to come in future updates, you can check out our Roadmap on Trello!


[ 2019-07-10 10:53:33 CET ] [ Original post ]


Barotrauma public roadmap summer greetings

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!


[ 2019-06-28 14:53:29 CET ] [ Original post ]


Second bugfix patch out now!

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".

  • Fixed a networking problem that occasionally caused clients to get kicked out in the multiplayer campaign, usually with an error message warning about a missing item.
  • Fixed servers using a local campaign save path sent by the client setupping the campaign, preventing the campaign from starting up if the path does not exist at the server's end.
  • Fixed radio communication occasionally not working between characters in the multiplayer campaign. Characters that had made it through at least one round were not able to communicate through radio with characters that have just been spawned for the first time.
  • Kick votes persist during a multiplayer session even if the client disconnects (= disconnecting and rejoining just before you get kicked doesn't work anymore).
  • The server sends a "this client previously used the name xxx" message when a client rejoins with a different name.
  • Replaced WinForms with SDL which should resolve most of the fullscreen/resolution issues. It's also now possible to change the resolution when in fullscreen without having to restart the game.
  • Fixes to the DXGI crashes during startup.
  • Fixed an issue that caused modded character files to affect the game even when the mod was not enabled, leading to various issues such as characters failing to equip items if the mod changes the number or type of inventory slots a character has.
  • Fixed a bug in monster/item spawnpoint logic that occasionally caused perfectly valid spawnpoints to be discarded when there were floating ice chunks in the level, sometimes causing monsters to spawn very far from the submarine (which often lead to the player not running into them at all).
  • Fixed items applying their status effects twice if they're put into a container by swapping them with another item. For example, replacing a fuel rod in the reactor by dropping a new fuel rod on it caused the reactor behave as if it had two rods in it.
  • Servers only report content packages with files that cause multiplayer incompatibility to the master server. Fixes servers showing up as incompatible in the server list if they have custom sub files (or other types of files that don't cause compatibility issues) installed.
  • Dozens of smaller bugfixes; see the full changelog.
Please note that this patch includes networking changes that make the game incompatible with servers running on the old version of the game. If you're getting error messages about an incompatible game version when trying to join a server, it's most likely because the server host has not updated their game yet. In other news, to give you a better idea of our future plans and what we're working on now, we're setting up a public Trello board with a roadmap of our plans for the Early Access period and a list of known issues (and possible workarounds). More about that in our next community announcement!


[ 2019-06-28 09:06:50 CET ] [ Original post ]


Editor guides now published

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!


[ 2019-06-20 16:56:19 CET ] [ Original post ]


Dedicated server with anonymous SteamCMD support

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.


[ 2019-06-18 11:41:44 CET ] [ Original post ]


First post-launch patch out now

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.

  • Fixed crashes during startup due to faulty/missing OpenAL installations.
  • Fixed Steam ID based bans causing all clients to time out from servers.
  • Fixed a networking issue that occasionally caused clients to get kicked from multiplayer sessions with a "disconnected due to excessive desync" error message.
  • Fixed inability to select a mic if the name of the capture device contains non-latin symbols (Cyrillic or Chinese characters for example).
  • Removed job count restrictions from multiplayer (so now it's possible to play as other classes than Captain, Engineer or Mechanic even when there's 3 or less players).
  • Numerous minor bugfixes: see the full changelog.
Thanks everyone who has already been playing Baro during this first week! Upcoming later today is a handbook to the submarine editor, which you will be able to find via Steam Guides and our Discussion forums. As we announced earlier, we were able to extend our launch discount by an extra week, so you will be able to get Barotrauma at the reduced price for another 5 days, until June 19. Have a nice weekend!


[ 2019-06-14 16:04:51 CET ] [ Original post ]


Post-launch greetings and about the future of Barotrauma

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!


[ 2019-06-07 18:18:55 CET ] [ Original post ]


Welcome to Europa!

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


[ 2019-06-05 18:22:03 CET ] [ Original post ]


Now Available on Steam Early Access - Barotrauma, 15% off!

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


[ 2019-06-05 16:00:00 CET ] [ Original post ]


Barotrauma Early Access release date announced

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!


[ 2019-05-09 13:01:29 CET ] [ Original post ]


Barotrauma quick news

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!


[ 2019-04-02 12:16:35 CET ] [ Original post ]


Exploring alien ruins

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.


[ 2019-02-15 14:20:50 CET ] [ Original post ]


Closed Alpha Testing Sign-up

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!


[ 2019-01-25 16:08:56 CET ] [ Original post ]


Barotrauma modding tools and Steam Workshop

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!


[ 2019-01-11 14:40:00 CET ] [ Original post ]


Sneak peek: first aid and health system

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!


[ 2018-12-11 14:38:03 CET ] [ Original post ]



Barotrauma
Undertow Games
  • Developer

  • FakeFish
  • Publisher

  • 2019-06-05
  • Release

  • Indie Strategy Simulation Singleplayer Multiplayer Coop EA
  • Tags

  • GameBillet

     29.72 /

     

     
    Game News Posts 154  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (47454 reviews)


  • Review Score

  • http://barotraumagame.com/
  • Website

  • https://store.steampowered.com/app/602960 
  • Steam Store



  • Barotrauma Linux [550.85 M]

  • Public Linux depots

  • Overcome crisis and the unrelenting pressure of a frozen ocean. In Barotrauma you're a submarine crew member beneath the ice of Jupiter's moon Europa. Flee or fight alien lifeforms, explore a strange new world, command your crew, and craft equipment in a tense 2d co-op experience.

    Key Features

    • Command and manage your submarine and its various systems in adrenaline-filled co-operative gameplay.
    • Play as the captain or any of the 4 other character classes, with up to 16 players per submarine.
    • Single Player campaign, sandbox mode, and single missions also available.
    • Procedural levels and events ensure no two games will ever be exactly alike
    • Each submarine has multiple crew operated systems, from nuclear reactors to sonar, guns, engines and more
    • Comprehensive crafting system to create tools, drugs and weapons
    • Navigate dangerous environments to achieve mission goals or simply explore and travel deeper into the game world
    • Explore alien ruins and wrecked submarines along the way to discover rare and powerful artifacts and other resources
    • Fully integrated mod tools allow you to create and transform the game via Steam Workshop. Submarine editor, character and procedural animation editor, procedural level editor, sprite and particle editors - unleash your creativity!
    MINIMAL SETUP
    • OS: Ubuntu 14.04 LTS
    • Processor: 2.0 GHzMemory: 4 MB RAM
    • Memory: 4 MB RAM
    • Graphics: 128 MB Video Memory. OpenGL 3.0+ support
    • Storage: 350 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 18.04 LTS
    • Processor: 3.0 GHzMemory: 8 MB RAM
    • Memory: 8 MB RAM
    • Graphics: 256 MB Video Memory. OpenGL 3.0+ supportNetwork: Broadband Internet connection
    • Storage: 350 MB available space
    GAMEBILLET

    [ 5166 ]

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    GAMERSGATE

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